Dain's King Maker Chronicles Discussion


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As far as hover specifically it would still be a hover check which is a dc 15 with modifiers to the check dependent upon weight carried, i.e. -3 for medium, -6 for heavy.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Look up "forced march." same rules apply to flying.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Do what you gotta do. Ill come up with a side quest or something to amuse myself.


Lazurien wrote:
As far as hover specifically it would still be a hover check which is a dc 15 with modifiers to the check dependent upon weight carried, i.e. -3 for medium, -6 for heavy.

Well - thank you all for the help on flying - however, this still leaves me in the dark for a few particulars, perhaps you could help me with - remember, these are only a few rules so far.

1. For vision - it would seem to me that Laz is correct - flight should confer some less penalties then looking over the ground, as the ground curves over distance, you loose bonus's. However - as the book seems to suggest - this is not the case. I would think there should be a bonus to this - but, I saw none.

2. One of the side rules mentioned in the post via the discussion thread is to somehow suggest that a flying quadraped is better equipped to carry a person then a biped.

FYI - divorce yourself of that concept. While the rule should be true for a creature on foot (who uses all four legs to balance itself and support its weight) it is preposterous for me to believe that someone like Dior should gain bonuses to fly carrying capacity, while Laz does not.

A griffon, pegasi, dragon, or any other similar creature should not gain and will not gain a bonus to carrying capacity simply be cause it has four legs while flying. Now - if it had four wings - instead of two - maybe I'd agree. But the ruling on four legged creature bonuses to carrying capacity - who are flying at the time - it simply won't happen in this game. Right now that is not a problem - I am simply letting you know for later.

3. We already had the issue for Mister and "forced march" while flying. Flying is radically different then walking - as pointed out so far - both by Shaezon in his posts about Mister and Laz in her narrative - flying is essentially moving your wings to catch the next air current.

The issue was how much ground Mister could literally cover while flying when all we had was his movement speed. Does he "fly" 60 miles an hour - or what? The rules above specify how "hustling" works - and it applies for flying.

But my questions were more esoteric and broader based. I was looking for an actual sourcebook on flying in general, since I foresee things popping up like this in the future (for example - what if Ariarh "Wild Shapes" into something - if she picks "Giant Eagle" does she suddenly have less carrying capacity then a equally sized, equally strong "Giant FOUR-LEGGED eagle" - because a quadraped is somehow granted the ability to have a better carrying capacity? Not at all - that's crazy - I over-rule that idea now because it is stupid. But, there is no clear-cut specific in the book, because so few creatures are naturally winged - but we all know that if any of us start running - none of the others with the same move speed can ever catch them - until the first character starts making Con checks - another stupid rule that should be fixed - I hoped somewhere they DID fix it - hence the questions).

But speaking of stupid rules: No one in the party who flies can or should be able to hover (except it is the rules, so you can - yay stupid and unrealistic rules - but it does work in your favor) because you are not a helicopter - any more then an airplane can hover. Magic creatures, yes - real creatures - no. But the rules are clear: According to advanced errata you can not only hover in combat, but:

Hovering - like most things in d20 rules - such as alignment, the fact that no one in the world can ever catch up to another creature in a foot race when we all have a 30 foot move speed - the ability to hover for six seconds in combat in a closed room with no windows and call that "flying" - and, of course, the ability to rummage through your pack and find a special potion is something that can be done instantly, like a supernatural ability, even if it takes most people five minutes to find the right credit card in their wallet half the time at the grocery store in front of you - are all stupid and idiotic rules that have no business in the game - but shall be in the game because we don't feel like doing any constructive work to makes things realistic - so there!

As such - yes, you can hover in combat. Stupid, but the rules... But I was wondering if there was - somewhere more specific rules. You know - sort of like how they've done special rules for Magic in Advanced Arcana and Unearthed Arcana - I wondered if they had something like that for Flying.

Should you be able to fly for eight hours? No - of course not - you can walk for eight hours because if you slow down, or pause to rest, you can actually stop walking and not tumble into the ocean below you.

Anyway - no worries now - but I wanted Laz to have a better Perception check while flying. I found nothing to support this - and there should be. Also - Anuk-su in dragon form should not have a "special bonus" to carrying capacity because, as a dragon, she has four legs - then loses this bonus when she switches to two legs. Sorry Anuk-su - no joy for you!

But, that was the thrust of my questions.


Shaezon Silverfall wrote:
Do what you gotta do. Ill come up with a side quest or something to amuse myself.

Okay - depending on the other peeps - I may have them just come into town the same time your original party does - if they miss the big "brew mwuah ha ha! - well, it can't be helped. I don't want to split the party up too much more.

I want you guys to hit level 6, and then everyone team up for some wacky adventures to the south. By now - you can guess there is quite the potential for "hijinks" based on what the new "group" is up to.

More to come soon on that, though...


I'm fine with the quadruped vs biped rules for flying. One of the problems is that trying to apply real world physics to some of these things just breaks down quite a bit. There are examples of birds that can hover in real life so it is not quite a stretch to allow hovering in a world of magic and creatures with wings coming out of their backs and so on.

I do have to disagree with you on the strenuousness of overland flight though. There are tons of examples of birds flying incredible distances in a single flight. Migration and such things occur all the time. If a bird wants to rest all they have to do is soar on thermals and updrafts and allow the wind to do the work.

As far as movement speed goes, the same rules for ground based movement apply. A bird with a speed of 30 travels the same distance that an elf with a speed of 30 travels, the only difference is the actual distance traveled for the bird is typically MUCH less than the person walking. The person walking has to travel around to bridges, up and over hills, between mountains, and so on, where the bird can fly in a straight line "as the crow flies". So in the end if the destination is 10 miles away, the bird flies 10 miles, whereas the person potentially has a longer journey because they cannot travel in a straight line there. Put a person with a 30 and a bird with a 30 on perfectly flat plains and they will travel the exact same distance in the same time.

As for finding things in a pouch they do have rules on that. It's normally a move action to retrieve a stored item (that provokes an AoO), so to retrieve a potion and drink it (drinking is a standard action that also provokes an AoO) is in total a full round action. So pulling something from a pouch is not a picnic lol. To pull a potion and drink it is a full round action that provokes 2 AoO's.

