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Unless you're Mudgett, roll you Temp HP, you fools.
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# ? Dec 4, 2013 21:50 |
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# ? Apr 26, 2024 16:04 |
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Done. Tomorrow by this time, I'll already have said done to my magic items and my one still undefined background.
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# ? Dec 5, 2013 01:14 |
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Updated stat block for the Battle of the Bridge. YOU SHALL NOT PASS!pre:Wander Level 8 Half-Elf Ranger HP 144/144 (Temp 9), Recoveries 10 (8d8+6) AC 24, PD 24, MD 21 Init 12 Icons Sucher, the Pathfinder (Positive 4) Backgrounds Faithful of Sucher +3 Gigolo +2 Wanderer +5 Tracker +5 Attacks Double Melee Attack Target: One enemy Attack: +15 vs. AC Hit: 8d6+12 damage Miss: 16 damage. Special: If the attack roll was even, take a move action and make the following attack. Secondary Target: One enemy. Secondary Attack: +15 vs. AC, or +17 against anyone other than the primary target. Hit: 8d6+12 damage. Miss: 16 damage. Ranged At-Will Target: One enemy Attack: +14 vs. AC Hit: 8d8+12 damage Miss: 8 damage. Magic Items Otto: A map infused with Sucher's divine magic that shows where I've been, and suggests, in the vaguest of terms, where I should be going. Belt of Resurgence (recharge 16+): Can heal using a recovery when I drop to 0 hp. Manual of Puissant Skill at Arms: (recharge 11+): Reroll a melee miss at +15. Gloves of Ambidexterity (recharge 11+): When I roll 16+ with the first melee attack during my turn, make a free-action attack at +20. Helm of Fortunate Dodging (recharge 11+): Turn a miss against AC or PD into a fumble. Cloak of Inviolability (recharge 16+): Turn a hit against PD into a miss.
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# ? Dec 5, 2013 01:29 |
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Still not dead, I swear! Tomorrow! For realsies!
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# ? Dec 6, 2013 00:54 |
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My magic Items: Glaive of Distraction (Epic) Helm of the Undaunted Hero (Champion) Stone Flesh Armor (Champion) Belt of Resurgence (Champion) Also added the last background to my sheet. Will get the items into my sheet and everything and post in the game thread tomorrow.
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# ? Dec 6, 2013 03:46 |
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Been trying to puzzle things out, I'm feeling much better, going to most likely be done tomorrow though, too tired to finish it tonight.
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# ? Dec 6, 2013 07:28 |
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Anyone ever notice when I make a d20 character I tend to become great at one thing to the exclusion of everything else? I mean in 4e I broke the initiative system in half and here I'm healing like mad.
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# ? Dec 10, 2013 12:32 |
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I'd be inclined to agree, especially if healing me to full health didn't require me to spend any recoveries, which is how I read it. Also, Wander's my new favorite character I've played after just four posts. I feel like all the magic item quirks in 13th Age would be hard to juggle for a normal, well balanced person. Having armor, a weapon, and a necktie, all magical and all providing different quirks, would give you a serious split personality syndrome. But with Wander, could you even tell the difference?
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# ? Dec 10, 2013 19:37 |
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Captain Walker posted:I'd be inclined to agree, especially if healing me to full health didn't require me to spend any recoveries, which is how I read it. Nope. No one but me spent any surges. I spent mine in place of Donaar. I have a lot of surges and probably won't be hit so much.
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# ? Dec 10, 2013 22:25 |
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Which part of my post was most offensive: the blatant godmoding, the rolling for how many mooks I instakilled, or the ?
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# ? Dec 20, 2013 19:13 |
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All good stuff.
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# ? Dec 20, 2013 20:43 |
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Most offensive is thinking you killed more mooks than Mudgett
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# ? Dec 20, 2013 21:30 |
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I've already made my opinions clear on you monsters.
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# ? Dec 20, 2013 21:34 |
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I am so sorry that I had such a hard winter and Christmas due to personal issues, I think it is pretty obvious that I should be out of the game and that is cool I was working on it before I ended, but then everything hit and I have to scale back. Your game looked really cool and I wish I had joined it at a time when I had more time to give, and my personal life was not taking a poo poo right now so I could devote enough energy and time that game deserves. Thank you so much for selecting me, and I feel so absolute lovely about this, but I gotta withdraw, and if it wasn't for my own personal issues I would have done so, or at least done it earlier. Thanks so much again for giving me a chance, and I apologize I couldn't take advantage of it.
