Agents of the Darklands, Part 2: In Company of Forgotten Evils

Game Master thunderbeard

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Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

In general, submarines are so bad at their job, that you might as well build a golem to do the job for you instead while you stay safely on land. Or in our case, an undead.


Rocks fall, everyone dies

Phylactery of Negative Channeling boosts channeling. Darkskull is an expensive item for necromancers. Can't think of anything else off the top of my head.

If the party goes underwater: Freedom of Movement lets you use any weapon without penalty (and Drisquar has it permanently), otherwise non-piercing weapons are at -2 to hit and damage /2. Water Breathing and Swim-boosting spells are pretty cheap at this point.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

140k GP?

OMGitschristmas...

Very happy little dragon.


Rocks fall, everyone dies

Er... I was assuming 140 gp *after* crafting, though. If you're already past that, just add 20k gp?

If the party wants more wealth, you could sit around and craft for a few months, and it probably wouldn't change much, but I figure might as well try to kepe wealth somewhat pegged to level.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

by "140k GP after crafting" do you mean pay full price for items totaling 140k, or spend up to 140k to get things at crafting cost, assuming someone in the party crafts the items? I am confused.

I suppose Anaxian can, uh, make a big undead fish and hollow it out for us. Magic Jar to see through its eyes.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I'm not sure exactly how to build my new Underworld Dragon body.

Here's how I think its going to work-

I will build an Undead cohort/minion of some kind. My original body will fit inside it and ride around in it like a car. Zoom zoom.

I'll use Undead Manipulator to effect undead with mind effects. Then use a bunch of castings of Sow Thought and Modify Memory (along with Leadership's 'compelled' loyalty) to slowly subsume the Underworld Dragon's personality, creating a duplicate of Anaxian's mind. Essentially the new Anaxian will be a copy of the old Anaxian, both of them telepathically linked in a pseudo-hive mind. The stats of the bodies would be different, but in terms of personality and goals they would essentially be the same creature.

Given that, I'm not sure what kind of undead I should make the new body.

I am a CR 12 creature. That means I can gain a Cohort of up to CR 10. The Young Underworld Dragon is a CR7 creature so i can add any Undead template up to a +3 CR. That's pretty much all of them.

Some ideas:

Lich. Anaxian doubles up on his Phylactery and sticks another soul into it. This new Lich would be a 2nd level spell caster. This option makes the most sense thematically and is probably the least powerful option. Anaxian wouldn't get any new tricks. He'd just get a few less powerful versions of stuff he can already do.

Graveknight. Dragons don't tend to wear armor so this one is a little weird. Also, the Summon Mount ability is all but useless. Still, it would give the new body some much-needed martial punch. Also, I can see it working thematically given that the new dragon body is Anaxian's armor. The grave knight would be a 1st level martial character of some kind. This option runs the risk of stepping on the toes of our martial characters. I already have some very powerful minions that pulled a lot of focus in the last fight. I don't want to make other people feel overshadowed, so I would want to make sure everyone was completely ok with this option before moving forward.

Osirioni Mummy. An interesting middle ground between the Lich and the Graveknight. This is an extremely dangerous option because it would be a lower power creature that does not have any ability to come back to life. I'd have to reanimate it every time it died, which would get expensive. Mummy Anaxian would have no class levels.

Anyone have any suggestions?


Rocks fall, everyone dies

Hmm... you're not just going with the Magic Jar approach?


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

I absolutely am.

I still have to build the creature I'm going to be Magic jar-ing. I have to know what its physical capabilities are. Also, I'm not going to be Jaring around in it all the time, so I have to know what it can do when I need to be cat-sized, or when I magic jar something else.

It is going to be my Cohort (this is mostly to get around the whole "new save every day/hit dice control" stuff). It is also going to be my primary body.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

I'll update meredian as a 10th level kineticist with 140 gp of gear this weekend.


