Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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The Wyrm Ouroboros wrote:
Curiosity is my bane!! What ate you trying to do, and what have you tried so far??

I'm trying to get a class build the fits what my brain sees as a low armor/no armor gladiator. It doesn't help that I can't decide between two-handing, sword and board, and dual wielding.

It's like that thing where you know you want to eat something specific, but you can't say what it is; you just know as soon as someone suggests it that it's what you want.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Maybe the Striker?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
Nickadeamous wrote:

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.

for the other side of the build, you could try a shifter which is pretty potent in gestalt due to having several unique abilities. The usual weakness of shifter is that it doesn't get enough feats, which is.... very much not a problem here


M Roleplayer 25 / GM 8 / Writer 18 - Neutral Annoyed - Atlanta, GA - SA: Punctuation, Spelling, Sentence Structure

Hm. Vrog, have you taken a look at the semi-official Dark Suns 3.5e conversion (link goes straight to the PDF for download)? There's an actual Gladiator class in it. My Pathfinder-fu is not good enough to say if it's doable, but I'm pretty sure that you're much better at adjuticating such. (Because I suck.)

Hmmm. The Brawler functionally gets two-weapon fighting for free at 2nd level with weapons from the Close Group or with the monk special ability; that'd give you the TWF portion. They get additional bonus combat feats which would boost your options, and their Martial Flexibility (uses of 3 + 1/2 brawler level, 1 minute/use, and multiple feats simultaneously [1 use/feat]) could enable you to 'adapt on the spot' to any particular setup you had at hand -- especially if you also had a level or two in, say, Fighter, to give you access to almost all weapons as a baseline. Then you could walk into a situation, pick up what you're given, then when you hit the sands almost visibly 'find the balance' of the weapon(s) and go to town.

Don't forget also those two free archetypes per class; that, with fighter, could hit the mark with the second class, giving you a good advantage with the two-handed fighter and shielded fighter archetypes, to complement the two-handed fighter that is the brawler ...


Monkey, did you decide if you're building the 'dragon-drow' character or sticking with Hamza? I'd just like to get a sense of the party we're looking at now. I think we're basically 'soft-rebooting' with this impending time-jump, so this would be an ideal time to change up your character if you had an intention of doing so.


Male Weremonkey Rogue/Ranger/Trickster
Sebecloki wrote:
Monkey, did you decide if you're building the 'dragon-drow' character or sticking with Hamza? I'd just like to get a sense of the party we're looking at now. I think we're basically 'soft-rebooting' with this impending time-jump, so this would be an ideal time to change up your character if you had an intention of doing so.

I'm actually unsure. Lord Foul is putting forth a dragon type character, and I don't know if two dragon-esque characters would be too much. I had thought he was going to play that concept in Numenera.

That said, I plan on playing a Taninim, which is basically a mini dragon(quadruped and all). However, I'm considering maybe mixing it with the Nephilim race, also from Rite Publishing, which is their Fiend race.


Just to clarify the setting once we do the time jump -- I'm planning on just starting in Kalidnay, in the Plaza of Power in front of the Scarab Hold, the great keep of the High Templar Ahmun Ahnpur.

As I already indicated, the blast crater from the weapon creates a new urban zone -- that will be sort of your 'home base' to resupply.

There will be myceloid reaper cultists, a trade embassy from 'Alaka, xulgath (troglodytes), and other inhabitants of the deep earth in a urban conurbation known as Chthasm.

I'll create some maps and description later.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Can I have my viper familiar and my snake animal companion be the same animal? Applying the intelligence and familiar specials to the larger animal?
If not I'm just gonna take the companion bond, I don't wanna have to keep up with two pets.

Either way, I've finally made all the decisions regarding the character build, though I still need to organize and calculate things, and apply the replacement for magic items. automatic bonus progression I believe it was called.

Also I don't mind there being another dragon-y character. It should be fun to compare/contrast

loads of writings that need to be cleaned up:

Mythic Hanna
Level 12 MR3 gestalt
Sorcerer 5/dragon disciple 7//aegis 4/soul knife (high psionics, deadly fist , war soul) 4/metaforge 4
Archmage 3/champion 3
Mythic Hop gestalt spelless Ranger 11 (half level plus effective mythic rank, which is boosted by 2 by paragon)
Prestigious: awakened blade 3 ((level-6)/2)

AC 34 10+6 (dex)+6 (armor +2 light fortification light mind armor)+12 (natural)
Touch 16 flat foot 28
Resist electricity 10, resist fire 15 resist cold 15
Saves
Fort +14 Reflex. +12 Will +12 (+evasion and stalwart

