DM Waz up's Legends of the Beyond (Inactive)

Game Master william Nightmoon

The Five Walking Isles have always been here, but how where they made, and why are they so powerful?


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Sovereign Court

So, Ideas in my head. I was thinking of playing a high powered game with 1-3 players. They can be any race, but powerful races are favored. I'm putting together some custom races that would fit well into my power level, including a winged elf, a half-minitar, half-ogre (inspired by the D&D version), Dragonborn(again D&D), and a few others...

Now I would like to know what the interest for this is before I create a game... Ideas I have for the Champaign involve a monsterous setting, where creatures and monsters have just as many rights and Sway as humanoids...

Probably based in my homebrew world of Astril. There is infact a monsterous country in my world, but is a secluded Island known as the Walking Isle.

Please give your suggestions and Ideas. The more you feel like it, the more I feel like it. ;)


Ive wanted to play a half Minotaur for a while now. count me in

bard/synth summoner


So a half-minataur gets Track as a feat in dnd. What would PF be?


I could be into a gestalt game.

What would the storyline be like?


I've always wanted to do Gestalt.

Class-wise I love the idea of an Oracle/Fighter to rock a blind swordsman style guy.

The Exchange

Pally/syn is better, optimisation wise. Especially if you're doing iroran pally. Eh unleashing that kind of combat monster has a bad effect on my sanity. If I can think of a good gestalt I'd like to try out, I'll pop back in.


Or rocking a Mutation Warrior fighter and some sort of caster to play a Witcher-type


Want a bard gestalt, will see what other options are there, otherwise, Pally/Bard :)


I would be interested. Not entirely sure what for classes as of yet.


Dot! No idea what I'd be *just* yet, I'll look over my options today and see what I can make in my head while at work. That winged elf sounds interesting, I do love me some races with fly speeds.


Winged Elf? Sounds like an Avariel to me. Would be interested in an Avariel Paladin Swashbuckler.

A little justice from on high.


Interested How does a centaur Ranger or slayer/? sound?


If any race is allowed, I'm thinking of doing a gargoyle rogue/something else. Maybe barbarian? Rage + sneak attack + 4 natural attacks = lots of fun. The math just adds up.


I'm interested. I love dragonborn. A dragonborn sorcerer/barbarian/dragon disciple would be very cool.

A winged elf kineticist/witch also sounds appealing.

Is 3rd party on the table? With psionics or spheres of power, I could go completely different.

Dark Archive

Could be interesting to play a Drider Slayer/Kineticist... or something.

I have a thing for Driders since playing Eye of the Beholder as a teen. 35RP though!


I would like to apply.

Thinking pure blooded Azlanti, either magus/rogue or magus/swashbuckler. Either the rogue or swashbuckler will eventually delve into Shadowdancer.

Putting a character together as time permits.


I think it's obvious that high powered games often get a lot of interest!

Not sure what I would want to be, I tend to wait for the character creation rules and use that for inspiration.

Sovereign Court

Okay, 3rd party in a little... I'm not leaning that way. You can have any Paizo class, and yes I'm just converting the Avariel from 3.5 using the Race builder... they actually have a slight power increase because the closest stat set-up I found to theirs was the "advanced" setup. And as for Half-Minotaur I'm also converting, although they will have scent instead of track.

If I'm doing a large creature I'm only doing one. And that will likely be with a non-tauric race. Centaurs and Dryders are hard to deal with RP wise, so if I choose one expect more than a little less-than-ideal conditions.

As for in-game rules... thinking about lvl 7 to begin. Now I know this isn't too high level, but combined with powerful races and gestault It more than makes up.

So yeah we have interest. Give me some time and I'll setup some rules and come up with an improv story...

Now IRL I am a king of homebrew instant improv, so you may not have to wait long.

This game will most likely be a dungeon crawl, although I will do my best to add an interesting story.


I have the framework in place on my profile.

Updating to level 7 and writing a backstory as time permits 8P

I went with a 20 point buy, but can adjust as character creation guidelines are posted.

Are the characters starting with standard Wealth-by-Level?
Are item crafting feats permitted?


When you feel you have it made, i will apply with my character :)


Certainly interested.

