| Rokan the Ascetic |
For some more concrete input, I guess it's that we've learned the larger the size of the forces, the harder it is for us to manage in terms of pure volume. Perhaps we might get more streamlined combat tension of a fewer actors?
| Cae Leonidas |
There's stuff like Cae's lost love and stuff I was planning to get to next which I think will be great scenes too.
Looking forward to it. I think there will be a lot of character development there.
After that, I'm quite willing to go in whichever direction the story takes us.
| Sebecloki |
Okay, let's finish rping the rest of the conversation with the reapers over the next few weeks at most, and then I'll write a long and detailed post in the words of Slavathras to describe the aftermath of the battle. The scene will open a few days in the future, with the party in Kalidnay.
As for the future, unless Hamza or someone else expresses a strong opinion, here are my plans:
We're not going to have a definite plot you HAVE to pursue, but instead I'm going to have a set of events that you can interact with. I think this honestly works better with what I've learned about my own DMing style to not feel pressured to hit certain plot points, or move through a specific story arc, and feel okay slowing down to world build an event or area if I get intrigued by it.
The basic set up is going to be that a network of portals are starting to open again between the Land of the Merchant Princes on the Far Side of the Sea of Silt and the Tablelands. As I have already outlined in a previous post, Kelmarane has a portal to a city-state called Akirrush, the City of Slavers. These city-states are ruled by Merchant Houses instead of sorcerer kings, having long since overthrown a group of Rajaat's allies that ruled these territories immediately following the Cleansing Wars.
However, in addition to a covert war heating up between the city-states, these same disciples and allies of Rajaat are also waking up. There are two of these groups:
One are the Geomancers, who were ancient earth sorcerers, mainly halflings, who allied with the First Sorcerer. They have been slumbering in time stasis tombs for over a millennia.
The other group are the Solamancers, a cabal of sun-wizards with gruesome sacrificial rituals (think Aztec blood sacrifices)-- these are the descendants of one of Rajaat's greatest students who perfected his own pristine tower to draw power from the sun, exceeding even his corrupted Pyreen mentor. They stored their consciousnesses in magical receptacles known as 'sun pools', and have likewise been reawakening recently.
The city-states in the Land of the Merchant Princes that will probably figure into the story are the following:
Akirrush: City of Slavers. Based on late-Classical Palmyra and pre-Islamic Arabia, this city is notable for opening a portal to Tyr. While human slavery was outlawed following Kalak's death, there Council did not anticipate the loophole of nonhuman servants. Akirrush has made allies of some of the old regime in Tyr, and begun introducing Ogre servitors as body guards and manual labor to the chaotic Tablelands city-state. It is also riven by the rise of a new cult of ymeri which seems to be related to the group the party has already encountered near Kalidnay.
Cugotha: this sea-side city-state is the remnant of the league from which Arsinoe's people entered the Tablelands. It is a depraved remnant of a civilization similar to Hellenic Greece that was ravaged by a conflict with the city-state of Qwuixol. Its culture is based on biblical and roman caricatures of Carthage. Demon and Devil and Reaper worship is rampant, and their are many hidden societies that practice Solomantic blood magic rituals. It is renowned for its fleet of marauders, dolorous hulks that ply the Sea of Silt and the Methane Ocean, and are piloted by undead and summoned entities, and captained by summoners. The Bay of Hunger is the shark-filled central quay of this awful metropolis. The two great powers that rule the city are (1) the Trade Houses dominated by a civilization of many-eyed psionic rats, who have a hive mind, live in warrens under the city's sewers, and have astral forms. They dominate groups of humans of which they consider themselves the patrons; (2) the marauder/pirate/bucaneer guilds that venerate the mutant sharks of the Bay of Hunger. Both groups include shifters or non-humans who imitate their animalistic patrons.
Qwuixol: City of Ghouls. This previously immaculate city of glass and metal was virtually annihilated by a rebellion among their warforged servitors. The human survivors had the color of their skin sucked out by a magical explosion. An uneasy peace now exists between this group and their former inhuman servants. Prior to this conflict, Qwuixol and its allies ravaged the city-state of the Pleiadian League.
| Hamza Mīnakshi |
I'm definitely okay with fully skipping the rest of the combats in this dungeon. So long as we agree to actually destroying Kchac'Thraa and whatever is in the Door of Doom, as opposed to parlaying or otherwise appeasing it/them.
As I said, I know there are elven artifacts to we need to recover herein, but beyond that, we don't need to spend more time here than necessary.
I also don't mind fully moving away from Legacy of Fire, and working on world building/exploration. Though, I definitely want more, better, combats, eventually. I do think taking a break from them for awhile might be a good idea.
I have two big goals for Hamza that I would like to try and explore/achieve:
Expand the power, influence and reach of his House. Among the ways he plans on doing this is by brokering deal and alliances with various groups, by taking some of them over outright, and by building up his own criminal organization that serves to further his goals and those of House Minkashi.
His other main goal is to eventually ascend to becoming a new Yaksha/Rakasha Immortal. These are their demigods, similar to archdevils, demon lords and Empyreal lords.
This is partly why he is willing to bargain for more power, making deals when able.
| Sebecloki |
I'll completely describe all that:
Basically the Kchac'Thraa is going to set off his atom bomb when his lair is in danger of being overwhelmed by hordes of arachnidians, and create a new environmental zone. There will be a huge crater, which will become known colloquially as the 'Doom Drop', that reaches from the surface and down several miles into the depths of the earth, where the yaksas and the newly-converted myceloid and troglogyte reaper cultists set up shop. It's now a part of the constellation of territories and powers in Kalidnay.
