Mindwarp:An Abysmal Sojourn through Time and Space

Game Master GM Grimm

GM Notes:

1540/1500 XP

Initiative:

[dice=Adoy the Sly]1d20+5[/dice]
[dice=Kitai]1d20+6[/dice]
[dice=Brin Walker]1d20+0[/dice]
[dice=Fraga]1d20+5[/dice]
[dice=Ilya]1d20+3[/dice]
[dice=creature]1d20+6[/dice]

Gallery:


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GM DeathbySuburbs wrote:
Doctor Calista De-Romana wrote:

GM Panic here, this is the Alt I will be using.

Still working on it, but seems to be going well.
Great work. Next, I need to know specifically what time (year) and place (land/country). It can be literally anything. Real or fictional.

Thank you GM, that is all in her 10 min background now, which has been edited. Also Fixed skill, powers and spells.

I need to do items but wanted to check background 1st.


ElbowtotheFace wrote:
When you say elemental are you referring just to acid, cold, electricity, and fire or could we make it something related to positive/negative/void ect.?

Yes. I mean cold, fire, lightning etc. Void could be a future evolution.


Here is Grumns backstory. I think everything asked for is contained and in order.

Grumns backstory:
A year ago he had been owned by a rather nice Dwarf. The Dwarf was not a nice owner, but he also was not a fighter. Grumn had been fighting his whole life. He was rather good at it. And sometimes he even liked it. But he did not like fighting just because someone else told him to. This Dwarf didn't fight. He fixed shoes. And he tought Grumn all he knew before he died. Grumn was then sold off again to a mercenary band as a Vanguard fighter

Grumn was enjoying himself. Enjoying himself was an experience Grumn had little experience with, what with the whippings and the blood and the pain. But for now, Grumn might actually say he was happy. He had just been sold back to a Drow family and was being kept in one of their many undercrofts until more permanent arrangements were made.
The room was large and empty, save for Grumn himself, and a pile of old boots. It was the boots in particular that were giving the Half Giant so much comfort. He liked boots. And shoes. And slippers, sandals and all types of foot coverings. He never got to wear shoes. But he knew how to fix them. Soles and laces and buckles. Leather and metal and lace. All made sense to the slave and working on footwear brought Grumn some peace of mind.
With a rattle of metal and old wood, the door to the undercroft opened and two figures walked in. "Get up! We are go" The voice was feminine and cut off as she saw the shoes. What was once a pile of old and useless footwear was now a clean, orderly line of pairs of boots and shoes. "What happened here? No matter. You are to bring everything here down to the incinerators. Feed the flames and keep them high and you shall live. Understand Oaf?"

Grumn looked up from his seated position at the Drow. He knew the women were worse then the men, and they wanted him to talk when questions were asked of him. "I uhh, You want me be burning things?" He held up the silk slipper he was working on. "Look mam, Gormuk fix. " The once tattered slipper looked impressive all things considered. It was not perfect, but the sole had been reattached and the lace on top had been reworked so it was not obviously fraying and falling off.

The Drow knocked the slipper out of Grumns hand and sneered. "you will burn all of this.. junk! It is revolting!" The HalfGiants eyes widened and watered. The Drow smashed the slipper under the sleek leather boot she wore.

"Please mistress. Not the shoes." Grumn whimpered.

The Drow Noble sneered. "Not the Shoes? Not the Shoes!" She slapped Grumn hard across his face, leaving a trail of blood from her nails. "Burn them." She said to her male compatriot. Without a word the other Drow motioned with his hand and a ball of flame erupted in the palm of his hand. "Yes Mistress" the Drow said before hurling the flaming ball at the line of shoes.

"No!" Grumn yelled and dove to protect the shoes, placing himself between the ball of flame and his shoes. With his arms across his face, Grumn prepared himself for the extreme heat he had experienced before- fire magic was not uncommon on the battlefield. The pain did not come however. Grumn slowly opened one eye and saw a shimmering field of energy directly in front of him. The last echoes of the fireball rolled off the edge of the energy barrier.