I've been looking to combine a rage prophet (from bloodrager/oracle, qualifying all on one side) with an arcane caster for some time. Is that something you would allow?


Huh... even with the races. Level 7 is not what I would call High Powered in the slightest.

Sovereign Court

okay, so I'm doing a game based on my homebrew world on the Walking Isles.

Here I'll go down the list of requirements so far, I'm in the midst of converting the races so if you would like to play as any of the stated races I will have them up soon.

RECRUITMENT REQUIREMENTS

Race:any Paizo + some personal custom
Class: Any Paizo, but please refrain from using the non-unchained summoner. Gestalt, two classes.
20 point buy or roll 2d6+6 for each of your stats. you can take the point buy if you don't like the rolls.
20,00gp starting gold and no single Item over 5,000gp except one 10,000gp Item.

Other rules: Background skills are in use, Skill unlocks, unchained crafting,

House rules:
Natural 20/1's: rolling a 1 is considered a normal check and is never an automatic miss/fail, instead it is the same check with a -10, a 20 is never an automatic hit/succes, instead it is the same with a +10. So rolling a 1 is -10 rolling a 20 is 30. 20's still count as critical hits however and you can roll to confirm. rolling 20 twice in a row increases the modifier of the crit by one, and you can roll to make an instant kill on another 20

levels will be tracked by me, no need to keep a log for Exp.

no CR scaling: So I like realism. you are just as likely to encounter a creature of you rank as you are to meet a kobold. although because this is gestalt I will be scaling everything slightly up. so most enemies won't be standard. I also like using monsters from D&D so don't be surprised if you see a beholder or a Mind flair.

Backgrounds: because this is a homebrew world and i don't have time to tell you everything. I want it simple. Give me a ten minute background. you are a resident of the walking Isles, which are huge clockwork islands that are constantly on the move. They never leave the ocean and follow a pretty similar path. There are five Islands each ruled by a different group of monsters or powerful humanoids. each has a very unique biome.. which never changes no matter the time of the year or where they are located.

Tyrantias- the biggest of the Isles and the official capital of the islands. It has a jungle climate where there is wilderness. in the center of the Island is the city of the same name. Inhabitants of the other isles call it the core isle. It is diverse and Ruled by the Counsel, Which is comprised of the leaders of the other isles.

Aronius- The only one of the Islands that doesn't rest in the sea. instead this island is held up in the sky by powerful magical crystals. It is called by many as the sky stone. it has a mountainous environment, although many of the inhabitants are flying creatures who use the Ocean to hunt as well as the occasional hunt to another Island. It is lead by a Group of Winged Elves which has kept in power for several thousand years, even if the Winged elves don't live as long as their cousins.

Inverous- this Island his the forge center of all the Isles. in the center is a huge volcano, the rest of the Island is Dry desert. the Island is home to many monstrous humanoids, Including Gnoll, Orcs, Hobgoblin, and dragon-like races. It is under the tyrannic Rule of a powerful red dragon.

Terian- the smallest of the Islands, it has a temperate climate, and is home to many humanoid races, including goblins, humans, elves, and halflings. It is not ruled. Instead it is under the jurisdiction of the counsel on Tyrantias.

Crystios- the Frozen Isle. this Island appears to be mostly Ice rather than steamwork. But upon examination you will find that the island is actually crystal. the island has a cold climate. it is home to many of the ice dwelling creatures. It is under the rule of a ice giant queen.

other than that, I'm working on the Races now.


2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12

I disagree that 7th level can't be high powered. It's high powered compared to other games of the same level.

Those rolls are pretty much 20 point buy exactly...


2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12

16 point buy. Ew. 20 it is.


Just for the heck of it.

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12

Guess I'll take the rolls :)


Roll 1: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Roll 2: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Roll 3: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Roll 4: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Roll 5: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Roll 6: 2d6 + 6 ⇒ (5, 3) + 6 = 14

A total of 17 points with two 9's...I think I'll switch to a 20-point buy.

I would be interested in seeing the Avariel conversion.

Sovereign Court

here are my conversions of the races so far, feel free to give feedback about anything I may have missed or something might work better for the race.

