Masters of Golarion II

Game Master fnord72


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nate lange wrote:

Here's a brief overview of the ideas I'm weighing right now with comments:

Areniel- aka Aaron White, a trumpet archon cleric. Areniel was part of an army that marched against a demon prince who was causing an unusual amount of trouble on one of the upper layers of the abyss. During the great battle ancient and terrible magics were brought to bear and many of the angelic host were destroyed in an unimaginable blast. He was very nearly one of them but as his unconscious body hurtled through the abyss it happened to slip into one of its cracks and was ejected into Golarion through the worldwound. There it was discovered by a band of crusaders and brought to safety. Through no small amount of time and magic he was restored to health by a priest of Iomedae. When he saw the needs there and the dangers of the worldwound he decided to stay on Golarion and fight the infestation rather than return to Celestia. He fears that his presence might attract interest/retaliation from greater demons, so he has been careful to try to hide his true nature and very intentional about avoiding politics or positions of authority. we're short on divine casters, so this might actually be the best option... Plus, who doesn't want to play an angel! Lantern Archon is CR 14 and has 14 HD, so I think that leaves 11 class levels right? If there are no concerns/complaints, I think this is probably the guy I'll write up... I'm definitely still open to the other two too though if people think they'd be a better fit?

I can see this as a viable option, from my point of view. Tessara and 'Aaron' would make a bit of an odd couple. I could weave her backstory to include his rescue; her oracle skills would be up to the task of bringing you back to health; and having a second divine caster could not hurt the party in any way, particularly as both of can fight in a stand-up battle.


Name still missing - LG elf Arcanist/Signifier.

words and some numbers:

*Born in Westcrown somewhere around 4400AR, son of some minor noble house now purged from history. Trained and studied at the university when he came of age.

*Away on adventures ~4540-70. Learned a great deal about the world "outside" of his sanctum. Saw and learned of the beauty of pre-fall Cheliax and other nations.

*Aided in the cleansing of the White Plague 4575-77AR, where he first met the Hellknights. They were a young order back then, intent on justice above all.

*4577-4605. Worked at and with the newly fledged knightly order. Many possible hooks and great white canvas to paint a story on :)

*4606 - Aroden died. While the death of a god is worrysome, at the time the death of the predominantly human god didn't affect him too much. He didn't know of all the fallout to come. Nowadays this is the part of his life he looks back to the most and wonders what he could have differently. Celiax falls into a bloody civil war, but he cannot stay. The rumours speak of something far darker in Mendev...

*4607-4645 Bitter and prolonged fighting against the incursion of the worldwound. Sees the ravages and destruction wrought by the minions of chaos and evil. Culminates with the creation of the Wardstones.

*4646 Returns home to find house Thrune on the throne. Can't quite recognize the virtues and creeds those whom now call themselves Hellknights uphold.

*4647 Founds his own order out of the knights that followed him to and back from the Worldwound. In addition, dissidents and some of the old-guard from other orders join up. Order tries to form a softer counterweight to the other orders and lead by example.

*4663 Order is banished from Cheliax due to increasing tension between it and the crown, as well as the other orders.

*4664-65 Exodus from Cheliax. Trialling times as both the order and character ponders what to do with themselves - and what their purpose is.

*4666 The order and character re-purpose themselves to find a way to close the Worldwound for good. Participates in the Third Mendevian crusade.

*4668 The Third Mendevian crusade end in fiasco. Politics and suspicion drove it to ruin. Order and character ponders how to fix this without worrying about petty squabbling. As the creation of the Worldwound is inexplicitly linked to the death of Aroden, the character and order focuses more and more on investigating this. Founds a keep on a nameless island north of The Eye - another phenomenon left by the death of Aroden. A portal to the chaotic plane of Air? The amount of scholars in the order rises greatly.

*4692-4707 The order participates in the fourth Mendevian crusade, this time contributing mainly with lore and magical support.

This is basically just a skeleton of a backstory - I have a handful of points that need alot of meat on the bones, but one can see the shape atleast :) There is plenty of blank space left at and around the end, if someone wants to work something in! Also note - I have no idea how War of the Righteous AP plays out or what happens in the fifth crusade. Depending on how and when we start, that may certainly affect things.

I also took the liberty of injecting myself in two semi-important historical happenings - the White Plague & the founding of the Hellknights as well as the creation of the Wardstones around the worldwound. Both felt fitting - the first is part of the characters core and the second is a great (epic : )?) feat of Abjuration, his speciality.

