Monsters and Madmen: Necromantics and Monstrous MadMen

Game Master Remnant

More on the dark side, the Powers in the Darklands and UnderLands will occasionally recruit the oddities, outcasts, and malcontents, to aid in their schemes.

Welcome to the Machinations of The Lady of Linen.


251 to 300 of 909 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

I have yet to get a response from thunderbeard, think I'll just ask the players directly fairly soon.

Murdering drow with spiders seems like a fun time.


So I had a few intermediary encounters then onto the caravan then the city. Update tomorrow my time.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Alrighty, ill happily beat up more things and use them as additional props for my planning of the caravan ambush. The call animal spells will likely take a while to get results, the creatures in question need time to arrive.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

So I have yet to hear from thunderbeard. Think I'l ask doomed hero if he's seen hide or hair of the guy.


Posting tomorrow


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Alrighty


What is annoying is that I had a ton of handwritten notes on a cool NPC and his spouse to get info from and those notes are no where to be seen.

Guess a different sort of NPC shall show up with some info shortly


More later as I am editing 14 more articles for a horror/conspiracy oriented gaming e-mag I am the main editor for and we are on issue 22 out this month.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Mah, hate it when that happens. I went digital in hopes to avoid that but my notepad files still seem to have a habit of moving places.

I wish you luck in your work, and I hope that you have gained an immunity to shoddy English at this stage. I can't promise much more than that as I have no focus on such things.
Seems like a great place to just sit and collect monsters and plot hooks for RPG's though. Too bad Sanriel would eat most horror monsters rather than be eaten. *chuckle*
though I'd be very amused to have him make friends with Slenderman.

Hrmm... do you have any issue with Sanriel having a collection of the various molds and slimes in pathfinder? I have plans for that drow city which involve a roiling wave of flesh devouring ooze.


Yeah we have tons of ideas to grab from as our main games we support are Call of Cthulhu and Dark Conspiracy.

He can have a collection of molds and such. That would make sense up to this point.

Yeah last article was on comparative damage of other types of explosives besides TNT and C4. Current one are some more items for day to day living.

I only discovered Slenderman a few years or so. Not too deep into that meme, but sure can research it a little more.


Now onto Field Expedient Munitions. Fun times


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Ah call of cthullu. The few games I played were a bit flat due to my group being incapable of holding a serious tone.
Though I still remember the old man henderson that had me busting a gut for a long time.
Truth or fiction it made my day.

Im wasnt sure how to justify it but I had been trying to figure out how to get some molds. Sanriels method of revival requires a not insignificant fortitude save to survive unless he stands of corrupted ground. Which makes them an utter pain in the ass to kill in a place like the world wound where absolutely everything is cursed.
However were one to sprinkle some earth in their boots and fill liberally with a corrupting mold (brown would be my choice) so as to ensure that Sabriel doesnt die from a disappointing save.

It would also mean with the application of fire he could become a one man corruption wave so long as the fire lasts. The mushroom and mold version of the whole ' flowering step' one with nature druid trope.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Just as a mention I got a reaponse from doomed hero, ive directed him to post here with questions and such. As I recall it your starting rules were effectively the same as thunderbeards so I dont think conversion will be an issue.


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

Howdy folks. Doomed Hero here.

This is Anaxian, the cutest Dracolitch you'll ever meet. He is a lot of fun to play and I would love to reprise him.

Assuming GM approval, what ECL should I bring him back to? 7th?


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

*grin* Greetings.
I very much hope you get to join. The unfindable druid and the spellcasting death cat could be quite amusing. Nevermind that we might get more bites from others with you along for the ride.

We have yet to level from baseline, so 7 ought to be correct.
We have so far been on one mission, in which the main boss got stomped so hard by one PCs that he ran off rather than die. (were-tigers are nasty)

Currently Sanriel (and everybody else but they kinda wandered off) are in a set of tunnels near a drow city tasked with ambushing a caravan full of evil drow and (hopefully) fancy loot.
The first adventure was rather loot light on account of the boss running away and us not looking too terribly hard.


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

Hopefully the GM likes tiny undead dragons masquerading as cats.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

I cant imagine how any GM wouldn't.


