DM Salsa Presents: Nordholm - Dawn of Dragons (Inactive)

Game Master AdamWarnock

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Kassen Battle Maps

Well, we'll continue, though how is going to depend on when/if Olyena replies.

Even if she does, there's three things we can do.

1. We continue as is, having Idana and Daerdryn running off to go help some travelers get to safety, which is where the new guys would get introduced.

2. We hand-wave the bit with the orcs and start up a new adventure somewhere with the missing players being casualties or MIA after the fight.

3. Soft-reboot and just spin up something new that starts a few months after this.

So what do you guys want to do?


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

I agree that sandbox rarely works in PBP, since ity really requires all the players to be on the same page as to where they wish to drive the story, as opposed to GM driven. In order for it to work, it would require that to be explicitly laid out up front, as well as a lot of communication between players either in the OOC thread or via PM's.

Without Idana, we do have sort of a broken set in regard to the concept, and losing both Idana and Daedryn makes us pretty weak as far as magic goes, which may or may not be an issue. (Depends on what you were to throw us up against.)

Sand box also benefits from a familiar environment, where the players know enough to have ideas of what to do and where to go. When it's all in the GM's head it leaves the players kind of milling around waiting for the world to interact with them as opposed to the other way around.


Kassen Battle Maps

That's a valid point about it all being in my head.

That said, do you think we should keep going? Do any of you guys have any idea on where you want to go?

As far as this setting's concerned, you know about as much as I do. the things you don't are due to them spoiling plots. If you want to know something, just ask. I've been improvising most of this and filling in the blanks as needed.


Kassen Battle Maps

*Poke*

Anyone there?


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Where I want to go with things really depends on if all three of us are still playing. Hard to decide without knowing for sure.


Kassen Battle Maps

All three sisters or all three active players? I think the latter is yes, you all are, or want to anyway.


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

I'm still here. I'm in 5 games with Idana's player. Last post under any alias was April 29th.......


Male Human

As I have said, still here, yes. Not sure how to proceed though.


Kassen Battle Maps

Okay, does anyone mind if we do a little bit of a time skip? I'll narrate what happened with the orcs, and write out Idana and Daerdryn so that if they show up again they can rejoin.

I'll also be posting a recruitment thread to see if we can get some new players. If you want, you can write up a new character if you think it'd be more fun to play and I'll write out your old one. Elyana and Olyenna, given how tightly tied to Idana your two are, it might not be a bad idea to go ahead and do that. I can bring you guys back in if Idana shows up and wants to continue.

Alternatively, I could run Idana myself as an NPC, but I'm not sure I could pull that off. I've found that I'm not as good at that as I would like to be.

Also, if we do go with the time skip, then we'll be leveling up to 4th level.

On another note, Daerdryn's player last posted May 11th and Sigurd's was the end fo March. I would love it if they came back, but I'm not all that hopeful about it.


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

I'm thinking if we do the skip swapping characters until/unless Idana returns might definitely be a good idea. What do you think Ely?


Male Human

I will think on the new character thing too. It might do me well if I come up with something more... I do not know... fun? Appropriate? Will do some thinking...


Male Human

Speaking of which, I may or may not be considering an Armorist with or without the Soaring Blade archetype.

What about you other folks?


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

You mean the Erza Scarlet class? Was considering that so I'll have to look and see what else appeals to me.


Male Human

The who...? It mostly reminds me of Archer or Gilgamesh from Fate/Stay Night. Or a little bit of Kreia from KotOR 2.


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

Erza Scarlet. A character from the anime Fairy Tail. She has a tone of different armors and weapons each granting her different powers. She's the reason they created the class, to reflect what she can do


Male Human

Ah, gotcha. I was mostly referring to the Soaring Blade archetype rather than the class in general.

The anime seems interesting though. :-)


Kassen Battle Maps

It is and it's long, and a bit silly. Would make for a fun setting though.

Okay, it seems like we're going to be going with a time skip and new characters. I'm giving Elyana's player a chance to voice their opinion before I go posting the re-recruitment thread. If all's good we'll be using the same rules as before, but at level 4 instead of 3.

I'm looking forward to seeing what you come up with.


Male Human

The following is what I have so far mechanically. I do have a question or two though regarding the Dancing Weapon talent.

