The Avalon Chronicles

Game Master lynora

This is a high level rules light game set in a school for magical kids, kinda a mash-up of Soul Eater, Harry Potter, and X-Men. :)


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Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
Dragonborn3 wrote:
Skeleton are pretty clean though. :p

not all of them

Shadow Lodge

That's why I said "skeletons" not "bloody skeletons".

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

It's right there in the name


You're on the home stretch Lyn! Finish strong!


2 people marked this as a favorite.
♣♠Magic♦♥ wrote:

Use Shark Shaman, then.

Druid is fun.
Monkeygod wrote:
7th level.
♣♠Magic♦♥ wrote:
Personality Trait: Optimist/ Easily bored.
icehawk333 wrote:
Hedge witch.

By your powers combined, I am Captain Dragon!


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

He's a crafter, hunh?

Shadow Lodge

With a +6 Spellcraft, not a good one.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

*shrug*


I like him. He's cute. ^_^
What age?

Shadow Lodge

No clue. Originally, when I made him as an Oracle of Ancestors(see Here be Dragons! in the profile) he aged like an elf.

He's not even for any game right now, just an experiment in character creation.


male goo dragon alchemist 16(spellhammer) / synthesist 16

In favor of giving Kevin an element, he mostly works with poison. Because he is an alchemist, he can adapt poisons to be contact, inhaled, etc, so instead of an element, his alchemy gives him poison immunity and he can exhale a poison he has as a standard action, sort of like a breath weapon with a range of 15 feet.
Then I found out that poison is drastically underrated and kind of boring.
Nearly all of the fort saves for them are an average fort save bonus for here.
So, I'm asking the audience: what are some interesting effects that I can homebrew into poisons to use and have be effective and more interesting than "this type of ability damage this many times."


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Hmm?

Well...

The poisons shouldn't be too high dc, as usual, as the dc adds 2 for each extra posion.

Slow makes a cool posion, but overall, in real life, poison /is/ boring, and a death sentence.

Shadow Lodge

Look at Haunts. Those are spells turned into traps. Use the same rules, maybe bumped up a bit(a lot) for Avalon, and you've got your poisons.


Definitely making one as Phantasmal Killer that is a contact dust, ala The Scarecrow. One of the most threatening comic book villains in my eyes.
Not my favorite though. That place is reserved for Edward Nigma. Aka, The Riddler.


Where are these Haunts rules, Dragonborn3?

What skills are needed to make? Sounds like arcane and Ranger stuff, or what not.

Magic, why are you looking to 'empower' something which is directly relational to the class decisions taken?

Plus, comparing any Avalon (this game) person to normal rules is silly, due to rules light, the setting, and gestalt.

Plus, compared to any mundane, we're practically minor gods. At least, IMHO.


For my understanding of what you're saying(which may not be what you intended) my response is:
Poisons aren't really very useful at this level of power, so I am making versions that are more relevant to this type of play.
Though this is rules light, it wouldnt fly for me to just make up some poison effects right as I use them, so I am making some now.
As far as class options go, there isn't much of a way to make poisons more effective, as they are set things that don't have much in the way of optimization aside from applying them to a weapon faster.
So, I am making them usable at this level by making my own, and altering existing ones.
It would be easy enough to just up the DC and damage of normal poisons. But most of the poisons are just "this type and amount of ability damage for this many rounds." I find this boring. So in addition to bumping dc's, etc, I'm making poisons with more interesting effects, like Psychoactive ones like Scarecrow, and other bodily effects like drowning effects similar to the real ones of WWII mustard gas.

This is an attempt to make poisons and therefore, my character more interesting.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

There's only one way to make posion dc go up normally, and that's to be a nagaji alchemist.

I suppose, in my mind, it's odd to mae up extra rules for a charecter once they are in play- i always want to have everything planned in advance.

I'm just the resident rules lawyer.


Male Weremonkey Rogue/Ranger/Trickster

Then you clearly have no idea what the deity rules look like. Pretty sure a rank 0(aka the very, very lowest) no longer fail on 1s, gain a ton of immunities, and a lot of other things that make them MUCH more powerful than the Avalon PCs.

I believe Haunts were first introduced in the Carrion Crown AP. They have gotten a fair amount of support since.


I never really go in with a fully and totally completed concept.
Most of the time, I get a personality and general idea of skills, then as they play, I make them more effective as more new ideas come along. If I did everything solid and done beforehand, I'd miss out on all the good ideas that come later on.