Thoughts and/or comments ?


I am sensing a theme around the Worldwound in backstories.


Well ace, you have to admit that the Worldwound has the potential to be pretty epic in scope. It's one of those places where every faction comes together to rid the whole world of an evil being/entity/faction/thing. You know, like a typical episode of Doctor Who. :p


Well, it is truly one of the most accessible nodes for epic-class adventurers to converge around, since it is in effect the greatest calamity that has befallen Golarions population in these recent years!

Besides, since I started playing around with figures and such culture with Warhammer 40k a gaping wound in reality has always held a special place in my heart. (Whew! That sounded a bit weird ... :P)

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quick question as i ponder story and mechanics and the marriage of the two... in this game, can eldritch heritage be used on variant bloodlines? specifically, could i use use improved eldritch heritage to get the empyreal bloodlines 9th level channel 1/day ability?


Hey, everyone. I'm the fourth player to the original group. Don't worry too much about heals. I'm playing a Barbarian 2/Lunar Oracle 20/Rage Prophet 3. I'll have access to Mass Heal.


Cosmic Dream Lord wrote:
Hey, everyone. I'm the fourth player to the original group. Don't worry too much about heals. I'm playing a Barbarian 2/Lunar Oracle 20/Rage Prophet 3. I'll have access to Mass Heal.

Well, I have to admit that I figured that I would end up being the healer. That being said, there are plenty of avenues to take with the oracle. I tend to lean towards using the wind mystery. However, the new Apocalypse that was posted this week looks mighty interesting...

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Could someone please post a definitive list of characters that are definitely in, and maybe another one of the applicants and any declared concepts? I started working on the cleric build because I thought there was only one divine caster and he was part barbarian but now there's at least 2... I guess there's still a bunch more arcane casters right? I have a lot of ideas and don't mind picking a concept based on party needs (in fact I'm actively trying to do just that) but I'm having trouble keeping track of who's what...

Manticore, were you one of the two late arrivals?


I was. Sorry if I messed up your plans a bit.


For record, and ease of tracking, every character I'm pitching is an arcane caster of some kind as a primary. Some might fit in some divine casting, but as a very secondary focus.

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Thanks Peter but that's actually not super useful... There's so much variation between different arcane casters that just those two words don't really do much to say what you're planning... Some arcane builds are very similar to certain divine builds...

I guess really, it won't matter- I'm gonna build the cleric. Picking spells each day from the whole class spell list will give him a lot if utility options, he'll have pretty decent combat ability, and miracle will pretty much let him fill any role in a pinch...

Edit: I never saw an update on the Eldritch Heritage question... Can I take the empyreal bloodline variant or would it have to be plain celestially?"


I guess that'd be a consensus decision, but I don't see what's wrong with picking wild-blooded options for Eldritch Heritage.

As for who's in the game so far, we've got
Me playing Wayland,
Grand Moff Vixen playing Katja
Cosmic Dream Lord, with the new oracle we've yet to see,
And Fnord with Valdik.


aceDiamond wrote:

I guess that'd be a consensus decision, but I don't see what's wrong with picking wild-blooded options for Eldritch Heritage.

As for who's in the game so far, we've got
Me playing Wayland,
Grand Moff Vixen playing Katja
Cosmic Dream Lord, with the new oracle we've yet to see,
And Fnord with Valdik.

Fixed the link to Katja. You just had just linked to a picture that I used in describing her appearance.


Players wrote:

Current Players

diamondAce playing Wayland - Human Bloodrager
Grand Moff Vixen playing Katja - Dragon
Cosmic Dream Lord - Lunar Oracle / Rage Prophet
And Fnord with Valdik - Doppelgänger Wizard

New Applicants
Lessah - Elven Arcanist/Signifier

I thought I'd just steal this list. If everyone just quote it and edit in themselves, we should have a list of everyone before long : )

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Players wrote:

Current Players

diamondAce playing Wayland - Human Bloodrager
Grand Moff Vixen playing Katja - Dragon
Cosmic Dream Lord - Lunar Oracle / Rage Prophet
And Fnord with Valdik - Doppelgänger Wizard

New Applicants
Lessah - Elven Arcanist/Signifier
Nate- Trumpet Archon/cleric* (most likely including a prestige class with divine casting)


nate lange wrote:
Players wrote:

Current Players

diamondAce playing Wayland - Human Bloodrager
Grand Moff Vixen playing Katja - Dragon
Cosmic Dream Lord - Lunar Oracle / Rage Prophet
And Fnord with Valdik - Doppelgänger Wizard

