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Old 07-22-2012, 06:39 PM   Top  -  End  -  #271
TraceHyde
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Default Re: Light of Amber - Series One

Hey, I'm allowed to shift my physical appearance a smidge while in costume, right? I was gonna go with something a bit more akin to...

http://mjv-art.org/pictures/get_imag...black+hair.png

...when I get serious
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Old 07-23-2012, 01:00 AM   Top  -  End  -  #272
Snowfire
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Default Re: Light of Amber - Series One

Quote:
Originally Posted by TraceHyde View Post
Hey, I'm allowed to shift my physical appearance a smidge while in costume, right? I was gonna go with something a bit more akin to...

http://mjv-art.org/pictures/get_imag...black+hair.png

...when I get serious
Should be fine. Honestly don't see any reason why you can't. I think you're allowed minor alteration by the class - and even if you're not it fits the genre enough that I'll allow it.
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Old 07-23-2012, 03:58 AM   Top  -  End  -  #273
Serafina
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Default Re: Light of Amber - Series One

Trace, sorry for spoiling your mood.

I altered Shield of Light so that it can now be taken by any Magical Girl.
However, you can still only take a shield if you use a one-handed device, and you get additional boni if you do so.
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Old 07-23-2012, 07:34 AM   Top  -  End  -  #274
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Default Re: Light of Amber - Series One

I hate trains. Particularly trains that claim to have wi-fi and don't. Bluh.

Sorry, I got dragged onto an overnight car to Venice, and there was zero in the way of internet connections. I wasn't expecting that. So... I'm going to try and get a post/some responses up as soon as I can. I really didn't intend Makoto to ignore the whole exchange through silence.

It may be a bit later before I can actually post though, since I'm getting forced into poorly-defined 'stuff in Venice' and I have no clue when I'll get back...
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Old 07-23-2012, 08:44 AM   Top  -  End  -  #275
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Default Re: Light of Amber - Series One

Oh dear, i certainly hope you don't share my opinion of Venice. Because i hate Venice.

Well, unless there are Vampires in it, then i like it
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Old 07-23-2012, 09:26 AM   Top  -  End  -  #276
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Default Re: Light of Amber - Series One

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Oh dear, i certainly hope you don't share my opinion of Venice. Because i hate Venice.

Well, unless there are Vampires in it, then i like it
Alien bug vampires or real vampires?
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Old 07-23-2012, 09:33 AM   Top  -  End  -  #277
Serafina
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Default Re: Light of Amber - Series One

Well, if its the latter we need some Bowships.
So hopefully the former.
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Old 07-23-2012, 01:12 PM   Top  -  End  -  #278
TraceHyde
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Default Re: Light of Amber - Series One

Addicentally posted an OOC message IC. Basically I just said I had an empty feat slot that I can't decide what to do with - anyone care if I leave it empty for the time being and fill it in later?
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Old 07-23-2012, 01:28 PM   Top  -  End  -  #279
Serafina
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Default Re: Light of Amber - Series One

Well, Shield of Light is kinda an option again, unless you wanted it for the shield.

Stay away from them is explicitly available to Mistbreakers. It also opens up Greater Trip without the Int-requirements.

Protective Reflexes is of course also an option for defenders and would give you +3 attacks of opportunity.

Stylish is always a good choice, since costume points are awesome.


Also, i hope Selinia gets around to give Mistbreakers Maneuver Mastery, because you really need that to use Combat Maneuvers in the long run (i will compensate for it via Gestalting).
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Old 07-23-2012, 01:48 PM   Top  -  End  -  #280
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Default Re: Light of Amber - Series One

Hmm... I think I may have worked out an angle that works for using Stay Away from Them - I'll hit the ground or punch the air so hard it puts moving foes off balance! Any good? I think I will just leave it open though I'm just so indecisive today for some reason.

I'm pretty sure these things are evil aligned outsiders, making my Heavy costume trait completely useless unless I understood how those alignment-based resistances worked. This is why I don't like alignment based DR - most feats and special abilities that push you to greater heights of awesome are for those special moments where you need to pull out that little extra bit of power to strike down your nemesis, but DR/opposite alignment in a campaign where the bosses are demons goes against that entirely by making your DR just not count for anything - makig your more ffective against everyday opponents that you probably won't even go all out against anyway.
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Old 07-23-2012, 01:54 PM   Top  -  End  -  #281
Snowfire
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Default Re: Light of Amber - Series One

The Neverwere do not have alignment as it exists within the system of Pathfinder or D&D. Neither are they treated as outsiders in any way that matters.

However, the Avenging weapon property will work against them if you select Aberration as the chosen type.

In addition, that means that the DR granted by the Heavy costume trait will function against their attacks.
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I was wondering how long that would take.

