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[OoC] Wardove's Rumble in the Jungle


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Male Sky Elf Game Master lv 20

Haha! Yeah pretty much, and maybe even a reply from Isaac if Cam can pull herself away from her video games. ;)


Dwarf Lightbringer

Videogames bore me these days. I might play for 20 or 30 minutes, but it's the PbP and my tabletop games that really do it for me. I just wish there was a little bit more posting going on. =P


Dwarf Lightbringer

I don't suppose anyone here has, or is getting, GuildWars 2? I don't have my copy yet, but I hope to remedy that in a couple weeks.


Male Sky Elf Game Master lv 20

So I just remembered today that I kind of forgot to mention what the story achievement was for completing 'Book 1' of the story. Sorry about that!

In the past, I've specified that your achievement bonuses should cover things your characters had already worked on in the story. This time, however, I would like you to do the opposite. With the resources of a metropolis containing academies, libraries, temples, and tutors at your disposal, I would like to see your characters educate themselves in areas in which they are not yet proficient but where we've observed a need for them to skill-up.

Knowledge Local/Nobility, bluff, Diplomacy, Intimidate, Perform Oratory, the ability to speak Elvish, Zuck are all skills that will be important and useful as Book 2 progresses.

Therefore, let your characters' experiences and feelings of unfamiliarity at this luncheon help to guide your choices in what weaknesses you'd like to shore-up to accomplish your characters' political goals. If you want to talk it over for some advice, I'm always on gTalk. Post your additions below when you're done.

Achievement Feat: Vocational Training


Lureene knows her skills as a retainer are sorely lacking...he he. She resolves to dedicate herself to becoming a perfect retainer for Princess Alis. (Besides, she knows Isaac would be MOST impressed; Lilyana, MOST irritated, he he.)

Vocational Training: 2 skill points and 1 extra class skill.


  • Class Skill: Knowledge, Nobility.
  • SP: Knowledge, Nobility
  • SP: Linguistics, Elvish.


Male Sky Elf Game Master lv 20

Updated the matrix with Lureene's choices.


Alis will be spending a lot of time rehearsing speeches (oratory), discovering what is entailed with her new position (nobility), scrutinizing the existing laws and political climate (local), and learning more about what has lead to the current state of affairs (history).

+1 K: History
+1 K: Local
+1 K: Nobility
+1 P: Oratory


Although she may be finding herself a bit in over her head, Sasha does like the good life, and it's certainly fun hanging around Lureene, so she's trying to pick up on things as she goes.

+1 K: Local (figuring out all the cool places she and Ellie can party)
+1 K: Nobility (picking up on all the things she's NOT supposed to do)
+1 Linguistics (she and Lureene are being tutored in Elvish together)
+1 K: Engineering (you just know she's dying to try out all sorts of siege engines)


Lureene makes a mental note to make sure Sash doesn't get anywhere NEAR ANY siege engines...

BTW...thanks to Laithoron in reminding me Know (Nobility) is a class skill for a wizard, so she will use the 2 extra SP for the Know Nobility as well (total of 3 SP used).


Dwarf Lightbringer

+1 Local (Getting familiar with the area)
+1 Nobility (Getting familiar with formalities and nonsense)
+1 Speak: Zuck (He'll need to actually be able to talk to his future recruits ;)
+1 Craft:Weapons (He'll definitely be honing this skill)


Male Sky Elf Game Master lv 20

Updated the matrix with Darvesch's choices, and corrections to Lureene.


Dwarf Lightbringer

So.. What's the word on any 10k bonuses ;) lol


Male Sky Elf Game Master lv 20

Haha! Well Lureene's 10K/story bonus should be pretty obvious: Charisma for her casting DC.

As for everyone else, I'm definitely open for suggestions, particularly if they are story-based and grounded in your character's motivations and you've roleplayed them. :)

EDIT: Although now that I think about it, Lureene's case is more like the pursuit and completion of a character-specific quest chain that we've been discussing for quite some time. I'll have to keep thinking on this...


Male Sky Elf Game Master lv 20

10mutha-fugginK Achievement
Reaver's Shiv...