New Applicants
Lessah - Elven Arcanist/Signifier
Nate- Trumpet Archon/cleric* (most likely including a prestige class with divine casting)
Aluroon - Tentatively Human Arcanist / Sorceress (divination focus)


Peter Stewart wrote:
nate lange wrote:
Players wrote:

Current Players

diamondAce playing Wayland - Human Bloodrager
Grand Moff Vixen playing Katja - Dragon
Cosmic Dream Lord - Lunar Oracle / Rage Prophet
And Fnord with Valdik - Doppelgänger Wizard

New Applicants
Lessah - Elven Arcanist/Signifier
Nate- Trumpet Archon/cleric* (most likely including a prestige class with divine casting)
Aluroon - Tentatively Human Arcanist / Sorceress (divination focus)
David - Minotaur Cavalier


Players wrote:

Current Players

diamondAce playing Wayland - Human Bloodrager
Grand Moff Vixen playing Katja - Dragon
Cosmic Dream Lord - Lunar Oracle / Rage Prophet
And Fnord with Valdik - Doppelgänger Wizard

New Applicants
Lessah - Elven Arcanist/Signifier
Nate- Trumpet Archon/cleric* (most likely including a prestige class with divine casting)
Peter/Aluroon - Tentatively Human Arcanist / Sorceress (divination focus)
David - Minotaur Cavalier
Lord Manticore - Tessara, drow Oracle ?

There - think that is all : )

I took the liberty to add your name to the character Peter!

Edit: Missing Lord Manticores concept. I'll track it down and add it

Edit2: done!


Lessah wrote:
Players wrote:

Current Players

diamondAce playing Wayland - Human Bloodrager
Grand Moff Vixen playing Katja - Dragon
Cosmic Dream Lord - Lunar Oracle / Rage Prophet
And Fnord with Valdik - Doppelgänger Wizard

New Applicants
Lessah - Elven Arcanist/Signifier
Nate- Trumpet Archon/cleric* (most likely including a prestige class with divine casting)
Peter/Aluroon - Tentatively Human Arcanist / Sorceress (divination focus)
David - Minotaur Cavalier
Lord Manticore - Tessara, drow Oracle

There - think that is all : )

I took the liberty to add your name to the character Peter!

Edit: Missing Lord Manticores concept. I'll track it down and add it

Edit2: done!

Thank you much, Lessah, for adding me in.


My bad, I use Aluroon everywhere else as a SN.


Back from a whirlwind of fostering and seminars!

Alright, I'm going back through the posts from my last major post. If I miss something you need a response to, please restate it.

First off, don't worry about arcane casters or divine casters. Play what you want. I wouldn't worry too much about whether we have enough of divine or arcane casting capability. Having several of either is just fine.

On the subject of character age and epic play (this is my personal viewpoint, and should not be considered as binding from a GM):

Older characters will certainly have the breadth of time to have an established presence in the world. People are used to them, they have influenced an area. They will still have enemies, and as many that are friendly. Pathfinder doesn't get into contacts and friends, but I would expect that an older character would be more mature, and would be on terms with nobles and royalty (those terms could be for good or ill, they still exist).

On the flip side, a character that is too young, or grew from nothing special to one of the world's, heck the universe's, most powerful mortal beings, is going to have a lot of trust issues. Doesn't matter how good their diplomacy is, they will more likely be seen as a threat to those same nobles and royalty. Simply because they are an unknown. They don't have decades of experience, bard tales, and history behind them.

While it may certainly be doable to play a younger character that through trials and tribulations, has risen to impossible challenges, and become a new power in the world. Maybe they were the lone survivor of an adventuring group, and they saved the realm anyway (solo the end of an AP).

@David:
The bestiary doesn't show an age progression for minotaurs. There does seem to be an elder minotaur that describes them as being very old minotaurs. Having a very old and powerful minotaur is fine by me. If you think they should be a shorter lived race, there are plenty of reasons that yours lived longer (he was given some ambrosia, a druid had been keeping him alive and recently was killed, etc).

@lord manticore:
I like the drow reason for going topside, the background is interesting.

I'd want to see some strong background for a mythic good oracle that had apocalypse. I'm having a hard time seeing that as viable.

@Nate:
Regarding Theldrassil; I don't see any issues with what you have written so far.

Regarding Morgan; if he is forever wandering, you may have some backstory issues, if you plan on crafting gear, he would have needed, or still need, a place to spend significant time (like up to a half year for some items). I'm not against the wanderer aspect, though fitting him in as a "floater" pinch hitter might take a bit more inter-character work.

