Barmy in Sigil: A Planescape Campaign

Game Master Divinitus

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In fairness, it was the holidays.

But given history, I would advise the GM to be as consistent in posting as possible in order to reassure people.

Rednal wrote:

In fairness, it was the holidays.

But given history, I would advise the GM to be as consistent in posting as possible in order to reassure people.


my character creation is taking forever, waiting on PM responses hah

He did say he was sick. Hopefully he'll get better soon...

Rednal wrote:
If the GM doesn't post soon, I might make a third, more monstrous idea just for lulz. XD

Templates just makes the variance in powerlevel so huge. I have no doubt you can police that very well though. You mentioned earlier that you prefer versatility over specialization. I'm not sure that's exactly the tradeof you are looking for. My character for example is VERY versatile, yet also powerful. She can call forth anything out of the bestiary on moments notice. In order to share spotlight, I think it's important that characters are not too versatile, but do have some specialization different from others where they truly can show off in the spotlight.

Nn, yeah. XD

So, I'm about half done with my current idea. *Coughs* I get way too into this. Right now, they're a Soulfire Half-Dragon Aasimar child (or maybe, like, grandchild) of Apsu. Probably one of the Raging classes - not sure which one yet, maybe Bloodrager for self-buffing - and then some magic for utility on the side.

All right, here's Submission #3. Important Note: This submission is considerably more optimized than my other two, and is intended for a "tougher" sort of campaign. She is intentionally somewhat ridiculous. If our GM would prefer characters that remain at least mostly within the game's normal expectations, please discount this submission and only consider Eir and Mariel.

Lythalia, the Daughter of Bahamut:

Lythalia is one of the daughters of Bahamut, by a mortal dragon-blooded aasimar sorceress. (You weren't really expecting a diety's consort to be normal, were you?) That alone would probably have been enough to make her life an interesting one, but there are a number of other important details that need to be understood.

First, Lythalia is not outright divine. While she's gifted beyond what most mortals can imagine - especially in the realms of strength and charm - she is not a deity in her own right on any level. This was one of the conditions Bahamut set forth for siring her in the first place, and she actually can't become a true power. (It is, however, possible for her to become an immortal quasi-deity. Just not a full one.)

Second, in return for that restriction on her abilities, Bahamut gifted Lythalia with soulfire - one of the energies of creation, and something she can use on any elemental power to transform it into holy fire. As part of this, she's also immune to normal fire (as well as soulfire itself - which is somewhat less relevant, as it's not exactly a common power), and she's highly resistant to the damage of aligned figures. Evil creatures are especially vulnerable to this power, and they're the ones she often ends up striving against, given that - among other things - she's a Paladin of Bahamut.

On the side, Lythalia is an active student of magic, and she's learned to call forth the energy in her bloodstream in a number of useful ways. While she's not a genuine master of the arts, she does have quite a few options for getting things done.

None of said options really match up to her usual solution for combat, though - simply darting up to her enemies and starting to rip their faces off. Lythalia does not use manufactured weapons, preferring to rely on her own natural abilities - and they are considerable. In addition to being naturally tough and difficult to hurt, Lythalia is outright brutal in melee combat. And if that doesn't work, she can just fly up and start blasting things with her breath weapon, which she's capable of shaping into a cone, a line, or an explosive blast.

Lately, Lythalia has been touring Sigil in the interest of becoming more familiar with the planes, and she's offering her services to deserving individuals as part of that. As a deity of good, Bahamut honors and recognizes the Lady of Pain's authority over the city, and has specifically ordered Lythalia to take no action against the Lady's laws, even if it would otherwise be against her Code (this is mostly a focus on the greater good, as a war for Sigil is not something Bahamut wants to start, given all the long-term harm it could cause).

As for where she's going to go from here? It's hard to say, really... but she's looking forward to it.