It also obliterates a part of the Rainbow Rise that divides the Iridescent Desert from the large lava of a magma lake to the east, and the Serpent Singers have to set up new forts and defensive positions to prevent the magma drakes and their salamander and other allies from moving into their territories.
| Sebecloki |
And what was the consensus about adding (a) new player(s) (I think we're down Miqeo, Tyren, and Amunet)?
I think Jimbli, Hamza, Rokan, and Cae are still playing and actively posting.
We do have Raxus and Vyse still. I think we should make up a few more support cohort type entities if we don't add more players.
Since the rules are the same between these games, anyone in another, like Slyness, could, for example, make some slight alterations to Arc the Nightmare Dragon from the Numenera game and stick him in here.
If there's no object and no one wants to do the other option of making up some buddies, I think I'll see if one or two people from the other games want to join.
| Sebecloki |
I hadn't thought of the idea of time travel, I was proposing just using the same build for a character w/ different fluff, but actually, that might work just as well, since time travel is definitely possible. You'd just have to give him an alignment and wild talent.
That would also have you responsible for 4 characters (Raxus, Vyse, Cae, and potentially Arc), I'd like to share around the burden a bit if possible.
| Cae Leonidas |
Aye, the dragon thing might be an issue as well. And I do have my hands full already.
| Miqeo |
let me preface this by saying this is not a complaint or attack, just figured i'd give you an explanation as i do not post this lightly.
i've been paying attention, but i just never really got hooked (plus i am playing a familiar, not a main character*) by the story, the pacing was not great (though that is picking up, i think i'm just too far out of it for that to be a factor for me moving forward). additionally, though my save DCs were pretty good (i thought) i made the mistake of basically everything i can do being all or nothing. worse, when they pass, theyre immune for well past the end of combat. When i saw things with save bonuses 4 times my DC, i figured "well, might as well sit this one out". I understand this is the nature of the game, more HD means more saves, and things need a ton of HD to stand against us. I don't blame you for the system breaking under its own weight, which was only made worse by my mistake.
*which doesn't bother me, i anticipated not posting a TON for lack of a reason to
i figured i'd get in, observe, chime in here and there, eventually find out what was going on and be invested moving forward. that didn't happen.
anyway, i don't think i have ever dropped out of a game on these boards in the past 8+ years, but in this sense i suppose i should not have jumped in this one. alas, i did, and now i will jump out.
in that i have not gotten invested in what is going on in RotRL, i'll be dropping that one too.
good gaming all
| Cae Leonidas |
| 1 person marked this as a favorite. |
Fun fact about sending a secret message via Bluff. As long as the bluffer beats either of the two set DCs(15 for simple and 20 for complex messages), the person receiving the message automatically understands. If the message wasn't specifically for Hamza, Rokan might not need a sense motive check.
Aye, this is clearly a complex message, and the bluff is against the enemies. The main impediment at the moment is that it was a whisper. The rest of the party is probably accustomed to Cae's peculiar way of saying things.
| The Wyrm Ouroboros |
So my initial thought was to have my character, Gotak the Grim (who is not all that grim) be an assassin of defilers, working with or sent out by a vengeful group of druids who want to eliminate the problems Athas has. Having read some of the Athasian Pathfinder Conversion, and operating off that initial idea, a few things came to mind.
- +2 Wis (5 AP)
- 'Metal' (Adamantine) construct (hardness 20, +6 natural armor; 6 AP)
- Exceptional reach, all attacks, +10' (5 AP)
- Improved Attack, Huge (x2, 3 AP)
- Augmented Critical, unarmed attacks, 18-20/x3 (x3, 6 AP)
The Wisdom boost is to replace the loss the augmentation initially imposes; the rest are enhancements to musculature and bone. What I'd like, however, is for the augmentations to be an incredibly durable (adamantine-level) wood instead of metal. This would alter a few though I'll go through the augmented template's abilities one by one.
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Defensive Abilities: Switch out electricity for sonic; while the plant-based material may be resilient, it has certain structural difficulties dealing with sonic damage. Remove regeneration. Otherwise the same.
Weaknesses:
- Vulnerability: Sonic instead of electricity; otherwise, same rules, same effects.
- Of Two Worlds: Switch construct to 'plant'. I'm pretty sure there are a lot more spells designed to affect plants than there are to affect constructs, so it'd be as follows:
A nature-augmented creature counts as both a creature of its type and a plant against effects specific to type. Spells only affecting plants (regular or magical) can affect a nature-augmented creature as well, needing to overcome spell resistance as appropriate to the spell.
HD: Hit dice are entirely unchanged, instead of gaining bonus HP from construct and losing half Constitution-based bonus HP.
Attacks The natural attacks still count as adamantine, but not cold iron, for the purposes of overcoming damage reduction; this is a property of the wood.
Abilities: Unchanged; Str +2, Con -2 (minimum 1), Wis -2.
Special Qualities:
- Augmentation Psychosis: Unchanged.
- Repairs: Removed. Since healing magic can affect the entire body, both the regeneration and repair requirements are removed.
- Augmentations: Unchanged. While technically every augmentation has a magical origin (a psychic/magical blend of flesh and wood), it'd be nice to not drop limp/dead upon entering a null-magic field. ;)
The two main switches are a) changing electricity to sonic, and b) removing the barrier to full healing by switching construct to plant, but also removing the regeneration 'counterweight' to that, too.