Regarding Areniel, looks like a solid fit. Looks like the ability array is str +10, dex +6, con +14, int +6, wis +10, cha +6, (your choice str, con, wis reduced by 2). The write up states they cast as clerics without access to domains or other cleric abilities. If you chose to go archon 14 / cleric 11, your domain powers/spells, and channeling would be cleric 11, your class skills level 25.

Eldritch heritage on variant bloodlines. I don't see an issue with this as is. It will be the overall build that we will look at. How are you planing to use a once a day channel?

@Lessah:
your arcanist signifier looks good. Looks like some solid opportunities to tie in with the other new players.

I believe that should have me caught up. If I missed anything you are wanting to know about, please repeat it.

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I have a question about your (DM) comments regarding Areniel...

DM Fnord wrote:
If you chose to go archon 14 / cleric 11, your domain powers/spells, and channeling would be cleric 11, your class skills level 25.
Do you mean his domain spells would function at 11th level, or that all spells would function at CL 11?
Bestiary wrote:
If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack.

Based on this from the bestiary rules in adding class levels, I'm guessing/assuming that you mean just the domain spells? Or are you making a house rule to override the bestiary? Also, am I correct that you want me to pick one of the stat bonuses from race and reduce it by 2? If so, I'll apply that to Con.

Regarding the once/day channel- I'm thinking for his back story that he's been trying to work covertly with crusaders on different incursions around the worldwound and am planning on taking the inheritor's crusader prestige class... The channel would mostly be used for that class' Destroy Tyranny ability, though if he's pretending to be a cleric on a particular mission he might just channel with it. (In order to operate covertly he would impersonate a lower level cleric or paladin most of the time and basically always use the least amount of power he can in order to achieve victory.)


I'm sorry, I typo'd the end of that. It should have read (your cleric spells would be caster level 25).

Spells - combined
channeling - cleric class only
domain powers - cleric class only
domain spells - cleric class only

At 14 HD, there would be stat increases for 4th, 8th, and 12th level. Pick one of the three stats mentioned to reduce by 2. You would then be able to make your own determination of where to apply all of the level increases (I'm giving a benefit of the doubt that one of the odd stats might be from that 3rd increase).

inheritor's crusader looks interesting.


If you have figured out a concept that you like (and shared it here), and listed the area of Golarion in which you will be based, go ahead and review the character creation document.

What race classes do you want to use? Which mythic path?


I thought I'd place my 'home' on an island north of the Eye. Sphere of influence would probably be mainly extended up towards Cheliax and the countries that broke free of it - with some contacts in and around the Worldwound (Mendev).

I intend to pick up the Archmage path, with the class spread of Cleric 1/Arcanist 14/Hell Knight Signifier 10. For path abilities I am intrigued with Perfect Preparation and Mythic Arcane Armour Training (no more actions to use it! Yey!).

I have some questions about these - and what your interpretation/judgement calls of certain interactions would be!

1) Perfect Preparation (path ability) + Quick Study (Arcanist Exploit)

Perfect Preparation gives the character the ability to prepare his spells without his spellbook*. Quick Study lets an arcanist reprepare a spell of the same level for another spell as a full-round action, costing 1 reservoir point.

Quick Study mentions that I need to reference my spellbook to use it - with the Mythic Path Ability Perfect Preparation, would it be okay to skip that and instead pull the spell from the characters formidable memory - as with all other preparation =)?

Quick Study (Su):
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Perfect Preparation (Ex):

You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

*I will, of course, have a spellbook laying around somewhere - but it won't be mechanically important except to note which spells the character starts out "knowing".

2) The mythic feat Mythic Arcane Armour Training makes no mention of Arcane Armour Mastery - is it okay to use the benefits of Mythic Arcane Armour Training with that feat? (ie - could my character ignore 20%* arcane spell failure from these three feats, or could he only use the 'lesser' version without expending a swift action?)

Arcane Armor Training (Mythic):

You've adapted your spellcasting to overcome limitations of wearing armor.

Prerequisite(s): Arcane Armor Training.

Benefit(s): You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Furthermore, if you're wearing light armor, reduce your arcane spell failure chance by 20%.

Arcane Armor Training (Combat):

You have learned how to cast spells while wearing armor.

Prerequisites: Light Armor Proficiency, caster level 3rd.

Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Arcane Armor Mastery (Combat):

You have mastered the ability to cast spells while wearing armor.

