Mythic Playtest 2


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Frozen Stream Human Monk/12

Calling all playtesters! We'll be using the errata from the Mythic Updates threads.

20 pt buy, Core+APG, traits allowed, standard WBL with no accounting for Mythic Tiers. Level 6 Tier 3. Any classes/paths allowed. 3-5 players. Flaws are optional...but I may pick one for you if the rest of the team has one.

Put your build here. I'll probably throw a super light story on the combat. There will be more than *just* combat though.

Will make decision on party by 1/6/13 at noon. Earlier if there's enough good interest.


I am reporting in for the test.

My crunch sheet is all set and ready to go in my profile. Enjoy!

Scarab Sages

I would be more than happy to participate.

I'll have a build posted as soon I get the crunch put together.


This is the Character I would like to run for the test.

Basic crunch is done, just need to add the gear, skills and spells.


Frozen Stream Human Monk/12

Charlotte, that's the APG not the ARG so no Tieflings :/ sorry...if you want to switch races everything else looks fun.


Updated my profile to Elf instead of Tiefling.


Male Human Cleric 5 / F+6,R+3,W+7 / AC 19/19/10 CMD 14 / HP 43/43 / Init +0 Per +8 / Spells 5/5,4/4,3/3 / Bursts 4/4

Thomas is ready. Just need to tweak for errata.


Half-Elven Witch 6 Archmage 3

I'm going to be adapting this character for submission

She'll be a Witch 6/Mythic 3 when she's done, I'll be retaining her focus on healing.

Rough stat outline will be finished later today Including corrections that need to be made, Adapting the character I used for a pbp here.

Spoiler:

Strength 10
Dexterity 14
Constitution 12
Intelligence 21
Wisdom 10
Charisma 12

AC 18 (+4 mage armor, +2 Dexterity, +2 Deflection)
HP 50
ST Fort +4 Reflex +5 Will +7 Base Attack +3 melee +5 ranged

Combat gear: Light Crossbow +5, +1d8 12 bolts, Quarterstaff +3, 1d6 Silver Dagger +3 1d3 Current wealth on hand: 500 gold pieces in coins and gems.

* +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Half-elves have a base speed of 30 feet.
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
* Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Skill chosen: Use Magic Device)
* Elf Blood: Half-elves count as both elves and humans for any effect related to race.
* Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
* Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.Classes chosen Witch/Wizard
* Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Significant Skills: Appraise +11, Fly +8 Profession (Midwife)+8, Spellcraft+17, Use Magic Device+17, Knowledge (Arcana) +16 Knowledge (Nature) +13 Knowledge (Planes) +14 Heal +10, Intimidate +10 Perception +10, Swim +6

Feats:Arcane Strike, Eschew Materials, Toughness, Magical Aptitude,

Traits: Focused Mind Ylera's training by her mother was marked by scorn and cruel punishments whenever she was found lacking +2 Concentration Checks First Sight +2 Perception checks in matters relating to the First World
Familliar: Raven Morguen Speaks Common

Items:
Rod of Extend Spell (Minor)
Handy Haversack
Wand of Cure Moderate Wounds (20 charges)
Ring of Protection +2
Peral of Power 1st
Cloak of Resistance +2

Archetype: Hedge Witch: Spontaneous Healing as per cleric, Empathic Healing
Hexes: Fortune, Flight, Healing

Spells known: * Spells per day X, 5,4,3 DC 14+spell level
Cantrips: All Prepared (Daze, Light, Mending, Prestidigitation)
1st: Burning Hands*, Command*, Cure Light Wounds*, Enlarge Person, Remove Fear*, Identify, Mage Armor++, Mount, Obscuring Mist, Sleep, Ventriloquism
2nd: Cure Moderate Wounds*, Enthrall*, False Life++, GlitterDust, Hold Person, Lesser Restoration
3rd: Bestow Curse*, Remove Curse Deep Slumber*, Lightning Bolt Dispel Magic*, Remove Disease, Sleet Storm, Water Walk,

Introduction

About two centuries ago, the elf known only as the Witch of the Veiled Leaves had decided that the time had come for he to consider an heir to her Craft. Unsure of where she should seek an apprentice, she went to an oracle dwelling deep within the woods of her homeland to seek an omen. She was a bit more than startled by the terse pronouncement she was given.

