GM Choon presents The Witchwar Legacy (Inactive)

Game Master Choon


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The Man. The Myth. The Mask!

Character generation and discussion time!

-All paizo, including Occult, is available.
-Level 17
-WBL: standard
-Two traits total, one drawback required (think fatal flaw. Every great hero has one)
-Races unrestricted. No race builder.
-Monstrous races or monsters with class levels may be allowed via group concensus. This is a high level one shot. Why not. If you're interested in how to do this, please ask. :)
-Evangelist PrC (ISG) and Sacred Geometry feat prohibited
-Because this is a module, crafting will not avail you much. In order to keep the WBL in proportion, no crafted items will be allowed unless crafted from a feat gained as a bonus from your class (eg. scrolls for wizards).
-

Last but not least, you story. It should chronicle a being at the height of mortal power. Kings tremble in your presence. Gods regularly pay attention to you and may even have a betting pool on how long you can last. Your soul is invaluable in the Infernal exchanges. Drunks in Absolom speculate on your chances of passing the Test of the Starstone. Few people on Golarion can challenge you. Fewer can defeat you...
And yet...
The are places on this plane where even you fear to tread. The Veil of Frozen Tears is just such a place.
The Torc of Kostchtchie the Demon Lord has been discovered. Now the Demon Lord and Queen Eliana of Issiren are in a race to be the one to claim it. Either one winning is a loss for the rest of the world. Time to intervene.


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Dotting in. Let's do this.


Dot!

What can I say, I'm a sucker for these sort of games ... : )

I'll just drop some initial questions here too:

I'm assuming since this is a module and so that we will not expect to level up? So one can tinker with their character in a zen-like now mode.

I have a great many vague ideas (the new occult adventures certainly look tempting!) but I've always wanted to play around with the Rage Prophet PrC. What are your stance on the time-honoured tradition of rage cycling (aka being immune to fatigue so that one can pop in and out of rage at will)? I am mostly thinking of doing it for Moment of Clarity (leaning a bit towards magic) and Strength Surge (for that sweet sweet CMB boost!).

If I go the above-mentioned path I think I'd like to go a throw focused build. But for that to work as smooth as possible one kinda wants both the Blinkback and Hurling belts. Would it be okay to own a custom magic item combining the effects of the two (pricing it according to the guidelines, aka 50% on the cheapest one)?

Then some questions regarding fluff:

Do you want us to meticulously list previous deeds and so, or would about a page or two of backstory be enough? Having tried to build high-leveled characters before I know I sometimes drown in details and just stall out, so I'd hope to gloss over most of the previous deeds and work mostly with broad strokes and a few snapshots.

Lastly, is it worrying that I'm thinking of using this (or rather, this one^^) for inspiration =)?

*heads off to post in my other games, humming on moonlight densetsu*


The Man. The Myth. The Mask!

No, you will not be leveling. Zen away.

I am not opposed to rage cycling. It's kinda built into the barbarian at this level, but if you're cycling more than a couple (2-3) times per round and causing a ruckus I might drop a shoe on you

Because throwers are so rare, I might be tempted to allow that combo belt.

As for your past, broad strokes is sufficient. Focus more on the character your experiences have wrought than the experiences themselves.

Lastly, I've never seen sailor moon, so no. No worries whatsoever. :)


@Sailor moon ran in the timeslot just ahead of pokemon, so I sorta just caught it. For being about a bratty teenage girl it was actually quite entertaining. And the song is darn catchy :P

@Cycling - Yeah, I'm not planning on entering or exiting more then once during a turn no worries ^^

@Combo-belt - Yey! Having 124131 weapons just because you keep throwing them away is such a hassle ...


Ohh and two more questions I thought of:

1) What point buy is it? (Good to know so one can start sketching characters : ) )

2) Does the module take place mostly inside a dungeon or something? (Certain Oracle Revelations does only work under the open sky - if we are going to spend 80%+ of the time inside, those might not be the funniest :P)


The Man. The Myth. The Mask!