Prerequisites: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.

Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.

*Hell Knight Signifier adds 10% to this, so even with the conservative approach a Celestial Plate Mail would work - but that requires some tinkering to enchant further.

Note: There is a 3pp follow up feat on Arcane Armour Training (Mythic). not sure how that factors in on the intent of Paizo's feat.

3) I noticed something called "Mythic Flaws" on some of the characters I took a peek at. Is that something in use - and does anyone have a link if so =)?

Cheers! //Lessah


We've decided not to use 3pp with the game, so only the Paizo feat should apply. Also, here are Mythic Flaws.


@DM Fnord:
I have no problem with leaving Apocalypse alone. I noticed it yesterday when I was reviewing the oracle class, and it became my 'oooh shiny' for the day. When running my campaigns, I lean towards having an oracle with either life or wind as a strong NPC. I feel that there is a lot of versatility with the class. Between what Nate, Lessah, and Cosmic have said, I am going to go with wind as my mystery, if you are fine with that. I think that it will be easier to write into my extended background as I go about building Tessara.
I did have two questions: what is the timeline for starting your campaign, and will you be taking all of us onboard, or will you be choosing from among us (not counting your original players)?


aceDiamond wrote:
We've decided not to use 3pp with the game, so only the Paizo feat should apply. Also, here are Mythic Flaws.

Thank you for the link !

---

Does that mean that you feel the Paizo one should be adequate to use Arcane Armour Master as a non-action?


I don't see an issue with quick study not needing to reference the spell book if you have perfect prep. It would still be a full round and cost the AR point.

You will still need to have a "spell book" to record which spells you have. Perfect preparation does not automatically give access to all spells. You will still need to buy scrolls for any spells you want in your spells known list above and beyond what you get from your class (i.e. a wizard gets two free per level).

Mythic Arcane Armor Training still only applies to light armor. It would not work with Arcane Armor Mastery for medium armor. Note that you can upgrade Celestial Armor by paying the difference on the old magical armor bonus and your new magical armor bonus.

Celestial Plate would need a different approach. Take Dual Path Guardian, and select armor master 2x. One mythic feat, two mythic path abilities. (I plan on doing this with Validk.)

As for the game itself, I know I'm itching to get going on it. But we all want to make sure the players and characters will mesh well.

While I would like to take all five, it would probably require someone to step up as a co-GM to help with running encounters.

The idea I had for that would be that the co-GM would then be positioned to transition into the main GM in the next scenario and someone else would step up as co-GM.

If this is not viable, then we may not be able to get everyone in as that would be 8 epic PCs to one GM.


Yes, I did plan on actually having a spellbook somewhere. Not just on me :)

----------------------------------------------------

Mythic Arcane Armour Training has two effects -

a) It takes no action to use Arcane Armour Training

b) If you wear a light armour, you get 20% off

With the Signifier bonus 10% reduction, ordinary Arcane Armour Training (which takes no action thanks to the mythic feat) is enough to remove the 20% of a Celestial Plate Armour completely. The ordinary Arcane Armour Training & Mastery feats make no distinction about the class of armour - only the mythic one offers an extra perk :)

I just have to pay up for that one instead of simply Mithral (and I can't use heavier shields, not that I planned to!) and the Arcane Armour Master bonus feat becomes just dead weight : )

----------------------------------------------------

I too must say that playing, and not just talking about, this game would be nice. It feels as if we are building quite a hype here!

Nevertheless, I have very little experience GMing on play-by-post and in general, so I would prefer to not start out by running an epic 25th level game :)

However! I am more then happy to help looking up rule issues or building NPCs and monsters, if desired.


Tentative Concept right now.

Sandrine
The Whisper Tyrant, The Queen in the Shadows, The Disowned, The Sanguine Rose

Well known throughout the Inner Sea is the tale of the Whispering Tyrant, Tar-Baphon. A terrible spellcaster slain by a god only to rise centuries later as the most terrible lich the world has ever known, Tar-Baphon was a nightmare of such magnitude that he sparked a decades long crusade to end his reign, resulted in the death of a godly herald, and only managed to contain his evil rather than extinguish it. To that day the Whispering Tyrant remains imprisoned in Ustalav, at the seat of his power - a permanent reminder of a dark past, and an eternal promise of a dangerous future.

