Its "A" Dungeon, Too: The Second Chance (Inactive)

Game Master Terquem

Skarda's Mirror

*Management accepts no responsibility for malfunctioning Portals, ATMs, or Minions, no refunds, no returns


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The normal Contemplative has telekinesis as a SLA, but that's a fifth-level spell, so I toned it down.


Telekinetic Charge is cooler, IMO :)


So far the character ideas look great and we might have a lock on a Rogue, a Cleric, and a Fighter

Great work everyone.

Look for a couple of links, tonight if I can make it, at the top of the page that will give you access to the Revision 6 document of Appendix "A" and a starting area map


@Hotaru, Evangelist archetype could also fit well. Talking up the might of tha'DEW! in order to get folks charged with corn syrup powered ass kicking energy.
*Shifty eye*
It definitely isn't an excuse for you to make dirty limericks revolving around mountain dew as a class feature at all...

@Terquem. Tentative, I'm stuck on if I want to bother emulating the Veggies immunity to lightning or if I just want to give them resistance and something else.

Baconling
Plant +10rp

Plant traits:

Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.

Small +0
Lang- Standard +0
Stats standard +0(+2ment/phys-2 stat) +Dex/+Int/-Wis
Bite +1 SlamX2 +2
Dark vision (60ft) +2
Energy immunity(lightning) +4

Delicious -1 RP (1)
Elemental vulnerability (Acid)-2 (2)
Sun blindness -2rp (3)

(1) (GhoransBaconling take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.)
(2) (1.5x damage from acid (russet mold melts when acid is used, also alcohol. unsure how one would use that though.)
(3) (Mushroom darkfolk, of course light is a new thing.) Least I think it is. Is this place well lit? if so I won't worry over dark vision.


Would you be willing to waive the racial prerequisite on this?

Threatening Illusion:
Prerequisites: Spell Focus (illusion), gnome.

Benefit: You can use this metamagic feat only on illusion (figment) spells.

A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking. Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone. If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action. When you threaten a target with this spell, the foe may make a Will save to disbelieve (DC 10 + threatening spell’s level + your spellcasting ability score modifier). If the target makes this save, the threatening effect of this feat no longer applies to it.

Level Increase: +1 (a threatening illusion takes up a spell slot one level higher than normal.)

Normal: Illusion spells do not threaten squares.


Undead 16 RP:
Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Undead have the darkvision 60 feet racial trait.
Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
Undead are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.
Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.
Undead are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Light Blindness -2 RP:
Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Bud Wiser died 273 years ago, though he'll never admit it. He was the brew-master at the Heavenly Louise brewery and fell into a vat of ale and drowned. He maintains that he drank it all. His bloated corpse arose during his funeral ceremony. He maintains to this day that he was just sleeping it off. He was chased out of town by the locals with pitchforks and torches and only escaped when he jumped in the Missy Sip Eye River as the smell of ale from his boy was enough for the entire town to follow him. This smell precedes him and follows him to this day, he has never been able to get rid of it. Despite being jovial two things upset him greatly, being called undead and being called a drunk. He hasn't been drunk in 273 years and he's NOT undead!

If this works for you I'll get some crunch up for him.


@sarpadian
Perhaps your brain is made out of delicious rock candy.


Sarapadian - Yes I will wave the racial prerequisite

Trawets71 - that seems good to me, but remember you will be in a delicate position when healing from the cleric is called for

Movin - the dungeon is not lit. Your build is fine with me, but tell me is Sun Blindness the same as Light Blindness? Edit - just read up on them both, Movin, if you mean Sunlight Powerlessness, you need to change to Light Blindness, you are not eligible for Sunlight Powerlessness

As long as all the monsters have Darkvision, everything will be fine, if the party needs light because one member does not have Darkvision, you will need to figure out how the group will manage, maybe use a reduced form of light or something


@Sarapadian- you might also look at the effortless trickery feat from the same book if you plan on illusions being a big thing for you.
Its one of my favorites for casty types with a bent for illusion.
I should also mention that you would have a very happy rogue in your party if you use that spell.
(and optimization wise Ghost sound works as a target for that Meta magic feat and could reduced back down to a cantrip with the magical lineage trait.)
*looks at SLA*
Yanno what with the warrior in our group getting big bonuses for actually charging I get this eerie feeling that the bacon scented rogue will be flying quite often. I get this feeling she will disagree with this.

