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Marigold Malachite's page

85 posts. Alias of Sgtdrill.


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Are they?

I couldn't find it in the text, but the Life Spirit Spells don't include any of the cure spells, which struck me as odd. I will likely house rule that they can spontaneously convert, but was interested in opinions.


Halfway through book 3:

LG Aasimar Paladin/Monk worshipping Irori - Champion
NG Tiefling Master Summoner worshipping Iomedae - Archmage
LG Elf Evoker worshipping Iomedae - Archmage
LG Human Gunslinger/Paladin/Noble Scion worshipping Torag - Dual Marshal/Champion


My main houserule is that I've modified a couple classes slightly to bring them "up to par":

Bards know and can cast one more spell per spell level

Monks gain twice as much Ki generation, and have full BAB progression - but can ONLY use unarmed strikes or monk weapons.

Rogues gain 10+Int skill points, and on levels where they don't gain a rogue trick they can "buy" a rogue trick for 5 skill points.

Fighters' Bravery ability is converted to a straight bonus to mind-affecting saves.

Druids can change their spell casting from memorized to something like the Oracle - same spells known and spells castable progression, but instead of automatically knowing a Cure spell each spell level they know a Summon Nature's Ally spell each spell level.


Name: <name withheld to protect the unlucky>
Race: Tiefling
Classes/levels: Paladin 6/Guardian 1
Adventure: Sword of Valor
Location: Campsite the first night
Catalyst: Wandering Bodak (CR 8)
The Gory Details: The party heard him coming, having not retired for the night. The paladin, being a paladin, charged off into the darkness to face this foe - followed swiftly by his Fighter/Oracle companion. The Bodak, a fallen crusader himself, of course focused his attacks on the smiting paladin.

3 saves later - rolls of 2, 1, and 4 - the holy knight of Ragathiel is down 6 negative levels, and eagerly awaiting his return as a new Bodak.

(The player forgot about his surges, but even rolling a surge die onto the last save wasn't enough to save him).


Probably starting mid-December... have to finish Skull & Shackles first.

Shaping up to be:

Tiefling Paladin of Vengeance - Guardian

Human Gunslinger (heading for Noble Scion) - Marshal

Elven Evoker - Archmage

Undetermined Monk/Oracle - Champion


thejeff wrote:
Marigold Malachite wrote:

Perhaps Skull and Shackles?

Pirates are just thieves with better PR. We're playing that right now, and we are some shady MFers.

But while it certainly fits morally, it isn't really about heist or other thief tropes.

It's really designed for the usual balanced party and includes a lot of "dungeon" crawls. And sadly, little actual pirating.

Perhaps if run as intended there's not a lot pirating. But as players, we're just as shady as our characters - the main plot can wait when there's booty to be recovered!

Could be why we're still mired in book 3 ;)


Perhaps Skull and Shackles?

Pirates are just thieves with better PR. We're playing that right now, and we are some shady MFers.


Kain Darkwind wrote:
Realmwalker wrote:
Kain Darkwind wrote:
Mythic Power Attack should have died in a fire, but it seems it survived its needlessly confusing way into the final copy. That's a bummer.

Confusing?

It is +3's instead of +2's, the extra damage is applied to criticals spend 1 mythic power to negate the to hit penalty for one minute.

it read very simple to me at least...

+3s instead of +2s...but what about two handed weapons?

Extra damage from the feat is doubled before being applied to critical modifier?

So let's pretend I have my greataxe, and normally hit for 1d12+7. With power attack at level 10, my barbarian is hitting for 1d12+16. On a crit, he rolls damage and multiplies it by 3.

But mythic power attack...hmm. Do I use +4 damage per -1? Let's assume not, for a second. Now, my same power attack is 1d12+16. But on a crit, I have to double the bonus damage from power attack (or is it just from mythic power attack?) first, before multiplying it by 3, so now it becomes 3[1d12+7+2(9)].

Sure, you can write out that your damage is 1d12+16 (power attack), 1d12+25x3 on a crit, but that's just needless complication to something that was once very simple.

I would imagine it would be +4.5 (rounding down) per penalty point, by the '2 handed weapons give x1.5 damage bonus' rule?


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1) Trap a mithril golem in a forcecage spell, and start shaving pieces of mithril off him for sale

2) cast Make Whole to repair that damage, and repeat step 1


Orthos wrote:

Flanderization: The act of taking a single (often minor) action or trait of a character within a work and exaggerating it more and more over time until it completely consumes the character. Most always, the trait/action becomes completely outlandish and it becomes their defining characteristic. Sitcoms and Sitcom characters are particularly susceptible to this, as are peripheral characters in shows with long runs.