“Pass your Craft to a child of you and that of a seventh son.” Elven couples are not known for large families, having much more than one or two children was considered remarkable, a brood as large as seven all of one gender unheard of. But getting no answers, she went off to ponder and search.

The weeks went rapidly to months, the years to decades. But at long last Astraia would find the destined father of her child. He was young, virile, and handsome. There was just one little problem…. He was Human.

Astraia had no intention of binding herself to a Human, but there was no other way of fulfilling the oracle’s mandate and she was leery of trying to defy so specific an omen. Fortunately their had been no specification of marriage, and her natural beauty and magical charms proved more than adequate to the task at hand. She kept him a virtual prisoner of passion for the three days of the full moon until she was satisfied that she had what she needed from him and then disappeared leaving nothing behind but memories that were more like very erotic dreams.

Her body took its course and she gave birth to a half-human girl whom she raised in secret not wanting to face the shame of her mixed progeny. Praise was rare and bitterly earned and her human heritage was frequently drawn up whenever Ylera’s progress fell short of her mother’s expectations. But she did show a surprising affinity for the Craft and in a surprisingly short time, she had come to a sufficient mastery that Astraia deemed her offspring ready to start her destined path.

Warned never to seek her mother out actively, Ylera was told in no uncertain terms that she would spend her life both child and stranger to the two worlds of her heritage. That she would live with society but always be apart from it. Taking her mother’s advice, she has made her dwelling within the woods, on the fringes of human settlement. Defying her mother's traditions She has dedicated herself to healing and puts her mundane skills in the valuable role of midwife, serving as healer to those who can not afford the services of a cleric for their ills and assisting in childbirth, frequently taking barter for the payment of her services.

Relationships and Interaction

Ylera allows others to think of her as Human not even speaking elvish to elves although she understands the language fluently, she retains the violet eyes of her mother, but her more distinctive elven feature, the ears are kept hidden beneath her raven tresses and a hooded cloak that she is never seen without. While she is supportive and engaging with her patients, she is frequently aloof and distant. If you're looking for a media model, think of Raven in the Teen Titans.

Mythic Tier... ArchMage 3

Archmage Arcana - Wild Surge, Mythic Spell- Cure Moderate Wounds Mythic Flaw, Cold Iron
Path Abilities - Extra Mythic Power, Competent Caster, Channel Power
Mythic Feats - Arcane Strike (Mythic), Toughness (Mythic)


Frozen Stream Human Monk/12

Ok we have 4 good submissions...I will leave this open for a bit longer to see if there is interest by a 5th, hopefully martial, character.


You mean pure martial, I take it? Yeah...

Oh well, go go Mythic Bless!


Frozen Stream Human Monk/12

Yep I meant pure martial.


Half-Elven Witch 6 Archmage 3

This is the currently amended character.

Spoiler:

Ylera
Female Half-Elf Mythic Tier (Archmage) 3 Witch (Hedge Witch) 6
NG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 deflection)
hp 50 (6d6+12)
Fort +6, Ref +6, Will +8; +2 vs. enchantments
Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +3 (1d3/x2)
Witch (Hedge Witch) Spells Prepared (CL 6):
3 (3/day) Remove Disease, Dispel Magic, Strangling Hair
2 (4/day) False Life, Hold Person (DC 16), Web (DC 16), Ghostly Disguise
1 (4/day) Mage Armor, Obscuring Mist, Diagnose Disease, Mount
0 (at will) Stabilize, Daze (DC 14), Mending, Guidance
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 13
Base Atk +3; CMB +3; CMD 17
Feats Brew Potion, Craft Wand, Extra Hex, Magical Aptitude, Magical Aptitude (m), Mythic Paragon (m), Skill Focus (Use Magic Device)
Traits Magical Talent (Prestidigitation) (1/day) (Sp), Starchild
Skills Appraise +7, Craft (alchemy) +13, Diplomacy +4, Disguise +4, Heal +10, Intimidate +7, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +8, Sense Motive +6, Spellcraft +15, Survival +1 (+5 to avoid getting lost), Use Magic Device +14 Modifiers starchild
Languages Common, Draconic, Elven, Sylvan, Thassilonian
SQ +1 witch's familiar's spells, +3 to appraise checks, amazing initiative, arcane training, archmage arcanas (wild arcana), deliver touch spells through familiar, elf blood, empathic link with familiar, hard to kill (die @ -28), hero points, hexes (cauldron, disguise [6 hours/day], healing, slumber [dc 17]), mythic flaws (material weakness [cold iron]), mythic magic, cure light wounds, mythic spells, path abilities (competent caster, deep understanding, extra mythic power), patron spells (healing), recuperation, share spells with familiar, speak with familiar, spontaneous healing, surge[1d6]
Other Gear Amulet of natural armor +2, Bag of holding I (empty), Cloak of resistance +2, Ring of protection +2, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (8/day) - 0/8
Disguise (6 hours/day) (Su) - 0/6
Magical Talent (Prestidigitation) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
+1 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Amazing Initiative (Ex) You gain your mythic tier as a bonus on initiative checks.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Competent Caster (Ex) You learn to cast your simple spells with grace and ease, allowing you to maintain focus on the foes around you.
Deep Understanding (Ex) You begin to understand the pattern behind all magic.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (6 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Hard to Kill (die @ -28) (Ex) Automatically stabilize and die at negative 2x CON score.
Healing (2d8+6) (Su) Use cure moderate wounds once per day/person.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Aptitude (m) You get a +2 on Spellcraft, UMD checks and use mythic power to treat your roll as a natural 20.
Magical Talent (Prestidigitation) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Material Weakness (Cold Iron) Select cold iron, silver, or wood. Weapons made primarily from the selected material automatically confirm all critical hits against you and the critical multiplier is increased by 1, to a maximum of x4. If you ever gain damage reduction, no matter t
Mythic Magic, Cure Light Wounds This spell heals 2d8 points of damage + 2 points per caster level (maximum +10). In addition, the spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what types of ability damage are cured.
Mythic Paragon (m) Your mythic tier is considered two higher.
Mythic Spells Gain a mythic arcane spell.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rds) (DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Surge[1d6] (Su) You can expend one daily use of mythic power to increase any d20 roll.
Wild Arcana (Su) You can expend one use of mythic power to cast any one arcane spell.

--------------------

Arcane Familiar
Female Raven
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural)
hp 25 (1d8-1)
Fort +1, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven) +7 (1d3-4/x2) and
. . Unarmed strike +7 (1-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2 (-6 jump), Appraise +2, Climb +2, Diplomacy +1, Disguise +1, Fly +6, Heal +8, Intimidate +1, Perception +13, Sense Motive +7, Spellcraft +3, Stealth +10, Swim +2, Use Magic Device +1
Languages Common
SQ hero points, improved evasion
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Frozen Stream Human Monk/12

okay you're all in I will make a post as soon as possible on gameplay.


Half-Elven Witch 6 Archmage 3

Character edited for correct WBL:

Spoiler:

Ylera
Female Half-Elf Mythic Tier (Archmage) 3 Witch (Hedge Witch) 6
NG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 deflection)
hp 50 (6d6+12)
Fort +6, Ref +6, Will +8; +2 vs. enchantments
Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities Feather Fall (self only) (At will), Fly (self only) (6 minutes/day), Levitate (self only) (1/day)
Witch (Hedge Witch) Spells Prepared (CL 6):
3 (3/day) Remove Disease, Dispel Magic, Strangling Hair
2 (4/day) False Life, Hold Person (DC 17), Web (DC 17), Ghostly Disguise
1 (5/day) Dancing Lantern, Mage Armor, Obscuring Mist, Diagnose Disease, Mount
0 (at will) Stabilize, Mending, Guidance, Message
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 12, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Brew Potion, Extra Hex, Extra Hex, Magical Aptitude, Magical Aptitude (m), Mythic Paragon (m), Skill Focus (Use Magic Device)
Traits Magical Talent (Prestidigitation) (1/day) (Sp), Starchild
Skills Appraise +10, Craft (alchemy) +14, Diplomacy +4, Disguise +4, Fly +7, Heal +8, Intimidate +7, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (nature) +9, Perception +10, Sense Motive +7, Spellcraft +16, Stealth +8, Survival +3 (+7 to avoid getting lost), Swim +4, Use Magic Device +15 Modifiers starchild
Languages Common, Draconic, Elven, Giant, Sylvan, Thassilonian
SQ +3 to appraise checks, amazing initiative, arcane training, archmage arcanas (wild arcana), deliver touch spells through familiar, elf blood, empathic link with familiar, hard to kill (die @ -28), hero points, hexes (cauldron, disguise [6 hours/day], flight, healing, slumber [dc 18]), mythic flaws (material weakness [cold iron]), mythic magic, cure light wounds, mythic spells, path abilities (competent caster, deep understanding, extra mythic power), patron spells (healing), recuperation, share spells with familiar, speak with familiar, spontaneous healing, surge[1d6]
Combat Gear Potion of cure moderate wounds, Potion of darkvision; Other Gear Amulet of natural armor +1, Bag of holding I (empty), Cloak of resistance +2, Headband of vast intelligence +2 (Stealth), Ring of protection +1, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Mythic Power (8/day) - 0/8
Disguise (6 hours/day) (Su) - 0/6
Feather Fall (self only) (At will) (Sp) - 0/0
Fly (self only) (6 minutes/day) (Sp) - 0/6
Levitate (self only) (1/day) (Sp) - 0/1
Magical Talent (Prestidigitation) (1/day) (Sp) - 0/1
Potion of cure moderate wounds - 0/3
Potion of darkvision - 0/3
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Amazing Initiative (Ex) You gain your mythic tier as a bonus on initiative checks.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Competent Caster (Ex) You learn to cast your simple spells with grace and ease, allowing you to maintain focus on the foes around you.
Deep Understanding (Ex) You begin to understand the pattern behind all magic.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (6 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Hard to Kill (die @ -28) (Ex) Automatically stabilize and die at negative 2x CON score.
Healing (2d8+6) (Su) Use cure moderate wounds once per day/person.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Aptitude (m) You get a +2 on Spellcraft, UMD checks and use mythic power to treat your roll as a natural 20.
Magical Talent (Prestidigitation) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Material Weakness (Cold Iron) Select cold iron, silver, or wood. Weapons made primarily from the selected material automatically confirm all critical hits against you and the critical multiplier is increased by 1, to a maximum of x4. If you ever gain damage reduction, no matter t
Mythic Magic, Cure Light Wounds This spell heals 2d8 points of damage + 2 points per caster level (maximum +10). In addition, the spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what types of ability damage are cured.
Mythic Paragon (m) Your mythic tier is considered two higher.
Mythic Spells Gain a mythic arcane spell.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rds) (DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Surge[1d6] (Su) You can expend one daily use of mythic power to increase any d20 roll.
Wild Arcana (Su) You can expend one use of mythic power to cast any one arcane spell.

--------------------

Sophia
Female Raven
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural)
hp 25 (1d8-1)
Fort +1, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven) +7 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 10, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +6 (-2 jump), Appraise +2, Climb +2, Diplomacy +1, Disguise +1, Fly +11, Heal +6, Intimidate +1, Perception +13, Sense Motive +6, Spellcraft +4, Stealth +10, Survival +4, Swim +2, Use Magic Device +2
Languages Common
SQ hero points, improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Half-Elven Witch 6 Archmage 3

profile updated.