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Add in the 'half-celestial', 'advanced', and 'fortune-blessed' templates, and a bit of reading, and my original idea for Gotak to be the hit woman for a bunch of druids coalesced into this: she is a skilled, intelligent follower of the avangion Oronis who volunteered to be a test subject (or maybe the test subject, who knows) of a long-term project of his -- to empower someone as kind of a semi-avangion assassin. All memory of the process, of Oronis, and of New Kurn itself have been removed from Gotak, and are utterly unrecoverable except by returning to New Kurn; there, one or several gems (however many necessary are necessary for the memory excision) hold the missing knowledge, as / akin to the spell damnation of memory.
The idea is for Gotak (not her real name) to go out into the world, to find and eradicate arcane defilers (and perhaps protect preservers), and -- eventually -- to slay the sorcerer-kings and dragon(s). This is an incredibly tall order ... but she volunteered, and the drive to do so was (and is) strong enough to have survived her 'amnesia event'.
Gotak also has a transformative weapon; this would also be of the same incredibly durable wood, though younger, 'only' mithral-quality (per se).
Female advanced nature-augmented half-celestial fortune-blessed elf-human hybrid gestalt 8 ::: unchained zen archer monk (master of many styles) 8 // alchemist (eldritch poisoner, mindchemist) 2/investigator (empiricist, natural philosopher) 4/shadowdancer 2 (VMC Wizard) ::: champion 2 // trickster 2
LG Medium outsider (augmented humanoid, elf, human, native)
Init +21; Senses darkvision 90 ft., low-light vision, see in darkness; Perception +56
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Defense
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AC 68, touch 58, flat-footed 54 (+2 deflection, +13 Dex, +1 dodge, +2 enhancement, +3 luck, +2 monk, +10 natural, +2 untyped, +18 Wis, +5 defensive)
Defense 54, flat-footed 41
DR 22/- or Gargantuan
Vigor 306/306
Wounds50/50
Critical Defense +55
Fort +39, Ref +45, Will +49 (+2 save vs. illusion and disbelievable effects); +4 vs. being knocked prone, +4 bonus vs. poison, +2 vs. enchantments
Defensive Abilities evasion, hard to kill, hardness 20, share will, trap sense +1, uncanny dodge; DR 5/magic; Immune disease, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; Resist acid 10, cold 10, electricity 10, unfailing logic; SR 35
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Offense
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Speed 50 / 70 ft., fly 100 ft. (good)
Melee (M) unarmed strike +63/+63/+58 (4d8+52/15-20/×3) or
. . (L) reformer (melee, waveblade) +61/+61/+56 (1d8+51/15-20)
Ranged (L) reformer +31/+31/+26 (3d6+22/19-20/×3)
Space 5 ft.; Reach 15 ft.
Special Attacks arcanotoxin, augmented criticals, flurry of blows (unchained), flurry of blows (unchained), lucky strike, mythic power (7/day, surge +1d6), powerful build, smite evil 1/day (+5 attack and AC, +8 damage), sneak attack +1d6, studied combat (+2, 18 rounds), studied strike +1d6, stunning fist (8/day, DC 32), style shot (leg shot), style strike (leg sweep), zen archery
Spell-Like Abilities (CL 8th; concentration +13)
. . 3/day -- protection from evil
. . 1/day -- aid, bless, cure serious wounds, detect evil, holy smite (DC 18), neutralize poison, remove disease
Arcane School Spell-Like Abilities (CL 8th; concentration +13)
. . 21/day -- diviner's fortune (+4)
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +13)
. . -- barkskin (self only, 1 ki)[UM]
Alchemist (Eldritch Poisoner, Mindchemist) Extracts Prepared (CL 2nd; concentration +20)
Investigator (Empiricist, Natural Philosopher) Extracts Prepared (CL 4th; concentration +22)
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Statistics
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Str 16, Dex 36, Con 25, Int 46, Wis 47, Cha 20
Base Atk +8; CMB +56 (+59 bull rush, +58 dirty trick, +59 disarm, +58 drag, +58 grapple, +59 overrun, +58 reposition, +58 steal, +58 sunder, +58 trip); CMD 63 (66 vs. bull rush, 65 vs. dirty trick, 66 vs. disarm, 65 vs. drag, 65 vs. grapple, 66 vs. overrun, 65 vs. reposition, 65 vs. steal, 65 vs. sunder, 69 vs. trip)
Feats Agile Maneuvers, Alertness, Bonded Mind, Brew Potion, Brute Style[HA], Combat Expertise[M], Combat Reflexes[M], Crane Style[UC], Crane Wing[UC], Cut From The Air, Deadly Aim[M], Deft Maneuvers, Dodge, Dual Path[M], Eagle Eyes[M], Eagle-eyed[UW], Extra Discovery[APG], Extra Discovery[APG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Far Shot, Healing Factor [HOPF], Heroic Grace [HOPF], Hybrid [HOPF], Iron Gut (Knack), Improved Bull Rush[M], Improved Disarm[M], Improved Overrun[M], Martial Focus, Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Perfect Strike, Point Blank Master[APG], Power Attack[M], Powerful Maneuvers, Powerful Stature, Skill God (KS Arcana, Perception, Sense Motive, Stealth) [HOPF], Skill God [HOPF, M], Snake Sidewind[UC], Snake Style[UC], Stunning Fist, Unarmed Combatant, Vicious Stomp[UC], Weapon Finesse[M], Weapon Finesse [HOPF, M], Weapon Focus, Weapon Specialization
Traits drake anatomist, fate's favored, friend to animals, monster challenger, storm hunter
Adventuring Skills
Acrobatics +27 (+31 to avoid being knocked prone, +43 to jump)
Bluff +20 +1d6i
Climb +11
Diplomacy +23 (+36 to gather information (use Int, not Cha)) +1d6i
Disable Device +34 +1d6i
Disguise +15 +1d6i
Escape Artist +27
Fly +29
Handle Animal +14
Heal +28 +1d6i
Intimidate +20 +1d6i
Knowledge (arcana) +70 (+72 vs. dragons) +1d6i: SG 90 +1d6
Knowledge (dungeoneering) +48 +1d6i