Oh wow. I didn't mention that, did I.
Let's give youall some flexibility and go with 25

It is mainly a dungeon, yes.


The Man. The Myth. The Mask!

By the way, I'm totally ok with you all bouncing ideas of each other and sort of building a party before gameplay including friendships or friendly rivalries. You've probably at least heard of each other, after all.


Idea so far:

I'm thinking I'll go with the Solar Mystery and Legalistic Curse. The Legalistic Curse will be refluffed as something less hellish and perhaps more oath related.

For personality I'm thinking a bit haughty and self-righteous, perhaps a paladin-wannabe, but with a horrible temper.

Something like

Sample wrote:

"The Sun will smite thee, foul creature" *character proclaims proudly and points spear gracefully towards foe*

*Foe shrugs and attempts to chomp character*

"I SAID SMITE THEE YOU LITTLE SPAWN OF MANURE!!!" *character smacks monster with spear two handed, with very little grace*

I don't have any extravagant plans for any race - so I'll think I'll settle for a simple half-elf.

As for mechanical parts the Serpent in the Sun revelation provides some nice celestial themed immunities, as well as fatigue immunity for that sweet sweet rage cycling (as long as the sun-cells are charged! [which the Daylight spell will help with^^]).

Another interaction I really like is the Solar Wind revelation. Its a ranged touch, so it can be used with a Conductive thrown weapon, and it inflicts some fire damage. More importantly, it lets one Bull Rush the target (using Caster Level + Charisma instead of BaB + Str)! Luckily, the Strength Surge Rage Power can apply to any CMB check :3

Lastly the Rage Casting adds the Con bonus to spells cast, with lets the character have some chance to make their spells stick if need. The spell casting only hits level 6 so it shouldn't be that bad, unless the target decides to lie of course. Then the Legalistic Curse will kick in with that sweet -character Cha on saves and all bets are off ^^


@Choon - Belt: Might it be too much to ask for to slap a +Dex belt in there too? I started scouting around a bit and since it was a while since I build a ranged character I didn't remember how painful the Dex requirements on stuff like (Improved) Precise Shot was...


Lessah wrote:
@Choon - Belt: Might it be too much to ask for to slap a +Dex belt in there too? I started scouting around a bit and since it was a while since I build a ranged character I didn't remember how painful the Dex requirements on stuff like (Improved) Precise Shot was...

You know what, perhaps it is better if I ask this: Would you mind if there was a pair of Blinkback Hurling Gloves available instead (at the 50% wrong slot mark-up)?


The Man. The Myth. The Mask!

I like that second option better.


The Man. The Myth. The Mask!

Ok, I'm going to recruit in one of my games if the dm allows, then we'll proceed with whomever we get. How are the ideas coming along?

Scarab Sages

ooooooohhhhhh neato


Overseer of the Lands Controller of the Universe

dot


The Man. The Myth. The Mask!

Hp progression will be 1/2+1 or rolled off your feeling lucky. No take backsies. :)

Scarab Sages

are you guys being super good or super bad?


The Man. The Myth. The Mask!

All characters must be of some alignment and philosophy that would make saving the world from Very Bad Things desirable. Also, not being on Baba Yaga or Gozreh's bad side would be good.

Scarab Sages

would Variant Aasimar Abilities be allowed?


The Man. The Myth. The Mask!

Like Agathathonian and Emberkin, Yes. If you want the varient abilities and varient physical features table, please roll twice here and choose one of them.


TheNine wrote:
are you guys being super good or super bad?