Frozen Stream Human Monk/12

OK! Level 6 Tier 3 group!!

This will be some simple story, some of which will have Golarion stuff, some of which will be BS from my head, so please bear with me :)

You find yourselves in the small town of Haddensherry. The town itself is a refuge for individuals whose attachment to wilderness and adventure are somewhat more than their attachment to law or civilization. The roads, if they can be called that, are not much more than wagon rut tracks between the various taverns, crafters, and pleasure guild buildings.

Central to the place is a large wooden board with a small stocks next to it. The board contains written notices for warrants and, most importantly, work for hire. The stocks are for people who renege on a deal with the employers on the board.


An elven sell-sword stands contemplating the notices and warrents. Being typically short on funds she is looking for something that sounds both quick and profitable.


Half-Elven Witch 6 Archmage 3

A woman wearing a plain hooded cloak walks up to the board and starts perusing the various notices upon it.


Male Human Cleric 5 / F+6,R+3,W+7 / AC 19/19/10 CMD 14 / HP 43/43 / Init +0 Per +8 / Spells 5/5,4/4,3/3 / Bursts 4/4

A healer looks at the board for anyone needing help or possible redemption.


Frozen Stream Human Monk/12

It's about midday, and there is a crowd near the central plaza. Peddlers of various items who are not qualified to be a craftsman, lay-abouts, and other folk looking for work. Dirty children run in and out of the crowd.

Perception checks please

GM:

1d20 + 1 ⇒ (18) + 1 = 19

Yeouch...good roll for the GM.

GM:

1d4 ⇒ 4


A half-orc in full plate clanks toward the board, scimitar emblazoned with Sarenrae's holy symbol on the hilt. On his left arm is a simple buckler, and in his right hand is a chunk of thick bread, partially wrapped in cloth. He joins the crowd around the board, careful to give them a bit of space. His scarred visage has, on more than one occasion, scared small children away. His green eyes scan the board, seeing what problem is most within his abilities to solve.

Perception Check: 1d20 + 9 ⇒ (3) + 9 = 12

Huh, didn't realize we had two worshippers of Sarenrae in this group. Nice!

Edit: Just looked through the players...two of us have mythic flaws, and two of us don't. Did you want myself and the other player to grab flaws, Pendin?


Frozen Stream Human Monk/12

If you want to take them yourselves then yes please. I was in the process of trying to figure out the best flaws based on those characters/backstories/etc.

Give yourself a +2 for your perception check Hakka, for your 'scarred visage' comment :)


Heh. Figured with a 7 charisma and the Sacred Tattoo's alternate racial trait, I better be scarred as all heck! Anyway, chose Dependency on bread, eating at least one loaf every day (As Sarenrae is the Goddess of Farmers). I have made the appropriate adjustments to my character sheet.

Also, that makes my perception check a 14.


Male Human Cleric 5 / F+6,R+3,W+7 / AC 19/19/10 CMD 14 / HP 43/43 / Init +0 Per +8 / Spells 5/5,4/4,3/3 / Bursts 4/4

Perception 1d20 + 11 ⇒ (14) + 11 = 25
That's a nice scimitar you're got there. Tom says as he sees the half-orc. May Sarenrae guide your use of it.


Hakka gently nods his head toward the healer. "She has seen fit to bless me in its use." He extends his left hand to the healer. "Hakka Tsadok. A pleasure to meet another follower of the Dawnflower."


Perception: 1d20 + 15 ⇒ (8) + 15 = 23

True mastery of the scimitar is granted through personal dedication to the art, not worship of an overly optimistic god.


Frozen Stream Human Monk/12

Charlotte:

You see an urchin reaching up for the loaf of bread Hakka was eating, after making his introductions to the fellow follower of Saranrae. A cluster of kids are scooting off about 15 feet away as you notice.

One of the urchins turns around and flashes a bright smile and an exaggerated tip of his hat to the half-orc.

As you scan the board, looking for something or someone to pay you, you notice a man in the stocks next to the board. He is breathing raggedly, and looks to be not long for this world. A "DB" is branded on his forehead, crusty with bad care.


