Monster Mashup - Master Thread

Game Master CaveToad

Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?


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The Archlich wrote:
If we were to submit a second character, should we roll for the second or use the same rolls of the first and just arrange them differently?

you would roll new set of stats. There may be enough interest from new people that it wouldn't come to that, but I won't stop you from rolling or creating characters for fun. Of course, until I approve an actual completed character no one is in yet.


Illia- wrote:
This looks like a lot of fun to create a character for, but alas, I can't come up with any character concept better than "Normal character.... With exotic race and bigger numbers!"

Even if your character is fairly 'normal', the campaign is unlikely to be!


My first pass-over of the rules has led me to consider: Magus (Kensai/Hexcrafter), Warlord (Bushi), Harbinger

I'm exploring changeling as a race right now, a character with low self-esteem, melancholy, doesn't make eye contact well and is generally worried about downplaying her hag heritage.

More details depend on whether or not I can use the Creating New Weapons rules for a Signature Item.


So let's roll :)

5d6 ⇒ (6, 6, 5, 3, 5) = 25 17
5d6 ⇒ (4, 1, 5, 2, 4) = 16 13
5d6 ⇒ (1, 2, 6, 4, 5) = 18 15
5d6 ⇒ (6, 2, 3, 5, 3) = 19 14
5d6 ⇒ (5, 2, 3, 6, 1) = 17 14
5d6 ⇒ (5, 2, 4, 5, 5) = 21 15
5d6 ⇒ (1, 6, 1, 6, 2) = 16 14

17, 15, 15, 14, 14, 14, plus extra 10. I can sure work with it :)


Aury'tss wrote:
Illia- wrote:
This looks like a lot of fun to create a character for, but alas, I can't come up with any character concept better than "Normal character.... With exotic race and bigger numbers!"
Even if your character is fairly 'normal', the campaign is unlikely to be!

Well, I was reading through one of the Tables, and it seemed like it was just a group of standard adventurers going through a normal dungeon, albeit with exotic races and bigger numbers.

Goggh, a nice BDF who puts his friends firsts and protects his allies.
And he's an ogre whose hugs will crush you.

Sheeves, the arcane trickster archetype* who's sneaky and loves to find new magic/alchemy.
And he's a rat with a super touch spell/natural attack synergy.

Quercus, the druid who loves nature and keeps his allies from harm with protection and healing spells.
And he's a tree who can fight in melee, with his monk fu.

That's pretty much the prototypical Fighter-Rogue-Cleric-Wizard group (which I think explains why they're doing fine alone. :P) with the Rogue-Wizard mushed together in the also standard Arcane Trickster archetype*.

And they travel across the land killing monsters, and go through a dungeon, outwitting traps and slaying undead. Sound familiar?

The most interesting thing I saw was the fellows discussing how a Ettin should be buried, which I think was very top class roleplaying. And the Vestigal Arm shenanigans were likewise hilarious and good roleplaying. :P

But as far as their monsterness applying in any way to the overarching themes of the story, I didn't see any of that in the last 6 pages which I checked. Those last six pages are summarized "And they travel across the land killing monsters, and go through a dungeon, outwitting traps and slaying undead." Is that supposed to come later after they've got enough magic to not be seen as kill on sight(Or was it at the start and I missed it)?

*Not the Paizo thing, but the thematic meaning of the word archetype


At the beginning of the campaign everybody got ported in, and no one spoke the local languages, because story-wise, we came from a time that was thousands of years in the past. Some natives thought we were spirits and tried to fight us as was their tradition.
Never really seen that in standard campaigns.

We also made peaceful contact with some dwarves in a logging camp, they're helping us essentially make a name for ourselves and become trusted. Most groups are currently doing a quest for them (fighting giants/raiders that are about to attack the camp).

Most of them also got sidetracked with a side-quest though, so we haven't gotten back to the "we're monsters in a non-monster world" theme yet. And most groups still need to use magic just to communicate with other races, as far as I know.

I'm a huge fan of odd characters that don't fit in though, so maybe it's exaggerated in my mind.


1 person marked this as a favorite.

Fair enough, as an outsider*, I have a far less first hand experience.

*See what I did there? :P


Johnnycat93 wrote:

My first pass-over of the rules has led me to consider: Magus (Kensai/Hexcrafter), Warlord (Bushi), Harbinger

I'm exploring changeling as a race right now, a character with low self-esteem, melancholy, doesn't make eye contact well and is generally worried about downplaying her hag heritage.

More details depend on whether or not I can use the Creating New Weapons rules for a Signature Item.

