Masters of the Universe, "Born from Ashes" (Inactive)

Game Master Viscount K

Ten years ago, He-Man and Skeletor disappeared, along with Castle Grayskull. Eternia is powerless to fight the threats of a new generation.

The call has gone out for new Masters of the Universe to defend against the forces of evil.


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Viscount K wrote:

TC Golem: Whoops, missed the Strix thing.

Strix seem quite a bit better than your average PC race, don't they? Mostly it's that fly speed that gets to me. 60 foot flight is a damn shiny ability. I think an Avion would pretty much be a human, dropping their bonus feat, with a 30 foot fly speed (clumsy) and a +2 to Fly checks. They get way faster and more maneuverable with the jetpacks they all wear, obviously, but that's not technically a racial trait.

That's pretty cool. So can I just make "human" and add the things you mentioned above? That's be really cool.

Edit:if I can have wings can I reflavor so that theyre retractable and actuall made up of my circuitry tattoos. That's be a cool effect.


Also, spelling his name Teckno is fine.


Though the mind is willing... available time is weak. I'm withdrawing and wishing you the best.


DM Jelani no one has stated that CURRENT firearms in the PF setting are OPed.
What we are discussing is SCI FI firearms and ways not to make THEM OPed because:
1.Scifi era weapons are leaps and bounds superior to PF advanced firearms which are near equal to late 1800s firearms.
2.The Emerging Guns level is the default PF level which states advanced firearms are rare and wonderous items-the stuff of high level treasure troves.
3. Advanced firearms see an increase in reload rates,in range,and in increments to resolve touch based attacks.
4. Follwing those points we would reason Scifi era weapons are even more powerful than advanced firearms.

As such saying your crossbow is a laser rifle just seems to be the simpler and easier route.


Okay, putting this here argument to an end. We're running with Commonplace Guns, and they can be lasers, regular guns, whatever the hell you want. Moving on now, if you want to debate rules, please do it somewhere else.


DM Jelani wrote:

I could scale it back to 11 RP, but all that would do is make them slightly less resistant to spells and worse crafters (lose the hardy and craftsman abilities). Aasimar and Tielfing are 15 RP. What numbers are you seeing on his sheet that are concerning you? Is something in particular too high?

He's tough to kill, but his damage output will be minimal. More of a skill monkey, a dash of battlefield control and a smidgin of backup healing. I've got his gear pretty much set now, so you should have a pretty good idea of the final product.

Yes, Aasimar are 15 RP, and you may have noticed all the forum posts arguing about them being OP or not (Tieflings are 13, aren't they?). But we're not here to argue about Aasimar cheatiness or the lack thereof. Debates like this are why I was a bit leery about allowing player-made races, but here we go anyway, I suppose.

Mostly, it's the Advanced ability scores that bother me. It's just such an obvious and direct upgrade, with little flavor to it. We could tack that on to every human and still have them at less RP than you (for whatever that actually means), and they would end up with 4 more total attribute points, which actually means way more than that since they'll use these adjustments to get back a ton of points for point buy and raise their lower scores.

I'm not a fan of arbitrary upgrades. Basically, it's that if we start playing with making our own races in this manner, then we may as well just call every core race an Eternian and slap the Advanced stat adjustments on them with no penalty or particular reasoning behind it, other than "I'm more powerful".

...Which I suppose we could do, actually. But no, that's what the 30 point buy is for.

So here's what I'm inclined to say - if you must build your own race, that's cool, but no more than 12 RP and the Advanced stat adjustment is off the table unless you can give me one hell of an awesome story to back it up. Edit: Actually, as I am forced to actually look at the RP rules; let's just take any racial trait that requires an Advanced or Monstrous creature off the table.
Unless there's an overwhelming player rebellion, in which case I suppose I'll back down and just start jacking up everything to match the superior races.


Tiny Coffee Golem wrote:

That's pretty cool. So can I just make "human" and add the things you mentioned above? That's be really cool.

Edit:if I can have wings can I reflavor so that theyre retractable and actuall made up of my circuitry tattoos. That's be a cool effect.

Without the human bonus feat, yeah. Do you want to actually be an Avion (one of Stratos' people)? 'cause that's the stat layout I was talking about there. You're free to be something with a similar adjustment, but it would be neat to have another tie-in there.