Haunts are kind of like a cross between traps, ghosts, and spells.
They are certain areas charged with negative energy. When triggered, they give a save and a description of what happens. It makes for a more grim dark game option. They are a little specific unless reflavored, so it takes some bending to get them into a homebrew game sometimes.
They have their own page on the pfsrd, if you're interested more in mechanics. Just search Haunts.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Monkeygod wrote:

Then you clearly have no idea what the deity rules look like. Pretty sure a rank 0(aka the very, very lowest) no longer fail on 1s, gain a ton of immunities, and a lot of other things that make them MUCH more powerful than the Avalon PCs.

I believe Haunts were first introduced in the Carrion Crown AP. They have gotten a fair amount of support since.

A lv 16 getsalt champion about matches a lv 16 non-getsalt tier one deity in 3.5

Dieties get at will greater teleport, add thier rank to all checks, don't fail on ones, and get stat buffs, along with unlimited spellcasting of certain Devine spells. (Off the top of my head. I may be wrong.

In pathfinder, demigods are probobly cr 20-25. (See mantis god for an example of a higher tier dieity, cr 30. Cuthulu is cr 35.)

Example is a balor lord, witch is powerful enough to grant spells, and is cr 23.

Shadow Lodge

Damiani wrote:

Where are these Haunts rules, Dragonborn3?

What skills are needed to make? Sounds like arcane and Ranger stuff, or what not.

Haunts aren't made like magic items are. they're events that the dead cause. I merely suggested Magic use the rules for GM's making haunts.


Male Weremonkey Rogue/Ranger/Trickster

Deity rant:

Since there's no official rules for divinity in PF(aka, just 3pp stuff), you need to look to 3.5

found here

Even at Rank 0, you get a lot, but hit rank 1, and that increases A TON.

Deflection bonus to their AC = Cha, they don't fail on a 1, immune to polymorphing, petrification, or any other attack that alters its form, energy drain, ability drain, or ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Not to mention: immune to electricity, cold, and acid, disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.

DR 15/EPIC.

SR 33.

Two free actions a round, as long as the DC is equal to or less than 15.

1 Salient Ability. These are usually decently powerful.

And much more


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

You don't use 3.5 rules because deities in pf aren't even supposed to have stats.

this is stated to be as powerful as a nascent demon lord (basically a demigod). It's also an official bestiary monster.

If you want an official god, look to cuthulu. Who is cr 35 mythic rank 10.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

"A balor lord is typically a CR 21 to CR 25 monster (a range shared with the various unique nascent demon lords, with the range of CR 26 and above being the domain of the demon lords themselves)"
Nascent demon lords can grant spells, and even have thier own abyssal obedience.


♣♠Magic♦♥ wrote:

For my understanding of what you're saying(which may not be what you intended) my response is:

Poisons aren't really very useful at this level of power, so I am making versions that are more relevant to this type of play.
Though this is rules light, it wouldnt fly for me to just make up some poison effects right as I use them, so I am making some now.
As far as class options go, there isn't much of a way to make poisons more effective, as they are set things that don't have much in the way of optimization aside from applying them to a weapon faster.
So, I am making them usable at this level by making my own, and altering existing ones.
It would be easy enough to just up the DC and damage of normal poisons. But most of the poisons are just "this type and amount of ability damage for this many rounds." I find this boring. So in addition to bumping dc's, etc, I'm making poisons with more interesting effects, like Psychoactive ones like Scarecrow, and other bodily effects like drowning effects similar to the real ones of WWII mustard gas.

This is an attempt to make poisons and therefore, my character more interesting.

Consider Kevin's(?) (I don't know what his gestalt is off the top of my head) 'spells/extracts' to be your poisons you brew up and use those rules for 'effects', but somehow you can use them against others (there are existing rules for such, less creating from scratch, if memory serves), as Alchemists are one of the sexier class archetypes, as far as I'm concerned.

In other words, you don't really need to devise anything new-- just special effects on your Alchemist abilities. Remember, you have the six levels worth of extract ranks to play with, unless you're not a standard Alchemist.

As for poisons? Meh. For a game system as Pathfinder, poisons and their effects are kinda theme killers, they want the PCs to be heroes, doing heroic things. Poisoning someone-- imho, doesn't quite fit the goal there, thus, I think they don't put too much into it.

Anyhow, appreciate your responses. I'm just noticing you are fine tuning often when it comes to your PCs, to adjust for 'perceived' flaws, when in truth (i.e. my observation) they, the flaws and how you ICly deal with 'em, add character. Hope that makes sense.

Cheers.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Damiani wrote:


As for poisons? Meh. For a game system as Pathfinder, poisons and their effects are kinda theme killers, they want the PCs to be heroes, doing heroic things. Poisoning someone-- imho, doesn't quite fit the goal there, thus, I think they don't put too much into it.

Anyhow, appreciate your responses. I'm just noticing you are fine...

