Dance of Light and Shadow, Way of the Wicked

Game Master Red Velvet Tiger


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The other "half" is going to be rather straightforward. And as the "high priest" of a cult of Dispater, Lord of Iron and Master of Hellish War, it seems a cool concept.

That said Oracle of Metal is too metal to pass.

Silver Crusade

Cool thanks for the feed back GM, Ill have a think about the kind of PC that I would like to build for this.


Here are the bones of Cartmanbeck's submission... introducing Ulmah Corpsil, Urgathoan Creator of Undeath. I've got most of her background and stats figured out, just have to pick spells and languages and do a couple other little things like that.


Alright. Let's see if this is looking right so far.


Ulmah Corpsil wrote:
Here are the bones of Cartmanbeck's submission... introducing Ulmah Corpsil, Urgathoan Creator of Undeath. I've got most of her background and stats figured out, just have to pick spells and languages and do a couple other little things like that.

Two things:

1) Battlefield Defiler does not appear to be on the PFSRD. 3pp stuff is allowed, but the GM did say 'upon request'. Not sure how well received an archetype she might not have access to will be.

2) My PC, Veldrin is a straight Wizard/Oracle necromancer and I am on the of the reserved spots. While I'm not saying don't also submit an undeath focused PC, how is yours sufficiently different from Veldrin?

Personally, I am totally OK with a second undead themed PC, and when I read your initial post saying that was what you were thinking about I immediately thought 'ooh, another undead PC, TIES!!'. I just want to make sure we're different enough that the GM would also select you.


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I had already checked with the GM on the archetype in the "pre-recruitment" thread.
Verification

As far as the differences between Veldrin and Ulmah, I will be a very melee-focused character who makes undead in the midst of battle to help her complete her tasks, as opposed to building up an undead army outside combat. In fact, I think working with another necromancer would work very well for her, since she will likely get quickly bored with any one undead companion, and may wish to hand hers off to Veldrin for more "experimental" means.

I'm going to add the text of the Battlefield Defiler archetype to Ulmah's profile now, so you can check it out. I actually wrote it myself for Fat Goblin Games. :)


Mostly done. Just need extracts known. And as many skill points as I have, having difficulty disseminating them. Took a higher BAB and good fort will save as class improvements.


Hmm... I'm thinking of something cool for this. An assassin worshipping Achaekek, He Who Walks In Blood. I kill people for money. Which explains why I'd be in jail.

EDIT: On second thought, you said we already had a sneaky-stabby guy. Maybe someone who's good with something else. Healer, perhaps, or at least a secondary healer.


Hi, Monkey! Glad you'll be in this. Now I really hope I get in.

GM, this is Doomed Hero's submission. The mechanics aren't complete yet, but the background is ready for critiquing.

Please let me know if there's anything about the concept that you'd prefer I'd change, or anything you'd like me to add to help the characterfit better into your vision for the game.


Posted the history for this character previously as TriShadow. Used the class bonus for skills. I figure I am in for kidnapping at the very least.


Viscount K here, still working up my concept fully. I have a question or two while I continue to get this functioning.

I'm planning up Bognus here as a former hero (Unchained Barbarian/Monk), the champion of his clan of mountain dwarves. The extreme nutshell version: He was out adventuring when his home was raided and his people - notably his wife - slaughtered. He went out to avenge them, and eventually found their killers, a pair of master vampires who'd been after his clan's treasure which they (correctly) thought would protect them from the sun - a cloak that protected the wearer from the rigors of bright natural light (a holdout from a time when dwarves were still dazzled by the light of the sun). They murdered him, of course, and for a while they kept him around as their own personal attack dog. He came back to himself, finally under his own control, in the middle of a Mitran church on Talingarde, covered in the blood of the priests (he would be in for Desecration and Murder, not to mention being undead). He has no idea why he was released from the elder vamp's control, he just knows he likes his new existence, and blood tastes even better than his favorite dwarven spirits.