I have no issue with them at all.
Once doing some OT today will get a new post up
Sorry about that, joy of life and all you know


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Cool. should propbably prod the other players as I've kind of given up hope on thunderbeard presenting it to them all.

Well that and I get antsy after a month.

Though I get the feeling between the two of us we should be able to pour undead on most any problem until it stops moving.


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

I'll get to updating Anaxian.

Unfortunately, as a ECL 7 character, I'll only have 5 levels of wizard to start, so my undead-pouring abilities will still be a little ways off. I'll be limited to Lesser Animate Dead until 7th level.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

I think I misunderstood your question.
Sanriel is a ECL9 if you include the Saibrae template. I just thought that the templates were *free* so I might as well not bother with that part.

So yeah. 7 character levels 2LA slots.

Least thats how I built Sanriel.


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

Thank you.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Messages sent to the rest of your monster crew in case we have any other takers
Really wish thunderbeard would have responded on my request to tap you guys for the game though. Makes me feel jerk-ish.


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

Hello. I got the message.

So what's happening exactly? The game is starting back up? If so I'd definitely be interested.

I'll need some clarity on what exactly would need to be done to roll back Meridian as she is a bit of an odd character.

Drow + 9 Character levels + the Demiplane immortality trick.

Honestly, All I really need to make this character work is the Maidens Knight ( bonded intelligent ring of telekinesis) and my demiplane astral projection trick. Anything else is bonus. The latter was assumed to be an item I found ages ago and I haven't physically left the demiplane since. It's actually the perfect safety measure in a cutthroat society like Drow. She literally has nothing to fear.

I digress. I assume you'll want me to scale back levels, which is fine. Just let me know how many and I'll make the update.

edit: Based on the other Drow Characters I'm guessing if I knock off three character levels that'll do. meaning 6 character levels.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

The game is an offshoot from Thunderbeards, GM Remnant runs the show.
It is a similar concept but a different patron.
Still in the process of screwing over drow though.
Style of game is more narrative as well.
And as I had mentioned Remnants job makes posting slow but I'm cool with that. It was something mentioned before we even started in on this game.

Far as rules we are running ECL9(where Thunder beard started his game)
Level 7(I think) gold?
So rolling off the idea your demiplane trick is a CR+2 and Drow noble is a +1 (I guess?) then you would be correct at L6.

You might send Remnant any information/ agreements Thunderbeard had you make for the sake of your characters abilities.

Lets see... Old info from the recruitment thread.
-------------------
Remnants schedule

I have about 6 posts in here to get caught up on. Looks like we have a good 5 to 6 great ideas to run with. I will start the game thread either late Tomorrow or Early Saturday. For everyone my work schedule is Sun, Mon, Tue, Thur 10 hour days. Off Wed, Fri, Sat. So those three days will be my main posting days. Just an FYI with occasional phone updates on breaks and such on my work days.
Submittals in before Sunday if at all possible and anticipate the intro post (overall one) up in here and copied in the gameplay thread at the same time. I have a dozen some ideas to flesh out a little more and then post the intro, without a ton of scheming based off of what people are playing.
That said time to do some more reading, writing, NPC creation notes, and draft my intro.
The vibe might be more Necromancers and Monstrous Madmen than just Monsters and Madmen.
-----------------

Think the creation rules are Here still
don't believe anything changed but if it did I imagine I'll get corrected.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21

Hi. I got a message inviting me to take a look.

My name is Delyliath (but it's not my complete true name, I never give that away on the first date) I'm single, but never for long, and I am a Succubus.

I'm assuming you are looking for players thus the call.
I would be more than ok with joining the game.

so I have a couple of questions.

1) I have been told your characters are ECL 9, in case of the succubus (ecl 7) I assume it's monster stats plus 2 character level. Is ECL 9 and my assumptions correct?

2) Since looks like others will join up and with the same characters, should we assume that we already know each other have an history together and that what happened in the other campaign still happened?

