DM Voice's Envoy of Geb - An Undead Campaign (Inactive)

Game Master Mark Sweetman

The Shadow Claw has sent you forth as a vanguard of Geb to seek a book that may hold the key to where Nex has been hiding all these years...


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Minor Crab-beast

Pondering a bit more - the sneak attack does not necessarily need to be there; as it's likely a choice of either giving you a low number of d6s (and making it not worth it) or giving a high number of d6s (which trivializes the sneak attack mechanic).

How about we focus just on the Dimension Door and Invisibility aspects?

So you'd cast - then as a swift action simultaneously have Dimension Door and Invisibility go off on you.


Female Human (ghost) Shadow Sorcerer 10

So ddoor + invisibility as a swift action 3x/day?


Minor Crab-beast

That's the idea at present.


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

Scroll down towards the end to find information on Mantles


Minor Crab-beast

Ok - officially on holidays as of now, so please consider the thread on soft hiatus. I'll put up responses from the Shadow Claw if possible over the next month - but will be erratic and sporadic.

Please enjoy your christmas break, eat, drink, be merry - all that jazz.

Come 11th January we'll get things cracking again, and to give you a preview of what lies ahead Here's a teaser.


Male Human Graveknight Armiger 10

Sounds good.

Salutes


Male Weremonkey Rogue/Ranger/Trickster

Hey!! You cheated!! Its only the 13th here in America!! No fair using a forigen calander!!

Now I'm gonna go on a long rant all over the intrawebz about how my DM ruined the integrity of my game, then bager poor James Jacobs with silly questions about what I should do when my DM lies to us players and straight up cheats, and finally I'm going to email Lisa Stevens herself to demand she give us free awesome paizo products cuz of the trauma you caused all of us players right here on her boards!!!

Don't you dare read this or you'll esplode:
The above is utterly sillyness. Have an awesome vacation Voiceless. Hopefully you'll be able to post a bit here n there(I'M IN TWO OF YOUR GAMES, WTF AM I GONNA DO NOW?!?!) but of course its cool if you can't


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

Voice,
Can I get stay on my boon for the moment? I want to wait a bit to see if I can come up with somethin cool and different, though the uber mount idea is kinda nifty.


Female Human (ghost) Shadow Sorcerer 10

Ohh! For my boon I could use a Hoary Steed! It's a creature from fey mythos (Celtic I think). It's a horse of mist and smoke traditionally used by hunter types.

Functionally it could just be a phantom steed that's easier to summon (perhaps standard action instead of ten minutes) and preferably it would be high enough to be able to fly and have 100' speed. Maybe some teleportation ability.

Ohh, it could be functionally a obsidian steed (Wondrous item), but made of smoke and summonable by me instead of an actual item.

What do you think?


Minor Crab-beast

Vesta - that idea is doable, though specifics will have to wait till I get back to KL and get a chance to mull over it with full access to my books.

Gathroc - no biggie, will keep the specifics on ice for now.

Oh and Vesta - your 'weal' was getting to face the assassin responsible for killing you.


Female Human (ghost) Shadow Sorcerer 10
DM - Voice of the Voiceless wrote:

Vesta - that idea is doable, though specifics will have to wait till I get back to KL and get a chance to mull over it with full access to my books.

Gathroc - no biggie, will keep the specifics on ice for now.

Oh and Vesta - your 'weal' was getting to face the assassin responsible for killing you.

I had a blonde moment. sorry. lol.

Regarding the boon. I'm open to whatever. Just had an idea and wanted to throw it out there.


Female Human (ghost) Shadow Sorcerer 10

Did you say somewhere that you wanted us to level or did I completely hallucinate that?


Minor Crab-beast

Twas not a hallucination - levelling was indeed requested.