Anyway, here are my questions:
-You mentioned that a "watered-down" version of the vampire template could be on the table. Obviously, I'd like to go for that, and I'm curious what the revisions would be.
-Next, if possible, I was hoping to be allowed to use a variant rule out of the Monster Codex - specifically, the Vampire Savage, who can still use the morale bonuses from rage. Otherwise, I'll need to rework the mechanics behind the idea, probably go fighter instead of barbarian.
-Finally, while it obviously wouldn't be available at the beginning of the game due to imprisonment, I would very much like to be able to find, purchase or create something similar to the cloak I described. I was thinking something with Protective Penumbra on it, either perpetually or enough times a day that I could reasonably get from place to place. This isn't a make-or-break, it would just make playing a vampire waaaay less annoying for everyone else if I could actually go out in the day.


Question: For those casters that don't have all spells as spells known, like cleric's, can we get a boost of like 4 or 5 spells per level beyond 1st? High Int normally gives you quite a few 1st level spells but you either have to buy or transcribe to get more higher level ones. And considering our high level, that shouldn't be a problem to afford before getting caught. I mean my character knows one level 4 but can cast 2 of them.


I just had a thought. What if I made a mad scientist type... who wasn't a spellcaster, and was more than comfortable with physical mayhem. I don't seem to see nearly enough highly intelligent melee combatants who aren't the sneaky type of combatant, the kind of person who will walk up to an opponent and disassemble them with methodical, brutal efficiency.

Oh, yes, I think I have an idea here.


If i'm an evil inquisitor can I take betrayal teamwork feats for solo tactics? ^_^ Not a good idea to use against other obviously PC's but maybe summoned minions?


Josh.Ingle wrote:

I just had a thought. What if I made a mad scientist type... who wasn't a spellcaster, and was more than comfortable with physical mayhem. I don't seem to see nearly enough highly intelligent melee combatants who aren't the sneaky type of combatant, the kind of person who will walk up to an opponent and disassemble them with methodical, brutal efficiency.

Oh, yes, I think I have an idea here.

I have always been partial to the Master Cymist. Add barbarian or fighter and you have one deadly beast.

Silver Crusade RPG Superstar 2014 Top 16

HighonHolyWater wrote:
If i'm an evil inquisitor can I take betrayal teamwork feats for solo tactics? ^_^ Not a good idea to use against other obviously PC's but maybe summoned minions?

I'm taking a betrayal feat or two along with Charnel Soldiers so that my undead creatures can be all tactic... ful? Tactful? Full of tactics? LOL


Think I've finally settled on a Tiefling Sorcerer/Dragon Disciple//Antipaladin for some absurd gish horseshit. Or maybe a Crossblooded Sage/Dragon bloodline Sorc paired with some manner of Magus.
Edit: Or a Bladebound Kensai/Wizard. Damn okay never mind I am far from settled now, back to square one. Gestalt has way too many juicy options.


Okay, here's Rashk.

In terms of concept - think of a combat-focused Sith Lord
In terms of party role - He is a front line fighting type with high mobility and stealth. Sort of a monk with a big sword.

Background:

The war came to young Eric's town when he was young. Young, but not small. The soldiers came through, taking what they wanted. Food, shelter, money, women. Eric tried to fight, but he was young and unskilled. He was injured but left alive. They joked at his obvious nonhuman parentage.

That was when the master arrived. He led troops, but the master did most of the work. He unleashed power against the strongest of the soldiers. In a matter of minutes it was over. The cheers of the people resounded. The master quickly corrected the townsfolk, "Your rescue was incidental. I require some of the crystal you mine - the largest and highest quality. I could not risk losing the crystals."

Eric rose to his feet, "Without the money for those crystals, we will sta---" he paused, seeing that this wasn't working, "We will not be able to mine further crystals."

