tachus's page

Goblin Squad Member. Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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The great Empire has fallen.

Long considered the center of the known world, the Empire of Remunia served as the greatest bastion of human civilization in all of Mekara. Founded centuries after the mythical tragedy known as the Shoah that cast the world into a dark age, Remunia provided the cradle that humanity would emerge from again to claim their place of dominance upon the continent. Forgotten arts of mathematics and writing were again cultivated. The great faiths of the West spread across cultural boundaries long thought impossible to span. The roads of Remunia spread nearly across the world, seeming as if it were to be forever poised to remain the dominant force of the human race.

But, forever does not last as long as it once did. As the centuries passed, the great cracks in the Great Empire began to show. Providences took notice of the clear corruption taking root in the fabled capitol. The great sister city of Remunia, Byzantaria, founded its own empire in defiance of the failing nation. Even the great faiths of the Empire, Dammerung and the Immaculate Twelve, decried the Empire's quest to create itself into the glory of the great civilizations of old, whose hubris in tales was said to have caused the Shoah to strike down from the heavens. Instead of being cemented forever, the Remunic Empire appeared ready to topple, and thus cast itself and all of humanity into a new dark age.

And thus it would come to pass. Riekland has cast off the fetters of its former companion in the great empire and laid siege to the city once thought to be invincible. The great empire now lays in ruins, with former states claiming their own rights to rule. The Minotaur Empire has spread from its once secluded realm in the Desert of Seth, claiming nation after nation in its eventual attempt at domination. The formerly isolationist elves have begun a great exploration into the realms of men, with an agenda that they have kept only to themselves and their stars. The dwarves dig ever deeper, searching for their Buried God, and in doing so unleashing creatures and artifacts best left forgotten into the world once again. Gnomes research to the foundation of their existence, drawing ever closer to the question of divinity and the gods. Halflings remain to their own hidden lands, immersed in their strange rituals that they claim keeps the sun from being cast from the sky.

With this new Age, the Age of the Fall, Byzantaria, declared the heir to the greatness that once was Remunia, is the last hope for humanity in the changing world. A terrible plague has begun to spread from the north, along with it a new religion of a god claiming to be The True God, the Plague God. The formerly stable expanses of the Malificar, known as Orcs, have begun to spread, taking with them entire cities that no longer are. Whispered tales of beasts of old are said to have changed from myth to truth. The realms of faith battle against the world of magic. Empires new and old are faced for war. And somewhere, a dark shadow spreads without any display of ceasing its conquest.

Welcome to Mekara: After the Fall.

DigitalDreaming: Mekara is available for all players to join here. We are a play by chat, home-brew setting site, with a built in dice roller, associated forums and with character sheets managed by a SCORES database. The focus of our community is more centered around roleplaying with the occasional adventure scene (we strive to get at least a scene a week).

A full listing of our house rules can be found at our forums, and we are always willing to assist players with questions if you care to hop into the OOC chat room. We look forward to seeing you!

((Fair warning: new accounts are usually approved in 24-48 hours as a security precaution to stop spam bots))


Also keep in mind that any character she does cast chill metal on is then most likely going to be unable to dive down to assist any other PC/NPC that happens to get pulled underwater by the octopus or other means.


My group had our first actual casualties the other day. Which is a suprise seeing we just finished book 3 the same day, but early game our DM had some kiddy gloves on due to us having multiple new players. Once those gloves came off we had many lucky times where things could have been completely different if it wasn't for the 'favor of the dice gods'.

Party: (all at 8th level and male)
Kith - Human Rogue (my PC and captain)
Urthadar - Human Inquisitor
Alfon - Human Bard
Tanith - Half-elf Rogue(sniper)
Scrag - Human Sorcerer(aquatic)
Jax - Human Fighter

Backstory:
During the mutiny of Plugg and Scourge, Scourge was killed but Plugg escaped, though was badly scared by a Scorching Ray on one side of his face and a botched lashing earlier on the ship on the other side of his face. Our DM introduced a major power in another pirate city so that he could provide extra plot lines. This power is named 'The Siren' and is a powerful influence throughout most of the shackles, but with no real foothold in Port Peril.