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# ? Jan 4, 2014 07:20 |
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Aww, that sucks man, I'm so sorry. Let me know if you ever want back in!
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# ? Jan 4, 2014 19:20 |
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So this is a Heroic Last Stand, try and go along with it. If I survive, fantastic, but I'm blowing all my consumables on this combat on the grounds that escort missions suck and I'd rather fight stuff while you guys deal with that poo poo.
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# ? Jan 21, 2014 18:26 |
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I, uh, probably should've been more clear. There really is only a baker's dozen of them coming towards you total, no horde or escort quest required. The part about them being unstoppable was to explain why Brenner and his men hadn't already taken care of it and why they need you Edit: ah poo poo, I see the confusion now. That HP total is 13 guys at 50 hp a piece, not 50 dudes with 13hp a piece, that's my bad. Doomsayer fucked around with this message at 20:07 on Jan 21, 2014 |
# ? Jan 21, 2014 20:04 |
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Ambassador Joran Buroga, Spirit-Talker of the River Clan Joran's early life was much like that of any other orc of the River Clan: he was raised as a warrior and hunter (although he was terrible at both things) and taught in the Old Ways, to revere and respect the ancestral spirits. However, what he lacked in strength, he made up for in cunning. Thanks to a (possibly intentional) brush with death, Joran’s role in orcish society changed drastically. Faced with Caincakah's final judgment, he proposed a deal: he would be gifted the secrets of the spirits, and in exchange, Caincakah would remove his name from her ledger. This isn’t as good as it sounds. When he returned from Caincakah’s realm of death, Joran found that he could see and communicate with spirits! With this newfound power he became an oracle to the River Clan, and was chosen by the clanlords to act as ambassador to Circadia and Faulrem - although Faulrem was rather unwilling to cooperate, to say the least, Joran managed to create an uneasy alliance with Circadia. pre:Joran Buroga Level 9 Orc Theurge One Unique Thing: In exchange for the secrets of the dead, Caincakah has removed Joran's name from her ledger. This isn't a good thing. STR 08 (-1) Hit Points 220/220 CON 20 (+5) [+2 Class+2 Lvl] Recoveries 8/8 DEX 14 (+2) [+2 Orc] Recovery Dice 9d6+15 INT 10 (+0) Armour Class 23 WIS 14 (+2) Physical Def. 24 [Resist 12+] CHA 16 (+3) [+2 Lvl] Mental Def. 22 [Resist 12+] Initiative 15 Icons Kjel (Conflicted 2) Kjel isn't too happy about Joran's deal with Caincakah, but the orcs of the River Clan don't know about the deal. They think Joran is some sort of prophet or something and often come to him for spiritual guidance. Either way, Joran is still a devout follower of Kjel. Caincakah (Conflicted 1) The source of Joran's power and knowledge. However, with his name erased from her ledger, Joran fears death much more than the average man. Nidal of Circadia (Conflicted 1) As the River Clan's ambassador to the other races, Joran (and his entourage) are welcome within the borders of Circadia. Old prejudices run deep, though, and the Nidal's agents aren't quite so bound by the expectations of a ruler. Xizael (Negative 1) Joran sees the undead as abominations that must be cleansed from the land. Raising someone from the undead denies them eternal peace...and it also prevents him from learning that spirit's secrets. Backgrounds Spirit Shaman +4 Joran's training in the old ways comes with some general knowledge of orcish mythology and religion and some helpful (if occasionally unorthodox) methods of first aid. Ambassador to the Civilized Lands +2 Joran has some experience dealing with humans, filthy as they are. He knows that the best ways to deal with people that don't agree with you are, in order: lying, bargaining, yelling, and last and certainly least, calm negotiations. Orc In All But Strength +2 Despite being the weakest orc in the entire Clan, Joran still excels in the other areas of daily orcish life, such as identifying and gathering plants, reading trails, and finding ways to survive in the elements. Feats Elemental Proclivity Choose a third damage type. Mass Enchantment Target nearby enemies instead of just engaged enemies. Disruptive Casting Targets with fewer HP than you can be affected by different effects. Improved Initiative +4 initiative. Elemental Proclivity Choose a fourth damage type. Disruptive Casting Once per encounter, targets can be affected by different effects. Ungodly Might Once per encounter when you hit 16+ on a MAGIC attack, regain