Sasquatch

The Destined Attendant's page

74 posts. Alias of Zorblag.


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The Destined Attendant vaguely recognizes that this isn't being made as an offer to allow for more contests, but only vaguely. More sensible members of the group can try to talk them into living by their word, and she won't stop them, but the Destined Attendant definitely wants a try at that arena.


The Destined Attendant cheers, her hands clasped and her relatively long arms far above the top of her head. "Delightful attack, dragon friend! Delightful! Only, you forgot to see what these hard shelled ones can do."

Then when the demand for two out of three comes, a wide grin breaks out on her shaggy face. "Excellent! Maybe I'll get luckier with the game this time!"


Hmm, that's not going to interact well with Mythic. Ah well. Would using the normal action economy have any chance of being the better option this turn then? Your speed surge and full attack in that would let haste work. Are you using unchained to do something else important here?


Do you not get a bonus attack (bite probably) from haste? That looks like a full attack equivalent from the unchained economy and I'd guess that it still gets the benefit of an extra attack, though I'm not an expert.


The Destined Attendant watches all her companions provide benefits to the Draconic being and whistles in appreciation. "I can only hope that their champion will make this an interesting fight. Maybe they'll be willing to do a second round!"

Perception to notice any actions not above the board on the part of the psychic octopuses.: 1d20 + 18 ⇒ (7) + 18 = 25


I think my answer is about the same. There's no reason not to invent a mechanic that does what you want and say that a cypher can do that. The one that links to different times/dimensions should work fine. It's a helmet that someone can put on and it creates a simulacrum in a different place. If characters cast spells on the helmet they are transferred to the simulacrum. Then the location has scrying magic set up so that we can observe the fight (maybe through a screen, maybe in a hologram projection, maybe something else.) I don't think it's vital to find specific mechanics that would do that offhand given the setting.


On a basic level, it's the ninth world, so you can really do whatever you want. Nothing's going to be too implausible.

Maybe they've got a cypher that's scans two (or more) people and creates miniatures that fight in a physical space that spectators can cast spells on (I'm envisioning the board game from Star Wars, only with real mini simulacra instead of the holograms; one in which the combatants are are unaware of the spectators, or maybe they're not. It could have randomly generated environments, or maybe the octopus side cheats and gives the advantages they can to their champion.)

Maybe it's something that messes with time and creates a scene in the past (or future) that we get to watch. This could be something in their ship that they've learned to control, or maybe they're just a time manipulating race. Perhaps there are cyphers that then cross time, and we cast our buffs on part of this at our end, and the part in the past/future receives it and passes it to the combatant.

That last one doesn't even have to be a time thing, it could just send them somewhere else in space or another (pocket) dimension as you say. Perhaps it's their fail safe in case they need to retreat their ship, but they use it for entertainment as well.


The furry, flying creature that is the Destined Attendant nods as both his large horned companion and the draconic humanoid seem eager to duel as well. With a huddle she introduces them to a simple game of chance to determine who will have the first shot at demonstrating their martial prowess. A short time later it is the scaled one who emerges with the right to fight of the three.

"Well, unless anyone else would like to challenge this one for the duel it looks like they'll be our champion for now. I trust that we'll all chip in what we can to help!" Despite losing, the Destined Attendant doesn't look too disappointed, but instead continues to stare around at the new sights, taking in the novelty and waiting to see what happens next.


Rolling to be the duelist: 1d20 ⇒ 5

Getting a ball rolling if we want.


I'm a selfish buffer who wouldn't be able to help anyone else, but on the other hand I'm specifically built for unarmed combat and can combine the damage from all my attacks to avoid DR which I think will matter in this combat system. I don't know if we need to worry about will saves given the obviously psychic nature of the opponents here. I'm no slouch there at +11, but if it's a main concern we might have better options. I'm also fine if everyone who is interested in being the one who fights rolls a d20 and highest gets to do it. We all built cool characters for this sort of thing.


