
Pendin Fust |
2 people marked this as a favorite. |

I'll say it, anyone wanna run a playtest PbP right here in the Mythic Playtest forum? Could be a boon for Jason and the team to see a playtest right here?
I'd be willing to DM, unfortunately it would be an original story, since I don't actually own any of the AP's (yet).
**EDIT**
If noone else wants to DM an AP, spoiler a 20 pt build here.

Pendin Fust |

Thanks Jason!
OK! For this first playtest, folks, let's focus on playtesting combat. Spoiler a 20 pt buy, Core Rulebook + Mythic Rules (No APG,UM,UC or others), level 1, Tier 1 character. If you have found your muse, give a little backstory with your moment of ascension (vis a vis the examples in the Mythic pdf). I'll take a party of five. Deadline is 7/15/2012 @ 12 PM PST (or GMT-8). That's about 20 hours from now.
I'll likely put just some combat scenarios the first few fights and we can do a story after those.
Likely start with CR appropriate non-mythic, then CR appropriate mythic, then a mix, then likely a CR+2 non-mythic, and lastly a CR+2 mythic.

Pendin Fust |

Zalak, ditto what DSRMT said. Take a look this, specifically the "How do I format my messageboard posts?" section to get you started on how to roll dice, talk out of character, etc.

Charles Trope |

Here we go, Charles Trope, fighter extraordinare. Hama's character.
Charles was your pretty run of the mill kid. He ran with other children causing mischief and aggravating elders. But, when he grew up enough to understand that other people are real people with real emotions, he stopped.
A night when two drunken thugs tried to force on his older sister was what defined his existence. He was 14 at the time. He attacked one with a club and got beaten to near unconsciousness for it. Then, while he was lying on the ground, his sister's screams of protest echoing in his ears, crying through his teeth, because he felt so weak an useless, a strange strength came over him. He got up and with a single punch felled one of the thugs. His head hit the ground with such force that the sound of his neck snapping could be heard clearly. The other thug, enraged at this attacked the boy with a dagger. He hit, and it hurt, but Charles didn't even feel impeded. He proceeded to beat the thug to a pulp, stopping only when the city guard pulled him off the man.
He spent days trying to understand what has befallen him, but after finding no answers, he decided that it doesn't matter. He didn't care what has happened as long as he could protect his sister. That was all that mattered to him. When he grew older, that desire grew to encompass the weak, and he joined a fighter's academy and graduated with flying colors.
His source of mythic power is his devotion to protection of his sister and protection of weak and innocent people. He feels that as long as there are oppressed people in the world he must not falter.
Charles is an easy-going fellow, fond of drink and song (his singing voice is terrible), and if somebody befriends him, he or she has gotten a loyal friend for life.
Here are his stats:
Charles Trope
NG Male Human
Fighter 1/Champion 1
Speed: 20ft.
Init: +1 Senses: Perception +1
Languages: Common
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AC: 16 (+1 Dex, +5 Armor)
HP: 18 (1d10+5+1+2) (Dead at -42)
Saves: Fort: +4 Ref: +1 Will: +1
DA: Hard to Kill,
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Bab: +1
Melee: Greatsword + 6 (2d6+6)(19-20 x2)
Power atk: +5 (2d6+10)
SA: Champion Strike (Sudden Attack)
--------------------------
Str: 18, Dex: 12, Con: 14, Int: 10, Wis: 12, Cha: 11
Skills: Climb: +8, Swim: +8
Feats(3): Weapon Focus (Greatsword), Power Attack, Cleave(b), Power Attack(mythic)
SQ: Furious Rage, Mythic Power (Strength)(5), To the death
--------------------------
Posessions: Greatsword, Scalemail, Potion of Cure Light Wounds