The master laughed out loud at this. "You may have potential. I will pay for these crystals, and for your service as apprentice. If you are worthy, you will learn how to channel the primal forces of the universe."

Over the next few years, Eric, now renamed Rashk, learned the arts of psionics. As the master explained, divine magic came from faith in ancient powers. Arcane magic came from formulaic knowledge. Psionics came from raw willpower. To master it, one must master themselves and the world around you.

He figured out that he had been manipulated by the master. But he also learned that all human interactions were based on the dynamics of power. The master had manipulated him, but the master had trained him. The master rewarded loyalty and punished rebellion. By understanding this, the master taught Rashk to know his place with others. By serving the master better, Rashk increased his own strength. This allowed Rashk to fulfill his own needs.

Rashk learned the way of the warrior. While he did not exceed the Master, he came close to his strength. They traveled to Talingarde, looking for a cardinal who collected psionic artifacts. They thought they knew what was involved. It was a trap. Summoned angels surrounded them and the room was sealed. They fought and won, but at great cost. The forces of Talingrade were gathered outside.

The master smiled. "I have prepared for death and rebirth. I will fight. You hold back, hide your power. Surrender. Trust me, they will not kill you if you do. I will call in a favor with an ally who hates Talingarde and it's theocracy. He will help you, but you will owe him service. He serves Hell, but you should find his philosophy compatible."

crunch:

Rashk
Male half-giant soulknife (gifted blade) 10 // psychic warrior (meditant) 5/elocator 5
LE Medium humanoid (giant)
Hero Points 3
Init +3; Senses low-light vision; Perception +19
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Defense
--------------------
AC 21, touch 21, flat-footed 17 (+3 Dex, +1 dodge, +7 Wis)
hp 150 (10d10+40)
Fort +11, Ref +11, Will +13 (+2 vs. mind-affecting, +4 vs. mind reading)
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Offense
--------------------
Speed 60 ft., aerial acrobatics
Melee +2 unholy mind blade (two handed) +19/+14 (3d6+11/17-20/x3 plus 2d6 vs. good) or
. . unarmed strike +16/+11 (1d8+6) or
. . unarmed strike flurry of blows +14/+9 (1d8+6)
Ranged +2 unholy mind blade (two handed) +19/+14 (3d6+11/17-20/x3 plus 2d6 vs. good) 20' range increment
Special Attacks enhanced mind blade, form mind blade, powerful build, quick draw
Psi-Like Abilities (CL 10th; concentration +9)
. . 1/day stomp (DC 10)
Psychic Warrior (Meditant) Powers Known (power points 94, ML 8th; concentration +14)
. . 3rd hostile empathic transfer (DC 19), physical acceleration
. . 2nd body purification, hustle, sidestep
. . 1st distract (path) (DC 10), karak's expansion, defensive precognition, offensive precognition, prevenom weapon (path) (DC 10)
. . 0 (at will) conceal thoughts, detect psionics
Soulknife (Gifted Blade) Powers Known (power points 94, ML 8th; concentration +14)
. . 2nd heightened vision
. . 1st chameleon, inertial armor, skate
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 18, Int 12, Wis 22, Cha 8
Base Atk +10; CMB +11; CMD 32 (36 where size is an issue)
Feats Cornugon Smash, Deep Focus, Deflect Arrows, Dodge, Improved Critical (mind blade), Improved Unarmed Strike, Mindblade Proficiency, Mobility, Power Attack, Psionic Body, Psionic Talent, Psionic Talent, Speed Of Thought, Spring Attack, Weapon Focus (mind blade)
Traits bruising intellect, high theft, world traveler
Skills Acrobatics +24 (+36 to jump), Autohypnosis +19, Bluff -1 (+10 vs. Discerning Intentions), Climb +5, Escape Artist +16, Fly +24, Intimidate +18, Knowledge (psionics) +14, Linguistics +3, Perception +19, Sense Motive +20, Spellcraft +10, Stealth +18, Survival +10, Swim +7; Racial Modifiers +4 Survival
Languages Common, Draconic, Giant, Orc
SQ blade skills (bladewind, deadly blow, enhanced range, focused offense, two-handed throw), dimension step, flanker, freerunning, hero points, liberty or death, maneuver (assassin's path), manifesting, path power, path skill, personal gravity, psionic armor, scorn earth, shape mind blade, spatial awareness, terminal velocity, throw mind blade, trance (assassin's path), warrior's path, warrior's path (assassin's path)