Anyway just my 2 coppers.


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Also I found rules for evasion and pursuit (i,e, foot races)

Evasion and Pursuit


Lazurien wrote:

I'm fine with the quadruped vs biped rules for flying. One of the problems is that trying to apply real world physics to some of these things just breaks down quite a bit. There are examples of birds that can hover in real life so it is not quite a stretch to allow hovering in a world of magic and creatures with wings coming out of their backs and so on.

I do have to disagree with you on the strenuousness of overland flight though. There are tons of examples of birds flying incredible distances in a single flight. Migration and such things occur all the time. If a bird wants to rest all they have to do is soar on thermals and updrafts and allow the wind to do the work.

As far as movement speed goes, the same rules for ground based movement apply. A bird with a speed of 30 travels the same distance that an elf with a speed of 30 travels, the only difference is the actual distance traveled for the bird is typically MUCH less than the person walking. The person walking has to travel around to bridges, up and over hills, between mountains, and so on, where the bird can fly in a straight line "as the crow flies". So in the end if the destination is 10 miles away, the bird flies 10 miles, whereas the person potentially has a longer journey because they cannot travel in a straight line there. Put a person with a 30 and a bird with a 30 on perfectly flat plains and they will travel the exact same distance in the same time.

As for finding things in a pouch they do have rules on that. It's normally a move action to retrieve a stored item (that provokes an AoO), so to retrieve a potion and drink it (drinking is a standard action that also provokes an AoO) is in total a full round action. So pulling something from a pouch is not a picnic lol. To pull a potion and drink it is a full round action that provokes 2 AoO's.

Anyway just my 2 coppers.

1. I know humming birds can hover - but they are not nearly the same as a humanoid creature with a bone structure heavy enough to sustain a blow from a store. Point is - if you go by "real world" mechanics - a person with wings hovering while wearing armor and gear - well, I think it is a stupid rule - but it is used to make the game easy, so - them's the breaks. Yay team good - and yay for simplifying!

2. Now, while birds can fly long distances, true - the fact is that a bird can normally "Fly" faster then humans "Walk" - their speed is different. It is also assumed a bird can fly up fifty or sixty miles an hour for a bit, but not every hour for 8 straight - and the way the rules break down - their movement speed allows them to do that for a great bit - for a long time - (move speed 30 = 5x for run or 150 feet a round - 1,500 feet a minute - and 15,000 feet in ten minutes of running - a mile equaling 2,8 miles - I have never met anyone who can run nearly three miles in ten minutes - though I am sure they exist - but in this game, anyone with a 30 foot move speed can do that movement in ten minutes. And a bird has a speed faster - say - 60 which means in 10 minutes it can "Fly" over 5.5 miles - if it maintained this speed for only 1 hour that would mean it could "Fly" over thirty miles - and in an 8 hour day it could cover well over 250 miles without stopping in one day before rolling Con checks. Of course, they can keep going - maybe even flying hundreds more miles - all in one day, if they make the Con checks.

Naturally - all of this came up with conjuncture about how long it would take Mister to get to the temple - which was over 40 miles away - and back. At the time, we weren't sure, and we all tried to figure it out and it was annoying - hence the attempts to figure out formal rules for flying. The rule for "hustle" speed makes a lot more sense - I.E. - rule for overland flying - which is clarified in the book so, yay - we have at least one source - though why they couldn't simply compile everything I have no idea.

3. It seems we disagree again - but this only because if a human was literally going over bridges and so forth - they would be going a greater distance. "As the crow flies" implies a straight line. For example if you are driving to a point 3 miles away from your house "As the Crow flies" but first you have to drive 2 miles west to the bridge, then cross the bridge, then 2 miles back east just just so you can actually travel to a spot 3miles north of your house - on foot you've literally "traveled" 7 miles - where the "Crow" flies only 3 miles.

The same would also apply to walking down a steep mountain, then climbing up the other side - again, you've traveled a mile down the mountain then am mile the other side - while the Crow flew the hundred yards between peaks - compared to your journey of 2 miles and 100 yards.

As for the comment about the flat plain? Even then - the bird does not exert nearly as much energy - because, as you suggest, they aren't actually working half the time - but gliding. A walker has to burn calories just to move his legs - while a bird can glide on the wind. But in either case, a person who travels a straight line over slightly broken rocks that have no bearing on "distance" is still penalized by the fact that, for the person, they have "difficult terrain" - which effects their travel time.

The crow does not have "difficult terrain" in the same manner - though they do have to deal with challenges via "Wind" - under the rules for flight - but, again, all of this had to be found by pouring from site to site - glancing from various different webpages and links - simply because the rules for flight were never properly consolidated.

They really need to do that, because this is ridiculous!

4. Pouch thing still goes under "flat rule to make things easy" - standard, flimshaw! Hell, even a full round action is still six seconds - and after my last LARP - just trying to get a pouch OPEN half the time - when the leather was wet, and your fingers are icy because it is 2:00 AM on a Saturday night and you can't really see what you're doing, and it is 31 degrees out - and then you have to pull open the pouch, move things around to find the ONE ITEM you need which is, of course, at the very bottom, every single time I looked, and no matter what the item is - it was ALWAYS at the bottom, and every time I did it I kept thinking to myself "Damn - why isn't this taking me just six seconds!" :)


Lazurien wrote:

Also I found rules for evasion and pursuit (i,e, foot races)

Evasion and Pursuit

I bookmarked this page - but I would have a caveat. I'd set a number, say - 15. For every point you beat that number with your Dex roll you advance a little bit faster, for every point you miss it - you fall back.

Something like that - but only so we could determine what round you can catch - or be caught - in the race - that could have consequences later... See - why they don't have that stuff, I just don't know...