Funny, i don't see flaws in many of your characters (like tykro'sam, who's basically immortal, has a huge int, nearly perfect stats, can teleport huge distances non-magically, and from what I remember in the plot, can one hit ko an entire planet by opening a gate to a black hole.)

And you're complaining about him wanting make himself more powerful?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

My opinions on poisons?
Winning is all that matters.


icehawk333 wrote:

Funny, i don't see flaws in many of your characters (like tykro'sam, who's basically immortal, has a huge int, nearly perfect stats, can teleport huge distances non-magically...)

And you're complaining about him wanting make himself more powerful?

My two students, Anahita and Tryko'Sam are VERY flawed.

That you cannot perceive them means you aren't looking at that properly-- merely looking at them in simple terms.

Anahita (thus far) seems incapable of socializing, right? Flaw. Intentional. Plus a ton of other things that haven't really been shared or revealed.

Tryko'Sam might be immortal, but he's got a s+*$ ton of issues. What good is living forever, if a) no one else you can does, b) you're fearful of numerous things, c) your memory is reset every so often, d) other issues, etc.

Please understand, Icehawk, there are a ton of flaws. You just don't know them yet, thus your considering the statement as 'funny', at least, that's how I feel.

Additionally-- I'm hardly complaining, merely speaking to an observation, and attempting to discuss it with Magic. That's all. He's free to do as he wants, ignore me, work with me, or whatever.

Thanks for bringing that up though, I do enjoy conversing, and I hope this helps explain my side of things.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Really?
Personality flaws mean little to me. Always will.
Power is king... At least, in my mind.
But I'm insane, and power obsessed.
"Winning is, by definition, everything."

Shadow Lodge

"Except losing. It's not that, so it's not everything."


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Everything important.


icehawk333 wrote:

Really?

Personality flaws mean little to me. Always will.
Power is king... At least, in my mind.
But I'm insane, and power obsessed.
"Winning is, by definition, everything."

May I ask what you expect out of role playing games then, with other people looking to do creative works?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Roleplay is fun, and these games offer a fair challenge, more so then any other game i know.
Winning may be the most important thing, it doesn't mean there is nothing else to do in between.
Damiani, trying to explain myself is harder then trying to explain what the the color blue looks like.


Ice, I can speak for myself. Please stop attacking statements on my behalf. :)

Anyways, I can see where it looks like I'm covering flaws, but that's not the intention.

I try not to change things after they have been discussed in character. Up until now, Kevin has used or discussed his poisoning abilities, so in my mind what they can and can't do is malleable.

This isn't so much covering existing flaws, as there is no flaw in this area to cover. This is more covering a less visited area in the system than it is one for the character.
Kevin's main flaw is adapting to his new body and discovering/mastering his new abilities. His skill with poison, (while it is being developed out of character) is already good in character. The only "flaw" there, is working it into the abilities of his new body.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
♣♠Magic♦♥ wrote:
Ice, I can speak for myself. Please stop attacking statements on my behalf. :)

It wasn't just on your behalf...

Shadow Lodge

Meh. Air, food, and water are pretty important.

Look, if Damiani's character have lersonaility flaws that restrict them, and that isn't enough, there's nothing we can say to change that. He's using that to tell a story.

But hey, if that's not enough? Let's look at someone else potentially extremely flipping powerful: Adon, the boy who's immune to magic.*

What are you using to restrict him? The threat of starvation. Not bad, honestly, but also nit very different from Damiani's restrictions either. Or some of those on Lyn's characters. Or mine.

So what do you say we just drop thus repetitive argument and go back to having fun?
*Possible exaggeration.


Female [Classified] Bard 16 / [classified] 16

Wait a sec, Sam is immortal?

or immortal like... like Mel.

Mel and Sam just might be able to be bugging each other through time and space for a VERY long time...


Magic wrote:
Ice, I can speak for myself. Please stop attacking statements on my behalf. :)

Less aggression over all would go a loooooong way. At least, that's how I feel.


Melody Waverider wrote:

Wait a sec, Sam is immortal?

or immortal like... like Mel.

Mel and Sam just might be able to be bugging each other through time and space for a VERY long time...

I wouldn't quite go so far as to say 'immortal', but ... yes. Not that there's been much interaction between them, yet.


Female [Classified] Bard 16 / [classified] 16
Damiani wrote:
Melody Waverider wrote:

Wait a sec, Sam is immortal?

or immortal like... like Mel.

Mel and Sam just might be able to be bugging each other through time and space for a VERY long time...

I wouldn't quite go so far as to say 'immortal', but ... yes. Not that there's been much interaction between them, yet.

well apparently we have LOTS of time....