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Special Abilities
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Aerial Acrobatics (Su) The elocater adds her ranks in Acrobatics as a bonus to any Fly checks, and her ranks in Fly as a bonus to any Acrobatics checks. She also treats all Acrobatics checks to jump as if she had a running start.
Bladewind As a full attack, when wielding her mind blade, a soulknife can give up her regular attacks and instead attack all foes within reach.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Deadly Blow The soulknife's mind blade critical multiplier increases by 1.
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dimension Step (1/day) (Su) An elocater of 3rd level or higher can slip psionically between spaces as if using the fold space power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level.
Enhanced Mind Blade +4 (Su) You can enhance your Mind Blade with a total enhancement bonus of +4.
Enhanced Range The soulknife's range increment when throwing her mind blade in any form doubles.
Flanker (Ex) An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any square adjacent to her as the square from which flanking with an ally is determined (including the square where she stands, as normal).
Focused Offense As long as the soulknife maintains psionic focus, he adds his Wisdom modifier to his attack and damage rolls instead of his Strength modifier.
Form Mind Blade (Mind Blade [2H]) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Freerunning (Ex) An elocater's land speed increases by 20 feet. This is treated as a circumstance bonus.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Liberty or Death +2 racial bonus on saving throws against mind-affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver (Assassin's Path) +2d6 Beginning at 3rd level, any time you strike an enemy with a melee attack and there are no other enemies adjacent to you, you can expend your psionic focus to deal an additional +2d6 damage.
Manifesting You have a reduced ML equal to class level -2. (gifted blade)
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Path Power (Distract [Path]) (Ex) Gain a bonus power related to your path.
Path Skill (Stealth) +2 bonus to one skill associated with the path you are on.
Personal Gravity As long as the elocater is within 1 foot of a sufficiently stable solid or liquid surface, she can change her personal gravity with a thought (free action). As a result, she may move on walls, ceilings, etc. as if they were level floors.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Psionic Armor +7 (Ex) The Meditant adds his Wisdom bonus to AC and CMD, more at higher levels.
Psionic Body Bonus HP +10
Psionic Talent Gain 2 or 1 extra power points.
Psionic Talent Gain 2 or 1 extra power points.
Quick Draw (Su) You can manifest your Mind Blade as a free action.
Scorn Earth At 1st level, an elocater's feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Spatial Awareness (+4) (Su) When she attacks with a bonus from higher ground or is flanking the attacked enemy with an ally, the first attack she makes again
Speed of Thought When focused speed +10ft or +30ft when you expend focus.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Terminal Velocity As long as either personal gravity or scorn earth is active, if the elocater would be in a position to fall (for example, stepping over a pit), she instead hovers at her current position, as if standing on solid ground. As a move action, she can safely descend.
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Trance (Assassin's Path) +1 When psi-focused you gain a competence bonus to attack rolls.
Two-Handed Throw 2H mindblade has 10ft range increment.
Warrior's Path (Ex) Gain benefits based on a specific warrior path.

Confiscated equipment
headband of inspired wisdom +4, crystal mask of dread, cloak of resistance +3, boots of speed, eyes of the eagle, ring of chameleon power


Bobbity wrote:
Careful with Warpriest. Lots of things to keep track of.

*looks at Kineticist half and chuckles*

How did I miss this the first time? That's funny.