Basically, as far as I can tell, you can summon and/or designate a greatsword as bound, which between Forceful Telekinesis and Powerful Telekinesis my guy can indeed telekinetically "wield" and have it do damage as one size category larger (so 3d6 instead of 2d6). And Dancing Weapon makes it so I can use my casting ability modifier for damage (so Intelligence -thanks to Unorthodox Casting- instead of Strength). Given that the greatsword is a two-handed weapon what exactly do you add, i.e. Int mod x1 or Int mod x1.5?

Also, given that the greatsword is two-handed, even if I do "wield" it telekinetically, do I have both hands occupied or are they free (mostly asking for the Force Shield feat)? If they are not free, then I will probably go with a bastard sword (by level 4 he must certainly have managed to study one for a week so as to be proficient with its summoned/bound version, thus making it a one-handed weapon). After all, 2d8 damage is nothing to sneeze at either.

Armorist (Soaring Blade):
? ? CR 3
Male Human (Imperial) Armorist (Soaring Blade) 4
CG Medium Humanoid (Human)
Init +2; Senses Low-light vision; Perception +9
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 shield, +2 Dex)
hp 40 (4d10+12)
Fort +7, Ref +4, Will +4
Defensive Abilities None
Weaknesses Weapon Specialist
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bound +1 greatsword +9 (3d6+?/19-20/x2/slashing) or
. . Unarmed strike +4 (1d3/20/x2/bludgeoning, nonlethal)
Ranged None
Special Attacks None
--------------------
SPELLCASTING
--------------------
Spheres of Power (Spell Pool 8; MSB +4, MSD 15, concentration +8)
. Telekinesis (CL 4th, DC 16; bound and summoned equipment only)
. . Basic - Bludgeon, Catch, Hostile Lift, Sustained Force
. . Talents - Dancing Weapon, Forceful Telekinesis, Powerful Telekinesis, ?, ?
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 14, Int 18, Wis 14, Cha 12
Base Atk +4; CMB +4; CMD 16
Feats Cantrips, Fast Learner, Force Shield, Telekinetic Exoskeleton
Traits Affable, Reckless, Unorthodox Casting
Drawbacks ?
Skills (Trained) Acrobatics +10, Climb +5, Diplomacy +6, Intimidate +6, Knowledge (Arcana) +9, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +9, Knowledge (Nobility) +9, Linguistics +6, Perception +9, Sense Motive +9, Spellcraft +11, Swim +5
Skills (Untrained) Appraise +4, Bluff +1, Craft +4, Disguise +1, Escape Artist +2, Fly +2, Heal +2, Perform +1, Ride +2, Stealth +2, Survival +1
Languages Dwarven, Elven, Giant, Imperial, Nordic, Orc, Sylvan
SQ Arsenal Tricks (Flying Daggers, Imbued Arsenal), Bonus Feat (Human), Bound Equipment (+1), Fey Magic, Fey Thoughts, Steel Sentries, Summon Equipment (+1), The Soaring Blade
Combat Gear None; Other Gear Traveler's outfit
Magic Items None
Oils None; Potions None; Scrolls None
Money 0 platinum pieces, 0 gold pieces, 0 silver pieces, 0 copper pieces; Other Wealth None


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

I'm good with us swapping until such time as Idanya is able to come back. Not sure what I will make or when I'll get the time, but I can work on something. As for recruitment, I have no problem with that either.


Kassen Battle Maps

Okay I'll get the recruitment thread up then.

@F. Castor: I'd say your hands are free, but you only get you intelligence modifier * 1 to damage.

Recruitment thread is up.

Since whoever I pick needs to mesh well with all of you, I'm going to be asking you for who you'd like to have join. Also, can you post your characters there so they know what niches are getting filled? That'd be great!


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

Will do. I'll settle on the details shortly


Male Human

Hmm... A question.

I have chosen the Fey Magic alternate racial trait. For humans, this combines Fey Magic (once per day spell-like abilities drawn from the druid's 0- and 1st-level spells that only work on chosen favored terrain), Fey Thoughts (choose two skills from among a specific selection to become class skills) and low-light vision (well, exactly what it says...). This replaces the Skilled human racial trait (i.e. the extra skill point humans get each level).

Could I just ignore the Fey Magic part entirely? Choosing and keeping track of spell-like abilities and when they can be used is a bit too much of a bother for me. Not to mention that it is not very fitting; what fey blood and connection there may be, I am considering very distant, too distant to actually grant terrain connections and the use of druidic/fey magic.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Working on my alternate character and had a question. Are spheres of power affected by spell failure? My gut reaction is no due to some things I've read but I wanted to check.