@Terquem
Yes I meant light blindness.
I'd kind of like to create a more severe version of delicious weakness if you feel interested in such a thing. I enjoy the concept but am disappointed by the very specific (and for the most part easily avoided) penalties involved with it.

@Trawlets71 fortunately cleric channeling is different in pathfinder from 3.5, so you won't run into the whole exploding from deadly positive energy thing unless She happens to select an different archetype and we encounter undead monsters.
You'd boned for in combat healing though.
If you don't plan for it already a wand of infernal healing is an excellent investment for the sort of group we have right now.

@all players
If you feel like working it in somewhere the archetype I have selected for rogue makes my sneak attack damage lower but it basically means I get it any time an enemy has a penalty applied to them (like shaken, bleeding sickened or entangled) in addition to the normal conditions for rogue sneak attack.


A Map of the Starting Area is linked at the top of the thread now, and when I know who all the players are going to be, and have made a copy of their avatar to make a token, I'll get them placed on the map

How is everyone coming with their builds?


Pretty sure it's done, aside from alias. I didn't take any traits, either. Went with healing archetype. I especially like that I can caffeinated a slacker once per channel.


Natural weapon rogue, not a whole lot to mess with on that one.
Thinking of swapping the slams for either claws (because vanilla vegypymies have them) or tentacles (because plant monster that was made in a lab)

Past that I'm trying to think of decent ways to utilize an immunity to electricity. The crunch for this race was kinda off the cuff once I settled on the bacon/tofu/plant idea.


But...but...dump stat. Oh well, here's the new spread 18/14/15/9/10/10. I'll throw up an alias later. Still undecided on a name and backstory though. Any ideas?

Likely, I'll have it done in the next day or two. But don't quote me on that. Civilization: Beyond Earth just came out and I have a mighty need to take over Alpha Centauri.


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You mean harmonize with... right? Right..?


Definitely not. The aliens are a dangerous nuisance to my science colony. We must make technological advances and they interfere with our research! Profits are at risk here!


Alias is here.


Ok, all done I think. You can find the alias here

Comments, corrections, suggestions welcome.


@Hotaru.
Obscure source and weird requirements but if Terquem is willing to entertain the idea both Healer touch and Lifting hands of god could be very useful to you.
Being able to Charge your allies up with healing spells BEFORE they need them is a dang useful trick to have. The requirement of fall damage isn't even that bad if you grab some spells to reduce it. Pair of boots of the cat would be a god way to get it as well.

@Bud/Trawets
I'd reconsider the point blank shot feat, as a spell caster it really doesn't give you much.

Extra Reservoir gives you three extra Arcanist pool points to play with each day. Big boost at this level and it means you can play with the more powerful tricks in the arcanists bag more often.

Extra Arcanist Exploit lets you use more fun tricks. (like teleporting 60ft or boosting your spell DC's by 2 rather than 1 for when you really need them to.)

Craft Wondrous item could turn out to be a really good investment for you, if you can find a way to get a Ring of sustenance or some other way to reduce your required 8hours of 'Rest'(yes even if you don't need to sleep) mandated with spell casting. Cranking out magic items in your spare time could expand your utility by quite a lot.
A Valet template Familiar would let you double your output on crafting times as well.

The Rime metamagic feat would let you entangle bad guys you damage with cold effects. Which would make them easier to hit for our Mini-taur and set them up for sneak attack damage from yours truly (due to my archetype)
Much mroe useful if you can find a metamagic rod with it on it but such a magic item is going to be unavailable for a very long time unless Terquem wants to let us pool our starting gold.