Half-Elven Witch 6 Archmage 3

Perception 1d20 + 10 ⇒ (4) + 10 = 14


Brave kid, stealing bread from something that ugly. I don't find work soon I'll likely be doing the same thing.


Frozen Stream Human Monk/12

Hakka, assuming noone warns you...

You go for a bite of bread, and realize your hand is now empty.

A cluster of kids are scooting off about 15 feet away as you notice.
One of the urchins turns around and flashes a bright smile and an exaggerated tip of his hat to you.


I think the only one who saw the urchin other than Charlotte was Thomas, so I'll give him a bit to post. Is there any indication what deal the man broke? And is a man or woman committed to the stocks meant to be there till death?


Frozen Stream Human Monk/12

Bah! Yes I meant to put the spoiler for Thomas AND Charlotte!

Good questions, I suppose you could ask the guy :) You could also give me a Knowledge: Local roll DC 15.


Frozen Stream Human Monk/12

Thomas, if you want to pick a flaw feel free, otherwise I was thinking that Rovagug's favored weapon of the greataxe could be a sensible flaw for your character...


Male Human Cleric 5 / F+6,R+3,W+7 / AC 19/19/10 CMD 14 / HP 43/43 / Init +0 Per +8 / Spells 5/5,4/4,3/3 / Bursts 4/4

I was wondering about that.
Seeing the children smiling, Thomas waves and smiles at them. Looks like those kids must really be hungry. I guess you could call that charity work, eh Hakka! Ha Ha Ha. Thomas quickly stops laughing as he sees Hakka is probably NOT amused.
I kinda liked the idea that we didn't know our flaws, but your idea sounds good.


Frozen Stream Human Monk/12

I like the idea of not knowing the flaws...but I would only feel comfortable setting that up with a group I know, or at least knows me well enough, and who won't take offense if at a certain point in the story their character is suddenly weakened.


Time for a potential faux pas...I have no ranks in Knowledge Loca. Heh.

Hakka looks down at his now bread-less hand. He looks up at the kids, nods back at the one who tipped his hat. "Well, hope they enjoy coarse grain. At least they didn't take my bread cloth. Hakka says, putting the cloth through his belt before walking over to the man in the stocks. He takes a knee beside him. "Is there a way for me to fulfill your deal and get you out of here?"


Frozen Stream Human Monk/12

The man looks up, disheveled and bedraggled beard crusted over with days (weeks?) worth of spittle and gruel, and gives a loud cough. His throat obviously dried, he struggles to speak, "And why would anyone be so kind to a dealbreaker? This brand tells anyone who looks at me what I've done, or not, in this case. If you are so kind, you could pick the locks to this, or, try to free me with the man hiring for his Xill problem there on the board."

Those of you who read the board would have noticed a for-hire script, written surprisingly legibly and on higher quality parchment than most of the rags nailed to the board. It reads, "I am looking for a group of intrepid persons. There is a Xill on the loose in my manor, and I need to get rid of it. My magics keep me protected in my private sanctuary, but are not strong enough to handle it by myself. If you are brave enough, and will finish the deal, come to Mal Manor, past the Master Artisan's district just below the hill. --Mal III"


Removing the notice from the board, Charlotte carefully folds the piece of paper before storing it in a pocket.

The Xill problem looks interesing enough sir. I'll certain be speaking with this Mal III. If the job works out, I'll speak to him on your behalf.

Knowledge check to see what I know about Xill

Planes: 1d20 + 10 ⇒ (13) + 10 = 23


Frozen Stream Human Monk/12

Charlotte:
Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose.

Charlotte, is there anything specific you want to know from the following: Special Abilities, Special Attacks, Languages, General Defensive Information, or General Offensive Information.


Heh, forgot to bold my last sentence. Sorry about that.