Well, yesterday was productive! Finally finished Fallout 4 at level 89 and teared up at the ending! T_T Today was less fun, with a 'fun' double shift but I finally got done with that sodding garbage.

Templates: Just treat your character like it is a normal gestalt and it's a lot easier to grasp.

Vampire template changes: First, you lose dominate and energy drain. Your AC bonus is reduced to +2 and your ability score bonuses are cut in half. You are not harmed by sunlight by you can't you any of your vampiric powers within it and take a -1 to all rolls while exposed to it.

Oyzar: OoQ sounds reasonable. Any thoughts on what the organization would be?

Veldrin d'Shraen: If you take the feats or take a level cut on part of your gestalt you can be a ND.

Josh.Ingle: There is no sneaky character slotted.

Bobbity: Characters who can learn all of their class spells will be assumed to know them all after the prison break. The spells that you know during the break will be limited to what you know from the 'gift' you get when the first book truly begins.


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Was nearly finished formatting my character and my computer froze. Two hours of work down the drain. >.<

I think I'm going to need a drink to start over with. Sigh.

Silver Crusade RPG Superstar 2014 Top 16

Figured I'd put together a list of submissions (in order by first post). Please let me know if I missed your submission!:

QuidEst
Cartmanbeck - Ulmah Corpsil
Helvetica Quinn
Nidoran Duran
TriShadow - Kessa Backstory, Kessa
oyzar
Atlas2112
HighOnHolyWater
Sargon Greymore
Bobbity
Philo Phanynx - Rashk
Sir Longears
BigBenClockTower
sunderedHero
ron v
Viscount K - Bognus 'Bluebeard' Dolgrin
Bane88
Monkeygod - Veldrin D'Shraen
EmissaryOfTheNorth
Josh.Ingle
Karactus, the Dream Stalker

Dark Archive

Here is Gannak Vraasg, my werewolf ranger/warpriest. Crunch done and will work on the background soon...

Any ideas/suggestions are more than welcome!

@GM Lightbearer: Right now his lycanthrope template is based on the normal wolf. Would you allow me to base him in a dire wolf instead?

Here would be the changes:

Wolf:

Hybrid
size: medium
AC: 14
Melee: falchion +21/+16 (2d4+13) and bite +11 (1d6+3)
CMB: +16, CMD: 28

Wolf
size: medium
AC: 14
Melee: bite +16 (1d6+9)
CMB: +16, CMD: 28

Dire Wolf:

Hybrid
size: large
AC: 13
Melee: falchion +20/+15 (2d4+13) and bite +10 (1d8+3)
CMB: +17, CMD: 29

Dire Wolf
size: large
AC: 13
Melee: bite +15 (1d8+9)
CMB: +17, CMD: 29

Stats are unchanged... as you can see, it's pretty the same, but for fluff it would be nice for him to be more 'alpha'


I think if you are going natural lycan the DM should water that down like the other templates. There is little risk as a natural Lycan and even less as evil. At least move the DR 10/Silver down a level. One of these days I am going to build that Werewolf class I been meaning to.


You didn't miss me but I have a character WIP to update my submission.

Sethirom the Half-Fiend Tiefling Fiendish Vessel Cleric 10// Infiltrator Inquisitor 8

Character idea is to smite/bane the BBGG and take the focus of that and generally be a main front liner otherwise.


Couple of missed questions:

1) Also, in a normal WotW, you purchase starting gear which is later recovered. Should we do the same here, but with level 10 WBL?

2) Us Wizards, Witches, etc, are we getting extra spells added to our spellbook for free(or reduced cost?)

3) Are we getting all skills as class skills as in Hell's Rebels, or is that offset by the extra power boost of the gestalt we're getting?


GM Lightbearer wrote:
Vampire template changes: First, you lose dominate and energy drain. Your AC bonus is reduced to +2 and your ability score bonuses are cut in half. You are not harmed by sunlight by you can't you any of your vampiric powers within it and take a -1 to all rolls while exposed to it.

