Scions of the Sky Key I-III OOC-ketju

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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Delzden ei osaa tehdä töitä.

Hän myös läpikäy muodonmuutoksen Lore Wardenista tuohon aiemmin esiteltyyn Fighter/Slayeriin. Stay tuned.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
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NiTessine
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja NiTessine »

Sälpä on niin ikään työtön.
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Naal
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Naal »

Kiitos Mustaparralle ensimmäisen osan vetämisestä!

Jatkoa ajatellen; Thansan on nyt vitosessa. Jos muiden levelit pysyvät kolmosessa, APL on 3.5, joten voidaan pyöristää joko kolmeen (jolloin pelataan pienellä tierillä ilman neljän pelaajan adjustmenttia) tai neljään (jolloin pelataan isolla tierillä neljän pelaajan adjustmentilla).

Minulle käy kumpi tahansa.
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja NiTessine »

Sälpä nousee tason vasta kolmannesta osasta. Mulle käy kumpi vain.
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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

En enää muista saako hahmo siitä jotain enemmän, vai tuleeko rahat hahmon tason mukaan. Kuitenkin ihan sama minulle.

Delzdeniä en viikonloppuna ehtinyt/jaksanut uusia kokonaan, vaikka Naal tekikin helkkarin hyvän työn Fighter/slayerin kanssa. Eihän se olisi kuin vähän copypastea. Koetan ehtiä ja jaksaa.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
TpM
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja TpM »

Varjokettu levelöi myös tämän jälkeen, joten APL 3.5:een jäädään. Thansan taitaa olla ainoa, joka hyötyy siitä, että ei olisi out-of-subtierillä ja koska sillä ei ole minulle väliä, niin voidaan minun puolesta mennä high tierillä.
Naal
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Naal »

Jos pienellä tierillä, niin teidän juttuihinne se ei vaikuta. Thansan saisi out of subtierin rahat eli vähän vähemmän (ei väliä).
Jos isolla, niin sitten joudutaan tappelemaan hieman ylämäkeen, mutta kaikki saavat ison tierin rahat ja kroniikkajutut. Neljän pelaajan adjustmentit ovat aina hyviä!

Kun kerran isolla, taidan yrittää prepata tällä kertaa vähän järeämpiä loitsuja.

Edit: Slayer on onneksi vain nimi. Omenafarmaria kun classina ei ole olemassa niin Delzdeniä ei saa ihan eksaktisti rakennettua. :)
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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Joo, en ole hahmoluokan nimeä koskaan tosissani ottanut. Kaikki nämä ihme Spawn Slayerit ja Röllipeikon Serkku -tyyliset arkkityypit voi olla mitä vaan, jotka voi sopivasti soveltaen uudelleennimetä vaikka justiin "Omenatarhan Ovelin Otus".

Delzden on päivitetty, joskin kronikka pitäisi katsoa kuntoon. Pitää vielä katsoa, meinaako hän löytää (jos GM sallii?) Fort Bandusta sen yhden Express Enchantments Wizard Walk-In ketjun pitäjän, joka lumoisi ketjuvasaran +1:ksi.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Delzden tosiaan lumosi aseensa paremmaksi. Muuta ei rahoillaan tähän hätään hanki.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
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Deus
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Liittynyt: 09 Helmi 2017, 22:58

Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Pistin Delzdenin vital statsit tuohon allekirjoitukseen, niin ne näkee siitä huomattavasti helpommin ja nopeammin. Ei tarvitse lähteä arpomaan, osuuko vaiko ei.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
Mustaparta
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Mustaparta »

Part 2: Kaava Quarry
Primary success condition: Saitte talismaanin.
Secondary success condition: Kaksi kolmesta: saitte vähintään kolme ehjää dinon munaa, selvisitte vähintään neljästä esteestä dinosauruksen jahdatessa ja pääsitte perille ennen kuin Kalim olisi murhannut yhden gripplivanhimmista, ja estitte Viisiveitsi-Kalimia pakenemasta kylästä. 2 prestige pointtia ja day jobit.

Kolmas osa päästään viimein aloittamaan!
Naal
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Naal »

Thansan auttaa lauttureita jossain Mwangin joella ja yrittää olla hukuttamatta ketään tai kaatamatta purtiloita.
Dayob: Profession (sailor) koko +3
[2]+3 = 5
1d20+3:  [
2
] +3 = 5


Ei ihan lupaavalta näytä urakehityksen kannalta. Sain yhden kiiltävän kultalantin.
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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Naal kirjoitti: 29 Syys 2021, 21:14 Thansan auttaa lauttureita jossain Mwangin joella ja yrittää olla hukuttamatta ketään tai kaatamatta purtiloita.
Dayob: Profession (sailor) koko +3
[2]+3 = 5
1d20+3:  [
2
] +3 = 5


Ei ihan lupaavalta näytä urakehityksen kannalta. Sain yhden kiiltävän kultalantin.
Thansan on kuitenkin keskellä viidakkoa. Voi olla vaikea leikkiä seiloria siinä.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
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NiTessine
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja NiTessine »

Kiitos skenusta!