Dragonborn3 wrote:

Meh. Air, food, and water are pretty important.

Look, if Damiani's character have lersonaility flaws that restrict them, and that isn't enough, there's nothing we can say to change that. He's using that to tell a story.

But hey, if that's not enough? Let's look at someone else potentially extremely flipping powerful: Adon, the boy who's immune to magic.*

What are you using to restrict him? The threat of starvation. Not bad, honestly, but also nit very different from Damiani's restrictions either. Or some of those on Lyn's characters. Or mine.

So what do you say we just drop thus repetitive argument and go back to having fun?
*Possible exaggeration.

These are excellent points, by the way.

Where I'm coming from, is an attempt to point out that if the goal is to 'win' for one person, and my goal is to enjoy the game WITH others, cause, playing by myself is kinda like ... well, it gets old fast.

So, if your fun, Icehawk is 'winning', I certainly hope you are enjoying your time spent playing this game here. It's very hard to know if you are, as far as I can tell, given your posts.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Dragonborn3 wrote:

Meh. Air, food, and water are pretty important.

If you die, you lose.

db3 wrote:

But hey, if that's not enough? Let's look at someone else potentially extremely flipping powerful: Adon, the boy who's immune to magic.*

Witch prevents him from often gettign places, getting buffs, and his sr isn't near enough to stop a villan's harmful spells... And he has to touch you to dispel magic.

db3 wrote:

So what do you say we just drop thus repetitive argument and go back to having fun?

Yeah, ok. Honestly, i shouldn't post in discussion, i cause nothing but problems.


♣♠Magic♦♥ wrote:

Ice, I can speak for myself. Please stop attacking statements on my behalf. :)

Anyways, I can see where it looks like I'm covering flaws, but that's not the intention.

I try not to change things after they have been discussed in character. Up until now, Kevin has used or discussed his poisoning abilities, so in my mind what they can and can't do is malleable.

This isn't so much covering existing flaws, as there is no flaw in this area to cover. This is more covering a less visited area in the system than it is one for the character.
Kevin's main flaw is adapting to his new body and discovering/mastering his new abilities. His skill with poison, (while it is being developed out of character) is already good in character. The only "flaw" there, is working it into the abilities of his new body.

The way I took it was you wanted to 'invent' new poisons, outside of what the core books have written and described, or achieve what Monsters (i.e. non-PCs) can do as either Ex or Su abilities, while using mundane matter in the setting.

That's all. :)

Sure, it might have felt to me you were trying to 'fix' something you disliked (which you were, right?), but, all in all, kind of a moot point now, since it's been explained.

Thanks.


Melody Waverider wrote:
well apparently we have LOTS of time....

Really depends on how the story goes, right?


Making poison more interesting was indeed the goal.
I hadn't intended any parallel to monster abilities, but I can see that, I guess.

The main thing I think we weren't connecting on is that I am making these poisons out of character to be used alongside the already existing ones to bring them up to snuff with this level.
Nothing is being 'invented' in character. These are much like an additional book, added to the game alongside what exists to be used as if it had always been there in game.

Hopefully this clarifies sufficiently. :)

Shadow Lodge

It's not that you cause problems, ice, it's that you don't seem to trust the rest of us to hold our own characters in check.


♣♠Magic♦♥ wrote:

Making poison more interesting was indeed the goal.

I hadn't intended any parallel to monster abilities, but I can see that, I guess.

The main thing I think we weren't connecting on is that I am making these poisons out of character to be used alongside the already existing ones to bring them up to snuff with this level.
Nothing is being 'invented' in character. These are much like an additional book, added to the game alongside what exists to be used as if it had always been there in game.

Hopefully this clarifies sufficiently. :)

I guess then, in further thinking on my end, so long as those poisons are in line with the abilities your class allows, cool beans.

But-- if you're suddenly doing a CR20's Poison Attack, cause you picked up some flowers and did some quick mixing. :)

Then we're talking hacks, baby! HACKS.

Now, if you went out and caught yourself some CR20+ snake, got it to spit venom into a vial for you (or forced it, and thus did the 'quest' to get that material), all good.

Hope that makes sense, cause Alchemist/Alchemy alone, won't give you 'new powers', but then again, 'rules light' and all that, right?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Dragonborn3 wrote:
It's not that you cause problems, ice, it's that you don't seem to trust the rest of us to hold our own characters in check.

And that causes problems.


icehawk333 wrote:
Dragonborn3 wrote:
It's not that you cause problems, ice, it's that you don't seem to trust the rest of us to hold our own characters in check.

And that causes problems.

Not trusting people you're in a joint venture with, does in fact, cause problems.

*nods*

(Being playful here! Have a smiley face.)

:D

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