Pathfinder General - Kineticist hopes and dreams Shattered Edition
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Enjoy your new infusions to go with your 4+ Int mod skills
Flurry of Blasts
Element universal; Type form infusion; Level 4; Burn 2
Prerequisites kineticist level 6th; extended range
Associated Blasts any
Saving Throw none
Instead of a single blast, you shoot two blasts at targets within 120 feet that each deal damage as if your kineticist level was 1st, no matter what effects or abilities you have that might increase that amount. No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attack rolls, and any additional successful attacks on the same target beyond the first deal only a flat 1d6 additional damage, with no bonuses or penalties applied. At 10th level, you can shoot three blasts in your flurry of blasts, and your number of blasts increases to four at 16th level and to five at 20th level. If you are under the effect of haste or similar magic, the number of blasts in your flurry of blasts increases by 1.
Element fire; Type substance infusion; Level 6; Burn 3
Prerequisites kineticist level 10th
Associated Blasts blue flame, fire
Saving Throw none
Your kinetic blast burns so hot that it melts away your foe’s magical effects. Whenever an infused blast hits a foe and penetrates spell resistance, you may roll an opposed caster level check as if using a targeted dispel magic, before determining if the foe takes damage from the blast. You may choose to reduce the blast’s damage by half to increase your bonus on the caster level check by 2. If you do not choose a specific spell effect to attempt to dispel, you automatically attempt to dispel spells that would protect the target from fire damage before all other spells.
Star Wars General: Absolutely Painless Transition Edition
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Post about FFG, d6, Saga/d20, X-wing, Lego, dinosaur people, and anything else Star Wars Related
RPG books and resources(EotE, AOR, D6, Saga, RuneQuest)
Deckplans and such
shipfags's mostly complete hanger of discount wonders:
Shipfag's Ugly Starfighter Creation System
Just what IS a Gundark? The Wildlife of Star Wars: a Field Guide is here to answer you!
Coruscant Translator - Like Google, but for the GFFA
FFG Dice and You
Daily Reminder that Truce at Bakura was a pretty okay book. Not great but, good.
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ITT: Cards that ruined their limited format. Not exclusive to bad formats--after all, RTR was pretty great except for those times when your opponent played a Pack Rat.
For a recent format, I'd like to nominate Battle Screech in Vintage Masters. There's other things wrong with the format, to be sure (Astral Slide being far and away the best archetype to draft, generally busted cards in R/W), but I'd like to nominate Battle Screech, because having a common that makes 4 1/1 fliers is just dumb. I mean, it's obnoxious at uncommon too--see Lingering Souls in DII--but seeing someone go Battle Screech, Flashback Battle Screech, next turn *another* Battle Screech+Flashback was just awful.
STRIKE WITCHES QUEST: LATE SECOND THREAD EDITON
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PREVIOUS THREAD >>36687020
“Woodpecker to escorts, Woodpecker to escorts,” the crisp British voice cuts in, “trade inbound from the South. Altitude, angels eighteen, speed three-forty approximate, looks like a small gaggle, over.”
“Bishop copies,” Luke replies. “Where do you want us?”
“Intercept at your discretion, Bishop.”
“Solid copy,” Luke replies. “Maintain close escort for now.”
“Uh,” you say, looking at your charts. “Won't that take them right over the Isle of Wright?”
“Wright Island,” Ian retorts. “Seriously, I was born here and I still can't stand that. Just call it a fucking island, you stodgy London fucks!”
“... yes,” Sean confirms from the back after checking his chart. “Pretty much.”
“Won't they catch hell from the guns there? They've got almost as many as Barin.”
“It's radar-only in this shit,” Sean points out, “and the bastards have plenty of tricks for *that.*”
You set up an orbit centered on the Wellingtons, who themselves are orbiting in slow circles right above Big Ben. Fly straight for so-many seconds, perform crisp right-hand turn, repeat; keeping your eyes glued to the difficult-to-see Wellingtons and their green nav-lights. You check your wa- FLIGHT CHRONOMETER and are disappointed to see only five minutes have passed. At least you're not stuck with the formation flying bit; everyone formed up on you has it harder.
“Why are you along on this ride, in a Mustang?”
“WOODPECKER DIVE DIVE DIVE DIVE!”
You frown. “Are you talking about your penis right now, or...?
Princess Guard Quest 226
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You are Reinhold, master swordsman and victor of the Royal Swordsmanship Tournament. The King was so impressed with your skill, he personally requested that you be transferred out of the army and into the Royal Guard! Not bad for an orphan who was raised in a brothel in a poor fishing village.
The only issue at this point is your assignment... you've been charged to be the personal guard of the King's only daughter Marianne. While she is the vision of loveliness that you'd expect from a Princess, her personality is... well... she seems to have some issues.