Sälpä ei edelleenkään tee töitä. Ehkä kolmosen jälkeen riittää skill pointit. (ei riitä)
Taivalkapteeni-emeritus. VA Tampere.

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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Niin ja Delzden ei palaa omenatarhalle vielä hetkeen. Hän elää vapaaherran elämää ny.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
TpM
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Liittynyt: 25 Elo 2017, 15:35

Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja TpM »

Varjokettu viettää aikaansa parantaen haavoja mutta jossain vaiheessa Darrom vors Kesser tienata vähän lisää taskurahaa näyttelemällä.
Perform (Act)
[6]+6 = 12
1d20+6:  [
6
] +6 = 12


Sen jälkeen Varjokettu palaa oppineena kaikkea uutta.
Naal
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Naal »

Thansanin on ehkä parempi tötöillä viidakossa jonkun nimettömän puron luona ansaitsemassa kuparilantteja kuin päästä oikean veneen lähelle aiheuttamaan todellista tuhoa.

Kiitos skenusta! Ehkä seuraava saadaan pakettiin ennen joulua? (on se mahdollista)
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Deus
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja Deus »

Olen sitten ollut ihan sekaisin, kun Delzdenin olisi näköjään pitänyt olla nelostasolla jo viime skenussa. Expan jakaminen kolmella on hirmuisen hankalaa.

Askartelenpaskartelen sille tänään sen levelin. Ja koetan jatkossa muistaa, että hän on SLAYER.

EDIT: Nyt on muokattu kaikki. Jeejee.
Delzdenin hahmolomake
Ftr 1/Sla 3; HP 29/36; CMD 20; AC 17, t 13, ff 14; Fort +5 Ref +6 Will +2; Init +3, Perc +0
TpM
Viestit: 438
Liittynyt: 25 Elo 2017, 15:35

Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja TpM »

Varjoketun hahmolomake tasolla 4. Oppi ennen kaikkea tulemaan lähemmäs.
[+] Varjokettu level 4
Darrom Vors Kesser / Varjokettu
Male Kitsune vigilante 4
None Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +0
=================================================
DEFENSE
=================================================
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex, )
hp 27 ((4d8)+4)
Fort +2, Ref +8, Will +4, +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee masterwork rapier +8 (1d6+3/18-20)
Melee bite +7 (1d4+3)
Ranged acid +7 (1d6)
Ranged sling +7 (1d4+1)
Ranged chakram +7 (1d8+1)
Innate Spell-Like Abilities dancing lights (3/day), disguise self (DC ,2/day),

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 12, Dex 19, Con 13, Int 10, Wis 10, Cha 14,
Base Atk +3; CMB +4; CMD 18
Feats Magical Tail, Skill Focus (Acrobatics), Weapon Finesse
Skills Acrobatics +14, Bluff +8, Climb +3, Diplomacy +9, Diplomacy (In Social Identity) +13, Disable Device +9, Disguise +9, Perform (Act) +7, Sleight of Hand +6, Stealth +7, Swim +3, Use Magic Device +7,
Traits Accelerated Drinker, Greater Purpose,
Languages Common, Sylvan
SQ agile, change shape, class skills, dual identity, kitsune magic, lethal grace, low-light vision, natural weapons, seamless guise, social grace, social talent, stalker 2d8 (or 2d4), transformation sequence, unshakable, up close and personal, weapon and armor proficiencies, vigilante specialization, vigilante talent,
Combat Gear acid (5),
Other Gear masterwork rapier, bite, outfit, courtier's, chain shirt, backpack, common, thieves' tools (masterwork), sling, chakram, 994.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Class Skills

Dual Identity (Ex) A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Greater Purpose You are convinced you're alive to achieve a great purpose. You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.

Lethal Grace (Ex) The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Tail

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.

Seamless Guise (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Grace (Ex) The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill.

Social Talent Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Stalker A stalker gains an ability called hidden strike, which allows him to deal an extra 2d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage is reduced to 2d4. A stalker can deal hidden strike damage against targets with concealment (but not total concealment). A stalker can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante's presence (or who considers him an ally), unless otherwise noted.

Transformation Sequence (Su) The vigilante's transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. A vigilante can select this talent only if he is able to cast spells or spell-like abilities (this needn't be from his vigilante class). A vigilante with the magical child archetype effectively gets this social talent for free at 1st level.

Unshakable (Ex) A vigilante adds 4 to the DC of any attempts to Intimidate him.

Up Close and Personal (Ex) When the vigilante attempts an Acrobatics check to move through an opponent's space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante's hidden strike damage as if the foe were unaware of the vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC.

Weapon and Armor Proficiencies Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Vigilante Specialization (Ex) A vigilante must choose to be either an avenger or a stalker. Once this choice is made, it can't be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization.

Vigilante Talent Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can't be changed. If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same.
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NiTessine
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Re: Scions of the Sky Key I-III OOC-ketju

Viesti Kirjoittaja NiTessine »

Semmonen proseduraalinen huomio, että meikämandoliino hilpaisee huomenna konferenssireissulle loppuviikoksi ja ke-su mulla tulee olemaan hyvin rajallisesti aikaa kiinnittää tähän huomiota. Pelinjohtajalla on täysi oikeus pelata Sälpää autopilotilla.
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