Knowledge (local) +50 +1d6i
Knowledge (nature) +50 +1d6i
Knowledge (planes) +48 +1d6i
Knowledge (religion) +48 +1d6i
Perception +56 +1d6i: SG 76 +1d6
Ride +22
Sense Motive +56 +1d6i: SG 76 +1d6
Spellcraft +32 +1d6i
Stealth +47: SG 67
Survival +32 +1d6i
Swim +11
Use Magic Device +26
Background Skills
Appraise +26
Knowledge (engineering) +48 +1d6i
Knowledge (geography) +48 +1d6i
Knowledge (history) +48 +1d6i
Knowledge (nobility) +48 +1d6i
Linguistics +28 +1d6i
Perform (dance) +17
Perform (oratory) +13
Perform (sing) +13
Profession (brewer) +26 +1d6i
Profession (cook) +26 +1d6i
Profession (gambler) +32 +1d6i
Profession (gardener) +26 +1d6i
Profession (herbalist) +26 (+28 to find herbs) +1d6i
Sleight of Hand +27 +1d6i
Racial Modifiers +2 Perception
SQ alchemy (alchemy crafting +6), always a chance[MA], amazing initiative, bonus feat, ceaseless observation, cognatogen (+4/-2, +2 natural armor, 20 minutes), discoveries (envenom, pheromones[UW], precise poison), distant barrage[MA], fast movement (unchained), favored, finesse weapon attack attribute, fleet charge[MA], forewarned, fuse style, herbalism +2, hide in plain sight, imprinting hand[MA], investigator talents (expanded inspiration[ACG], infusion, lasting poison, quick study[ACG], underworld inspiration[ACG]), keen recollection, ki archery, ki arrows, ki pool (22 points, cold iron, magic, silver), ki powers (abundant step, qinggong power, wholeness of body), legendary item[MA], legendary power, legendary surge, mythic bond, natural philosopher’s inspiration (20/day), no one of consequence[MA], perfect recall, poison lore, specialized school (divination), style shots (leg shot, leg sweep), swift alchemy, titan's bane[MA], toxicologist, track +2, trapfinding +2, turn of fate, undetectable
Other Gear reformer, reformer (melee, waveblade), leash of the living world, investigator starting formula book, 23,740 gp
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Special Abilities
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Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcanotoxin (Injury poison, 1d2 Dexterity dam, 1 save, 1/rd for 2 rds, 20/day, DC 29) (Su) Create a magical toxin.
Augmented Criticals (Su) Critical threat ranged of all attacks doubles.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat (Advanced Player's Guide 158). He does not need to meet the prerequisites of that feat, except the Elem
Brute Style Use Vicious Stomp within 10 feet.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+13)
Cognatogen (DC 29) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 20 minutes.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (6/adamantine) You have Damage Reduction against all except adamantine attacks.
Darkvision (90 feet) You can see in the dark (black and white only).
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+2 bonus, ignore cover/conceal & bypass all DR).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +4 (21/day) (Sp) As a standard action, touch grants ally +4 insight bonus to many checks for 1 round.
Eagle Eyes [Mythic] Negate -10 distance penalty to Perception, or as a swift action use 1 power to negate all for 1 rd.
Eagle-Eyed Distance penalizes your Perception checks less than normal.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (6) You have the specified Energy Resistance against Fire attacks.
Envenom (Su) Arcanotoxin can be created and applied to a weapon as a move action.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Far Shot Halve the range increment penalty for extended range.
Fast Healing 2 Heal the indicated amount of HP per round.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Favored (Ex) +2 luck bonus on all opposed checks, saves, and +1 luck bonus on attack rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Fly (100 feet, Good) You can fly!
Forewarned 4 (Su) Can always act in surprise rounds.
Fuse Style (3 styles) (Ex) Have 3 styles active at once.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardness 20 Subtract Hardness from damage done.
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Heroic Grace You are destined for greatness, and are thus unlikely to be petrified by a wandering monster.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Immunity to Nausea You are immune to nausea effects.
Imprinting Hand (Su) Touch foe to learn weaknesses, form connection and can know its location (up to 1 mi).
Improved Bull Rush [Mythic] Gain an AoO vs. any foe who attempts to bull rush you, unless they have this feat as well.
Improved Disarm [Mythic] Gain an AoO vs. any foe who attempts to disarm you, unless they have this feat as well.
Improved Overrun [Mythic] Gain an AoO vs. any foe who attempts to overrun you, unless they have this feat as well.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (22/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lasting Poison (Ex) Applying poison as a full-rd action makes it last for 2 hits, but foes save at +2.
Leg Shot On successful hit, free trip attempt.
Leg Sweep On kick hit, free trip attempt.
Legendary Power (2/day) All legendary items contain a pool of power.
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lucky Strike (1/minute) (Su) Once per minute apply true strike to a single attack.
Martial Focus (Close Weapons) You have honed your skills with a group of related weapons.
Mythic Bond A legendary item is typically bonded to a single mythic creature.
Natural Philosopher’s Inspiration (+1d6, 20/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
No One of Consequence (DC 17) (Ex) Creatures must succeed at a Will save to remember information about you.