HP as if you had spent a recovery. Elemental Proclivity You may deal damage of any type. Disruptive Casting Once per day, targets can be stunned or confused (save ends). Spend a recovery during a quick rest to regain this power. Class Features Elemental Proclivity Your MAGIC attacks can deal any type of damage. Touch of Life Twice per encounter, you may allow a nearby ally to spend a recovery. Sacrificial Ritual Sacrifice a recovery to cast a ritual. Class Talents Mass Enchantment Step down MAGIC damage die to attack another nearby enemy per lost step. Disruptive Casting Shrink damage dice pool by one to cause target(s) to be hampered or stuck (save ends) on hit. Targets with fewer HP than you can instead be dazed, vulnerable, or weakened (save ends). Once per encounter, the targets(s) can instead be dazed, vulnerable, or weakened (save ends). Once per day, the targets can instead be confused or stunned; spend a recovery during a quick rest to regain the use of this power during day. Supportive Casting Once per encounter, you may allow an ally to reroll an attack or save as an interrupt action, and they gain 10 THP. Ungodly Might When rolling initiative, you can choose to increase MAGIC damage dice to d10, but you cannot spend recoveries in that encounter. If you are dropped to 0 HP and would spend a recovery to stand back up, you instead stabilize and continue Fighting in Spirit. Oracle of Hypnos When you rest for the night, roll d6. On a 6, you have a dream that gives useful or otherwise unknowable info about your adventure. On a 5, you get that info but only regain 6 recoveries for the day. On a 4, the DM may choose to spout bizarre gibberish that may or may not mean anything. Racial Power Lethal Once per battle, reroll a melee attack and use the roll you prefer. Basic Attacks Melee At-Will Target: One enemy Attack: +8 vs AC Hit: 9d6-3 damage Miss: - Ranged At-Will Target: One enemy Attack: +11 vs AC Hit: 9d4+6 damage Miss: - Magic At-Will (Con) Melee, Close OR Ranged Target: One enemy Attack: Con + Level + 3 vs AC Hit: 9d8+15 Miss: 8 damage Equipment Walking stick (1d6) Throwing knives (1d4) quote:Ceremonial Axethame Hashtag Yoloswag fucked around with this message at 23:41 on Mar 9, 2014 |
# ? Feb 1, 2014 02:25 |
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Hey Mustache Ride your IRC client was spazzing out and spamming #Circadia with join/quit messages so I had to ban you. Let me know when it's fixed and I'll unban you!
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# ? Feb 2, 2014 01:34 |
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Sorry about that, stupid AT&T hosed me again.
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# ? Feb 4, 2014 01:19 |
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Mustache Ride posted:Sorry about that, stupid AT&T hosed me again. Alright, you're unbanned
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# ? Feb 4, 2014 01:56 |
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There go any cool points Wander had from the fight. Also, spending 2 recoveries to heal Recovery: 8d8+6 41 Recovery: 8d8+6 44
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# ? Feb 8, 2014 23:27 |
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Kind of not liking Xar so thinking of switching him for the Wolverine obsessed druid. Snarl aka Teledrial A wood elf family fleeing from persecution passes through the woods. They should be safe yet first one then the other falls. A young baby boy is dropped and overlooked. Found by a family of Wolverines. For some reason the Wolverines took the child in and raised it as one of their own. The boy, originally named Teledrial by his parents, but simply named as a series of snarls now. He grew with the Wolverines, soon growing bigger and stronger than them. Well maybe not stronger but wiser and more dexterous and these things let him overcome their natural ferocity. He grew into a mighty hunter and in time gained the ability to take on the form of his family. Unfortunately his family eventually passed. Few small animals live as long as a man, let alone an elf. The boy grew into a man, a man who thought he was a Wolverine despite the great differences in body shape. With his family dead he began to wander. He eventually learned many new things, including that he was not in fact a Wolverine. He went on many adventures. Fighting beside great warriors and powerful mages at times. Joining and leaving their epic adventures as he saw fit. During his travels he fought and defeated a bear in single combat, taking its claw as proof of his victory. His natural magics slowly infused the claw and now it occasionally gives him a bit of an adrenaline surge buffer against attacks. In another adventure he defeated an evil mage and took the man's