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![]() Question, Since everyone automatically gets access to power attack, and weapon finesse do we automatically get access to the mythic versions as well? Also if I have deft maneuvers would I take mythic deft maneuvers and get all of the mythic versions of those feats or would it be on a one for one basis at that point? Oh and with the automatic bonus progression am I able to just choose to enchant myself for the weapon/armor or do I have to actually be wearing armor/ wielding a weapon? ![]()
![]() Ok I've got tomorrow off but I know what my build is going to be. Brawler/Monk/student of perfection PRC focusing on feints, snaek attack damage, charging, and lots of mobility. I'm going to go the path of the stranger route. Will you allow the Kasatha race? It seems like it'l fit into the adventure very well and would be great for a couple archtypes I want to take as well as the backstory I'm currently mulling over. ![]()
![]() Ok so pummeling Chargeis currently worded as the following; Pummling charge wrote: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target. Jani Rush says; Janni Rush wrote: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit. Would these two feats together cause all the dice from pummeling charge to stack or just the first damage roll from pummeling charge? Unfortunately the only other post about this was made by me 4 years ago which yielded no clear answer, and pummeling charge has since been errataed further than at the time of the original post. ![]()
![]() I'm not sure what I want to play but man this looks like fun. I have two questions 1)will you allow a gestalt of a hybrid class and one of it's bases, i.e a brawler and a monk? 2) will you allow the performance feats and if so what's your feeling on the feat performing combatant which allows you to use the performance feats outside performance combat. ![]()
![]() @Alekto Nothing jumps out at you in fact there doesn't seem to be anything else here @Athraz with a knowledge religion check and some time (you estimate about 8 hours) you can remake this temple into that of another deity @Rukzha nothing in the room radiates magic Sorry for the delay everyone I've been bust at work the last couple of days prepping for thanksgiving. ![]()
![]() @Turt your attack is a hit with a possible crit @Rukzha correct you dealt a total of 13 damage to your enemy The creature being hit from all sides finally falls as a lump of bones and robes. The bones seem to age very quickly and turn into dust as though a magic was keeping it together somehow. Treasure: This shrine was always humble, and little treasure can be found within save for that on the skeleton's body. A pouch on its belt contains two potions of cure light wounds, and on one withered hand it wears a knotted gold ring worth 125 gp. A masterwork warhammer lies dusty on the ground, long forgotten. ![]()
![]() Most of your attacks are connecting however it doesn't seem as though you're doing as much damage as you thought you would. reflex: 1d20 + 3 ⇒ (17) + 3 = 20 The enemy is still moving though and goes to attack Selena again hoping to redeem itself from the earlier misses claw 1: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d4 + 1 ⇒ (4) + 1 = 5 claw 2: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 1 ⇒ (1) + 1 = 2 ![]()
![]() reflex vs bomb: 1d20 + 3 ⇒ (15) + 3 = 18 The huveca only takes half damage from the bomb. Aravashnal asks what's going on on his turn in init,
anevia's readied attack: 1d20 + 6 ⇒ (11) + 6 = 17
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![]() As you detect magic you find that nothing in this room radiates magic or evil. Alekto as you eneter the next room you see: "Broken stone benches line this narrow room. The air is cold and stale, and thick layers of dust cover the floor, benches, and a large altar at the far end of the room. " you also see a skeleton sitting on one of the benches and as you enter and begin your dialog with Anevia but before anything of importance can be said it stands up and gets ready to attack. with your perception you are able to avoid a surprise round. Selena: 1d20 + 0 ⇒ (15) + 0 = 15
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![]() As you enter this small room you see: "A stone bench lines the southern wall of this chamber. At the far side of the room, a basin of water sits atop a stone pedestal. A stone door engraved with an image of a hammer stands to the north." This small antechamber has little in it however as you enter it you notice Anevia to have a weird reaction. ![]()
