DUNE PF1 ACT 2 The Dream of Green

Game Master Johnny_Panic

“Without change something sleeps inside us, and seldom awakens. The sleeper must awaken.”
― Frank Herbert, Dune

Freman words

MAP of NORTHERN ARRAKIS

CURRENT MAP SAND TRUCK STOP MAP


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I have up dated the map guys, so you right behind him, he is heading back into the building screaming for his men.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:

RECRUMENT is now open again,

Dear prospective players I have two NPCs
Female Freman in my DUNE game, I would like
players to take over. you can change them how ever you like.
If you read game thread and look at the other PCs you will see
how they got where they are and what level they should be.

I dont need a biuld yet, just and idea of what you may done with them as a biuld. Also once I have two players to play them I will close recrutment.

So if you like DUNE please feel free to join us.

I assume this means we're not just dropping them off at their dads house? Honestly, I would have liked to talk about the plan for them first...

Edit, I had read your original post earlier in the day, didn't realize it had changed and you altered the post to a conversation with them.


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Sorry all, yes I did say when we last the last player that I may ask others to join, been contacted by someone interested but felt I needed to open it up to others to be fair. I did not realise this could be a problem. But you are right I should have said something to you before hand.

I have two interested players, who I have asked to outline who they see their PCs.

Note: The older one may be a in fact a male acting as a 'Girl" while under cover. {not a cross dresser but under cover}

I will get them out outline thire ideas in recruitment and then we can all decide

PM Panic.


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Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Cool, I was just surprised that it was assumed that we were going to take them with us. I had sort of assumed we'd let them go on their way while we went to the other warehouse.

On the opposite end of the conversation, I've played with both Trawets and Evindyl and would happily make room for either of them in a Game I was playing in.


Here is my character sheet for Elta. I still need to come up with some background other than growing up in seitch Tabr.

Let me know if I am missing anything please GM Panic.


Hi all I have invited out two plaicant players to make PCs,

Could creently players, vote of having the new players in.
You can PM me and I will tally.

From what they have said they wish to do with their PCs
I think they will be a great add to the party.

Note the names and other things make change form how I described them,
only a little recon


trawets71 wrote:

Here is my character sheet for Elta. I still need to come up with some background other than growing up in seitch Tabr.

Let me know if I am missing anything please GM Panic.

I will do, just waiting on other players ok

fro you to join.


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Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:

Could creently players, vote of having the new players in.

You can PM me and I will tally.

Obviously based on my above post my vote on both players is a resounding yes.

Also, letting them create their own characters and us retconing a little would be totally fine.


cool


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Welcome! Good to see you, trawets.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Sounds good to me. Agreed we can always retcon a little.


Please new players when your ready head on into game


M

So incredibly sorry! I posted much much earlier today!
I will repost right now :(


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Is the checkpoint the only way out? I assume so but wanted to ask.

Given the checkpoint I have a vague idea of sending some of us out with the vehicle (the paperwork will be in order and nothing suspicious to see), and parking it round the back at night and the rest of us smuggling the lazguns over the wall.

Might be completely impractical.


If you wish to try that the cool, but you are some way from the shield wall, and you will be in the open come day

Unless you hid in the sand


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Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 57/57 | F +6 R +7 W +4 | Init +3 | Perc +10

I think we need to talk about the shield wall a little. It is not a wall. It is a set of rocky mountains or cliffs up to about 4600 meters high. They are marked on the world map.

That being said the village does have a wall or fence around it according to it's map. It looks like it only has the one gate out.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Just double checking, we were flagged past the check point and we're out of immediate danger?

The five old women who are pilgrims, did the Harkenons keep the still suits, or will the women be ok?


yes you out the gate, but will you leave the elder freman woman to thire fate?


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

I've come to realize that Kasit is very much Lawful Evil. Lawful, in the sense that he keeps his word and is deeply loyal to kith and kin. Evil, in the sense that if you are not kith and kin, then he doesn't care what happens. Someone is dying along the side of the road? Why share water with a soon to be corpse? Someone is being abused, or even murdered? If he has no reason to owe loyalty to them, then why should he risk his life for them? Maybe if he didn't grow up on a world where death was always a single mistake away he wouldn't be like this. But as is, that's just who he has become.

So yes. He will continue to drive away and leave them to their fate, without losing any sleep on the matter.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:
yes you out the gate, but will you leave the elder freman woman to thire fate?

So they do not have suits, right?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
Kasit wrote:

I've come to realize that Kasit is very much Lawful Evil. Lawful, in the sense that he keeps his word and is deeply loyal to kith and kin. Evil, in the sense that if you are not kith and kin, then he doesn't care what happens. Someone is dying along the side of the road? Why share water with a soon to be corpse? Someone is being abused, or even murdered? If he has no reason to owe loyalty to them, then why should he risk his life for them? Maybe if he didn't grow up on a world where death was always a single mistake away he wouldn't be like this. But as is, that's just who he has become.