Female soulfire half-dragon angel-blooded aasimar (angelkin) arcanist (school savant) 14/divine scion 4/fighter (savage warrior) 14/oracle 1/paladin 3
LG Medium dragon (outsider, native)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +19
Aura courage (10 ft.)
AC 38, touch 27, flat-footed 25 (+6 armor, +4 deflection, +12 Dex, +1 dodge, +5 natural)
hp 252 (8d10+112)
Fort +26, Ref +26, Will +22; +4 bonus vs. energy drain and death effects, +2 trait bonus vs. charm and compulsion
Defensive Abilities heaven’s purity, soulfire body; Immune disease, fear, fire, paralysis, sleep, soulfire; Resist acid 5, cold 5, electricity 5, spark of life; SR 25
Speed 30 ft., fly 60 ft. (average); shift
. . bite +33 (1d6+18), 2 claws +32 (1d4+18), 2 claws +32 (1d4+18), tail +26 (1d8+12)
Special Attacks 1 pugilist stance, 1 shards of iron strike, 2 bronze knuckle, 3 broken blade stance, 3 steel flurry strike, 4 iron knuckle, 5 shards of steel strike, 6 pit fighter's stance, 6 singing steel strike, arcane reservoir (17/17), arcanist exploits (dimensional slide[ACG], potent magic[ACG], quick study[ACG]), breath weapon, breath weapon, careful claw, consume spells, gaze of rapture, item crafting[ACG], rapture's burn, savage charge, smite evil 1/day (+12 attack and AC, +3 damage)
Arcane School Spell-Like Abilities (CL 14th; concentration +19)
. . At will—dimensional steps (420 feet/day)
Divine Scion Spell-Like Abilities (CL 4th; concentration +16)
. . 3/day—expeditious retreat
Paladin Spell-Like Abilities (CL 3rd; concentration +15)
. . At will—detect evil
Arcanist (School Savant) Spells Prepared (CL 14th; concentration +19)
. . 7th—plane shift (DC 22), reverse gravity
. . 6th—cold ice strike[UM] (DC 21), greater dispel magic, molten blast (DC 21)
. . 5th—cloudkill (DC 20), life bubble[APG] (DC 20), teleport, teleport
. . 4th—confusion (DC 19), dimension door, dragon's breath[APG] (DC 19), phantom chariot[UC], stone shape
. . 3rd—dispel magic, fireball (DC 18), haste, slow (DC 18), sunglobe (DC 18)
. . 2nd—create pit[APG] (DC 17), glitterdust (DC 17), glitterdust (DC 17), resist energy, stone call[APG], web (DC 17)
. . 1st—grease, grease, obscuring mist, protection from evil, true strike, vanish[APG] (DC 16)
. . 0 (at will)—arcane mark, detect poison, ghost sound (DC 15), mage hand, mending, message, open/close (DC 15), prestidigitation, ray of frost
. . Opposition Schools Clockwork, Illumination
Oracle Spells Known (CL 5th; concentration +17)
. . 2nd (7/day)—breaching sphere, burst of radiance (DC 24), cure moderate wounds
. . 1st (9/day)—bless, cure light wounds, endure elements, enhance water, forbid action[UM] (DC 23)
. . 0 (at will)—create water, detect magic, light my fire, purify food and drink (DC 22), read magic, thunderclap
. . Mystery Lore
Str 35, Dex 18, Con 26, Int 20, Wis 14, Cha 34
Base Atk +14; CMB +26 (+29 grapple); CMD 45 (48 vs. grapple)
Feats Combat Casting, Combat Stamina, Consecrate Spell, Craft Wondrous Item, Cyclone Of Claws, Dazing Spell[APG], Dodge, Improved Initiative, Improved Natural Armor, Iron Will, Martial Training I, Martial Training Ii, Martial Training Iii, Martial Training IV, Martial Training V, Martial Training VI, Metamastery, Persistent Spell[APG], Power Attack, Quicken Breath Weapon, Quicken Spell, Shape Breath Weapon, Slow Exhalation, Weapon Focus (bite)
Traits birthmark, reactionary
Skills Acrobatics +20, Appraise +15, Climb +16, Diplomacy +20, Escape Artist +8, Fly +21, Handle Animal +20, Heal +10, Intimidate +30, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +15, Knowledge (religion) +21, Linguistics +13, Perception +19, Sense Motive +19, Spellcraft +20, Survival +9, Swim +20, Use Magic Device +18; Racial Modifiers +2 Heal, +8 Intimidate, +2 Knowledge (planes), +8 Knowledge (religion)
Languages Aquan, Auran, Celestial, Common, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Sylvan, Terran
SQ armor training 3, divine wrath, dodge, domain specialization (travel), improved initiative, interaction bonus, lay on hands 13/day (1d6), mercy (fatigued), opposition alignment, opposition schools (clockwork, illumination), oracle's curse (legalistic), power attack, revelation (sidestep secret), soulfire substitution, specialized school (teleportation[APG]), summoner's charm (7 rounds), vow to self, weapon focus
Other Gear amulet of mighty fists +3, belt of physical might +4 (Str, Con), bracers of armor +6, headband of alluring charisma +6, ring of protection +4, 20,000 gp
Special Abilities
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
1 Shards of Iron Strike (Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
2 Bronze Knuckle (Readied, 1/Encounter) (Ex) Your unarmed attacks deal +2d6 damage and ignore DR for the turn
3 Broken Blade Stance (Ex) +IL to Acro checks to avoid AoOs, extra attack when full-attacking
3 Steel Flurry Strike (Readied, 1/Encounter) (Ex) Three attacks at -2 to hit, +3d6 damage
4 Iron Knuckle (Readied, 1/Encounter) (Ex) +4d6 damage with discipline weapons for the turn