Rocks fall, everyone dies

You may also want to recalibrate stats, since Kineticist is Con-based; or possibly propose a non-Con casting stat.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
You may also want to recalibrate stats, since Kineticist is Con-based; or possibly propose a non-Con casting stat.

Will do. What's the point buy we use? 25?


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Meredian Adriatnaic wrote:
The Dapper GM wrote:
You may also want to recalibrate stats, since Kineticist is Con-based; or possibly propose a non-Con casting stat.
Will do. What's the point buy we use? 25?

Correct.


Rocks fall, everyone dies

Yep. If you prefer, you can put the Drow Noble's -2 Con into -2 Str instead (it's probably fine balance-wise at this point); and we'll be assuming your telekinetic blast is a touch attack, because that seems to make more sense to me.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

An Undead Kineticist would be Charisma based.

If you want to join the winning team, come talk to me. :D


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
Yep. If you prefer, you can put the Drow Noble's -2 Con into -2 Str instead (it's probably fine balance-wise at this point); and we'll be assuming your telekinetic blast is a touch attack, because that seems to make more sense to me.

I will definitely do that. It makes sense because she's probably never lifted anything heavier than a full wine goblet in her life.

I believe the energy blast is a touch attack. I'll verify.

FYI: I'll be building her as a rogue. She'll basically be a trapsmith/lock opener for anything that can't be triggered by the undead horde.


Rocks fall, everyone dies

Ah, alas, the game in which I played a Con 4 inquisitor went on indefinite hiatus right before I got to become an Iroran mummy...


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Heh, go graveknight. Don't worry about stepping on toes. I'm betting me and Black just gained the ability to infinite stun-lock any creature not immune to nauseates. And my will save just increased by six! Whoo!


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

It would be kinda fun to play a Lich wearing a Graveknight as armor. If you and John don't mind I think I'll go for it.

Now, what class to make my new brain-copy...


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Something that boosts your saves? That seems to be its primary vulnerability, at the moment.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Illia- wrote:
Something that boosts your saves? That seems to be its primary vulnerability, at the moment.

Not really. Anaxian will be riding around in the body. His saves get used when magic-jared (including Fort saves, weirdly enough. They're Charisma based for undead).

The only time the new body has to worry about saves is when Anaxian isn't Magic Jaring it.

The saves still won't be super low. it is a 9 hit dice undead dragon after all. Nothing compared to your ridiculous saves, but still nothing to scoff at.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

It's just that I fear for the presence of enemy spellcasters having upper 20s save or loses. :P


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

That is definitely a problem at this level and above. Lots of potential rocket tag.

You've convinced me. Antipaladin Graveknight it is.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

What are you talking about with stunlocking Illia?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Bilious Strike. Succeed on a save and you are still nauseated for one round.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

Ah.

Im not even sure i get a maneuver next level, Battle Templar is pretty stingy


Rocks fall, everyone dies

Heh. It's not really a stun-lock build until someone throws in Dirty Trick Master, though.

Also note: creating a graveknight requires a whole bunch of sacrifices (not that anyone here minds, but you'll probably be personally "executing" a dozen drow prisoners) and 25k gp of crafted armor, which could be recycled at-cost into making a bigger graveknight dragon later.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
The Dapper GM wrote:
Also note: creating a graveknight requires a whole bunch of sacrifices (not that anyone here minds, but you'll probably be personally "executing" a dozen drow prisoners) and 25k gp of crafted armor, which could be recycled at-cost into making a bigger graveknight dragon later.

Sounds great. I'll start writing up the mechanics.


Rocks fall, everyone dies

Also, some tips if people are going underwater (based on a combination of real rules, 3.5 rules, and house rules):
-Anyone wielding a slashing or bludgeoning weapon gets -2 to hit and damage divided by 2. You must make a swim check (typically at DC 10-15, but higher if water spells are in effect) to act each round.

-Below 200’ of depth, pressure and cold become fatiguing. Below 500’, they can deal damage. (Undead are immune to pressure effects). Endure Elements will protect you from depth effects, but it’s probably worth buying a few potions/scrolls or having someone in the party who can cast it 3x/day for the three living members.