And for the boon, I'm keen for it - I want it to be something that is used after all :)


Female Human (ghost) Shadow Sorcerer 10

I had though that for travel(utility) reasons, but I jsut had yet another idea. Some sort of shadow walk ability. This would allow me to take people with me and traverese long distances while maintiaing that creepy undead feel. Perhaps once or twice a day or even at will as I don't think it will make much of a themantic difference for a ghost who can ddoor anyway. ;-)

Shadow Walk:

School illusion (shadow); Level bard 5, sorcerer/wizard 6

Casting Time 1 standard action

Components V, S

Range touch

Targets up to one touched creature/level

Duration 1 hour/level (D)

Saving Throw Will negates; Spell Resistance yes

To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 × 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Haven't checked on this thread recently, now I know where the boon comment came from, haha. I will have my character updated within the next day or so. Best thing that I can think of as a boon is a way to advance my spells somehow since I am about 2 levels behind what I would be casting if I had stayed a solid mage or cleric.


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

For my boon, I'd like to begin the process of becoming a Death Knight Obviously, it would need to be toned down and changes made to it, but I'd be willing to work with you to make it acceptable.

Was thinking that I could start as a normal Death Knight, then via quests and rituals, work my way up to Death Lord.

IF that's not acceptable at all, I was thinking of a weaker version of Blade of Darkness, which you can find in the second section, Salient Abilities. Thinking it would start out as using half my Cha mod, then grow over time.

However, I'd really, really like to do the whole Death Knight path.

Also,

Vesta check out The Ghost Salient abilities for some ideas/suggestions.

and Daemon, check The Lich for the same.

I know many are rather powerful, but they can be used as jumping off points, and of course, they are susceptible to being toned down by Voiceless.

I can't remember if you need to be a member to see those rules or not. If you do, I can post them in spoiler format.


Minor Crab-beast

Vesta - shadow walk would also be doable in some fashion. If possible I'd like to tie any ability to the assassin's death shroud, as I kind of like the flavor of it. So if you want shadow walk, it would be activated when donning the shroud, etc. Just figure out what you'd prefer and we'll run with it.

Gathroc - I won't be able to look in detail till after my holidays, but what does the linked Death Knight give that the Golarion version Grave Knight doesn't?

Daemon - I was thinking along the same lines, perhaps using your phylactery as a focus when preparing spells - you can count your effective Cleric OR Wizard level as two higher for that day?


Female Human (ghost) Shadow Sorcerer 10
DM - Voice of the Voiceless wrote:
Vesta - shadow walk would also be doable in some fashion. If possible I'd like to tie any ability to the assassin's death shroud, as I kind of like the flavor of it. So if you want shadow walk, it would be activated when donning the shroud, etc. Just figure out what you'd prefer and we'll run with it.

Shadow walk is in the forefront at the moment, but a couple of questions.

1) WIll I be able to take others with me? This is important because it will change the tactics of the ability. One is for moving a group (similar to teleport, but more flavorful) while the other would be short bursts to escape or infilitrate.

2) You'll have to explain the Assassins Death Shroud thing. Do I have to kill someone to use the ability?

3) Possible compromise could be just to make the abilitty the Shadowdancers shadow jump ability.


Minor Crab-beast

As per the spell would be my initial thoughts - so yes, can take others.

For clarity:
The man who originally killed you, I have been referring to as the 'Assassin'.
When he was passed to you by the Shadow Claw he was wearing a cloth over his head which is commonly referred to as a death shroud.
So when I say - the Assassin's death shroud - I refer to the cloth that he was wearing when the Shadow Claw passed him to you.

Does that clear it up?


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

Voice,
First of all we already have a Grave Knight, and I don't want to step on Ignac's booted toes of doom.

Secondly,
That Death Knight is a template. Now granted, its rather powerful, which is why I said we can tone in down. I figure I could take it steps, gaining increases and benefits as I level, and complete quests or perform rituals, perhaps both.

I'm at work currently n postin via my phone. When I get home, I'll copy the important parts of the template if you haven't already checked it out.

Figure I could take Death Knight as both my boon and level increase to start with.


Female Human (ghost) Shadow Sorcerer 10
DM - Voice of the Voiceless wrote:

As per the spell would be my initial thoughts - so yes, can take others.