5 Shards of Steel Strike (Readied, 1/Encounter) (Ex) Succesful attack deals +8d6 damage, 2d4 bleed damage for your initation modifier in rounds
6 Pit Fighter's Stance (Ex) Dirty trick as a swift action, +2 CMD vs dirty trick and feint
6 Singing Steel Strike (Readied, 1/Encounter) (Ex) Attack deals 8d6 points of damage, target is deaf/mute for 1d4 rounds.
Arcane Reservoir +2 DC or CL (17/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Birthmark +2 save vs. charm & compulsion
Breath Weapon (1/day, DC 18) (Su) 1/day, Breath Weapon deals 1d6 Fire damage, DC 18.
Breath Weapon (Su) A soulfire creature can breathe a 30-foot-long cone of soulfire (or substitutes an existing breath weapon attack) once every 1d4 rounds. The breath deals 1d8 points of damage per two HD to each neutral creature or 1d6 points of damage per HD to each
Careful Claw -7 hp (Ex) Reduce the damage from effects that damage those who strike with a natural attack.
Clockwork You must spend 2 slots to cast spells from the Clockwork school.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consecrate Spell Spell is maximized against evil creatures and creatures with the evil subtype.
Consume Spells (12/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Cyclone of Claws The monster can unleash a rapid assault of natural attacks
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dimensional Slide (140 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Dimensional Steps (84 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Divine Wrath (+1) (Su) Damaging spells deal +1 point of damage per die vs. creatures with subtype matching opposition alignment.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Domain Specialization: Travel (Su) Heal 2 x spell level damage when casting a spell from specialized domain.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flight (60 feet, Average) You can fly!
Gaze of Rapture (DC 22) (Su) The gaze attack of a soulfire creature can cause ecstasy and damage to any non-good, living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer awe-inspiring eupho
Heaven’s Purity (Ex) Reduce alignment-based damage by an amount equal to the base creature’s hit dice.
Illumination You must spend 2 slots to cast spells from the Illunimation school.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Immunity to Soulfire (Ex) The creature is immune to the effects of Soulfire.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Lay on Hands (1d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Training I (Broken Blade) You’ve learned the basics in a martial discipline.
Martial Training II You’ve continued to progress your martial studies.
Martial Training III Your mastery of your martial discipline improves.
Martial Training IV You are fast approaching mastery of your chosen discipline.
Martial Training V (2 Maneuvers) You are truly enlightened with using your chosen discipline.
Martial Training VI (1 Maneuver & 1 Stance) You have reached your limits in mastering your chosen discipline.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Metamastery You can add metamagic effects to spells without increasing their level.
Opposition Alignment (Evil) (Ex) A divine scion must pick one of the following alignment subtypes as her opposition alignment: chaotic, evil, good, or law. The opposition alignment she chooses must be one that she does not possess as part of her own alignment. She gains a +1 bonus o
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Quicken Breath Weapon Reduce the recharge time of breath weapon.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rapture's Burn (Ex) A soulfire creature deals soulfire damage (+1d8 to neutral creatures +2d6 to evil creatures) in addition to the normal damage it deals on a successful hit in melee. Those affected by the rapture’s burn ability must also succeed on a Will save (DC 1
Savage Charge +7/-7 (Ex) Charge bonus/penalty becomes +7/-7
Shape Breath Weapon Can release breath weapon as a cone, line, or burst.
Shift (35 feet, 8/day) (Sp) Short-range teleport
Slow Exhalation You have mastered a technique that allows you to release your breath weapon as you bite an opponent.
Smite Evil (1/day) (Su) +12 to hit, +3 to damage, +12 deflection bonus to AC when used.
Soulfire Body (Ex) Soulfire creatures’ bodies gain some of the qualities of elementals. Each time a soulfire creature is exposed to a bleed, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak
Soulfire Substitution (Su) A soulfire creature can modify any spell, magic item, or effect with an energy descriptor to use soulfire instead as a free action. The effect’s descriptor changes to good and fire—for example, a cone of cold composed of soulfire energy is an evo
Spark of Life +4 (Ex) +4 save vs. energy drain and death effects.
Spell Resistance (25) You have Spell Resistance.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.