Less well known and perhaps more mundane, but still near mythic (especially within Ustalav) is the so called Whisper Tyrant. It is said that she is the Queen in the Shadows, her kingdom one of informants and her crown forged out of the darkest secrets of the most powerful beings in Ustalav. Many common folk write off the Whisper Tyrant as a legend, a means of scaring children, but to the powerful she is all too real. For centuries she has operated in the shadows of the Immortal Principality, pulling strings and managing affairs towards her own inscrutable ends.

Legends and tales of the Whisper Tyrant first began appearing nearly four hundred years after the Defeat of Tar-Baphon, around 4330 AR. By 4350 AR the tale of the Queen in the Shadows was one that could be found throughout Ustalav, told by everyone from professional bards in packed common rooms to indignant mothers scolding children. In truth however the Queen of the Shadows first took up her crown much earlier, and her origins go back even further than that.

Though much of her history is all but lost to time, she was born in 2439 AR as Sandrine Blauvale. Born to a wealthy and powerful family both Sandrine and her twin sister Sandrielle possessed every opportunity to pursue their desires, and as they grew into adulthood each developed into skilled spellcasters, beautiful young women, and social debutantes. Their very skill and beauty brought about their doom however. In 2462 AR they were abducted by a powerful vampire, Eldric, and groomed for a future as his apprentices and slaves. Ultimately Sandrine was turned by the vampire in 2466 AR. She would remain one of the undead for more than a millennia, growing into one of the most powerful spellcasters in the vampire courts within Ustalav and supplanting her master Eldric. The tales of her rise to power and reign as one of the lords of night would fill tomes on their own, but it was the rise of the Whispering Tyrant in 3203 AR that would dominate her life.

Pressed into service as another of his servants by the mighty necromancer - in fact a distant ancestor of Sandrine - Sandrine spent more than 500 years as a servant to Tar-Baphon, eventually becoming his head of intelligence during the Shining Crusade. It was that position that brought about a dramatic change to her fate during the Crusade. Singled out as the master of secrets for the powerful lich, Sandrine was abducted by a strike team by the crusade and returned to life in the hope that information she had access to could undermine the mythic lich. Rather than face his wrath, and chaffed after centuries of services, Sandrine turned coat and offered her knowledge and power to the Shining Crusade as it pressed onward towards its eventual victory. In the chaos that surrounded the defeat of the Whispering Tyrant, with many of the leaders of the Crusade to whom she has been accountable slain or occupied, Sandrine vanished into the night, fleeing the justice of the Crusade and the vengeance of the surviving allies of Tar-Baphon.

She need not have bothered. Most presumed she had been slain during the raid that captured her, and among the few that knew the truth of her betrayal, most assumed she had either been slain in the final confrontation. Only a handful believed her to have survived the war at all, and among them the prevailing theory was that she had hidden herself away to live out the rest of her now mortal life. There was some limited interest in pursing her, but like most of the great tyrants and generals that had served the Whispering Tyrant she faded away from thought and memory - victory carrying away all desire to continue the already decades long war.

Entering into a long exile from the world at large, Sandrine underwent a metamorphosis of sorts. With the return of her mortality, extinguishment of the unholy energies that had fueled her, and the departure of the unnatural hunger that had driven her for centuries she wrestled to reconcile her past with her present. Never particularly moral or immoral in life, she was nonetheless haunted by the hundreds of thousands of lives she had claimed over her long undead existence. At the same time, while horrified in part by her actions, with centuries of hindsight beyond that of most mortal men, the pettiness and banality of human existence was laid in sharp relief for her. Centuries of stagnation as mankind struggled under the weight of its own achievements, untold lives and resources consumed by petty rulers and kings with ambition but no vision, and the absence of any future for Ustalav with the shadow of the Whispering Tyrant looming over it fashioned in her a calculated intent...

More to come. Need to make dinner.


I haven't gmed much on pbp games but I love gming so I am up for the challenge. Also please be patient with me as I write my concept in multiple posts, as I do all my online work on my phone. First off I am leaning towards dual path marshal/guardian for my concept

RPG Superstar 2012 Top 32

I don't have time for a lengthy write up right now but here is the info you asked for (though much of it is still tentative).

"Aaron White" (Arenthiel)- LG trumpet archon, Cleric [ecclesitheurge] 8/Inheritor's Crusader 3
mythic path- Hierophant (possibly taking legendary item for first power... Debating between sword and holy symbol for the item, if I do)

Area of influence- worldwound, though he's intentionally trying to avoid having much influence.... He maintains as low a profile as he can, joining incursions as a soldier (not leader) and purposefully using as little of his power as possible in the hopes of avoiding attracting the attention any demon lords or devil princes.