For clarity:
The man who originally killed you, I have been referring to as the 'Assassin'.
When he was passed to you by the Shadow Claw he was wearing a cloth over his head which is commonly referred to as a death shroud.
So when I say - the Assassin's death shroud - I refer to the cloth that he was wearing when the Shadow Claw passed him to you.

Does that clear it up?

I gotcha now. I thought you were talking about some assassain prestige class alternate ability or something. That's what was tripping me up.

So Shadow walk using the Assassin who killed me's death shroud as a focus. I like that.

Last question. Is the shroud "bound" to me in such a way as to be treated as Ghost Touch for me and me only?

When ghosts die significant items (clothes, items they had when died, that sort of thing) that are bound in such a way as to be treated as part of them. Effectively Ghost Touch for only the ghost in question. I figure this is personal enough that it may also qualify. It'll allow me to keep it on for the fun creepy vibe instead of having to stow it in my special vest when not in use.


Minor Crab-beast

Vesta - The shroud would be 'bound' to you and you only - I'm fine with that.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

While that would be beneficial, that would require keeping my Phylactery on my person which would make it much easier for me to be destroyed. I was hoping to hide my Phylactery in a safe place that only I would know of to prevent it from being taken and forcing me into servitude again or being destroyed and killing me.


Minor Crab-beast

Daemon - I see your point... out of interest where would said safe place be?

Is the choice of a couple of extra effective caster levels something you are interested in? - or did you have another idea?


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

Suggestion for Daemon:

Could he, after the completion of a ritual(which perhaps we could help him with IC), split his Phylactery? Ala that epic spell from Forgotten Realms.

Of course that's a much more powerful boon than what I'm suggesting as that allows for the Phylactery to be split into a lot of pieces where I think for starters Daemon could split his into two, maybe three pieces.


Female Human (ghost) Shadow Sorcerer 10
Gathroc The Betrayer wrote:

Suggestion for Daemon:

Could he, after the completion of a ritual(which perhaps we could help him with IC), split his Phylactery? Ala that epic spell from Forgotten Realms.

Of course that's a much more powerful boon than what I'm suggesting as that allows for the Phylactery to be split into a lot of pieces where I think for starters Daemon could split his into two, maybe three pieces.

How about a coffin shaped Secret Chest for the lich on the go? I'd make sure to include a scroll of planeshift just to be on the safe side.


Female Human (ghost) Shadow Sorcerer 10

Updated character sheet.


Male Human Graveknight Armiger 10

While leveling Ignac up, I realized his phantom mount can now walk on water. Now isn't that something to be afraid of? :P

Also, he has successfully been leveled up. Just out of curiosity, any idea what the powers of his new Bardiche might be?


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

I am about 3/4s of the way done leveling up Daemon, mostly just need to put my new spell set ups down on paper.

looking at him on paper he is actually pretty well rounded, decent AC decent saves, abysmal HP compared to everyone else but hes a mage so its to be expected.

Had not nailed down exactly where I wanted to keep it yet, just that I wanted to keep it very safe. I was going to use some of my newly learned spells to do it.


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

Death Knight:

Armor Class: A death knight has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. Death templars gain a +6 profane bonus to AC and death lords gain both a +6 profane bonus and a deflection bonus equal to their Charisma modifier.

Damage: A death knight without natural weapons has a touch attack that uses negative energy to deal 1d8 points of damage plus its Charisma modifier to living creatures; a Will save (DC 10 + 1/2 death knight’s HD + death knight’s Cha modifier) halves the damage. A death knight with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8 points of extra damage per rank plus its Charisma modifier on one natural weapon attack.

Special Attacks: A death knight retains all the base creature’s special attacks. Save DCs are equal to 10 + 1/2 death knight’s HD + death knight’s Charisma modifier unless otherwise noted.

Despair (Su): At the mere sight of a death knight, viewers must succeed on a Will save or be paralyzed with fear for 1d8 rounds per rank. Whether or not the save is successful, that creature cannot be affected again by the same death knight's despair ability for 24 hours.