Good work on that, though, and thanks for your help.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

on hovering, most birds, from little sparrows to the big-ass eagles at the aviary can hover, all-be-it briefly. when they land on a perch, or take off when you scare them, and they shoot straight up about 3 feet, and sit there for a couple seconds, they do it a little bit. again only a couple seconds, but they do.

so at lease you can justify someone flying up, and taking a swing with their sword, at lease twice...

you do have a 5 foot space to work with, although that idiot pigeon that got stuck on my balcony was too dumb to figure out how to take off in a 5'ft space... but that pigeon was dumb, so i don't take that as evidence that a bird can't manage to take off in a space like that.

stupid pigeon


Ka'etil Malas'rae wrote:

on hovering, most birds, from little sparrows to the big-ass eagles at the aviary can hover, all-be-it briefly. when they land on a perch, or take off when you scare them, and they shoot straight up about 3 feet, and sit there for a couple seconds, they do it a little bit. again only a couple seconds, but they do.

so at lease you can justify someone flying up, and taking a swing with their sword, at lease twice...

you do have a 5 foot space to work with, although that idiot pigeon that got stuck on my balcony was too dumb to figure out how to take off in a 5'ft space... but that pigeon was dumb, so i don't take that as evidence that a bird can't manage to take off in a space like that.

stupid pigeon

Stupid pigeon indeed!

But remember - the pigeon was considered "tiny" - it could flap around a 5x5x10 space pretty easy - a creature that is over five feet in height... I dunno...

Also - Laz's wingspan is over 10 feet - twelve, accurately - which means that if she is flying anywhere - she is technically considered "large" for the purpose of being hit - but not for being able to strike someone for bonus's to hit - because though she is a medium creature for all intents and purposes' her wingspan would cover 3 squares on a map (well, about 2.5 but, still!)

Also - birds have hollow bones - very brittle - that's why they are able to do all their crazy maneuvers. In this world it is different - they have solid bones, and heavy gear. Even if a Griffon could glide on the air, it could not "take off" - just like a "Flying Dinosaur" (no, I am not trying to spell their name) - they had to use their claws to climb up the side of a cliff, then propel themselves off and glide. They couldn't just "Take off" from the ground - they were too heavy.

HOWEVER: That is all real world stuff aside - this is a game - and we see cool things happen without such concerns. Yay!

I mean - in life Peter Parker should have gotten a terrible disease and died - and Bruce Banner should have got cancer - and died - but that would have been a pretty crappy story :)


F Elf Spellbinder Conjuration (teleport) Wiz 1

I have to second the "don't think too hard about it" line of thinking from earlier. Their are threads upon thread that debate real world physics vs D&D world. Frankly it's a crap shoot. Frankly I think that if you just stick to the rule set you'll be fine.

Regardless of number of legs a creatures flight (without magic) is dependent upon it's wings and strength score. If whatever it's carrying is a light load they'll be fine. If it's medium their are some penalties, reduced movement if memory serves. I don't know if it's written anywhere, but I think I wouldn't give quadrupeds the enhanced carry capacity if they're flying, unless of course they have two sets of wings. I'd just stick with whatever they're normal strength based carrying capacity is.

When one flies long distances they're not constantly flapping. They're mostly gliding, so id recommend just sticking with the overland flight rules as written. Flying isn' harder than walking if you're capable. Arguably it's easier, but that's not really the point. If you call it even I think everyone will be happy.

Regarding hovering etc: This is what the fly skill is for. Use it and your life will be much easier. A flying creature has a maneuverability rating and with that rating they get a bonus to their fly skill. Most flying creatures have average (hence the name) and hummingbirds, for example, are the closest real world equivalent to a Perfect maneuverability rating. An intelligent creature with the fly skill can learn to fly better, mechanically represented by putting ranks in the skill. Also creature size is a factor for the fly skill.

Long story short: Lets not reinvent the wheel.

This is copied from a PDF, so the formatting is a bit choppy, but you'll get the gist. Otherwise look up the fly skill in the core book.

fly:

(Dex; Armor Check Penalty)
You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to f ly.
Check: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.
96
Restraint
Rope/bindings
Net, animate rope, command plants, control plants, or entangle
Snare spell
Manacles
Tight space
Masterwork manacles
Grappler
Escape Artist DC
Binder’s CMB +20 20
23
30
30
35 Grappler’s CMD
Attacked While Flying: You are not considered flat-footed while f lying. If you are f lying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.
Collision While Flying: If you are using wings to f ly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.
Avoid Falling Damage: If you are falling and have the ability to f ly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.
High Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table 4–5. “Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. “Blown away” means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.
Action: None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation. Try Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see
Chapter 13).
Special: A spellcaster with a bat familiar gains a +3 bonus
on Fly checks.
Creatures with a fly speed treat the Fly skill as a
class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.
A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large –2, Huge –4, Gargantuan –6, Colossal –8.
You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks

Skills 4
Table 4–5: Wind Effects on Flight
Wind Force
Light Moderate Strong Severe Windstorm Hurricane Tornado
Wind Speed
0–10 mph 11–20 mph 21–30 mph 31–50 mph 51–74 mph 75–174 mph 175+ mph
Checked Size
Blown Away Size
— — — Tiny Small Medium Large
Fly Penalty
— — –2 –4 –8 –12 –16

— Tiny Small Medium Large Huge
in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).
If you have the Acrobatic feat, you get a bonus on Fly checks (see Chapter 5).


Shaezon Silverfall wrote:

I have to second the "don't think too hard about it" line of thinking from earlier. Their are threads upon thread that debate real world physics vs D&D world. Frankly it's a crap shoot. Frankly I think that if you just stick to the rule set you'll be fine.

Regardless of number of legs a creatures flight (without magic) is dependent upon it's wings and strength score. If whatever it's carrying is a light load they'll be fine. If it's medium their are some penalties, reduced movement if memory serves. I don't know if it's written anywhere, but I think I wouldn't give quadrupeds the enhanced carry capacity if they're flying, unless of course they have two sets of wings. I'd just stick with whatever they're normal strength based carrying capacity is.

When one flies long distances they're not constantly flapping. They're mostly gliding, so id recommend just sticking with the overland flight rules as written. Flying isn' harder than walking if you're capable. Arguably it's easier, but that's not really the point. If you call it even I think everyone will be happy.