Half-Minotaur:

Creations of the tryst between a Minotaur and a human, these half-breeds tower over their human family, but are only runts compared to their Full blooded parent.

Type:Humanoid (Human,Giant)
Size:Large (7 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Speed:40ft (1Rp)
Stats:Paragon(1Rp):+4Str, -2 Cha, Wiz, Int.
Language:Standard:start:common, Giant, Bonus: Goblin, Orc, Gnoll, Undercommon, Dwarven, Aklo

Resistant (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.

Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Gatecrasher (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Gore:(1Rp) has a Gore attack for 1d6 DMG, this is a secondary attack

Powerful Charge (2 RP): (Gore)Prerequisite: Natural attack trait; Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.

Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability .

Half Ogre:

type:Humanoid(Human, Giant)
Size:Large (7 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Speed:30ft
Stats: semi-human heritage: +2 to any one stat, +2 to Con, -2 Int(2Rp)
Language:standard-Start: Common, Giant, -Bonus: Orc, Gnoll, Goblin, Dwarven, Gnome,

Natral armor:(2RP) Half-Ogre have a +1 to their natural armor.

Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.(Note: half-ogres may be dumb, but many take up a trade in smiting, using their great strength for the better)

Reach (1 RP): Prerequisite: Large size; Benefit: Members of this race have a reach of 10 feet.

Weapon familiarity:(1Rp) half ogres begin with proficiency with Greatclubs and Earthbreakers.

Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Dragonborn:

Type: Humanoid(Reptilian)
size: medium
Speed: 30ft
Stats: +2cha, +2Con, -2Wiz
Languages:-Start: Common, Draconic, -Bonus: Elven, Dwarven, Gnome, Aklo, Orc, Giant, Gnoll, Goblin

Dragon Affinity: Dragonborn have a connection with Dragons. During Creation Pick a dragon type. All your resistances and powers from this race are based off that dragon. They also gain a +2 vs. Sleep, paralyzation, and Enchantments. They also gain a +1 to CL when using powers from the Draconic Bloodline, but it has to be the same type they picked at creation. all resistances and bonuses stack with that of the Draconic bloodline.

Energy resistance: dragonborn gain resistance 5 to Energy based on their dragon type.

Emissary (1 RP): Prerequisites: None; Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

Breath Weapon (3 RP): Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane; Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 2d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. (based off the same table as the Sorcerer bloodline) they can use this as many times a day equal to 1 + their Con modifier

Swordtrained (4 RP): Prerequisites: None; Benefit: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Winged Elves:
the winged elves are said to once have been the cross breed between angels and Elves, some say they are birds who where polymorphed into elves, but kept many of their original traits.

type:Humanoid(elf) 0Rp
size: meduim 0RP
speed:30ft, 50 fly(average) 8rp
stats:Advanced: +4 dex, +2 wis, Cha, Int, -2 Con 4RP
language: standard-start:Common, Elven Bonus: Auren, Orc, Dwarven, Celestial,

Elven Immunities (2 RP): Prerequisite: Elf subtype; Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Keen Sight(4RP): Winged Elves gain a +2 to perception checks like all elves, however this increases to +4 on sight based checks during the day or in well lit areas

Natural Flyer(2RP): winged elves gain a +2 to fly checks and Fly is always a class skill for them.

Weapon Familiarity:(2RP) winged elves begin with proficiency with longswords, bows, Bolas, and treat weapons of the Elf group as martial weapons.

low light vision(1RP): winged elves can see twice as far as other races in dim light.

also, this particular part of my world is very steampunk like. Guns are around, although Advanced Firearms are as rare as a blue skinned orc...

the Isles are also known to pick up alot of people stranded at sea. the main world doesn't know much about the Islands, they are very secluded.


I've got just about everything set up except for skills, spells and background.

The only question I have on character creation is Craft Wondrous Items. I purchased gear using the item creation feat, capping at +50%. With crafting, her dex belt was only 8,000 gold, within guidelines.

Is this appropriate for this campaign?


So is this emerging guns, commonplace guns, or something different entirely?

Sovereign Court

Philo Pharynx wrote:
So is this emerging guns, commonplace guns, or something different entirely?