I have just skimmed over her, but I'm curious as I can really spot it. What is it that makes her "somewhat ridiculous"?

...General power level in comparison to my other characters? XD Now, if I wanted to be genuinely ridiculous, I'd have done something like a Mighty Herokiller, but...

We clearly have a very different definition of ridicolus. Mine is something like: "trivializes nearly all encounters without much in the way of exploitable weaknesses". My character for example isn't great against neither mind immune nor magic immune enemies, though against enemies who are neither, especially if they are few in number or have bad saves, she is really good.

I'm expecting boss enemies to have AC in the 50s at least and all saves in mid twenties, the saves part he did state at least.

So... basically any high-level God Wizard, then?

Keep in mind we're not sure when said saves would be relevant (it could be when we're in epic levels, not right away!), and also, the notion that encounters can be trivialized is amusing to me. If a GM really wants it to be a challenge, it will be a challenge. Nobody can build a character the GM can't one-up somehow. XD (Although by that point, numbers are basically meaningless... which is why I prefer keeping power levels within the system's expectations, to make things easier and allow for more focus on plot instead of numbers. The more optimized you are, the fewer choices you have, and I like having choices.)

Rednal wrote:

So... basically any high-level God Wizard, then?

Keep in mind we're not sure when said saves would be relevant (it could be when we're in epic levels, not right away!), and also, the notion that encounters can be trivialized is amusing to me. If a GM really wants it to be a challenge, it will be a challenge. Nobody can build a character the GM can't one-up somehow. XD (Although by that point, numbers are basically meaningless... which is why I prefer keeping power levels within the system's expectations, to make things easier and allow for more focus on plot instead of numbers. The more optimized you are, the fewer choices you have, and I like having choices.)

Pretty much all of this. Numbers only matter in relation to the world. If you arbitrarily scale your numbers, the gm can do likewise. All you are doing is making more work for him. Playing within system expectations saves everyone a lot of work, and allows more possible variation in character options.

Arms races with gms never end well, and actively undermine what I enjoy about rpgs in general - the role-playing and development of characters as individuals. If I want to hop out and slaughter enemies that have no chance I can always play skyrim or Diablo 2.

Rednal wrote:
Mighty Herokiller

A what...?

Iiiiiit's a pair of templates that are pretty nasty individually, and would be horrific if used together. XD

As there's been a lot of talk and chatter about a variety of different topics, could those who have actual questions or needs for the GM repost them so when(IF) he gets back, he more readily address them?

Rednal wrote:
Iiiiiit's a pair of templates that are pretty nasty individually, and would be horrific if used together. XD

I know the Mighty Template, but why the hell is Herokiller?

A nasty template that lets it track down PCs, gives it tons of defenses, and in general makes one's life bad. XD Basically, a juggernaut.

Link please?

Kain't suh we wuznt warned.

Um... I think it's in the Pathways magazine somewhere? Forget the exact volume, but I can copy/paste it if you'd like. XD

Also, if Divinitus doesn't post in 24 hours, I might just go ahead and offer a trade or two...

Or sooner...

*Clears throat*

Right-o. Too much time has passed since I've seen the GM, and given their history, I have limited acceptance for vanishing acts. Who here GMs and would be interested in a solo game (you run a game for a character of mine, and I'll run one for you in return)?

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Yep, I'm giving up as well. This was the one-and-only chance I was giving this GM to clean up their act, and they will not be tricking me into another recruitment.

I really don't know if it's malicious intent or some serious problem that this person has, but if it is malicious, I really REALLY don't understand. What possible enjoyment could one get from spending a bunch of time writing a long recruitment post, then answering a bunch of questions about the supposed game for weeks, then suddenly vanishing and watching people strain for more information? Maybe I just don't understand trolling in general, but I don't get why anyone would do such a thing.

The biggest reason I gave this GM a chance was to get the chance to try out some of the classes that I've written and never gotten the opportunity to play. I'll be looking around for high-level recruitments to use them in now. Sigh. I just wish I could understand.

Sad to see this stall but had a feeling, Lets hope the GM comes back and rewards your guys for your hard work., but it has been great fun to see the working out of the sitting and how PCs would work. If another GM wants to take up the game I would be happy to apply for that.