staff. Instead of breaking the staff he twisted it until leaves and vines grew from it and it better fit his nature. It helps him to channel his more harmful magics, when he does not get up close and personal with his own claws. Next Snarl visited the wood elf homelands. He in time found some more distant relatives who recognized him from what physical features he had inherited from his parents. He learned the name they gave him, though he still often goes by the snarled name he was given by the Wolverines. His relatives gave him a pair of elven boots before he left, so he did not travel barefoot. The boots fit well, as if made for him, and seemed to make him quieter. Which is certainly good for stalking prey. As he continued his adventures he found that many reacted to his wild appearance, and mannerisms, rather poorly. He eventually sought out a solution. It took some time, requiring more quests to earn the reward he asked for but he eventually earned a strange circlet that he wore upon his brow, mostly hidden by his wild hair. This circlet seemed to dampen the reactions to his strange appearance and behavior, it seemed to make others feel as if he belonged where he was. It made things considerably easier when he needed to enter a town or react with refined individuals. Not that he was really sure how to interact with such anyway. Eventually in his travels he began to find that his armor of hides and bark, leaves and such, was not protecting him well enough. He needed something more. But at the same time he wasn't about to wear heavy metal armor. So he sought out fellow druids and working together with a circle of druids he infused the natural armor he wore with the power of nature, and of stone. The armor remained as flexible as ever before but now offered far more protection. pre:Snarl aka Teledrial - One Unique Thing: Was raised by wild Wolverines. Race: Wood Elf +DEX Class: Druid +WIS STR: 08 (-1) DEX: 21 (+5) CON: 17 (+3) INT: 10 (+0) WIS: 21 (+5) CHA: 08 (-1) AC: 32 PD: 26 MD: 22 Init: +15 HP: 236 Recoveries: 8, roll: 10d6+3 Icons: Positive 4: The Green Lady: The Wolverine greatly respected her, and she strongly supports my magics. Positive 1: Bearesirrigit: Though not a Wolverine there is much in common with the Wolverine and the Bear. Backgrounds: Raised by Wolverines +5 Elven Senses +3 Racial Abilities: Elven Grace: At the start of each of my turns I roll a die to see if I get an extra standard action. If this roll is equal to or lower than the escalation die, I get an extra standard action that turn. At the start of battle I roll a d6. Each time I successfully gain an extra action the size of the die I roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If I get an extra action after rolling a d20 I can’t get any more extra actions that battle. Class Features Melee Attack Option: Use Dexterity for my melee attack and damage. Nature Talking: Can talk with plants and animals. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. Gain a +1 bonus when talking with animals for every talent spent on the Shifter or Animal Companion talents (so +3). Divine Implements: Druid magic, which I don't have, is divine not arcane. Use symbols and staffs. Druidic Summoning: Elemental Caster, which I didn't take, has elemental summoning spells. Use the standard summoning rules and can take Druidic Summoning feats, doesn't matter for Snarl. Wilderness Survival: Never suffer from non-magical cold, heat or exposure. Can go for up to two weeks without eating and drinking if necessary. Talents Druidic Animal Companion (Initiate): Gain one extra recovery. Animal Companion is only available in every other battle. Can choose whether or not to call my animal companion when I roll initiative. Or if I do not call it at the beginning and later wish to do so I can call my companion as a quick action. At the start of my next turn my companion either turns up at my side or runs in from some offstage angle if I have a convincing story for why it wasn't alongside me to begin with. Once I have called my animal companion to fight alongside me in a battle it is not available for the next battle after that. Unlike most other powers this limitation applies between full heal-ups, between adventures, and even between gaining levels. If my animal companion dies it is gone for that battle. I can summon another animal companion in the next battle it's eligible to fight in. But that new/returned animal companion will be one level lower than normal for that battle. After that battle my animal companion returns to its normal level. Shifter (Adept): Can take on a Scout Form 3/day. Requires a standard action, also a standard to shift back into a humanoid form, unless I am attacked and damaged in which case I automatically change back as a free action. A single use usually lets