![]() Turt seems to calm the snakes so that they no longer wish you harm. As he continues to interact with them they seem to warm up to him and it appears that they won't attack you in fact you feel as though if you were to come back to this room you would have allies in these snakes. As you continue down this corridor (the only option) for what seems like 25 or so minutes (assuming you are moving at 15ft per round because of Anevia's broken Leg) you come across what looks to be a religious shrine (make a knowledge religion check to recognize the religious symbol over the door) As you look at the door to the temple you see that it is weathered and the top of the door frame appears to be resting heavily on the door you feel that you can move it if you want but it would require some effort (a DC 20 Strength check I will allow 2 people to work together as per aid another to open the door). There is another passage way you could take and completely circumvent the temple if you choose. DC 15 knowledge Religion: If you get a DC 15 Knowledge religion check you recognize the holy symbol of this church as Torag ![]()
![]() By levitating up and grabbing the pack you obtain a Masterwork Backpack, that contains 10 days of trail rations, a flint and steel, a set of caltrops, two flasks of oil, a bundle of 12 arrows, a potion of cure light wounds, and a potion of lesser restoration. As you continue you are certain that the path that connects to the one you're on leads back to where the roaches are. continuing there is only one more path forward. as you take the cave it seems weathered but is rather stable. As you proceed you find 2 vipers. Selena: 1d20 + 0 ⇒ (13) + 0 = 13
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![]() As Alekto goes down the path on the right she sees a ledge with a backpack hanging off of it. The backpack looks to be of fine make and has some weight to if however it is high up and she isn't sure if she would be able to get it (requires a climb check). After venturing a lttle further she sees that the path she' on now seems to merge with another path. At this point she decides that she has ventured far enough and doubles back to report her findings to her allies. After informing them of what she sees she travels down the next path and sees 2 giant cockroaches. As they come into view the cockroaches seem to know where she is somehow. They don'r attack on sight but they seem to be on guard as the new potential threat enters their field of vision. As Alekto doubles back (I assume) the two cockroaches seem to leave her alone and go back to whatever it was they were doing and Alekto informs her companions as to what she saw. Alekto can guess that the path she saw merge with the first cave is connected with the second cave she went into but she doesn't know for sure. ![]()
![]() The first maggot falls as the mighty blow from Selene rips it in two. The second maggot attacks Selene being the only enemy in range attack: 1d20 + 0 ⇒ (11) + 0 = 11
Seeing the maggot attack his new companion Turt pierces the second maggot through it's brain destroying the monster. After investigating the spider you find that it is just a corpse that the maggots were eating out of. Athraz makes a splint for Anevia's leg out of the surrounding rubble and finds her a walking stick to use allowing her to walk albeit at a reduced speed (15ft instead of 30). After defeating the two monsters and having a chance to look around you find 6 silver dragon scales in the side of the cavern wall. After you go and investigate them you clearly see that they are the scales of the silver dragon Telendrave. Each PC takes one and you all immediately identify the power held within each one. Athraz scale's power: 1d4 ⇒ 1
different scale powers:
All of these are cast with a CL19
Power 1 Cloud walking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within. Power2 Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures. Power 3 Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold. Power 4 Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon. http://archivesofnethys.com/MagicArtifactsDisplay.aspx?ItemName=Terendelev% 27s%20Scales From here you all have a choice to move either left or right. I will post a map tomorrow but the track pad on my laptop is messed up so I have to wait till I go to school tomorrow to upload it and post a link. ![]()
![]() The NPC's can be as helpful or useless as you like. Aravashinal is going to be useless unless you direct him, Anevia only has 4 arrows, and Horgus is a wimp who is only really going to fight to protect himself in my last game he got a killing blow on an enemy with 2HP left it was the only attack he made. ![]()
![]() With those diplomacy checks all three of the NPC's become friendly toward you all nice work Selene. With Alekto's perception check she notices (and I assumes points out to everyone else) two giant maggots on the ground. The following is a description of the room your in "The ceiling and far walls of this vast cavern recede into darkness. On one side, the wall has collapsed in an enormous mound of rubble—here and there the arms or legs of victims who didn’t survive the fall protrude. In the back of the cavern, a disturbing shape looms. Nearly the size of a horse, what appears to be an immense black spider crouches silent and still on the ground" Roll Initiative everybody maggots: 1d20 - 1 ⇒ (19) - 1 = 18