Mark Sweetman wrote:
Though the mind is willing... available time is weak. I'm withdrawing and wishing you the best.

Sorry to see you go, good luck in your other endeavors. Would you like me to keep you in mind should we lose a player later on?


Twilsemail: Your revisions look fine. I'd like to see a more detailed actual backstory, but I like Draeko in general at this point.

Sorry about all the separate posts today, guys, I keep noticing I didn't respond to things.


What about taking a race from the ARG and changing the name?

Thinking of a wolf type race but using the Catfolk stats.


FYI I found a site last night looking for MOTU wiki that had what was called tours of eternia. The poster had up several races and gave background on them with pics. Was a great source for anyone looking for a race inspiration.


Zarisa wrote:

What about taking a race from the ARG and changing the name?

Thinking of a wolf type race but using the Catfolk stats.

Sure, go for it. Id say drop Cat's Luck and Sprinter and add in a bite attack and Fearless, but that's just me.


Viscount K wrote:
Tiny Coffee Golem wrote:

That's pretty cool. So can I just make "human" and add the things you mentioned above? That's be really cool.

Edit:if I can have wings can I reflavor so that theyre retractable and actuall made up of my circuitry tattoos. That's be a cool effect.
Without the human bonus feat, yeah. Do you want to actually be an Avion (one of Stratos' people)? 'cause that's the stat layout I was talking about there. You're free to be something with a similar adjustment, but it would be neat to have another tie-in there.

Sure. That's cool. I'll do that write up as soon as I can.


All well and good.Basic outline follows.

"I was born a princess but i have earned my rank in the Guard." Lycana on being called Your Highness.
Captain/Sub Captain/Lt.Lycana of the Eternian Guard.
Race:Wolfen or Garou (whichever sounds better)
Class:Ranger,Monk or Ranger/Monk
Brief History:When He Man and the Masters rescued Queen Elmora and freed the moon Phantos from Skeletor's rule(She Demon of Phantos)word of their deeds spread across the moon. The Wolfen,a small but honorable race of near humans,sent representatives to meet the Eternians. Having long ago cutoff ties with humans, the Wolfen were impressed with Elmora and the Eternians. Thru the years that followed the wolfen came to be trusted allies of Elmora helping to safeguard their world against Skeletor's return. With He Man having vanished King Garou(or Ly-Can) sent one of his daughters to Eternia in its time of need as the Masters had once helped Phantos.
Lycana,being the 3rd heir to the throne,was honored to accept her father's request and since arriving on Eternia has proven a capable member of the Eternian guard.

Wolfen:
A race resembling humans except for their solid white eyes,elongated ears,long claws(and maybe tails and fangs). The wolfen are a proud but small race that over the eons had come to mistrust humans seeing them as dishonorable and self destructive.Recently these opinions have begun to change and the race has made inroads to reform old alliances thanks to the actions of He Man and the Masters.

The monk part is in there because i really hate NA's set#
1stlvl claw,claw
10thlvl claw,claw
20thlvl claw,claw

Oohhh Claw Blades...got to love the ARG.


Okay found inspirational art. How do you add a link here?


The claw blades are fine (and let's go with wolfen for a name, unless we can find a wolf-ish race already established on Eternia), but I'm not sure I understand where you're going with the monk part of your build.

Your history sounds interesting, love to see some more detail.


Ahh forgot to update the post.
Ranger or Fighter/Ranger
The Clawblades turn the natural weapons into a light weapon so you can get fullattacks based on AB so the monk isnt needed,which I was having trouble figuring out how that would play in myself.

Natural Attacks have a set number of attacks no matter what level you are.
So it would be 20thlvl fighter going 5 attacks and a 20thlvl natural ranger going 2 attacks.
But a monk can take Feral Training and use natural attacks with flurry of blows or i guess you could call it furry of blows.
Reminds me of the scene from Harlem Nights where the two guys are shooting at Eddie Murphy with tommyguns and the one guy has the snubnose. They would unload a volley at him and then the one guy would go pow...classic scene


Ah. There we go.


Mecklarians (12 RP Custom race):

Type:
Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical.
A half-construct race has the following features:
• Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
• Half-constructs cannot be raised or resurrected.
• Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

Humanoid (Mecklarian) (0 RP)
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites.
A humanoid race has the following features:
• Humanoids breathe, eat, and sleep.