Secondly remember that there are a few more points to select from on the character creation stuff.
If you want more you could finagle another couple of points to play with if you took the Slow(-10move speed) or Elemental weakness:Fire/(-2) on account of being a liquor pickle.
Past that you get to select stuff that has a 0 point investment like the basic bonus array which is +2phys+2Ment and -2 on one or the other.

@Terquem
As to Tofutee, I'm not sure where I want to go with her.
I'm enjoying the idea of Tentacles as a natural attack (cuz somebody needs them if we are monsters and I'd really prefer it not be our enemies)
Trouble being that as a secondary attack it tanks my damage even further, It does let me use my hands in addition to my natural attacks though so I'm unsure.
Also requires I dump another feat into the pile (multi-attack) in order to make it minorly possible to hit (-5 hurts) and also means I need to split my investment in weapons between Items to enhance my natural attacks and magic weapons rather than one of the other.

I've got most of skills and such fleshed out but Rogues are rather under supported when it comes to actually being good at stuff without large amounts of help. Plus with a few exceptions truly useful feats are rare to come by for a rogue.
I'd like to use the piranha strike
if permissible and am interested in one of the rogue talents supplied by the Viscous opportunist archetype pending figuring out how you consider it to work.

Smarter and harder:

Smarter and Harder (Ex)

When wielding only one weapon which is a light or one handed weapon, and your other hand is empty, you may add your Intelligence modifier to all attack rolls that would normally add opportunities aplenty damage on a successful hit. The rogue must possess the Opportunities Aplenty class feature before she may take this rogue talent.


Would a natural attack be considered an empty hand in this case? making myself more likely to hit would be nice. I'm not looking at dealing much damage at this level but being able to reliably strike people (and pull off disarms or trips!) would be a good thing.


You make a good point. I should -probably- not just leave race points hanging around when I could grab Fast. And a hyperactive caffeine-carbonated water elemental should probably have fast...


It also makes fleeing from the bad guys easier when the other delicious PC's happen to be slower than you.
Have you considered the Delicious flaw? Cuz Terquem seems to be cool with it. You should totally be Delicious just like Tofutee.


I dunno. I don't really see 'has a problem slipping out of something's maw' as a thing for a water elemental. Plus, I'd then have to find even more things!

I think I'll just stick to adding fast if the DM is cool with it.


Piranha Strike and Smarter and Harder are fine if you want to use them, but I just want to say this again, as sort of a broken record

I won't be "building" the encounters to challenge characters with extraordinary or complicated builds. The monsters, the tricks, traps, locks, and features are all created randomly, so if you are happy putting a lot of thought into your build knowing that there is a good possibility it might not "shine" they way you imagine it will, go ahead,remember the real playing of this game is the rolling up of random things.

Looks like we have a ready rogue, cleric, and fighter, but not a wizard. When we have a ready wizard, I will allow the arcanist to join the group.

Any questions about the game?


I like hitting things and the paizo dice roller seems to have days where it is particularly unkind. I like to crank my to hit bonus so I can stay useful on those days.

As to questions.
are we using the same house rule you have 'a' dungeon group A using? (namely the perception/intuition thing)

Oh, and do we get traits?


Yess, you are allowed one trait

I will break down the Intuition/Perception house rule soon, but yes I would like to be able to keep it the same in this game as it is in the other one.


Cool, ill add a trait once I decide what I wanna use.
As im already playing another of your games with your house rule in effect ill just apply it over to tafutee. Hrmm... now to prod the magic item pile to find a low cost thing that increases perception for trap detection. Or endless rope...
Hrmm... decisions.


I considered the Extra Reservoir and Brew Potion. I decided against the item creation feat as I don't know that it will be relevant. Will we have time to create items? I like point blank for the extra to hit with my ranged touch spells. I may get rid of it for Extra Reservoir though.

I should have time the next few days to look into the other race traits. I considered resurrection vulnerability but not sure what to add. I went with +2 to one stat based on Bud formerly being human. I may change that.

