Priest of Pharasma

Yebng's page

Goblin Squad Member. 186 posts. No reviews. No lists. 1 wishlist.



4 people marked this as a favorite.

Color me ridiculously intrigued.

Goblin Squad Member

1 person marked this as a favorite.
Ryan Dancey wrote:

We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.

Certainly we will sell some things that are useful, and great to own. We want to make valuable items available for sale to those players with the interest and ability to buy them. Our commitment is and has been that such things won't provide a meaningful mechanical advantage that you cannot get just by playing the game.

We also are going to avoid selling things that are likely to materially disrupt the market for player-character crafted goods or block areas of the harvesting/refining/crafting system from being good investments of time and effort.

So in your opinion, the ability to harvest and protect more resources per outing doesn't count as a mechanical advantage? The ability to remove yourself from the world by ducking into a smallholding if you get attacked is not a mechanical advantage either? I'm sorry but these items are pay to win. They drastically increase a players survivability and profitability. Player housing should be player built, player bought, player sold, and player traded. Premium items should only be aesthetic or they lead to a pay to win culture. Power creep happens, and will likely happen with your premium items as you try to entice future purchases. I'm an early enrollee and this announcement has deeply disappointed me.

Goblin Squad Member

2 people marked this as a favorite.

I asked this once but it got buried.

What if you belong to multiple companies?

Will you always count as your primary or once your primary has a tower under control if you stand in another capture circle are you gaining points for your secondary?

Can a group be in 3 companies all tied to the same settlement, thus having 1 group (if its large enough) pull 3 towers (one for the primary company, one for the secondary company, and one for their third company)?

edit-great minds warstein...

Goblin Squad Member

1 person marked this as a favorite.

Conveniently most people considering necromancer characters probably aren't deeply upset over a slide towards evil. Plus there should be enough good/neutral actions as to make the evil slide from a spell cast moot.

Goblin Squad Member

1 person marked this as a favorite.

new recruit to UNC, glad to be with such an organized group


2 people marked this as a favorite.

I just voted for an item requiring "for" saves...wtf


1 person marked this as a favorite.
Mudfoot wrote:
The decanter produces 5 gallons per second, or 22 litres. . .

Certainly not world ending but an interesting thought came to mind, waterwheel automobiles, how fast could one reasonably travel? (the roads would all have to run off into irrigation channels)


1 person marked this as a favorite.

I'm not super impressed with the mythic ruleset, and while the dual initiative is tempting, i don't want to introduce mythic rules when i have no intention of implementing them for the players


1 person marked this as a favorite.

I don't suppose anybody FAQ'd that did they...I prefer not to rely on a house-rule when the general interpretation can swing so wildly, as your two threads show. However I'm glad I could continue your theme of re-asking this question in a new thread just about every year.


1 person marked this as a favorite.

1. Don't see anything that would rule it out
2. Probably Arms and Armor as caltrops are a weapon-like item.
3. Caltrops already ignore Armor, Shield, and Deflection bonuses, making them brilliant energy as well will only ignore the +2 circumstance AC bonus for wearing boots and prevent them from harming Undead and constructs.
I don't see anything that would allow caltrops to ignore DR so you may get more out of just carrying bags of caltrops made of silver, cold iron, or adamantine, alternatively get them blessed or desecrated so they align good or evil.


4 people marked this as a favorite.

I've been building something similar for about 2 years now, I've built all the avengers out as LVL 15 NPC's, new books keep changing my ideas and now i'm waiting for the advanced race guide to really trick them out, regardless I think people are turning to synth summoner way to quickly, case in point iron man;

Iron Man (Iron Mage), Mobile Fighter 5/ Evocation Wizard 5/ Eldritch Knight 5
Mobile Fighter Variant from APG pg. 105
Wizard’s Arcane Bond is with an Amulet that will visually match Iron Man’s power core on his armor. Amulet functions as Adamantine Folding Plate (APG284), except with a +5 bonus instead of +1 and when folded out has the Heavy Fortification magical property.
Wears full-plate so needs Still Spell feat
Elf w/Lightbringer Variant from APG pg. 13

Now a tailor made case for synth summoner would be Jean Grey/Phoenix.

