GM Choon Presents: The (Gestalt) War of Dragonfires (Inactive)

Game Master Choon

Current Battle Map


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So, by popular demand in another recruitment of mine, I am now opening recruitment for a "campaign" that is related to This one.

I described the event thusly:

Quote:


I have a homebrew setting in which two city states are duking it out like men. That is to say, both are doing their level best to kill off each other's fighting age population. Cloud Kill at level 1? You'll probably see it. One shot sniper kills? It Happens.

It didn't quite turn out as planned. So, I have revised by tables of woe, changed up the build rules to match what was requested and what was hashed out in a previous thread, and here we go!

This time around you will not be a nameless Jo on the front lines of a WWI-esque battlefield. You're the heroes, the legends that propaganda posters are made from. You go in to finish off the death machines that have chewed up a regiment. You go in to clean up a spell so potent that it's literally melting the rank-and-file's faces off.

Build Rules
Starting Level: 6th, Gestalt
Point buy, 20 pts.
Wealth: by level, 16k
Races: Anything below 20 RP, no race builder.
Classes: Paizo is approved, naturally.
Dreamscarred Press is approved.
HP: max 1st, rolled (min 1/2 die) thereafter. (if you wish, rolling 1/2 die + the 1/2 die will do this. For example, a d10 class would roll 1d5+5, a d8 would roll 1d4+4)
Traits: ZERO. I have an idea for those that will come into play later.
Alignment: Any BUT! You must be willing to play nice and work with your team.

Additional clarifications:
-- "Will there be RP?"
Yes, but your job is to take out monsters. This will be leaning toward the combat side. I do have this idea for a monster that functions off Diplomacy attempts, but that's all you're getting from me on that. The lion's share of RP will be with each other.

--Multiclassing one (or both) sides of your gestalt is acceptable, but PrC's that are dual progression (eg., progressing both a divine and arcane casting ability or something like that) are only available on one side of the gestalt and only apply to that side. The side on which they are used must be the side that qualified for it.

--Psionics transparency is in full force, yes.

--Templates are a no go, sadly. I have to draw the line somewhere for my sanity's sake.

--Which gods?
Use Golarion Dieties for simplicity's sake.

-- Pool them as per the multiclassing rules

The other side of the Coin
This is not really for you to build some kind of unstoppable combat monster. This event's main purpose is to foster experimentation. Everyone has a list of characters they wish they could build and take for a spin. This is your chance. That's because Mortality will likely be high. You will be facing challenges that would be considered near-suicidal or definitely-suicidal in standard games. That's your job. You are the ones to stand up to the things that are specifically designed to mow your countrymen down.

How it works
-I send your suped up characters up against a madhouse challenge. Youall attempt to overcome it without dying.
-Everytime something major happens (aka: when I can't decide to kill you or not) and at the beginning of every round I shall make the Fate Roll. This is a 1d20. The higher I roll, the worse it is for youall. Basically it decides how mean I will be. I'm not naturally a mean person, so this is me abstracting my responsibility to be deadly and taking some of that responsibility and putting it on the boards.

Lastly, Because of the high anticipated character turnover, I will be keeping this recruitment open until this experiment runs out of bloo... I mean steam. *ahem*. That means we could have a very fluid cast of characters. This is the first time I've done this so I will be posting a lot of rules info and such in the campaign description in case I have to set up additional rules. Please build characters in this thread. Discussion will be used for tactics and such in game. Gameplay will be used for... gameplay.
I also suggest using a generically branded alias instead of creating 20 different aliases for one game.

Have at it. :)


Still interested in this. Looking to play either a tanimin from Rite Publishing's In the Company of Dragons or Legendary Planet's Deadeye Hexer.

RPG Superstar 2012 Top 32

i'm definitely interested in this. I always have tons of ideas for characters and (when i have time) i really like building new characters so this sounds awesome. i'm not familiar with any 3pp stuff, so i'm sure I'll get outclassed often but it should still be fun :)


Only reason I want to use 3pp is because I rarely get to.


Panic here ready
This is the PCWORLD from the other thread/game to replace the Monster officer.