me stay in scout form somewhere between five minutes and half an hour. Can use it, if I choose, while the party is resting, traveling or just hanging out. Normally, however, I can wait until the start of an apparently important encounter or battle, and as the GM says roll initiative, or introduces the beginning of the encounter, tell the GM “Hey, I think I scouted this out. I went into scout form some time recently and I got something on this.” At this point before everyone rolls initiative I roll a skill check representing my success in that scout form outing. Depending on the terrain, weather and particular enemies the GM may ask me to use an ability score that makes sense for the situation, though Wisdom, Dexterity and Strength are often common choices. I normally roll against the standard difficulty of the current environment. Normal DC 15, Hard DC 20, Ridiculously Hard DC 25 for an adventurer-tier area, with Champion increasing the DCs by +5 and Epic by another +5. Failure: Things didn’t go so great or I got distracted by my animal soul, nothing came of my scouting. Normal Success: Something I learned while scouting, or anticipated, or scented, prepared me for the battle. I get a +4 bonus to initiative this battle. Hard Success: As a free action during this battle I can grant one of my allies a reroll on an attack roll or save. They must take the new result. I must explain how something that happened while scouting contributed to this benefit. Ridiculously Hard Success: The GM chooses between giving me a reroll at some point during the battle or giving me an extra standard action during the first round of combat to evoke a type of surprise I gained from scouting. Alternatively the GM can give me a floating story guide icon relationship result of 6 with a random icon. When I use a daily shift to scout form I can create a temporary background to match my form which I can use for skill checks until I shift out of that form. This new background has 1d4+1 points. Can take a Beast Form, at will, that is used for combat. Can shift into a Combat, or Beast, Form at will. Beast Form: At-Will. Quick action. Effect: I transform into a deadly predator form. Can speak, in a growly voice, and cast spells. My magic items stick with me and I get the benefit of their default bonuses. Can even use their magic item powers. Can freely shift between humanoid form and beast form during a battle. Shifting to human form, or back to beast form, is a quick action. While in Beast Form I can take on aspects of different beasts to help me in battle. I don't have to use aspects, they are an option to improve my form attacks and powers, not a requirement. While in beast form I attack in melee using a beast form attack. Beast Form Attack: At Will. Melee Attack. Attack: Dex (5)+Level (10) +2 v. AC Natural Even Hit: 10d10+Dex (15) mod +2 damage. Natural Odd Hit: 10d6+Dex (15) mod +2 damage. Miss: Repeat the attack against the same or a different target. This second attack has no miss effect. Shake It Off: Recharge 16+ after battle. Free action Trigger: I am damaged while fighting in beast form. Effect: I only take 6d6 damage from the attack and ignore the rest. I still suffer any other effects of the attack. In addition I end a beast aspect power that I am using. Beast Aspects Beast Aspects are powers I can take on when in beast form to enhance it. Can normally only have one aspect active at a time, Beast Form Attack feats can change this. Beast Aspects grant bonuses, and having multiple aspects active at the same time stack. Beast Aspects only work while in Beast Form, they are suppressed when shifted back to humanoid form, but come back once shifted back to beast form. Aspects last until the end of the battle. I know 5 Beast Aspects, and each is Recharge 16+ after battle. Aspects Known 5 known, Recharge 16+ after battle Bear Aspect: Recharge 16+.Quick action. Initiate Effect: Until the end of the battle, while in beast form, I gain a +4 bonus to attack and +17 bonus to damage. Adept Effect: As above, and when I first shift into this aspect I roll my recovery dice as if I were healing, but instead gain that many temporary hit points. I don't spend a recovery. Behemoth Aspect: Recharge 16+.Quick action. Initiate Effect: I gain a + pre:Level 8 Animal Companion Attack +17 vs. AC Damage 9d6 AC 27 PD 25 MD 21 HP 180 (90) Ryuujin fucked around with this message at 06:14 on Aug 31, 2014 |
# ? Feb 20, 2014 09:02 |
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Hey Ryuujin I missed you in IRC but don't introduce the druid. You were always a druid. There was no spider, there was never a spider. Only druid.
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# ? Mar 1, 2014 09:11 |
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Okay I will do it differently then.