Size:
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed:
Normal Speed (0 RP)
The race has a base speed of 30 feet.

Ability Score Modifiers
Flexible (2 RP) (+2 con, +2 int)

Modifiers: Members of this race gain a +2 bonus to any two ability scores.

Language
Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Defensive Racial Traits
Hardy (3 RP)

Prerequisites: The race has at least a +2 racial bonus to Constitution.


Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

That's a 12 RP version. End result of the change is -2 wis, -2 cha and -2 to craft skills over what it was before. Feels arbitrary to me as well, but I'm willing to go with it if it'll make you happy.

Dark Archive

I'm going to withdraw from the running. There's already a Blaster Sorcerer out there. I enjoyed fleshing out the concept though. Thanks Viscount K.


Background ideas:

Mecklar was attacked by (insert evil creature here), and the Mecklarians were nearly destroyed.

They repulsed the attack at dire cost to their race. Pooling their remaining resources they outfitted their chief scientist (Teckno) with the best technology they had.

They sent Teckno to Eternia to seek aid of the Masters of the Universe before (insert evil creature here) could return to finish wiping them out.

Teckno's ship crashed on Eternia and was destroyed in the process. Teckno barely surivived only to find out that the Masters of the Universe were no more.

Knowing that it was now too late for his people, and that he was the last of his kind, Teckno decided to try and make a difference on Eternia.
___________________________________

Does all of that sound okay? Any suggestions about what evil creature would work? Who might Teckno have met on Enternia when he arrived? Where would be a good place for him to have crash landed?


Jabberwocky hydra!


Or you could do a pirates of dark water thing where some weird semi intelligent ooze/plant with a collective conscious is devouring the planet.


Jelani:
The first monster that comes to mind is Yog, from Episode 22 of the original series, the Song of Celice. A sort of Cthulu-esque figure, kept asleep by the Singer (Celice), whose voice can do nearly anything.

I think not actually Yog, as he/it was sleeping in Eternia, and eventually thrown down to the core by He-Man (at the end of the episode). So, another Yog-like thing, except that the Mecklarian Singer's powers were somehow weakened by your people's mechanical nature.

Whaddya think?


twilsemail wrote:
I'm going to withdraw from the running. There's already a Blaster Sorcerer out there. I enjoyed fleshing out the concept though. Thanks Viscount K.

Fair enough, sorry to see you go.


Ooh. This universe has Great Old Ones? Awesome. That sounds good. Any ideas on who he might have met that would make a good tie-in for him to have been invited into the new MoTU that's forming? Or at least an important NPC in the game? What about Enternian languages? I'm due for four more, but I dunno what's available.


Jelani:
Hm. There isn't that much in the way of not-Common on Eternia, but I don't want to deny you some sort of bonus. I'll think about it.

As for who he may have met - Roboto wouldn't be a bad hook. A little off-the-cuff update for him: His programming has started to fragment a little in the last decade, so he's less reliable in combat than he used to be, but he's still a master strategist.

End of recruitment warning
I won't be taking any new submissions after Wednesday 3/13. Refinement of concept and crunch will still be allowed for a few days as necessary, but no new players after Wednesday.


Mekaneck and Fisto were both cybernetic based Masters if i remember correctly so theres some possiblities for you. Although i believe they fleshed out Fisto as Duncan's older brother so he might not be around anymore.


Hide:
Being the 3rd pup of King Ly-Can Lycana always knew she had a long shot for ever becoming the ruler and in fact never really had any desire for such. Her interest lead her to the more martial occupations and as a young pup she would often times spend hours looking upon the statue of Fen-Rir,one of the Wolfen people's greatest champions.
Taking notice of his pup's actions the King sent Lycana to be trained by the Garou(the Wolfen equivalent of a master at arms). Lycana took to her training and was instructed in the ways of a warrior and a hunter. Excelling at her studies the Garou would often comment how she would make even the great Fen-Rir proud.
After her training was complete Lycana went on to serve in the Wolfen Guard as a tracker and scout. No matter where her duties took her she would still make time to visit the statue to Fen-Rir as she had so often done as a young pup.
When the king called Lycana to serve as an envoy to Eternia she protested. She was a soldier not a diplomat and this was an embarresment to send her. Explaining that Eternia needed protectors and that the best way to learn about humans was to "bleed with them in battle" Ly-Can was able to convince his pup to take up the task.
The day she departed Phantos Lycana spent one last time to look upon the statue of the Wolfen who had inspired her and swore that she would honor Fen-Rir as best she could in her time upon Eternia.
Upon arriving in Eternia Lycana quickly denounced any special treatment for her station and asked simply to be allowed to be what she was...a soldier.