Spell-like Abilities: Death knights receive the following spell-like abilities at a caster level equal to their HD. 3/day - animate dead, detect magic, dispel magic, fireball, see invisibility, wall of ice; 1/day - power word stun, symbol of fear, symbol of pain.

Death templars receive the following abilities instead. Constant - detect magic, see invisibility; at will - enhanced fireball, wall of ice; 3/day - animate dead, greater dispel magic, power word stun, symbol of fear, symbol of pain; 1/day - create undead, power word blind.

Death lords receive the following abilities in place of the previous two. Constant - detect magic, see invisibility, true seeing; at will - animate dead, enhanced fireball, greater dispel magic, power word stun, symbol of fear, symbol of pain, wall of ice; 3/day - create undead, power word blind; 1/day - create greater undead, power word kill.

Special Qualities: A death knight retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Su): A death knight’s undead body is tough, giving the creature damage reduction according to the table below. Its natural weapons are treated as magic and evil for the purpose of overcoming damage reduction. Death lords treat their natural weapons as epic for the purpose of overcoming damage reduction.

Immunities (Ex): Death knights have immunity to cold, electricity, fire, polymorphing (though they can use polymorph effects on themselves), and mind-affecting attacks.

Spell Resistance (Ex): A death knight has SR equal to 10 + its HD.

Turn Immunity (Ex): A death knight can not be turned. However, a holy word spell can banish them to the Abyss as though they were demons.

Undead Cohort: If the death knight posseses the Leadership feat, his cohort becomes either a neonate lich, a phantom ghost, a forgotten ancient dead or a newborn vampire.

Undead Followers: If the death knight posseses the Leadership feat, instead of living followers, he receives zombies or skeletons of the same HD. The followers of a death lord receive the corpse or bone template instead of the zombie or skeleton template respectively.

Death Knight; +8 Str, +4 Cha. DR 15/good. 2 salient abilities.
Death Templar; +12 Str, +2 Wis, +6 Cha. DR 15/epic and good. 3 salient abilities.
Death Lord; +16 Str, +4 Wis, +8 Cha. DR 20/epic and good. 5 salient abilities.

Salient Abilities

Abyssal Blast (Su)
The death knight can unleash a blast of eldritch fire.
Prerequisites: Cha 18+.
Benefits: A number of times per day equal to its rank, the death knight can fire a blast dealing 1d6 points of damage times its Hit Dice plus its Charisma modifier (a successful Reflex save halves the damage). The blast explodes in a 20 ft. radius anywhere within a range of 400 ft. plus 40 ft. per Hit Die. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks.

Abode of the Accursed (Su)
Within his own fortress, the death knight is nigh-invulnerable.
Prerequisites: Death Templar.
Benefits: Within his chosen lair, the death knight gains a +10 profane bonus to his Armor Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a desecrate spell.

Abyssal Steed (Su)
While some of his kind ride undead horses or nightmares, this death knight's steed is a creature forged from the morass of darkness that is his soul.
Prerequisites: Death Templar, Cha 13+.
Benefit: The death knight's steed is a nightmare advanced to the death knight's HD (even if this violates the normal advancement cap). It has the death knight's HP total and it reforms in a single day after destruction as long as its master exists. It also shares the benefits of the death knight's dark blessing (if applicable), gaining the death knight's (not its own) Charisma bonus to saves.

Aura of Death (Su)
The mere sight of the death knight can cause death.
Prerequisites: Death Templar, Aura of Horror.
Benefit: Creatures that fail their Will saves against the death knight's Despair ability must also make a Fortitude save or die.

Aura of Horror (Su)
The death knight's presence frightens and demoralizes enemies.
Benefit: Creatures engaged in combat with the death knight take a morale penalty to their Armor Class and saving throws (when attacked by the death knight) or to their attack rolls and caster level checks (when attacking the death knight) equal to twice the death knight's rank. A successful Will save halves the penalties (the save is made at the beginning of combat and can only be attempted once per day).