Pendin Fust |

Anyone who wants to play roll up a char, see the first few posts for guidelines.
We have the Fighter/Champion (potentially Cleric/Heirophant if Nawtyit is still interested) slot(s) filled, so please pick other class/path combos as we want to (for the purposes of this combat playtest) try all the paths.
@Nawtyit, good call, officially expanded party to 6 :) Roll up your Cleric/Heirophant and you should be in.
@Lord Embok, this is just a combat scenario playtest, so it wouldn't necessarily be a huge investment, I don't own any AP's myself (until I save up enough to pay for an entire year's subscription that is). I'm working on a homespun story too so that's always an option.
@Baron...looks like DSRMT is unable to play so roll one up and if you get it in before anyone else then sure.
@Tikael Sorry, Core races and classes please, just for the purposes of this combat playtest. If you want to roll up a character/tier that hasn't been filled yet then please do so :) When I cobble an actual story playtest together, I'll probably allow APG.
@Judas, sure roll up a char!
Basically first come/first served. Only asking for backstory so I can be lazy and not do a moment of ascension for anyone :)

DeathQuaker RPG Superstar 2015 Top 8 |

I'd be interested in joining if there is room, but I need some time to look over the playtest before I decide on a character.
Also, there's an adventure included in the playtest, if my quick scan of it gave me the correct impression... if you need a quick one to use, it's right there. But that is defaulted to 6th level characters.

Pendin Fust |

@DeathQuaker Yep, someone else suggested that as well, but I'd like to do some 1st level/1st Tier stuff. I may or may not use that adventure after this combat playtest. Oh and feel free to roll up a char!
@Lord Embok I had an original deadline of 12 PM PST (GMT-8) which is 4 hours from now. If I don't have enough characters to fill the 6 slots, I'll extend the deadline.

Thomas Lockwood |

Tom grew up in a town with a predominant temple to Sarenrae. He began is study into the priesthood at a young age. One night, he was refilling the oil in the temple lamps when he some people trying to steal from the temple treasury. He confronted them and started to get beat up badly. Just before falling unconscious, he felt a surge of power and saw the two thieves lying on the ground. The thieves ran away in confusion. Tom was just as confused. When he told his story to the high priest, he said “You are truly blessed by Sarenrae.” Tom has now set out to purge evildoers, and spread the healing light.
Thomas Lockwood
NG Male Human
Cleric 1/Hierophant 1
Speed: 20ft
Init: +1 Senses: Perception +4
Languages: Common
--------------------------
AC: 15 (10 +1 Dex, +4 Armor)
HP: 15 (1d8+1+3+3) (Dead at -26)
Saves: Fort: +3 Ref: +1 Will: +6
DA: Hard to Kill
--------------------------
Bab: +0
Melee: Scimitar +1 (1d6+1)(18-20/x2)
SA: Channel positive energy 1d6, Sarenrae (Healing, Fire)
--------------------------
Str:12, Dex: 12, Con: 13, Int: 10, Wis: 18, Cha: 13
Skills: Climb: +8, Swim: +8
Feats: Selective channeling, Toughness, Toughness (Mythic)
SQ: Mythic Power (Wisdom)(5), Hubris, Faith’s Reach, Recalled Blessing
--------------------------
Possessions: Scimitar, Hide armor, Healer’s kit, Silver holy symbol

Lord Embok |

@DeathQuaker Yep, someone else suggested that as well, but I'd like to do some 1st level/1st Tier stuff. I may or may not use that adventure after this combat playtest. Oh and feel free to roll up a char!
@Lord Embok I had an original deadline of 12 PM PST (GMT-8) which is 4 hours from now. If I don't have enough characters to fill the 6 slots, I'll extend the deadline.
Oh. For some reason I thought it was this evening. My bad. I should get home around 2:30 PST, so it won't be too long a delay in my case at least.
How frequently were you hoping for people to post?