"Of course! We'll win this duel and learn new things! It's a great plan!"


"A duel to get our questions answered? That could save some time! Now, how to pick a champion. I know that I'd like a chance to see what I'm capable of here and I imagine that I'm not the only one. Shall we draw lots?"


"Hmmm, that's a good question. We're not really sure what we need to learn form the settlement. I imagine that given enough time we'd figure that out. That's probably a reason for us to need you not to obliterate it. As my companions say, how about we talk about what we know for now and leave the obliteration for later!"


The Destined Attendant scratches her head at the latest communication.

No, that doesn't sound right. We needed to learn what that community knew about something. Letting these ones destroy it before we talk to them first doesn't work.

Before she has a chance to say anything more her companions offer all manner of options, so the shaggy flying figure waits to see what will happen.


The Destined Attendant does her best to project to both her companions as well as the figures on the vessel.

"Ha ha! We can talk both ways! Delightful! Hmmm, now what would make sense to say ... Oh, I know! My companions and I seems to have found ourselves in this place with no knowledge of how we got here. We would be happy to trade either the information we have already gained or, if you prefer, services you might need performed, in exchange for any information that you might have which would help us make heads or tails of why we are here at all."


"Hoo hoo! There is something interesting here. Someone on that ship is talking in my mind in a way that I can understand. Did anyone else hear it? It seems to indicate that we've been here before, or at least something like us. I'm going to see if I can talk to them with this loud thinking thing we can do."

The Destined Attendant tries to focus her thoughts towards the figures on the ship. "I can hear you. Can you hear me? I come to exchange information if that is something you find acceptable."


The Destined Attendant, finding a bit of an audience, does a few flips on the air and clasps her hands above her head, cheering afterwards.

Fly to do a couple simple tricks: 1d20 + 6 ⇒ (18) + 6 = 24

After that, she continues to watch the vessel to see what the crew will choose to do now that they're well aware of her.

Perception to spot anything interesting: 1d20 + 18 ⇒ (20) + 18 = 38


Sorry for the delayed posts; it's been a busy week. The destined attendant will continue to watch the vessel and it's crew without interacting beyond being seen for now.


"Oh, yes, I'm just watching for now. I'll let you know if I see anything interesting, in so far as I can even judge what is and is not interesting in this place."


Hmm, friendly or not, friendly or not. That's the question. Let's see if they shoot at me perhaps! That'll help answer that question! The small, wet, furry traveler first glows a bit as she touches the ground and then unfurls what look like feathered wings that had been previously tucked somewhere in her back fur, take a step or two forward and launches into the air to start flying towards the approaching vessel. As she flies she peers down to see if she can discern details like a crew.

Perception: 1d20 + 18 ⇒ (10) + 18 = 28

Resetting my teleport beacon to this location and then heading towards the ship with a flight speed of 120, though she's not hurrying particularly


The Destined Attendant shakes much of the water from her hair after emerging from the ocean. She's left damp, but doesn't seem bothered by it. Seeing the one with the animals hurry off ahead the small, furry explorer takes her time, peering at the plants and any animal's she finds along the way, and watching to see how her traveling companions move on the land.

As they near the settlement, she watches the automatons with great curiosity. "It seems that you lot aren't the only things that I find unusual around here. Do you suppose those workers are clad in metal or that they're made of metal? I don't seem to expect them to need protection like that in this environment unless there are dangers that I can't perceive."


My perception is that we're pretty much all on board here. No one had a vested interest in the underwater exploration that I could tell.


"This sounds, well, sound. We need not surrender this location for all time, but it doens't seem an ideal starting place when we might much more easily communicate peacefully with these Aeon priests. Let us find what we can on the surface for now. Having spoken these words, the small wet mass of fur turns around and begins to swim back to the the hatch to exit the area.