Full attack
Claw/claw primary (2d8+20+2+1d6shock+3+3)
Bite primary (2d6+1d6shock+20+poison+3+3+2)
Tail secondary (1d6+15+1bleed+3+poison+3+2)
Wing/wing (1d8/1d8+15+3+3+2)
Bab 12
To hit. +25 for primary, +20 for secondary (12 (BAB)+10 (str)+3 (enchant))

Base movement speed 30+10 (speed x2)+10 (speed of thought/telekinetic athleticism)
mythic path powers
7 total, max of 4 per path
Juggernaut, imprinting hand, fleet warrior, mighty hurler
Flexible counterspell, spellbane counterstrike, spell seive

Mythic feats:
1Mythic arcane strike
2Mythic eldritch heritage
3Extra path ability
4 mythic toughness
5 mythic improved counterspell
6 mythic gestalt
7 mythic aspect of the beast
8 spell lore
9 paragon
10 mythic diehard

Regular feats
24 bonus
6 regular
3 sorcerer,
specific feats for aegis ranger and soulknife

1 combat reflexes
2 improved natural attack (claws)
3 boost construct
4 extra blade skill
5 mental paragon
6 arcane strike
7 bodyguard
8 extra blade skill
9 feral combat training
10 toughness
11 fetal combat style
12 curmudgeon smash
13 powerful wings
14 prestigious (HOP feat)
15 psionic meditation
16 dragon style
17 stunning fist
18 dragon ferocity
19 extra blade skill
20 extra blade skill
21 extra blade skill
22 psionic body
23 HOP feat: gestalt
24 superior psycrystal (implanted)

1 skill focus
2 eldritch heritage
3 student of the astral suit
4 improved counterspell
5 favored prestige class
6 prestige spellcaster

Sorcerer
1 eschew materials
2 spell focus (evocation)
3 quicken spell

Elf
Run, skill focus (fly)

Aegis
Master craftsman
Psycristal affinity
Psycrystal containment

Soulknife
Power attack
Improved unarmed
Psionic talent

Blade talents
0 (free) flurry of fists 1
1 psychokenetic armor
2 improved armor
3 empowered natural weapons
4 absorbing blade
5 full enchantment
6 telekinetic athleticism
7 expanded knowledge (astral construct)

Ranger

Favored enemy
1 dragon
2 humanoid (human)
3 animal

Favored terrain
Desert
Mountain
Urban

Style feats
1 aspect of the beast
2 improved natural attack (bite)
3 vital strike

Ranger talent
1 additional favored terain
2 favored attack (double crit range in a favored terrain or against a favored enemy)
3 combat feat (intimidating prowess)
Sneak attack 3d6

Spells known
0 9
1 5 shield, unseen servant, alter winds, shocking grasp, long arm, mage armor,
2 5 make whole, euphoric cloud, admonishing ray, defensive shock, fiery runes, resist energy
3 4 lightning bolt, vengeful comets, mythic haste, dispel magic, fly
4 3 dimension door, summon monster IV, insect scouts, fear
5 2 fickle winds, lightning ark, spell Resistance
6 1 cold ice strike

Powers known
0 vim, detect psionics, ectoplasmic trinket, missive, vim
1 precognition (offensive), thicken skin, astral construct
2 body adjustment, body purification

Maneuvers known
2 stances+stance of inner eye
Pugilist stance (broken blade level one stance+damage for unarmed/natural)
Stance of the inner eye (1/3rd initiator level (10) as insight bonus to AC, saves, attack, damage CMB, CMD)
Internal dominion of the sleeping goddess (sleeping goddess stance, reroll saves or force opponent to reroll attacks 1/round)

5 readied

7 known
Stopwatch (riven hourglass counter 2, autohypnosis check to 5ft step out of the way of an attack)
Temporal burn (riven hourglass strike +4d6 damage, ignores hardness/dr)
Broken blade riposte (broken blade counter, counter attack +3d6 damage and optional push back 10ft)
Dragon assault (thrashing dragon strike, full attack, each successful attack makes the others do +1d6 damage, stacking with itself
Twofold assault (sleeping goddess strike attack +1d6 damage+combat maneuver)
Traumatic reversal (sleeping goddess counter, take half damage from an attack, force opponent to make will save or take the other half)
Thrashing dragon twist (thrashing dragon strike: claw claw bite against all targets in range)

Psychic strike 1d8

Standard soulknife enchantment +3 frost or +3 suppressing

Customization points 16
Energy blast (free)
Hardened strikes (free)
Brawn (free)
Ranged attack (free)
Dark vision (free)
Improved damage resistance (free)
Speed x2 (free)
Nimble (free)
Evasion (free)
Improved evasion (free)
Diehard (3 points)
Improved dr #2 (2 point)
Harness power stone (1 point)
Stalwart (1 point)
Power stone repository (1 point)
Augmented weapon (2 point)
Energy resistance (fire&cold 1 point each)
Stinger (1 point)
Tearing stinger (1 point)
Poison stinger (2 point)