I'm working on a character loosely based of of the planeswalker Chandra.


Kassen Battle Maps

@F. Castor: Magic works in mysterious ways, but yes, if you want, you can ignore the Fey Magic Alternatively, you may select either the Illusion or Nature sphere for free.

@Elyana: No, without the Somatic drawback, spherecasting doesn't have a chance of failure.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

As ridiculous as this may sound, could you remind me how many spheres a high caster starts with and how to gain additional ones? If I recall you start with only one but can spend a talent point to gain an additional sphere instead of a talent for an existing sphere correct? I'm having trouble finding the answer just now.


Kassen Battle Maps

As many as you have talents. The first time you gain a spherecasting class, you get 2 bonus talents. High casters gain a full caster level per class level. So, a 4th level full caster has 6 talents to spend.

Does that help?


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Yes, I think so, let me restate this and make sure I understand it. I'm looking at a sorcerer as my base for this so have 1 talents as a 1st lvl high caster, plus 2 bonus talents for being a first level caster, plus a talent every level so I would have a total of 6 talents at fourth level. Since I'm taking Focused Sphere instead of my bloodline arcana I effectively have 7 talents as a 4th level sorcerer (one of which is a sphere at +1 caster level).

I'm making progress but don't expect the build until sometime Wednesday, though if I can pull off earlier then I will.

*EDIT
Oh, and how are we dealing with equipment for these replacement characters, or did I miss that question being answered already?


Kassen Battle Maps

Yeah, that's right. You'll have 3000 gp to buy gear.


Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

So thinking a Norden ranger. Either bow or two weapon style (twin axes). Maybe skirmisher.


Female Human (Norden) Ranger (Skirmisher) 4: HP 27/39 : AC: 22, T: 13, FF: 17: Fort: +9 (+10 cold effects/ +13 cold environment/ +18 with cold weather outfit. +4 to all if non lethal) Reflex: +7 Will: +4 : Perception +4 (+6 Human/Cold. +8 both))

Just have to work on background details. Everything else should be in my profile. She's going to be half-Imperial/half Norden.

Shunned by her Imperial descended relatives, accepted by the Nordens because of her strength and skill. Ranger, double axe fighter


Here is my replacement for Elyana. I'm not quite finished with her yet but here is what I've got so far. Everything is in the alias as well.

I may try and write up a casting tradition and I still need my equipment all purchased. Would her having a set of clothing that was resistant to the elements (ala endure elements made permanent), be acceptable or not?

Build:

Schandra
female ifrit sorcerer 4
CG medium outsider (native)
Init +9; Senses darkvision 60 ft; Perception -1
--------------------
Defense
--------------------

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 34 (4d6+16)
Fort +4, Ref +5, Will +4
Energy Resistance (fire) 10
--------------------
Offense
--------------------

Speed 30 ft.
Melee weapon 1 +n (ndn+n/n-n) and
. . weapon 2 +n (ndn+n/n-n) and
. . weapon 3 +n (ndn+n)
Ranged Destructive Blast +5 (3d6)
Special Attacks elemental ray (8 per day)
Spell-Like Abilities (CL 4; concentration +8)
1/day Burning Hands (dc 15)
Spheres (CL 4; concentration +8):
Spell Points 12/12
Focused Sphere: Destruction (CL 5; Concentration +10)
Destructive Blast
Fire Blast
Extended Range
Explosive Orb
Warp Sphere (CL 4; Concentration +9)
Teleport
Extradimensional Storage
--------------------
Statistics
--------------------

Str 14, Dex 16, Con 14, Int 12, Wis 8, Cha 19
Base Atk +2; CMB +4;CMD 17
Feats WP: simple; light armor proficiency (1st), toughness (3rd)
Traits talented (dance), reactionary
Skills
Intimidate +11=+4+4+3
Knowledge (planes) +8=+1+4+3
Lore (fire magic) +8=+1+4+3
Perform (dance) (bs) +12=+4+4+3+1
Use Magic Device +11=+4+4+3
Languages ignan, common,
SQ abil 1
Combat Gear chain shirt (mw) (attuned); Other Gear gear 1
Misc Gear gear 1, n gp
--------------------
Special Abilities
--------------------

Elemental Ray (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex) At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Fire Affinity Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Sorcerous Blood The sphere sorcerer gains 1 additional spell point for every sorcerer level gained.
This replaces all bloodline spells.

Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.