Warlord(Bushi) is ok. I have to check out the latest iteration of Harbinger as I probably still have all the playtest versions. Harbinger had somewhat of a 'dark' bent that doesn't make sense as a starting class (although is probably fine after Twin Mind).

I am not allowing custom weapon creation at that just opens the door to creating that 'perfect' weapon. There should be enough options available with what exists already.


Table 7 is also probably atypical in that they also started after all of the other tables and were sort of fast tracked into their current story line and skipped all the preliminary events that happened to the other tables. They are also down 2 players.

It is true, their latest foray into a dungeon was fairly standard dungeon exploration fare, and had little to do with the overarching story but I also just present the world as I see it and don't necessarily run the players through the precise storyline as I have it. I keep things super flexible and somewhat sandboxy (maybe too much?).


CaveToad wrote:
Johnnycat93 wrote:

My first pass-over of the rules has led me to consider: Magus (Kensai/Hexcrafter), Warlord (Bushi), Harbinger

I'm exploring changeling as a race right now, a character with low self-esteem, melancholy, doesn't make eye contact well and is generally worried about downplaying her hag heritage.

More details depend on whether or not I can use the Creating New Weapons rules for a Signature Item.

Warlord(Bushi) is ok. I have to check out the latest iteration of Harbinger as I probably still have all the playtest versions. Harbinger had somewhat of a 'dark' bent that doesn't make sense as a starting class (although is probably fine after Twin Mind).

I am not allowing custom weapon creation at that just opens the door to creating that 'perfect' weapon. There should be enough options available with what exists already.

Some Harbingers could be considered more sorrowful than dark I think (they don't start with access to Black Seraph, for example), but I'll let you make that call.

That's a shame on custom weapons, I don't suppose it would help if I showed my design? It's a little wrist-stabby knife like assassin's creed. I think they had one in 3.5. Maybe I could reflavor another item, if you'd rather.


CaveToad wrote:

It is true, their latest foray into a dungeon was fairly standard dungeon exploration fare, and had little to do with the overarching story but I also just present the world as I see it and don't necessarily run the players through the precise storyline as I have it. I keep things super flexible and somewhat sandboxy (maybe too much?).

Well, that's certainly not something to be down about if they're enjoying it and it looks like they are.

It's just, they're the ones with most of the openings, and I don't think that group would appreciate someone bringing big "rawr monster heritage defines me and I want to eat the hearts of my victims to gain their strength" to the group considering how good guy they are.


Alright: Table 7 already has a Ghoran Monk after all, so I may or may not keep working on my character, depending on timing etc.

@Illia-: If you want to see something more odd, look at the other tables. I'll send you some clips from Table 1.


Sandboxy? I really am not seeing that. My party has been lead by the nose from teleporter, to goatlings, to tribal moot, to turtle, to going with turtle to tropical ocean, to finding a village, to going to sea turtle island, to having a little ball of death try to kill us, to making friends with sailors (that may or may not be pirates), to finding our way into a 4-ship battle while trying to figure out what to do about a great old one and his devout follower...

Did other people somehow get off the rails?

:P


Err... that "little ball of death" was a 12-foot-tall Japanese demon. But yeah.


Oooh that does sound fun. :P


Has this started up again? :O

I really want to make a second character... But I see that we'll only ever get in if there are not enough players :(.

I want to make a caster combined with rage prophet and some initiator with raven hourglass. Bloodrager -> Oracle -> Rage Prophet / Wizard / Dervish Defender probably, though I could see replacing the wizard with other stuff. Maybe Sorcerer?

I don't suppose you'll allow us who do make further characters to eventually make it in anyway?


Makoto 'Maks' Kasumi wrote:

Sandboxy? I really am not seeing that. My party has been lead by the nose from teleporter, to goatlings, to tribal moot, to turtle, to going with turtle to tropical ocean, to finding a village, to going to sea turtle island, to having a little ball of death try to kill us, to making friends with sailors (that may or may not be pirates), to finding our way into a 4-ship battle while trying to figure out what to do about a great old one and his devout follower...

Did other people somehow get off the rails?

:P

Your table is probably more off the rails than any of the other groups. In terms of being led to those ends, I just present options, with perhaps the most viable option a bit more apparent, and you are free to choose to do as you like. You could have all stayed on turtle island, or ignored Turtle and Friend to start with. Maybe I nudge ;) softly...


CaveToad wrote:
Makoto 'Maks' Kasumi wrote:

Sandboxy? I really am not seeing that. My party has been lead by the nose from teleporter, to goatlings, to tribal moot, to turtle, to going with turtle to tropical ocean, to finding a village, to going to sea turtle island, to having a little ball of death try to kill us, to making friends with sailors (that may or may not be pirates), to finding our way into a 4-ship battle while trying to figure out what to do about a great old one and his devout follower...