Arrowhead...

The Shrine of the Fates...

Even though most of you have only just arrived, there is not a soul in Port Eldarion who doesn't know your name. Even powerful adversaries may be given pause by your growing legend! You are...

MYTHIC!

If you haven't seen it already, please download the rules for the Mythic Adventures Playtest and reply with your selections for Tier 1!

You will be selecting:

  • Ability Score: Select which ability score your mythic abilities are keyed to. The number of times per day you can use mythic power will be equal to that ability score's modifier.
  • Mythic Feat: You may select one of the mythic feats from the PDF for which you meet the requirements.
  • Mythic Flaw: With power comes a price, in exchange for greater power, you also have your Achilles Heel. If you have a particularly cool idea for a flaw, let me know and I'll think about it.
  • Mythic Path: There are 6 paths, each tied to a different theme: Archmage, Champion, Guardian, Hierophant, Marshal, and Trickster.
  • Special Ability: Each path has 3 different options available for its signature ability: Archmage Arcana, Champion Strike, Guardian's Call, Divine Surge, Marshal's Order, and Trickster Attack respectively. You may select one form of your path's special ability.
  • Path Ability: Each path has a number of different path abilities, and mythic characters get to select a new one at each tier. Pick your first path ability.

Congratulations, and enjoy! :)


As an example of what I'm looking for, here's the elections I made for Alis:

  • Ability Score: Charisma
  • Mythic Flaw: School Aversion (Necromancy)
  • Mythic Feat: Dual Path
  • Mythic Path: Archmage & Trickster
  • Special Ability: Wild Arcana & Surprise Strike
  • Path Ability: Magestic Countenance


Dwarf Lightbringer

Ability Score: Constitution
Mythic Flaw: Furious Rage
Mythic Feat: Dual Path
Mythic Path: Champion & Heirophant
Special Ability: Champion Strike: Sudden Attack, Divine Surge: Recalled Blessing
Path Ability: Otherworldly Insight


Ability Score: Charisma
Mythic Flaw: Material Weakness (Cold Iron)
Mythic Feat: Dual Path
Mythic Path: Archmage & Heirophant
Special Ability: Arcane Surge (Archmage) and Beast Fury (Heirophant)
Path Ability: Familiar Mind


Ability Score: Dexterity & Intelligence
Mythic Flaw: Hubris
Mythic Feat: Dual Focus
Mythic Path: Archmage
Special Ability: Mage Strike
Path Ability: Enduring Armor


Male Sky Elf Game Master lv 20

Now that the forums are working again, I was FINALLY able to review the list of community-made flaws and pose my own suggestion. After wrestling with it for a while and talking it over with a few of you, I've decided to change Alis' mythic weakness.

Weakness: Artifact Dependency (Tear of Súmalya)
.

Artifact Dependency wrote:

Your powers are dependent upon a singular, special artifact from your backstory. The nature of this item is subject to GM discretion and should generally not to be the same item required of any class features (e.g. arcane bond, divine focus). At all times, you retain a sense of direction to the object as per the spell discern location. Anyone in possession of the artifact may consider you a familiar target for scrying purposes. In addition, they may wear or use the artifact to gain access to your 1st-tier abilities while suffering a penalty equal to your mythic tier to AC and saving throws versus you and your followers (if any).

If you do not have the item in your possession for at least 1 hour per day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power. After the second day, you lose all the powers and abilities granted by your mythic paths. After the third day, you lose all of your mythic abilities, with the exception of ability score increases, bonus mythic feats, and the ability to discern its location. Your powers and abilities are immediately restored as soon as you regain possession of the artifact.


Cam's still on vacation, but we just finished conferring. Posting on her behalf to avoid iPhone destruction. :D

Ability Score: Intelligence & Wisdom
Mythic Flaw: Insanity
Mythic Feat: Dual Focus
Mythic Path: Hierophant
Special Ability: Recalled Blessing
Path Ability: Faith's Reach


Aaand just because Sasha needs love...