Silas Stoneborn |

Decided to do a Monk. I'm sure that won't be at all controversial. ;D
Dwarf Monk 1, Champion Tier 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +8
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Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge)
hp 21 (1d8+2+5+6)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill, to the death
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Special Attacks flurry of blows -1/-1, fleet charge
--------------------
Statistics
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Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 5
Base Atk +0; CMB +2; CMD 19
Feats Dodge, Improved Unarmed Strike, Mobility, Stunning Fist (1/day) (DC 14)
Skills Acrobatics +6 (+2 jump, +7 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Perception +8, Sense Motive +8, Stealth +6
Languages Common, Dwarven
SQ ac bonus +4, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6), Mythic Power (Wisdom) (5), Material Weakness: Wood
Combat Gear Sunrod (5); Other Gear Backpack (empty), Belt pouch (empty), Blanket, winter, Rope, Soap, Trail rations (5), Waterskin, 16 GP, 9 SP, 9 CP
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (1/day) (DC 14) - 0/1
Sunrod - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Toughness +3 HP at first level
Toughness, Mythic Double HP from Toughness, DR 10/Epic when below 0 HP.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Mythic Information
--------------------
Path: Champion
Ascension: Artifact Belonging to a clan of dwarves that continued to live underground (albeit close to the surface), Silas was an apprentice stonemason. During an unexpected and entirely unusual earthquake, Silas and the bulk of his family were trapped beneath massive quantities of rubble. Silas found himself pinned beneath the remnants of an archway covered in runes. The runes, long dormant, flickered in the darkness as the eldritch energies leaked out, illuminating the splattered remains of his relatives. Somehow, Silas became imbued with the power of the runes, and managed to dig himself out of the rubble. Since then, he has turned to the discipline of combat, working to perfect himself and tune out the memories of his losses. His subsequent travels in search of physical and spiritual perfection have taken him to the surface world.
Flaw: Material Weakness: Wood In his time on the surface, it has become apparent to Silas that his connection to the stone of his origin has left him somewhat vulnerable to the world of organic life. After nearly dying at the hands of a club-wielding orc, he realized that wooden weapons are his bane, and he does his best to avoid engaging with them whenever possible.
Champion Strike: Fleet Charge
Path Ability: To The Death
Mythic Feat: Toughness (Mythic)
Edit 11:38am, tweaked slightly. Final now barring error correction.

Pendin Fust |

Sweet! So we have a Fighter/Champion, Cleric/Hierophant, Monk/Defender, and soon a Bard/Marshal.
Still need our MagicUser/Archmage and Something/Trickster.
***EDIT***
For our first combat scenario of non-mythic CR appropriate is...4 basic kobolds, and 2 basic human zombies. CR = 2, APL is 1 with a 6th member gives a +1 to the CR, so 1+1 = CR 2.
Once we find our last 2 members we'll proceed.