Panther Claw Retaliate as a free action instead of as a swift action
Panther Parry Retaliatory attacks are resolved before the attack
Panther Style (18/round) Retaliate against opponents that take attacks of opportunity against you
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Perfect Strike (2d20, 8/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Build Can function as one size larger where advantageous.
Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing.
Powerful Stature You count as one size category larger when beneficial.
Precise Poison (Ex) Increase DC of poison by weapon's crit multiplier on a successful critical.
Quick Study (Ex) Use studied combat as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Skill God (Knowledge [arcana]) Count all d20 rolls as 20. This is not Taking 20; you're just that good.
Skill God (Perception) Count all d20 rolls as 20. This is not Taking 20; you're just that good.
Skill God (Sense Motive) Count all d20 rolls as 20. This is not Taking 20; you're just that good.
Skill God (Stealth) Count all d20 rolls as 20. This is not Taking 20; you're just that good.
Skill God [Mythic] Add +20 to all Skill God skills.
Smite Evil (1/day) (Su) +5 to hit, +8 to damage, +5 deflection bonus to AC when used.
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (35) You have Spell Resistance.
Studied Combat (+2, 18 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Stunning Fist (8/day, DC 32) You can stun an opponent with an unarmed attack.
Style Shot (1/round) (Ex) During flurry of blows, one or more shots has an extra effect.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space.
Toxicologist (Ex) +2 to Craft (alchemy) to create poison/antitoxin, and require half time.
Track +2 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Turn of Fate (1/day) (Su) Once a day reroll any failed roll.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wholeness of Body (1d8+8 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
Gotak's familiar (because yes, I love VMC Wizard) is Sha, a speckled hurrum. I plan in the next couple of mythic tiers for Gotak to acquire the mythic path ability 'Beyond Morality', and then the Improved Familiar feat, converting Sha into (again) a lyrakien azata; the musical nature of the former seemed to fit as a lyrakien's 'shell'.
Not a lot has been done with Sha so far; the ideas below are in a very rough form, and 'human' is a placeholder because so far as I know, the speckled hurrum isn't actually in Hero Lab. ;) While the druid is going to be primary, I'd like input from everyone/anyone about what /kind/ of druid she might be. I think the brawler and its archetypes are going to stick around for at least 4-5 levels, just to give her some ability to fight her way clear of a situation, but beyond that ... not sure.
Human brawler (snakebite striker, venomfist) 1/druid (nature fang) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 23, 88, 92, Ultimate Wilderness 43)
N Medium humanoid (human)
Init +0; Senses Perception +0
--------------------
Defense
--------------------
Defense 10, flat-footed 10
Armor DR: 0
Critical Defense: +0
Vig 11 (1d10) Wnd 24 (Threshold 12)
Fort +4, Ref +3, Will +3
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +1 (1d4 plus poison)
Special Attacks mythic power (5/day, surge +1d6), sneak attack +1d6, studied target +1 (1st, move action), venomous strike
Druid (Nature Fang) Spells Prepared (CL 1st; concentration +1)
. . D Domain spell; Domain Badlands domain
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +1 (+3 grapple); CMD 11 (13 vs. grapple)
Feats Combat Expertise, Deadly Aim, Power Attack, Unarmed Combatant
Skills Survival +0 (+1 in dry hills or desert terrain.)
Languages Common, Druidic
SQ brawler's cunning, finesse weapon attack attribute, martial training, nature bond (Badlands domain), subsistence
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Druid (Nature Fang) Domain (Badlands) Granted Powers: Your spirit knows both the harshness of the drying wind and the raw beauty of painted canyons.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Subsistence (Ex) Treat con as 10 higher for checks involving thirst and starvation.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Venomous Strike (1/round) (Ex) Each round, first damaging unarmed strike deals poison effect.
Venomous Strike (DC 11) (Ex) Unarmed strike—injury; save Fort DC 11; frequency immediate; effect 1 hp; cure 1 save. The save DC is Constitution-based.
Gotak and Sha, as names, are both based off games -- 'Sha' from 'Shah', or chess; Gotak from 'Go', and the Kingkiller Chronicle's what-I-guess-to-be-its-parallel 'tak'. Which is why PS: Gambler has 8 skill points in it. ;)
| Hamza Mīnakshi |
I think your classes and template are too high.
We're 12th level total, with at least 6 levels in gestalt classes. You can also take an additional +6 CR worth of classes, templates, or mythic tiers(1 tier = +2 CR), in any combination).
I believe your templates are +7 CR, which with your 8 levels puts you at CR 15.
| The Wyrm Ouroboros |
Hrm. The way I understood it elsewhere was 6 gestalt levels, 3 mythic tiers, and 6 template levels, with 1 Mythic = 2 template = 2 gestalt levels. Advanced is 1 CR, Augmented is 2, Luck-Blessed is 1, and Half-Celestial is 2, for a total of 6. 2 mythic tiers, 8 gestalt class levels.
I guess you don’t / didn’t start with the mythic, so by that measurement I’m actually CR 18. Much to trim!!
| Rokan the Ascetic |
So my initial thought was to have my character, Gotak the Grim (who is not all that grim) be an assassin of defilers, working with or sent out by a vengeful group of druids who want to eliminate the problems Athas has. Having read some of the Athasian Pathfinder Conversion, and operating off that initial idea, a few things came to mind.
...First, Gotak has the 'augmented' template, and makes fairly powerful use of it; in the world of Athas, however, the ultra-tech that typically is the origin of augmentations simply doesn't exist. What I'd like to propose is that she is a volunteer for an experiment by a specific someone (discussed below). Her augmentations are as follows:...