The Drow looked just as surprised as Grumn, neither reacting at first. Then, the woman's face erupted in rage. "you dare? I will rip the eyes from your head so you can see how pathetic you are!" The woman screeched, power flowing off of her.
Grumn was terrified. Somehow he knew he had made the shield. But he did not know how. His head was buzzing. The Drow seemed so very far away. He felt the power within him, just asking to be set free, or was it asking for help? Grumn did not know. The Drow Preistess began muttering an arcane incantation.
Grumn knew what he should do. What he needed to do. Grumn stood up to his full height- the first time he had ever done all in front of an owner and reached into the air. He could feel the call. It was overwhelming. In the open air of the undercroft, Grumn found his hand closing around a thick handle. He did not know what he was doing, it just seemed right. The Preistess stopped chanting, her spell sitting on her lips, the other Drow took a step back- fear on his face.
Above Gumns head, held by his hand, rested an enourmous sword. The sword crackled with energy and radiated a heat Grumn had never felt before. This heat was inviting and warm' welcoming his grip of the weapon. Grumn looked at the two Drow, his eyes glow by with power. "You don't burn shoes. " he said in a calm voice, radiating power.

The two Drow saw the sword and and the half giant and knew enough to know they weee in the wrong room. They backed out as quickly as they could, bolting the door behind them.

Grumn felt the power coursing through his whole body, echoing in the sword that had materialized in his hand. It felt right resting in his grasp. And then it happened. It started with a tug, as the sword pulled him off upwards. Grumns eyes widened as he realized he could not let go of the weapon. The sword rose higher into the air, pulling Grumn with it. Higher and higher. Impossibly high for the undercroft he was in. Grumn felt the sensation of traveling. He knew if he let go of the sword he would be lost- somewhere. But he could not let go. And the sword kept pulling him higher and higher, through space and away from the Drow.

Grumn had no love for the Drow or the underdark in general, but he did feel a twinge of fear as he was swept away. His life of servitude in the dark caves was all he know. He would not miss it. He did however spare a thought for the neatly arranged line of shoes he had left in the undercroft and lamented the fact that they would most likely be destroyed without him there to protect them.

EDIT: this all woild have happened around dawn and sometime just before the summer solstice. I did not include exact timing in the story as underdark slaves have little ability to determine time of day or year


And do you prefer activated abilities or static abilities?

I'll just post the idea

Cold Iron Great Axe
On hit target is effected by Slow (as per the spell) with the following changes.
-Fort Negates DC = 10+ 1/2 wielder level + highest of Int/Wis/Cha mod.
-Lasts only one round.
-No spell resistance
On a critical target is effected by Icy Prison instead with the following changes.
-Caster level is equal to his total Hit Dice.
-Fort Negates DC = 10+ 1/2 wielder level + highest of Int/Wis/Cha mod.
-No spell resistance


Never mind. Since this is first come first serve, I doubt I'll be able to finish before others. Especially since I don't know psionics too well.


It may take a while to find 4


ElbowtotheFace wrote:

And do you prefer activated abilities or static abilities?

I'll just post the idea

Cold Iron Great Axe
On hit target is effected by Slow (as per the spell) with the following changes.
-Fort Negates DC = 10+ 1/2 wielder level + highest of Int/Wis/Cha mod.
-Lasts only one round.
-No spell resistance
On a critical target is effected by Icy Prison instead with the following changes.
-Caster level is equal to his total Hit Dice.
-Fort Negates DC = 10+ 1/2 wielder level + highest of Int/Wis/Cha mod.
-No spell resistance

I like it. I will allow.


Conch wrote:

Here is Grumns backstory. I think everything asked for is contained and in order.

** spoiler omitted **...

Fantastic story. You are pulled to the place where the weapon resides and then to the weapon itself. You would not possess it before hand.


You said we can be from any setting? That opens up interesting possibilities. I've been on a bit of an Elder Scrolls kick, so maybe being a Blades aspirant could be neat. From the time when they were dragon slayers, rather than emperor bodyguards.