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# ? Mar 1, 2014 09:18 |
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So when we hit level 9, or at least get an incremental advance, I want to swap my talents and feats around a bit, lemme know if that's cool. I was gonna flavor it as ancient secrets of Kaf'tar but well she's out of the picture. Also I sure hope there's places to buy runes in Pandemonium.
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# ? Mar 3, 2014 17:13 |
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Oh yeah, that's totally fine, respec away.
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# ? Mar 3, 2014 20:21 |
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Mudgett - Level 10: Ultimate Mudgettquote:Mudgett - OUT - Innate ability to fold magic over a long period of time has given him an odd connection to magic, almost as if he now exists in this plane as a magical vistage. Mustache Ride fucked around with this message at 17:15 on Sep 25, 2014 |
# ? Mar 9, 2014 23:39 |
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Woahly poo poo! I forgot to include so much poo poo, like a couple points of damage and at least one point of attack, and also scaling for my magic items! No wonder I get hit so much! pre:Wander HP 200/200; Recoveries 11/11 (9d8+6) AC 26 PD 27 MD 23 Melee Attack: 1d20+15; 9d8+15 Double Melee Attack: 1d20+17; 9d8+15 Favored Enemies: Demons, Dragons pre:Wander Level 9 Half-Elf Ranger One Unique Thing: Having been all over the world and tried everything at least once, I am literally the most interesting man in the world. STR 10(+0)[09] Hit Points 200 CON 16(+3)[12] Recoveries 11 DEX 20(+5)[14] Recovery Dice 9d8+6 INT 10(+0)[09] Armor Class 26 WIS 12(+1)[10] Physical Def. 27 CHA 16(+3)[12] Mental Def. 23 Initiative 12 Icons +-4 Augustia While Wander's faith in the god of his two favorite pastimes is quite real, the Sen'gour are more than a little disdainful of the Johnny-come-lately to their faith. +1 Sucher, the Pathfinder The God of Travels, the Patron of Adventurers and Explorers, and the Bringer of Light to the Darkness. Sadly, he is mostly absent in this darkest of all ages; I learned of him from an enclave of monks in the West. They taught me that, while his teachings are almost forgotten, his power is not only very real but you don't have to do anything special to keep it; Sucher is a pretty chill god. It is from him that Otto, my magic map, derives its power. Backgrounds Faithful of Sucher +2 It isn't easy worshiping a forgotten god. They say gods get their powers from their faithful, and Sucher doesn't have many of those. So if you ever want to know about the guy who basically invented the adventuring profession, I have you covered. And if you ever feel like joining the faith of the only god I know of who will bless you for exercising your natural right to slay monsters, gently caress bitches, and get paid, I can hook you up. Gigolo +3 Speaking of which, any port in a storm, right? Imagine I made some vague allusion to the many places I've come and gone, and let's leave it at that. Wanderer +5 Otto has led me many places, and before I even met up with the Biggest Gods-Damned Heroes the world has to offer. All over Circadia and beyond, with my new companions granting me a few trips to places I wasn't aware existed. Class Talents Double Melee Attack When fighting with two one-handed melee weapons, I can make a Double Melee Attack. Lethal Hunter 1/battle, pick an enemy (mob of mooks counts as one). +3 crit range against them. Favored Enemy +3 crit range against two enemy types Two-Weapon Fighting (level 5) +1 attack with two melee weapons Ranger Ex Cathedral (level 8) Gain one daily cleric spell (hammer of faith, reskinned as pathfinder's focus). Feats A: Double Melee Attack +2 to DMA if it's against a different target A: Lethal Hunter +1 to crit range of Lethal Hunter attacks (total +3) A: Favored Enemy Change favored enemy after full heal-up A: Ranger Ex Cathedral Gain heal C: Double Melee Attack 1/battle, use DMA after odd attack roll C: Lethal Hunter 1/day, use against 2 different enemies in one battle C: Favored Enemy +1 crit range against favored enemy (total +3) E: Double Melee Attack 1/turn, pop free of one enemy and use move action before making a DMA E: Favored Enemy Choose two favored enemies per full-heal-up E: Lethal Hunter At ED 3+, Lethal Hunter crits deal 3x damage Spells and Powers Racial: Surprising 1/battle, subtract 1 from the natural result of my d20 Pathfinder's Focus Daily Quick action to cast Close-quarters spell