3) how many characters are you looking for? because I guess not everyone is invited, or there is the chance you get flooded by 7-8 new characters.
The old party was big already

4) there are some rulings made by the other gm on energy drain between succubi and outsiders (I was ok with them but honestly not a big fan) so I guess if I am to join this game some of them should be clarified.
Mainly the concept is.
Can a succubus energy drain another succubus?
Can a succubus energy drain an outsider?


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Yo. pleasure to have you here, Sanriel (whos purpose in life is to close the worldwound in such a violent fashion to have the abyss consider some other option at planar domination) will likely have many a passive aggressive conversation with you. I imagine it will be great fun.

Effectively we are using the same rules as thunderbeard stated when he finalized your characters and started his campaign. The same power balances he needed to include in your version were not necessary in this one due to none of our players choosing creatures on the upper end of the CR range on their own.
Legacy beasts as they are Succubi are terrifying when played with intellect to begin with.

So If you happen to have most of the stats floating around the version of your PC you started with in thunderbeards game would be easiest to transplant.
(I was lazy and copy pasted one message across the current players on your game.)

I'm not sure what GM remnant intends story wise to introduce you but we are in the process of messing with the drow in this game as well.
Sanriel and crew were working to intercept a drow caravan full of loot. Then people just stopped showing up.

Remnant asked me to send you folks a message after suggesting this course of action rather than play a solo game.
As such I sent a PM containing the message you received to the still active players in Thunderbeards game.


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

Well, awesome, this is back. :P

No problems here, just rollback to initial stats and wealth?

Note: Our initial wealth was 25,000, which is 1500 above normal wealth for level 7.


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

Oh? My name is Illia-ack, wait, um.. Uh, I'll just stop there, that's totally not my true name, er all of it, the Awkward Erinyes:

Female Erinyes Warpriest 1
LE Medium Outsider(half-construct, human)
Init +6; Senses Perception +22, See in Darkness, True Seeing
XP:23000
--------------------
DEFENSE
--------------------
AC 35, touch 18, flat-footed 28. . (+7 Armor, +4 Shield, +6 Dex, +1 Dodge, +6 Natural, +1 Insight)
hp 109 (9d10+1d8+50)
Fort +21, Ref +20, Will +17
DR 5/good; Immune fire, poison;
Resist acid 10, cold 10; [b]SR 20
--------------------
OFFENSE
--------------------
Spd 30 ft., fly 50 ft. (good)
Melee +1 Bastard Sword +16/11 (1d10+6/19-20/S)
...
Ranged rope +15 touch (entangle)

Some Puny Level 0 and 1 spells I ever feel like wasting a turn
0th - Enhanced Diplomacy, Guidance, resistance
1st - Divine Favor, Shield of Faith

Spell-Like Abilities (CL 12th)
Constant- True Seeing
At will- Fear (single target, DC 20), Greater Teleport (self plus 50 lbs. of objects only), minor image (DC 18), unholy blight (DC 20)

--------------------
STATISTICS
--------------------
Str 20, Dex 23, Con 20, Int 14, Wis 18, Cha 22
Base Atk +9; CMB +14; CMD 33
Feats Dodge, Mobility Shield Focus, Osyluth Guile, Improved Unarmed Strike, Crane Style, Force of Personality
Skills Acrobatics +19, Bluff +19, Fly +19, Intimidate +19, Disguise +20, Knowledge (Marital) +12, Perception +22, Stealth +19
Languages Celestial, Common, Undercommon, Infernal; telepathy 100 ft
Combat Gear +2 Mithral Kikko Armor, +2 Cloak of Resistance, +1 Mithral Heavy Shield, +1 Longsword, wayfinder with Dusty Rose Prism, Ribbon(Hat) of Disguise, Masterwork Disguise kit.
Other Gear Eyes of the Eagle 1065 gold left
--------------------
SPECIAL ABILITIES
--------------------
Racial Stuff:
Bunch of defensive stuff, included above.
Bunch of SLA, included above.
Flying, included above.
Does not need to eat, ext, but does need to breath.
Entangle(Su): 50 long rope, function as animate rope spell, CL 16, DC 20, up to 30 ft no penalty.