-“Falling prone” isn’t a thing. Any attack that would knock an enemy prone (trip, etc.) instead sends them tumbling through the water; the enemy is flat-footed until they can make a swim check to right themselves (enemies with a swim speed can do this as an immediate action, while others must wait until their turn)

-Energy spells will function differently underwater. Fire spells require a spellcraft check (DC 15+double spell’s level) and are then cast as “steam” or “superheated water” spells (that still deal fire damage). Cold spells leave behind ice, creating difficult terrain in their area for one round. Acid disperses one round after casting, even if it would otherwise linger. Sonic and electricity spells have their radius doubled (or, in the case of a line, instead target a cylinder of radius 5’ per spell level)

-Anaxian: Are your scrolls waterproof? (As scales, they’d be briefly water-resistant) If not, I’m one of those GMs who goes with “Prestidigitation can be used to keep a small number of objects dry (though it can’t produce air; it just keeps the water from touching)"

-Illia-: Since you’re wielding an intelligent weapon, you can pay 10k to give it the ability to shift into a second form (or 20k for three forms, etc). A trident would be hilarious, since you’re a devil, although I’m not sure if it’s usable with Iron Seraph (it’s part of the “spear” group, but not the “polearm” one). A ranseur would be a big, 2H pitchfork, while a Nodachi or Lucerne Hammer would probably pile on the most damage.

-Sir John: You have an intelligent weapon too, right? Your maneuvers and archetype should work with any two-handed spear.

-Drisquar: Constant freedom of movement means you can use whatever weapon you want (which I assume is Shimsil). It also means you can use your walk or fly speed underwater, as well as run, spring attack, etc.

-Meredian: Telekinesis should function normally underwater, with the caveat that if you have nothing to hit an enemy with, you can still hit them with concussive a jet of water. Unless you have the appropriate talent, this deals half damage.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
The Dapper GM wrote:
-Anaxian: Are your scrolls waterproof? (As scales, they’d be briefly water-resistant)

Hadn't really considered it. I assumed as scales they'd be immune to most regular water damage, but lengthy submersion is another thing entirely.

They are all coated with Unguent of Timelessness though, so they are as water resistant as living scales.

I could also give them a liberal coating of protective oils too.

As a Valet familiar, Lamarchand has a continuous Prestidigitation effect going. When it is not concentrating on other things, that could serve to dry out and push back water.

Would those things suffice to protect them from water?


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Grave knight issues-

Grave knights can cast Phantom Steed once per hour.

They also get a racial bonus to Ride checks and Mounted Combat and Ride By Attack as bonus feats.

Would it be possible to rework those things?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

The fun thing about the kineticist is that though you technically have to throw something, there is no lower limit and the damage is all the same. Essentially if I throw a car at you it's the same functional damage as if I throw a speck of dust.


Rocks fall, everyone dies

@Anaxian: Varnishing your scrolls should be fine; I hadn't thought of that.

I suppose we could thematically rework things to compensate for the fact that dragons make awkward riders.
Thus,
Mounted Combat -> Mobility
Ride-by Attack -> Spring Attack
Phantom Speed -> Longstrider

@Meredian: It's about conservation of momentum. It takes the same amount of force to fire a bullet as to accelerate a car to 3 mph. Which one does more damage when it hits you?

@Drisquar: As per your earlier question, you've now got Improved Uncanny Dodge in a way that can't stack with itself. I guess you could replace Improved from the template with something else, if you wanted, preferably a mobility, speed, reflexes, or alertness-related feat.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

It's relative. The force of the bullet is concentrated in one spot. The force of the car is spread out. However, I see your point.


Rocks fall, everyone dies

These are the Important Things you learn as an engineer in graduate school.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

does spring attack work while flying?