More like Emerging, but it mostly depends on the Island. The main Island doesn't have that many, but Invernous has plenty of firearms. Invernous is also a forge island, the Island was built by... well ailiens to be honest. Its design was for the creation of other Islands. Truthfully it is the oldest...

But guns are considered emerging on every island but that one.

@Akashi: yes that is fine, but what is your race?


She is Azlanti


Oh, hit points? 1/2+1?, Max?, rolled?

I have at least three ideas roiling about.

Sovereign Court

oh that's what I missed. average dice. That's half +.5

Dark Archive

2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17

Not bad at all!

GM waz up?:
I'm thinking about a 'wingless' winged elf paladin (tortured crusader)/unchained rogue, someone who got captured and tortured (with his wings removed) before he was able to escape. Anyway I could pick something else instead of the fly speed? Since it costs 8rp, it is quite a lot to give up... was thinking about taking a couple rp-equivalent elf alternate racial traits instead...


Dotting. Will read more later!

@GM: Do half-ogres count as ogres for feats etc.?


That brings up a point. Is there any sort of bonus for somebody who plays a lower-point race? One of my ideas is Vanara Monk/gunslinger, but being ~10 RP off from somebody is disappointing.


The same question I made on the previous post, let me expand: do half-ogres count as both Humans and Ogres, Dragonborn as Dragon, Winged Elf as Elf and half-Minotaurs as both Human and Minotaur (for feats, traits, etc.)?


I wanna be a dragon-man, so sounds neat.

+2 Con/Cha, -2 Wis is rough though. Doesn't fit a whole ton of characters very well (particularly since most of my favorites are Wis based...)

Seems a weird change when the two other versions I know of are +Str, -Dex and +Str or Con, +Cha.

+2 Str, +2 Cha, -2 Dex (or -2 Int?) seems like it might fit better.

Unless there's some backstory reason we don't know that they would be a durable, charismatic, but gullible and dull-sensed (very odd for dragons, known for their sharp senses, come to think of it) race? Former slave race maybe?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Dot

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Possibly a Trox grappler-some martial mixed with maybe a kineticist, maybe sorcerer.
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13


Any chance of getting to have some extra feats, or maybe the Feat Tax rules?

The "budget" is a little tight.


Dot...
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13

Wow... 14-point buy.


2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 4) + 6 = 11

Fighter/Bard. Half-minotaur. His instrument will also be his weapon =^^=

Str 22 (lvl4+1)
Dex 10
Con 11
Int 8
Wis 9
Cha 15

Will build him in herolab when i get home

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Seth86 wrote:


Half-minotaur. His instrument will also be his weapon =^^=

Woah! Reminds me of Your Highness.


Mithral Cow-Bell

Sovereign Court

Sundakan wrote:


Unless there's some backstory reason we don't know that they would be a durable, charismatic, but gullible and dull-sensed (very odd for dragons, known for their sharp senses, come to think of it) race? Former slave race maybe?

I'm the forgotten realms, Dragonborn used to be slaves to true dragons back in their homeworld. But they rebelled against their slavers and now have a hatred for dragons. Although it wasn't long enough ago to effect then majorly. They Where (and in some places still are) inslaved by dragons.

Now, no feat tax rule, I don't do that.

Half ogres are considered ogres/giants for the effect of everything as well as humans.
Dragonborn are not actually dragons, they are more akin to lizardfolk than actual dragon.

And half-Minotaur are both human and minotaur for effects.

and winged Elves are elves, yes. they have the Elf subtype and are subject to everything an elf is.


Well, let's see what stats I have to work with. Maybe I'll be able to eat the penalties.

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14

...Yep, think I can make whatever I want with that.

Paladin/Kineticist could be pretty lulzy.


I'm down for another high powered game, playing a svirfneblin zenarcher/ninja gestalt in another game.

How do you feel about the 3pp in general or the rites monster classes?

Sovereign Court

I will also alow warforged from this cite

although I'm sort of hesitant when it comes to them.

okay, if you run 3pp to me I'll give the yay or neigh,

@teiidae, sorry you ninja'ed me. and I'm unfamiliar with that so until i get some reference to it I'm saying no.

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