Feats:
Dodge (Racial Bonus): +1 Dodge AC
Mobility (Racial Bonus): +4 Dodge versus AoO from moving.
Shield Focus: +1 Shield AC
Osyluth Guile: Add Cha to dodge AC against one opponent when fighting defensively, or using total defense.
Improved Unarmed Strike (Class Bonus feat): Punch people, yo.
Weapon Focus (Class Bonus Feat): Bastard Sword
Force of Personality: +Cha to saves.
Crane Style: -2 to penalty for fighting defensively, +1 dodge.

Fighting Defensively:
Grants +4 Dodge AC, subtract 2 from attacks.

Luck blessing:
3/day standard action, ally gets a roll twice and take better result ability.

Traits:
Fashionista- Disguise Class Skill and +1
EWP- Bastard Sword

Backstory in the Alias.


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

Wow, the gang's all here. Awesome.


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

I usually don't quibble about item costs, but Meridian's ring seems a lot more powerful than our wealth allotment.

Is that cost part of Meridian's version of a template or level adjustment?


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

Meridian joined after we were getting level 10 WBL, so I've no idea.


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

I usually don't quibble about item costs, but Meridian's ring seems a lot more powerful than our wealth allotment.

Is that cost part of Meridian's version of a template or level adjustment?

It's a bonded ring and I crafted it. I can always scale it back as needed.

The cost to me was 53,000.

Basically it's just an intelligent ring of telekinesis with a 1/day mind blank. The idea is that it helps me keep a watch and it can use it's telekinesis if I want to do something else. The touch telepathy (aka only the ring and I) allows reasonably seamless communication.

Telekinesis is my primary combat trick.

Edit: of course I started the game at greater than 9th level so I was able to craft it. As we've removed levels that will complicate things.


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

I updated Meredian's sheet. It's still in Herolab format, but I'll change that once everything else is confirmed by the DM.

I haven't changed the gear yet. Just let me know how much I need to downgrade and I'll remove things as needed.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

*sigh*
So I wrote a big nasty note in response to this little item. fortunately I realized I was just being a jerk and will do my best to stay on point here.
I personally feel that players being granted access to the intelligent magic item abilities is a massive mistake on Paizos.
the whole point is to craft a personality to act as a role play enhancer and plot hook. Not to serve as an at will power enhancer with next to no personality.
there are plenty of other paths players can take for that.
I note that you have quite a bit on the items powers but I see absolutely nothing that would serve to sway me into permitting such an item were this presented to me as a GM. But that is really not important in this case, its just my opinion.

More importantly though, how are you even accessing Forge ring (I'm assuming bonded item, I don't see it on your character selected feats) because far as I can tell the Mystic Theurge prestige class does not advance the Arcane bond wizard class ability

PFSRD Mystic Theurge wrote:


Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.


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

Mystic Theurge doesn't, but Wizard does. He only needs to be a 1st level Wizard to be able to enchant his bonded item as if he had the appropriate feat.

Lets please not be nitpicky or mean about other people's builds. They were ok'd by another GM. They'll need to be reworked to fit this game, but they are currently coming as they were. There's nothing in anyone's characters that wasn't already ok'd.

As a note, Anaxian currently has two intelligent items (one is his, the other is his familiar's). They'll go away in the rework, but as this game progresses he'll be aiming in that direction again unless specifically told not to.


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

Well, we all have our opinions, but ultimately, it is the GM's that matters. :P

I hope he's fine with my Warpriest level being a blatant dip for Cha to all saving throws, before I go back to my whole Warlord Shtick. :P


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Hrmm.. the wizard class seems silent on if it is (Wizard level) or (Caster level) it is referring to far as I can tell. And searching brings up little in the way of clarification. Weird.

*sigh*
My bad.
Intelligent magic items just happens to be a knee jerk pet peeve of mine but that's also me being ignorant enough to assume you guys would misuse them.
I severely doubt any of you would need such a crutch to bend the campaign over your knee to begin with.
Really don't have any room to speak on the subject myself, I've got my own manipulations of the rules as well.
So i'll go ahead and leave this topic alone like I ought to have in the first place.
Ill judgement on my part.