Who Died:
Kith and Urthadar

When:
During the Regatta once entering the Eye

What happened::
Plugg had received a new ship, the Nemesis, that was entered in the regatta. Once our ship outmanuveured the giant dragon turtle and entered the Eye, Plugg's ship rammed into our side. He had recruited every marine that our ship had sold into slavery and they all trained specifically to be able to defeat us.

During the brief combat, our sniper was made useless by the winds, our inquisitor, fighter and my rogue all boarded their ship and traded blows that were then healed by Plugg, and their wizard redirected our sorcerer's own fireball back upon our ship. At that point, Urthadar, who had become friends with Owlbear ordered him to take Scrag's wand of fireball (47 charges at CL7) and go give his old friend Plugg a hug and then break the stick.

While Owlbear was running to Plugg, one of the marines grappeled him right by the mass melee and Plugg ordered them to kill Owlbear. Their wizard started casting a spell directed at Owlbear the same time that Owlbear broke the wand. our DM ruled that this empowered the fireball wand so that the 47 fireballs release were heightened to CL 10.

We realized that everyone would die, excluding Plugg, Tanith and Scrag. DM intervention with Siren mischief, and an NPC named Morrik arrives and everyone is given a choice of life or loss of vital part of their being. For Urthadar, he had to choose his life or the life of everyone in his order, to which he gladly gave his own lofe. In Kith's case the loss was never being able to wield a blade again, to which he made a deal with Morrik, that Kith would die, transferring all his knowledge and talents to Morrik if as far as anyone knows was that Alfon is and always has been captain of our ship, The Betrayal.

So with a tribute to poorly worded wish spells, DM fiat says as far as anyone is concerned Kith never existed and all actions taken by him everyone remembers Alfon doing.

Incoming PC replacements:
-currently un-named Elf Magus, that belonged to same order as Urthadar and is looking for answers to his death.
-Zug Firegulper, Goblin Alchemist (Fire Bomber), that was outcast from his tribe and has been playing at being a pirate in Port Peril


depending on if you do want to go needlessly complicated or not... along with which of the three areas you were looking more to specialize in, you could always try Magus/Rogue/Arcane Trickster...

you can qualify for the PrC with Magus4/Rogue3... or even just drop teh PrC completely and just mix those two core races... probably with race human or half-elf so that you can continue to claim favored class benefits...


I was originally planning to use the name 'Harrigan's Folly' but our game got held up for about 2 months and then I saw it on here...

So it wound out be 'The Betrayal' with the Whale's skeleton as our figurehead...


Ice Titan, that seems like an oversight to me cause if you look at the stats for the chest it says acts like a Bag of Holding IV, and only holds 2500 lbs.

I suppose the time could be drastically reduced by using the trunk to bring up about a ton at a time. Maybe about a week or so at that point.


This was just a question I had about the treasure during off ship dungeon crawls such as 'Mancatcher Cove'.

For example, the last encounter at Mancatcher Cove states there is 10 points of plunder as treasure. But Mancatcher Cove is all underwater and per the Player's Guide a point of plunder is approximately 10 tons in weight.

So the question is does anyone have any ideas of how the party is supposed to transport 100 tons of treasure up from underwater without taking about a month of traveling back and forth?


Got both orders earlier today. Thanks


I placed the first order on May 5th, yet still have yet to recieve it. When I check the 'Track Package' link it shows it being delivered and having been processed by a local post office in RICHMOND, CA.

The second order was on May 10th and when I attempt to track it, it is showing the same stations as the first on but doesnt show as delivered yet.

I live in Pearl City, HI though. I verified my address was correct on the orders. I am just at a loss as to where my orders wound up or even how they got there.


Sorry this took a bit... and we actually played 'We be Goblins' this week so I didn't get a chance to check my rogue's build again...

Based on the character concept I would think Quick Draw would be a good option, given being a TWF and having thrown weapons as your primary ranged attack (tomahawks).