As for the GMing situation- I'm pretty solid with the rules and pretty good at keeping track of what's happening in combat... I don't mind assisting as sort of a backup GM during encounters, my schedule won't allow me to take over GMing for the next scenario though, so it's up to you if you want that limited help or not...


OK, I'd like to ask for honest opinions on this one. I've been waffling back and forth on race. I'd like to play drow, but there is quite a bit to offer for the drow noble. Either way, I plan to take the 'Surface Infiltrator' alternate trait to get rid of the light blindness. My question is: is it worth giving up 3 class levels to take the noble race, or does it make more sense to play a straight drow?

Opinions/thoughts?


It depends if you want to give up three class levels for an added +2 to DEX, INT, and WIS, an extra +5 spell resistance, and a handful of extra spell-like abilities.

Me, I'd say it's not worth the trade; the stat boosts are alright, but as an oracle you can learn Spell Resistance and get the same bonus for a spell slot.

RPG Superstar 2012 Top 32

I'm not sure what impact, if any, it would have on your background so I'll offer my opinion based purely on mechanics....

It looks to me like drow noble isn't worth it. You're giving up 3 class levels (3 HD, 3 caster levels, probably +2 BAB, +1 or 2 to every save, skill points) in exchange for a couple bonuses to secondary stats, some nifty spell-like abilities that could mostly be replaced through spell selection (or completely replaced once you factor in items), and an increase in spell resistance. That last ability is the only really significant one (in my mind) and its a mixed blessing- most or all of your allies will be casters, so to gain any benefits from their/our magic you'll have to be constantly spending actions to lower your resistance.

Personally, I'd probably play a half-elf with the drow alternatives in order to avoid SR entirely, but if you want to play a full drow my 2cp would be to stick to a normal one and if you want to have a special place in society for your background do it by picking up a trait that involves being some kind of nobility (many of those are campaign or regional traits, but it shouldn't be too hard to reflavor for a drow kingdom if DM is down).


Personally, since the Noble is basically Level Adjustments instead of any HD I would probably skip it.

I mean, caster level 22 or 25 might not be a super big difference but losing out on almost everything (skills, hp, saves, bab ect) is a bit painful.


Update: I have started to put together a spell-list to use! Yey! I though that I swoop by later today and post a 'typical spells prepaired' list, so people can see what I'm up to :)

I think it will mainly be Abjurations and protection/teleport/barrier themed spells, with some utility and such baked in. A few debuffs and some blasts, but nothing major in that direction. Low on illusions and transmutations/shapeshifts. Still haven't picked opposed schools yet, but it will come, in time ^^

I have also picked a name for my character. I have given it a bit of thought and I ended up with Tengil (since Katla/Katja the dragon is already in^^). To compliment the name, I gave him the surname Rosendale.

Name:
Tengil and Katla is an evil tyrant and his dragon from a children's book. I'm not sure (I don't think so but I could be wrong^^) that Katja has taken her name from the work, but it was close enough so I went with it on my end : )

The backstory is proceeding nicely now that I have a name, but I don't count on it being ready before Sunday.

The character build is also progressing on schedule but I ran into some mythic questions!

As an Abjurer I intend to make use of both my intermediate action counterspell and ordinary counterspells, which both (when using [Greater] Dispel Magic) is essentially an opposed caster level check. I was thinking of picking up the Eldritch Breach path ability to enhance my odds in that end, but exactly what it encompasses is a bit vague. Since using Dispel Magic to counterspell a spell is a dispel check, surely Eldritch Breach would apply to such counterspelling :)?

Dispel Magic:
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Path Ability wrote:

Eldritch Breach (Su)

You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Also a bit of an unrelated question - but when I link spell effects, would people prefer if I had them spoilered, quoted (if short!) or just URL linked?


@david If you do all of your posting from your cell phone, do you feel confident that you will be able to effectively post complex responses on a regular basis? Your character sheet is likely to be quite lengthy with all of the options you will have available to you, not to mention the likely need to reference the srd or wiki's and various google docs.

@Lessah I don't see a reason why eldritch breach wouldn't work with counterspell. It lets you roll twice on the caster check for the counterspell. I prefer URL links.

@lord manticore If you just want the title of nobility, take it. mechanically speaking, there are likely other options that would be of greater benefit for the CR cost of a drow noble. Not to mention the background you'd need for a drow noble.