Regarding hovering etc: This is what the fly skill is for. Use it and your life will be much easier. A flying creature has a maneuverability rating and with that rating they get a bonus to their fly skill. Most flying creatures have average (hence the name) and hummingbirds, for example, are the closest real world equivalent to a Perfect maneuverability rating. An intelligent creature with the fly skill can learn to fly better, mechanically represented by putting ranks in the skill. Also creature size is a factor for the fly skill.

Long story short: Lets not reinvent the wheel.

This is copied from a PDF, so the formatting is a bit choppy, but you'll get the gist. Otherwise look up the fly skill in the core book.
** spoiler omitted **...

Thank you much! I agree - the rules are fairly "Dumb" with real world applications - but they do simplify, hovering is dumb - but who cares, it's fun.

As for the quadraped thing - naturally I already said I was not applying the bonus to strength unless the beast had four wings, not legs.

Hovering kind of worked the same way - I saw the rule, thought it was cheesy - but what the hell - it works. It's no more stupid then everyone moving in 5 foot steps ;)

My only real concern and frustration was there was not a concise crunch for flying rules. What you've pasted above I saw on a link already - with errata for flying diagonal. I saw another page for overland flight - and other questions I had I saw no page for.

I just wondered if anyone saw a more complete set of already printed rules on flying on one page, that's all.

However - I do thank all of you for your help with the issue, though.


To "Second Quest Gang"

It's been brought to my attention by some with a few private reservations/concerns that Khromm is a bit abrasive...

"Uh - no - actually - he's more like a total dick! How about you actually make a nice guy for a change? Am I right, people - like totally!"

Ahem! Yes - well, though Khromm's Charisma is abysmal - in my opinion - and though he grew up as a slave and was bred to kill for the amusement of the crowds (something that doesn't make him, er... cheerful) - I also realize that he does not always make it easy for the other players to enjoy the game.

If you believe this is correct - and would like to see him toned down a bit - just let me know.

If you prefer his happy-go-lucky charm, I can maintain that, too.

Just let me know,

Thanks!


F Elf Spellbinder Conjuration (teleport) Wiz 1

Hey Dain,

I'm designing a spell that ideally I'd like to introduce and playtest in your game.

Still a work in progress, but this is the thread I'm getting feedback in and I would like your thoughts on the matter, since in this case you've got the last word.

Essentially it's a way for a wizard to cover a lot of distance, but only by himeslf and he's severely gimped while doing so. It's useful at low levels for that, but innevetably becomes overshadowed by thinks like Overland flight. It's actually a heavily gimped version of baleful polymorph, but helpful.


Shaezon Silverfall wrote:

Hey Dain,

I'm designing a spell that ideally I'd like to introduce and playtest in your game.

Still a work in progress, but this is the thread I'm getting feedback in and I would like your thoughts on the matter, since in this case you've got the last word.

Essentially it's a way for a wizard to cover a lot of distance, but only by himeslf and he's severely gimped while doing so. It's useful at low levels for that, but innevetably becomes overshadowed by thinks like Overland flight. It's actually a heavily gimped version of baleful polymorph, but helpful.

The practical application of this is that you seem to be trying to create a spell that is allowing you to move fast and far distances without having to teleport,

Transforming yourself into an animal for the purpose of nerfing travel time is not unheard of - but so far I think your mechanics are pretty clunky.

Tell you what - do a "write up" for the spell - as if I was reading the description in the book - let me look at how you do the formal spell description, and so on - and we can go from there.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Effectively beast shape ii that gives up versatility for extended duration. Though I'm still considering elegant ways to further nerd it to make it 3rd level. As it stands it's phantom steed, but slower and without the ability to spell cast or communicate in exchange for flight. Frankly I think it'd work as 3rd level as written, but I'm erring on the side of caution. self only is a major factor. Also it's significantly less powerful than wild shape or a synthesists flight both of which happen at 5th level or before. What do you think?

Winged messenger

School: transmutation (polymorph)
Level: druid 4 , sorcerer/wizard 4, summoner 3, witch 4
Casting Time: 10 minutes
Components: V, S, M (an eagles feather)
Range: Self
Targets: Self
Duration: 1 hour per level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: no
As beast shape II, except that you change the subject into a small sized eagle with the following exceptions:

Caster cannot speak coherently (though they can make animal noises, which are insuficient to use as command words) or make somatic gestures.

As with all polymorph effects gear carried melds with the new form, however this spell automatically fails if caster is carrying greater than a light load during the ten minute casting time.

Caster rematains mental abilities, but physical abilities are altered per beast shape II.

Caster can revert to its natural form as a standard action.


Shaezon Silverfall wrote:

Effectively beast shape ii that gives up versatility for extended duration. Though I'm still considering elegant ways to further nerd it to make it 3rd level. As it stands it's phantom steed, but slower and without the ability to spell cast or communicate in exchange for flight. Frankly I think it'd work as 3rd level as written, but I'm erring on the side of caution. self only is a major factor. Also it's significantly less powerful than wild shape or a synthesists flight both of which happen at 5th level or before. What do you think?

Winged messenger

School: transmutation (polymorph)
Level: druid 4 , sorcerer/wizard 4, summoner 3, witch 4
Casting Time: 10 minutes
Components: V, S, M (an eagles feather)
Range: Self
Targets: Self
Duration: 1 hour per level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: no
As beast shape II, except that you change the subject into a small sized eagle with the following exceptions:

Caster cannot speak coherently (though they can make animal noises, which are insuficient to use as command words) or make somatic gestures.

As with all polymorph effects gear carried melds with the new form, however this spell automatically fails if caster is carrying greater than a light load during the ten minute casting time.

Caster rematains mental abilities, but physical abilities are altered per beast shape II.

Caster can revert to its natural form as a standard action.

It's not bad - though having 1 hour a level seems a bit high - I might add a caveat for flavor that you should be able to transform into any bird with a standard speed equal to an eagle - a vulture, a raven, a crow, a hawk - that sort of thing...

It seems okay - but let me think about it.

