Valeros

Dreyyn's page

535 posts. Alias of Tenro.


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current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"I like the open air better."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

sorry been quiet lately, was too busy two nights and couldnt get on the third night

"Were the scouts headed this way?"


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

In town i would mostly be shopping. i just realized i hadn't redone my gear, are there any unusual items i might happen across that are for sale? particularly as might pertain to yellow magic. talisman, knowledge of a new way to use it, etc.?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"It depends on if they are doing this because scouts saw Tar's armies on the move or not."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

so there is

3000gp

4th level WBL is 6000
7th level WBL is 23500

so 23.5 - 6 = 17.5; 17.5 + 3 = 20.5

so 20,500gp?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

All done sans equipment. Was hoping for a rough gp value guideline


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

i was looking for the approximate wealth level we should be at.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

true but a majority of it is invalid to me currently


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

5) woops i meant M6. On my new sheet i will have the two feats we have gotten for earning XP past level 6 as M6.1 and M6.2, and if we earn another in the future then M6.3. I had been working for hours on the rebuild so i was tired and typed G instead of 6


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

even more questions! last ones for the night and I will just combine all i have said above into 1 post:

1.) Can you put Advanced color magic in the Campaign tab? It is missing that info and I have to use Paizo's crappy search function.

2.) How many times am I allowed to take Extra Combat Talent?

3.) I assume this is a yes, but are Legendary Talents OK?

4.) Vital Strike (PF feat) + Mobile Striker (Athletics Sphere talent) = OK or not OK?

5.) Is Vital Strike OK to take with one of my MG bonus feats? I am also kinda thinking about Giantslayer unless that is not recommended. I figure we face a fair amount of enemies larger than us.

6. As part of the rebuild, can I change my temple sword to a kekheret spear? My sword is +1/+1 so if i could make the sword a +2 that would be cool. If not that, perhaps a +1 kekheret spear and a +1 yellow conduit that way i have a backup.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Also can we get the advanced color magic stuff thrown in the campaign tab?

aaaaand can you let me know how many times is allowed to take the feat to get an extra talent? Athletics is really costing me a lot of talents hahaha


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

@GM: I know Vital Strike and Spring Attack cannot work together, however the Mobile Striker talent from the Athletics Sphere is worded such that it should work with Vital Strike. Would you allow Vital Strike to work with that talent? I assume your answer will be no (and to be honest, I am at a stage where I don't even know if i can fit it into my character), however I figured I might as well ask and see.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Yeah with Incanter if you go all in on onlu one sphere you can do insane things within that single pony trick youve allotted yourself.

No limit on spheres in terms of quantity other than what the class gives you in talents and feats.

And yeah if the khekeret spear is light i'll probably go that route. Sounds like the direction i initially considered heading (dragoon leap and all that too)


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

actually, the more i look at it, Striker probably isn't that suitable for Dreyyn. it focuses overmuch on unarmed strikes. I might go with Conscript for him instead.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

I'm thinking Striker from Spheres of Might. Still sticking with the spear, wanna dig into more color magic, and keep mobility high and just do single strikes with vital strike.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

@GM did you get my message? i thought i sent one


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"Or redirect the flow, as one would a river. Have the energy go in a loop rather than to him."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"The world we come from is large. Vast expanses of unclaimed or undefended land. There is a place for those that can live among the established clans and nations."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2
Alþórel wrote:
Dreyyn; check out this

Nice. I don't do so well on keeping up with the new things. Basically with Dreyyn's mobility, I want him to hit like a ballista bolt with his yellow magic flying spear.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

gonna take me awhile to level up.

what do we get this time? one more tier (and its incumbent bonuses)? any feats?

also can i retrain to move away from TWF and towards vital strike? it is somewhat less optimal as far as sneak attack goes, but with such low SA dice, and getting a VS die might make up for it.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn stands, listening to the conversation. Not knowing much of the magics in use, he asks a simple question.

"Wouldn't evacuating the plane be a bit easier than trying to keep open something meant to close?"


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

ah i will use two charges for my last two standard actions then

cure: 2d8 + 5 ⇒ (4, 8) + 5 = 17
cure: 2d8 + 5 ⇒ (7, 8) + 5 = 20

2 charges spent, 37 hp healed to Dreyyn


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

ah yes i will be needing quite the healing. I havent actually used it on myself in combat before so not sure what to roll but ideally i will not provoke AoOs doing it.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

ah then i heal myself, i am pretty messed up


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

oh i definitely should have taken some of that healing if possible


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Swift Action Study, move action ridiculous tumble past Elise and Lumbering Giant

acrobatics to avoid AoO: 1d20 + 44 ⇒ (6) + 44 = 50

atk: 1d20 + 16 + 2 + 2 + 3 ⇒ (3) + 16 + 2 + 2 + 3 = 26
dmg: 1d8 + 6 + 3 + 2d6 ⇒ (5) + 6 + 3 + (6, 3) = 23

with my speed+haste i almost could have strolled leisurely around the lava pit to get there


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn will pull excess sand together to shield himself. +2 AC


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"Do it. To lose is to die, such was the way. Consider yourself born again. Fighting upward from the bottom. This is a rather cruel place to attempt such, but such will make you stronger."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn speaks to the fallen man.