The Destined Attendant probably doesn't normally wear clothing. Her long fur and lack of modesty remove the need. How that will be taken in a land with as varied inhabitants as the ninth world sees regularly we shall have to see. Also, language is going to be a big issue unless someone has a way around it. Hopefully someone can mythic spell our way into tongues or comprehend languages or the like till we can find some numenara to do the job or simply learn the local languages.


"Well now, this is most interesting. I wonder if beings who have been forced out of their physical beings might have done any studies that would give information relating to whatever displacement we've all apparently suffered. That would be a reason to try to track them down and either communicate, or at least gain access to however they record knowledge."

The small, furry creature looks at the trail of slime and the rocky tunnels in the murky depths. "On the other hand, we don't have a reason to think that they would be the only source of such information, not having done a survey of this place beyond diving down here. I can't say that I particularly relish the idea of conflict with beings that will by default attempt to wrest control of my body from me in an environment that know far better than we do and that they will use to their advantage. How committed are we to exploring the remnants of Cle now instead of seeing what our other, topside options might be?"


"Perhaps the stones can tell us how the cleoids interact with those who enter their domain. Or if there are signs we could use to show that we are here to explore rather than to cause violence."


The Destined Attendant thinks about the problem of marking where they've been for a bit while he watches Halehorn begin some sort of ritual. "I think I could probably punch some holes in the wall as we go, but that wouldn't be particularly subtle. Hmm ..."


As far as underwater combat goes, I think that I'm more or less fine in terms of what I can do. I can make my unarmed attacks piercing which doesn't seem to have a penalty under RAW, and other than needing to figure out what's happening with my air cannon power (I assume it would just change to water blast given that I was able to punch the air hard enough to make a cone of attack with it before) I'm just less mobile than I would be on land. The mobility could hurt, but given the restricted tunnel complex we're looking at now I'm not too worried about it just yet.


"Well, there's a thick trail of slime here that something probably left as it passed by. We could follow that. It might lead to some answers. Slimy answers. Maybe the sort with tentacles, as those don't seem a bad fit with slime." As the Destined Attendant points out the trail, she shrinks back down to her former size, allowing everyone to see more easily.


"What a good question. Let's see if I can tell!" The Destined Attendant halts her progress and begins to concentrate. As the others watch she grows until she almost fills the tunnel, her long arms now able to reach foes from a distance. She then finds a stance and lands a few practice blows on the wall beside her before releasing a series of quick punches which culminate in a cone of water down the tunnel to the west.

Standard Air Cannon Damage (B): 8d6 ⇒ (3, 6, 6, 4, 3, 4, 6, 4) = 36

"Well, it won't be quite the same, or at least I assume it won't as I'm fuzzy on exactly how it normally works, but I think I should be able to manage."

Size focus to grow to large, sparing attacks at a wall, and then Air Cannon to the west in what would normally be a 40 foot cone. I'm not entirely sure what air cannon would do underwater (probably move water instead of air?), so here's the description. Assuming nothing happens after that she'll take a move action for focused breath to regain martial focus.

Air Cannon: You can make unarmed strikes with such force that it creates howling winds. As a standard action, you may expend your martial focus to create a cone of air. This deals bludgeoning damage equal to twice your base unarmed strike damage die to all creatures within a close range cone (25 ft. + 5 ft. per 2 base attack bonus).


As she swims through the passage the Destined Attendant feels the stony walls. "It certainly seems to be natural, but you're right that the hatch clearly wasn't. Given that we could open it from the outside, maybe it was there to keep something in. If so, perhaps we'll manage to run across it and ask why, assuming it can communicate of course."


"What clever tricks you all have. It seems that I've fallen in with an interesting crowd indeed. I hope that our purposes stay aligned! I wonder if we chose to work together back when we could remember things, assuming we ever could." The Destined Attendant arrives at the entrance to the cavern complex and sticks her head in. "I wonder how big this cave system is and what makes its home there. Shall we push on and find out?"

With her long arms pulling her along the furry little explorer swims in and takes the first passage to the west, carefully looking around for anything interesting (or dangerous she supposes, though that would just be a different sort of interesting.)