But in any case - you will not have access to this spell until you can "Scribe it". Though you may find it in a spellbook to the south, once your party heads that direction... ;)


F Elf Spellbinder Conjuration (teleport) Wiz 1

When you consider compare it to phantom steed. That'll help my case. I would consider it "independent research" that all mages do between levels. If its 4th level it won't matter until 7th level regardless. If its a 3 rd level spell I could theoretically add it as one of my two spells when we level up.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Here is my argument to make it as follows:
As my proposed spell doesn't improve with level other than duration I am going to assume level 5 as the caster level unless otherwise mentioned. My argument is based on that it should be a 3rd level spell, because I truly think it should.

Winged messenger (working title):

School: transmutation (polymorph)
Level: druid 3 , sorcerer/wizard 3, summoner 3, witch 3
Casting Time: 10 minutes
Components: V, S, M (an eagles feather)
Range: Self
Targets: Self
Duration: 1 hour per level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: no
As beast shape II, except that you change the subject into a tiny or small avian

Use familiar eagle for tiny stats and eagle for small.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

with the following exceptions:

Caster cannot speak coherently (though they can make animal noises, which are insuficient to use as command words) or make somatic gestures.

As with all polymorph effects gear carried melds with the new form, however this spell automatically fails if caster is carrying greater than a light load during the ten minute casting time.

Caster rematains mental abilities, but physical abilities are altered per beast shape II.

Caster can revert to its natural form as a standard action
For reference

Beast Shape 1When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
bEAST ShApE ii
School transmutation (polymorph); Level sorcerer/wizard 4
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Compared to:

Phantom steed:

phAnTom STEEd
School conjuration (creation); Level bard 3, sorcerer/wizard 3 casting Time 10 minutes
components V, S
range 0 ft.
Effect one quasi-real, horselike creature
duration 1 hour/level (D)
Saving Throw none; Spell resistance no
You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only
by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount is AC 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per caster level.
These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.

WInged messanger
= (equal) same speed at level 6 caster level for phantom steed 60 feet in this case
+ (plus)flight
- (minus) speaking
- spellcasting
- any fun "do this while riding tricks"
- ability to cast for others
- the mount that never gets tired and can run for the entirety of the spell duration

Compare to Beast Shape II

bEAST ShApE ii[/spoiler:

School transmutation (polymorph); Level sorcerer/wizard 4
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

WInged Messanger
+ Duration
+ casting time (a negative that prevents being used to escape combat)
- large creatures
- medium creatures
- climb speed
- swim speed
- scent
- Grab
- pounce
- any other combat usage
- 101 usages other than traveling over land

Essentially my spell has one use. Overland travel and the caster can't really do anything else while this spell is active. Both of the comparable spells have multiple uses. My spell is much closely related to Phantom steed than beast shape in it's purpose. That's the sum of my argument. Let me know if it's good enough.


Shaezon Silverfall wrote:

Here is my argument to make it as follows:

As my proposed spell doesn't improve with level other than duration I am going to assume level 5 as the caster level unless otherwise mentioned. My argument is based on that it should be a 3rd level spell, because I truly think it should.

** spoiler omitted **...

Okay - so I like the fact that you cannot carry more then a light load - because I don't want to see a person grabbing another and "holding their gear" transforming with it - then flying off.

HOWEVER - It need to have a caveat - only gear, nothing else. In other words, you can't have a living person on you, it's just you. I don't want someone with a belt of Giant strengths suddenly grabbing a friend then the two of them flying away. :)

NEXT: I don't want the +1 natural Armor - that needs to go. You already have the extra bonus from Dexterity and Size - you don't need any other bonus because this is cast on you.

My big problem with this is that flying creatures in general are able to avoid many attacks on land - a Phantom Steed is, by definition - a far weaker spell because a rider can have a Steed all day, unless an enemy attacks the steed.

Also - I really don't want to install telephones between towns. This spell does exactly that - it provides a service that is not in the book which allows a person to negate the majority of issues with the world with no problem.

I played a game with a GM once when he designed a massive dungeon for us to go through - at the end of the dungeon was a fortress with a tall tower - many tough bad guys in between - and in the tower was our goal - by completing the quest we would be able to level from 11 to 13 - there were that many challenges.

Quickly assessing the situation before us, I asked our wizard if he could fly - he could - I asked if he could walk through walls - he could.

The GM pointed out that wouldn't matter - we would all need to be in the tower, so even if the wizard flew to the top of the tower - in spirit form to pass through the wall - we couldn't.

I naturally responded that, as a thief - I had a bag of holding and we would all get inside - hand the pouch to the wizard - and he could put it on his person - the bag - like all pieces of gear - would become part of his body - and he could simply fly up to the top of the tower - and pass through the walls with us in the bag.

The GM answered that we would not be able to live in the bag.

I pointed out that - according to the book - that the bag let a group of people live inside it for ten minutes. I also pointed out that the tower was less then a mile away - even though the depths of the dungeon - up and down - were far more challenging and longer - but a straight flight as the crow flies to the tower. I added that a person could fly to the top of the tower - one mile away - with fly speed - in far less then ten minutes. At which point we'd all be dumped out and then be able to be inside the tower.

The GM was stunned by this plan - we quickly did it - and jumped two levels for beating his dungeon - even though we did not travel through it - but because we "beat the quest" - and this took about 30 minutes of real time to explain.

The GM told me he spent five hours writing the adventure - which I laugh at now - because I spend (no joke) more time then that writing/coding a post from Qwykee.

I have been told sense by other friends that if the GM had been smart that he would have said "Well - there's actually a wall of magical force that prevent such things from surrounding the tower" - but the GM didn't change things like that just to cheat the players out of a clever plan - it was what it was - and that was it.

Now - if I end up giving you a bag of holding - and you are handed that in the last minute of casting - you could - theoretically - take your friends ten minutes away at full flight speed - which is (I believe) is roughly 4.8 miles before the spell goes away - this assumes you didn't have a bonus to speed cast on you too.