Rocks fall, everyone dies

Yeah, but it's more restrictive than Flyby Attack (which would also allow use of a breath weapon etc)


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2
The Dapper GM wrote:
-Sir John: You have an intelligent weapon too, right? Your maneuvers and archetype should work with any two-handed spear.

No, Blackblood is just a name i gave the sword, since i figured such a character would have a named blade.

Also, a spear could work, but it might be better if someone would just cast freedom of movement on me. With my weapon not intelligent, it is rather expensive to have a transformative ability added.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2
Sir John the Black wrote:

by "140k GP after crafting" do you mean pay full price for items totaling 140k, or spend up to 140k to get things at crafting cost, assuming someone in the party crafts the items? I am confused.

I suppose Anaxian can, uh, make a big undead fish and hollow it out for us. Magic Jar to see through its eyes.


Rocks fall, everyone dies

Welp... nobody in the party has Freedom, though you could cast it from a scroll in battle.

Alternately, you could get a talking sword if that's the sort of thing you wanted. They're super cheap to make, actually.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

well i should make a graveknight sword. haha! i could have a mount and itd be better at controlling undead than i am currently!


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

how's your Ude Magic Device, John?

a wand of Control Undead is pretty cheap.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

As long as you aren't too DPSy Anaxian, I'm cool with whatever undead you wanna be


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2
Anaxian wrote:

how's your Ude Magic Device, John?

a wand of Control Undead is pretty cheap.

+14, but with a low DC from a wand it would only work for undead that would be insignificant at our level of play


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Sir John the Black wrote:
Anaxian wrote:

how's your Ude Magic Device, John?

a wand of Control Undead is pretty cheap.

+14, but with a low DC from a wand it would only work for undead that would be insignificant at our level of play

There's no save for mindless undead.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2
Anaxian wrote:
Sir John the Black wrote:
Anaxian wrote:

how's your Ude Magic Device, John?

a wand of Control Undead is pretty cheap.

+14, but with a low DC from a wand it would only work for undead that would be insignificant at our level of play

There's no save for mindless undead.

yes, but at this level of play, mindless undead aren't all that great? unless I just happen upon a badass zombie or skeleton.

also, I am seeing Control Undead as a 7th level spell? nvm i see Command Undead.

But also at lowest CL of 3, that is 1 charge per undead each 3 days, which is kinda rough. maybe im just being miserly.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

That's what I do. Every time we run into a tough monster I make a bloody skeleton out of it.

Any time I run into a weak monster I make a bloody, flaming skeleton out of it and use it as a terror tool.


M Human Lich Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2

Well, looking at it all, a swim speed can be gained for 4000gp.

Touch of the sea, CL 1 spell level 1
1*1*2000 (continuous effect) = 2000
2000 (from above) *2 (due to original spell's duration) = 4000gp

Gain Swim speed 30 with all that entails. do not gain ability to breathe underwater


Gugs: 1) 105/105, 2) 105/105, 3) 105/105. Belier 122/122. Chuul 1) 75/75, 2) 75/75

So....

Quote:


Lenses, Fogcutting
Slot face; Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.

DESCRIPTION
These goggles are made of carefully-polished rock crystal, with frames of polished brass and a simple leather strap and buckle sized for a giant's head (but easily adjustable for smaller wearers).

The goggles allow the wearer to see through magical and normal fogs, mists, and similar obscurement. They do not confer darkvision or low-light vision. Further, the goggles distort and skew vision strangely, causing a –4 penalty on Perception checks.

GM, would you count Smoke in the "similar obscurement" category?


Rocks fall, everyone dies

Yeah, should count.

If you want to breathe underwater, there's plenty of easy spells for that.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

So, I just got a pretty evil idea.

I'm going to put an Eversmoking Bottle in Anaxian's sinus cavity so that his mouth and nostrils leak smoke and he can breathe out big lingering plumes.

If everyone has Fog Cutter Lenses, we will be able to operate normally, but most of our enemies won't.

I can make them for 4k each. What do you guys think?

Edit: Not really sure how this will work in water.

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