EDIT:
Huh I realize that as a Druid with a domain that I also qualify for the feat I beleive Illia is referring to. That... is actually a very compelling choice for this character to make, my reflex saves are absolute dirt so having a way to increase that would be nice. Unfortunately I'm going to need to figure out what feats I can afford to lose now.
Suppose I could Dampen Presence. But the opportunity to sneak up on things with blindsense or Blindsight is quite amusing as The Cave druid archetype already makes me undetectable to Tremorsense.


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

Intelligent items can be full of absurd munchkinism. They can also be a fantastic tool by which you can make an otherwise impossible idea work.

Meridian's item allows his concept to work (as I understand it, the item is the thing which allows him to effect the world while astrally projected)

For Anaxian, intelligent items are part of the means by which the little dragon is slowly turning his soul into a Gordian Knot.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Nah, Astral projection is a rather unkindly spell.
When on a plane like the prime the spell generates a physical body out of the ether for the user of the spell to use as they will.
The effect does have an Acchiles heel in the form of the astral cord but with the transfer from 3.5 to pathfinder there is as of now no way to affect an astral cord. so the point in that is moot.
Telekinesis is awesome but it the PC would be able to interact with the world without it.

I find that reference amusing for Anaxian though, its is wise to respect the danger of clever creatures with swords.


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

Astral Projection isn't an issue with interacting with the world. I basically have a copy of my body and gear. I interact normally. The only real difference is that I can't be killed while on the prime. At most they can destroy my copy-body, which I assume discorporates into goo or dirt or whatever was handy on where my body was formed. The astral chord in Pathfinder is only present when on the astral plane.

Regarding items I'm carrying: It's not specifically spelled out anywhere, but the last DM gave me a clarification i'll need from the new one.

When I cast astral projection all my gear is a copy, but uses charges etc from the original. No infinite wands/potions/single use items, etc. By RAW one could have "infinite wands", but I won't do that. It's cheesy and unintended.

However, there's a question of what happens to a rock (for example) when I pick it up on the prime in my copy-body. Basically I'll need to get items back to my real body so that I can re-cast astral projection and create copy items.

The last DM simplified and said that if I consciously and willingly returned to my real body (standard action) items I was carrying went with me. However, if I was killed before carrying the rock back to my body that rock would fall to the ground as my copy-body discorporates. That's the simple method and I prefer it.

However, it's your prerogative and I'll go with whatever you like. If you'd like to rule otherwise I'll have to devise a way to cast secret chest to accomplish the same goal. Ultimately it's up to you, DM. Just let me know how you'd like me to handle it.

Next item on the agenda:

The intelligent ring is to "watch my back," though given my unkillable-ness isn't entirely necessary. I like it, but if I need to get rid of it I will. Mostly I like the ring of telekinesis for it's general usefulness.

Familiars are based on wizard levels, but bonded items are different. Bonded items give the caster the crafting feat if they meet the other prerequisites. in the case of forge ring:"Prerequisite: Caster level 7th." It doesn't specify wizard levels. You could take one level of wizard with a bonded ring then 7 of Cleric and use your cleric caster levels to forge your wizard bonded ring. Same holds true for prestige classes that boost caster levels.

But I digress, because in my case it doesn't matter for the rework. Forge ring was via bonded item. Herolab doesn't spell that out well. However, as I am no longer a 7th level caster so, per the feat, I cannot forge it myself. I may have to do something else devious with that money. :-)

Glove of telekinesis anyone? :-)


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I heard the band was getting back together, which as we all know, is just too sweet.

As the Bralani is CR 6, that should give me three levels to work with. I *might* switch up my class, not sure however.


Howdy folks....Nice to have some life back in here. While Sanriel is great company, it was a touch blah having a bunch just up and disappear

I have to re-read and comment back. So give me a few hours and more to be in here, via my phone since I will be at work. Hopefully today is slower than yesterday.


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

Howdy GM,

I have a couple things to discuss with you regarding my character. I'm going to to them in different posts for ease of replies.

1) The lich template

The previous GM was allowing me to use the Dracolich change to the template, which basically means that instead of simply reforming from nothing after I'm destroyed, my spirit would require an actual dragon corpse to inhabit.