I like the proposal, but I wouldn't be able to guarantee posting twice per day... And I barely, if ever, post on weekends. I wouldn't want to hold your game, Suburbs.


Sundakan wrote:
You said we can be from any setting? That opens up interesting possibilities. I've been on a bit of an Elder Scrolls kick, so maybe being a Blades aspirant could be neat. From the time when they were dragon slayers, rather than emperor bodyguards.

Yes. 1920s New York City, Greyhawk, Golarion, Mars, it doesn't matter as long as you name the place and give me a year, real or fiction.


Other things that could help your chances. For flavor sake, unique and interesting items, racial and gender diversity, interesting background story. I have toyed with letting applicants create their own race. My hesitation is that it would be something else that I would have to study carefully.

Kind of like the heroes in Guardians of the Galaxy, although this campaign will not be that, the characters are diverse and interesting.


GM DeathbySuburbs wrote:
Conch wrote:

Here is Grumns backstory. I think everything asked for is contained and in order.

** spoiler omitted **...
Fantastic story. You are pulled to the place where the weapon resides and then to the weapon itself. You would not possess it before hand.

Alrighty. That is an easy edit. If I can, I'll look to maybe make an alias before selection is actually made and I can switch it there. Can't edit my post anymore.


Race creation would definitely make making an Elder Scrolls character easier. I was going to reskin an Aasimar as some kind of elf, maybe, but being able to build a Breton or Redguard from the ground up would be cool.

If you do it, I say run it like you are the weapons. Let the player build the race, then allow, tell them to tweak, or nix it entirely if it's too strong.


Sundakan wrote:

Race creation would definitely make making an Elder Scrolls character easier. I was going to reskin an Aasimar as some kind of elf, maybe, but being able to build a Breton or Redguard from the ground up would be cool.

If you do it, I say run it like you are the weapons. Let the player build the race, then allow, tell them to tweak, or nix it entirely if it's too strong.

What is the best RP limit? 15? 20? I'm concerned that the power might scare off some applications.


Motivation just skyrocketed. Hesitant is not a ban. Have you ever read the Codex Alera? I want to introduce the Canim to your world. They are essentially werewolves but naturally. Is not a curse or disease. They are just wolf men. Psychic Warrior/Slayer I think. Will be a kind of middle ground between intellectual brute and violent warrior.

15 RP points?


Yes. Let's go with 15 RP, and if any stock race is under-powered, I will grant them a bonus feat.


I am still expecting good role play and witty solutions to problems. Sometimes, these PCs will just need to tear the heck out of their aggressors.


Zayne Iwatani wrote:

Motivation just skyrocketed. Hesitant is not a ban. Have you ever read the Codex Alera? I want to introduce the Canim to your world. They are essentially werewolves but naturally. Is not a curse or disease. They are just wolf men. Psychic Warrior/Slayer I think. Will be a kind of middle ground between intellectual brute and violent warrior.

15 RP points?

Just make sure your PC does a doubletake when mine introduces himself (Kitai had such a nice ring to it, I had to take it).


Himself? Kitai was female.


She was, but it's a very gender neutral name. That was kind of the point.


Breton (15 RP):

Type: Humanoid (Human, Elf)(0 RP)
Size: Medium (0 RP)
Speed: Normal (30 ft.) (0 RP)

Ability Scores: Flexible (Dex and Wis). Bretons are natural mages, with an intuitive understanding of magic and the delicate hand gestures required to use it. (2 RP)

Languages: Linguist. Bretons begin play knowing Common and Elven. Bretons with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Lucky, Greater: Bretons gain a +2 racial bonus to all saving throws. Even the least Breton boasts an impressive resistance to magical effects. (4 RP)

Flexible Bonus Feat: Bretons draw from the best parts of the heritage of Man and Mer, and can begin play with one bonus Feat of their choice. (4 RP)

Skilled: Bretons are quick and intuitive learners, and gain 1 additional skill point per level. (4 RP)

There was one ability that fit better flavor-wise than Skilled, but I think it would have been too strong. Bretons are really good at Conjuration magic in the game, and start with Summon Familiar which conjures a ghostly wolf. A spell-like for the spell Ghost Wolf would be appropriate, but that may fall under "too strong". If you okay it, I'd drop Skilled for it.