Dr 4/- (+dr 10/epic that stacks with this when below 0)

Poisons

Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 saves

Stinger- injury; save Fort DC 21; 1 str damage

Str 30
Con 22
Dex 22
Wis 18
Int 20
Cha 20

Power points
Aegis 19
Soulknife 31
Sleeping goddess 6
Total 56

HP
5d10+7d12+6x12 (con)+5x3 (mythic champion 3)+24 (mythic toughness) +30 (psionic body)

Skills per level

4+5(int)+2(background)+1(FCB)

Autohypnosis
Know (arcane) 12
Know (psionics) 12
Intimidate 12
Spellcraft 12
Perception 12
Diplomacy 12
Fly 6 ranks
Bluff 6 ranks
Acrobatics 8 ranks
Sense motive 4 ranks
Slight of hand 4 ranks
Stealth 4 ranks
Survival 4 ranks

Craft (sculpture) 5 ranks
Know (history) 7 ranks
Handle animal 5 ranks
Appraise 7 ranks

Traits
Personalized trick (truthful)
Contest of blades


You can forego one of your companions if you feel like it.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

There's already a way to remove one of the companions, and that's the companion bond

companion bond pfsrd wrote:

. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.[/spoiler]

If I can't combine the two animals into one animal, I'll go for that
I'm good either way


Male Weremonkey Rogue/Ranger/Trickster
Monkeygod wrote:

I'm actually unsure. Lord Foul is putting forth a dragon type character, and I don't know if two dragon-esque characters would be too much. I had thought he was going to play that concept in Numenera.

That said, I plan on playing a Taninim, which is basically a mini dragon(quadruped and all). However, I'm considering maybe mixing it with the Nephilim race, also from Rite Publishing, which is their Fiend race.

Seb, how do you feel about two dragon-esque characters?

Also, would you be okay with my combining the Taninim/Nephilim(via the Hybrid HOPF)? I'm not definitely doing this, but it's a possibility. However, I don't wanna mess with the fluff you're planning for the drow-dragons.


Two are fine with me, they're going to be very different I think. One's going to be a air-focused character, the other underdark.

You can do the hybrid if you want, we'll have to come up with some kind of fluff explanation.


Male Weremonkey Rogue/Ranger/Trickster
Sebecloki wrote:

Two are fine with me, they're going to be very different I think. One's going to be a air-focused character, the other underdark.

You can do the hybrid if you want, we'll have to come up with some kind of fluff explanation.

Regardless of if I go with drow or Nephilim as the second race, I am most likely going Umbral dragon for the Taninim, so it will still be a shadow dragon. It just might be drow or fiendish as well.


Male Elf

The shifter concept just didn't play out the way I had hoped so I'm going with a Half-giant Bloodrager / Oracle.

Wild Talent: 3d8 ⇒ (8, 5, 1) = 14

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm realizing that dragon drinker doesn't do what I thought it did so I'm replacing it, and I think I'll replace it with the Sphere Sorcerer so I can add a third type of magic to my character XD (psionics, Sacramento spells and now spheres, not counting martial maneuvers)
If that's too crazy (and I have no idea where the line is here) I can instead go for eldritch scrapper.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Huh. Sphere sorcerer isn't nearly as crazy as I thought it would be, it doesn't have any synergy with what she's already doing.
It does however contribute to the basically infinite stamina of Hanna
These build rules are insane.


Okay, I'm made double digit characters at this point, and I can't be satisfied with making a bruiser melee build.

So, I'm switching to caster. Are we allowed to take 3.5 classes like we were in the Numenaria game?


Yes -- you may need to do some small adjustments like up 1d4 to 1d6 for hd. Look at the conversion guidelines document they released. For 'dead levels' you can either take an extra feat, or I'm open to you proposing a conversion with appropriate extra abilities.


I'm going to reply to Hamza, and then I think that's it before the time jump; this is sort of a soft reboot, so I'm going to give another week or so at least for everyone to finish characters, and I'll write up the intro post and some fluff on the new city of Chthasm and the Kalidnay ruins.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Cool!
I'm pretty much done with Hanna, I'm just fiddling with the bits here and there when I get bored for now, and this is the longest character sheet I've ever made

Hanna:

Mythic HOP Hanna
Level 12 MR3 gestalt
Sorcerer (crossblooded, sphere) 5/dragon disciple 7//aegis 4/soul knife (high psionics, fetal heart, war soul) 4/metaforge 4
Archmage 3/champion 3
Mythic Hop gestalt spelless Ranger 11 (half level plus effective mythic rank, which is boosted by 2 by paragon)
Prestigious: awakened blade 3 ((level-6)/2)
Perception +24, Darkvision, Blindsense 30, sighted 40, scent