Ability Score: Dexterity
Mythic Flaw: Dependency (Carnal)
Mythic Feat: Weapon Finesse
Mythic Path: Trickster
Special Ability: Fleet Charge
Path Ability: Feat of Dexterity


1 person marked this as a favorite.

Lureene thinks to herself...Thank Aycenia for that fruit...because walking is going to be OUT of the question...and I thought high heels were hard on walking...


Male Sky Elf Game Master lv 20

Hey guys, please note that there have been some changes to the Mythic Playtest rules today:
http://paizo.com/threads/rzs2paun?Mythic-Adventures-Update-122112#27

Pretty sure Jason specifically waited until after we'd decided to pick abilities to make changes, so you should definitely feel slighted. :P
.
.
Notable Changes:

  • Mythic Power: is usable a number of times per day equal to 3 + your mythic tier. (i.e. 4/day for each of us right now) You no longer add an ability score bonus to your daily uses.
  • Surge: is the new ability name given to using mythic power to add to a d20 result.
  • Dual Focus: no longer exists. If you picked this as a feat then pick something else.
  • Amazing Initiative: (which we would have gotten next tier) has been completely rewritten. Instead of a +20 initiative bonus, your initiative bonus is equal to your mythic tier. Additionally, on your turn you can spend a use of mythic power as a free action to gain an additional standard action during your turn. Note that this does NOT allow you to cast more than one spell [with a standard action as its casting time] during a single round.
  • Flaws: are now left to the GM's option. Yes, you will all still have flaws whether you choose to use your mythic abilities or not. :P


Male Sky Elf Game Master lv 20

And with that, your characters are now mythic!

Now that flaws have been reclassified as being at the discretion of the GM, I am going to treat them in a similar fashion to Flaws (sort of). I really liked the idea of mythic powers being tied to a specific ability score, so to honor this, each of you will gain the 'Feat of' universal path ability that corresponds to the ability score you selected:
.
.
Alis: Feat of Charisma
Amelia: Feat of Wisdom
Arion: Feat of Intelligence
Darvesch: Feat of Constitution
Lureene: Feat of Charisma
Sasha: Feat of Dexterity

Likewise, Amhranai will gain hers when Rob finalizes his decision.

Enjoy! :)


Dwarf Lightbringer

I'll be changing my flaw to Artifact Dependency (Grimnon's Axe)


Like Darvesch, Lureene is changing her Flaw to Artifact Dependency (Richardson's Locket)


Male Sky Elf Game Master lv 20

To make things simpler for everyone I'll be posting a list of stat blocks containing the various mythic abilities we have. You can simply click Reply on the post, and then copy/paste the relevant sections to your character sheets. I'd recommend adding the mythic section in the same area you have class and race abilities. (i.e. after feats, before equipment).

Just remove the dot from the start of the opening spoiler= tag...

The following can replace the Levels line near the top of your character sheet. Just replace the listed paths with the ones you selected.

Level: Gestalt 8, Mythic Tier 1
   Mythic Path: Archmage, Trickster

Lastly, please list your mythic feats along with your regular ones so that I can see ALL your feats in the same place. Just add ", Mythic" or "(Mythic)", etc after the entry.


Male Sky Elf Game Master lv 20

Mythic Abilities
[.spoiler="General"]Base Mythic Abilities

  • Mythic Power (Su): x/day
    Mythic Ability Score:
  • Mythic Flaw (Ex): Artifact Dependency (Grimnon's Axe) (Richardson's Pendant) (Knight's Badge)
  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

    <paste your universal path abilities here>

  • Surge (Su): +1d6
    — You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
[/spoiler]


Male Sky Elf Game Master lv 20

  • Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.

  • Feat of Constitution (Su): You can expend one use of mythic power to attempt a feat of Constitution, gaining a +20 circumstance bonus on any one Constitution ability check. Alternatively, you can use this ability to gain a +20 circumstance bonus to your Constitution score for a number of hours equal to your mythic tier, but only for the purpose of making Constitution checks against heat, cold, fatigue, and exhaustion.