So yes. He will continue to drive away and leave them to their fate, without losing any sleep on the matter.

yikes


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M

Basically, Kasit is a Hellknight ;)

If you haven't broken a law, you haven't done anything wrong.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Yeah…Arrakis doesn’t seem like a very nice place. I got the impression that the locals were a hard people who focused on survival. So Kasit kind of grew into someone whose heart has been hardened by the daily grind of staying alive (and tending to kinsmen with limited resources).

Like…in 40k the Votan, for those familiar. Not evil in the sense that they would go out of their way to hurt or victimize someone, but getting the resources needed for survival comes before helping someone in need. And even amongst kinsmen there is the baseline assumption that everyone has to pull their own weight, because survival depends on it.


Børak wrote:
GM_Panic wrote:
yes you out the gate, but will you leave the elder freman woman to thire fate?
So they do not have suits, right?

yes and the sun will come up soon


Male Monk 4/Champion 1 | AC 18 T 18 FF 14 | HP 57/57 | F +6 R +7 W +4 | Init +3 | Perc +10

I was of the impression that fremen viewed all fremen as some sort of family and it was fremen against the outworlders. I could be wrong but leaving them to die due to the Harkonnan's actions seems harsh.

I'm not saying stop and pick them up but more get out of sight and then pick them up. Unless we are pursued.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

I would prefer helping them as well, anyone want to bring it up in game?


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

GM is there any cover we could drive behind without being too obvious?


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Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Well...the idea was to be obvious. As in, someone who just committed mass murder wouldn't be acting so casual. They wouldn't stop from their getaway to pull over and see how people are doing. That would be crazy! No, someone who was guilty of such heinous crimes would try to hide. They'd be discreet. So those bleeding hearts who pulled over and are chatting normally? They obviously can't be the people the authorities are looking for.

At least...that was Kasit's idea. And it's what he's doing. If you want him to stop and taking a stealthy approach, please go to gameplay and tell him so he can do so.


M

I think the actual play should be both; Kasit can pull up next to them, we can make small talk, and we can seem to drive away ... all the while Ethan will have slipped out invisibly AND stealthily to tell the lead female that we will pick them up in half a kilometre or so whereever there is an outcropping or something.


No cover flat open sand and darkness.


M

Understood, thank you


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

Curious, did we see what happened to the 'truck' I'm just wondering if the worm got it or the thopter shot it up.


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O yes you saw the worm swallow it whole


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

GM would our characters be aware of what Sayyadina means?


hummmm, No not yet


M

I had actually thought that Ethan WOULD know that word; that the Way of the Sand Shinobi was semi-consecrated. That can not be the case though ...


You will know it soon so, wait a short while


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

I'm interested in a better still suit, or some kind of personal shield. How much would these cost, and what are their availability like?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:
Ok you have 24 hours, what would you like to do?

Just saw Kasit's questions, I was about to ask if 'wild fremen' still suits were available yet?


Shield cost a crazy amount and in the sands make worms go crazy

Yes this is the time to get wild freman still suits


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

My wife and I are going away for the weekend, we'll be back late Sunday. This will be the first mini-vacation since I started here on the boards that I have not taken my laptop along so as to be able to post. However, I will be able to post Monday morning. It is the weekend, so please bot me only if absolutely necessary to keep things moving.


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Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:

To be hornets I think you have around 12L each, S0 +3 = 15L each.

Its up to you of you want to give the new players water. . .There dad will be here in game tomorrow

Sweet! Two questions, does the amount include what the pilgrims paid us? Or has that not happened yet. Also, how rich is the gear they have or will be given by daddy? I assume that if they put on their own stillsuits they would have been wild freman quality? Also did they have any gear that they were able to recover? It doesn't look like either have any gear listed.

GM_Panic wrote:

You not new traders are here, three of them, and by their acsent they are form the south, the deep south. They have suits and other fine southen kit for sale.

Wild Fremans still suit 2l
Wild Freman Para-Cumpus. +2 Survival 1l
Wild Freman Para-tent +2 Survival 3l
Wild Freman Plastic Explosive 1lg=1l [6d6 Dmg per 100grams]
Wild Freman BundiPistol, [Air Gun Type A] Clip [5 rounds] Rang 30' DMG1d8 Crit 18/20 x3 5l
Wild Freman BundiPistol, [Spring Type B] Clip [1 round] Rang 90' DMG1d6 Crit 19/20 x2 5l
Wild Freman BundiRifel + Scope [Slow firing} Range 260' DMG2d10 Crit x4 10l
Wild Freman Bundi Rounds 100 1L

Great gear :)

Does the Para-Tent sleep four like the Still tent or is it larger?

FYI Elta and Etan, here is the list with what we started and the difference in 'armor/stillsuits'


Its sleeps 5, yes the whole party

ALSO YOU GAIN A BOON!!

After doing the impossible, getting away from the HArkonnens, dropping from a carry all and living, saving so bey powerful please, and starting you work.