Defense
AC 40 10+7 (dex)+7 (armor +3 moderate fortification ghost touch light mind armor)+14 natural) +2 (deflection, ABP)
Touch 19 flat foot 32
Resist electricity 12, resist fire/cold 17
DR 13/- (when below 0 HP DR increases by 10/epic)
Saves
Fort +23 will +20 Reflex +18 (improved evasion and regular stalwart, +4 on mind affecting +2 vs poison)

Offense
Full attack
+30/+30/+30/+30/+28/+30/+30/+30
Claw/claw (2d6+28+1d6shock+3+3)
Bite (2d6+ 1d6shock+28+poison+3+3)
Punch/punch (1d8+21+3+3)
Tail (1d6+21+1bleed+3+poison+3)
Wing/wing (1d8/1d8+21+3+3)
Bab 12
To hit. (12 (BAB)+14 (str)+3 (enchant) +1 (weapon focus)-2 on flurry of fists strike)

Base movement speed 30+10 (speed x2)+10 (speed of thought/telekinetic athleticism)
mythic path powers
7 total, max of 4 per path
Juggernaut, imprinting hand, mighty hurler
Flexible counterspell, spellbane counterstrike, spell seive, coupled arcana

Mythic feats:
1Mythic arcane strike
2Mythic eldritch heritage
3Extra path ability
4 mythic toughness
5 mythic extra mythic power
6 mythic gestalt
7 mythic multiattack
8 spell lore
9 paragon
10 mythic diehard

1 combat reflexes
1 improved natural attack (claws)
1 skill focus (fly)
1 HOP gestalt
2 mental paragon (HOP)
2 Extra blade skill
3 bodyguard
3 VMC: magus arcane pool
4 feral combat training
4 toughness
4 multiattack
4 curmudgeon smash
5 powerful wings
5 psionic meditation
6 prestigious (HOP feat)
6 dragon style
6 stunning fist
6 dragon ferocity
7 VMC feat: magus arcana
7 improved counterspell
8 extra blade skill
8 psionic body
8 Boost construct
8 superior psycrystal (implanted)
9 skill focus
9 eldritch heritage
10 student of the astral suit
10 extra blade skill
10 favored prestige class
10 arcane strike
11 VMC: magus spell-strike
11 extra blade skill
12 extra blade skill
12 dazzling display
12 shatter defense
12 furious focus

Sorcerer
1 eschew materials
2 spell focus (evocation)
3 quicken spell

Elf
Run

Aegis
Master craftsman
Psycristal affinity
Psycrystal containment

Soulknife
Weapon focus (mind blade)
Improved unarmed
Wild talent

Blade talents
0 (free) flurry of fists 1
1 psychokenetic armor
2 improved armor
3 empowered natural weapons
4 absorbing blade
5 full enchantment
6 telekinetic athleticism
7 unlocked talent (astral construct)

Ranger

Favored enemy
1 dragon
2 humanoid (human)
3 animal

Favored terrain
Desert
Mountain
Urban

Style feats
1 aspect of the beast
2 improved natural attack (bite)
3 vital strike

Ranger talent
1 additional favored terain
2 favored attack (double crit range in a favored terrain or against a favored enemy)
3 combat feat (intimidating prowess)
Sneak attack 3d6

Spells known
0 9 message, mage hand, prestidigitation, ghost sound, jolt, detect magic, drench, flare, light
1 shield, unseen servant, alter winds, mythic shocking grasp, long arm, mage armor, magic missile
2 make whole, euphoric cloud, admonishing ray, defensive shock, fiery runes, resist energy
3 4 lightning bolt, vengeful comets, mythic haste, mythic dispel magic, fly,
4 3 dimension door, scrying, insect scouts, fear
5 2 fickle winds, lightning ark, spell Resistance, Id insinuation IV
6 1 cold ice strike, Ego whip IV, Intelect fortress III, Psychic Crush II, Mind thrust VI

Powers known
0 vim, detect psionics, ectoplasmic trinket, missive, vim
1 precognition (offensive), thicken skin, astral construct
2 mythic body adjustment, body purification

Maneuvers known
3 stances+stance of inner eye
Pugilist stance (broken blade level one stance+damage for unarmed/natural)
Stance of the inner eye (1/3rd initiator level (10) as insight bonus to AC, saves, attack, damage CMB, CMD)
Internal dominion of the sleeping goddess (sleeping goddess stance, reroll saves or force opponent to reroll attacks 1/round)