Okay, so I'm back. Now, in light of some of the posts and, quite likely, some PMs that I have sitting in my mailbox, let me address a few things. What I have to say is probably going to hurt a few feelings, but it has got to be said. It needs to, if we are to finish this recruitment and start this campaign on a good note.

I was sick, as you all know from my last post on here. As in feeling almost like borderline pleurisy. I did not feel like posting at all. I have just recently got to feeling better.

Now, I see a lot of 'you are a fake', 'you are trolling', 'you are a bad GM', and other such things. This is exactly the sort of crap that made me quit my first profile on here, because people don't seem to understand extenuating circumstances.

I NEVER give people crap just because they can't post. I might ask if they are okay or if they are able to post yet, but I don't make people feel bad for having problems.

I don't understand why people get this attitude, because it's just a few days! I could see if I was making people wait a month or something, but barely over a week? And for a recruitment at that? I could understand if the people in my Kingmaker campaign are angry, because that campaign has already started.

It's not cool getting that worked up when you don't even know what the situation is.

While I can understand that I have not had a good track record, this was the sort of thing that made me abandon my FIRST profile after I came back years ago.

My suggestion is that people get facts before they make judgments and that they reserve toxic statements for when they are justified, when all the facts are in order.

I don't post on these messageboards because I HAVE to, I post on the messageboards because I WANT to. I WANT to run good games, I WANT to help people have good campaign experiences.

I may not be able to post consistently if I get sick or something like that, but I almost inevitably come back to post after I feel better.

I have offered several times for players who need reassurances to ask for my phone number so that they can ask what was up if I haven't posted in a few days. Only a few people accepted. If you needed reassurances, the offer stood.

I am just going to flat out say what I feel, just so we're clear on the matter, because I'm not going to abandon this profile and my active games again just to hide from all the negativity this time. If you are the sort of person to hurl vitriol and numerous disparaging statements at someone after just a few days of inactivity when they have CLEARLY posted that they were sick and not feeling well, then my games are not for you. I will not tolerate that behavior to myself or, worse, to other players who may be having problems.

So, that said, if you are still interested in playing, let me know. If not, don't bother adding more negativity than has already been added. I know it sounds mean to put it that way, but I'm tired of people acting like this.

EDIT: I will answer questions from those who post that they are still interested in playing. I am waiting to see who is still interested so I do not waste time replying to posts from those no longer interested in playing.

Still looking for a way to stop the dalkyr from destroying my home. . . . If I can find a way to get back to the right place AND time.

I think what worries people is a history of starting lots of games and then going absolutely nowhere. Echoes of the Sephira. The Fallen Sons and Daughters of Heaven. The Northlands Saga. Zeitgeist. I applied. I was generally accepted. Then you vanished immediately.

I am not speculating on why this was. I am not assuming you are a troll, though I can understand why - given that history, from an outsider's perspective - some people would feel that way. But... I'm a little more risk-averse when there seems to be a pattern here, and not posting for a week is exactly the kind of thing that makes me think you're disappearing again.

I wouldn't have applied (with three characters, no less!) if I didn't want to play in this game - I do. ^^ It sounds like a fun game. If you can genuinely commit to being present and to posting regularly, I'd love to be involved - if you think I'm wrong about your willingness to actually see a game through, just prove it by being here and posting, which is presumably what you were going to do anyway. ^^ I play Pathfinder to have fun, after all, and I'm pretty sure that's the case for most people. I won't be tossing out negativity, either, because that defeats the purpose of playing the game.

Khutula dur Rheklor, check THIS THREAD for more information. Basically, yes, but you will need the feat that substitutes CL for Spellcraft and such.

Rednal, I get that, but there is just such as high level of vitriol from people that I just had to say what I had to say. As I said, the reason that I left my first, and most beloved, profile as The Silver Prince is because of the sheer negativity that I faced. From there, it was me hopping profiles because when someone recognized my style, I worried that I would get the same negativity. I wanted to avoid the sort of negativity like what I have been getting since after Christmas (And before, in some cases,) on here. To be perfectly honest, people's actions just prove to me that I was correct in my initial estimations on how people would generally behave if they figured out who I was. That said, I'm not going to quit my profile just because some people have an issue with me, not anymore. I'm not asking to toss out negativity IF I deserve it. Just wait and find out first before adding negativity to the thread, okay?
EDIT: Fallen Sons and Daughters of Heaven was made by a buddy of mine under a profile I created for him to use, hence why it had my name and was added to my list of campaigns. And, if I recall, you were in RVT/Barb's EoS. Camiel, right?