Did other people somehow get off the rails?

:P

Your table is probably more off the rails than any of the other groups. In terms of being led to those ends, I just present options, with perhaps the most viable option a bit more apparent, and you are free to choose to do as you like. You could have all stayed on turtle island, or ignored Turtle and Friend to start with. Maybe I nudge ;) softly...

I would agree with this; we very clearly did have the option to do more sandboxy things. But I at least would have been rather lost with that since Tavros isn't really considering building a home here yet or anything. My impression was very much that CT was just giving us other options of things to do if we weren't sure what to do in the sandbox.


5d6 ⇒ (4, 1, 4, 6, 2) = 17 14
5d6 ⇒ (2, 4, 5, 4, 6) = 21 15
5d6 ⇒ (5, 1, 2, 2, 5) = 15 12
5d6 ⇒ (3, 3, 2, 4, 3) = 15 10
5d6 ⇒ (3, 1, 5, 3, 6) = 18 14
5d6 ⇒ (3, 6, 3, 5, 4) = 21 15
5d6 ⇒ (3, 5, 6, 6, 5) = 25 17

17 15 15 14 14 12 (add 10) => 18 18 18 18 15 10

A bit worse than Xanya(3 less iirc), but should be plenty workable.

I kinda don't want to make a character if I have no hope of making it in, but at the same time I really want to make a character and make it in :/.


I was mostly joking. Also, it's a 12 foot tall shapeshifter. It was never mentioned that he was twelve feet tall in the post. :P In fact, I remember him being distinctly Teniel-sized (aka Gnome).

Also, while I would love to play another character in this sort of thing, I do not love the amount of effort to remember what I'm doing exactly. :)


Abd Teniel would have never really been interested in building a fortress, because he wants to travel to new and exotic places, meet new and exciting people, and steal their books.


Just curious but why is Table 3 listed as retired? Is it not possible to re-open that table with a brand new group?


Table 3 had somewhat disparate posting rates and character motivations—enough that it never really gelled. I'm not sure, but CT might want to keep the game down to 6 players.


We're level three right?

That means we should have 7 feats(five at 1st, and then 1 at 2nd n 3rd), plus 3k for our weapon, a combat or magic feat and one of the feats from the list for 3rd level, correct? No clue what, if any, our flexible power pool should be.


Flexible power pool is currently max of 1, as long as you spend 1k or more on your weapon. If you spend all 3k, it'd be 3000/1000 = 3 floor(Sqrt(3)) = 1.


@Monkeygod & Ilia: correct


Monkeygod wrote:
I believe you said I could use either a scorpion whip or a nine section whip instead of a normal one.

I think whip questions have been resolved. RAW, only scorpion whip is a special type of that's still technically a whip for feat questions (the name "whip" doesn't make something a whip, just the specific description of scorpion whip). Props on choosing the ultimate weapon master combination, though if you're only in it for the reach, you can do fantastic things with Outslug Style (20' of effective reach by ~level 6?). (And weapon adept doesn't actually work with whips afaik?)

Johnnycat93 wrote:
Interested in applying, Path of War Expanded just came out to boot!

I'd be... careful with this. I don't know how much things have been actually edited for sanity, but the playtest of PoW 2 had some insane game-breakers. (And I mean literal game-breakers, like a two-feat combo that could get you infinite attacks per round, or the one that lets you vital strike on AoOs).

Johnnycat93 wrote:
That's a shame on custom weapons, I don't suppose it would help if I showed my design? It's a little wrist-stabby knife like assassin's creed. I think they had one in 3.5. Maybe I could reflavor another item, if you'd rather.

This exists! Put a bich'hwa, kerambit or emei piercer in a spring-loaded wrist sheath, and you're good to go!

Illia- wrote:
someone bringing big "rawr monster heritage defines me and I want to eat the hearts of my victims to gain their strength" to the group considering how good guy they are.

Well, there is the whole "non-evil" thing to consider. "Monster" here is more about outward appearances, which have been interesting to handle. But the character I'm building now (just for fun, unless there's a need for more characters) isn't going to be nearly as nonviolent as the one I currently play.


The only class feature that calls out a specific type of weapon for the Weapon Adept is Way of the Weapon Master, which says you choose one Monk weapon and gain Weapon Focus with it.

It's a *lot* more general than Kensai or Weapon Master.


Er... I meant Perfect Strike, which is sort of the whole point of the archetype. " You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. "


Cave: for a changeling character, is it possible to buy "Hag Magic" from Agents of Evil? It replaces the natural armor and claws (so I guess a RP cost of 3 or 4)?