8 readied

10 known
Stopwatch (riven hourglass counter 2, autohypnosis check to 5ft step out of the way of an attack)
Temporal burn (riven hourglass strike +4d6 damage, ignores hardness/dr)
Broken blade riposte (broken blade counter, counter attack +3d6 damage and optional push back 10ft)
Dragon assault (thrashing dragon strike, full attack, each successful attack makes the others do +1d6 damage, stacking with itself
Twofold assault (sleeping goddess strike attack +1d6 damage+combat maneuver)
Traumatic reversal (sleeping goddess counter, take half damage from an attack, force opponent to make will save or take the other half)
Thrashing dragon twist (thrashing dragon strike: claw claw bite against all targets in range)
Overpowering optimism (sleeping goddess boost, swift action regain both psionic focuses and augment one maneuver within the next 3 rounds)
Shatter the hourglass (riven hourglass strike, single normal attack, save vs paralyzed, if success instead slow)

Psychic strike 1d8

Standard soulknife enchantment +3 suppressing, truthful, ghost touch

Customization points 16
Energy blast (free)
Hardened strikes (free)
Brawn (free)
Ranged attack (free)
Dark vision (free)
Improved damage resistance (free)
Speed x2 (free)
Nimble (free)
Evasion (free)
Improved evasion (free)
Diehard (3 points)
Improved dr #2 (2 point)
Stalwart (1 point)
Augmented weapon (2 point)
Stinger (1 point)
Tearing stinger (1 point)
Poison stinger (2 point)
Initiator's soul (2 point)

Natural armor
Abarent 3
Dragon disciple 3
Dragon bloodline 2
Serpentine bloodline 1
Warrior personality implanted psycrystal 3
Total natural armor: 12

Dr 13/- (+dr 10/epic that stacks with this when below 0)

Poisons

Bite—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 saves

Stinger- injury; save Fort DC 27; 1 str damage

Str 38
Con 32
Dex 24
Wis 20
Int 24
Cha 32

Power points
Aegis 25
Soulknife 36
Sleeping goddess 8
Feats 4
Total 73

HP
5d10+7d12+11x12 (con)+5x3 (mythic champion 3)+24 (mythic toughness) +30 (psionic body)

Skills per level

4+7(int)+2(background)+1(FCB)

Autohypnosis
Know (arcane) 12+3+7+22
Know (psionics) 12+3+7=22
Intimidate 12+3+11+14=40
Spellcraft 12+3+7=22
Perception 12+3+5+4=24
Diplomacy 12+3+6+5=26
Fly 6+3+3+6=18
Bluff 6+3+3+5=17
Preform (dance) 12+3+11+4=30 (also counts as acrobatics)
Sense motive 4+3+4+2=13
Slight of hand 4+3+6=16
Stealth 4+3+6=13
Survival 5+3+4=12
Disable device 4+3+6=13
Know (martial) 3+3+6=12

Craft (sculpture) 5+3+7+2+1=18
Know (history) 7+3+7=17
Handle animal 5+3+11=19
Appraise 7+3+7=17

Traits
Personalized trick (truthful)
Contest of blades
Impervious
Power of suggestion
Agile dancer

Automatic bonus progression effective lvl 14
Armor +3
Resistance +5
Weapon atunement +3
Deflection +2
Mental prowess +4/+2 (+4 cha, +2 int)
Physical prowess +4/+2 (str/con)
Natural armor bonus +2

Chopping down the Christmas tree level 12
Ability boosts +8 str +8 cha +2 all others

Knacks/gifts
4 ghost warrior
8 energy atunement
12 hero's resilience

Sphere powers
Spell points 35
0 focus sphere (nature, air)
0 enhancement sphere
0 nature (water)
1 create element
2 Animate object
3 Physical enhancement
4 Mental enhancement
5 Bestow life
6 telekinesis sphere
7 telekinetic finesse
8 Deep enhancement
9 destroy element
10 fog mastery
11 Air mastery
12 telekinetic tools

Casting
The sphere sorcerer may combine spheres and talents to create magical effects. The sphere sorcerer is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature
Mystic Heritage (Ex)
If a bloodline ability has a limited number of uses or rounds of use per day, the sphere sorcerer may spend a spell point and meditate as a full-round action to regain one use of that ability. This replaces the Eschew Materials bonus feat.
Spell Points
The sphere sorcerer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Sorcerous Blood
The sphere sorcerer gains 1 additional spell point per sorcerer level.
This replaces all bloodline spells.
Magic Talents
A sphere sorcerer gains one magic talent every level.
Focus Sphere
Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace her bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of her choice as a bonus magic talent and treats her caster level as being one higher when using that sphere. This does not stack with an incanter’s sphere specialization.

Claws (su) starting at first level you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Psychic Strike (Su) (replaced with bloodline mutation) Blood havoc

Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.