We have encountered some tech, and there is an active gate from which more technology could conceivably come from (worth confirming with Seb). So your character could have recently come through the gate, or else could have become exposed to tech that entered Athas at a previous time that it was open (but perhaps the tech remained exceedingly rare or unknown otherwise, outside of your character's circle).
| The Wyrm Ouroboros |
So, maybe something odd, but.
The Dark Sun bard is ... hm. Sorry, just saw that Bodhizen removed their spells entirely in exchange for the poison, which is undoubtedly straight from Dark Sun itself. I was going to ask / wonder if the alchemist or investigator could acquire the Hypertoxin and Master of Poisons abilities as discoveries or talents, but considering that those are functionally replacements for the bard's magic ... hm. I may wind up keeping what I have, but then going into bard ...
... just thoughts.
On the Class / Tier / Template front, the campaign info page mentions the classes and mythic tiers, but makes no mention of templates. I don't know -- perhaps upon reaching one point or another, the current players can be upgraded? I'm good with downgrading too, whatever works to fit in.
Rokan, thanks for the tip, though I'll confess I'd rather keep with the pseudo-amnesiac assassin with the wood implants. ;)
And, actually, I realized that the Vulnerability (electricity in the standard, sonic up above) really should be to defiler magic / the defiler effect. (Also, do not remove any resistance / invulnerability to sonics.)
Considering that high-end spellcasting could have a defiler surge of 20, and considering Gotak's Fortitude save right now is just barely out of range of that functional maximum DC of 60 (Fort save of +39), I think that would be fair. This would also affect the character even if they were targeted with a non-damaging but defiler-based spell.
| Hamza Mīnakshi |
Initially, the build rules for Hamza were either: 6 gestalt class levels, 2 levels in a PrC and 2 mythic tiers or 6 gestalt class levels and 3 mythic tiers.
However, I believe during gameplay most PCs obtained some sort of template, which is why Hamza has Shadow Lord.
Since then, I'm pretty sure we leveled, or were given a level boost to 8th.
After that, Seb and I(along with a few others) worked out the unification of rules discussed over in the Numenera recruitment.
For that game, this one and the Mongol game, the PCs are now CR 12.
Dark Sun PCs need to be at least 6 gestalt levels, as that was what we started with initially.
Beyond that, you could have +6 CR in templates, 6 more gestalt classes levels/PrCs or mythic tiers(Which, I believe we capped at 4?, I can't remember and it's too late for me to go look).
| Sebecloki |
Initially, the build rules for Hamza were either: 6 gestalt class levels, 2 levels in a PrC and 2 mythic tiers or 6 gestalt class levels and 3 mythic tiers.
However, I believe during gameplay most PCs obtained some sort of template, which is why Hamza has Shadow Lord.
Since then, I'm pretty sure we leveled, or were given a level boost to 8th.
After that, Seb and I(along with a few others) worked out the unification of rules discussed over in the Numenera recruitment.
For that game, this one and the Mongol game, the PCs are now CR 12.
Dark Sun PCs need to be at least 6 gestalt levels, as that was what we started with initially.
Beyond that, you could have +6 CR in templates, 6 more gestalt classes levels/PrCs or mythic tiers(Which, I believe we capped at 4?, I can't remember and it's too late for me to go look).
I still don't see the problem with Wyrm's build, where are his numbers off?
| Sebecloki |
So, maybe something odd, but.
The Dark Sun bard is ... hm. Sorry, just saw that Bodhizen removed their spells entirely in exchange for the poison, which is undoubtedly straight from Dark Sun itself. I was going to ask / wonder if the alchemist or investigator could acquire the Hypertoxin and Master of Poisons abilities as discoveries or talents, but considering that those are functionally replacements for the bard's magic ... hm. I may wind up keeping what I have, but then going into bard ...
... just thoughts.
On the Class / Tier / Template front, the campaign info page mentions the classes and mythic tiers, but makes no mention of templates. I don't know -- perhaps upon reaching one point or another, the current players can be upgraded? I'm good with downgrading too, whatever works to fit in.
Rokan, thanks for the tip, though I'll confess I'd rather keep with the pseudo-amnesiac assassin with the wood implants. ;)
And, actually, I realized that the Vulnerability (electricity in the standard, sonic up above) really should be to defiler magic / the defiler effect. (Also, do not remove any resistance / invulnerability to sonics.)
** spoiler omitted **
** spoiler omitted **Considering that high-end spellcasting could have a defiler surge of 20, and considering Gotak's Fortitude save right now is just barely out of range of that functional maximum DC of 60 (Fort save of +39), I think that would be fair. This would also affect the character even if they were targeted...
I'm open to you doing something to get the poison abilities you want for the bard, just propose something.
| The Wyrm Ouroboros |
Hamza Mīnakshi wrote:I still don't see the problem with Wyrm's build, where are his numbers off?Initially, the build rules for Hamza were either: 6 gestalt class levels, 2 levels in a PrC and 2 mythic tiers or 6 gestalt class levels and 3 mythic tiers.
However, I believe during gameplay most PCs obtained some sort of template, which is why Hamza has Shadow Lord.
Since then, I'm pretty sure we leveled, or were given a level boost to 8th.
After that, Seb and I(along with a few others) worked out the unification of rules discussed over in the Numenera recruitment.
For that game, this one and the Mongol game, the PCs are now CR 12.
Dark Sun PCs need to be at least 6 gestalt levels, as that was what we started with initially.