This is my upgraded "Sorceress." Mechanically she's mostly an evocation wizard, though she does have a level of tattoo'd sorcerer. I'd still like to be called sorcerer. It fits better with the theme.

I may play with gear and spells more, but here it is.

Couple of notes: I created a custom item which is essentially the the Strong Wing spell at will. Adds +10 feet to fly and improves maneuverability by one level.

Like I said I may tweak a little more, but this is 95% as it will be game day.

[spoiler=Tattoo "sorcerer" name TBD]
MOTU Tattoo Sorcerer
Female Human (Varisian) Sorcerer (Tattooed Sorcerer, Wildblooded) 1 Wizard 3
N Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 26 (4d6+8)
Fort +3, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
FLy 40 Good maneuverability (Upgrade Via strong wings)
Melee Unarmed strike +1 (1d3/x2)
Spell-Like Abilities Dancing Lights (3/day)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1):
1 (4/day) Infernal Healing, Windy Escape
0 (at will) Spark (DC 11), Prestidigitation (DC 11), Detect Magic, Breeze
Wizard Spells Prepared (CL 3):
2 (2/day) Snapdragon Fireworks, Rime (DC 16), Gusting Sphere (DC 17), Spontaneous Immolation (DC 17)
1 (4/day) Unseen Servant, Mage Armor, Burning Hands (DC 16), Obscuring Mist, Feather Fall (DC 16)
0 (at will) Acid Splash, Ray of Frost, Message, Detect Poison
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 13
Base Atk +1; CMB +1; CMD 13
Feats Craft Wondrous Item, Rime Spell, Scribe Scroll, Varisian Tattoo (Evocation), Wings 30'
Traits Magical Lineage (Cone of Cold), Reactionary
Skills Appraise +9, Bluff +5, Craft (tattoo) +14, Diplomacy +6, Intimidate +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +12, Perception +7, Spellcraft +9, Stealth +3, Survival +1, Use Magic Device +8
Languages Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Sylvan, Varisian
SQ +3 spells in spellbook, +3 to appraise checks, arcane bonds (storm raven, raven), bloodline tattoos, deliver touch spells through familiar, empathic link with familiar, familiar tattoo, intense spells +1, mutated bloodlines (draconic [silver dragon [cold]]), opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (admixture), versatile evocation (8/day)
Other Gear Boots of levitation, Handy haversack (empty), Living garments, Pathfinder pouch (empty), Artisan's tools, masterwork (Craft [tattoo]), Harness of Strong WIngs (+10' fly +1 maneuverabili, 1195 GP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (3/day) (Sp) - 0/3
Levitate (At will) - 0/0
Versatile Evocation (8/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
+3 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Admixture Associated School: Evocation
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Draconic (Silver Dragon [Cold]) +1 damage per die for [Cold] spells.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Living garments On command, change coloring, fit, and basic design. Repairs 1 hp a round.
Magical Lineage (Cone of Cold) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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

Storm Raven
Male Raven
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 13 (1d8-1)
Fort +1, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven) +5 (1d3-4/x2) and
Unarmed strike +5 (1-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2 (-6 jump), Appraise -1, Bluff -1, Climb +2, Fly +6, Intimidate -1, Linguistics +2, Perception +12, Spellcraft -1, Stealth +14, Survival +3, Swim +2, Use Magic Device +2
Languages Common
SQ improved evasion
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/spoiler]


What's the current status of Man-At-Arms? I mean the one who was man at arms under King Adam.

Map of Eternia. Found this map, it's useful.


I'm having a lot of difficulty coming up with a mechanical build for Dare. I wanted to go with the Bodyguard feats, but that seems a little out of place for a prince though.

I could just go the bruiser route, but I think we already have a strong guy on the team. Not quite sure what to do.


