The Broken Age Discussion


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HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Will Pazeek need a Perform check if the information conveyed is a victory dance in the form of repeated pelvic thrusts?

Have I seen a Wall of Blindness spell? No, I haven't. Pretty sure I wouldn't, either :P.


Game Master

Yes, Pazeek has to! You never know when your going to throw out your hip in a pelvic thrust!

And Jietin, thats actually sounds like a good alternative. I was thinking Perception due to the player having to watch any hand gestures since it is entirely based on sight.

So the rule would be, there will be a common DC both people will have to pass, this DC is dependent entirely on the situation and information so it can be very hard or very easy. If in a critical success of the performer, the person who is trying to read them automatically understands and does not need to make a perception check. Every time the perform roll exceeds the DC by 10, the DC for the reader is lowered.

Lets say, for now the DC is base 15. Now Pazeek just wants to point Jietin to attack a different target. This information is simple so it will not add to the DC.

So Pazeek rolls a Perform and his total is 27. That is 10 over the DC, so it lowers the DC by 2 points. The reader then only has to pass a Perception DC of 13. So in this case, Jietin will have to beat a perception roll of 13.

Is... this too complicated? I just realized how involved it is now that I'm typing it out. I'll leave this up to group vote for the system they would like to use. Granted the Perception can be swapped out with Sense Motive if it is higher.


Game Master

Sorry Pazeek, you may need to redact your post. I totally missed the DC save in my post. I knew I was forgetting something!


Game Master

In reference to Toyer's question about his class abilities being counted as magic or not:

In regards if luck-bringers abilities are counted as magic, it's bit of a gray area honestly. But for all intents and purposes, I would rule that it is not. Infact the very nature of the class is manipulating fate with an inherent gift. All your abilities are not counted as magic as there is no sementic/cast/duration that really makes magic, magic. Thats where the class really shines as your not using 'spells'. And with how I use Fate quite heavily in this campaign, I will rule that it makes more lore sense that your abilities are not magical. Especially in your situation I would say Luck-bringers are pretty rare in this world as it feels more like a deity has favored you and is constantly manipulating events in your favor, plus it fits well with your background.

To flavor text, I love flavor text and will always post flavor text and describe how things fail or succeed, so no worried on that front for you Toyer!


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Excellent, thank you!

In terms of what you described, I think it makes sense. Sure, it's complicated, but I feel like it should be given that people are trying to use Sign Language with people who don't know Sign Language. On top of that, looking at the major differences between, say, American Sign Language and French Sign Language it adds to the convoluted nature of trying to communicate. Since we all come from different backgrounds and more importantly, languages I don't see why the way it plays out shouldn't require multiple steps. Granted we'd be using simple commands that aren't complex like trying to communicate but I think the vibe of it fits, maybe?

As an aside, I feel like Toyer would probably end up with a negative modifier to understand what is trying to be communicated what with his general obliviousness to things and all :)


Game Master

Thank you for your input Toyer!

And I just want to remind everyone, it is YOUR initiative turn, you can take your turn. Just saying :)


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Supernatural abilities are magical. Extraordinary abilities are not. Of course you're free to rule however you want.


Game Master

Okay im back! Sorry for the delay but I will get a post update tomorrow.

Also note thank you for the clarification Jietin!


Game Master

Okay now in regards of this situation, the Golems are immune to magic that has spell-resistance. So in this case, your abilities (Su) are magical Toyer, but since they are not subject to Spell Resistance, you are able to use them on the golems as they are only immune to magic that has spell resistance.

And I will go by Jietins confirmations as it lines up with the d20pfsrd.

Hope that clears everything up!


Game Master

Iraldia, just to note, it appears you did not level yourself to 5! Right now your lvl 4 mythic 1, you should be level 5, mythic 1.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Did my turn get skipped?


Game Master

No, I made a note saying you may take your action before monsters posted, then make your additional post for today. Did so because of the confusion earlier on the initiatives (I'm sorry about that btw)

And for the fact that we were gone this weekend.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

So, by the end of today, we should all have taken 2 turns, correct?


Game Master

No, By the end of the day today, Jietin should take 2 turns. Everyone else still only takes 1.

This is because Jietin was not able to post over the weekend and there was confusion of the initiative (On my part). Everyone else is on the right track.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

A thought occurs, much of my abilities are dependent on interrupting or changing the outcome before it concludes. Seeing as we go first, then the golems, I've already used my one Moment of Chance per round. The sad part is had I not done that I could make the crit confirmation on Tsakua fail, but it wouldn't technically be round 2 yet so I can't. Based on that I'm more or less just going to wait to take my actions after the golems do/try to do what they are going to. So, I'll post after you take the golem's second turn. You can just assume that this is what I'm doing for the foreseeable future unless I specify that I am going to NOT use an interrupt specifically and go during the round. Sound good?


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Ah, I understand now. Sorry for the misunderstanding.


Game Master

Toyer: That sounds good. I can understand that your class is pretty reactionary in the fact it involves screwing with the rolls. So it makes sense.