Mental Resistance (Ex)
At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.
Undercasting Prodigy (Sp)
Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.

Transformed Body (Su)
An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.
An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.
The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.
This ability replaces Astral Suit.
Vim (Ps)
The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.
This ability replaces Astral Repair.
Intimidate
Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.
This ability replaces Craftsman.

The aegis gains the Psicrystal Affinity feat as a bonus feat at 1st level. For the purposes of his psicrystal’s abilities and the feat’s prerequisites, the aegis’s class level counts as his manifester level.
This ability replaces one of the customization points gained at 1st level.
Form Astral Suit
To gain the benefits of some of the additional class features detailed below, the aegis’s psicrystal must be physically touching the aegis when the aegis forms his astral suit, and the psicrystal is consumed by the astral suit while the astral suit is active. When the psicrystal is consumed in this fashion, it still grants all the normal benefits for being within 5 ft. of the aegis (Alertness, etc), but the aegis does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.) The aegis may still form his astral suit normally, but he loses those abilities detailed below that rely upon the psicrystal being consumed by the astral suit. In addition, the aegis gains the ranged attack customization as a bonus customization.
Missive (Ps)
While the aegis’s astral suit is active and his psicrystal is consumed by it, he gains the ability to use missive as a psi-like ability with a manifester level equal to his class level.
This ability replaces astral repair.
Psicrystal Containment
The aegis gains the Psicrystal Containment feat as a bonus feat at 3rd level. For the purposes of the feat’s prerequisites, the aegis’s class level counts as his manifester level.
This ability replaces invigorating suit.
Energy Blast
Starting at 4th level, the aegis gains the energy blast customization when his psicrystal is consumed by the astral suit.
This ability replaces one of the customization points normally gained at 4th level.

Astral Suit: At each level, treat the metaforge as if he had gained a level of aegis for the purposes of damage reduction and customization points. The metaforge does not gain any other benefits from an increased level (bonus customizations, daily uses of reconfigure, power points, etc.). This does, however, allow the metaforge to qualify for customizations dependant on his aegis level, such as the Reach customization.
Mind Blade: At each level, treat the metaforge as if he had gained a level of soulknife for the purposes of Enhanced Mind Blade. The metaforge does not gain any other benefits from an increased level (blade skills, etc.).
Crystallized Mind Blade (Su)
A metaforge is able to combine the ectoplasm he uses to form his astral suit and the psionic energy he uses to shape his mind blade into a crystallized form of his mind blade. Creating a crystallized mind blade works the same as forming a mind blade, and the weapon functions in all ways mechanically as the metaforge’s mind blade, except as follows. The weapon’s hardness and hit points are increased by 1 for each level the metaforge has. In addition as a swift action, the weapon can be charged with 1 power point, increasing its enhancement bonus by 1 for one round. At 5th level, the weapon can instead be charged with 2 power points, increasing its enhancement bonus by 2 for one round. At 9th level, the weapon can instead be charged with 3 power points, increasing its enhancement bonus by 3 for one round.
Transfer Enhancement (Su)
Starting at 2nd level, a metaforge can spend one minute in concentration to reduce his mind blade’s enhancement bonus or weapon special abilities by 1 (or a +1 equivalent ability) and gain an armor special ability of equal value added to the astral suit. This transfer lasts until the metaforge spends another minute to either revert his mind blade to its full power or to alter the armor special ability granted to his astral suit.
A metaforge may only have one such transfer in effect at any given time and may not reduce his mind blade to a +0 enhancement bonus. Every two levels thereafter, the enhancement bonus that the metaforge can transfer is increased by 1, to a maximum of +5 at 10th level.
Dual Summon (Su)
Upon achieving 3rd level, the metaforge has learned to bring about his weapon and armor at the same time. While maintaining his psionic focus, the metaforge can form both mind blade and astral suit at the same time. The action needed to do this is whichever action takes the longer between the two abilities. For example, for a soulknife with the Quick Draw feat and using Astral Juggernaut form, using this ability requires a full-round action, as that is how long it takes to form an astral suit in Astral Juggernaut form. For Astral Skin form, it would instead take a swift action.
The metaforge may alternatively expend his psionic focus to summon both his mind blade and his astral suit. The action needed to do this is whichever action takes the shorter between the two abilities.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Snakeskin (Ex): At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks. At 13th level and 17th level, these bonuses increase by +1.