Blade of Darkness (Ex)
The death knight's personal weapon has been marked forever by his evil.
Prerequisites: Death Templar, Unholy Strike.
Benefits: The death knight may select one weapon that he owns. It gains an enhancement bonus equal to his Charisma modifier (the death knight may use convert some of this bonus to special abilities) and gains the unholy power ability. This replaces any previous enhancements it may have had. If the death knight's Charisma modifier increases, the weapon's powers may be improved accordingly. The weapon is considered a minor artifact and can only be destroyed when its wielder is. Any other person using it takes 2d6 points of Constitution damage per rank of the death knight per round.

Burning Touch (Su)
Creatures touched by the death knight are wreathed in unholy flames.
Benefits: The death knight's touch attack now deals half negative energy damage and half fire damage. When the death knight successfully hits a target with its touch attack, the target becomes engulfed in unholy fire that lasts for a number of rounds equal to the death knight's rank. While so afflicted, the victim automatically takes damage as though from the death knight's touch attack each round (they may make Will saves for half damage each round).

Chill Touch (Su)
Creatures touched by the death knight feel an unearthly chill.
Benefits: The death knight's touch attack now deals half-negative energy damage and half cold damage. When the death knight successfully hits a target with its touch attack, the target becomes slowed for a number of rounds equal to the death knight's rank unless they succeed at a Will save.

Curse of the Blade (Su)
Those slain by the death knight are doomed to undeath.
Prerequisites: Blade of Darkness.
Benefits: Those who are slain by the death knight's chosen weapon reanimate 1d4 minutes later as bodaks, wights, or corpse creatures.

Dark Blessing (Ex)
The death knight is empowered by the forces of evil.
Benefits: The death knight applies his Charisma modifier (if positive) as a bonus on all saving throws. If the death knight already has this ability (from the blackguard class or by taking this ability a second time), he instead gains an +1 profane bonus per rank on all saving throws.

Dread Ally (Ex)
The death knight's ally is exceptionally powerful.
Prerequisites: Epic Leadership, Leadership.
Benefits: The death knight's cohort's rank is equal to the death knight's. For example, the cohort of a death lord could be an elder vampire.

Enhanced Spell-Like Abilities (Sp)
The death knight has developed further magical powers.
Prerequisites: Death Lord, Cha 15+.
Benefits: The death knight may use meteor swarm and telekinesis 3/day each as a sorcerer of its HD.

Fast Healing (Su)
The death knight heals exceptionally quickly.
Benefit: The death knight receives fast healing equal to 10 times its rank.

General of Death (Ex)
The death knight draws undead followers to him in droves.
Prerequisites: Epic Leadership, Leadership, Legendary Commander.
Benefits: In addition to the skeleton and zombie followers, any type of undead can be found among the death knight's followers, counting as having a level equal to their HD. Also, as long as the death knight has only undead followers, he receives a bonus to his leadership score of 5 x rank.

Raiment of the Damned (Ex)
The death knight is trapped in his armor.
Benefits: The death knight takes no armor check penalty for his armor and it has no maximum Dexterity bonus.

Reconstitution (Su)
The death knight will reform if destroyed.
Prerequisites: Abode of the Accursed, Death Lord.
Benefit: If the death knight should ever be destroyed, its body (and possessions) turn into mist and dissipate. The death knight will reform inside its abode within 2d6 days. The only ways to prevent the death knight from returning is to undo the death knight's curse (typically by setting right its wrongdoings), or (in some cases) by completely destroying the abode.

Rebuke Undead (Su)
The death knight may exert its influence over other types of undead.
Prerequisites: Cha 14+.
Benefit: The death knight may rebuke or command undead as an evil cleric of a level equal to its Hit Dice.