Destruction Sphere Talents:

Destructive Blast
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Fire Blast (blast type)
You may change the damage type of your destructive blast to fire. Targets who take damage from your fire blast must make a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may make another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.
Extended Range Extended Range
Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.
Explosive Orb You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft radius, + 5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.

Warp Sphere Talents:

Teleport You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
[b]Extradimensional Storage (space)]/b] You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.

Description:

Schandra is a woman of around 5’4” in height and weighs around 110 lbs. Her long hair is made of fire and reaches to her waist and she is odd in that she has no horns as most of her kind do instead making up for it with bronze tinged skin and eyes that seem to flicker with their own inner fire. When traveling Schandra wears a well made chain shirt and carries a light mace. She never seems to have much in the way of equipment but always seems to have what she needs at hand. When not traveling she wears revealing, ostentatious dresses that flow with her movements and at times attaches bells to her wrists or ankles as she dances to earn money.

Personality:

Schandra is a fiery tempered woman who tends to lack in common sense some times, impulsively doing or saying things without thinking about the consequences. Fortunately for her she can generally survive any retaliation or ill effect of these even if others around her can’t. Beneath her flirting, bravado, and carefree attitude she hides the hurt and damaged child that she truly is. She rarely stays in one place for long as she fears others getting to know her and what they will do or say to her in the end. Despite her desire not to get close to anyone it’s not in her nature to let others suffer or be alone and so she always gets drawn back in to cities and villages so she can just get hurt all over again.

Background:

Schandra the country of Swyr in the southern reaches of the continent on the border of the wood elves forest homeland. She was born to a family of plantation workers on the edge of the badlands, the plains, and the elven forests. Her plantation village was scared of magic due to the “darned magical pointy eared bastards” across the border and had strict regulations about fire. As young Schandra showed both magic and a control of fire almost from birth it led to hr having a hard life as she was constantly bullied by the other children for her fiery heritage.

The elves in their nearby forest had a great fear of fire as well and it was forbidden to use an uncontrolled one within their forests since a single fire could kill them all if not contained quickly. They had strict laws about the use of fire as a weapon and punished those who were careless with the destructive element harshly. It was around the time that Schandra was reaching adolescence that a rogue elf who had been driven out after a coup attempt decided to get revenge and heard of the ifrit girl at the plantation. He appeared to her after her fifteenth birthday and tried to woo her into his service. No one trusted the elf but he tried none the less and persisted until there was no hope of success.

The elf, Thyrymor, finally gave up on manipulating her into service and decided to do it the other way, with his magic. Now sixteen he managed to get young Schandra alone and seduced her, using an act of intimacy to force his magic into her mind and gain control of her. The normally prickly and uptight elf wouldn’t normally sully himself with a human but since Schandra wasn’t truly human he could accept it as a necessary evil. After a few more encounters to solidify his hold he decided the time had come for a test of his control. He knew that if anyone could break his hold on her it would be her parents and so the first people he made her kill were them, followed by the entire plantation, with her fire. When the night was done the plantation and fields had been burned to the ground and the fire was spreading towards the elven forests.

He took his new pet with him and entered the forest in an effort to destroy it all or force the elves into submission to him, renewing his control of Schandra with further acts over the next few years as his campaign of terror continued. When the entire event came to a head Schandra was eighteen and they were caught. The elves were ready to put them to death on the spot but one elderly wizard noticed something about the ifrit girl and realized just what had been done. Despite the cries for her death he wouldn’t allow it, knowing that she had been mentally controlled, and released her from Thyrymor’s control. Coming back to herself Schandra gave a great cry of horror at what she had been made to do and turned on her “Master”. Before anyone could lay a hand on her she unleashed a blast of fire that set the elf alight before them all and the wizard cast a spell of his own to trap Thyrymor in place, forever burning, as an example of what would happen to anyone trying such a thing ever again.

It was then that everyone’s attention turned on Schandra and the young woman panicked. She was certain that they would all kill her now and she used her fire to keep them back. The wizard, Zalathyn, tried to calm her but the crowd was too much, the hatred they showed for her. As her panic grew someone shot an arrow into her, taking her through the heart, but rather than kill her as expected it triggered an explosion of force and fire to radiate from her and tear into everyone and everything around her. When it was done her body was gone and they all assumed her body immolated in the flames. Zalathyn knew better but he wasn’t going to tell them that. He knew how dangerous Schandra was but he knew that she was special too, he sensed something else in her, the spirit of a walker.