Now - if you had this spell as a "scroll" - as prepared by a cohort - traveled your basic move speed for ten minutes - dropped out and cast again - and did it again for a series of three times in an hour - you've have just moved your party roughly 15 miles in an hour (assuming you didn't have any bonuses to speed, of course - this could be greater).

Since basic travel time over open plains is (max speed with horses, by the way - according to Kingmaker rules) - "One Hex = 3 hours to travel at 50 feet - all other terrain 5 hours" - this is much faster then even riding 50 feet - because you are flying, you can even avoid difficult terrain - and because a Hex is twelve miles end to end and you would have saved yourself a lot of time - relatively quickly - moving an entire party (theoretically) the space of about 45 miles for the cost of three third level spells, (if you memorized them) and a bag of holding. Traveling and exploring is generally a very important thing in this campaign - and these spells tend to break that value.

Naturally, now, you see my hesitation, though I don't think you would actually do that. But, perhaps if you could say that to meld something onto your body that has an extra-dimensional space would instantly nullify the spell - then we might have something.

But I've just played a bunch with magic users over the years and have seen too many thing like that which make me go "GRAH!" :)

Wow - this explanation has gone on way too long! I want you to have the spell, though; I'm just worried about things like that happening in the long run - tell you what - you will need time to research this spell - time you don't have now on level six. But - after you hit level seven - during your year of "downtime" - you will be able to gain the spell.


F Elf Spellbinder Conjuration (teleport) Wiz 1
DM wrote:
HOWEVER - It need to have a caveat - only gear, nothing else. In other words, you can't have a living person on you, it's just you. I don't want someone with a belt of Giant strengths suddenly grabbing a friend then the two of them flying away. :)

That's already the case. You can't polymorph people as gear.

dm wrote:
NEXT: I don't want the +1 natural Armor - that needs to go. You already have the extra bonus from Dexterity and Size - you don't need any other bonus because this is cast on you.

No problem. That's just a side effect.

DM wrote:
My big problem with this is that flying creatures in general are able to avoid many attacks on land - a Phantom Steed is, by definition - a far weaker spell because a rider can have a Steed all day, unless an enemy attacks the steed.

True, but at level 6 it's base speed is 60' (which improves until its 100' at 10th level). It's a construct that doesnt get tired. It can run. Meaning it can run on straight a ways at 180' per round for 6 hours (at level 6 caster) tirelessly. Of course difficult terrain is a concern until caster leve 8, but other than that if an enemy can catch the steed then best of luck to them.

Also, just because you're flying doesn't mean their are no predators. ;-)

Re: Telephone lines

Technically you're correct but it would require a minimum of a 5th level caster to do this. Generally it would be expensive and they have better things to to with their time.

Also a wispering wind network would be a much smarter way to accomplish this. It lasts an hour per level and goes to a specific destination without actually having someone have to travel.

Also, ANimal messanger is designed specifically as a "telephone line."

RE: walking through the walls:

People would have difficluty getting through the opening of a bag of holding and I don't think that many people would fit. Also if air was the only concern he could have just left the bag cracked or included a bottle of air. A portable hole maybe, but by the time you can afford one of those you generally don't need it for party transport purposes.

Also, If the ghost form spell (which I assume was the one you were using) was 5th level. The wizard could have just Dimension doored himself and the rest of hte party through as a 4th level spell.

You're right to be wary of new magic, but I think I've tweaked this so it's not game breaking. Besides, I'd have to explore etc by myself. Which is not something Shaezon is likely to make a habit of. He has better things to do. Most likely he'd use it to make trips to the elven homeland and back really fast. Frankly once he can teleport he could make that trip and back in less than an hour. You saw what almost happend to MIster. Actually for that matter Mister could theoreticallyl explore by himself as is, or carry a bag of holding etc, but you saw what happened last time he did so.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Re; Walking through walls also,

Assuming the wizard could get the party into a bag of holding he could actually get into the tower via gaseous form by slipping through a crack or window or arrow slit and reforming someplace where there were no guards.

Their are lots of ways to "carry the party." I assure you the spell I made isn't the easiest way to accomplish that.


Shaezon Silverfall wrote:
DM wrote:
HOWEVER - It need to have a caveat - only gear, nothing else. In other words, you can't have a living person on you, it's just you. I don't want someone with a belt of Giant strengths suddenly grabbing a friend then the two of them flying away. :)

That's already the case. You can't polymorph people as gear.

dm wrote:
NEXT: I don't want the +1 natural Armor - that needs to go. You already have the extra bonus from Dexterity and Size - you don't need any other bonus because this is cast on you.

No problem. That's just a side effect.

DM wrote:
My big problem with this is that flying creatures in general are able to avoid many attacks on land - a Phantom Steed is, by definition - a far weaker spell because a rider can have a Steed all day, unless an enemy attacks the steed.

True, but at level 6 it's base speed is 60' (which improves until its 100' at 10th level). It's a construct that doesnt get tired. It can run. Meaning it can run on straight a ways at 180' per round for 6 hours (at level 6 caster) tirelessly. Of course difficult terrain is a concern until caster leve 8, but other than that if an enemy can catch the steed then best of luck to them.

Also, just because you're flying doesn't mean their are no predators. ;-)

Re: Telephone lines

Technically you're correct but it would require a minimum of a 5th level caster to do this. Generally it would be expensive and they have better things to to with their time.

Also a wispering wind network would be a much smarter way to accomplish this. It lasts an hour per level and goes to a specific destination without actually having someone have to travel.

Also, ANimal messanger is designed specifically as a "telephone line."

RE: walking through the walls:

People would have difficluty getting through the opening of a bag of holding and I don't think that many people would fit. Also if air was the only concern he could have just left the bag cracked or included a bottle of air. A portable...

Two things -

1. Well, about that crazy game? Actually - at the time we were all 13th level - the wizard could do it pretty easy. Plus - this quest hopped out just as 3.0 rules did - and the read for "bag of holding" at the time was pretty basic: Four medium size creatures can enter the bag, but there is only enough air for them for ten minutes. All of the rest of the arguments were moot - if he brought them up - one of the guys (a real rules lawyer actually) calmly pointed out that, the rules say we can do it - not anything else, so we win!