Hakka nods to the man. "I'm sorry, I don't have the skill necessary to pick locks. I am skilled in killing monsters though. I'll talk to the man looking to get rid of a Xill. I can help ease your suffering though." Hakka takes a moment to pull a clay mug from his pack, and a water skin. He fills the clay mug with fresh water, and if the man is willing, helps him to drink it.

And a Knowledge check on the abilities and weaknesses of Xill: 1d20 + 17 ⇒ (20) + 17 = 37

Holy smokes. I know all the things about Xill, apparently.


General defensive and special attacks are most important. After that, special abilities.

Hakka should have more information than I can provide the group.


Frozen Stream Human Monk/12

HAH! Yeah pretty much look at the Link to Xill entry.

The man, gratefully drinks from the mug. He splutters and chokes at first, but drinks evenly after a moment. He seems aware that those dying of thirst shouldn't drink too fast. "Ahh. Thank you, thank you so much kind...?"

Charlotte:
You know they are swift creatures, relatively hard to hit. They are also fairly hardy, able to take a beating before dying. Spells are somewhat less effective against them than others although they are slightly receptive to mind-affecting spells. You also know that they can inflict paralysis and implant their eggs in others.


Sounds good.

Hakka smiles at the man. "Just a follower of Sarenrae, trying to spread her light and mercy in the world. You may call me Hakka." Hakka takes a moment while refilling the mug to look up at the others by the board. "Nasty creatures, Xill. Alien creatures whose poison paralyzes. They lay eggs inside a victim, and when the eggs hatch the young devours the victim from the inside out." Hakka lets his statement sink in to the crowd, assisting the man in drinking until his thirst is quenched or his water skin is empty.


I should note that I keep an extended Mythic Mage Armor up (12 hour duration).


I should hope this Mal III is well able to afford both our services in resolving his problem. If you care to acoompany me Hakka, I would not mind your assistance in collecting this bounty.

Never good to fight an opponent with a poisonous bite alone


Hrm...this raises an interesting question. Does it require a swift action to spend the mythic power to cast a mythic spell, or is it simply part of the action to cast the spell? Going to need to know that for Mythic Bless.

Hakka nods in agreement. "Especially with the consequences being as they are."


Frozen Stream Human Monk/12
Mythic Rules wrote:

Mythic Spells: At 2nd tier, you can select one mythic

spell (see Chapter 3) and can expend your mythic power to
cast that spell with enhanced results.
You must have the
normal arcane version of the spell in your spellbook or
on your list of spells known. At 4th tier and every 2 tiers
thereafter, you can select another mythic spell.
Mythic Rules wrote:

Mythic Power (Su): Mythic characters can draw upon

a wellspring of power to allow them to accomplish
amazing deeds and cheat fate. You must choose one
ability score as the one most associated with your mythic
potential. Once made, this choice can’t be changed. You
can draw upon your mythic power a number of times
per day equal to your mythic tier plus your mythic
ability score’s bonus. In addition to abilities gained
from your mythic path and overall mythic tier, 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.

Bolding my own. So, using Mythic Spells requires an immediate action, which burns up your swift action slot for that round. It also means that enhancing your spell in this way, if casting that spell is that last part of your action, then you can't take a swift or immediate action until AFTER your next turn. If you cast that spell and then move, then you can take your immediate or swift action next round as normal. Also, you can't do this flat-footed, so you can't do it in a Surprise Round you are not part of and you can't do it until after you start your first turn.


Ah...hrm. That changes one or two things with my action economy in combat, but is workable.


Interesting note: mythic spells don't require you to have the base spell memorized, just in your spellbook.

Hakka may have to adjust his build to use the Hierophant version of Mythic Spells. The Archmage version won't work on divine spells.


Huh, how odd. The universal path ability Mythic Spells is how I got Mythic Bless, not through Dual Path. The second sentence implies that Mythic Spells is meant to work for both Divine and Arcane Casters who aren't an Archmage or Heirophant, but the first sentence is 'like an Archmage'. Going to toss that up in to the Devs, so they can change that first sentence. Do you want me to drop that path ability and grab another, Pendin?

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