The Canim are a large wolf-like race. They stand upright to a height of at least 7 feet. Their armies are divided into at least three castes: warrior, ritualist, and raider. The social customs of the Canim are consistent with a race of predators: Any signs of weakness will lead them to attack. If a leader appears weak, he is replaced. They have excellent night vision. Not much is known about them to the Alerans. Most of their knowledge is learned during the Canim's raids on the western coast of Alera. -Codex Alera wiki

Canim:

Monstrous Humanoid (3RP)
-Comes with Darkvision

Medium (0RP)

Base Speed: Normal Speed (0 RP)

Abilities: Standard (0 RP)
+2 Str, +2 Wis, -2 Cha

Language: Standard (0 RP)

Fast (1 RP)
-Prerequisites: Normal speed.
-Benefit: Members of this race gain a +10 foot bonus to their base speed.

Skill bonus (Intimidate) (2 RP)

Scent (4 RP)
-Prerequisites: None.
-Benefit: Members of this race gain the scent ability.


In the books, they are naturally frightful (Skill bonus) almost as fast as horses (Fast) and can hunt at night (darkvision). I don't remember them ever using their claws or teeth so I think they are not strong enough for fighting anymore. Their is another caste called the Makers that are essentially villagers that fought with improvised farming tools instead. Would I be able to add Powerful Build from the Half-Giant psionic race? I think it would cost less than 5 points. But that might be a little much.


Zayne Iwatani wrote:

The Canim are a large wolf-like race. They stand upright to a height of at least 7 feet. Their armies are divided into at least three castes: warrior, ritualist, and raider. The social customs of the Canim are consistent with a race of predators: Any signs of weakness will lead them to attack. If a leader appears weak, he is replaced. They have excellent night vision. Not much is known about them to the Alerans. Most of their knowledge is learned during the Canim's raids on the western coast of Alera. -Codex Alera wiki

** spoiler omitted **
In the books, they are naturally frightful (Skill bonus) almost as fast as horses (Fast) and can hunt at night (darkvision). I don't remember them ever using their claws or teeth so I think they are not strong enough for fighting anymore. Their is another caste called the Makers that are essentially villagers that fought with improvised farming tools instead. Would I be able to add Powerful Build from the Half-Giant psionic race? I think it would cost less than 5 points. But that might be a little much.

If it comes to a total of 15 RP, then ok.


One last thing. 11 points. Powerful Build is too much so I am leaving that out.

Language: Linguist (1 RP)
-racial language Canish (sounds like growling and alphabet is runic)


Doctor Calista De-Romana

Grumn Big-Toe are both ready concepts/PCs thus far. All four slots are still open.


Zayne Iwatani wrote:

One last thing. 11 points. Powerful Build is too much so I am leaving that out.

Language: Linguist (1 RP)
-racial language Canish (sounds like growling and alphabet is runic)

Ok.


ElbowtotheFace wrote:

And do you prefer activated abilities or static abilities?

I'll just post the idea

Cold Iron Great Axe
On hit target is effected by Slow (as per the spell) with the following changes.
-Fort Negates DC = 10+ 1/2 wielder level + highest of Int/Wis/Cha mod.
-Lasts only one round.
-No spell resistance
On a critical target is effected by Icy Prison instead with the following changes.
-Caster level is equal to his total Hit Dice.
-Fort Negates DC = 10+ 1/2 wielder level + highest of Int/Wis/Cha mod.
-No spell resistance

Yes. I will allow.


GM DeathbySuburbs wrote:
Philo Pharynx wrote:

I'm looking at a forgeborn Aegis/Psion called Rook. His armor is going to get more and more like a tower around him as he progresses.