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![]() I'm thinking he wont' be showing back up unfortunately but that's how it goes. And yeah I figured I'd be gone by 4 since I hit OT at 1 but nope they kept me there till 9PM to talk about thanksgiving specials and to see if I can come in to fry the turkie. can't wait for my next check though that'll be nice ![]()
![]() Hey you never answered my previous question I'm copy pasting here. I'm taking the mysterious Avenger archetype for the swashbuckler and I was wondering if you'll make it required for me to have a secret identity? I can fit it into my backstory and have what I think is an interesting take on it I just can't think of how to stylize my alter ego. my fluff will probably be on Sunday evening/night. ![]()
![]() None of you remember anything that happened after these brief interactions you all wake up somewhere and it's pitch black. Your heads throb as you cough up dust. feeling around you can feel rocks, gravel, dust, trace amounts of sand and other debris. Having trouble breathing and not being able to see you all spend a few moments attempting to figure out what's going on. if you have darkvision/create a light source:
You see that you're in a large underground cavern, one wall of which is an enormous mound of rubble. As you look around you realize that there are 9 people in this cavern (6 PCs, 3 NPCs) after looking around and collecting yourself a memory returns: Armasse officially began at noon, with the blessing of the festival by Lord Hulrun himself, ruler of Kenabres. The crowd gathered in Clydwell Plaza quieted as the aged inquisitor took the stage, clad in shining, resplendent armor. He cleared his throat, but just as he was about to speak, a bright light shone from the west, as if the sun were rising from the wrong direction. Hulrun’s shadow fell huge and distorted across the cathedral’s facade. A moment later, the sound of a thunderous explosion ripped through the air and earth, along with a violent tremor.
To the west, the fortress known as the Kite—the location of Kenabres’s wardstone—had vanished. In its place, a brilliant plume of red fire, lightning, and smoke erupted into the heavens.A moment later, a powerful roar accompanied a welcome sight rising from the crowd—Kenabres’s greatest guardian, the ancient silver dragon Terendelev, who had until that moment been attending the opening ceremony disguised as a human. Above, another form appeared, as nightmarish as the dragon was breathtaking. A humanoid shape three times the size of any man, with skin coated in fire and lightning, gripped a flaming sword and whip. The creature’s identity was immediately obvious: Khorramzadeh, the Storm King of the Worldwound, had come to Kenabres! As the ground continued to shake and disgorge demons into the streets, the dragon and the balor lord clashed above. The fight was over in a few harrowing moments, as the balor cut deep into Terendelev’s body, swooping down to strike the dragon and arresting her charge. A few more blows, and the titanic duo spiraled downward toward the crowd.The sight of the dragon smashing into the facade of the Cathedral of St. Clydwell is one no witness would ever forget. At that moment, a titanic demon erupted at the far end of the plaza, reducing several buildings to ruins as it smashed into this world. The rift it created shot across the plaza, and this time there was no escape—it opened below your feet, angling away into darkness.Even as you fell, the dragon noticed your plight. Though she saw death standing over her, she seized this final chance to save a few more souls. After she uttered a few arcane words and stretched out a bleeding talon, you felt her magic take hold of you, slowing your plummet into the darkness as if you were feathers falling into a pit. Yet the fall remained as inexorable, and as you drifted downward into the depths, the last thing you saw was the Storm King standing before the ancient silver dragon, his sword lashing out and cleaving full through her neck. As her severed head fell, the rift above you slammed shut, and the light of the world above was gone. ![]()
![]() crunch:
Glib “Golden tongue” Hurt
Male Human Bard 1/ swashbuckler (Mysterious Avenger) 1 LG Medium humanoid (human) Init +5; Perception + 4 -------------------- Defense -------------------- AC 14, touch 13, flat-footed 11 (+10, +1 Armor, +3 Dex) hp 13 (1d10+3) Fort +3, Ref +5, Will +1 Defensive Abilities: -------------------- Offense -------------------- Speed 30 ft. Reach 15 ft. Whip +4 1d4+0 Whip Trip +6 Ranged: -------------------- Statistics -------------------- Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18 Base Atk +1; CMB +4(+6 trip); CMD 14 (+16 vs. Trip) Feats: Civic Minded (Gate Pass), weapon focus ( whip), Combat expertise, Improved Trip, Traits: Reactionary (+2 init), Savant (+2 Perform: Keyboard Instruments) Skills: Perception + 4, Sense Motive +4, Bluff +8, Disguise +8, Spellcraft +4, Stealth +7, Perform (Oratory) +8,Perform (keyboard instruments) +10, Linguistics +4, Profession (Chef) +6, Knowledge (local) +4 Languages: Common, Goblin SQ: Skilled, Bardic Knowledge, Spells, Cantrips, Bardic Performance ((8 rnds/day)Countersong, Distraction, Fascinate, Inspire Courage (+1))), Panash (4/day), Deeds (Daring-do, Dodging Panache, Opportune riposte and parry), Swashbuckler Finesse Combat Gear; Other Gear; Scorpion Whip, Silken Ceremonial Armor, Bard's Kit (a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an ink pen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.), Masterwork Knife Roll (+2 profession chef) 33gp Spells known 0lv Spells DC 14