In my mind, even Dodge is a nice feat to have. As I've said before, D&D/PF have no real 'method' of a 'tank taunt' as many MMOs are used to. So more often then not, the BBEG will target whoever just hurt him the most. Often times this is the rogue who just got a SA off, and as a TWF rogue that means you have the potential to get as many as 6 different SA dmg rolls off on the person, which places you in the 'most damage' category. So having even that extra bit of AC is a nice hopeful in keeping you alive.


I have always seen this ruled the same why by a few different DMs.

All attacks made in the round would get SA type of damage, because the other person is not prepared to defend against you for that round (IE. flat-footed). The key to remember is that all your attacks take place within 6 seconds (the time of a single round). So you could stand to reason that you are attacking with both weapons at once, but the way most people roll (one attack at a time) draws the mind away from that.

But if you were concealed and jumped out and attacked someone, the initial shock wouldn't last for just one attack, but the entire round. Which in turn would allow you to get SA dmg on every attack made, whether one attack as a lvl 1 single weapon rogue, or all 6 as a lvl 20 TWF rogue.


@calagnar: just fyi, original poster said core book only and you have a few APG stuff there at higher levels. Also I don't see your reasoning behind taking the Fleet feat four times. There are better feats to take imo, just grab a pair of Boots of Striding and Springing.

@Rasengan2theface: My DM currently has my character sheet and we aren't playing again until this Monday. If you would like I can post how mine is built at that point. He is more of a 'sneak-thief' originally though so may not completely fit your concept. But he is by far the highest dmg output in our group at level 12, seeing the DM usually just asks how many SA dice I would be rolling, and then just says that it died before I even get the chance to roll.

EDIT: We're playing mostly core rules, using APG Hero Point system and case-by-case APG approvals. But pretty sure we have all stuck to just using the core book for abilities.


Ok... So I had a nice long post with better details but my window froze on me when I went to preview it... So this one might be more rough...

I've been a long time rogue player, so take this as just my personal experience.

Long and short:
Imp Crit isn't worth it. As a TWF type, you'd be better of with Weapon Focus. Or even take the Weapon Training rogue talent at that. the vast majority of your dmg will be SA dice. So you'd be better of with the +1 attack from Focus since it halves the TWF penalty, so you can get that SA dice. after all daggers are only 19-20/x2 and 1d4 dmg. so is the extra 10% chance of an extra 1d4+str really worth it?

Bleeding Attack isn't worth it imo. Here's why:

SRD wrote:
Bleed effects do not stack with each other unless they deal different kinds of damage.

So sure you might have a 4d6 SA that gives 4 bleed dmg a round. But it will only give 4 bleed. The main mistake I see people make here is that they assume it means 4 bleed dmg PER ATTACK. Which that line clearly says is not the case.

IMO you would be better off with Resilency, as things tend to target the character that hurt it the most first, or Slow Reactions, so that once you do SA a creature from the shadows, your party will be able to move without AoO on them to give the best positioning, allowing them to hopefully give you flanking for your next turn.


The way I have always seen it rules is that Black Puddings are immune to all P/S dmg. They continue to split while taking that dmg down until they at at 10hp or less. At that point they continue to be immune to all P/S dmg but cannot be split. Instead you would have to kill it with B dmg or with spells.

Of the handful of times I have fought these, with multiple different DMs and groups, they have all ruled the same. In all the cases the party always had our melee attackers start splitting them up, while our casters piled on the AoE spells to destroy them.


While there is no real rules for someone attacking from darkness, targeting someone in light, it stands to reason that they would be treated as some type of invisibility for their attacks, or alternatively using Stealth to snipe. So that while they may realize that the shots are from 'over that way' they won't know for a fact as to where.

Being as you are in total darkness to them, you would have total concealment from them, regardless of if you were making the stealth-sniping checks though. Which to me would be the same as if it was well lit and you were fighting someone that was actually invisible.


it is usually roll a new 1d6 each round... but up to the DM if they'd like to change that


actually you played it better off for them...

going off the PRD it states that anyone you cannot see you due to darkness is deemed 'blind' it then states that "A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC."

So I would say that you played the combat as per rules...

((source if you care(towards the very bottom): http://paizo.com/pathfinderRPG/prd/environment.html))