TC Golem:
Short list of questions:
  • What's your sorcerer bloodline? I can see you're wildblooded, but isn't that just a variation on one of the other bloodlines?
  • That flight speed increase item is fine, but I'm ruling it to be more expensive. Reverse engineering boots of striding and springing gives me 3000 gp for just the speed increase, and that's for land speed, which is less good. I'd say your thing would end up with a base cost of 5500 (same as boots of striding/springing), for the flight speed and the maneuverability increase, which is essentially a +4 to the Fly skill.
  • This one isn't really a question, more of a request. Honestly, I'm having a hell of a time reading your sheet; everything seems to be blended together. If you could organize it into something a little more like what Prince Dare/Doomed Hero has going on in his profile, that would make it a hell of a lot easier.
  • Also, what's your story? I'm liking the little leaked bits of flavor, but I'm still waiting to see the actual background lurking behind it.

Zarisa/Lycana:
A few questions about the BG, basically plumbing for more detail on her time on Eternia - I like the basic idea behind her, but I feel like she needs some more excitement in her story.

How long has Lycana been on Eternia proper?
Has she had any adventures since arriving?
Has anything occurred that gives her a closer relationship to the Eternians?
Any particular friends/enemies she's made since arriving?

Rokku/Noble:
I said I'd get to commenting on your BG a while back, and apparently entirely forgot. Sorry! Anyway, here we go.

I definitely like the story you've put together there. That's some good fluff, and you've managed to end up with both allies and enemies, which is very nice for me. The only issue I have is that he can't have been that close to the Sorceress all this time, as she's more secretive about her...well, everything, than that. Also, she's been missing ten years, so there's that.
A couple ideas for remedying that - if you'd like him to be somebody's loyal guardian and whatnot, how about Zodak? Basically replace every reference to the Sorceress at the end there with the Mystic.
Alternatively, the Sorceress could have just redeemed him and wandered off, and he's hung out at Eternos Palace ever since, welcomed by the Masters on Man-at-Arms' word.
Either of those sound good to you, or do you have another idea?

Jelani:
Man-at-Arms Duncan tragically fell about five years ago in a skirmish in Subternia when the conflict between the Spelians and Caligars flared up again. He died heroically, attempting to stop the bloodshed by throwing himself onto a blow that would have slain Lord Dactus of the Spelians. His sacrifice inspired both sides to once more return to peace. Since that time, his formerly irresponsible brother Fisto has taken up the title, showing formidable leadership skills, but he lacks his brother's brilliant tactical mind, and is beginning to show his age rather heavily, being over sixty at this point.

Dare:
First, see the above under Jelani's spoiler about Man-at-Arms. What this means for you is that much of Dare's training has fallen to Fisto, rather than Man-at-Arms. Fisto, while no less a fighter than his brother, has a less tactical, more brutal style that plays to Dare's strengths from his time in the wild. Given that, if it were me, I'd look into running with Dare's animalistic side, maybe go a little Barbarian. Not necessarily, he had enough time with Man-at-Arms to learn tactics if he wanted, but it's a thought. Don't worry too much about party balance, the original Masters was pretty much just a party full of bruisers anyway. Healing's gonna be scarce regardless - wait a sec, I didn't mention that. ... crap. See below.

All: I've just been reminded of something important I can't believe I've forgotten to mention: Namely, magical healing is somewhat scarce on Eternia. It's not unheard of, but it's rare and difficult. Fortunately, I don't think anyone has wanted to play a divine class so far, so I don't think my slip has screwed up anyone's build. For the record, though, healing spells take up three spell slots or spells per day to represent the increased difficulty, and healing items (wands, potions, etc.) cost triple what they normally do. On the other hand, Eternians recover ridiculously quickly, so natural healing is tripled, which is multiplicative with extra healing from bed rest and/or treatment. Basically, if you get any downtime at all, you're probably fine within a day or two.

On that note, I get the distinct feeling I'm forgetting something/someone I should be commenting on. If I've missed you, or just if you have further questions, pipe up and let me know.


I'm writing a little story for my backstory. It'll probably be a couple more days before it's finished though. I'm having Teckno crash-land and get found by Mechaneck. Who sends him to the palace to see Orcko (or whatever his name is) the wizard guy.


Yes! Mekaneck tie-in! All is right with the world!

Orko, by the way.


Short list of DM answers:

What's your sorcerer bloodline? I can see you're wildblooded, but isn't that just a variation on one of the other bloodlines?

-SIlver dragon. THe wildblooded thing is a mistake that I have corrected.