That'll work! Was the Vampire Savage acceptable?


Bognus 'Bluebeard' Dolgrin wrote:
GM Lightbearer wrote:
Vampire template changes: First, you lose dominate and energy drain. Your AC bonus is reduced to +2 and your ability score bonuses are cut in half. You are not harmed by sunlight by you can't you any of your vampiric powers within it and take a -1 to all rolls while exposed to it.
That'll work! Was the Vampire Savage acceptable?

Whoops, totally forgot - is the CR adjustment still +2? I would imagine so, but I thought I'd check.

Dark Archive

Bobbity wrote:
I think if you are going natural lycan the DM should water that down like the other templates. There is little risk as a natural Lycan and even less as evil. At least move the DR 10/Silver down a level. One of these days I am going to build that Werewolf class I been meaning to.

Not sure if I agree with you... take a look at the watered vampire template posted by the GM:

-Darkvision 60 ft
-Natural armor +6 +2
-Charisma to HP (one less stat to spend points)
-Channel Resistance +4
-DR 10/magic and silver
-Resistance cold 10, electricity 10
-Immunity to all mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, damage to its physical ability scores, exhaustion, fatigue, any effect that requires a Fortitude save.
-Undead do not breathe, eat, or sleep
-Fast Healing 5
-Automatic Gaseous Form at 0 hp, negating damage above 0
-Vampire weaknesses (with empowered sunlight)
-Slam attack with energy drain and treated as magical
-Blood drain
-Children of the Night
-Create Spawn
-Dominate
-Change Shape (Dire Bat [+4 Str, -2 Dex, +4 NA, fly] and Wolf [+2 Str, +2 NA, low-light vision, scent] as Beast Shape II)
-Gaseous Form
-Shadowless (useless)
-Spider Climb
-Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4 Str +3, Dex +2, Int +1, Wis +1, Cha +2
-Skills: Bluff +8, Perception +8, Sense Motive +8, Stealth +8
-Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats

Now, the natural lycan

-Natural Armor +2 (hybrid and animal)
-DR 10/silver
-low-light vision
-scent
-bite attack (hybrid and animal)
-Change Shape (hybrid and animal)
-Curse of Lycanthropy (useless)
-Lycanthropic Empathy
-Ability Scores: +2 Wis, -2 Cha and +2 Str and +2 Con while change shape

Sure, Vampire is CR +2 and Lycan is CR +1, but show me a class that grants all that stuff in a single level... by this comparison I'd even say that to balance things the Lycan CR adjustment could even be removed!


Sir Longears wrote:
Lots of things about vampires

All of that = very true. Also, glance over at Nightmare Creature - also only CR + 1, and at our level, you get the Nightmare Lord stuff at the bottom as well. Lightbearer watered down the regeneration, but nonetheless: This campaign is full of off the hook stuff. Balance starts to get a little loose once you hit this high a power level, which isn't necessarily a bad thing! Just worry about being awesome, don't get too caught up in the numbers. That's the GM's job.


This is the alias for Bane88's submission.

Dark Archive

Viscount K wrote:
Sir Longears wrote:
Lots of things about vampires
All of that = very true. Also, glance over at Nightmare Creature - also only CR + 1, and at our level, you get the Nightmare Lord stuff at the bottom as well. Lightbearer watered down the regeneration, but nonetheless: This campaign is full of off the hook stuff. Balance starts to get a little loose once you hit this high a power level, which isn't necessarily a bad thing! Just worry about being awesome, don't get too caught up in the numbers. That's the GM's job.

Completely agree with you and my comment had not the intention to 1) make the DM nerf the vampire or 2) buff the lycan... it was just a comparison of the two, defending that the lycan isn't nearly as powerful as the other templates (the GM himself stated this from the beginning that the lycan is weak and would fit nicely).