  • Feat of Dexterity (Su): You can expend one use of mythic power to attempt a feat of Dexterity, gaining a +20 circumstance bonus on any one Dexterity skill check or ability check.

  • Feat of Intelligence (Su): You can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on any one Intelligence skill check or ability check.

  • Feat of Strength (Su): You can expend one use of mythic
    power to attempt a feat of Strength, gaining a +20 circumstance bonus on any one Strength skill check or ability check. Alternatively, you can use this ability to gain a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier, but only for the purposes of determining your carrying capacity.

  • Feat of Wisdom (Su): You can expend one use of mythic power to attempt a feat of Wisdom, gaining a +20 circumstance bonus on any one Wisdom skill check or ability check.


  • Male Sky Elf Game Master lv 20

    [.spoiler="Archmage"]Archmage Path Features


    • Archmage Arcana — Arcane Surge (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, when using this ability you can roll twice and take the better result on any check made to overcome spell resistance, adding your archmage tier to the result. You can’t apply any metamagic feats to this spell.
    • Archmage Arcana — Mage Strike (Su): You can expend one use of mythic power to make one melee attack as a swift action. In addition, you can expend any one arcane spell that you have prepared or slot that you have available. You receive an insight bonus on the attack roll equal to twice the level of the spell expended, and the attack deals an additional 2d6 points of energy damage per level of the spell expended (either acid, cold, electricity, or fire). The damage from this attack bypasses any damage reduction the target might possess, but the additional energy damage is still subject to resistances and immunities.
    • Archmage Arcana — Wild Arcana (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be on one of your arcane spell lists and must be of a level that you can cast using that arcane spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, you treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level arcane spell you can cast using that spell’s spellcasting class.
    [/spoiler]


    Male Sky Elf Game Master lv 20

    [.spoiler="Champion"]Champion Path Features


    • Champion Strike — Distant Barrage (Ex): You can expend one use of mythic power to make a ranged attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a distant barrage, you ignore all cover and concealment the target possesses (except total cover) and add your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
    • Fleet Charge — (Ex): You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this round), adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
    • Sudden Attack — (Ex): You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
    [/spoiler]


    Male Sky Elf Game Master lv 20

    [.spoiler="Guardian"]Guardian Path Features


    • Guardian's Call — Absorb Blow (Su): You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this ability.
    • Guardian's Call — Beast Fury (Su): You can expend one use of mythic power as a swift action to grant a boon to your animal companion, cohort, eidolon, familiar, or mount. The boon allows the creature to, as an immediate action, move up to its speed and make one attack with any one of its natural weapons. When making this attack, the creature rolls twice and takes the better result. Any damage dealt by this attack is treated as epic for the purposes of overcoming damage reduction.
    • Guardian's Call — Sudden Block (Su): You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC against this attack. Once the attack is resolved, you may make one melee attack against the creature that made the attack. The damage from this attack is treated as epic for the purposes of overcoming damage reduction.
    [/spoiler]


    Male Sky Elf Game Master lv 20

    [.spoiler="Hierophant"]Hierophant Path Features


    • Divine Surge — Beast Fury (Su): You can expend one use of mythic power as a swift action to grant a boon to your animal companion, cohort, eidolon, familiar, or mount. The boon allows the creature to, as an immediate action, move up to its speed and make one attack with any one of its natural weapons. When making this attack, the creature rolls twice and takes the better result. Any damage dealt by this attack is treated as epic for the purposes of overcoming damage reduction.
    • Divine Surge — Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class.
    • Divine Surge — Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, if the spell cures an aff liction, heals damage, or removes a condition, you can roll any dice associated with the spell twice and take the better result. You can’t apply any metamagic feats to this spell.
    [/spoiler]