@archlich: I see some items from Agents of Evil are on d20pfsrd, can you link to me specifically what you are looking for? Is there something that changelings qualify for due to hag ancestry??


Hag Magic:
PFS Legal Hag Magic
Source Agents of Evil pg. 24, Inner Sea Races pg. 214
Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.


re: Hag Magic, yeah that's fine.


What's the RP cost for it?


Easier to 'Trade' and then buy back the other options that you want: Natural Armor costs 2, and Claws cost 2. (Which suggests the option is worth 4 points). :)


Aright, so here's a character concept, thank thee the shower, for being the place of ideas.

~~

Yraazhin was born a big. The kobold tribe Redforest Wyrms knew he was gonna be a tall one and predicted many bumped heads. How right they were in more sense than one.

Yraazhin was the natural front-line muscle of his generation growing up, where other children relied on nimbleness and dexterity, Yraazhin relied on his power and durability. He was frequently a head and a half taller than anyone else in his generation, but he was no outcast for being different. Yraazhin was true to the most positive of kobold traits, community and cooperation, placing the others of his tribe above himself and placing himself in harms way on their account. For his dedication, and his ability to survive such feats on account of his iron hard scales, he was given the name Dragonscale Yraazhin. It was for these strange physical traits and his selfless nature, did Goodwin pick him.

One last defining moment of his childhood remains to be spoken of, before Goodwin's tutelage. He and other children were watching the caravan road that did snake through Redforest, shadowing a caravan. They waited for it to be destroyed by the bridge troll so that they might skitter over the pickings left over after the troll had eaten its fill. For the troll had no taste for metals and silks and spices, only meats.

But today no shiny metal man stood in the front of the caravan to try and protect it only to get eaten. Instead, it was a man in a bathrobe with a blonde flattened cone hat and a scar over his left eye. The funny bathrobe man was the cause of much curiosity in the children of the Redforest Wyrms. When the bridge troll came to eat the caravan, the bathrobe man did not yell or charge but simply slide his blade just a thumb length out of the sheath to make the shiny blade glimmer. The bridge troll clawed at bathrobe man, but he stepped side to side, instead of letting armor dent into body like all the shiny metal men did. It made the bridge troll look like a real fool, and now the kobold children snickered from the grass at the troll rather than the man.

And now we switch to Yrazhin's in-character narration to truly get a feel for the level of his fanboy-ism hero worship.
"Then bathrobe man finally struck back, a strike faster than the eye, his curved blade appearing suddenly appearing pointed towards the sky, the only sign of its passing canyon of red across the troll's body! The troll staggered back a half step, as the bathrobe man began sheathing his weapon like a boss. The troll smiled, confident the wound would heal and began to strike again! And then, and this was the best part, just as the troll was about to swing, bathrobe's sword went chink as it finished being sheathed, and then the wound of the troll burst out a fountain of blood, bathrobe man angling his hat to prevent it from getting on his bathrobe somehow. The troll fell back dead, and the bathrobe man just looked back over his shoulder at us and went "Heh" before walking on, so cooool!"
"Say, that scar you happen to have over your left eye..""UH LOOK AN OSTRICH!" *escape*

Ahem, back to where we were, with the Archmage Goodwin, Yraazhin was NOT happy to be "rescued". At least at first, as he was old enough to have formed significant attachments to his tribe, and he was nothing if not loyal and dedicated to them. Only one thing made him a willing participant. And that was the fact that Archmage Goodwin could bribe him with a super cool bathrobe, hat, and curved sword, and the training of how to be like his hero. Dragonscale Yraazhin envisioned a triumphant return to his tribe as a supercool, he now knew the word, "Ronin".

The news that ten thousand years had passed was NOT welcome news to Yraazhin. More than Archmage Goodwin, Yraazhin seeks out any sign of his tribe's legacy, or more importantly a way to go back in time. As the most powerful mage Yraazhin knows of that might be able to achieve this is Archmage Goodwin, Yraazhin seeks his rescue only so he may beat a way to return to his tribe out of him. Or so he tells himself.

Build wise-
I intend on being a Lizardfolk statwise to represent a giant Kobold, and going triple initiator with:
Aegis: They put in customizations that allow you to have full initiator levels. The rest of my points will be going towards representing techniques he has learned to strengthen his already tough scales even more.
Monk of the Silver Fist: Trades out Flurry and Stunning fist for full initiator levels. Unarmored proficiency and good saving throws.
Steelfist Commando(Warlord): Already is a full initiator class.