1st lv spells DC 15 2/day
Here is the crunch for Glib "Golden Tounge" Hurt. I hope it's ok that I make him a (distant) relative to the current governor of the town it's in there purely for fluff but can be changed easily. I'll have my fluff up soon, but I have one question. I'm taking the mysterious Avenger archetype for the swashbuckler and I was wondering if you'll make it required for me to have a secret identity? I can fit it into my backstory and have what I think is an interesting take on it I just can't think of how to stylize my alter ego. my fluff will probably be un on Sunday evening/night. ![]()
![]() Sorry for the late reply my week gets a little crazy starting on Thursdays (nothing like a 21 hour day) since I go to school full time and then on top of that I work full time as a lead cook at a bar so I end up working all of the busy shifts. @ Rukzha Kerzuk it's not likely at all that there is only one worshiper of Apsu especially since you have a Silver Dragon in town. However it is very possible that Athraz is one of only a handful of people in town to worship Apsu. Also if you want to make a list of NPC's that you have a connection too that is perfectly fine if not though it's no big deal either way I'll try my best to put NPC's into the game that were/are part of your backstory. Also feel free to bump into each other in the plaza and interact I'm going to start making a few more posts tomorrow on the game play thread but for now it's an introduction of your character and of each other. @Selena Don't worry about it being your first time it's pretty easy to pick up. One of the big things to remember is the Out of Character or "OOC" type format. Beyond that just be sure you know how to type out your dice rolls and such if you think you'll have any issues just do some in the recruitment thread. If you want to make a list of NPC's that you have a connection too that is perfectly fine if not though it's no big deal either way I'll try my best to put NPC's into the game that were/are part of your backstory. If you ever have ant questions feel free to ask me here or in a PM and I'll do my best to answer it. ![]()
![]() For several weeks, excitement has been building in Kenabres—Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event. Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral. You've been lucky enough to get good spots to observe the opening ceremonies at noon. Take this time to introduce yourself and say what you're doing in at the festival. ![]()
![]() Esmerelda Paladin/Oracle Meeko (Rob) Rukzha Kerzuk Witch/Mind-Chemist (Oyzar) Alekto Ranger/Rogue (AdamWarnock) Selena Kelnir Paladin/Sorcerer (Isonaroc) Athraz the Redeemed Monk/Cleric (Captain Ford) Turt Snacko Two-Weapon Warrior/ Ranger (Turt Snacko) The people on the above list will be in the game. I appreciate all the wonderful applications this was a very difficult decision to make. Please report to the game play thread and let me know what your character is doing during the festival currently going on (I will post the setting in a minuet). If you haven't made an alias for your PC please make one and be sure to include your vital stats (HP, AC, CMD, Initiative, REF, Will, and Fort) so that they appear at the top of each post. If you have any questions please put them in the discussion thread. ![]()
![]() The story feat that we are getting. Is it being given for free as the guide suggests or are we spending a feat on it? Also I'm going to be making a bard/fighter that'll do about 4 different things I've been trying to run him forever but I need way too many feats. I have one question there is a class ability from the Anti-Paladin that really helps my PC is there some way we can make a magic item or an alternate class ability for me to get it? Aura of Cowardice:
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead The bold part is what I want for my PC. I'll have a build up soon and then a backstory after that. ![]()
![]() @Dray You can use your claws however it won't increase the damage that you do. The main point of grabbing that feat is if you have a poison ability you can use that as part of your FoB. Also if you can use either age category you want. @Tanner Oakenfist just making sure you know you're only going to get one mythic path. You're gestalt for only your classes not for mythic just making sure everyone knows this.
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