Effect: Until the end of the battle, my melee attacks gain d12 damage dice, with a minimum value of the escalation die. I also get half damage on misses and a 1/battle attack reroll. Heal 1/battle Quick action to cast Close-quarters spell Effect: I can heal using a recovery. Equipment A fuckin' lot of tomahawks (9d8+15) Wyrmhide armor (AC 14) Elven rain cloak, elven rope, elvenwood tent Grappling hook, satchel, bedroll, flask, flint and tinder Healing potion, epic x3 Potions of resistance: fire, cold, lightning, holy, psychic Eternity rune Magic Items Otto: A map infused with Sucher's divine magic that shows where I've been, and suggests, in the vaguest of terms, where I should be going. [ ]Belt of Resurgence (recharge 16+): Can heal using a recovery when I drop to 0 hp. [ ]Manual of Puissant Skill at Arms (recharge 11+): Reroll a melee miss using +20 as the attack bonus. [ ]Gloves of Ambidexterity(Recharge 11+): When I roll 16+ with the first melee attack during my turn, make a free-action attack with my off-hand weapon (+20 vs. AC). [ ]Helm of Fortunate Dodging (recharge 11+): Turn a miss against AC or PD into a fumble. [ ]Cloak of Inviolability(Recharge 16+): Turn a hit against PD into a miss. Captain Walker fucked around with this message at 23:56 on Aug 18, 2014 |
# ? Mar 10, 2014 01:42 |
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I updated Snarl's sheet up above, about 6 or 7 posts above this one. Mostly gained some hp, had all my attacks go up by 1, same with defenses, and got a few more spells, while all my other spells improved to 9th. And of course I forgot the Icon rolls. Well here they are Icon rolls: Positive 4: The Green Lady, Positive 1: Bearesirrigit Green Lady 5, 1, 5, 2, Bearesirrigit 5 Ryuujin fucked around with this message at 03:56 on Mar 10, 2014 |
# ? Mar 10, 2014 03:14 |
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Doomsayer, I figure Sucher barely coming up at all is largely because he's not one of your icons. I will switch for Augustia because she actually has real power. Augustia (Conflicted): 4d6 6 1 5 1 Sucher: 1d6 1 Captain Walker fucked around with this message at 15:48 on Mar 10, 2014 |
# ? Mar 10, 2014 15:39 |
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Captain Walker posted:Doomsayer, I figure Sucher barely coming up at all is largely because he's not one of your icons. I will switch for Augustia because she actually has real power. Oh no it's not that, I just couldn't find a good place for him previously. Considering you're about to trek off into the wastes of Pandemonium, he'd probably come up then. Though really no gods have come up at all due to the Ban.
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# ? Mar 10, 2014 18:16 |
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I'm still here. Just super out of it. Icons (Caincakah 2 Positive, Templars 1 Conflicted, The Green Lady 2 Positive): 5d6 5 1 2 3 5 A 5 positive with both Caincakah and the Green Lady Also I just learned that I had 2 less spells than I should, pre:Naděje - One Unique Thing: The Nicest Person Race: Aasimir +CHA Class: Cleric +WIS STR: 8 (-1) CON: 14 (+2) DEX: 10 (0) INT: 8 (-1) WIS: 22 (+6) CHA: 18 (+4) AC: 26 PD: 21 MD: 25 Init: +9 HP: 180 Recoveries: 8, roll: 9d8+2 Icons: Positive 2: Caincakah, Goddess of the Black Mind: The prices may be high, but I will be the one paying them. Conflicted 1: The Templars: Even with all cruel acts this group has commited, there must be some glimmer of good in him. Positive 2: The Green Lady, Rose of the Wood: The forests have been nothing but kind to me. Backgrounds: Purifier +5 Pacifist +3 Features/Talents: Domain of Healing Domain of Protection Domain of Life Powers: Racial: Halo: Once per battle as a free action during your turn, give a +2 bonus to all defenses to a nearby ally until they are hit by an attack (or until the battle ends). Spells: Heal Close-quarters spell Special: You can use this spell twice per battle. Quick action to cast (1/round) Target: You or one nearby ally Effect: The target can heal using a recovery. They also get extra HP equal to twice my level. Pacifist-type Javelin of Faith Ranged basic attack: Wisdom + Level vs PD Even: -5 to next attack Odd: -5 to next defense targeted Crit: Both Miss: Nothing Bless Ranged spell Daily Quick action to cast Effect: You can cast this spell for power or for broad effect. Cast for power: One nearby ally gains a +3 attack bonus until the end of the battle and 9d10 THP. Cast for broad effect: Choose up to three nearby creatures (including you); each target gains a +2 attack bonus until the end of the battle and 6d10 THP. Cure Wounds Ranged spell Recharge 16+ Quick action to cast Effect: You or a nearby ally can heal using 2 free recoveries and can roll a save. Shield of Faith Ranged spell Daily Quick action to cast Effect: You can cast this spell for power or for broad effect. Cast for power: One nearby ally gains a +2 bonus to AC this battle. Cast for broad effect: Choose up to three nearby creatures (including you); each target gains a +1 bonus to AC this battle. 