Especially Ned Flanders. :)


Tangent101 wrote:


One last idea is to introduce a GMPC. Have this person be fun and interesting and build a bond between the GMPC and the players. And have the players find the GMPC dead at the adventure's start.

I quite like this idea.... imma steal it :)

I was going to have the PCs be travelling to Kenabres to attend the funeral of a common friend/mentor. Do a brief introductory story for each player about how they knew the deceased, and how much she meant to them.

For the dmpc, the bereaved spouse might be an excellent choice. Give each a chance to speak to him, extend their condolences. Then have her found slaughtered in a particularly horrible fashion the next day.


Tangent101 wrote:

Skill Focus isn't a lesser Feat than Improved Initiative. Nor is a Cleric better than a Rogue.

??? Its possible I may be playing a different game then :)


Tangent101 wrote:
I actually came up with an alternative thought. If a player takes a Mythic Trait, they are forced to take a Drawback. That provides some balance.

Not being snarky, I'm honestly curious.

If player A takes Improved Initiative, and player B takes Skill Focus, do you penalize player A? By the same token, if player A chooses Cleric, and player B chooses Rogue, do you penalize player A?

When I run games, if a player chooses to take a sub-optimal choice - like not taking a campaign trait - then that's on them.


Looks fine to me as written - the banishment effect is a powerful add. Perhaps the reason you haven't gotten a response on this is that the rules team agrees?


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Yeah, we have several months of Skull & Shackles ahead of us, so it won't impact the campaign at all.

I'm just so hyped that I can't help the curiosity level :)


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Crustypeanut wrote:
Sevus wrote:
Marigold Malachite wrote:

I'll be running it, and my players look like they're settling on:

Mystic Theurge (taking advantage of the new FAQ ruling)

Paladin

Druid

Sorceror

I'm limiting them to base races, so they're still batting that one around.

No backgrounds yet, we're waiting for part 1 to be released.

Sorry, but what FAQ ruling is this?
Seconding this question. I love the MT as is, but if theres something that makes it even better I'm all ears.

Spell-like abilities can now be used to substitute for spell-casting requirements on PrCs. For example, An Aasimar can cast Daylight 1/day - this is a 3rd level spell, thus satisfies the requirement to enter the Eldritch Knight PrC.

Here's some info that might help: A thread about it


markofbane wrote:
Marigold Malachite wrote:
A Ninja wrote:
It took me a bit to remember that Clerics can spontaneously cast Cure/Inflict wounds. However the spell came out as Inflict even though he meant to use Cure, interesting bit of theories behind his spellcasting.
I took it that he DID cast a cure spell, but his touch drained enough levels to knock Roy the f*** out.
That's how I took it at first, but I saw a post where Rich confirmed that it was Durkon not realizing his spontaneous spell conversion was now inflict instead of cure, hence the title of the strip Reverse Polarity.

Ahhhh. Good point.

Presumably Thor is LN, so Durkon would still be within 1 step - because wasn't the rule in 3.5 that he would lose all his Cleric levels? Or would an Atonement work, I wonder?


A Ninja wrote:
It took me a bit to remember that Clerics can spontaneously cast Cure/Inflict wounds. However the spell came out as Inflict even though he meant to use Cure, interesting bit of theories behind his spellcasting.

I took it that he DID cast a cure spell, but his touch drained enough levels to knock Roy the f*** out.


fictionfan wrote:
So what are the chances that there is a race that will give you a perfect set of modifiers?

Pretty good, given the alternate tieflings/Aasimars


Bill Dunn wrote:
Comrade Anklebiter wrote:

Well, now that I think of it, and to be fair, there was a well-attended table for Paranoia throughout the weekend.

Which I have never played but have only heard good things about.

Only a commie, mutant traitor would like Paranoia, citizen.

But of course.

But would you like pamphlet detailing glorious proletariat revolution, comrade? **reaches under her fuzzy hat, exposing a third eye**


I'll be running it, and my players look like they're settling on:

Mystic Theurge (taking advantage of the new FAQ ruling)

Paladin

Druid

Sorceror

I'm limiting them to base races, so they're still batting that one around.

No backgrounds yet, we're waiting for part 1 to be released.


In our case, the devil fish killed the entire party save one - the goblin fighter. So when our chance came up, since he was the only original character (not to mention the most powerful), we all agreed he should have it.

That lasted 3 sessions.