When Schandra awoke her body was unmarked by whatever had happened to her but she somehow found herself naked in the snow, or rather the dirt that had been mud that the melted snow had made and then baked dry. Her mind was fuzzy and she could barely remember anything, cold an desperate for a warm place she reached out and saw her hand disappear into the air. She felt fabric in her grip and found a dress of fiery red silk that, while quite revealing, seemed to be quite warm to the touch, and a pair of dark black leather boots that fit snuggly and reached her knees. She put the clothing out and donned it, feeling what could only be magic woven into them keeping her warm. She looked around and began to trek through the wilderness until she found a stream. While she wasn’t fit to survive the wilderness for long she found some food stuck in the place that seemed always at hand and with the fresh stream water she knew that she could find people if she simply followed it downstream. As she looked into the water she found that she had changed, her formerly red hair was now made of fire, and her skin had become a dull bronze color. She noticed that even her eyes were different, flickering with their own internal flame, and while she looked she realized that she was beautiful, entrancing, and tied to fire even tighter than before. Realizing that she had a new lease on life, even though she couldn’t remember much about her old one, she decided that she was going to try and do it right, use what she had to make things better, she couldn’t understand why but she knew that she had a debt to pay and that only actions could make her good once more.


Kassen Battle Maps

@Schandra: Let me look and see what the cost of that would be. If you can afford it then sure. Also, please post your characters in the re-recruitment thread. This will help the others know who's playing what.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Fair enough. If I did the math right the estimated cost of clothing enchanted with endure elements would be caster level (1) times spell level (1) times 2000 is 2000 gp. The general rules for estimating the cost of an item tell you to divide the final cost be 2 if the spell has a duration of 24 hours which would tend to imply a total cost of 1000gp. Endure elements is a strange one, and strong in a campaign where the temperature might be a problem, so I could see leaving the price at 2000gp. It's up to you. It would also take up either the chest or body (more likely body) slot which is a big thing for casters at later levels.

I'll polish of Schandra tonight or tomorrow morning and post her in the recruitment section.


Kassen Battle Maps

Okay, so 1000gp, It's a body slot item and you have to wear the entire outfit for it to work. Does that sound reasonable?


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Completely reasonable.


Still trying to finish up the last 1400 or so gold spent but other than that I think I'm done. Still debating creating a casting tradition, I haven't quite decided what I want to or not. The tag line of her being a Walker begs for one, but I can't really seem to come up with something that fits right now.


Alright, here's my take on a casting tradition, let me know what you think. I don't know if I will use it or not. Also, should we be posting our characters in recruitment so people can see or have you opened that up yet?

Casting Tradition:
The walkers are a very rare breed in the world. They are born of death, normally their own though at times the death of others can be used as a catalyst, and are forever changed marking them as what they are. When a Walker is first “born” their ability to teleport is limited to an element that is strongly tied to them though they can eventually overcome this if they survive long enough. When attacked with or immersed in an element opposite their nature the Walker feels discomfort and vulnerability resulting in a lessening of their ability to cast their spells.. The enemy of a Walker should be careful that they never tangle with one surrounded by an environment inimical to it or engulfed in it’s element because their magic becomes far stronger in such circumstances.

Elemental Nature: Chose an element from the Destruction Sphere’s Blast Type Group as your aligned element. Your opposed element is sometimes obvious, i.e. fire vs ice, or water vs electricity, but when not obvious consult with you gm. When in an environment that is conducive to your element, a hot dry climate or a volcano are examples for fire, gain a temporary +1 bonus to your caster level when using magic, if you are immersed in your element, standing in a roaring bonfire for instance, your gain a temporary +2 caster level. When in your opposite element invert those to be penalties, so if the fire elemental is in a cold environment they are at -1 and when immersed in ice and snow they are at -2. If for some reason you are under the effects of endure elements or similar you are still affected by the bonus/penalty as it is more psychological/magical in nature than physical.

Element Focus: You can only choose blasts associated with your element.

Limited Warp: You may only teleport into and out of your matching element, at level 10 you need your element only at one end of the teleportation (out of or into) and are at a -1 CL when you do so. At level 15 you don’t need to have your element at either end but are at a -2 CL if this is the case or -1 if only one end has it. At level 20 your are no longer limited by the existence of your element at either end and suffer no penalties because of this.


