Epic Rise of the Runelords (Inactive)

Game Master nate lange

Following a surprising attack by giants from a number of tribes, our intrepid adventurers find themselves thrust into the spotlight as the 'Heroes of Sandpoint'...


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RPG Superstar 2012 Top 32

Hmm... The power component rules always seemed like a lot of extra book keeping but if you really want to use them we can try it. However, I reserve the right to stop using it if at any point I don't like it.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Sounds fair... Thanks


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

I think I finally finished Valanthe's profile.
Only two questions remains.
Her Legendary Item Ring, besides making her Undetectable, let her use the Legendary Surge ability of the ring.
- ¿As it is bonded, that means the Surge is +1d8?

Quote:
The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step.

- ¿What kind of rolls the surge applies to?

Quote:

A legendary item's nature or purpose determines the rolls its legendary surge ability modifies. The following are rolls that legendary surge ability typically modifies based on item type, but these are merely guidelines. A GM who creates a legendary item can alter this ability based on the item's history or nature.

Ring: Either saving throws or both concentration checks and caster level checks.

Both seems good, so whatever you choose is fine with me.

RPG Superstar 2012 Top 32

Val- "bonded" in this case is refers to the 'mythic bond' section of the legendary item description. Assuming you have a mythic bond with the ring- yes, when you use your surge to power its legendary surge you use 1d8 instead of 1d6 (but only for the item's legendary surge). Your ring's legendary surge can be used on concentration checks and on caster level checks.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Excellent! Thanks


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

On a side note, in town, while she wears her Urban Boots of Friendly Terrain, she gets another +2 to her initiative.

RPG Superstar 2012 Top 32

I'll try to remember that. Feel free to point it out as often as necessary.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Can we all speak with Oliver through Valanthe's spell? Or just Valanthe?


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe is a "relay" between us. You tell Valanthe, and Valanthe tells Oliver.
That's the difference with the more powerful Telepathic Bond.

RPG Superstar 2012 Top 32

Because Val is serving as a relay (and to keep things moving at a decent pace) we're going to basically treat it like you're directly communicating with him... Unless something happens to Val in which case it stops working entirely


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Ok. Thanks for the clarification.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Of course, Valanthe can "edit" communications if she wants. ;)
"Guys, go check the rooms, take your time. Justinius, help me check the nuptial alcove."


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

hahaha... poor Justinius never saw it coming


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

should I post round 2 or wait for you, Nate?


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Unless you know something we don't, you should probably wait 'til Nate has the enemies take their turn.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

I had the idea that Magic Missile ignored the Mirror Images, and just hit the real caster.

From the Mirror Image spell description wrote:
Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Hm looks like you're right


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Also, FAQ/errata has declared that Cleave/Great Cleave doesn't help.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Thanks for the heads up DM Nate.
Just for future reference... why won't she be able to blind the giant? She knows, but to tell the truth, I dont... :S


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Hit dice is probably higher than your caster level


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Right, that could be it.


map of Sandpoint | current map

Justinius is correct. Your character wouldn't be thinking in those terms but she knows that she isn't powerful enough yet to blind a regular giant (they have 12 HD to your CL 11), and these ones seem a cut above average (they have some class levels beyond their racial hit dice).

As long as I'm here, it seems you guys could still use some clarification about the layout... i'm going to try to make a little map below. each character will represent a 5' space. It's not actually going to be oriented to north, instead the far right will be the doors you entered through and the far left will be the corner Jim ran around. 0 equals an empty space, and the place where the asterisks are is the door the giants came out of (where the chanting giant still is)... 1s are the giant with shield and 2s are the giant that charged (who will most likely be unconscious or dead after I do math); PCs are represented by their first initial; periods are place holders (just to try to keep the asterisks in the right place) and the slashes are the doors to outside:

000J11022GG00\
000011022GGV0/
00......**

so, if Val backs up 10' or more she's actually outside. As long as the exterior doors are open she could maintain line of sight for about 30' (total) before the slope of the path will take her too low. Graverattler doesn't have a clear line to jump into the chamber, but if she has an attack left over when the giant in front of her goes down she can easily jump kick the one who laid the smack on Justinius.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Got it... Valanthe will go back as far as possible without losing line of sight. 5', right?