3rd level spell The bonus also applies to PD. 5th level spell The bonus increases by +1 while the target is staggered. 7th level spell The bonus also applies to MD. Mighty Healing Ranged spell Daily Effect: You can cast this spell for power or for broad effect. Cast for power: One nearby ally can heal using a single recovery and regain double the usual number of hit points. Cast for broad effect: Choose up to three nearby creatures (including you); each target can heal using a recovery. 5th level spell The spell can now target far away allies. 7th level spell Power equals triple the usual hp for one recovery; broad equals 150% the usual hp per recovery. 9th level spell Recoveries provided by the spell are now free. Circle of Protection Close-quarters spell Daily Quick action to cast Effect: Choose a defense: AC, PD, or MD. For the rest of the battle while you are conscious, you and each ally near you gains a +1 bonus to that defense. Each enemy that misses you or one of your nearby allies with an attack against the defense you chose is hampered until the end of its next turn. 9th level spell Attacks against the chosen defense can not score critical hits. Sanctuary Close-quarters spell Daily Effect: Choose yourself or a nearby ally. Enemies with 100 hp or fewer cannot attack the chosen target until that creature attacks or the escalation die reaches 6+. 7th level spell 160 hp or fewer. 9th level spell 250 hp or fewer. Divine Endurance Ranged spell Daily Quick action to cast Effect: You can cast this spell for power or for broad effect. Cast for power: One nearby ally gains 40 temporary hit points. Cast for broad effect: Choose up to three nearby creatures (including you); each target gains 20 temporary hit points. 5th level spell Temporary hp = 60/30. 7th level spell Temporary hp = 80/40. 9th level spell Temporary hp = 100/50. Strength of the Gods Ranged spell Daily Quick action to cast Effect: You can cast this spell for power or for broad effect. Cast for power: One nearby ally deals +2d8 damage with melee attacks this battle. Cast for broad effect: Choose up to three nearby creatures (including you); each target deals +1d8 damage with melee attacks this battle. 5th level spell Power +4d6 Broad +2d6. 7th level spell Power +4d10 Broad +2d10. 9th level spell Power +6d10 Broad +3d10. djw175 fucked around with this message at 03:13 on Jun 3, 2014 |
# ? Mar 10, 2014 21:28 |
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So because I'm uncultured, I googled that word that MustacheRide just used. I found this.Wikipedia posted:Sinfjötli (in Old Norse) or Fitela (in Old English) in Norse mythology was born out of the incestuous relationship between Sigmund and his sister Signy Welp.
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# ? Mar 12, 2014 02:38 |
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Random Norse generator for the win.
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# ? Mar 12, 2014 02:40 |
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Tbf, "incestuous spawn of divinity" does sound like the kind of thing people on the outer planes would eat.
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# ? Mar 12, 2014 03:16 |
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Or Lancehead.
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# ? Mar 12, 2014 03:43 |
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Doomsayer posted:"You will retire to a quiet farm life, living out your days in peace?" I wonder why that sounds so familiar.
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# ? Mar 23, 2014 08:14 |
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I also bought some resistance potions: fire, cold, lightning, holy. Should be enough for the next couple battles.
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# ? Mar 31, 2014 04:41 |
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# ? Apr 26, 2024 16:04 |
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Anyone got any ideas?
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# ? Apr 17, 2014 00:50 |