He was roleplaying that his fighter really wanted to be a paladin, but couldn't make the cut. So, he objected to the fact that my Besmaran Cleric kept raising undead minions.

On the other (non-paladinish) hand, he also kept most of the loot for himself.

It reached a head when our characters started arguing, and I decided then and there to mutiny. My Cleric attacked the captain, forcing the other characters to take sides. Luckily, they both joined with me, and we killed him. (I still feel bad about that - I don't normally believe in PvP, but I got caught up in the mood and we all decided no tap-backs)

When it came time to choose the new captain, the Sorceror indicated he wanted it, and I didn't argue - seeing what had happened to the last two captains (Plugg and the fighter).


Oy. I literally have no way to hurt this thing.

Mari is brave, but there are limits. She'll do her best to tumble right out the door, but fear causes her to stumble.

Acrobatics 1d20 + 9 ⇒ (5) + 9 = 14

Hoping for the best, she braves the AoO, moving out of the room.


I vary my monsters a lot - but according to my players, I use templates too much. They rarely fight an ogre - its usually something like advanced giant half-dragon ogres.

A personal fave is half-red dragon trolls.


Mari's AoO:

gauntlet 1d20 + 1 ⇒ (10) + 1 = 11 1d2 ⇒ 1


Unfortunately, none of us arcane types are exactly blasters :) - but my next round's action will be to walk up and start trying to hit with my gauntlet :)


Sorry, lost track of init

Mari will continue her bardic performance, while casting Cure Light Wounds on herself.

1d8 + 2 ⇒ (6) + 2 = 8


Yeah, this is my last one


I think it would just be as simple as including a note that PC's do not gain a cohort until they qualify for a level 1 cohort. So, you can gain Leadership at level 1, but doesn't do you any good :)


Fair enough :)

Mari continues to exhort her comrades to get the Hades out of Dodge.

Swift for Mythic Advance (everyone take a move action), then book to B11 (assuming his attack of opportunity doesn't knock me out :) )


I'm pretty sure stabilizied people are still unconscious. From your PRD quote: "The character is no longer dying, but is still unconscious."

Reflex save 1d20 + 7 ⇒ (8) + 7 = 15

Ok, quick question. I'm at zero hp, so staggered. If I use my swift to give everyone a move action, can I still take it?


Don't think epic toughness will help, the DR kicks in when he's below zero, but the first hit brought him to exactly zero. Also, i think you still drop unconscious below zero, you just don't die, and automatically stabilize.


That was weird. No, I had stepped back to C15.

Since Thomas is WAY unconscious, and Embok posted his turn already, I guess I'll go.

All of Mari's spells will be useless against their current opponents, and she is less than effective in melee. Seeing Thomas almost engulfed by the mass in one blow, Mari will yell out, "Strategic withdrawal! Start making your way back to the door!"

Mari will tumble back, trying to avoid a blow, then shoot the elemental with her crossbow.

Maintain bardic performance, tumble back (Acrobatics:1d20 + 9 ⇒ (6) + 9 = 15, shoot the elemental:

Attack 1d20 + 7 ⇒ (7) + 7 = 14
Damage 1d6 + 1 ⇒ (1) + 1 = 2


Don't forget the fire elemental on me

Oh, and Mari is about to run like a scared little girl, and spike the door shut. :)


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Left here, without further comment:Two-hundred-forty dollars worth of pudding


Reflex 1d20 + 7 ⇒ (11) + 7 = 18

"GAH!" Mari expulses. whipping her head back and forth, looking in vain for a firehose, she yells out, "Battle plan Baked Alaska!"

Take a short step back and begin Inspire Courage (+1 attack and damage)


Init 1d20 + 3 ⇒ (11) + 3 = 14


Mari will remain hidden (or so she hopes), moving to the end of the pew. She'll keep her eyes peeled for any sudden movement.

Stealth 1d20 + 11 ⇒ (2) + 11 = 13

Perception 1d20 + 6 ⇒ (20) + 6 = 26


Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Stealthing inside, if possible: 1d20 + 11 ⇒ (9) + 11 = 20


Tels wrote:
Marigold Malachite wrote:

Um... Cha 18 and Tier 1, so that would be 5 Mythic points, no?

But yeah, I have 1 spell and 1 Mythic point left - so the next encounter should be interesting. Pendin's indicated that its CR8.

I was going off the posted stats in the Spoiler under Marigolds name above which is: Str: 8, Dex: 16, Con: 12, Int: 14, Wis: 8, Cha: 16

My apologies, I was forming my point off of incorrect information.