RPG Superstar 2012 Top 32

you can go back 30' without losing line of sight, you'd just be 20' outside the door (which shouldn't be a problem unless the door gets closed)


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Let's make Valanthe stay inside the room, only backing up 10'.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Question to anyone....
I've been kind of focused on hit and damage buffs. But for a few seconds, I was at 13 hp. Should I be more focused on Ac/healing spells or do we think that was a fluke?


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

That was close!

Maybe a little more AC/healing is a good idea.

RPG Superstar 2012 Top 32

Well, right now out of the 3 melee combatants in the party your AC is the lowest by 6 points... That means attacks are typically 30% more likely to hit you. Your AC is actually lower than Oliver's and he's trying to stay out of melee. If you're ok with moving in and out of combat and only getting full attacks when the odds are really in your favor you're probably ok, but if you want to stand toe to toe with things some more defense might be a good idea.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

I've been assuming that the two combats right around the corner from each other are obvious to everyone involved; if the three person party with an average Perception check >+20 doesn't know Jim's fighting a raging giant, there's no way in hell that he, with his +1 Perception, knows they're fighting either.

RPG Superstar 2012 Top 32

Lol- you're 20'-30' around the corner and they had/have their own combat going on... They know you're fighting something but they don't know what.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

sent 19 healing your way Jim


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Sorry for pushing you into combat Rimy...


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

No worries, Val - while he likes to bark orders, he's really a "fly by the seat of his pants" kind of a guy at heart; in this case, much less figuratively than usual!


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

@Oliver: I don't mean to seem incredulous, but +81 damage?

RPG Superstar 2012 Top 32

Lol- I was actually going to ask about that too. He has mythic vital strike, so it's only +27 normally, but that's still somewhat high for an archer... I see:

+3 Str
+4 enhancement (with arcane pool)
+3 studied target
+6 deadly aim
+4 devastating strike
+2 weapon specialization
+3 from finally hearing Jim

But that's only +25 (+75); is there something I'm missing?
Oh, I bet I got it... You counted devastating strike as +6 didn't you? You only get +2 per extra die, not for the base damage (so it'll go to +6 when you get greater VS)


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Still Graverattler and Jim to go in round 5?

RPG Superstar 2012 Top 32

As far as I can tell, yes


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Oops.. TY. I see, yes I had +6 from devastating strike but (accidentally) only +4 from Deadly Aim.

The attack bonuses should be:

+1 Point Blank Shot
+3 Str
+5 enhancement (+2 bow and +3 with arcane pool)
+3 studied target
+6 deadly aim
+4 devastating strike
+2 weapon specialization
+3 from finally hearing Jim
_________
+27 total (Imp Mythic Vital strike [x3] = 81)

RPG Superstar 2012 Top 32

Don't you have bane eating up +1 on your bow?


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

My bow is also my bonded item a la wizard. So I thought we were allowed to spend money on enchants (over the +2) for that.

If not I'll just spend my money elsewhere since I haven't used bane yet.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Hi Oliver...

Aren't you confusing Mythic Vital Strike with Improved Mythic Vital Strike?

RPG Superstar 2012 Top 32

@Oliver- you weren't around for the explanation/discussion of how automatic bonus progression works for weapons and armor... you can enchant them with special properties (like bane) but in addition to the cost of the enchantment you have to 'pay' for item bonus out of your enhancement bonus (so bane drops your enhancement bonus to +1, unless its active).

@Val- I think everything he has listed is valid for Mythic Vital Strike... if you see anything specific on the list that you think he'd need Improved Mythic Vital Strike for please point it out. (I think the improved version is mostly for precision damage, like the swashbuckler's precise strike which wouldn't normally be multiplied.)


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

@Nate - Ok no problem. Thanks for the explanation. I'd probably rather have the constant +1 enhance than bane. So I'll go ahead and refund that back to my account.

@Val - like the GM said. I dont include any precision dmg in VS


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Sweet... is a very good feat then.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Hey Val, Im pretty sure the GM said that wild arcana is a standard action in this game


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

It is... so that's why she uses the Quickened Metamagic feat on the Silence spell.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

I see. Nice going. If my stagger goes off he shouldn't be able to cast or full attack.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Oops...we silenced the sweet muscial stylings of Rimy


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Oops!


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

can we use message in silence?

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