Sacrilegious (Su)
The impious death knight has no reverence for the gods.
Prerequisites: Cha 20+, Dark Blessing.
Benefit: Though already immune to turning or rebuking, the death knight may now cause the destruction of any number of holy (or unholy) symbols within 20 ft. per rank of it as a free action. Such symbols may combust, melt, shatter, bend or snap in half, or otherwise be ruined, rendering them useless for turning or rebuking attempts, as spell foci, and so on. If the symbol was magical, it is entitled to a Fortitude save to avoid destruction. The death knight may employ this ability not just against priest's symbols, but against books, tabards, tapestries, or other objects that bear such an image (often ruining the decorated item in the process). A creature with such an image branded or tattooed onto its skin may suffer if the death knight employs this ability against them - they take 1d6 points of damage per rank of the death knight, and 1 point of Constitution damage per rank of the death knight, as the profane undead creature causes the skin beneath the image to crack open and ooze blood.

Shadow Walk (Su)
The death knight can travel through shadows.
Benefit: At will, the death knight can enter an area of shadows as a move-equivalent action and emerge immediately from another such area of its choice, within 10 feet times the death knight's rank times its Hit Dice.
If the death knight also possesses the Abode of the Accursed salient ability and uses this ability within its fortress, it may reappear from any shadowed area within the abode (regardless of the distance).

Spell Reflection (Su)
A few mighty death knights are able to send their opponents spells back at them.
Prerequisites: Death Lord.
Benefits: Spells that fail to penetrate the death knight's spell resistance by 10 or more rebound upon the caster.


Male Human Graveknight Armiger 10

Daemon, something crazy and out there I've heard about lately, you could start working towards transformation into an Awakened Demilich. It's in Bestiary 3, which I don't have yet, but they're supposed to be really crazy. They're basically one of the floating skulls in the Tomb of Horrors, but re-united/ formed with the sentience of the lich that created them inside it. Just a thought.

Thread that got me thinking about it.


'Male' Crawling Claw (Human) Rogue 10

All this talk of Death Knights and Awakened Demiliches leaves poor Gabriel feeling woefully inadequate :-P


Female Human (ghost) Shadow Sorcerer 10
Daemon Son-of-none wrote:

I am about 3/4s of the way done leveling up Daemon, mostly just need to put my new spell set ups down on paper.

looking at him on paper he is actually pretty well rounded, decent AC decent saves, abysmal HP compared to everyone else but hes a mage so its to be expected.

Had not nailed down exactly where I wanted to keep it yet, just that I wanted to keep it very safe. I was going to use some of my newly learned spells to do it.

My HP's are only so high because Cha is my main stat.


Female Human (ghost) Shadow Sorcerer 10
Gabriel Helminth wrote:
All this talk of Death Knights and Awakened Demiliches leaves poor Gabriel feeling woefully inadequate :-P

I'm just a ghost sorcerer. I think in order to catch up I'll need to posess the Tarrasque.


Minor Crab-beast

Ignac - new bardiche powers have not been laid down in stone yet, and likely won't be till I get back from holidays. I'm initially thinking a weapon at roughly +6 ish in raw equivalent bonus (probably +4 keen and something), plus some extra abilities that won't be 100% under your control. They'll be tied to the personality already in residence ;)

Daemon - while a demilich is just a wee bit out of reach, is the effective caster level increase what you'd like - or is it something else? It doesn't need to be phylactery tied.

Gathroc - just a re-confirm I've seen the death knight info you've put up, but won't be able to cogently respond until post holidays.


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

That's fine Voice, will give me time to re-work it a bit, as well as try and come up with a decent progression. I plan to something similar with Blaze too.


Male Human Graveknight Armiger 10

Sounds fine to me, Voice.


'Male' Crawling Claw (Human) Rogue 10

Gabriel has been updated; I took an extra level of Rogue :-)


Male Human Graveknight Armiger 10

Just out of curiosity, what does "Non-associated" mean in Gabriel's stat block?

Edit: Figured it out.


'Male' Crawling Claw (Human) Rogue 10

I had to come-up with some way to make him vaguely comparable to the level of ridiculousness that some of the other PCs exhibit; even as it is, he is still less powerful than the other damage dealers :-P


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Gabriel: I could "fix" some of gabriel's power problem. How does being bull strengthed and enlarged sound? Haha

Voice: I don't think that adding another templet to my character will solve my problem, i think its mostly just penis envy since most of the other characters can do such ungodly things. I just need to settle into my role as party buffer.