Jietin: No worries :) I could do a better job at explaining most of the time!


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Strength score of 29. Combine that with mythic power attack. *Shudders*


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

eeek, i somehow missed all the gameplay updates. ah well, nothing for me to really do at this point.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Follow-up question: I'm totally cool with not modifying the rule as written just so you know. But, Weal or Woe requires that I modify the enemy's roll before knowing the result. Seeing as I'm not sitting next to you that's not exactly possible. I'm perfectly happy only using it as Weal to help friends. I wondered if you'd be willing to allow me to use Woe after the roll is known only on those situations like a critical roll confirmation? I figure an automatic -2 (that will increase with levels) with no save is pretty brutal to do to an enemy after I know the roll, but maybe if I limit it only to critical roll confirmations? Like I said, I'm totally fine not changing it and only using the Weal feature, but no harm in asking right?


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

I know I have another turn, but I will probably either heal tsakua again or look around for other injured peoples. If you want me to do a perception post for the latter option just let me know :)


Game Master

Bree: No need to roll perception to see the wounded.

Toyer: You can use it as a readied action as well. So you can say "I'm going to use Woe as a ready action for these three events in this order: Critical Hits, Pelvic Thrusting, Breakdancing" that way, I can handle the rolls properly without you knowing of the roll before hand.

That way I can see when your ability will take action.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Oh that's way smarter than what I said! Yeah, let's do that!


Game Master

Okay good! Haha. It's less editing and reworking when there's a chance someone will post after me, and then we got a lot of redacting to do.

Also, someone pointed this out to me, when I say End of Day for combat posts, I live in the Pacific Northwest of USA. So I'm GMT-7, and I will usually post around 7-8 pm. Just for everyone else to know when the cut off time is.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

One of the things I've noticed about mythic/gestalt/high-powered games is that animal companions and other sorts of companions suffer from a serious power lacking.


Game Master

I think I need to some adjusting to companions to do and I'm going to do some looking into it. I honestly thought sharp beak would have a bit more health then what they actually had.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

It was in part my fault, because I honestly didn't expect the damn golem to go up in a blaze like that, so left Sharpfeather sitting where I thought he'd be safe.

The other part was the dice. I got s++# on for my rolls, while Vinsomner hit average or higher on damn near every single one of those d6s. That kind of damage was basically save or die. Hell, Pazeek at full hp would be been damn near turned into chunky feather salsa. With his current damage? Gone.

Had Sharpfeather been able to hit a mythic surge (which I did roll, but had to cancel after a check of rules told me that wasn't happening without a relevant mythic ability), he would have lived.

Isn't really a lot you can do, though I appreciate the thought. No, I'll be a proper gamer, and play it as it lies, so to speak. There was a damn good reason that one of Pazeek's mythic tier abilities was planned, from the very start, to be Raise Animal, after all.

Just didn't think I'd need it this early in...


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Yeah sorry Pazeek I tried to save him, but that damage was too much and I didn't catch it before I posted :(


Game Master

It's unfortunate, but it was poor circumstance. Unfortunately I am notorious for average to high rolls when I DM and apparently that transcend onto online format.

I may have used the wrong template for such a trap, but as it is there is still some growing pains in adjusting to mythic level encounters.

From this stand point, Pazeek might have some vengeance in store yes?

Now to brass tacks, Iraldia this may be of some concern to you as well, companions, eidolons do not really benefit much and suffer greatly under Mythic Adventures. Most GM's seem to just buff their HP and AC but that really doesn't do you jack when you start encountering CR 11th creatures (which is going to happen sooner or later). So I'm actually looking into the possibility of creating a advancement template to increase their effectiveness and survival. This will come into affect soon and I'll type up my idea here and leave it to the players to vote on seeing if it would work and seems fair.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Provided that there is someone responsible to actually remonstrate with, then yes, Pazeek very much has unhappy words for whoever sent those golems out to the bridge. Words that will most likely be spoken with the help of a blade's sharp edge to tender body parts that are of varying importance to those required to listen.


Game Master

Btw pazeek, thank you for being accurate on your movement on the battlemap, makes it easy to update your location. Also, I think some dice shaming needs to happen. Do not know how you would do that on virtual dice, but it must be done!


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Not sure how this would work...but given the, shall we say, explosive personalities of these golems, and me being huge and having my strength buffed (thank you, Octavian), would it be possible for me to kick it off the bridge?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

I don't know what Vinsomner has planned for companion/familiar animals, but I've been doing some idle thinking on the matter.

For a start, why not give the critter a mythic bonus to saves, attacks, and AC equal to their master's tier?

Hit points can be boosted by giving the critter +1 HD per tier as well. Call it a mythic HD, tracked seperately from the usual HD, and therefore not stacking for anything that might rely on the critter's HD, such as companion benefits, or whatever. It's purely for granting extra HP.

Third, allow the master to share his daily allotment of surge uses with his critter. There's an ability that grants the critter its own pool of surge uses already, and I don't think it would be too much to have them stack.

Last, whenever the master gains a mythic increase to an ability, let the critter gain a matching increase to an ability.