Beyond that, you could have +6 CR in templates, 6 more gestalt classes levels/PrCs or mythic tiers(Which, I believe we capped at 4?, I can't remember and it's too late for me to go look).
They aren’t, per se. The current players are operating off, if I’m reading this right, Level 8 classes, Tier 2 (maybe) in Mythic, and 2-3 levels of templates — as Monkeygod put it, 6 levels, then 6 templates, out of which you bought your Mythic, +2 levels in game, and a template or two acquired in-game.
I think they’re 2-4 template-levels away from the standard you established at 6/6/3, with the 3 being Doubled Mythic, effectively +6, for a total of CR 18 — Hamza is 11/2/1 right now, because his prestige class only counts for 1, and his mythic isn’t doubled, for a total of 15. So in essence, he needs a second mythic path and another gestalt level to bring him in line with your now-standard build.
| Sebecloki |
But we did an update where I told them they should stat with 6/6/3 about a month ago, so everyone should be at that level.
If that's not the case, that's what I intended, so everyone should 'level up' to that if they're not already there for when we do the cut scene and jump forward a couple days in time.
| GM TWO |
I'm open to you doing something to get the poison abilities you want for the bard, just propose something.
Considering the possibilities, I think I’d make them alchemical discoveries restricted to the eldritch poisoner and other poison-centric archetypes for other classes that can acquire discoveries, and keep the level requirements for 5th level for Hypertoxins and 12th level for Master of Poisons.
| Rokan the Ascetic |
6/6/3 is gestalt/templates/mythic tier?
Rokan went with gestalt 12/mythic 3 (and probably still isn't *quite* as powerful as hamza/amunet, but is at least comparable -- he had *really* fallen behind in recent battles by not keeping up with ever-evolving build rules - being *only* level 6/mythic 3 for a long time).
| Rokan the Ascetic |
I was using shorthand for gestalt, but I didn't think we had dual mythic paths. Guess I missed that (!!)
Lord Foul II
|
Hey, I was told to check out here if I was interested in dark suns
I'm bringing in Hanna, an elf of the sky singers clan, who, after an encounter with an elemental drake in her childhood decided she wanted to become a dragon so badly that her psionic power started getting diverted into making it happen
She's already pretty close to being a dragon in humanoid form at this point, and can briefly transform herself, but she still quests for the methods to turn oneself into an ascendant being properly.
(Sorcerer (crossblooded psychic dragon/dragon drinker)5/dragon disciple 7//aegis (aberabt/crystal warrior) 4/soul knife (high psionics, war soul, feral heart) 4/metaforge 4)
Mythic archmage 3/champion 3
No templates, I converted them all to gestalt levels so I could get more feats and so I can be a better spellcaster
| Sebecloki |
So that should probably be an air drake.
In terms of fluff, I'm looking at the current fluff for the sky singers. It seems they have bases in Tyr and Nibenay.
Here is some information you should be aware of about my version of Tyr.
My version of Tyr is half ruined and built around a fresh-water lake. Kalak's pyramid is a levitating object suspended from an orbital elevator high above the city.
There are remnants of the old city-wall, but only about half the city is still viable, and much of it is in ruins. The ancient city could host over 10 million, and the present-day population is between 500,000-1 million. It is perhaps the most populous city of the Tablelands.
There have been at least four ages of the city:
The oldest was an ancient Dawn Age city ruled by energy beings known as Mistji. These were the first children of the departed creator deity Temulea. The golden tower of the city was once a part of a set of these constructions that were originally made during this time period.
The Blue Age halfling city was established a series of elemental shrines in the surrounding mountains. Many of these are still the focal points of mountain villages -- including the Village of Amlitkayek, which is based around the Shrine of the Eternal Flame.
The subsequent Green Age city was once ruled by a race of kobolds known as the ningishziddah who ruled an empire that also encompassed Urik and other tablelands cities. The masters of the ningishziddah were a mysterious race of draconic entities known as the 'dragon kings' (these are different from the defiler advanced form). The kobolds were annihilated by Rajaat's champions, but remnants of their civilization persist.
I have a map of the city I can post.
Nibenay I have not done much work on yet. It is inspired by both Japan and China. The citizens of the city all have guardian genie/kami like the eidolons of Golden Compass or Pokemon. Nibenay started off as a shadowy advisor to an emperor who he eventually replaced. The ruling class of the city are a race of manchu-like horse archer warriors who supported Nibenay's rise to power.
| Sebecloki |
Initially, the build rules for Hamza were either: 6 gestalt class levels, 2 levels in a PrC and 2 mythic tiers or 6 gestalt class levels and 3 mythic tiers.
However, I believe during gameplay most PCs obtained some sort of template, which is why Hamza has Shadow Lord.
Since then, I'm pretty sure we leveled, or were given a level boost to 8th.
After that, Seb and I(along with a few others) worked out the unification of rules discussed over in the Numenera recruitment.
For that game, this one and the Mongol game, the PCs are now CR 12.
Dark Sun PCs need to be at least 6 gestalt levels, as that was what we started with initially.
Beyond that, you could have +6 CR in templates, 6 more gestalt classes levels/PrCs or mythic tiers(Which, I believe we capped at 4?, I can't remember and it's too late for me to go look).
If you're still interested in the 'dragon-drow' character, I'm actually interested in expanding this element of the world-building: subterranean civilizations.
One idea I saw thrown around on Athas.org's arena forums is that the underdark should be heavily occupied to escape conditions on the surface. I'd like to really develop these civilizations.