Marigold Malachite |

Marigold was an orphan at a very young age. Orcs had attacked her village, and by the time a band of nearby dwarves drove them off, the rest of her tribe was dead. The leader of the dwarven warband, Rodric Malachite, adopted her - and raised her as one of her own.
Being smaller than the other kids, Mari had to learn to be both quick with her tongue and quick on her feet. So much so, that the otherwise stolid dwarves banded around her. Mari was the ringleader on many capers in school, that transferred itself naturally to leading the same band of dwarves when goblins began raiding the dwarven tunnels.
After many bloody skirmishes, Mari and her friends found themselves deep behind enemy lines. In a brilliant stroke of strategy, Mari was able to draw the goblin chief's guards away just long enough for the band to slay the creature, ending the war. Little did she realize that Torag guided her strategy that day. The plucky courage of this halfling had touched his heart, and he bestowed a small portion of his power unto her.
Marigold, at this time, is unaware how she has become such a brilliant leader of men - but Torag has plans for her.
She's quick with a smile or laughter when the heat is off, but when business calls she becomes deadly serious. Other than her gang of dwarven friends, she makes friendships slowly - but, in typical dwarven fashion, once she does form a friendship, its a bond that lasts forever.
Marigold Malachite
NG Female Halfling
Bard 1/Marshal 1
Speed: 20ft.
Size: Small
Init: +3 Senses: Perception +5
Languages: Common, Elven, Dwarven
--------------------------
AC: 20 (+3 Dex, +4 Armor, +1 Size, +2 dodge)
HP: 13 (1d8+1+4) (Dead at -24)
Saves: Fort: +2 Ref: +6 Will: +2
Flaw: Hubris
--------------------------
Bab: +0
Melee: Rapier +0 (1d4-1)(18-20 x2) or Gauntlet +0 (1d2-1)(x2)
Ranged: Light Crossbow +4 (1d6)(19-20 x2)
SA: Bardic Performance 8 rounds/day (Countersong, Fascinate, Inspire Courage +1)
Mythic Power (1d6, 5/day)
Advance (M): As a swift action, grant all allies (and me) within 30' a move action
Rally (M): As a swift action, grant all allies (and me) within 30' one d20 reroll, must be used before the beginning of my next turn
--------------------------
Str: 8, Dex: 16, Con: 12, Int: 14, Wis: 8, Cha: 16
Skills: Acrobatics +9, Climb +2, Diplomacy +8, Escape Artist +7, Knowledge: Arcana +7, Knowledge: Nature +7, Perception +5, Perform: Oratory +8, Spellcraft +6, Stealth +11
Feats(1): Dodge, Mythic Dodge ((M) for +10 AC vs one attack)
SQ: +1 all saves, +6 additional vs fear
Traits: Adopted (dwarf), Tunnel Fighter
--------------------------
Spells: 2 1st
0) Detect Magic, Daze, Mage Hand, Open/Close
1) Cure Light Wounds, Sleep
--------------------------
Possessions: Chain Shirt, Rapier, Light Crossbow, Spiked Gauntlet, 20 bolts

Silas Stoneborn |

Reworked as Guardian:
Silas
Dwarf Monk 1, Guardian Tier 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +8
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Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge)
hp 21 (1d8+2+5+6)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill, sudden block, unmovable
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 5
Base Atk +0; CMB +2; CMD 19
Feats Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 14), Toughness, Toughness (Mythic)
Skills Acrobatics +6 (+2 jump, +7 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Perception +8, Sense Motive +8, Stealth +6
Languages Common, Dwarven
SQ ac bonus +4, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6), Mythic Power (Wisdom) (5), Material Weakness: Wood
Combat Gear Sunrod (5); Other Gear Backpack (empty), Belt pouch (empty), Blanket, winter, Rope, Soap, Trail rations (5), Waterskin, 16 GP, 9 SP, 9 CP
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (1/day) (DC 14) - 0/1
Sunrod - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Toughness +3 HP at first level
Toughness, Mythic Double HP from Toughness, DR 10/Epic when below 0 HP.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Mythic Information
--------------------
Path: Guardian
Ascension: Artifact Belonging to a clan of dwarves that continued to live underground (albeit close to the surface), Silas was an apprentice stonemason. During an unexpected and entirely unusual earthquake, Silas and the bulk of his family were trapped beneath massive quantities of rubble. Silas found himself pinned beneath the remnants of an archway covered in runes. The runes, long dormant, flickered in the darkness as the eldritch energies leaked out, illuminating the splattered remains of his relatives. Somehow, Silas became imbued with the power of the runes, and managed to dig himself out of the rubble. Since then, he has turned to the discipline of combat, working to perfect himself and tune out the memories of his losses. His subsequent travels in search of physical and spiritual perfection have taken him to the surface world.
Flaw: Material Weakness: Wood In his time on the surface, it has become apparent to Silas that his connection to the stone of his origin has left him somewhat vulnerable to the world of organic life. After nearly dying at the hands of a club-wielding orc, he realized that wooden weapons are his bane, and he does his best to avoid engaging with them whenever possible.
Guardian Call: Sudden Block
Path Ability: Unmovable
Mythic Feat: Toughness (Mythic)