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Last edited by Snowfire : 07-23-2012 at 02:04 PM.
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Old 07-23-2012, 02:07 PM   Top  -  End  -  #282
TraceHyde
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Default Re: Light of Amber - Series One

We are still using alignments though, right? I don't really care for alignments too much, but since this is a clearly 'good' class and campaign it fits here as well as it would anywhere. Either way, with that niggling doubt about my DR out of the way, I think I'm ready to post. Give me a second to describe my costume and I'll do my transformation sequence.
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Old 07-23-2012, 02:16 PM   Top  -  End  -  #283
Serafina
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Default Re: Light of Amber - Series One

Uhm, i was pretty much assuming that they would be, otherwise Smite Evil would be utterly useless (and i was saving that for the big one).

If they aren't, please tell me, since a significant part of my build depends on it.
If they don't, then i will take the Oath of Loyalty, because that's pretty much the only way to replace Smite Evil with something that works against non-evil enemies. It was something i was contemplating anyway, but for now i prefer Smiting.
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Old 07-23-2012, 02:39 PM   Top  -  End  -  #284
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Default Re: Light of Amber - Series One

No. Smite Evil works. It just isn't really Smite Evil...

Basically using smite evil in this universe - as what you are - involves channelling Amber's light into your weapon and then striking with it. Truth be told, you aren't exactly Smiting Evil. You're more...Smiting Unreality.

If that makes sense...

If it doesn't, tell me and I'll try to explain it in more detail.
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I was wondering how long that would take.

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Old 07-23-2012, 02:43 PM   Top  -  End  -  #285
Serafina
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Default Re: Light of Amber - Series One

Well, i gather that crunch-wise all effects that work against evil creatures work against them, but that their own attacks are not evil.

And yes, it makes sense fluff-wise.
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Old 07-23-2012, 02:45 PM   Top  -  End  -  #286
Snowfire
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Default Re: Light of Amber - Series One

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Originally Posted by Serafina View Post
Well, i gather that crunch-wise all effects that work against evil creatures work against them, but that their own attacks are not evil.

And yes, it makes sense fluff-wise.
Yes, that exactly.

If I was to give them an alignment though, it would probably be something along the lines of Unfathomable Insane.
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I was wondering how long that would take.

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Damn you Snowfire. I cried.

Last edited by Snowfire : 07-23-2012 at 02:47 PM.
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Old 07-23-2012, 03:34 PM   Top  -  End  -  #287
TraceHyde
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Default Re: Light of Amber - Series One

Posted IC. Described new costume in over great detail. Maybe you'll find it useful I don't know.

By the way, do we get our motes this round? Either way, I have AC 21, DR 4, and 6 temporary HP
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Old 07-23-2012, 03:57 PM   Top  -  End  -  #288
Snowfire
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Default Re: Light of Amber - Series One

Motes appear this round. Hence how Temeka could prep a Homing Shot. You will gain them as normal next round.
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.
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Old 07-23-2012, 04:05 PM   Top  -  End  -  #289
Selinia
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Default Re: Light of Amber - Series One

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Originally Posted by Serafina View Post
Oh dear, i certainly hope you don't share my opinion of Venice. Because i hate Venice.

Well, unless there are Vampires in it, then i like it
I'm not really any better or worse disposed towards Venice than I am to any major urban center. I have been 'graced' with a sensitive respiratory system, and tend to be constantly choking on cigarette smoke anywhere I go - only difference is that here it's mixed with saltwater instead of gasoline fumes.

Honestly, I'm the kind of person whose idea of a vacation is curling up and relaxing - read a few books, catch up on my PbPs and brainstorm on my writing, and kick back to some Diablo or World of Warcraft when I don't feel like thinking. Alas, my family prefers the approach of 'visit European country, see as many landmarks as possible in as short a time as possible'. And by 'see', I mean, 'take photos of'. Because heaven forbid I take a few minutes to admire the centuries-old architecture when I could be posing for a picture on a gondola!

[/rant]

Anyway, Makoto's 'costume' is more or less:

Spoiler


She may be a trifle fast and loose with the truth, but Makoto calls a nail a nail - or in this case, a soldier a soldier. Her outfit is in autumn reds and golds though, rather than green and grey - no amount of pragmatism can overwrite the fundamental power of Color Coordination.
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Old 07-23-2012, 04:05 PM   Top  -  End  -  #290
Snowfire
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Default Re: Light of Amber - Series One

And we have initiative order.

Daina, Temeka & Chisaki
Neverwere
Umiko, Makoto & Cymoril
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.
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Old 07-23-2012, 04:10 PM   Top  -  End  -  #291
TraceHyde
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Default Re: Light of Amber - Series One

Well, as a mistbreaker, at the end of each turn I gain temp HP equal to my mote count. Just so you know.
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Old 07-23-2012, 04:13 PM   Top  -  End  -  #292
TraceHyde
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Default Re: Light of Amber - Series One

After this fight, I think I'll make a little document akin to a field report filtered through the odd head of Umiko. So far she's noted who she does and doesn't feel dominance or near-equality with, and the observation that few people here seem like dedicated warriors - that everyone here was chosen for something beyond brute strength. Something she'll be sure to quiz the silvers on later
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Old 07-23-2012, 04:17 PM   Top  -  End  -  #293
Snowfire
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Default Re: Light of Amber - Series One