This will give me access to every discipline I'd ever want access to with a massive known/readied pool composed of three different pools. However, it also means I'll have three different initiation modifiers (Int/Wis/Cha) and three different recovery mechanics that only work on their own pools of maneuvers.

~~

Thoughts?


You cant run psionics until Twin Minds has been achieved.


^^ And none of us know when that will happen even after some of us keep prying for clues ... Illithids and their Psionics ... lol^^


@Ilia: to be clear then you would be a lizardfolk, not a kobold reskinned, and would not qualify for kobold feats etc. Also as mentioned Aegis is not available as a starting class.

Also, I'm not one to judge or critique builds, I leave that to other players opinions, but it may be that a triple initiator class might suffer from too much martially goodness. I guess you will have the flexibility of a lot of maneuvers, but there may be a point of diminishing returns. You can still only activate one per round, can only prepare any maneuver once, and they tend to be pretty flexible anyhow, able to swap them around between fights, and recover during a fight with minimal fuss. Also it would appear many of the maneuvers come with certain key set ups, and having so many, you might not even able to take advantage of many of them as you may not be wielding the right weapon or have a shield or ranged weapon for example.


Going to be offline for the rest of the weekend ( well maybe til late saturday or possibly sunday). Work on crunches and float things by. Most players here know the rules well and can analyze and spot flaws or provide advice or clarification of things rulewise or campaign wise. I can chime in when I return from funeral stuff.


Seems like there are at least three people interested already. Does that mean there is no hope for those of us who already have characters?


@Xanya, pretty much.


Cave,

Would you be alright with allowing Perfect Strike to work with any monk weapon? Or at least a larger list of them? When the APG came out, the weapons listed as being able to make a perfect strike with were pretty much the only Monk weapons in the game at the time.

That still wouldn't allow me to perfect stroke with a whip, but I won't be as limited in options for a backup weapon, and I'll likely make my whip a monk weapon eventually.

Also, regarding FPP:

1) Can you bank them to get a more costly ability? Adding monk to my whip is 7 FPP, so it'll take me some time go get there.

2) Just curious why some of the other properties aren't available(Blocking, Distracting, etc)


@Illia-: Actually returning to your home is something you wouldn't have been able to do in the scope of the campaign so far, without some sort of teleporting magic.

If you want a "special" kobold, maybe stack some things onto actual kobold, and build towards something a bit dragon-y?


thunderbeard wrote:

@Illia-: Actually returning to your home is something you wouldn't have been able to do in the scope of the campaign so far, without some sort of teleporting magic.

If you want a "special" kobold, maybe stack some things onto actual kobold, and build towards something a bit dragon-y?

It looks like they want a physically capable kobold. That's not really possible even with stacking stuff, or at least not a very good idea. Small, -4 STR, -2 CON iirc. Even with this campaign, that's 16 starting STR max.


Monkeygod wrote:

Cave,

Would you be alright with allowing Perfect Strike to work with any monk weapon? Or at least a larger list of them? When the APG came out, the weapons listed as being able to make a perfect strike with were pretty much the only Monk weapons in the game at the time.

That still wouldn't allow me to perfect stroke with a whip, but I won't be as limited in options for a backup weapon, and I'll likely make my whip a monk weapon eventually.

Also, regarding FPP:

1) Can you bank them to get a more costly ability? Adding monk to my whip is 7 FPP, so it'll take me some time go get there.

2) Just curious why some of the other properties aren't available(Blocking, Distracting, etc)

CT has allowed very few deviations from raw and enforced new erratas as they have come out. I kinda doubt he'll allow this. I could be wrong of course. As a sidenote 7 FPP sounds extremly expensive simply for adding monk to a weapon. You might want to look at crusader's flurry and following Calistria instead or something similar, that would allow you to use monk stuff with a whip.


Until you add in Bloodrager and Dragon Sorcerer (and eventually Dragon Disciple for the balancing +4 Str), but you'll be starting out at 20 Str. Or for a buckets of smack, crossblood that sorcerer into Orc, take tattood sorc for a valet familiar, and drop Amplified Rage for a starting Str of 24.

I'm playing a character right now who's pretty darn physically capable, despite being at 16 Str. But with a bit of bloodline wrangling, anyone can become far more powerful than that. Starting ability scores don't mean nearly as much as you think they do.


@Monkeygod: Why not just use a Kyoketsu Shoge or Kurisagama? It's basically a monk whip, other than the Indiana Jones flavor.


Oh snap, I didn't realize the full possibility of FPP.

I know I'm echoing myself but what are the chances of expanding FPP to include some of the other weapon qualities like trip or attached?


Meanwhile, Maks here is an example of 'beyond perfection' underachieving. :)

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