Hi again. This is my halfling aegis/psion.
You know, the one made out of mutagen goo >_>
I dont believe the rules changed enough to affect his build (Oh ya, got to buy consumables...) so he should be good to go :)


5d4 + 20 + 8 + 6 ⇒ (1, 3, 3, 3, 1) + 20 + 8 + 6 = 45


Ok after some reworking to be within the new rules she is done.

I built her to be durable. She is a blaster, who can keep doing so well after other PCs run out of spell slots and Power Points. I get the feeling this trench kind of battle is more a war of attrition than a fast combat. So built for that.


HP: 5d5 + 41 ⇒ (1, 2, 3, 5, 3) + 41 = 55

Well, here is Janry Orvay, jotunnar paragon/fighter with the savage warrior and mutation warrior archetype.


Completed characters, please report to the discussion thread.

The Exchange

Akumu's replacement:

Male Human Oracle 6 (Lunar - Legalistic Curse)/ Sorcerer 6 (Arcane Bloodline)
N Tiefling, 120ft Darkvision, See in Darkness
Init +7; Perception +9
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 15
hp 61
Fort +4, Ref +7, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claws +7 (1d4+3)
No ranged.
Oracle Spells (CL 6th; concentration +11)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic
Lv 1 spells known (7/day): Remove Fear, CLW, Divine Favour, Liberating Command, Protection from good/evil/lawful/chaos, Fumbletongue, Obscuring Mist
Lv 2 spells known (6/day): Burst of Radiance, Lesser Restoration, Dust of Twilight, CMW,
Lv 3 spells known (4/day): Deeper Darkness, Rage, CSW

Sorcerer Spells (CL 6th; concentration +11)
. . At will—Read Magic, Message, Mage Hand, Acid Splash, Prestidigitation, Ghost Sound, Detect Poison
Lv 1 spells known (7/day): Mage Armor, Grease, Ear Piercing Scream, Longarm, Identify, Burning Hands
Lv 2 spells known (6/day): See Invisibility, Glitterdust, Invisibility
Lv 3 spells known (4/day): Aqueous Orb
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 11, Wis 10, Cha 20
Base Atk +4; CMB +7; CMD 17
Feats Noble Scion (War), Fiend Sight, Fiend Sight(Again)
Traits Reactionary, Fates Favoured
Skills Perception +9, Survival +4, Knowledge Planes +9, Diplomacy +13, Sense motive +4, Ride +5
Languages Common, Abyssal
Revelations Gift of Claw and Horn, Prophetic Armor

Legalistic Curse

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Alternate racial traits
Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. (Claw chosen)

Prehensile tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Other Gear
Headband of Alluring Charisma, Wand of Infernal Healing, Goz Mask, MW Longspear, Page of Spell Knowledge Obscuring Mist, Page of Spell Knowledge Burning Hands, Backpack, 4 days rations, 2 Spell Component Pouches, Flint and Steel, Belt Pouch, Exotic Military Saddle, Stillgut, Familiar Satchel

Bat Familiar - 30 hp...
AC 19 Touch 16, Flatfooted 17
20 ft Blindsense

Saves Fort +4, Ref +7, Will +5

Fly 40 ft.

Abilities
Alertness, improved evasion, share spells, empathic link, Speak with master


Alrighty. Head on over.

The Exchange

HP: 5d4 + 20 ⇒ (2, 2, 3, 2, 2) + 20 = 31

Grand Lodge

What about Skill Unlocks????

I am going Monk/Medic and it would be helpful.


They aren't currently in the allowed rules, but just because I hadn't considered them. I'm open to comment though. Has anyone used them before? Has anyone had experience with them?


An unchained rogue in a game I run makes use of them a bit. I haven't seen it be much of a problem: it seems geared towards providing new benefits for investing in a skill besides "I now fail at these tasks less," but doesn't shake things up too much otherwise.


I've only been in one game playing an unchained rogue, and I haven't gotten to the level where you get them yet. They do seem interesting, though

RPG Superstar 2012 Top 32

what do you have currently? I have a couple ideas and I'm trying to figure out what to do first...


We have a lot of melee, but it's really all over the board. And with the expected death rate the party probably won't remain stable enough to count on "needing" any one thing. Build what you want. :)


Would Spheres of Power be an acceptable source book?


I think the GM said if provide online link, is there a link to Spheres of Power on line? I get the feeling he just dos not want to spend ages looking for splat PDFs and books.