    Male Sky Elf Game Master lv 20

    [.spoiler="Marshal"]Marshal Path Features


    • Marshal's Order — Advance (Ex): You can expend one use of mythic power as a swift action to order your allies to advance on the field of battle. This allows you and each of your allies within 30 feet to take a move action. Each creature affected by this ability can decide how to use this move action.
    • Marshal's Order — Decisive Strike (Su): You can expend one use of mythic power as a swift action to order one ally within 30 feet to make a melee or ranged attack in addition to any other actions or attacks the ally might make on its turn. The target adds your marshal tier as an insight bonus on the attack roll. Any damage dealt by this attack bypasses damage reduction.
    • Marshal's Order — Rally (Su): You can expend one use of mythic power as a swift action to rally your allies. This allows you and each of your allies within 30 feet to call upon your courage once in the next round to reroll any one d20 roll after the roll is made. This ability must be used before the beginning of your next turn or it is wasted. The creature must take the result of the reroll, even if it is worse.
    [/spoiler]


    Male Sky Elf Game Master lv 20

    [.spoiler="Trickster"]Trickster Path Features


    • Trickster Attack — Deadly Throw (Ex): You can expend one use of mythic power to, as a swift action, draw a thrown weapon or alchemical item and make a ranged attack with it. This attack does not provoke an attack of opportunity. When making a deadly throw, you roll twice for the attack roll and take the better result, adding your trickster tier as an insight bonus. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
    • Trickster Attack — Fleet Charge (Ex): You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack, adding your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
    • Trickster Attack — Surprise Strike (Ex): You can expend one use of mythic power to make a melee or ranged attack at a target within 30 feet as a swift action (in addition to any other attacks you might make this round). When you make a surprise strike, the target is considered f lat-footed regardless of any class features or abilities it might have, and you add your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
    [/spoiler]


    Male Sky Elf Game Master lv 20

  • Path Ability — Enduring Armor (Su): When preparing your spells you may leave a single arcane spell slot unfilled in order to grant yourself a lasting armor of force. This effect grants you an armor bonus equal to 3 + 1/2 the level of the empty spell slot (minimum 1). The armor persists as long as the spell slot remains empty. This ability is an abjuration effect with a level equal to the level of the spell slot. If it is dispelled or otherwise ended, it can be resumed as a standard action.

  • Path Ability — Faith’s Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell requires a melee touch attack, it instead requires a ranged touch attack.

  • Path Ability — Familiar Mind (Su): As a standard action, you can see and hear through your familiar’s eyes and ears. While using this ability you can’t see or hear using your normal senses and you can’t move. You can also speak through your familiar, using your own voice to do so. Finally, you can expend one use of mythic power to cast one arcane spell using your familiar as the spell’s caster. You must expend the spell as normal when using this ability. Aside from its origin, all other aspects of the spell are based upon the archmage.

  • Path Ability — Magestic Countenance (Su): Whenever you encounter a creature whose attitude is at least indifferent, treat its attitude as one step higher. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy skill check.


  • Male Sky Elf Game Master lv 20

  • Path Ability — Otherworldly Insight (Ex): You can automatically detect the alignment of any outsider you see or any creature you witness casting a divine spell. If the creature worships a deity, you also learn which deity. Spells and effects that mask a creature’s alignment prevent the use of this ability as well. Whenever you cast a spell that affects creatures differently based on alignment, you can decide to have the spell affect creatures with a neutral alignment component (as it relates to the spell) as if they had the alignment component of your choosing. For example, when using holy smite, you could treat a lawful neutral creature as lawful good or lawful evil, a chaotic neutral creature as chaotic good or chaotic evil, and a neutral creature as neutral good or neutral evil.

  • Path Ability — Sustained by Faith (Su): If you spend at least 1 hour of prayer or meditation you require no food, water, or sleep for 24 hours. This time can be the same time you use to prepare spells. You must still rest 8 hours to regain spells but you are not subject to fatigue or exhaustion due to a lack of sleep. Additionally, once per day you may expend one use of mythic power as a full-round action to refresh yourself as if you had rested for 8 hours for the purposes of regaining spells and healing heal hit point and ability damage.