I still like Camiel - she was a fun character. XD Mariel might have a couple influences from there.

And if you want to prove people wrong... yeah, just be here. Run the game, really commit to being present, and I think any issues will naturally go away. ^^

Hat still in.

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Barmy/Divinitus: I'm glad to hear you're feeling a bit better, and I do hope your campaign goes on and is fun for the players, but I just personally don't want to deal with the unreliability, even if it's beyond your power for the most part. I hope my post above didn't hurt your feelings, and I did make sure to mention that I couldn't know whether you had a problem or were trolling. I hope there's no trolling in you, for the sake of the other players, for sure.

TL;DR: Glad you're doing better, I'm gonna bow out, but have a great game!

Rednal, are you still game then? If so, I will get around to your questions. :)

Cartmanbeck, that is unfortunate, as I really liked your character. I hold no ill will towards you, I just felt like I needed to say that to clear the air, so to speak. That said, do you mind if I use a character that I was forming based on part of your background that you PMed me about?

Tenro, if I recall, all of your questions have been posted as PMs, correct?

And regarding balance, I balanced the playtest parties out in some cases, made some monstrously powerful, and made others as weak but flavorful as possible. In all cases except for one, the parties survived, albeit with varying amounts of wear, tear, and death. It stood like this:

Monstrously optimized parties that I would likely ban on sight- Low to no deaths, no near TPKs.

Balanced party with either all 'average optimization' or mixed weak and broken characters- A moderate level of deaths, a few near TPKs at BBEGs and similar 'meatgrinder' sections.

Completely unoptimized party- Moderate to high deaths, with an outlying group having no deaths and another TPK'ing multiple times, moderate amount of TPKs.

So, the level of difficulty is similar to what one would find around some of the higher-echelon modules and adventures in D&D and Pathfinder's history, but that is to be expected in any game where players are gestalt, much more so considering this is tristalt. The game is not quite rocket tag, but combat is much faster, and deadlier, than a normal campaign. This makes it perfect for PBP, because combat can sometimes drag on for days or weeks at a time at higher levels in normal, high-level PBP campaigns, especially since death from massive damage is being disabled.

Rednal wrote:
I wouldn't have applied (with three characters, no less!) if I didn't want to play in this game - I do.

My preferred submission is probably Mariel, since I figure her powerful illusions and whatnot would do a lot to help protect the party. If the opponent can counter them, well, that's what the other powers are for. XD

Very glad to hear that you've gotten better. I'm still very interested in playing the game. I hope you didn't get offended by anything I said, I believed you when you said you were sick and pointed it out to the naysayers. However what I've got so far is a lot more powerful than the majority of the other submissions. How much should I nerf it before I continue or should I go back to the drawing board? There are also a smattering of questions scattered through the thread, but they might not matter depending on what you decide.

oyzar wrote:
Here is what I've got going so far for this game,
oyzar wrote:

I felt quite "hit" by your comment earlier about "intentionally trying to break things".... :/ The character can cast simulacrum without material components (once per day) as a standard action. It can also cast Geas as a standard action. That's before getting to the save stuff (I'll probably switch casting stat to constitution and swap gear/level up ability scores around to end up with 33 con), which'll come in at 30+level. Though I do feel that is practically required at this powerlevel if you want to use effects targeting saves as the GM did say the enemies would have saves in the mid 20ies or above. As for Animal Lord (Narwhal) I did get that oked. In fact I settled on that after a discussion with the GM about different options. As there are no other submissions really focusing on offensive spells I think it should be able to work in games with most of the other submitted characters though.

Fluff so far is that the mother turned into a shapeshifter through something similar to the Inuit legend about them. Father is Deep Sashelas who was naturally drawn to a beautiful shapeshifter swimming through his realm and him being who he is, he couldn't keep his paws to himself and seduced her. Madness domain is basically inherited from his mother's "drowning". Her rage/abberation aspect ties into the very same thing. Liberation and Travel is due to her desire to travel around and explore all of creation and to learn new things (lore mystery), not just the deep seas like her father, but also other planes (heavens mystery) and to fight for freedom and against oppression wherever she goes. Her divine hertiage fuels er wanderlust to incredibly heights, making her much faster than normal for a human.

I feel like it actually do somewhat fit together, at least it did in my head. Feel free to arrest things that are jarring though and I'll see if I can fix it. Hard to cram a lifetime of experience adventuring into a short backstory though.