Perception to spot something interesting: 1d20 + 18 ⇒ (17) + 18 = 35


"Interesting. The evidence I see here indicates that the ones who built this structure, or the builders as I think we should call them for now, might be long since removed from the area or more recently departed. That ... doesn't help much yet. Perhaps the openings that some of you seem to have spotted might provide better clues!"

The Destined Attendant will continue to swim down, now looking for the openings that have been mentioned.


Sebecloki wrote:
The Destined Attendant wrote:

As she swims, Kitchel thinks the closest she can come to out loud. "Well, my memory seems to be fuzzy about how I got here and details in general, but I seem to think that the civilizations I know of were all above ground, and made by air breathers. I guess there's no reason to think that applies here, but I think that so many of us being air breathers is evidence that there are probably plenty of people who build things who would need air. This tunnel had a hatch, so it seems likely it was artificial. As long as it was air breathers who built it they'd have air pockets scattered around somehow I'd think. Now, we just need to find evidence of who built the tunnel and we'll have a better idea of whether there will be air or not! Excellent! Everyone keep your eyes open for any evidence of what sort of people might have built these structures."

[dice=Perception for signs of the builders]1d20 + 18

While somewhat knowledgeable and fairly wise, The Destined Attendant is not so strong on ability to reason.

What do you mean by 'signs' of the builders?

Any evidence of the ones that built these tunnels. There probably shouldn't be any, but that's what the Destined Attendant is looking for as she swims so that she can decide that there will or won't be air. Which is silly and clearly a worse use of time than just searching for air directly.


As she swims, Kitchel thinks the closest she can come to out loud. "Well, my memory seems to be fuzzy about how I got here and details in general, but I seem to think that the civilizations I know of were all above ground, and made by air breathers. I guess there's no reason to think that applies here, but I think that so many of us being air breathers is evidence that there are probably plenty of people who build things who would need air. This tunnel had a hatch, so it seems likely it was artificial. As long as it was air breathers who built it they'd have air pockets scattered around somehow I'd think. Now, we just need to find evidence of who built the tunnel and we'll have a better idea of whether there will be air or not! Excellent! Everyone keep your eyes open for any evidence of what sort of people might have built these structures."

Perception for signs of the builders: 1d20 + 18 ⇒ (15) + 18 = 33

While somewhat knowledgeable and fairly wise, The Destined Attendant is not so strong on ability to reason.


As she catches up with the group the Destined Attendant peers into the darkness in the tunnel beyond the party. "Tunnels can lead to all sorts of interesting places. Shall we explore? That's why we all came down right?" Without waiting for a response the Destined Attendant begins to move further into the depths, watching for anything that comes into her range of vision which might be of interest.


Darkvision for 60 feet here if that matters, well and low light vision, but that shouldn't help in this situation.


Changing my avatar to look a bit more like the new character concept. I should have done this earlier.


The Destined attendant watches as the stranger who seems to have mutliple animal companions does ... something. After watching him disappear with his entourage, the small hairy creature sticks her own head under water and tries taking a breath. "Excellent! Thank you friend with animals large and small! Now nothing holds us back from exploring. It seems that the answers we all seek are found somewhere other than in our heads for now, and that hatch could be hiding anything! I'll see you all there!"

The Destined Attendant once again brings her hands up for a quick series of symbols, and the glow in her eyes flares once more. With a last look around at the surface she dives below the surface to follow the others through the hatch into the unknown tunnel and adventure beyond it.

Resetting my teleport beacon to the surface before swimming after the others.


I had seen the bit about communication, but didn't think that the Destined Attendant would think to try that first instead of speaking in her native tongue.

"I see, that's how you can understand me. I guess that makes as much sense as anything else. I'm hoping that one of you will know both where we are and how we got here as well. I am, hmmm, I know many surprising things, but my name doesn't seem to be one of them somehow? I suppose you can call me what you like for now."