Game Master

Tsakua: Yes actually, you can. The golem's are two sizes smaller then you, so if you do pass a strength check, you should be able to give it a boot right over the edge!

Pazeek: I was thinking along those lines actually, where with mythic tiers of their owners, they gain their own mythic tier that mirrors the players. If you think about, when people take animal companions they aren't just pets, they are essentially a part of themselves, and with classes that are built to have companions in mind.

So the point of the mythic surges, I think I can agree to that. You can share and spend your own surges to your companion, atop them having their own pool of surges.

In the sense, there just leveling with the player, much like they are designed to, they just also get mythic levels.

For our purposes, we'd call this a Mythic Bond.

I was also thinking of boosting everyone's companions by 1 CR for general improvement. Though I would like to see the stat block of Sharpfeather with a mythic boost. Can you go ahead and update Sharpfeathers stats to reflect the suggested ideas? Keep the non-mythic for easy comparison.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

OK. Should I do a strength check, or roll to hit, then do a strength check (because it is a kick, after all)? And in the case it doesn't go over the edge, would I still roll damage for unarmed strike?


Game Master

You can go two routes:

CMD route: Basic CMD roll, Strength Check
Attack route: Roll for attack, Strength Check, Roll damage for Unarmed Strike


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Alright, changes made. Not that big a difference from the standard version. Looking it over some more, would it be overpowered to grant the companion whatever base mythic abilities the character has, in addition to the mythic bond as written?

For example--using Sharpfeather--Pazeek reaches tier 5. Sharpfeather gains a +5 mythic bonus to saves, BAB, and AC, +5 mythic HD, can draw on Pazeek's daily allotmemt of 13 mythic surges (rolling 1d8 as Pazeek does), and receives two mythic feats as well as a +2 mythic increase to two ability scores. He would also gain the Hard to Kill, Amazing Initiative, Recuperation, amd Mythic Saves features that Pazeek has, but not any of Pazeek's path abilities.


Game Master

I think a 1 for 1 would be a bit overpowered I think. Granted they are a companion and are suppose to be slightly weaker then the player, and we are treading a bit of new water here to make companions a bit more viable in mythic adventures, as the raise companion ability just kind of states that your companion is going to die a lot in vanilla.

What does everyone else think on this?


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

I think it is something that needs careful contemplating considering how many classes use familiars, companions, mounts. I know there is only the two here, but if there were others that used those types of creature helpers, they would need this rebalancing too, to make it so their little buddies didn't just get pasted because they aren't as uber as the character themselves.


Game Master

I got an idea to make this interesting and balance it slightly. To explain the connection and if they do obtain access to the mythic abilities of their owners, (companions and familiars only) is that the Mythic Bond can have some sort of feedback, such as in if the companion is seriously injured and what not, that the player will start suffering a debuff as they are distracted by their companions ailment.

It's a poor example but I think it gets the point across.

Also, they only have access to those mythic abilities when they are within a certain range of the player. (this would increase with higher mythic tiers.)


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

I think it should apply to all critters, be they companion, familiar, or mount. Otherwise, you'll damn well get a cavalier or paladin at some point asking why his poor friend doesn't get the love too. Any critter granted via class feature, or a feat that builds on a class feature (Improved Familiar, off of the top of my head), but not the Leadership feat.

And the balance for the mythic abilities doesn't sound too bad, as long as a reasonable combination of damage threshold, penalty, and distance can be worked out.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I abstain from voting, mostly because the ruling doesn't totally affect me, and partially because I already walk the line with breaking all the rules simply by what Toyer does! I'm on board with what everyone else wants to do.


Game Master

Okay, so just a reminder, posting inbetween combat can go in any order and at any speed. I will interact when needed, but remember, you, the players, are driving the route!

Also, I think 1/2 a mile radius from the player is a good distance for the first tier. I think when the companion is below 1/3rd health threshold is when the feedback will start. The penalties I suppose can be situational, but I could see a general feedback of negative modifiers on attack rolls, possibly AC.

And your right Pazeek, it'll be applied to any creature granted via a class feature (companion, familiar, mount).


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

With the penalities, offer a Will save to briefly overcome them, with the save suffering penalties of its own as the critter's damage mounts.


Game Master

I like that. I'll get it all formerly written up and submitted into the house rules. Once I do that then I will let everyone know. I think this may be a good step in making sure that companions, etc. dont turn into goo when they get looked at!

Also I have plans, devious plans. Que the evil laughter


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Are we still deaf?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Nope, that wore off.


Game Master

Will be camping Saturday Night. I wont be around for most of the weekend. Just a heads up! I will be back Sunday Night.


Game Master

If there is anything I can do to help facilitate RP among the players, please do let me know.


Game Master

There's a personnel change in the party. I've tried to reach out to Serin but have not received word back. I believe a personal event may have taken him away from the campaign. In that note, to keep things going he will be put to inactive and I will bring in a replacement soon-ish. I have a few options picked already.

Just thought to keep everyone informed of the changes.

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