As for his weapon, I was thinking of a crystal blade that covered the target in crystal. I was thinking something like a tanglefoot bag. They are entangled on a hit and then get to save against being frozen in place. Though hopefully the DC and amount of damage to free themselves would be level based.

Nice! Where was he plucked from and when?

I'm still not settled on that. I usually cycle a few times between working on crunch, which inspires a story, which involves re-doing the crunch, and so on. :)


No problem.


You know, I am thinking that this would be a really good place to take the Exotic Weapon Proficency feat and use one of the more unusual weapons :)
Also it looks like AoMF, SoP and 15pt race builder is available.

I think that I will nix the Psion Egoist idea and see what else I can come up with, with the new options :)

Lantern Lodge

Zayne Iwatani wrote:

Motivation just skyrocketed. Hesitant is not a ban. Have you ever read the Codex Alera? I want to introduce the Canim to your world. They are essentially werewolves but naturally. Is not a curse or disease. They are just wolf men. Psychic Warrior/Slayer I think. Will be a kind of middle ground between intellectual brute and violent warrior.

15 RP points?

What the Marat are way cooler then the Canin. But do love those books. Canin stand a minimum of 7ft so might make then large or give them something to like reach. they only used claws when possessed but did use a bite attack on occasion(if memory serves, reading thru the books a 3rd time atm)


PC setting
With my PCs background I went with a Sifi Magic-Tech feel. Space faring race living on vast city ships. Bit like the Eldar craft world ships in 40k and other such sifi/magic setings like the Iron hills for pathfinder.
I did want to give her the technologist feat is that possible GM.

PC Weapon. [The Crystal Blade]
Her weapon is the psicrystal she has, with Telekinetic Projectile and Far Hand she welds it with out holding it. A small dagger like projectile that dose slashing DMG, and for elemental DMG Sonic. It acts like an Adamantine blade. It may be small but it can just and damage just about anything with in 30' of her. I would also like it to have the wayfinder resonant ioun stones abiulty by plugging in ioun stones. Right now it has a ioun Torch so it can hover around her head. The thing is also intelligent in the way a psi crystal is, as its her psicrystal.

Just seems like a really cool idea to not have a BOOM weapon but something a bit more fun and Magi-tech feel.


Alecak wrote:
What the Marat are way cooler then the Canin. But do love those books. Canin stand a minimum of 7ft so might make then large or give them something to like reach. they only used claws when possessed but did use a bite attack on occasion(if memory serves, reading thru the books a 3rd time atm)

They are big but I would rather not make him overly powerful. Was actually thinking he might be smaller than average. In training to be in the warrior caste and used wits rather than brute strength. The blade has granted him the psychic powers after sensing his uniqueness and potential.


Doctor Calista De-Romana wrote:

PC setting

With my PCs background I went with a Sifi Magic-Tech feel. Space faring race living on vast city ships. Bit like the Eldar craft world ships in 40k and other such sifi/magic setings like the Iron hills for pathfinder.
I did want to give her the technologist feat is that possible GM.

PC Weapon. [The Crystal Blade]
Her weapon is the psicrystal she has, with Telekinetic Projectile and Far Hand she welds it with out holding it. A small dagger like projectile that dose slashing DMG, and for elemental DMG Sonic. It acts like an Adamantine blade. It may be small but it can just and damage just about anything with in 30' of her. I would also like it to have the wayfinder resonant ioun stones abiulty by plugging in ioun stones. Right now it has a ioun Torch so it can hover around her head. The thing is also intelligent in the way a psi crystal is, as its her psicrystal.

Just seems like a really cool idea to not have a BOOM weapon but something a bit more fun and Magi-tech feel.

Technologist feat is ok.


Joseph Bonkers wrote:

You know, I am thinking that this would be a really good place to take the Exotic Weapon Proficency feat and use one of the more unusual weapons :)

Also it looks like AoMF, SoP and 15pt race builder is available.

I think that I will nix the Psion Egoist idea and see what else I can come up with, with the new options :)

Great idea.