"Before I began along this path, I thought the clan was the most important thing. Now, worlds away, it seems like only a grain of sand in an endless desert. Arise and escape this hell, if you are even real. you may follow me, but I have no weapon for you. Your own hands must do."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

acrobatics to avoid AoOs: 1d20 + 24 ⇒ (7) + 24 = 31

canny tumble past the two of them, giving me +2 vs them and making them flat-footed, swift action study target for +3 dmg. fighting defensively for -4/+3 and combat expertise for -2/+2 so new AC is 26 before mobility

attack: 1d20 + 11 + 2 + 2 - 6 ⇒ (2) + 11 + 2 + 2 - 6 = 11
damage: 1d8 + 6 + 3 + 3 + 2d6 ⇒ (1) + 6 + 3 + 3 + (3, 3) = 19

dude hit takes 3 bleed damage on his turn plus 6 sand damage whenever that happens.

i tumble for much less than half speed around the corner. I assume they give chase so here is an AoO for the first one that provokes:

attack: 1d20 + 11 + 2 + 2 - 6 ⇒ (7) + 11 + 2 + 2 - 6 = 16
damage: 1d8 + 6 + 3 + 3 + 2d6 ⇒ (3) + 6 + 3 + 3 + (3, 5) = 23


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

mythic point vs Slow save: 1d6 ⇒ 5 makes it a 19 total


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

acrobatics to avoid AoOs: 1d20 + 24 ⇒ (19) + 24 = 43

canny tumble past the guy who is sand-ed, giving me +2 vs him, swift action study target for +3 dmg. fighting defensively for -4/+3 and combat expertise for -2/+2 so new AC is 26

attack: 1d20 + 11 + 2 + 2 - 6 ⇒ (20) + 11 + 2 + 2 - 6 = 29
damage: 1d8 + 6 + 3 + 3 + 2d6 ⇒ (5) + 6 + 3 + 3 + (1, 5) = 23

confirm?: 1d20 + 11 + 2 + 2 - 6 ⇒ (9) + 11 + 2 + 2 - 6 = 18
bonus crit damage: 1d8 + 6 + 3 + 3 ⇒ (8) + 6 + 3 + 3 = 20

dude hit takes 3 bleed damage on his turn plus 6 sand damage whenever that happens.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn will 5ft step and ready an action to Cone of Sand the big guy and two little guys when the two little guys move (so they arent using their shields to block). I'll spend the spell point to maximize the rounds and that gives me a temp spell point to use during this fight.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

how tall is the roof and can Dreyyn see Amelia through the doorway?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

doesnt bother me at all. one of my games ended when my pacifist Vitalist (psionic healer) dropped the final boss by empathically turning a 160hp finger of death back on it. would have dropped me to -30 and left the party in even worse shape than we were in. an odd way to end things, but it worked amazingly.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

me either


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn remains silent, the only conversation he will have now is likely in blood.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

If they get close enough, Dreyyn could "sand" a cone of them. Otherwise he will slash at any tormentors before moving away (since one of his moves is a double move for the others).


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn moves slowly (for him) towards the west wall.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2
Alþórel wrote:

[dice=foresight]1d20

[dice=dispel using path]1d20+6+2
Al throws the weight of his magic against the darkness, but even with his foresight looking for any weakness, he sees nothing.
"We need to move." he shouts "This darkness is beyond anything I have ever seen."

didnt Amelia have a pocket 20? we need it here maybe?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2
Elise of the Red Hill wrote:
Elise is probably going to give the magicans a few seconds to work something out then (attempt) to move over to more destructive measures :P

same here


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

i got nothing. full defense!


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn remains silent in response to the question.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

i am thinking it is one or more mephits. theyre elemental in nature so they are probably color-coded mephits like everything else here and they are mischievous little buggers so that is why theyre laughing.

also, for my epic assault i will need that mythic haste as well. but i could do a sub-epic assault, haha.

and as for the nat 20, i'd have to threaten to autocrit right? or should i just use it to auto-threaten?

EDIT: hmm mephits arent large. LARGE mephits. :D


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"Everything appeared as sand to me."


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

"I've a small cut, if we have magic to spare." 7dmg


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

good with me


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn will use the temporary yellow point generated by his sand blast to pull the sand scattered on the ground to coalesce around him, bolstering his defenses.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

to be clear, i also intended to hit the spider as well so that it would suffer the damage and count as flanked.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn takes a tiny few steps up (at least, a tiny amount of movement for him), and blasts sand at the spider!

blast of sand. duration maximized due to breath. does this sand hit some web and make it not sticky? also does extra sand fall on the ground in the area (enough to do my shield of sand later?

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