  • Path Ability — :


  • Path-Heirophant
    Mythic Abilities

    General:
    Base Mythic Abilities

    Mythic Power (Su): 8/day (3+1 Mythic level +4 Wisdom modifier)
    - Mythic Ability Score: Wisdom
    - Mythic Feat: Dodge
    - Mythic Flaw: Artifact Dependency (Knight's Badge-As a physical reminder that not all power or heroism is not inherently anathema to life at large, Amhranai is required to be in possession of her newly-awarded Knight's Badge at all times.)
    Hard to Kill: Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

    Surge (Su): +1d6
    — You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.


    Hierophant:
    Hierophant Path Features

    Divine Surge — Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, if the spell cures an aff liction, heals damage, or removes a condition, you can roll any dice associated with the spell twice and take the better result. You can’t apply any metamagic feats to this spell.

    Path Ability- Faith's Reach:Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell requires a melee touch attack, it instead requires a ranged touch attack.


    Male Sky Elf Game Master lv 20

    Great, looks like all of us have finished our mythic selections now. Solid choices all around. :)

    Grand Lodge

    Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

    Just curious....friend of mine and I will be in the West Chester/Downingtown area this coming weekend (Saturday) looking for a pick-up Pathfinder game....Society would be awesome....but we'll take what we can get.

    Could y'all point us in the right direction?

    Thanks!

    -Dink


    Male Sky Elf Game Master lv 20

    Hey Dink, It's been a looong time since I've lived in Asheville (2001) let alone West Chester (i.e. 1993), but maybe Rob/Amhranai would know. Otherwise, if it's still there you might try giving Chester County Book Company a call to see if they know of any gaming shops or meet-ups in the area. That's where Rob and I always used to buy our 2nd Ed books back in the day...

    BTW, 'Dink' is the name of the Pixie Warmage from my local group here in Charlotte as well as the nickname often associated with the lady who plays her. Did a bit of a double-take when I saw that. :D


    Dinketry, the best I can think of is a comic book store in Granite Run mall that runs tabletop games (largely Warhammer). I don't really knoww of any local groups here in West Chester.

    Grand Lodge

    Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

    Weird.

    I'm the Venture-Captain for Asheville, Laithoron. I'll bet I've met you down at Charlotte at a convention.....did you go to MACE this year?

    Going to SCARAB? I HIGHLY recommend SCARAB (January 18-22, Columbia SC).

    Thanks for the heads-up and the suggestions.

    -Paul (Dink)


    Male Sky Elf Game Master lv 20

    The only conventions I really ever go to are DragonCon plus the Charlotte and Atlanta ren faires (if you can consider those as such). I've actually never even heard of MACE or SCARAB. ^_^;

    Anyway, should you visit Charlotte at some point, I just learned that a new gaming store called 'Your Local Game Store' recently opened on my side of town. It's in Matthews just across the street from the post-office. I'm hoping to head there for my first visit this weekend. Have fun in West Chester and good luck hunting for Pathfinders. :)


    I lived up in West Chester for many years also as well as Asheville , recently relocating to Charlotte, NC.

    Just interesting to see both mentioned in these discussions.

    Good gaming.


    and a note to Eric: it kicks ass that Lureene got TWO natural 20 rolls, on her Knowledge: Arcana and Spellcraft checks. That rocks. Maybe all this excitement and the ascension overcame the blows to the head from the Shiv.


    He he, I certainly hope so. The timing could not have been better IMO. Oh, and IIRC it was ONE blow that felled Lureene there.


    Male Sky Elf Game Master lv 20

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    Ugorji's Equipment [ link ]

    Items that have not yet been successfully identified:

    • Magic Amulet
    • Iron Bottle
    • Magic Scimitar


    Holy Frak!

    Darvesch wrote:

    He was startled awake by the yelling elf, surly and still groggy, the dwarf implores with Arion. "Dammit man! I was sleeping!"

    He stands out of the hammock, noticing the lingering elf with his jaw agape. "Don't act like you're not impressed." He gets his clothes on and begins to put his armour on. "Since you're here anyway, help me with my armour."

    The inquisitor speaks up in a tone loud enough for everyone in the room to hear. "Are we back already?"

    .......Darvesch-Badger don't CARE.


    Male Sky Elf Game Master lv 20

    Hahaha. Honey dwarf don't give a FVCK! :D

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