The Destined Attendant tries to peer through the water at the scaliest member of the group as he reports his findings from below.

"A hatch you say? Hatches can lead to all sorts of interesting things I would think! Let us know if there's air down there. It seems likely that I enjoy interesting things, but I apparently also need to breath."


In surprisingly little time the Destined Attendant breaches the surface of the water, though just before she does she hears noise coming from ahead of her. With a sharp intake of breath, she enjoys the act of breathing as though it was something she's been missing for too long. As she relishes the sensation she continues to take stock of the situation.

The figure that she followed up seems to have reached the surface before her, and she hears the tail end of an incomprehensible shout that must have been the source of the noise she heard while submerged. Once it grows quite it immediately plunges back into the depths from which they both so recently came, but before she has time to ponder this another figure apparates off to one side and several more thrust themselves up from the depths.

What a curious collection they make. None seems all that like the others, and none seems all that like me either. Perhaps they know how we came to be here.

Sasquatch:
Plenty of unintelligible screeching even if anyone else actually happens to have Sasquatch as a language as we've probably come from much different times/places/worlds.

The Destined attendant treads water, her long arms slowly moving back and forth while waiting to see how the others will reply to her greeting and questions.


The unchained monk Ki Metabolism Ki power gives 1 hour of holding breath per constitution point. Back when the Destined Attendant was unchained she had picked that one up as well.


Hmm, you're a witch and do get long arms as a spell. It wouldn't be that crazy to think that you could research a new long hair version which does the same thing for your hair natural attack I wouldn't think. That strikes me as comparably powerful.


Sounds good! I imagine that you would, but remember to grab Feral Combat Training if you want to use that hair as part of a flurry (which it sounds like you do.)


I think that it depends on what we decide to do. We're looking at a big sandbox with lots of crazy options. If we want to sail the seas I bet we could, but we should be able to head out to whatever strikes our fancy on land as well.


Look at me! I'm discussing!


Ah, it seems that I ... am. That's curious as I don't remember being. And I appear to be ... underwater? Hmm, the ache starting in my chest tells me that I don't belong here; that I need air. That's something I'll need to take care of soon.

The Destined Attendant opens her eyes in the water. Although the salt stings she keeps them open and looks around to see if she can determine her situation. Her eyes don't seem to be designed for this environment, but she can see other shapes about her, likely fellow, ... people seems as good a term as any, though their features all seem quite different, beginning to stir as she is. A large one nearby has already started to move.

Perception to determine which way is up: 1d20 + 18 ⇒ (6) + 18 = 24

That one seems to be heading the way I want to go, but I suppose I should be careful. I seem to, ... oh, my. I wouldn't have expected to know how to do many of these things at all. But I suppose now's not the time to question so much as the time to act.

Her arms, long on her small body and covered with orange hair that floats like a halo about her in the depths, reach out and she swims to the nearest of the people-shapes. There she gives a grin and a nod that she hopes is reassuring before starting a short set of hand gestures that come from sources she hasn't the time to analyze. As she does her eyes, which were already glowing with a pale blue light, briefly flare.

As she reaches out and touches the other on the arm the light in her eyes fades back to it's previous level and then she kicks off in pursuit of the larger bulk that's leading the way she hopes will be up.

Swim Check in calm water vs. DC 10: 1d20 + 8 ⇒ (17) + 8 = 25

Swimming to whoever is closest, touching them to designate them as a teleport beacon if they don't resist, and then swimming in the direction that the Unfettered Prince was heading if that's they way I think is up. I should probably move at 20 feet this round, and 40 feet future rounds. I can probably hold my breath for 28 rounds (twice fitness) and this would use one of those to establish the teleport beacon, so I'm down to 26. If any of that seems off, do let me know.


Dotted in to the gameplay!


Hayato Ken wrote:

Flurry of blows let's you do the flurry attacks on one of your attack actions, usualy the first.

White Hair has grab and constrict, grabbing happens on the successfull attack, if you succeed, then constrict happens to my understanding. Doesn't talk of a swift action anywhere.