Accepted:

1. Dr. Calista De-Romana-Psion/Investigator
2.
3.
4.

Looking for three more.


GM DeathbySuburbs wrote:
Tenro wrote:

Hmm, I kinda want in on this, but not sure if i will have the time for character creation. I tend to take a loooooot of time on that.

Would you allow other 3rd party content alongside it? By way of example, I was thinking of a Spheres of Power character alongside something Psionic.

I don't have a SOLID concept yet, but I am thinking of a Cryptic (my favorite psionic class ever) combined with a Symbiat or Incanter.

Yes. The spheres of power seems to fit nicely here. What item would you create.

Hmm, it would be a tough call between a gauntlet or a staff. Probably a staff, since i am going with a relatively caster-themed character here.

not entirely sure on the limits of such an item, when you say "1 elemental item" i am thinking of like flaming/frost/shock/corrosive but i see someone came up with a cool idea based off of Ride the Lightning.

My character would probably be based a little more on the time/space aspect.


I get up god-awful in the morning with an idea, work on the crunch, then find that it probably steps of the toes of Doctor Calista De-Romana.

I'm going back to bed for a while.


Posting interest.

If I play a soulknife, can I use a crystal hilt as my +1 weapon?


Master Han Del of the Web wrote:

Posting interest.

If I play a soulknife, can I use a crystal hilt as my +1 weapon?

Yes


Submission for: Brin Walker Elan Soulthief Vitalist/World Walker Druid
World of Origin Terberis(ruled by Elementals)
Time 735th year of the Age of Cooperation(7th Age)

I haven't created the character sheet yet but the plan is to be a healing and telepathic network through the vitalist abilities and a literal tank in combat by wildshaping into the toughest creatures I can to bring the pain. He would start off with hide armour, quarterstaff and no animal companion until he is able to bond a new one. Not sure what to spend the gold on yet.

10 minute background:

Step 1 Write 5 background and concept elements that you feel are important to your image of the character.

1) Brin comes from a world no traditional gods have touched in millenia. A planet where the elemental lords have carved out territories and the inhabiting races are their subjects.
2) The fire elementals control the deep underground, the earth elementals most land masses and their inhabitants, the water elementals the oceans and those that dwell therein and the air elementals control the skies with several cliff cities and also floating cities powered by their magic.
3) Many animals have traveled with him at different times depending on his location, just before being pulled away he left behind a Lion watching guard over him while he meditated that morning.
4) He has traveled among all the different elemental lands except for the depths of the fire realms, only ever coming into contact in one of their several surface settlements that they build in the crater of dead volcanoes.
5) The druids of his world are all world walkers, never settling in one place or allying specifically to an element though he did prefer his natural birth environment with the earth underneath his feat.

Step 2 List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Brin desires to walk as many planes as possible and show new druids the path of the world walker and now that he has been transported somewhere else he is not fearful but excited.
2) I would like to see him become a master of planar travel(perhaps by finding a Staff of the Planes or Staff of the Magi).

Step 3 List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) Brin is more than just a druid. As an Elan he possesses psionic abilities that he has usually hid, not wanting the other druids to find out about the aggressive nature of his soulthief powers.
2) The amulet that called him saw in him a special strength, a divine connection stronger than other druids. He will slowly become aware of this as druid and vitalist powers merge, making him a fierce opponent.

Step 4 Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1) Drahk Walker. All druids on their planet are called Walker. Drahk was Brin's ally and mentor and one of the most respected druids he knew. If he discovers Brin missing he would likely try to find him.
2) Collin Feldern. A wizard traveler disguised as a thief. Brin met him accidentally when he was researching information about a special staff of great power.
3) Sephix Walker. A rogue druid who is aiding the fire elementals and has seen a vision of his worlds rebirth through a purification fire. Brin has faced him once but was defeated and left to die.

Step 5 Describe three memories, mannerisms, or quirks that your character has.