That flight speed increase item is fine, but I'm ruling it to be more expensive. Reverse engineering boots of striding and springing gives me 3000 gp for just the speed increase, and that's for land speed, which is less good. I'd say your thing would end up with a base cost of 5500 (same as boots of striding/springing), for the flight speed and the maneuverability increase, which is essentially a +4 to the Fly skill.

-That's cool. I'll have to move some gear around.

This one isn't really a question, more of a request. Honestly, I'm having a hell of a time reading your sheet; everything seems to be blended together. If you could organize it into something a little more like what Prince Dare/Doomed Hero has going on in his profile, that would make it a hell of a lot easier.

-Of course. What's presented is just what's generated by hero lab. I'll edit the final version to be easier to read.

Also, what's your story? I'm liking the little leaked bits of flavor, but I'm still waiting to see the actual background lurking behind it.

-Working on that. It's easier for me to get the backstory in place. The VERY short version is that the sorceress was born with stunted her growth making her unable to fly properly so she was more of a reader than most of her kind. Somewhere along the way she came across something of great power (thinking about specifically what) that contained long forgotten knowledge. It bound with and enhanced her in a number of ways, including her magic and fixing her wings. Then I need to include some sort of driving life goal. I'm not the most familiar with Eternia, so I'm open to input on any of this. If it's something that will help drive the story let me know and I'll incorporate it.


Regarding healing magic:

So infernal healing (WIz 1) takes up a 3rd level spell slot or three first level spell slots?


If infernal healing does count as three level one spells, then I'm going to need to switch one of my weird science gadgets.


Tiny Coffee Golem wrote:

Regarding healing magic:

So infernal healing (WIz 1) takes up a 3rd level spell slot or three first level spell slots?

Hm. Sorry, you two, missed that one. Ordinarily, the answer would be three 1st-level slots. But that's an odd one, with the fast healing thing... Hm. It seems to me that how healing works 'round these parts makes this work differently, but I'm having trouble coming up with something different that remains about balanced to normal healing.

The first thought that comes to mind: It doesn't use up three spell slots, but instead causes the target to be fatigued. If the target is already fatigued, they become exhausted instead.
How's that seem?

TCG:
Whew, Hero Lab apparently makes me twitchy. Thanks.

Regarding your story, let me mull on that for a bit. I feel like I know some appropriate hooks for that idea, but I'm having trouble calling them to mind right now (it's getting late for me). Also, we're gonna have to find another moniker than 'sorceress' - there's pretty much the one Sorceress in this world. You still have the class, obviously, but the title is mildly important, plotwise.


I mean I haven't seen much of the show, but isn't it kinda like most injuries are basically just for one battle and then after the battle everyone is fine? If so, you could just give everyone the paladin's lay on hands ability based off of constitution usable only on themselves and call it healing surges. They can only be used outside of battle, but one automatically triggers if you go unconscious. Unless you have none left. Then just outlaw healing magic. I've used it before in games where there was no healing magic to keep the game balanced.

There would still need to be things like remove poison, or restoration though. I'm guessing there's no raise dead and the like in this universe either.


Viscount K wrote:
Tiny Coffee Golem wrote:

Regarding healing magic:

So infernal healing (WIz 1) takes up a 3rd level spell slot or three first level spell slots?

Hm. Sorry, you two, missed that one. Ordinarily, the answer would be three 1st-level slots. But that's an odd one, with the fast healing thing... Hm. It seems to me that how healing works 'round these parts makes this work differently, but I'm having trouble coming up with something different that remains about balanced to normal healing.

The first thought that comes to mind: It doesn't use up three spell slots, but instead causes the target to be fatigued. If the target is already fatigued, they become exhausted instead.
How's that seem?

** spoiler omitted **

That could work. So you can heal, but its physically demanding on your body. Definitely a downtime activity.

dm:

Hero labs output isn't the most elegant thing, but the info is all that and it drastically speeds up character creation. I can parse it out once everything is solidified.

Let me ponder what to be called other than Sorceress. I didn't realize it was more of a name and less of a title.


Jelani: Most of the time, yes, after battle, everything's fine, unless there were major injuries suffered. But that's pretty much what the triple natural healing is for. I figure if that's not good enough, then it was an actual injury, something that would hamper you for most of an episode, say - so no healing surges. On the other hand, there have been limited healing magics afoot in the world from time to time (She-Ra mostly, though I believe the Sorceress has once or twice, and there's been the occasional "medicine" or "ointment"), so it's not an option I want to totally deny players.
It's not the best option in the world, admittedly, but it's there.