Constrict said wrote:

,

A creature with this special attack can crush an opponent when it makes a successful grapple check, dealing bludgeoning damage in addition to any other effects caused by a successful check, including additional damage. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack.
I'm fine with both action economies! Might go with what the majority takes.

Flurry of blows (both chained and unchained monks) requires a full attack action in the standard action economy, and would be default then take 3 actions to do. Fortunately they've explained how the chained monk flurry of blows is specifically dealt with in the unchained action economy so we've got a better option than that.

The Unchained Action Economy wrote:

If you have the Improved Two-Weapon Fighting feat, you can make two attack rolls on both the first and second attack simple actions taken during your turn; both of the attacks made on the second attack action are made at a –5 penalty. Further attack simple actions taken during the same turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.

If you have the Greater Two-Weapon Fighting feat, you can make two attacks on each of your attack simple actions on your turn, though you take all the normal penalties for two-weapon fighting, as well as the cumulative –5 penalty per attack simple action (all attacks made as part of the same attack action have the same penalty).

The flurry of blows class feature works in a similar way. At 1st level, you can make an additional attack with a –2 penalty on your first attack simple action during a turn. At 8th level, you can make an additional attack on both your first and second attack simple actions during your turn. At 15th level, you can make an additional attack on each of your attack simple actions during your turn. You must, of course, take all the penalties associated with those attacks.

That's a better match for what the chained monk normally does, but presumably the unchained monk would work approximately the same way for the first level attack (though without the -2 penalty I'd assume.) I'd guess that the 11th level attack would be added to the second attack of the round like the chained monk one was at level 8, but it's possible some other case could be made. The unchained economy also seems to make the ability to use ki to add an extra attack to flurry of blows much less useful as it cost a swift action to do that, so with the unchained economy it would seem to give you the chance to spend a ki point to use an action to attack at your highest attack bonus rather than with the -5 or -10 penalty.

As for the constrict for white haired witch, the archetype itself is where the swift action is mentioned for the maneuvers beyond the grapple:

White Haired Witch wrote:

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.

Presumably those would all use int rather than str for the CMB calculation as the grapple did.


Interesting. It's hard not to find that reasonable. Nice work!


Yeah, unfortunately I think that as written the unchained action economy wouldn't allow a monk/witch to do any of those.

Hex is a supernatural ability that normally takes a standard action, so it defaults to taking 2 actions in unchained unless there's some special rule for it that I'm not seeing. The unchained flurry using the hair would be able to make a free grapple as part of one of the attacks, but constricting takes a swift action normally, so that would be an extra action after the flurry.

The plus side is that a single hex and flurry of blows for two attacks would work which is better than the normal action economy would allow, or spell and a flurry (though that would allow attacks of opportunity depending on positioning which hex doesn't.)

I think that the unchained action economy is a fascinating system, but it's enough of a change that I'd need to rework the build with that in mind (which, had I a better memory I might have done before.) There are enough special cases that need to be ruled on (e.g. does pummeling style, which normally works for all the attacks in a full action or flurry of blow now just work on all attacks made in a round? I'd guess the answer is yes which helps me some, but still needs to be sorted), especially when adding in all the third party content we'll be using, that again, if given the choice, it's not what I'd go with here. There are enough changes being made that things are fairly complicated already.

For the purposes of full disclosure, I can also see ways that I'd be able to make 6 attacks in a round with the standard action economy with my build, but I think that I'll be capped at 5 with the unchained economy (assuming things like the street fighter monk flurry strike ability to add an attack on an attack action at the cost of flurry of blows for full actions doesn't apply to every attack action which would get silly quickly and would potentially allow up to 10 attacks in a round,) so that might be biasing my opinion here to some degree.

Wait, never mind, I figured out how to get 6 in a round with the unchained economy as well without the silliness of , but I'd still prefer sticking to the standard action economy if given the choice.

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