Leaning towards the good side, personally : )


Feat list, preliminary:
1) Power Attack

3) Quick Draw

5) Point Blank Shot

7) Extra Rage Power (Strength Surge)

9) Improved Bull Rush

11) Deadly Aim

13) Greater Bull Rush

15) Precise Shot

17) Improved Precise Shot

And Half-Elf - Exotic Weapon Proficiency: Totem Spear (1d10 damage, P or S and 10' thrown range)

Pew. I'm glad I'm not playing this from first level, all the feats needed for this to work would make that very painful ^^

Stat Distribution, preliminary:
7p Str 15 + 1 level 4, +1 level 12 & 16 =18
3p Dex 13
5p Con 14
3p Wis 13
0p Int 10
7p Cha 15 +1 level 8 =16

edit: Added some stuff and spoilerified : )


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Man, I always have such a hard time deciding what I want to play. Why must you torment me in this way? *shakes fist and pouts angrily*

Still around, and still thinking, of course. Just overloaded with choices. :P


The Man. The Myth. The Mask!

Ya. Stiff like this is the perfect time to either play a monster or play something that just doesn't work of you have to pay all those sucky low levels.


The Man. The Myth. The Mask!
El Ronza wrote:

Man, I always have such a hard time deciding what I want to play. Why must you torment me in this way? *shakes fist and pouts angrily*

Still around, and still thinking, of course. Just overloaded with choices. :P

You're welcome. I know exactly what I would play, and you'll be meeting her as the intro NPC. :)


GM Choon wrote:
El Ronza wrote:

Man, I always have such a hard time deciding what I want to play. Why must you torment me in this way? *shakes fist and pouts angrily*

Still around, and still thinking, of course. Just overloaded with choices. :P

You're welcome. I know exactly what I would play, and you'll be meeting her as the intro NPC. :)

Play an doppelganger then murder Choon's NPC and take her place. Bam! The perfect build :P

Scarab Sages

SO many wants *lawls*


The Man. The Myth. The Mask!

She will actually be kinda high up in a certain god's clergy, so killing her would probably be... Unhealthy. :)


If it was easy it wouldn't be a challenge : P
___________________________________

Now, for something else:

Rage Prophet 10 + Oracle 5 or RP 8 and O 7.

10/5: Greater Rage, Rage Prophet spell, +1 Will/Fort, +1 BaB, 2d10 hp, 2 levels of spells, +2 level on Barbarian powers, Spirit Warrior & +6 Competence on Guidance vs some things.

8/7: +2 BaB, 2d8hp, +Mystery Spell (Daylight), Revelation, +1 Saves, 2 levels of spells and 2 Favoured Class Bonus (really nice!)

Hmm. I think I'll go 8/7 for now : )

Scarab Sages

hp2: 1d10 ⇒ 3 ranger
hp3: 1d10 ⇒ 5 ranger
hp4: 1d10 ⇒ 8 ranger
hp5: 1d10 ⇒ 5 ranger
hp6: 1d10 ⇒ 6 ranger
hp7: 1d10 ⇒ 10 ranger
hp1: 1d8 ⇒ 3 rogue
hp2: 1d8 ⇒ 5 rogue
hp3: 1d8 ⇒ 1 rogue
hp4: 1d8 ⇒ 7 rogue
hp5: 1d8 ⇒ 8 rogue
hp1: 1d12 ⇒ 12 barb
hp2: 1d12 ⇒ 11 barb
hp1: 1d8 ⇒ 8 SD
hp2: 1d8 ⇒ 8 SD
hp3: 1d8 ⇒ 2 SD

are the hitpoints at 1st level max or do i roll those too?
102 hp plus con bonuses and whatever is 1st level..hmm
geez what am i going to spend this 108 + int bonus skills on ?


The Man. The Myth. The Mask!

You may max first level. That's pretty standard.

Scarab Sages

okies... still havent decided whether to be human, aasimar or mwa ha ha ha awesome yet. *Edit*

Dusk elf... alternate racial subtype seems to fit what im going for allowed?

Scarab Sages

I will be making a dusk elf bounty hunter. He will be a lvl 7 ranger, level 5 rogue, lvl 2 barbarian, level 3 shadow dancer... working on the crunch now, have the fluff in mind.

Melee and skill orientated, hard to not be skill orientated with 142 skill points to spend.