Female Human (Norden) Ranger (Skirmisher) 4: HP 27/39 : AC: 22, T: 13, FF: 17: Fort: +9 (+10 cold effects/ +13 cold environment/ +18 with cold weather outfit. +4 to all if non lethal) Reflex: +7 Will: +4 : Perception +4 (+6 Human/Cold. +8 both))

Yes to both.


Kassen Battle Maps

Link to the new recruitment thread


Kassen Battle Maps

So, does anyone have any opinions on the current applicants?


Female Human (Norden) Ranger (Skirmisher) 4: HP 27/39 : AC: 22, T: 13, FF: 17: Fort: +9 (+10 cold effects/ +13 cold environment/ +18 with cold weather outfit. +4 to all if non lethal) Reflex: +7 Will: +4 : Perception +4 (+6 Human/Cold. +8 both))

All three look interesting.


Male Human

Let me check them out and see what is what and all that (look ma, it rhymes...).

Just for ease of reference, what we have:

Schandra, CG Female Ifrit Sorcerer (Destruction and Warp Spheres, fire focus)
Vaenathis "Vaen" Konnal, CG Male Half-Elf Armorist (Soaring Blade) (summoner of telekinetically-wielded melee weapons, mostly short distance teleporter)
Yngvild, ? Female Human (Imperial, Norden) Ranger (dual wields axes, no animal companion)


Female Human (Norden) Ranger (Skirmisher) 4: HP 27/39 : AC: 22, T: 13, FF: 17: Fort: +9 (+10 cold effects/ +13 cold environment/ +18 with cold weather outfit. +4 to all if non lethal) Reflex: +7 Will: +4 : Perception +4 (+6 Human/Cold. +8 both))

Yeah


Kassen Battle Maps

I think k those are your characters :P


Male Human

Yeah, they are indeed. Ease of reference for me so as to see what we need or what fits better. ;-P


Male Human

Well...

If going by the usual party make-up, we could use a healer and a lockpicker/trap disabler. Of course, being a rather huge fan of "play what you like", I am fairly certain we could get by even without such roles, GM willing. ;-)

Arradir (Loup Blanc's submission) looks rather interesting. The whole "skinwalker with multiple animal companions" shtick may very well make for a fun and somewhat different character RP- and interaction-wise. Depends on fluff of course, but generally Loup Blanc is pretty imaginative and he has been around for quite a while. Also, given the character's mechanics, I am wondering if he could indeed feat Disable Device in there (I know there is a trait or two that can even make it a class skill), but that is netirely up to him and how he has imagined his character. On a related note, I cannot really comment on his "backup" elven spear hunter, but at least as a concept I find Arradir a little more intriguing (granted, I know nothing of the other guy).

Jorvin Tarvikson (BeastMasterFTW's submission) is a bit more... exotic as an oread shifter with a draconic form. Then again, my character is a guy who teleports and uses floating greatswords, so what do I know? As far as I can tell, he is a non-magic damage dealer. Always useful, but then again we already kinda have two between the three of us and the third is a Destruction incanter. So, not really sure...

Kresh Oalnear (derpdidruid's submission) is a healer and buffer, as far as I can tell anyway, which I have to admit is always useful. And he also has a... pet, if you can call a bull a pet. And dwarves... well, dwarves are always fun, be they boisterous ale-quaffing youngsters or old curmudgeonly sorts.


Thank you for your synopsis of the characters Castor. I think that I like the Arradir and Kresh Concepts myself. If we only have three completed submissions might it not hurt to take all three in case one drops out/vanishes?


Female Human (Norden) Ranger (Skirmisher) 4: HP 27/39 : AC: 22, T: 13, FF: 17: Fort: +9 (+10 cold effects/ +13 cold environment/ +18 with cold weather outfit. +4 to all if non lethal) Reflex: +7 Will: +4 : Perception +4 (+6 Human/Cold. +8 both))

Agreed. We lost 3 we replace 3


Kassen Battle Maps

Well, there's not much to decide if no one else applies then. Just posted a reminder about recruitment ending Friday, so we'll see how that goes.


Kassen Battle Maps

Once things have settled into a steady rhythm with this game and the Guardians Three game I've taken over, I want to try my hand at a Sci-FI themed GURPS game. I'm taking suggestions over here. so if that sounds like something you're interested in, then pop on in and put your two cents in. If you've never played GURPS, then don't worry. I plan on helping people as much as possible, so not know the system shouldn't be a barrier to entry.

But, like I said, it's not going to happen until things with these two games I'm trying to get off the ground have settled.

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