If you need the wizard filled (I thought it was) I can switch the class to wizard without too much effort. Let me know.


If you do opt to sport a lot of touch spells, precise shot may also be worth your time as a blaster wizard with an allied mino.


*shrug* more often than not I find 25-30ft away from my foes as a wizard a dangerous place to be.
The +1 to hit is nice, but I'd go for the Reservoir buff myself.
Though I remember there also being a feat (for arcanists) to net you 1 extra spell of your highest level per day. That can be pretty nice as well.
Keeping yourself versatile is a big thing for the arcanist, sepcialize too much and you might as well stick to one of your parent classes rather than losing out on both spell density and spell progression.
Oh and as I am immune to it if you desire to shoot lightning at something or someone and I am next to them feel free to fire away.

As to the wizard slot, Terquem wants the Classic 4 classes filled in for the game. Players after the 1st 4 get to pick what they want.

Might want to prod Sarpadian so see if they still be interested in the game. The withered baby attached to a giant pulsating brain as a wizard in the monster group amuses me.


I am still interested. School has been crazy recently, but I'm almost through with my character. I just need to make my familiar and finish buying gear.
Here's what I have so far:

Prain:

XP 4,650/6,000
Male dark contemplative shadow illusionist 3
LE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 21 (3d6+3);
Fort +1; Ref +2; Will +3; +2 vs. illusion, +2 vs. poison/mindaffecting
Weaknesses light sensitivity
OFFENSE
Speed 20 ft.
Melee dagger +0 (d4-1), touch +0 (per spell)
Ranged light crossbow +2 (d8/19-20), ranged touch +2 (per spell)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
8/day—binding darkness
Racial Spell-Like Abilities (CL 3rd; concentration +3)
Constant—detect magic
1/day—ghost sound (DC 10), pass without trace, telekinetic charge, ventriloquism (DC 10)
Illusionist Spells Prepared (CL 3rd; concentration +8)
2nd—defending bone, mirror image, threatening silent image
1st—burning disarm (DC 16), color spray (DC 17), chill touch (DC 16), grease (DC 16), mage armor
0—acid splash, ghost sound (DC 16), mage hand, message
Opposition Schools Divination, Enchantment
STATISTICS
Str 9, Dex 12, Con 11, Int 20, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 11
Feats Scribe ScrollB, Spell Focus (illusion), Threatening Illusion
Skills Appraise +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +11, Knowledge (religion) +9, Perception +11, Spellcraft +11
Languages Common, Dark Folk, Necril, Terran, Undercommon, Vegepygmy; empathic link
SQ arcane bond (rhamphorynchus familiar), extended illusions, illusion resistance, resistant, shadow magic
Combat Gear crossbow bolts (20); Other Gear dagger, light crossbow, spellbook [all non-divination/enchantment cantrips and spells prepared, plus ear-piercing scream, infernal healing, long arm, protection from good], 1461 gp
SPECIAL ABILITIES
Arcane Bond (Ex or Sp)
Pran has formed a special bond with a rhamphorynchus familiar that he calls Rammy.
Binding Darkness (Sp)
As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Illusion Resistance
Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Light Sensitivity (Ex)
Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Resistant
Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Shadow Magic
Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user’s character level.


Huh...
So a cow, a baby w/giant brain, mobile bacon, Beer pickled human and a corn syrup elemental to wash it all down with.
We are going to need to do some fancy footwork to avoid getting eaten I think. Just about every monster I can think of (and most non-monsters) will be interested in eating one of those.
Sounds like fun.


All you need is a Pet Gelatinous Cube, and you've got the makings of a hit sit com for A&E!

If everyone is ready, Please visit the Discussion Thread with your alias, so I can see what I'm dealing with, and then I will launch the Game thread with an introductory post.

How would you all like to handle taking turns rolling when required to build the dungeon?


unless I miss my mark our wizzard Sarpadian has yet to select a familiar....