Astral Repair (Ps)
An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Form Astral Suit (Su)
Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.
(Editor’s Note: Full details on how astral suits work can be found here: Astral Suits)
Craftsman
Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction
Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
Invigorating Suit (Su)
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Reconfigure
Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Augment Suit (Su)
An aegis learns how to infuse his astral suit with his psionic power, augmenting the capacity of his suit. Beginning at 4th level, the aegis may spend up to one power point per four class levels to customize his Astral Suit, gaining one temporary customization point for each power point spent.
This ability, activated as a standard action, lasts for a number of rounds equal to the aegis’ Intelligence modifier.
Activating this ability again, while already in use, immediately causes the previous duration to end.
An aegis may end the duration as a free action at any time.


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I have 3/5ths of my character built, using two superwierd 3.5 classes: Warlock and Shadowcaster.


Male Weremonkey Rogue/Ranger/Trickster
Vrog Skyreaver wrote:
I have 3/5ths of my character built, using two superwierd 3.5 classes: Warlock and Shadowcaster.

Have you considered using the Spheres system? You can easily replicate shadow magic with the Dark and Illusion sphere and Warlock with Destruction.


I like the mechanics of both classes, and I find spheres of power to be a bit underwhelming, tbh.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

It's better in gestalt, but that's totally fair
Also you could pull the trick I am and use a "sphere caster archetype" as one of your bonus archetypes

Like sorcerer (shadow bloodline, crossblooded with something else like fey or abyssal plus sphere sorcerer)


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Okay, here is Vrog's submission (finally)!

He's a "not nice person".

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

If the lich was a nice guy Hanna would be extra suspicious.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

=)


How close is everyone to done? I'm pretty much ready to start the next leg of our journey with my 'cut to black' post and lay the groundwork for our soft reboot here.

Monkey, are you finished deciding to stick with Hamza, or try the new character, or what?


Also, I need to level with everyone about my work commitments -- we just got an email Monday that they're shifting around everyone's work schedule drastically because of the pandemic, and April is going to be a crazy month. I work in a 24/7 365 medical lab in a major hospital, and the cases in my state have been skyrocketing. I'm going to do my best to keep all my games going, but please be understanding of that context if I can't post as frequently the rest of this month, I will get back to it when I have time.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

That's totally fair my dude
Hanna is done, except I never spent money on anything
I figure that's fine. She's a dragon. It could be a hoard somewhere


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Rokan is done (hence his sudden burst in power last battle -- he'd fallen woefully behind on build gives).

Re: availability - totally understand. Take care of yourself.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor, also, is completed.


Waiting to hear from monkey. I'll start working on the new intro post to kick off the next leg of our journey together.

Thank you all for your understanding -- I'm still getting ongoing updates from work, and it's going to be a really difficult month.


Male Weremonkey Rogue/Ranger/Trickster

Yeah, I'm going to be switching out Hamza for the dragon. I'm still doing research on the character, so it will be awhile before he's ready.


Okay, then what I'm going to do is start my new post, and have everyone spend a couple of weeks coming up with fluff and helping develop our new starting point -- like events that happened during the interim.
We'll treat this almost like it's a recruitment.


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AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Hey there!
I posted to the other gestalt games that i probably can't keep them up, but since i love Dark Sun i want to keep this one.
Also i was developing Amunet-Ra as uc monk/ uc rogue/ shaman mix now.
She has quite some more abilities that way which fit perfectly into her fluff, but it's also really complicated.
Hope i did not miss any changes in the rules at this point.


We're kind of doing a soft reboot right now -- we finished up the dungeon we're in and we negotiated to take out the wraith -- monkey's changing up his character and we have some new people joining. I'm going to do a 'story thus far' post and try to update and systematize all the build rules -- monkey's still working on his new character, so you should have plenty of time for anything you want to do.

We're going to have the 'curtain lift' where everyone is already in Kalidnay.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

I feel confident that Cae is updated and ready. I am working on updating Vyse's sheet, but am ready to start whenever.


2 people marked this as a favorite.

I'm glad Amunet is sticking around with us.

I just wanted to clarify something about my schedule and world events: I work in an 'essential unit' medical lab in a major hospital, and of course we're having a completely unprecedented event. I have no idea what's going to happen over the next few months. If the rest of 3rd shift gets quarantined because of COVID exposure, I may need to work 80 hours a week to keep our unit operational. I have no idea. I am committed to trying to keep my games going. We may have to take things slowly and do what we can.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

The situation will likely stay for the rest of the year and in parts of the world if not the whole world get out of control with a lot of damage.
This might likely cause some form of global recession which will affect us all in addition to the health issues.
Then there's political crap coming in, like your beloved country and president starting to steal supplies already sold to other countries and engaging in international piracy.
Let's hope food production and delivery chains as well as the medical chains and services and other critical areas come out unscathed and we avoid open warfare.

Indeed it's the time for unprecedented global cooperation and bringing out the best in everyone!