No worries - just wanted to make sure I wasn't doing something wrong.

Pendin quoted the original sheet, on which I forgot to add the halfling mod for Cha.


Mari gold gives a quick start. "Oh yeah - forgot about that." Realizing that she still has her Cure Light Wounds on hold, she touches herself for:

1d8 + 1 ⇒ (2) + 1 = 3

Still leaves me 3 down


Um... Cha 18 and Tier 1, so that would be 5 Mythic points, no?

But yeah, I have 1 spell and 1 Mythic point left - so the next encounter should be interesting. Pendin's indicated that its CR8.


I concur - left is right, and right is wrong.


If its still up when it gets back around to Mari, she'll scoot up and touch with her cure light wounds. (she has a gauntlet, so shouldn't provoke, right?)

touch attack 1d20 + 1 ⇒ (18) + 1 = 19

damage 1d8 + 2 ⇒ (7) + 2 = 9

Will DC 15 for half.

Going to see Reservoir Dogs tonight, didn't want you to have to wait for me


I'm the player in Pendin's playtest, and I have to say - you're both right.

The Marshal is a VERY effective buffer/support character - parties with one are much more effective than without, at least at lower levels. But I still don't see too many people choosing the role, because of Zark's point. Few players see the fun in playing a character with little personal power - someone who is so much more effective taking no individual actions. PF players tend to want to take a personal role in the proceedings - as proof, how many 'blaster' wizard have you seen, despite the fact that its much less effective than other roles?

My observations (again, we've only played lower level/tier):

1) Mythic Rally and Advance, as Pendin indicate, rock. But in a group with an archmage who has +11 "to hit" and can do 20 points of damage in melee, and an indestructible monk, I don't feel they're overpowered. Its just making everyone else better instead of yourself.

2) In my opinion, those are the clear highlights of the Marshal - the rest of the abilities are neat, but unless I'm missing something, nothing else comes close - especially compared to higher tier abilities of the other paths. So it seems very much a "front-loaded" path - with the efficacy becoming less and less significant as the party advances in level/tier. Or, this will be the 'dip' path for everyone.

3) As stated earlier, this is not a shiny toy like the other paths - so, IMHO, it could use some 'inducement' to draw people to it; kind of teh way they beefed Cleric up so much in 3.5 so that people would play healers.


Marigold begins a stirring speech, recounting the legend of Sleepy Hollow - only this time, Ichabod kicks some headless arse!

Mythic Rally (d20 reroll thing) and begin Bardic performance (+1 attack and damage)


Huh. Never realized that. Thanks, Elyza. In taht case, I missed, but keep the charge :)


Aw... but we're Mythic ;)

No problem :)

At least, that's the battle plan running through Mari's mind. Unfortunately, her lil' halfling legs don't have quite enough oomph. So instead, she'll drop the crossbow on the way to rain holy death upon the... dead guy.

Swift: activate Mythic Advance - everyone gains a move action on my turn
Bonus move: 10' move, to D7 then E6, dropping the crossbow (free) in D7, and drawing the wand as part of the move.
Move: Activate Mythic Rally (one d20 reroll for everyone until the start of my next turn)
Standard: Cast Cure Light Wounds on the spirit

Embok, should he wish it, can then use his bonus move action to tke a 5' step and pick up the crossbow.

Also, I forgot that Charles hasn't run off yet - so he gets the extra move action, as well as the rally if he doesn't use the move action to go out of range :)


That's weird - my reply isn't showing. If this double-posts, I apologize

Marigold lets out a small moan, not unlike the ghostly figure before them, then yells out, "Incorporeal - activate Battle Plan Cotton Candy!"

Stepping over, she hands the crossbow and bolts to Embok. "Come on, everyone!" she bellows, as she steps forward and tries to channel holy energy into the figure.

Swift: activate Mythic Advance - everyone except Charles gains a move action on my turn
Bonus move: 5' step to D7 and hand crossbow and bolts to Embok.
Move: Activate Mythic Rally (one d20 reroll for everyone except Charles until the start of my next turn) and 5' step to E6
Standard: Cast Cure Light Wounds on the spirit

Concentration DC17 1d20 + 6 ⇒ (14) + 6 = 20

Touch attack 1d20 + 1 ⇒ (1) + 1 = 2
Damage 1d8 + 2 ⇒ (8) + 2 = 10

Reroll the touch attack 1d20 + 1 ⇒ (19) + 1 = 20


I took the crossbow - put it in a spoiler in an earlier post. But I will probably hand it to Embok if he didn't take the longsword.

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