This is a limitation, but also potentially a benefit because if I moved into a bigger, more powerful corpse I would gain the benefit of being bigger and more powerful. (Dracoliches are more like ghosts that can only possess the corpses of their own kind than true liches. What is interesting about them is that because their ability to possess dragon corpses is at will, and any corpse than has housed them is considered their body, they can kind of hop back and forth between bodies if they want to)

This idea is central to the character concept, so I wanted to make sure you were alright with it.


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

2) Necrocrafting

I've made pretty extensive use of the Necrocraft rules to alter and create purpose-specific undead in the previous game. I wanted to familiarize you with those rules and make sure you were alright with me using them.

For instance, in the previous game I collected the corpses of a whole bunch of rats and cats and used them to cobble together a pair of badger-like undead built for digging. I used Sovereign Glue and Adamantine Arrowheads to give them Adamantine claws and used them to create a couple underground lairs for myself at the places we were using as bases of operation.


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

3) The Onyx Problem

I hate the way Onyx is used as a component to Animate Dead. (Frankly the rules for them make zero sense, but I won't get into that now.)

The previous GM OK'd the use of Onyx Powder and Scrimshaw instead. I would really like to continue using that house rule if it is alright with you.

Essentially, powdered onyx would allow me not to have to carry a whole bunch of different gems of varying sizes and values. Instead, I'd just measure out however much I need and use that.

Or, if I have enough time, I would simply use Craft Scrimshaw to carve the bones and enhance their value as a part of the animation ritual. (Mechanically speaking, there is little difference between using 100 gp of onyx to animate a skeleton and crafting the bones themselves up to a 100 gp value.)

3.a) The Blood Money spell.

It is normally fantastic for necromancers, and extremely thematic (cut your hand, pour your life force into a corpse and raise it as a puppet).

For a Lich it is a little more problematic. Liches don't bleed. They can still take damage, and I guess they can "bleed" out their life-energy, but it isn't actually blood. (Maybe just negative-energy infused ichor or dust?)

Given that, are you alright with blood Money, or is it a spell you aren't comfortable with?


Ok tons to address here. If I miss a ? let me know, nothing personal.
Would you even believe I have been playing and running for over 35 years and still some of these ideas are so awesome (old thread, mine, here, etc)...

Sanriel: Tons of thanks for recruitment efforts.....

Delyliath:
Your two questions on drain I boil down to. Energy is Energy. So I would rule that yes an Incubi or Succubi could drain from others of their kind or other outsiders. Only if it were something without a life energy (Robots/AIs/Completely beyond insanity like a Colour out of Time or a Tindalosi Hound) then it would not work (note to self on ideas of new creatures to create...)

Meredian Adriatnaic:
6 Total character levels would be just fine. Overall the characters have walked roughshod over my encounters so far (so you should have no fears right).
Taking into account that I do not use Golarion as a setting per se, would you link Watcher for me.
I need to read the ring portion again, but it is only good for 1 use a day, so if I am reading that correctly I am not going to have much of an issue in that respect. I still am not sure what the total concept is so will need to read it all over again.

Illia:
Looks good at this point. Any questions for me?

Anaxian:
I really like that Blood Money spell, so going to use that myself in the future.

I had an idea for the 4th or 5th adventure that will go along with that line that without much issue (should survival occur) so all good here at this point.

Drisquar:
Any questions for me?

There should be one more showing up in a day or so and they will get slotted in as it allows.


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

For the ring telekinesis is at will, per the standard ring.

The mind blank is once per day.

Concept is basically just a drow mystic theurge. However, she's got an item Allowing her to found an item allowing her to create her own greater demiplane and astral project. In theory it's an item, but we treated it as a template. Technically it's be a super expensive item, but as im only using it on myself the DM glossed it over.


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

Nope, my character's fairly straightforward. Unholy blight/Auto everything while being invulnerable!

Oooh, ooh, I thought of a question, can I teleport into the current location the party is at? :P


#Meredian Adriatnaic
Well that could get to be a little annoying when your character will die off and be reincorporated

However I know who I would always nominate to test out that new secret door?

251 to 300 of 909 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Monsters and Madmen: Necromantics and Monstrous MadMen Discussion All Messageboards

Want to post a reply? Sign in.