1) He knows the druid way of life he follows doesn't condone acts of violence but the times he has had to fight he has secretly enjoyed showing his might.
2) He can't help forming attachments to those in his network and the longer they stay in it the more he cares about them. This is another reason he is always on the move because he fears he will stop traveling if he grows too strongly attached.
3) Every morning when he meditates, a psychic projection float in fron of his chest. A flame which heats an earthen bowl holding water that is evaporating into the air. A peculiar image denoting the 4 elements.

I have designed the 'weapon' to be earth focused, also taking the corrosive weapon ability as the +1 equivalent.

Corrosive Amulet of Mighty Fists Unarmed and natural attacks do an additional 1d6 acid damage. Wearing the amulet also grants the Tremor Blast ability.

Tremor Blast (Su) The wearer gains Tremorsense 10 ft./2 levels (min 10 ft. and max 60 ft. at 12th level) while on the ground or floor(not flying, hovering or swimming). 3 times per day the wearer can stomp the ground as a standard action and trip up to 1 creature per level within the wearer's tremorsense range. Make 1 combat maneuver check and apply its result to each creature targeted. If all daily uses of Tremor Blast are depleted the wearer cannot benefit from Tremorsense for the rest of that day.


Hang on. How much can we add to the weapon?


Diamondust wrote:

Submission for: Brin Walker Elan Soulthief Vitalist/World Walker Druid

World of Origin Terberis(ruled by Elementals)
Time 735th year of the Age of Cooperation(7th Age)

I haven't created the character sheet yet but the plan is to be a healing and telepathic network through the vitalist abilities and a literal tank in combat by wildshaping into the toughest creatures I can to bring the pain. He would start off with hide armour, quarterstaff and no animal companion until he is able to bond a new one. Not sure what to spend the gold on yet.

** spoiler omitted **...

I love this character concept. I have some questions/small concerns. First is race. Are you absolutely connected to Elan, since I already have one. However, it might be interesting to have a male and female of the same race. Second, your magic item concept is intriguing, but the stomp makes more sense as a punch. Standing up from said punch would provoke AoO, so I would be willing to compensate your pc somehow for that, but I feel like the punch makes more sense with an amulet of mighty fists. I am ready to accept your character if we can resolve these two small issues.


Zayne Iwatani wrote:
Hang on. How much can we add to the weapon?

He is forgoing the +1 to add a 1d6 acid spray. Tremor Blast serves as the elemental element.

The 1d6 will only level when the +1 would change. I am not sure if I am going to allow the Tremor Blast to scale up or not. Our heroes will be facing some very intense situations.

Propose it. All I can do is say no. No harm.


Pursuit: This +1 Falchion gives the wielder extra insight into his opponents movements and can strike with lightning speed. You can take a single attack of opportunity once per round against movement that normally doesn't allow it such as 5ft steps, acrobatics, Stand Up Rogue Talent, etc.


Zayne Iwatani wrote:
Pursuit: This +1 Falchion gives the wielder extra insight into his opponents movements and can strike with lightning speed. You can take a single attack of opportunity once per round against movement that normally doesn't allow it such as 5ft steps, acrobatics, Stand Up Rogue Talent, etc.

Yes. That would be ok.

Lantern Lodge

when does recruitment stop?


Alecak wrote:

when does recruitment stop?

I was planning on ending it when I had 4 solid applications that intrigued me. It looks like it may take a bit longer than I thought. I have asked much from applicants.

Lantern Lodge

I'm trying to make a Marat race from the Codex Alera series. but a few things would need your input.

For Example every Marat in the books has a totem animal. so every Marat would have an Animal Companion? how many Race points would that be? Also they don't wear armor and aren't effected by the climate. So instead of wearing armor could i have them add another stat to AC along with Dex. (like 5th ED barbarians add Con mod to AC) Maybe they add the highest Mental stat Mod to AC. they also cant cast spells so would be a very physical race. What race points would that cost/refund?

As for the Weapon it would depend on the totem animal. but i really like a heavy Maul maybe with the ability to knock people prone or able to destroy walls easier.

Sorry lots to think about.

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