My other core avengers are:

Thor (Thor), Wind Oracle 7, Barbarian 3, Rage Prophet 5
Hurler Barbarian Variant from APG pg. 78
Oracle’s Curse – Lame
Dwarf w/Magic Resistant Variant from APG pg. 11
Uses a +1 Cold Iron Returning, Shocking, Furious (APG288) Light Hammer that when thrown functions as a Lightning Javelin except it is not consumed in the attack
Wears +5 Adamantine Righteous (APG283), Ghost Touch Agile Breastplate which functions as Rhino Hide

-The Incredible Hulk (Hulking Giant), Alchemist 7/ Barbarian 3/ Master Chemist 5
Drunken Brute Barbarian Variant from APG pg. 78
Half-orc w/Plagueborn Variant from APG pg. 19
When in his non-mutated form his appearance is very much representative of his human ancestry whereas when mutated he demonstrates his Orc-blood in full

Captain America (Captain Americ), Order of the Shield Cavalier 9/ Bard 1/ Battle Herald 5
Human
Uses a +5 Heavy Adamantine Throwing Shield with the Returning, Seeking, and Distance magical properties which otherwise functions like the Ricochet Hammer (APG290). This shield also serves as his Cavalier Banner.
Also wears some +5 Gauntlets for hand to hand combat to be interspersed with his shield bash/slam
Wears +5 Mithral Champion (APG283) Agile Half-Plate (APG179) which functions both as the Boneless Leather (APG284) and the Breastplate of Command
Favored Class is Cavalier but uses the Alternative Cavalier Favored Class Bonus for Humans from APG

Black Widow (Lady Fury), Sandman Bard 4/ Spy Rogue 6/ Master Spy 5
Sandman Bard Variant from APG pg. 82
Spy Rogue Variant from APG pg. 135
Green Widow Changeling from AP #43
Uses a +5 Keen, Brilliant Energy Falcata (APG178) in a Sheath of Bladestealth (APG309) and a +5 Distance, Seeking, Corrosive Burst (APG287) Heavy Crossbow

Hawkeye (Archer), Arcane Sorcerer 1/ Skirmisher Ranger 9/ Archane Archer 5
Skirmisher Ranger Variant from APG pg. 128
Arcane Bond is with his Longbow
Half-elf w/Dual Minded Variant from APG pg. 17

My villians:

Vulture – Yamabushi Tengu (JR1 pg. 88) CR5

Shocker – Human (Magus 6) CR5

Scorpion – Drow Noble (Blight Druid 5/ Assassin 1) CR6

Arcade – Dwarf Ranger 5(Trapper/Deep Walker) CR4
Assassin who kills via traps in a labyrinth of his own design. Works for Baron Zemo as the head of his import and export business.

Scarecrow – pg 238 B2 Scarecrow CR4
Works for Baron Zemo. Runs the underground slave ring, primarily through fear, employs Slavers (pg. 266 GMG), Street Thugs (pg. 265 GMG), and Bandits (pg. 258 GMG). Has a history of conflict with both Iron Man and Captain America.

Hydra – pg 178 Hydra CR4
Kept under the city by Baron Zemo, convenient place to dispose of evidence

Green Goblin – pg. 27 Barghest (Alchemist 1) CR5
Leads a goblin tribe terrorizing farming community nearby

Pyro – Gnome (Sorcerer/Oracle) CR7

Baron Zemo – Human (Bard 10(Magician)) CR9
Corrupt town official, deals in trafficking stolen goods/people as part of thieves’ guild “Hydra”, has a piece of Apocalypse (Leg) in his inventory set to be shipped out to Baron Mordo

Kingpin – Dwarf (Monk 10(SM/EH)) CR9

Kraven the Hunter – Humanoid (Shapeshifter Ranger 8) CR7

Rhino – Wererhino (Barbarian 8) CR8

Ghost – Humanoid (Alchemist 10) CR9
Specializes in using his bombs, has the Implant bomb feat and uses it to increase the damage potential of his hirelings whom he has no qualms with sending to their deaths. Hired by Baron Strucker who in turn works for Baron Mordo to destroy the individuals who took down Baron Zemo and Hydra.