=====
Those of you that will have alternative abilities and options should probably have multiple stat tables set up. (I.e. if you are regularly wild shaping into a bear, then have the bear stats ready; if you regularly polymorph into a XX or YY, have those stats ready as well. In google docs you can add bookmarks and then create links to them (see Validk for an example).

Most of the AP's don't have set start dates in the timeline. For the most part, 4700 AR = 2000 AD, Rise of the Runelords came out in 2007, and has a starting timeline of AR 4707. Some AP's are suggested to take place at a point after another AP. Reign of Winter starts in 4713.

So any inclusion of an AP would be recent history for the characters. We can, as a group, discuss moving some of those times back a few years to spread it out. Otherwise it just seems that Golarion is going in a handbasket considering the shear number of serious threats over the last decade.


I do feel confident I can keep up. I know I definitely will be able to once I get my tablet up and running again. I will have my concept posted later today.


I made an alias and started putting up stuff under it. You can view it here. Note that it is a very unfinished thing at the moment. Also, backstory is still off-site.

Here is the link to the google docs spreadsheet I use both for calculation and to keep track of spells ect. Note that the cohort part is very temporary at best. Spells in the spellbook is colour-coded for school.

If you are bored/curious I appreciate comments, questions and critique - but there isn't very much to work with yet ^^

RPG Superstar 2012 Top 32

I have a question about how my domain spells will work... Will I have access to a domain spell at each level I can cast (upto 9) but all with caster level 11, or will I get domain spells as if I were only level 11 (so upto 6th level spells)? I'm guessing the latter but want to be certain. And, with the Inheritor's Crusader PrC's Champion of Honor ability, it says levels from the PrC stack with paladin levels for smite evil, but doesn't say what happens if you don't have pally levels.... There's precedent both ways on this one (and usually they're good about specifying which way to go)- i'm cool either way (I doubt a 1/day 3rd level smite is ever gonna be a game changer), just let me know.

Also, I'm thinking I might take the separatist archetype instead of ecclesitheurge...


Domains

Domains:

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

The domain ability has three paragraphs/parts.

The first one explains how and which one you can pick

The second one notes that you gain extra spells and slots. Notice that it doesn't call upon the level of the cleric anywhere in this section, merely the levels of cleric spells.

The third part gives you the domain special powers - that do depend on cleric level.

Thus, I believe from a rules perspective that you would have access to your domain slots and spells for all levels - just like a cleric with a spellcasting PrC or a wizard and his chosen school.

Example 1 Note his domain spells : )

Example 2 Note the presence of Domain spells and a bonus form his school (no bonuses from high Int, 2 spells in base + 1 Evocation)

Not sure about the paladin question though :)

RPG Superstar 2012 Top 32

Lessah, that is thorough and thoughtful (and persuasive), thank you. I'll wait til DM weighs in though before I get too excited...


I've looked over the responses that were posted earlier, especially Nate's mechanical breakout. Thank you for the feedback. I've decided to stick with a straight drow on this one; it's easier to write a full backstory on and I don't have to explain all of the 'political intrigue' that a stereotypical drow (noble) would likely have to contend with.

As for class, unless I find something that would be truly complimentary, I'm going to build an oracle 25/'mythic' 1. I haven't decided which path to take yet, but I'm going to start working on my build tonight. I'm helping my wife this weekend with a fundraiser, so I'm hoping to have it ready for review in the next couple of days.


nate lange wrote:
Lessah, that is thorough and thoughtful (and persuasive), thank you. I'll wait til DM weighs in though before I get too excited...

Yes, that is probably wise. I only aim to make his decision easier by presenting a coherent argument, where they are available : )


I think you tried to over complicate that. domain spell slots are granted based on the level of cleric spells that can be cast.

Thus you get your domain spell slot when taking a PrC, or in this case having a stacked racial casting.


Quick technical question: I've noticed that most of the original group's character sheets are on Google docs. I do the majority of my gaming 'work' on an iPad mini, and I typically use a combination of Office 365 (OneNote and Word) and post my stuff to my OneDrive account. Is that going to cause an issue with anyone, or would it be easier to use Google docs for the group?


Lord Manticore wrote:
Quick technical question: I've noticed that most of the original group's character sheets are on Google docs. I do the majority of my gaming 'work' on an iPad mini, and I typically use a combination of Office 365 (OneNote and Word) and post my stuff to my OneDrive account. Is that going to cause an issue with anyone, or would it be easier to use Google docs for the group?

We would rather you use the Google docs as it keeps everything all in one place. You may add files in as you need.

I sent you a PM with a question.

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