Quote:
Originally Posted by TraceHyde View Post
Well, as a mistbreaker, at the end of each turn I gain temp HP equal to my mote count. Just so you know.
You may need those...
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.
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Old 07-23-2012, 04:28 PM   Top  -  End  -  #294
TraceHyde
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Default Re: Light of Amber - Series One

Fights with a single enemy at this level can get a bit.. hap hazard. Either we overrun the thing and captilise on there being just one, or it's too high a level and just wipes the floor with us. There's a fine balance to be found there, and with out damage totals things can go badly for either side fast. My trick was always to make the bosses not too high level but give them a feww invisible bonuses - maximise their HD rolls, give them hero points, leave a few of their prepared spell slots 'undefined' - nothing game breaking, just to even the odds by bending the rules. Either way, I suggest trying to not let it use it's reach; try getting around to either side of it without provoking.

Also my temporary hit points don't stack.

Edit: Oh wait, I know. Someone just use Heartbreaker. Hell, I'll do it. Can I use that Two Weapon Fighting fix as part of a standard attack? I lost the link to it, it seems.
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Old 07-23-2012, 04:43 PM   Top  -  End  -  #295
Serafina
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Default Re: Light of Amber - Series One

Or Sunny Daze, which flat-out prevents all attacks if it hits.
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Old 07-23-2012, 04:55 PM   Top  -  End  -  #296
Snowfire
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Default Re: Light of Amber - Series One

And here is where my style of running a game differs quite a lot from most of the people I know. I'll let you in on a little secret, please don't hold it against me, ok?

I don't know the exact hit-points of that monster. I don't know its HD. I don't know its AC or its attack bonus. I don't even really know most of its stats.

I know its special abilities - I kind of have to considering I made them up. But everything else...that's more a matter of feel than anything else. I can tell after a roll if an attack will have hit it. Basically, if something is needed to be known about the monster, my brain - which somehow models these things - supplies an answer.

I don't know how I do it. And it confuses the hell out of what you might call 'conventional' players. Mainly because I normally show up with nothing barring a notebook with plot, a core rulebook (& sometimes GM guide), and my dice.

To put it quite simply...I model encounters as they progress. Certain things remain constant - unless player action changes them - but apart from that most things are fluid

Wow, this one got away from me a little. I just thought that explaining might help. I hope it does.
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I was wondering how long that would take.

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Old 07-23-2012, 04:59 PM   Top  -  End  -  #297
Serafina
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Default Re: Light of Amber - Series One

Well, i do the same thing quite often. In fact the only time i don't do it is if i want to presen my players with a game-mechanical challenge, which can be fun every now and then.

So i certainly don't mind you doing that.

Regarding Sunny Daze, i kinda think as it is right now it can totally break solo-monsters that rely on attacks instead of spells. No SR No Save, if you can hit it just prevents attacks for one round, period. Maybe it needs to be toned down somehow, maybe the enemy can just make one attack or one less attack or such.

Well anyway, sleepytime, so good night.
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Old 07-23-2012, 05:02 PM   Top  -  End  -  #298
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Default Re: Light of Amber - Series One

Before anyone forgets, if it is relevant while i am away:

If the monster comes close enough that i can reach it with a 5-foot step, i execute a melee attack via readied action.
I rolled earlier in this thread for attack and damage (which i then didn't use because i recalled that i wasn't allowed to attack yet).
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Old 07-23-2012, 05:05 PM   Top  -  End  -  #299
Selinia
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Default Re: Light of Amber - Series One

I've always liked the approach of treating one big enemy like a number of smaller ones, in a sense. Let the huge monster smash around and target different party members, let it rip out AoE attacks and debuffs, and generally spread the pain around. Because yeah, otherwise it can turn into a game of ripping individual health bars to shreds in sequence, which isn't nearly as fun. Of course, shenanigains are fun too - it's possible to get too gimmicky, but I like real boss fights to have a little unique flavor to them.

For now, debuffs seem likely to be our best bet. Let's swamp this thing in them. A to-hit Luminous Rain would be awesome going in, both for our TWFers and to help make sure Makoto's nuke hits. Heartbreaker to mess with its damage output, and it couldn't hurt to have Cymoril try to Sunny Daze it. Though it wouldn't surprise me if it's immune in some fashion - I doubt Snowfire would throw a boss at us that we could thwart by spamming a single level-two illumination.
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Old 07-23-2012, 05:32 PM   Top  -  End  -  #300
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Default Re: Light of Amber - Series One

That may not necessarily be a bad way of running things, eyeballing the monster, but in a game where all the players put insane amounts of thought into their slightest number, it can make the smaller details matter less. Like if you roll a 20, you'll obviously eyebalkl that as 'well that ****ed up the monster pretty good' but those borderline rolls, the 12's the 7's that people labour buffs upon are neglected. And whether or not an individual hit hurts much doesn't matter. I would suggest at least writitng down ahead of time a ballpark of this thing's hit points, otherwise someone adding a quick +cha to friend's damage effect will seem even more feeble.
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