YOU ALL GAIN A MYTHIC Level.
That is tight you are no Mythic Level 1,

You can use Mythic paths from either
Paizo or Spheres

Paizo Mythic Heroes

spheresofpower mythic-rules


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2

oh, mythic levels, cool! .... now I need to go refresh my memory on how they work. I don't think I've ever read the sphere mythic levels, are they listed in the PFSRD or are they here?

Edit:As for purchases then if we're not sharing wealth I'm thinking a fremen stillsuit, Para-Cumpus 1/3 if a Para-tent and a BundiRifle and Rounds for long distance fighting.

If we're sharing wealth becuase the boys father won't kit them out, them I'm good with a five way split and holding off on the rifle. Maybe make some poison for the hunter seeker


He will give them 15l as well


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

I assume none of us know anything about the box although bene gesserit women can be quite intimidating.

One thing DC25 is quite high, and dice bot isn't always kind...


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Interesting. Very, very interesting. On one hand I want a still suit. On the other? A legendary item that is upgradeable sounds amazing.

Would it be wrong to have a legendary dagger that is human bane? Otherwise, would a legendary item still suit that is upgradeable be allowed?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 51/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.P. 4/5 | M.P. 5/5 | H.P 2/2
GM_Panic wrote:
He will give them 15l as well
Cool!
Kasit wrote:
A legendary item that is upgradeable sounds amazing.

oh, what a great idea making Borak's father's chrysknife a legendary weapon would rock! I Really need to refresh my memory on Mythic.


Swashbuckler (4) Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Mythic Rules

Tier 1
* Hard to Kill (Ex)
- Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

* Mythic Power (Su)
- Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

* Surge (Su)
- You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

--------------

Everyone gets the above. Aside from dying less often, we get 2x uses of mythic power. +1d6 to any d20 roll. Not bad!

Everyone has to pick a mythic path. Champion, Guardian, Trickster, and Marshal are all good ones for this campaign. While spheres are open (and are great!) none of us have any combat spheres. That really limits their use. With a mythic path, we get 1x feature ability, and 1x mythic ability.

We also get one Mythic Feat.

---------------

Example:

Bob decides to become a mythic guardian. He chooses absorb blow. He can use his 2x mythic points to either add +1d6 to a roll (surge) or to reduce damage taken from a hit by 5 points (absorb blow). For his mythic ability he chooses fast healing. For 1 mythic point, he can now also give himself fast healing 5 for 1 minute. Finally, he has a mythic feat. He takes mythic power attack (When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.)

So, Bob now has 3 ways to use his 2x mythic points each day. Bob is now mythic 1.

-------------

That's how mythic works. I'm still figuring out what choices I'll be taking. But as mentioned before, if allowed I'll without a doubt go with a mythic legendary item.

And for those wondering how that works? It is a mythic ability you can take once, which gives you 1 ability per tier, up to 3 tiers. Starting at tier 3, you can take this a second time. The maximum number of abilities increase to 6. Starting at tier 6, you can take this a third time, giving you a max of 10 abilities.

Legendary Items are amazing! They start off with 2x mythic points usable only for certain kinds of surges (for example, to hit rolls with a weapon). Upgradeable seems to be a must-have to me, because it allows us to use water to get enchantment bonuses. Which, given the setting, seem to be very rare.

-----------------

Finally...Thoughts as towards what I will go with

15L? With mythic legendary item (Heirloom (Ex)) and upgradeable...I can get magic item at 1/2 price. That would allow me to get a dagger to +3. What I would get is this:

Human Bane and returning.

With Startoss Comet (As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space.) Kasit is only actually throwing a single dagger. So, with returning, it would let him always use his mythic weapon. That seems to be worth taking.

And also if allowed...I'll go with Mythic Gifted and will take Mythic Sphere Mastery: Equipment
You gain two Equipment talents you do not already have. Once per day, as a full-round action, you may spend one mythic power to lose one (discipline) talent you know and replace it with another (discipline) talent.

With the 2x equipment talents?

Balanced Defense
While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.

Dagger Bravo [Youxia HB]
Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

That just leaves the mythic feat. I'm leaning towards mythic skill focus. Being able to always take 10 or take 20 on heal checks seems to be quite useful as the party's only healer.


That is a really great use of Mythic for this setting
Love it.

So with Human Bane and returning,

FLAVOR
Human Bane = An inbuilt toxin in the blade.
Returning = A field projector on your wrist, linked to the blade. Pulls it back to you for you to catch.

I am changing

Dagger Bravo [Youxia HB]
Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

from That is a really great use of Mythic for this setting
Love it.

So with Human Bane and returning,

FLAVOR
Human Bane = An inbuilt toxin in the blade.
Returning = A field projector on your wrist, linked to the blade. Pulls it back to you for you to catch.

I am changing

Dagger Bravo [Youxia HB]
Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

to 18-20/x2 to 18-20/x3

Flavor

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