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Spheres of Power Wiki

RPG Superstar 2012 Top 32

Alright- I think I'm going to start with someone who's not planning to get into melee.
Wizard [spellslinger]/Magus [eldritch archer] if that's acceptable?


White Unggoy wrote:
Spheres of Power Wiki

Nice, thanks.

@GM i mostly am just very interested in the book, and by reading it alone, i think they did a good job balancing it, but gestalt would be a great time to test two classes at a time, and a "deadly" game means i'd probably be able to test many classes (by virtue of drying and having to fuse together two other classes or at least change up one of the classes in the mix).


We can give Spheres a go, ya.


working on my character now. got a cool theme going. not sure how my damage will be, it'll take awhile to get my combat routine going but it'll be a lot of dice each turn, the downside is that they'll usually be d4s and mostly against one target at a time.


hp: 10 + 5d5 + 25 ⇒ 10 + (1, 4, 4, 2, 4) + 25 = 50


What spheres are you going for?
The last time I went with that system I went for a Nature/Weather Incanter with a very specific focus on cold and snow. He was only about lvl 2 but he was a load of fun!
Also, that spheres wiki was a lot more comprehensive since the last time I looked at it :)


Yeah, no problem, Tenro! Incanters are a blast - I'm playing a Warp-focused Incanter in my sister's Mummy's Mask campaign and it's great. 5th level, I picked up Time as well: so far, my favorite trick is hasting the rogue and then teleporting her into flanking. Thanks to my talent selection, I can get that all done in one turn if I'm willing to spend the SP. :-)


I am pretty interested in the system, so i am applying with it to this game, also using it in an IRL game, and applying it to another paizo game as well that i am already in.

as for this game, I am thinking Incanter and Mageknight (with Doomblade and Kinetic Scourge), using destruction with the crystal stuff because although it is less damage, i like the idea of adding entanglement a lot.

My idea is to have an energy tether or two to an enemy or two, to the tune of 3-6 d4s per turn per tether, and then hit 'em with doomblade for another 3-6 d4s per turn, depending of course on attack rolls, positioning, circumstance, and willingness to spend spell points (things can get pricey!). basically trying to do some melee with some CC involved.

the imagery is attractive too, a warrior with a crystal blade leaping around and attaching chains made of crystal to people and encasing them in crystal as well.

Weather is interesting and I might try it once the first character dies. I am also planning on using weather in an IRL game that will have a significant seafaring aspect (we are fighting some insidious plant spore plague hive-mind thing that zombifies people and creates its own fleet for unknown purpose in that way).

Warp looks cool but i dont see anything that gets it up to a range larger than long range.


Nice, that's a pretty cool concept - I'm definitely excited to see how it looks in-play.

As far as Warp goes, there's no basic magic talents for it, since SoP tries to avoid the obstacle-negating options that pop up mid-level in Vancian magic. When Advanced Talents are allowed, you can find True Teleport, as well as Plane Shift, Create Demiplane, etc. Nothing for 6th-level warpers, though. :-P


Ah, i forgot to even look there. Makes sense.

RPG Superstar 2012 Top 32

so, it turns out I don't really have enough time for this. I'm going to withdraw. have fun, everyone.


I have been reading through it and have been thinking a lot about my old ColdLord that I had made, and it was beginning to make me feel nostalgic, so I started thinking about what it would take to rebuild him here :)

My general conclusion was that if I made him a general Weather Master who could affect and control the environment that he would be an INSANELY potent force on the battlefield, as a whole. As in over the course of days and multiple fights and the time between... He would be powerful.

Think of it this way, you target one side of the battlefield (and generally your forces are unaffected) with intense drought. The sun is searing hot and some people are getting heat stroke. Next day they are covered with a massive blizzard. Frostbite is a problem and people are freezing to death. Next day its a blazing heatwave, then back again.
Shock is starting to kill lots of people now from the massive temperature shifts. Now we have a tropical storm that is anchored DIRECTLY above your embankments and its pouring there all day long, with lightning strike after lighting strike every few seconds. Finally that recedes only to leave a massive blanket of fog completely obscuring vision... Well, except for that strike team that is coming in who have clear blue skies (but JUST around them...) and the easiest fight of their lives...