I am still looking into exactly what I think would make the best boon for my character.


'Male' Crawling Claw (Human) Rogue 10

Oh, I would not dream of inconveniencing you, Daemon :-P


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

for my boon, I think that ideally what I am itching for is to find a way to "transform" from a Mystic Theuge to a Gestalt Cleric/Wizard.

While gaining spells from both kinds of magic increases my buffing ability marginally, loosing the class abilities from leveling up as a wizard or cleric alone is extremely crippling to the prestige class over all.

not only would it increase my survivability in a fight and marginally increase my BAB (cleric HP and BAB) but it would allow for more options on the battle field since it would actually allow me to use channel energy or my wizards school abilities with a chance of them working since I wouldn't be using it as a 3rd level ability vs 10th/13th level NPCs

let me know if you think that would be too OP


Male Human Graveknight Armiger 10

I'm gonna be off and on today, as it's my birthday, and stuff's probably going to happen here.


Minor Crab-beast

Ok - I am now safely ensconced back home in KL after my month break, and will be kicking this Campaign back off into regular service. I'll sleep off the jet-lag and cantankerous toddler torment tonight and get the next in-game post up come morning.

I'll aim to wrap up most of the boons soonish so you can get stuck into your very own undead turf war ;)


Minor Crab-beast

Right - now as I understand it, Vesta / Daemon / Gathroc have all not yet 100% confirmed their boons.

Vesta - can you let me know which powers you were most interested in for the assassin's death shroud?

Daemon - full gestalt is a bit too far in front of what I'd be willing to go to right now. However I can see myself parcelling out 'parts' of what that would entail over time. Which of these is most appealing to you right now:
1. Bump in channeled energy numbers to near to what they would be for a straight cleric of your level?
2. Caster level (including spells known, level, etc) increase in 'one' of your spell casting arms by three?
3. Being considered a straight wizard or cleric for your domain / school powers?

Gathroc - Having pondered over time, I'm having a bit of trouble with your aim to get death knight added onto your current dullahan template. The combination of the two get pretty blender-iffic with an extra 8 strength and the magic weapon boosts, plus giving you a bunch of spell like abilities that are at a higher caster level than either of the two casters in the party.

So after that consideration I'd have to say no to the 'package' of abilities. I see 'Grave Knights' such as Ignac as the official Golarion 'Death Knight' equivalents for me. However you also said that you'd be interested in a blade of darkness style ability? - I can work with that and give you a unique weapon that plays into the existing strengths of your build (killing blows and crits) to power some 'aspects' of what you were after?


Female Human (ghost) Shadow Sorcerer 10

The shroud allows me to use Shadow walk at will Per the spell. Caster level is minimum for the spell or HD, whichever is more advantageous.


Minor Crab-beast

@ Vesta - cool, just wanted to make sure.


Female Human (ghost) Shadow Sorcerer 10
DM - Voice of the Voiceless wrote:
@ Vesta - cool, just wanted to make sure.

It'll make traveling faster and you can throw in shadow plane random encounters if you want. ;-)


Male Fell Tiefling Fighter/Monk/Magus 12(tristalt)

I totally meant to break up the DK template, as I know getting it all is waaay too much, all at once.

What I was thinking was:

Lesser Death Knight:
The +5 Natural Armor AC

The negative energy attack

Despair, but 1d4 rounds

No SLAs

Immunity to one element(my choice) and polymorphing.

Turn Immunity

No cohort

+4 Str, +4 Cha,

DR 15/Good

2 Salients, which will have to be cleared by you, but perhaps weaker.

This would be both my boon and replace my level. He would eventually gain more of the template, though I don't think I want him having SLAs ever.

However,
If you still think my revision is too much, I would be most interested in seeing what you come up with for a Blade of Darkness type weapon.

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