TheNine wrote:
hard to not be skill orientated with 142 skill points to spend.

*Looks at character draft*

68

*cries a single tear*


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

You know what? I'm gonna make a vizier. Being able to play around with all those binds will be swell.

Scarab Sages

Vizier? Is that an Occult archetype?


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Iiiiiiiiits a third-party class I just saw isn't allowed. Whoopsie. Getting my rules mixed up. >.>

Maybe I will go something occult, though. *rubs hands*


I'm currently looking at spells - looks like it will be a mostly utility, buff and restorative magics (stuff like Air Walk, Blessing of Fervour and Breath of Life), with a small sprinkle of offensive stuff.

But I think I'll leave some spots open, so to sync with other casters.

What I got so far:

0 - Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st - Ant Haul, Cure Light WoundsB, Faerie FireB, Liberating Command, Touch of Truthtelling, Unbreakable Heart 1
2nd - Cure Moderate WoundsB, Flaming SphereB, Grace, Martyr's Bargain, Pilfering Hand, See InvisibilityB, Silence, Tremor Blast
3rd - Accept Affliction, Cure Serious WoundsB, DaylightB, Dispel Magic, Helping HandB, Magic Circle against Evil 1
4rt - Air Walk, Arcane EyeB, Blessing of Fervor, Cure Critical WoundsB, Dimensional Anchor, DivinationB 2
5th - Breath of Life, Break Enchantment, Mass Cure Light WoundsB, 1
6th - Mass Cure Moderate WoundsB 1

Debating either Chains of Light (thematic debuff. Works quite well too with the Legalistic curse, if it triggers.), Eaglesoul (Paladin-ish self buff. Sorta cool : ) ), Greater Dispel Magic (handy to have!) or Heal (barbarian-like HP and heal? Niiice :P) in the 6th level slot. Hmm

Edit: Updated Spell List


El Ronza wrote:

Iiiiiiiiits a third-party class I just saw isn't allowed. Whoopsie. Getting my rules mixed up. >.>

Maybe I will go something occult, though. *rubs hands*

The occult book is stuffed with fun stuff :P


From my very limited glance at the Vizer, it sounds a little bit like the Occultist class from Occult Adventurers. Maybe?


The Man. The Myth. The Mask!

If we run this and I fall desperately in love with it, maybe I'll do an Anything Goes run, but I limited it this time for my own sanity.


Are 'Paragon Surge' a spell you are okay with Choon?

Paragon Surge:
School transmutation (polymorph); Level alchemist 3, bloodrager 3, cleric 3, magus 4, paladin 4, sorcerer/wizard 3, witch 3
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range personal (half-elf only)
Target you
Duration 1 minute/level

DESCRIPTION

You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.

The first time each day that you cast this spell, you must select a feat and make all the associated choices that come with it. Once that choice is made, it is set for the day and additional castings must make the exact same decisions.


The Man. The Myth. The Mask!

I know it's a controversial spell. What do you plan to use it for?


Honestly, I'm not sure.

My first thought was that there would be nice to have access to all those sweet Combat Manoeuvre feats if needed (but that might be a bit slow).

Then I realized it probably also works for Extra Revelation/Rage Power, so that too would be nice. There are some rather cool ones but quite situational, like sun-scrying.

And there is a thousand-and-one marginally useful utility feats out there too (Skill Focus, Heightened Spell [to dispel Darkness Effects] and so on).

Basically, it is a sweet sweet little utility spell.

Disclaimer: Most of the controversy came from the Eldritch Heritage (Arcane) and using it to pick up other spells at will, which this character can't, but I know that the spell is still extremely versatile and thus powerful.


The Man. The Myth. The Mask!

Go for it. If your it classing everyone else we can always put the kibosh on it later.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

Ugh the hardest part, (at least for me) Buying stuff >.<

(this will be the nine's Submission by the way, crunch 60%ish done minus gear and feats and skills spent)


I have some more questions for you Choon:

1) How strict would you rule the 'Sunlight' requirement of the Serpent in the Sun revelation?