Bottom line - the GM had a ton of fun ways to block it - rather then just throw up his hands in frustration and say "You win" - when all he did was exactly that - but he didn't. Because when dealing with players coming up with cool ideas to solve a puzzle - I know from experience - on the one had I want to reward them for clever thinking - on the other hand it drives me nuts on a personal level to spend three or four hours designing something to challenge the party and someone's like "oh- it's totally gone, because I knew a special nuance you didn't - so, too bad!"

Also, if the challenge that bumps the party up three levels and the challenge is to defeat tough bosses, challenging monsters, difficult traps, and deadly poisons to get a jewel - the experience (in game) should come from your character learning the skills to avoid all that stuff - if one person says "well - I just send my familiar up to snatch the jewel and come back" - sure, you've got past all the traps, but how does that improve anyone in the party? They only got the jewel - they didn't "test themselves" with challenges, and in turn - level up.

All sorts of crazy, but I digress... :)

2. The big issue with the spell is that the real chunk of "experience" and reward for the group - in the first couple books - is literally "exploring" the new lands of their kingdom. The time to explore is meant to be difficult - challenging, and part of the actual work in getting your nation established. Having a spell that lets you see and explore all the lands - it pretty much nerfs things on that challenge rating.

So I think I will let it be a spell - but not yet - not until you are finished with book 2 - and have really established some exploration of your surrounding land - the spell can allow you to do a lot of the work with a quick cast - and there is too much that needs the party to go "by the book" for challenge rating.

As such - look for it in your spellbook at level 7 - and it can be there.

Quick question: How are you researching new spells for your spellbook without a library or place to "research spells"? Yes, I am aware of how the rules work - but I am curious to see your explanation in game.

One last thing: Though your character really hasn't had much to say in game - you've had a lot of feedback and chatter which I appreciate. As such - when you get your bonus BP for your "school" and property, I am giving you 2 extra at this time, and noting it on your bonus sheet.


F Elf Spellbinder Conjuration (teleport) Wiz 1

During short down times such as breaks at camp etc. Essentially he thinks about what he knows how to do and comes up with fun ways to do more. It's not much, hence only 2 spells per level up.

Regarding the school, He hasn't said much because he doesn't really have the resources to do much other than adventure. That may change once we divvy up loot.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Oh, I will get you my sheet as soon as I can. If I can do it during work it'll be sooner and if I can't it'll be later. I may or may not be able to do it at work simply because the big bosses keep showing up unnanounced and when they do I have to put my IPad away.

Also, I'm going to start notating build points on my sheet. To clarify presently we have 2 BP, right?


Shaezon Silverfall wrote:

Oh, I will get you my sheet as soon as I can. If I can do it during work it'll be sooner and if I can't it'll be later. I may or may not be able to do it at work simply because the big bosses keep showing up unnanounced and when they do I have to put my IPad away.

Also, I'm going to start notating build points on my sheet. To clarify presently we have 2 BP, right?

First - the sooner the sheet - the better - but no rush. You won't technically need it until you get into a combat - which could be soon - but probably not a few days.

Next - build points - but that will fall under the "note to all" - which I'll toss up in a minute...


1 person marked this as a favorite.

Note to all:

Regarding Build Points.

For completing different quests – including writing bonus material – you have all received various bonus BP – this can only be spent on your formal “Property” – however - not the town.

Also - before you can formally "Have Property" to build on - you must have at least 30 BP. Remember - if you want property, and don't have enough BP to start - you are welcome to sell coin for BP; 4,000 GP equals 1 BP.

As there has been far less chatter on the boards then I would like – am going to go back to my policy of awarding BP for posting.

For every 25 posts you make (not counting combat Thread – or Discussion Board) you gain 1 BP. No more then 2 BP a night, and 10 a week, however!

Also - if I see any "one word posting" - or deliberate short posting back and forth between you and your alt - as in "Hi, how are you - post" - "I myself am fine - post" - "Well, see you! - post" - then I will just not award you any points. Remember, the posts don't need to be pages long, or even paragraphs - they just need to be relevant to the story and keep the pace moving forward.

Currently – the levels of postings are as follows:

Arasmes – 178 Posts
Ariarh – 1,550 Posts
Brett – 297 Posts
Clari – 25 Posts
Isani – 54 Posts
Kae – 658 Posts
Khromm – 31 Posts
Laz – 32 Posts
Shaezon – 336 Posts

I shall check this each week – for every extra 25 posts you make – you will have another bonus BP (excluding Discussion Thread and Combat Thread). You can also gain more BP via quests and doing “extra credit” in the form of making maps or letters home – or other such things.

As for the GM NPC – Brett shall have no more “Bonus BP” then the highest person in the group, and he shall at least have that much for posting (but no more) – as I tend to post for him as both “Dain” and “Brett”.

Meanwhile – Khromm has no desire for being a council member, so I am less concerned with him.

Current BP Possessed

The following includes completion of minor quests – extra credit work – and general participation in the game. It should be noted that Ariarh, Brett, and Kae have more – as they have been “playing” longer then the rest – and I instituted “Bonus BP” as a reward system some time ago and things have been accumulating.

Arasmes - 10
Ariarh - 24
Brett – 24
Clari – 0
Isani – 0
Kae – 24
Khromm – 0
Laz – 0
Shaezon – 12

Final Note: For those of you have selected an “Alt Character” – be advised – they are not allowed to take the feat “Leadership” – this is caveat I am enforcing for those playing two characters.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Sent updated Character sheet for Shaezon.


Male commoner 1

The alt or the player cannot have leadership?


F Elf Spellbinder Conjuration (teleport) Wiz 1
waiph wrote:
The alt or the player cannot have leadership?

I think he means either. It's too much for one person to keep up with.


waiph wrote:
The alt or the player cannot have leadership?

The alternate character cannot have one - so Khromm, Laz and Isani cannot take "Leadership" - neither can your Cohort, for that matter.

I am also putting that other caveat - your Cohort cannot take Leadership either. Your primary character can take Leadership - Kae, Ariarh, Arasmes, Brett, Shaezon - but that is all.