Hobgoblin – pg. 27 Greater Barghest (Alchemist 3) CR10
Son of Green Goblin, escapes when his father’s tribe is killed, comes back after the Avengers are removed with a goblin horde, outfitted by the Red Skull and used as a distraction to get the party out of York while he moves in.

Abomination – pg. 268 Troll (Barbarian 5) CR10
No real agenda, just an unwitting pawn used to sow confusion and distract heroes from more serious and subtle threats

Red Skull –Mummy (Sea Witch 10) CR11

Mandarin – Humanoid (Wizard 5/Ioun Angel 7) CR11
Empowers himself with Ioun Stones, has carved out a small magocracy in the Mountains of the Sleeping Dragon on an Island off the northern edge of Latveri. Has Clay Golems in his palace which awaken if he is attacked.

Fin Fang Foom – pg 96 Chromatic Dragon, Green (Adult) CR12
Is the sleeping dragon that the Mountains of the Sleeping Dragon are named after, controlled by a very special Ioun Stone crafted by Mandarin. His horde contains the Heart of Apocalypse

King Mordo – Humanoid (Wizard 15) CR14
Baron Zemo’s distant superior, provided him with the Hydra, actively working on the reconstruction of Apocalypse. Starts with the Torso and one Arm of Apocalypse

King Victor Von Doom – Half-orc (Magus 15) CR14
Rival to Baron Mordo and his magics, wants the pieces of Apocalypse so he can study and build an army under his rule, so far has an Arm and Leg. Uses Iron Golems as his Doombots

Scarlet Witch – Humanoid (Oracle 16) Spellscar/haunted CR 15
Mister Sinister – pg 188 Lich (Necromancer 10/Blood Caster 5) CR16
Ancient wizard and keeper of the Head of Apocalypse, lost what sanity he had during his transformation into a Lich. Retreated to the Savage Lands shortly after his transformation.

Horsemen of Apocalypse (Dragons) pg. 91
War – pg. 101 Chromatic Dragon, White (Great wyrm) CR18
Pestilence – pg. 93 Chromatic Dragon, Black (Great wyrm) CR19
Famine – pg. 94 Chromatic Dragon, Blue (Wyrm) CR18
Death – pg. 99 Chromatic Dragon, Red (Wyrm) CR19

Apocalypse – pg. 134 B2 Adamantine Golem (Inquisitor 6) CR 25
After being reassembled he sets out to rule the world and cull the weak from its ranks using his “Horsemen” of Apocalypse

Alternative Encounters
Venom –
Symbiote based intelligent item, grants boons to but also attempts to possess its wielders. Chain Shirt +1; effectively curses the wearer with an enhanced form of afflicted lycanthropy (were-black widow). Spawns the Carnage weapon if someone tries casting Remove Curse or otherwise forcefully removes armor from a living character. If the party sells the item it becomes a recurring villain possessing a different host till they catch on and destroy it

Carnage –
Symbiote based intelligent item, grants boons to but also attempts to possess its wielders. Takes the form of the greediest characters favored weapon. Effects: +3, Keen, Vorpal, Reach. At night it controls bonded character and commits murder. During day it implants homicidal and paranoid thoughts vs. will save. If broken it cuts and infects breaker with the Toxin tattoo.

Toxin –
Symbiote based intelligent item/curse, grants boons but also attempts to possess its wielder. Appears as a green, black, and red biohazard tattoo on the player’s back. Effects: +8 Str, +4 Dex, -2 Con, FH 5, Haste constant. Fort save to initiate infection. Develops over the course of a week. Doesn’t control character at night, but while the character is awake it implants paranoid and homicidal thoughts as well as inducing hallucinations vs. will. Removed via Wish only. Remove Curse and heal spells used against the character incite Rage.

Ok that was longer than intended I more or less just copy pasted the doc I've been building on