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I'm guessing we'll likely have a AV prototype by mid summer. The amount of money being thrown around and "loosening" of restrictions by the FDA (which is a whole other thing) means that we'll likely get...something...by then. It might not be really good to go, but even hearing that we have a working prototype should calm alot of people down.

at least, that's my .02.

Now, we may not have TP stocks anywhere by then, but that's another topic.


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more
Amunet-Ra wrote:
Then there's political crap coming in, like your beloved country and president starting to steal supplies already sold to other countries and engaging in international piracy.

I would prefer not to have this sort of venom in my playspace. Facts are one thing; inflammatory personal analysis and acidic sarcasm such as the above is another kettle of fish entirely. I, for one, would appreciate restraint.

Seb, take care of yourself and your job, in that order; you can't do your job if you're collapsing. The games come a very distant fifth or more. Stay safe, stay healthy; post when you can.


Gotak the Grim wrote:
I would prefer not to have this sort of venom in my playspace. Facts are one thing; inflammatory personal analysis and acidic sarcasm such as the above is another kettle of fish entirely. I, for one, would appreciate restraint.

Remember that there are players here from all around the world. It's entirely possible that this could be something that IS actually happening in his home country, and not just hyperbole.


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more

Amunet-Ra's player is from Germany (if I read it right, Bremen, in fact); using 'your beloved country' indicates pretty clearly that what is happening is not happening in his own country. 'International piracy' is, I'm moderately certain, also personal analysis. Me? I despise 'our beloved ... president', but the phrasing of this -- the use of the word 'your' -- definitely makes it feel directed at me.

My point is that I deal with this sort of crap daily, I don't want to deal with it here. If the above -- including the defense of such -- is intended by its players to become a regular part of this game, then I decline to participate. I'm just requesting that it is kept away from the game, is all.


I realize this is an incredibly stressful time, but please take a breath. There's no need for assumed antagonism (I'm not going to say that it's not antagonistic, just that you shouldn't assume it's an attack).

I know that it's really easy to fall into that mindset, but I didn't feel as though his comments were meant to be insulting or antagonistic, but more a statement on the current situation.

Given that he's not a native speaker, hinging the idea that he's talking smack on a single word in a paragraph sentence seems kinda silly to me; even if he is a native speaker, typos happen.

Let's just all try to give each other the benefit of the doubt, and assume kindness instead of insult.


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more

Vrog, please stop; while your own statements and suggestions are a wonderful general rule for the boards, you're throwing gasoline on the fire. The comment -- you know, the specific one I quoted -- was clearly antagonistic, and was not 'hinging the idea ... on a single word in a ... sentence'; it was not a typo. If you want to calm things down, then just agree that it'd be nice to keep inflammatory language out of the discussion thread, and step back yourself.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm gonna stat out of this discussion
I don't know what's going on and just wanna have a dnd game


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Wow.

Vrog actually got it pretty right.
My comment refects my feats and the experiences i had in the last few weeks. Nothing especially antagonistic there on my side.
Indeed i'm quite worried about a lot of things, among them the situation in the U.S. and some people i got to know there, mainly over this board and gaming.

I'm not sorry to burst any bubble or felt pride about whatever or that i brought that up here. Neither do i bring venom to "your" playspace. In fact i quoted some press articles. If you want facts about that situation, there's enough reliable news sources out there.

No idea what you're personaly dealing with, we are probably all a bit stressed out though. So, while you insist i was antagonistic, it seems more like you took it that way because it somehow stepped on your toes.

Games are an important escapism, i can see that and feel the same. So we can all calm down and enjoy it.
How many new people about to join do we have here now anyway?

I'm playing a uc monk/rogue/shaman who is a wise one apprentice of an elven tribe. Good in traps and rogueish ways as well as knowledges.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm playing an elven Dragon disciple//metaforge
With the weird build rules I've managed to snag sphere casting, psionics and martial maneuvers
Mostly Hanna is a melee brawler with lots of natural weapon attacks
She's trying to learn all the magic she can in the hopes of learning how to become an ascendant being in the hopes that the power, immortality and enlightenment will help her to transform this world into a new green age (also because she's a bit of an adrenaline junky)


Monkey, how's your character coming?

I'm also wondering about opening a world-building thread on Discord -- would anyone else like to help add to this setting with me?

I'm already thinking of a couple of other things to the continent containing the Tablelands:

Atodilophs: a race of anthropomorphic pangolin, they protect their lands and tribes with viruses. They are a merchant people that come from a land to the south of the Deadlands, and north of the territories of the Skrorks/Skrogan, a genus of Tareks who are descendants of space-faring race that crashed a large war hulk on the continent.

The under-regions of the Tablelands are going to be heavily-populated. Large populations moved underground in response to the devastation of the surface world.

In the wild, many animals evolved hive minds for packs to survive in the new, harsh climate.

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