All other characters you play are not able to take Leadershp - unless Kae, Ariarh, Arasmes, Brett, or Shaezon die - if they die, and they need a new character, the new character can take it - but only one of your characters can have Leadership.

Yay!


To Kae

Read over you character sheet - very confused...

Not sure how you went to one rank in Diplomacy on level 5, and now have a +10 total on level 6...

Also - you have one rank in "craft" alchemy, 2, for you stat mod - and 3 misc. - and this gives you a total of 10?

I think you really messed up your skills, and since you are doing a lot of skill checks - I need you to revisit them and then deal with that.

Thanks!


F Elf Spellbinder Conjuration (teleport) Wiz 1

I'm on Skype and have a couple of free hours if you wanted to hammer out any details about the apprentices or what not.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Just curious, What level do you think this game will go to?


Shaezon Silverfall wrote:
Just curious, What level do you think this game will go to?

I foresee at least level ten - and, by my calculations - by then we'll have literally, if I guess conservatively - 1 googleplex of posting!

Which reminds me - congrats all to the fine amount of posting for reaching 7,000 - everyone gains +1 BP for all the hard work.

Yay team good :)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

You not planning on running the AP through to the 6th book? Book 4 suggests that it starts at 10th level


Um - yeah - I also suggested that would be a "googleplex" in posting - in other words,

googleplex = The number "One" - followed by 100 zeroes.

In other words, I was just kidding :)

To be fair - the deal is - we go the distance! As long as everyone can handle the pressure - yeah, we're going the distance, bay-bee!

Toward that end - you may want to consider the option of what kind of children you have - your kingdom may outlast your character, you know - and having an heir (not today, not tomorrow - but several years from now "in game years") is something you will need to think of.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:

Um - yeah - I also suggested that would be a "googleplex" in posting - in other words,

googleplex = The number "One" - followed by 100 zeroes.

In other words, I was just kidding :)

To be fair - the deal is - we go the distance! As long as everyone can handle the pressure - yeah, we're going the distance, bay-bee!

Toward that end - you may want to consider the option of what kind of children you have - your kingdom may outlast your character, you know - and having an heir (not today, not tomorrow - but several years from now "in game years") is something you will need to think of.

I'm an elf. I'll still be around to talk to everyone's great-grandchildren and then some. ;-) Finally, the long lifespan of an elf actually comes into game play! lol.


To "Arasmes" - just saw the work you did on Isani's pic.

Hot damn! I'm giving Arasmes a bonus BP for the effort.

Good times!


Female Changeling - Osirion Cleric 4/Oracle 3
Dain GM wrote:

To "Arasmes" - just saw the work you did on Isani's pic.

Hot damn! I'm giving Arasmes a bonus BP for the effort.

Good times!

Certainly well deserved. Thanks for the help, Ras. :)


F Elf Spellbinder Conjuration (teleport) Wiz 1

Why would one ever bind a demon?


Male commoner 1

hah, i liked that thread. I really want to play a binder in some game. It'd be so much fun! that's just not Kae's flavor.

Also, side note I'd only put up nominal resistance if someone REAAAAlly wanted to go about binding. Complaining in character, but I'd try to find a work-around to make things jell nice. not getting in the way of anyone's fun.

But in this world that is straight up [Evil] with a capital "E" and in Brackets! and that's serious stuff!


F Elf Spellbinder Conjuration (teleport) Wiz 1

This was my suggestion:
+
Step 1) Bind the biggest nasties demon you can.

Step 2) Trap the soul (gem) with a trigger of "until anyone else opens this (lead lined) box."

Step 3) Giftwrap and place under Nemesis's Christmas tree marked "Do not open till Christmas."

Step 4) Christmas morning get some popcorn and your crystal ball.

Step 5) Enjoy the show.


F Elf Spellbinder Conjuration (teleport) Wiz 1

No worries from Shaezon about not binding demons. He's already stated they're more trouble than they're worth. He's have to be really pissed and desperate to bind a demon to send against his enemies. Now an elder elemental may be a different story.


Male commoner 1

LOLementals!!!


F Elf Spellbinder Conjuration (teleport) Wiz 1

I was thinking about it. Given the nature of the campaign Ariah could be a Reincarnated druid. Diplomacy bonuses and she's effectively immortal.

Reincarnated Druid (Archetype)

Spun off into the endless circle of life, an incarnate druid is an embodiment of nature's eternal renewal. She lives many lives and wanders the world devoid of attachments, a stranger to all yet one with all life.

Mysterious Stranger (Ex) : At 2nd level, a reincarnated druids adds 1/2 her druid level to the DC of Sense Motive , Diplomacy , and Knowledge checks to learn about her. This ability replaces woodland stride.

Resist Death's Touch (Ex) : At 4th level, a reincarnated druid gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying. This ability replaces resist nature's lure.

Many Lives (Ex) : At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function ifthe reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.

Wild Shape (Su) : A reincarnated druid gains this ability at 6th level, and it functions at her druid level – 2.

Cheat Death (Ex) : At 9th level, once per day, a reincarnated druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second roll, even if it is worse than the original roll. This ability replaces venom immunity.

Tongue of the Sun and Moon (Ex) : At 15th level, a reincarnated druid can speak with any living creature. This ability replaces timeless body.


F Elf Spellbinder Conjuration (teleport) Wiz 1
waiph wrote:
LOLementals!!!

Seriously, If you want to destabalize a nation, secretly summon hordes of earth elementals under the capital to destabalize the ground. Time it so the whole thing collapses at once (knowledge engineering). Profit.

Edit: Not somthing one could do in an afternoon, but definitely a long term plan. Until of course you get access to earthquake.


Female Aasimar Druid 7 (Noble)

Kae, you won't get any information re Black Koda city particulars (re numbers etc) until Khromm's player is back from work and can post. You may want to social RP around that until then.


Female Aasimar Druid 7 (Noble)

If we go with spoilers for Eirene then it makes sense to go with spoilers when Mister talks telepathically to someone and when Clari's sword telepathically talks to her. They are private in nature, too, and everyone can read those as well.

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