Your current score for Leviathan fighting is two for two now that you managed to murder the hell out of the one that killed Citrine's parents. You were also able to save Emeraude, though that was more of a tertiary goal.
But before you even got much of a chance to celebrate, a certain someone made an appearance...
>Congratulations, Reinhold is now a fearsome DIRE WOLF!
>Much larger than their the other types of wolf, the Dire Wolf's size also means that they are also that much more dangerous.
>The Princess considers you to be her dear friend!
>But while dire wolves are massive, they still don't -quite- stand on the same level as people.
Character list + descriptions (in progress):
List and descriptions of the spells shown thus far:
RE:Monster EX Quest 52
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The trip home was short- You didn't actually make it all that far before your surprise guest interrupted the walk.
For all her protests, Sheszka's head was drooping in minutes, and you spent much of the walk back rubbing her head in apology- You know better than to let someone who might have a concussion pass out.
Not that it's a worry at this point.
You are fairly certain that noone could sleep through your mother flitting about in a panic.
"-and what were you thinking, yes! Fighting something like that- At night, no less!"
She's checking everyone in turn, lifting arms, poking and prodding, meddling like only a mother can.
"I was thinking that the village is downstream, yes. And that we could probably win."
"It was dangerous, Lyra."
"I told everyone to avoid the blood, yes."
She finishes looking over Nin, letting the moth sit back down on your shell, and circles towards you. You offer up your friend, and she starts to look her over.
She sighs as she finishes up her examination, shaking her head softly.
"Haaah. I am sorry, yes? It is not just you, little one. It should not have been there. And it is good that it has been slain."
"Mmm. I did not mean to worry you, yes? We did not go looking for trouble."
You smile at each other for a moment.
"Cracked, maybe broken ribs."
"No. Let her sleep, yes? We will see how she is in the morning."
You nod towards her, and join the rest of your friends and family in pulling out blankets, readying yourself for the night.
>Say something? (To who?)
>Get ready for bed.
>Tuck in your friends.
Orc Warlord Quest 10
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You are Ur'shal, chieftain of the rapidly growing Stonetusk Clan, that is provided you can keep the many dangerous groups surrounding you from noticing your expansion until you're ready to deal with them. Right now you're addressing with one of the most pressing issues, a necromancer lurking within your clan's territory. You've chased him to a tomb hidden within a cavern network in the wastes, now you just have to live through whatever traps and defenses he's had time to set up.
You've seen more than a few old orcish tombs in your years in the wastes, but never one quite this grandiose. You stepped out of the lightless caverns onto a bridge high above a sea of bones, great stone pillars stretching up from the ossuary depths to the ceiling high above, decorated in carvings of orcish myths and battles. The room stretches far into the distance, the bridge ending at a carved archway in the opposite wall. You can't even begin to imagine how many bodies litter the ground below. Normally you wouldn't much care, if not for the fact that your quarry could turn every last one of them into a warrior and set them loose on your clan.
From the wheezing laughter that echoed out from the depths of the tomb when you entered, and the flitting shadowy shapes just out of sight, you think it's a good bet that the necromancer already knows you're here. The question is, what do you do about it?
>Call out a challenge
>Charge over the bridge now before he can prepare more surprises
>Proceed cautiously past the bridge
>Climb down the spiral stairs to investigate the bones beneath
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Mage: the Awakening Quest 12
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> Previous Quest: http://suptg.thisisnotatrueending.com/archive/36664594/
> Quest Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=MtA%20Quest
> QM Twitter: htt[://www.twitter.com/MageQM
> Previously, on Mage: the Awakening Quest!
With some quick thinking, you provided a suitable distraction for Nova and Glee (the two Guardian lackeys) to cast a tracking spell on the limousine that Sarah was taking from the hotel. Trailing her, Jemma felt something was off, and you posited the idea of the Acamoth not working alone. The others freaked out, as your theory seemed to be correct: a Forces Mage was summoning up the approaching snowstorm, masking the ritual the Acamoth had set up over the past few months.
With a quickly dwindling set of options forced upon you, Jemma takes you and Elizabeth to the skies while the rest of the Guardians group travels along the ground, having tracked Garen's location (and by proxy, Sarah) to a nearby park district. Diana barely completed the anti-black hole device, handing it off to you as you took to the air. The werewolves are on the way (notifying them where her lair is at) but it will take some time. After several minutes, you three land, with Jemma splitting off to deal with the Forces Mage helping the Acamoth.
With the aid of some fleeing spirits, you quickly track down the activation circle, as bodies and soul stones are powering it. You analyze the circle, noting that it is missing one final component: you. The Acamoth appears, trying to capture you and complete the ritual, of forcing open a portal to the Abyss and bring about the apocalypse, as untold swarms of spirits and demons and eldritch horrors flood the land.
> And now, back to the action!