At first I was thinking of simply using the Daylight spell, but that one is not strong enough to destroy vampires and the like, so I'm not sure if it would qualify?

Another idea I had was to commission a Permanent casting of the Stolen Light spell and simply have it store an image of the sun. Would that suffice, if the Daylight spell is not enough : )?

Serpent in the Sun (Su):
So long as you are exposed to at least 4 hours of sunlight per day, you no longer need to eat to survive and you gain +2 bonus on saves against diseases.

At 5th level, you become immune to non-magical diseases and no longer need to drink water to survive. At 10th level, you become immune to magical diseases, gain a +2 bonus on saving throws against poisons, and only need to sleep half as long to rest or recover from fatigue or exhaustion.

At 15th level, you become immune to poison and fatigue.

You lose these benefits if you fail to spend at least 4 hours in sunlight in a 24-hour period.

Daylight:
School evocation [light]; Level bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, shaman 3, sorcerer/wizard 3; Subdomain day 3, light 3
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION

You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Stolen Light:
School illusion (figment); Level bard 3, sorcerer/wizard 3
CASTING

Casting Time 1 full round
Components V, S, F (a gem worth at least 500 gp)
EFFECT

Range touch
Target transparent gem touched
Duration permanent or 1 minute/level (see text)
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

Stolen light stores images within a gem. To store an image, as part of casting you must touch a gem worth not less than 500 gp. You trap within the gem an image of everything visible within a 30-foot cone measured from the gem, in a direction of your choice. Alternatively, you can capture a less detailed image of a single object within sight. Once the casting is complete, the gem turns opaque, and the image inside cannot be seen. The stolen image remains within the gem until released or dispelled.

To release an image, you touch a gem holding stolen light as a standard action and speak a command word chosen at the time of casting. For 1 minute per caster level, the image stored within the gem becomes visible. Details can be made out as clearly as they could be perceived at the time of casting. Darkvision is of no use for making out details in a stolen image, though low-light vision or other exceptional visual talents may reveal information the caster did not see. Light sources brighter than bright light are reduced to bright light in the stolen image. Once the image has been released, it cannot again be recovered from the gem.

Stolen light can be made permanent with the permanency spell by a caster of 10th level for a cost of 5,000 gp. This leaves the gem capable of projecting the image indefinitely, activated and deactivated by its command word, until it is destroyed or dispelled.


I'm mostly asking since the Daylight and if it counts as sunlight or not is subjected to great variance in the rules.

For example, the Sun Stride revelation needs natural sunlight - but a Daylight spell is enough for this one.

Sun Stride:
You can travel between areas of natural sunlight as if by means of a dimension door spell. This ability does not function in areas of less than bright light, though it does work within the area of a daylight spell. At 5th level, you can sun stride up to 40 feet per day; this can be a single stride of 40 feet or four strides of 10 feet each. At 9th level and every 4 levels thereafter, the distance you can sun stride doubles (80 feet at 9th level, 160 feet at 13th level, and 320 feet at 17th level). This amount can be split among many strides, but each one, no matter how small, counts as a 10-foot increment. You must be at least 5th level to select this revelation.

And there are some creatures in the bestiaries that are actually harmed by the Daylight spell, despite what it says. And I'm fairly sure there are a number of cases where it don't work either ... :P

(Also, a note at the Stolen Light spell: Bright Light is the 'lightiest' of the light-conditions, so there are none above it. I think the line is there so people can't get infinite reusable Sunbursts or something :P)


The Man. The Myth. The Mask!

I will allow Daylight to work as long as you are not also within an area of magical darkness. It might be expensive to make permanent, however. Your call.


The spell lasts 2hours and as an Oracle, there is plenty of spell-slots to go around.

Hopefully the rest of the party won't be too miffed if my character sits around radiating Daylight when they want to sleep :P

(one can simply cast it on a small gem or something and screen it away from them, if it becomes a problem^^)

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