I have no intention of competing for the most powerful PC and would gladly nerf the lycan if the GM says so. I had not gone for the afflicted lycan for the simple fact that it would not fit my concept.

About changing his wolf to dire wolf is also more for fluff than anything, since the PC's stats makes no difference (you get the better from the base race and base animal, but the base race is already more powerful than either version of the wolves). Gannak has a wolf animal companion that is already Large, so I'd prefer to make him assume a form at least of his size!


My build and background here is getting closer to fully complete, but if I don't really hunker down it could take me another day or two. WIth that in mind, I thought I'd just check in and wonder if we know yet how much more time we have to tinker with submissions?


I did not know all that about vampires. I just know werewolf because I have tried to push an afflicted for another game. Starting to think templates are a bad idea or that I really need to get one.


Templates definitely make things wonky. They aren't balanced well for PC use. Combat relevant stuff is over-valued and non-combat relevant stuff is under-valued because templates are supposed to be for monsters that the PCs will probably only ever deal with in a fight.

That said, they are a lot of fun and open up some interesting options that aren't otherwise supported by the system.

The Way of the Wicked AP actually already has mechanics for PCs to become vampires and were-creatures. It mostly involves spending feats to compensate for the large gain in power. Not sure if the GM wants to use those rules though. Gestalt throws off the intended balance the designers designed those feats for.

Those nice bonus feats the GM has given us would make spending template-feats a lot easier.


GM Lightbearer wrote:


Oyzar: OoQ sounds reasonable. Any thoughts on what the organization would be?

Can't we just use what's written here?

I have a few questions that it would be nice to get an answer to:

1) Would you allow hexes to spread the cursed condition? By raw it's only curses(spells) and certain maneuvers that does so. I think it would make a lot of sense if hexes did so as well.

2) I plan to pick Warder with the Dervish Defender archtype. However it would be really fitting if I could get the following minor ability from Fiendbound Marauder:

Quote:
The Dark Mark (Su): The fiendbound marauder’s armiger’s mark is tainted by his eldritch power, causing targets the marks to also gain the [Cursed] affliction. The mark is now a supernatural ability, but otherwise the ability is unchanged and feats and abilities that function for armiger’s mark function with the Dark Mark class feature. This alters the armiger’s mark class feature.

I'm not sure about templates. My class combination is already rather powerful, so I'm not sure I need templates to keep up. Alacritous Creature would be nice, but it's probably too powerful.


Save for one unspent feat that I haven't decided on yet, Karactus is finished!

A couple things that need approval -

1) The 3rd party Branded Curse. (Karactus' brand is the Mark of the Condemned from Branderscar prison. His is just much larger, and in the center of his chest, which is pretty much always bare.)
Is this curse alright? If you don't like this option, I'll go with the Haunted curse instead.

2) I took the Umbral Unmasking trait. (His shadow mirrors his Branded curse. In celtic myth Fey creatures always have a telltale sign. This trait seemed like a good way of emulating that.) I would like to take this Drawback because it suits the character, even if I do not gain an additional trait for taking it.
Should I add an additional Trait, or just keep the normal two?

3) The Boon Companion feat. (This feat reads as effecting pretty much every way of getting an animal companion or cohort creature in the game, but it excludes the Antipaladin's Fiendish Boon. Because Fiendish Boon is supposed to mirror a paladin's Bonded Mount.)
Would you allow Boon Companion to effect Fiendinsh Boon? If you don't like this idea I'll use the feat for something else. Maybe Improved Critical.

Other than those questions, Karactus is ready for review.


Okay, so good and bad news!

The good news: recruitment closes tomorrow and selections will be a day or two after that!

The bad news: a woman at my workplace, let's call her Suzy Q. to conceal her real name, has decided to lay off her 2nd shift work because of a sprained pinky finger... so I will be working double shifts until someone fills in for me on Sunday!