And yes, neutralize poison and such are a thing, although usually it's accomplished by alchemy rather than magic. But most spellcasting is a hand-wave kind of thing in the show, so I'm mostly playing it by ear for this endeavor.


Honestly, if you want to have damage heal at a vaguely reasonable rate, maybe just make everything nonlethal. It's not like anyone in He-man ever got hurt for real.

Stripping magical healing is a thing I see done fairly often and it rarely works out well, much like when people want to remove magic items or some other random part of the system. The game's designed assuming all those things are available. With no magical healing it's *really* easy to grind a party down very quickly.

Also, how does this affect items with healing spells in them? A wand has a third of the charges?

IMO the best thing to do would be to just leave healing as is and handwave it. Sure, there wasn't a "Heal-Arr" or whatever in He-Man but again, nobody ever really got hurt unless the plot demanded it.


That might be a good house rule for Mythic characters.

"At the end of combat, 1/2 of all damage taken is converted to Non-Lethal damage." or something like that. If I remember right, they do something similar in Mutants and Masterminds to simulate comic book style recovery from combat fatigue.


I'm telling you, I've used the healing surge thing before and it works well. Make it out of combat only like I said, and it serves the purpose of making combat dangerous (you can still get knocked out), but probably not deadly (with a surge triggered, unless the blow would outright kill you, you will stabilize).

It also keeps you from having endless combats in one day or whatever, because if you take enough damage you're gonna run out of surges and then you're going to be really reluctant to get into another fight.

If you don't want to do it, that's fine, but I agree that arbitrarily changing the way healing magic works won't be a good solution. The nonlethal damage thing could work, but it also removes all the threat from things.


I can dig the 1/2 damage taken turns nonlethal thing. Other than that, I'm pretty cool with the way I had things laid out. Thanks for the suggestions, guys, I believe we'll just take the 1/2 nonlethal damage and otherwise leave things the way I laid them out.

Oh, and to answer your question about healing items - as I said originally, they cost triple.


I've removed/reduced healing (among other normally common effects) without much incident in a number of games. There's ways of making it work.

Having heroes just heal faster out of combat seems like a pretty good solution.


Here's the list of potentials as I understand it so far. Let me know if I've missed you. In no particular order -

Characters

  • Dare: Doomed Hero. Adopted prince of Eternos, one-time wielder of the Sword of Power.
  • Teckno: DM Jelani. Cybernetic refugee from another world.
  • Noble De-Man: Rokku. The result of a Horde project gone wrong, freed and redeemed by the power of the Sorceress.
  • Lycana: Zarisia. Wolfen princess, ambassador to Eternia and guard in the army of Eternos.
  • Unnamed Flying Tattooed Wizard Lady: Tiny Coffee Golem. Inheritor of ancient technomagic(?).
    DM Bloodgargler also expressed interest.

To the best of my knowledge, that's everyone, since Twilsemail and Mark Sweetman dropped out. I know one or two other people who've noted their interest in real life, so we'll see if they or anyone else pop in the next couple days, and then we'll see what we can do about getting this thing ready to roll.


Okay, so half damage taken is non-lethal and everything heals triple rates. As well as healing magic taking up three slots and costing three times as much. Is that correct?

Assuming it is, I'm changing one of my commonly prepared weird science gadgets to an active camouflage field (aka Vanish spell).

Edit:Can I craft my starting gear if I have the appropriate feats?


TC Golem:
I had a thought regarding the artifact thingy you might've come across.

Way back in Pre-ternia days, the original He-Ro was flung to the planet while infected with a techno virus. This virus wiped his mind and stunted his power, but is the eventual cause for Eternia's unprecedented mix of magic and technology today. You could have stumbled across the pool that the Elders assisted He-Ro with by drawing off the essence of the virus into it.
Naturally, the virus would've affected you differently than He-Ro, especially after so long being warped by the mystic energies of the ancient mages. As a product of modern Eternia, which has been shaped by the virus, exposure to it, rather than harming you, empowered you with its full strength.

Just the first thing that popped into my head. Whaddya think? Seems to fit the technomage thing you had going on.

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