Silver Crusade RPG Superstar 2014 Top 16

GM That Barmy Cutter wrote:

Cartmanbeck, that is unfortunate, as I really liked your character. I hold no ill will towards you, I just felt like I needed to say that to clear the air, so to speak. That said, do you mind if I use a character that I was forming based on part of your background that you PMed me about?

No problem at all, Barmy. You can even feel free to grab the stats on my proposed character from her profile if you'd like to use her as an NPC at some point.

After this reply, I probably will not be on Paizo for several hours, possibly until around midnight, as I have a few things that I will be doing.

As a candidate asked me to elaborate on what is going on in the beginning of the game, to help give people an idea of what is going on, you all are back at your 'base of operations', the World Serpent Inn. There will be a... situation that pops up in the town of Plague-Mort, a small city in the portion of the Outlands near where the portal to the Abyss lies. I will elaborate no further on that, but there is the small spoiler, since it was requested so that people were not lost trying to figure out where the initial 'mission' would take them.

Rednal, illusions are very good indeed. Most people dismiss them as mechanically weak but, if used correctly, can make them among the most powerful effects in the game (Assuming a foe falls for them, of course,). The one 'unoptimized' group that had no deaths had an illusionist that I played very intelligently. Based on both what I know of you and what others have said about you, I think that you can do the concept justice.

Oyzar, see my above post. Considering that I will probably be accepting a mixed variety of PCs, and I have playtested such things, I don't believe that you are going to be super-broken. A bit more powerful than some, perhaps, but nothing that should invalidate the character concepts of others. Does that make sense? Still want your questions answered?

Yes, then I very much want questions answered.

Here is another one: Given the Corset of Delicate Moves, will you stand by your earlier statement to trade move actions for swift actions for free? If not, how much would an unlimited use (or once per round) item like this one cost (though I would obviously prefer to be able to cast spells as well)?

This one I belive you missed even if it was from before your previous reply to me:

oyzar wrote:

@GM: Just making sure I understood you correctly, but for the bloodrager alternative for rage prophet, can I just use bloodrager + mad magic to qualify instead of Moment of Clairty? Mad Magic allows for casting oracle spells just as Moment of Clairty does.

I'm still here and still interested. I understand that you have your reasons for vanishing Divinitus, but I have been burned rather personally by you. You agreed to run a Solo Game, and then didn't follow through with it. Hence why I rather unsure about your reliability.

That being said, I am still interested with Arcantos the Fortuitous. I did make another character as well, through due to the lack of stuff happening here, I didn't complete the character. That being said, it uses the Shadow-Traced template, which is rather powerful with it copy-creating effecting, so if you would prefer me to stick with Arcantos the Fortuitous, who is actually complete and have a fluff, I will do so.

Throwing my hat in, character info was sent via PMs.

My hat is in too, when is the final due date? All I have is fluff remaining.

GM That Barmy Cutter wrote:

Tenro, if I recall, all of your questions have been posted as PMs, correct?

Yes, just the one PM that you responded that you'd think on it.

GM That Barmy Cutter wrote:

Khutula dur Rheklor, check THIS THREAD for more information. Basically, yes, but you will need the feat that substitutes CL for Spellcraft and such.

Ok, I ditched Scent from my racial upgrade and switched it with Focused Study to switch my two skill focus feats to racial feats rather than hit die feats. With those two open feats, and some feat order juggling, I took Master Craftsman (Pottery), and Craft Wondrous Item.

Checking that we are reading Master Craftsman the same:
1) I use the my ranks in Craft Pottery (14) as my caster level.
2) I use craft pottery +22 total in place of spellcraft to make an item magical that was crafted using the pottery skill.
3) Gloves of Shaping will allow me to use Craft Pottery on any material with hardness 8 or lower. Mostly thematic to make interesting multi material prayer beads and the like.

I apologize if this change is too munchkin-esk but I really like the idea of being able to craft my own items as everything about this character is focused on self reliance and I already had the pottery crafting built into her backstory. I may alter what my starting purchases are based on what I can and cannot craft.

Pathfinder Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm still here and interested as well!

Hey Divinitus, I'm glad you're feeling better.

Still interested. Fluff is done. I paused on crunch for a while there but it's mostly done now. Both are up to date in Clara Flingflopsparkfizz's profile. Feedback welcome!

I appreciate you answering the balance Q. I'm still a bit nervous about it but trust you'll make it work, and make adjustments if needed.