My posting will likely be as bloody scarce as it has been the last two days for that period of time as a result. :(

Lycanthropies: No adjustment needed. If DR10/Silver is something I have a problem with in-game, I built the heroes of Talingarde pretty rubbish. It is still a +1 level adjustment because of ability score bonuses and the various useful abilities that you have for it.

Nightmare lord: There is no nightmare lord template for PC use. Nightmare creature is the only template I approved.

Other templates: That's why I have a long ban list on templates, they are limited to one per customer, and you have to justify it storywise.

Sir Longears: You may use dire wolf lycanthrope.

Oyzar: What are the Quills goals though? 1) What do you mean? 2) What would you replace?

Karactus, the Dream Stalker: 1) Yes. 2) Yes but is it no shadow or creepy shadow? 3) Yes, though remember it caps at level=level.


GM Lightbearer wrote:

. :(

Nightmare lord: There is no nightmare lord template for PC use. Nightmare creature is the only template I approved.
.

They're the same thing. A Nightmare Lord is just a Nightmare Creature with 10 or more hit dice. Along with the slight name change comes a couple other spell-likes and the ability to dominate people who they completely wisdom drain in dreams. Its the same template.

Would you like that part fo the Nightmare Creature template removed?

Honestly, if it's the difference between getting into the game and not, I'd be perfectly happy removing the entire template. The character is still super awesome and completely functional without it.


GM Lightbearer wrote:
2) Yes but is it no shadow or creepy shadow?

Creepy Shadow. The full details are in his description.

Short version: He has a big burning brand on his chest. His shadow has the same mark, like light is able to shine right through his body. So essentially his shadow has a big hole in it in the shape of his brand.


Doomedhero: Oh, I always thought that it was an 'add at GM discretion' thingie, kind of like with void yai void lords. You get what I mean? The permaslave thing is a bit too strong, which is the reason that I nixxed the vampire's dominate ability. Read my PM that I'm about to send you.


Understandable ruling. It's a very strong ability. I'd probably do the same.

I've replied to your PM.


I probably won't be online until this afternoon EST. Good night!


I won't be able to complete my character by tomorrow so I guess I have to withdraw. Good luck everyone.


Couldn't sleep about 2 hours ago, so I decided to check back. Good thing that I did!

The deadline is NOT tomorrow! That explanation was copied from the Hell's Rebels recruitment and I forgot to snip the deadline from the post.


Was thinking of updating good ole Prae, servant of the mad Groteus here, and leveling him to 10th level. He was originally designed for an altered Servants of the Yellow King WotW that didn't get off of the ground, unfortunately, although his flavor can be adapted to fit rather quickly.

Few questions, though.

1. His mystery was, originally, Lunar, because of Prophetic Armor, and Groteus of course.
But his actual theme fits with the Drak Tapestry much, much more. Could I convince you to allow me to port over the Prophetic Armor revelation, perhaps at the cost of removing another from Dark Tapestry? Or even a feat?

2. How do you feel about the Dread Ghoul template? What would you think would need to be altered? I'm assuming at least create spawn. Was thinking about taking the Hunger curse, to represent him being driven mad with hunger, thus his transformation into a dread ghoul.

Edit: interesting, didn't notice that two players, one of them being Monkeygod, were planning on being undead. Perhaps that could be an interesting theme for the group?

Dark Archive

If the undead indeed becomes a good theme around the PCs, an interesting feat to pick is Necromantic Affinity.

@GM Lightbearer: My PC is a warpriest, but because he is evil, his fervor ability would not be able to heal himself (a pretty bad thing). Would you allow the Necromantic Affinity to also allow his fervor to heal him? The feat generally only works with Inflict Spells.


Wow that feat is pretty good. My cleric will have to get that(spontaneous inflicts you know).


Assuming that a few of the undead actually get in, then that's an easy way to flavor your "exposure to necromantic energies". Being with so many undead has allowed you to be healed by negative energy.

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