And an Incanter with the Weather domain could do basically that at this level, and he could get it to affect an area about 1300 radius around him (or a point within 600ft of him, like the other guys trenches >_>) for a few hours at a time.
Fun times ^_^

However
He would be significantly less "potent" in small skirmishes and fights. Some of his stuff takes a good few rounds to ramp up, and it is can be very indiscriminate about friend and foe -_-

Still, I think it could be fun to try and create a "Weather Prophet" who fights, supports and debuffs with the power of the elements. I think I am going to try and see what it would look like if I actually built him up :)


yeah i had the same thoughts on the weather bit. gonna try it with my IRL game though since a lot of the game will be naval battles so that helps keep the enemies separated. target their ship with a heavy heat while allies shoot fire arrows, then swap to storms to get some lightning bolts going, etc.

as for this character, almost done, just gotta do equipment and skill points.


.


nearly done. are we doing equipment as normal, or are we assuming people only bought combat-relevant things? wondering if i should get things like a haversack or any-tool, etc.


HP Roll+CON: 10 + 5d5 + 25 + 24 ⇒ 10 + (2, 5, 2, 5, 3) + 25 + 24 = 76

This is Daimargh. He's a capable melee combatant (Soulknife), but really excels as a healer (Vitalist) too.

I definitely could have optimized him more for healing with Spheres, but I'm more interested in seeing how the Vitalist plays out, as I tend to end up in a lot more DSP games than Spheres games.


Tenro wrote:
nearly done. are we doing equipment as normal, or are we assuming people only bought combat-relevant things? wondering if i should get things like a haversack or any-tool, etc.

Purchase equipment with a mind to what you're doing, fighting monsters for a military. If you want an Any-Tool or Haversack for that I'm not going to say no.


Oooh Gestalt Paizo, Dreamscarred, and Spheres of Power?! Is this still open and when does it close?!


It is still open, yes. It closes when people get tired of dying or when I get tired of killing, which ever comes first. :)


IT SHALL NEVER END!!!1!!!!!!!111!!!1!ELEVEN!!!!1!11!1


I'll make a character for this when I have time/inspiration. I'm currently thinking a warder (dervish defender) on one side and wizard or witch on the other. Won't be able to combine magic and might as flawlessly as a magus, but will be better than a magus in either I hope. One of the options I'm considering is the white haired witch. For that I'm wondering about the following:
1) The archetype doesn't mention if the intelligence is used for attack rolls as well with the hair. Can I use intelligence for attack rolls just like for prehensile hair?
2) The archetype received quite a few nerfs through errata, making it much harder to use action-economy wise. Action economy is already hard enough to figure out in gestalt. Would you allow me to go with the unerrataed version where constrict, trip and pull are free actions (or maybe one of them)? Perhaps you would allow me to take Final Embrace to make constrict a part of the grapple for free again instead (letting me qualify with the pre-errata requirements).


Oyzar, good to see you, please come join the butt kicking. [ours butts that is]


My fellow Incanters, what did you chose as your specialization if you chose one which I may forgo for extra talents? In addition, which Spheres did you take?

I currently have two concepts in mind but I may give SoP a full test.


HP Roll: 10 + 5d5 + 25 ⇒ 10 + (2, 5, 1, 3, 1) + 25 = 47


Rolling HP for Warder(d12): 5d6 + 30 ⇒ (1, 5, 6, 6, 4) + 30 = 52


Well I already have a character in here (and lets face it, the Friar will never die...) but I am going about creating a backup character who is an Incanter.
He will be going with the Weather Specialization if only for the +1 CL. CL 7 is HUGE for the weather sphere so that felt almost essential, the abilities themselves arent that great.
He will also be an Elementalist with the Geomancer archetype for more naturey goodness :)
Elementalist HP: 5d8 + 8 ⇒ (3, 2, 5, 8, 3) + 8 = 29


Just so you know, those weather shenanigans you described before, going from heat to frost overnight etc., won't happen. There are much more powerful casters than you on both sides and they've made pretty certain that their side can't be screwed over that badly. :)


Oyzar, I'm torn. They probably eratta/nerfed that for a reason. I'll show you the final embrace chain so there's at least a cost to your constrict.

Edit- as to attacking with int, I'll look into it.

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