Nearly a month after its creation, I'm drawn inexorably to this thread. I love the D&D multiverse, how it is intrinsically tied to the deities and presents many facets of "things of old" that either came incredibly early or predate the current arrangement (and how Vecna gained power between editions). I, more often than not, find myself telling players "yeah, everything's Pathfinder, except the Planes."

"Tristalt" also sound hilariously entertaining. I'm very poor at optimizing, but in a world where I get three classes that progress as one, I doubt it would cause much of an issue, and, as you stated, you have ran this with "unoptimized" groups with minimal difficulties.

Read the first few pages, and then skipped to the end here, where I see a bit of controversy and people leaving. I have to ask; do you still have an open spot? Subject to those who may or may not have quit thus far.

Recruitment is still open. No one has spots yet.

Oh, optimization can bounce all over. XD My submissions are mostly normal, at least - I try to avoid breaking the game, 'cuz I know how much of a pain it can be for the GM to tailor EVERY encounter by hand.

Really, I think it's best to just focus on a fun-sounding character idea and build something to match. XD

...Being reminded of Camiel makes me want to play her. XD Seriously, even if this does get going and keep moving (and I genuinely hope it does!), are there any other GMs here who'd like to do some solo games as well?

Behind every great party is a great merchant, and the greatest merchant of them all is Al Harrington.

Residing on the demiplane of Union, Al provides the equipment to turn an average adventurer into the savior of the cosmos! Al crafts everything to her own exacting standards, and to the discriminating specifications of her clients. As everyone is old friends here, Al would be more than willing to create the party's "starting" equipment, for only 75% market price! What player could argue an effective 50k GP at the start of this adventure (and what GM would deny this crafter character an additional starting gold of 50k/PC...)! She packs a wallop from the back-lines, too, always willing to lend aid. A live customer is a returning customer!

Before I can crunch her down, I'm unclear on the race aspect. If I were to roll with her as the standard 3.5 Mercane, she would have a +7 or 8 level adjustment. Does that mean that she would be a Bard-Wizard-Cleric 6, or a Cleric 14-Wizard 14-Bard 6-Mercane 8? If it's the former, then I'll have to use the option of creating my own race within Paizo's system; I really just want Mercane for the fluff, and am unwilling to sacrifice essentially 16 caster levels for it.

How to do creatures/templates/races are pretty well explained in the first post. For race, take a race then add RP until you get to 20, for creature multiply CR by 1,5 to get how many levels it takes from one side only. You can also apply up to two templates with the same CR -> level conversion. A CR 8 creature would take 12 levels leaving you with 14+14+2 levels. I think you have to find a pathfinder version of the creature though.

And he said multiple times no pregame crafting.

Since I'm making a post anyway: Would taking the Wildblooded bloodline pit-touched be ok through eldritch heritage?

oyzar wrote:
How to do creatures/templates/races are pretty well explained in the first post. For race, take a race then add RP until you get to 20, for creature multiply CR by 1,5 to get how many levels it takes from one side only. You can also apply up to two templates with the same CR -> level conversion. A CR 8 creature would take 12 levels leaving you with 14+14+2 levels. I think you have to find a pathfinder version of the creature though.

Or a 3.X version, but you have to ask him the RP value of it; the ECL in this case is less important. However, in the character creation post, he says only that it must "fit within one side," to preclude picking a race with ECL greater than 14. The 3.5 (or 3.0 Savage Species) specifically point out that this equates 1-1 with character level. We aren't playing X14/Y14/Z14 characters, which would be level 42; we're still 14th level, with just X-Y-Z classes at character level 14.

We're clearly gunning for higher power, and it seemed obvious that he meant we are to apply the ECL of the monster to one fraction of our gestalt characters. Without RP, that would make me Wiz-Clr-Racial 8/Wiz-Clr-Bard 6. But I do want to make sure this is how he's allowing us to play, rather than the "true" way of Wiz-Clr-Bard 6 with a +8 level adjustment.

All of it is resolved if I (or he) makes an RP-valued Mercane, eliminating ECL altogether.

oyzar wrote:
And he said multiple times no pregame crafting.

And I'm obviously not expecting double my starting wealth, which would practically make it quadruple if I crafted all my gear myself. Effective wealth of 800k at 14? No.

But she is a merchant, and a crafter, and since I have next-to-nothing on her profile, I thought I'd add a little fluff to the entry.

I'm very much interested in this still, if you'll have me. I had some internet problems. Still do but I have regular access from school every other day, except weekends.

Divinitus, it looks like you've still got interest. What's next? DO you have a deadline for applications?

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