No, I think he selected a rhamphorhynchus, which in this game will be a miniaturized specimen (keeping the size in the tiny category) but we'll work up some details later


Yep, I did pick the rhamphorhynchus. Its sudden swoop ability makes it ideal for delivering touch attacks (my goal is to never get personally involved in combat; that's what you guys and Ranny are for :).)


I have lost a couple of really good players, due in part to the strange nature of the nonsense that is this sort of game. I am considering opening up the recruitment to interested players

However, please be advised, this is a very unusual game and requires a good deal of participation that at times seems nonsensical, and complicated.


More details?


I'll try to get a brief explanation up tomorrow, thanks!


I really loved those old random tables in the DMG


Basically,

This game is one where players (when prompted by the DM) roll dice to generate the dungeon, passageways, rooms, chambers, doors, tricks, traps, and encounters. The game is set in a city ruled by a Lich-baroness with a strange sense of humor. There is little to no plot, but there are opportunities to interact with NPCs (rarely).

The game was started under the idea that a group of monsters would be employed by the Lich-Baroness to hu8nt down and eject from the dungeon, those heroes exploring the dungeon without the proper permits, licenses, and official maps (of which, really there are none).

It was all meant to be “tongue-in-cheek.” Players were asked to create Monster PCs (using existing Monster races, or alternatively creating a monster race). Alignments were asked to be evil, but again, with the humor that would be expected, I wasn’t going to expect the characters to act diabolical at every turn.

Everything you need to know about how the game works is contained in the Campaign Info tab.

My hope was to create a game with players who were interested in rolling random things, and I hoped the players would find some interest in talking to each other to create a “feel” for why they chose to be involved in this sort of adventure.

One of the problems I keep running into is the way the game slows down when no one is aware that a decision needs to be made, and again, rolling the dungeon is only part of the process, making decisions about what to do is also a big factor.

Details about what kind of monster and what limited classes are allowed can be found at the top of this thread

Do you have any specific questions?


To stay consistent with the intention of the game, we need a new Cleric and a new Fighter


Definitely interested in this.

One question, though.

You give us 14 RP to spend, but then give us 4 racial traits?
How does that work? Do we just use the 14 RP, and then choose 4 racial traits from the list?


Still not understanding.

Where'd you get the 21 from?


I... sorry. I completely derped. This is completely the wrong thread; I'm in another campaign that's recruiting monsters. If you don't mind, I'll delete my responses to prevent further confusion.


I'm actually Hseir-shae in the one you're thinking about xD

I'm looking into this one, too, though.


so, If I'm reading this correctly -

14 Race Points
4 Racial Traits

You must be of Evil Alignment

Characters will be generated using a 20 point buy system, no stat to be less than 8 after application of Racial Modifiers.

level 4

Do we have to be the specific classes cleric or fighter or can we be other classes that fit that role?

HP?

Money?


bigrig107 wrote:

Definitely interested in this.

One question, though.

You give us 14 RP to spend, but then give us 4 racial traits?
How does that work? Do we just use the 14 RP, and then choose 4 racial traits from the list?

Monster racial traits, yes, but maybe I missed something in the rules, I'll double check


Philo Pharynx wrote:

so, If I'm reading this correctly -

14 Race Points
4 Racial Traits

You must be of Evil Alignment

Characters will be generated using a 20 point buy system, no stat to be less than 8 after application of Racial Modifiers.

level 4

Do we have to be the specific classes cleric or fighter or can we be other classes that fit that role?

HP?

Money?

Yes, a basic PRD Cleric and Fighter are all that are allowed at this time

I'll go back and read my notes about HP, but I'm pretty sure it's max at level 1, then roll after that, with rerolls of any 1

The rest of the party got 1500 gp each when creating their characters, so, what the heck go ahead with 2000 gp to spend


bigrig107 may be joining the game as a Cleric

still need a fighter if anyone is interested


Still looking for 2 new players. Details are at the beginning of this thread.

Only we need a Fighter and a Cleric

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