Here are my current ideas:
The 'dragon-drow' (instead this will be shadow or deep earth drakes) -- we can start making up fluff for their civilization.
An extensive troglydyte/xulgarth civilization. The ones nearer the surface are more primitive, like the tribes you have encountered thus far. The ones deeper in the earth are more urban and worship an ancient horror called Zargon in the Hidden City.
White gnomes (basically evil svirneblin) -- they worship huge worms and are mutated like the locust horde of gears of war. They also dug up ancient tech from deep in the earth.
The malbranche -- red skinned devil binding dwarves that live deep in the earth.
The zwerg, magic-attuned, crystal focused dwarf subrace. These are remnants of the ancient geomancy societies of the Dawn Age.
All of these have contact with the surface, so the drow/dragon-drow will have a trading post in Tyr covered by an artificial shadow, or it will be underground.
| The Wyrm Ouroboros |
I, um ... I have to raise an issue, brought on by Lord Foul II's character wanting (and on her way to becoming) a dragon, combined with my character Gotak's raison d'être.
As I understand Dark Sun (having never played, save for a very little bit of Dark Sun-influenced ArmageddonMUD, which I more-or-less promptly left due to the wizards basically having an unannounced policy permitting invasion of privacy), the dragons are the bad guys -- the ultimate in corruption and evil, consuming the very life of the planet in order to power their magic and transformation. While I suppose ambition to become a Dragon (and by their very nature, a defiler of the highest caliber) is something that people might have ...
... I guess what I'm meaning to ask is, is this an evil campaign? Do I have my knowledge right regarding dragons, defiling-type magic, and their alignment? Is it wise for me to bring in a basically LG character whose entire purpose is to kill dragons, defilers, the remaining sorcerer-kings, and anyone who would want to seize their immensely powerful positions and magic, corrupting and draining the life from the world? If it is, is Lord Foul's draco-metamorphosis even possible without becoming (basically) CE and a reiver of life and magic of the most toxic sort? Would this be setting up inevitable PVP?
| Sebecloki |
Some of the characters are evil.
The other issue is fluff. The 'dragon' advanced beings are defiler transformations. That is the traditional Athasian 'Dragon'.
I am suggesting refluffing a lot of draconic things to 'drakes' -- these are elemental beings that are also highly psionic. They are not dragons per se, but fill the same ecological niche. I am also combining a lot of traditional dragon abilities into the stat blocks of various drakes (like I gave a couple of advanced earth drakes some of the earth-based powers of copper dragons).
There are also enigmatic entities called the 'dragon kings' that are different from the sorcerer kings. These are from a 3pp. setting based on Dark Sun. In my fluff, they are the colorless dragons from the Arcana Evolved world that is also in this cosmology -- when they left the continent of the Diamond Throne, that's because they traveled to Serinbaal/Serital/Athas, and ruled an empire of kobolds they gathered to themselves when they got there (the kobolds may be draconically evolved gnomes or humans, I haven't decided on that yet). They then left and went home to their own world, which is why they showed up again recently in the 'Return of the Dragon' metaplot in Arana Evolved.
These colorless dragons employ tenebrian seeds which are mutating black orbs which are part of alien technology. They are related to naturebending. They uncovered this technology by traveling to different worlds through magical portals.
| The Wyrm Ouroboros |
[Evil/defiler stuff, drakes, Arcana Evolved dragons]
Hm. Okay. For the record (per se), going off who's posted since ... February, looks like ... you have:
Jimbli Willit (CG)
Cae Leonidas (CG)
Amunet-Ra (LE?)
Hamza Mīnakshi (LE)
Rokan the Ascetic (LN)
Tyren Lourofesh (NG)
Gotak the Grim would be LG until next Mythic tier (when she can get Beyond Morality), dunno about Hanna or Vrog's character. A very diverse group!! :)
| Nickadeamous |
Essentially a shape shifter/enchanter. My first draft build would be a kitsune oracle with the warsighted archetype and the dark tapestry mystery. Spells would be leaning towards enchantment, healing and buffs. She would have heavy ties to either space, the moon, the stars, something along those lines. Whatever would make the most sense in the setting. I'm still looking at other classes that would complement the build.
Having said that I'm also open to suggestions. If there is a specific role needed, I'm happy to focus on filling any areas of concern. I can always fit the background to align with the concept.
Lord Foul II
|
I would be fine having Hanna achieve whichever advanced being form she first finds the method to turn herself into, so long as she can still punch stuff in the face in whichever form she ends up in.
I'm also totally fine having her fail
The goal is the important part. Hanna wants to be immortal and she wants to never again feel helpless or hopeless.
Right now she feels like that means she has to change into something bigger, better and stronger than herself.
But cool I will make sure to pick air/lightning for the bloodline
| Sebecloki |
Essentially a shape shifter/enchanter. My first draft build would be a kitsune oracle with the warsighted archetype and the dark tapestry mystery. Spells would be leaning towards enchantment, healing and buffs. She would have heavy ties to either space, the moon, the stars, something along those lines. Whatever would make the most sense in the setting. I'm still looking at other classes that would complement the build.
Having said that I'm also open to suggestions. If there is a specific role needed, I'm happy to focus on filling any areas of concern. I can always fit the background to align with the concept.
If you're going to be a kitsune, can I suggest you come from Nibenay? That's the quasi Japanese/Chinese city, and I'm planning having the other Oriental Adventures/Jade Oath races there as well.
I need to think up some appropriate fluff since I haven't given a lot of thought to Nibenay and its territory yet. I can imagine kitsune having a sort of hidden culture since they're shaper-shifters.