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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I am sorry. I started something.

Alecak wrote:

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.

It's gestalt. Take a class with an animal companion. Race points were not designed for that. Give them Energy Resistance (1 RP) cold and fire. It will also protect them from mundane cold and fire. And getting any other stat to AC can be easily abused. Race Points don't cover that either. You can get natural or dodge bonus to armor as a racial benefit.

Lantern Lodge

But every class with an AC casts spells and they don't do magic. (except you know who) guess i could go Skirmisher ranger.

and they don't wear armor...would be nice to get bone RP to go towards Natural armor because they don't wear it


Alecak wrote:

But every class with an AC casts spells and they don't do magic. (except you know who) guess i could go Skirmisher ranger.

and they don't wear armor...would be nice to get bone RP to go towards Natural armor because they don't wear it

Show me a Stat block or a racial point list and I will make a decision. I need more clarification on what you want. Both of those things would indicate the amount of power.


Alecak wrote:

But every class with an AC casts spells and they don't do magic. (except you know who) guess i could go Skirmisher ranger.

and they don't wear armor...would be nice to get bone RP to go towards Natural armor because they don't wear it

You can get a Companion with a Feat chain too. Make one side Monk, or Unchained for Wis to AC.

Lantern Lodge

What i have so far

3 Montrous Humanoid
^Darkvision
0 Meduim
0 Normal Speed
2 Flexible +2 Str, +2 Con
0 Standard languages
4 Defense Training, Greater +2 dodge
2 Natural Armor
1 Improved Natural Armor +2 Nat Armor
4 Skilled
3 Fleet Footed +2 Init and Run Feat
19 points

Race Doesn't wear Armor
Not affected by Weather temperatures
Does not tell an untruth. thinking of a something like below but with bluff

Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

And the race doesn't do magic

good point on the monk and wasn't aware of a feat chain for an AC.


Alecak wrote:

What i have so far

3 Montrous Humanoid
^Darkvision
0 Meduim
0 Normal Speed
2 Flexible +2 Str, +2 Con
0 Standard languages
4 Defense Training, Greater +2 dodge
2 Natural Armor
1 Improved Natural Armor +2 Nat Armor
4 Skilled
3 Fleet Footed +2 Init and Run Feat
19 points

Race Doesn't wear Armor
Not affected by Weather temperatures
Does not tell an untruth. thinking of a something like below but with bluff

Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

And the race doesn't do magic

good point on the monk and wasn't aware of a feat chain for an AC.

Can you deduct something with 4 RP. I know that you could change monstrous humanoid to humanoid and just lose darkvision. Perhaps flavor as well. Even though you don't cast, you will pick up psionics somewhere. Probably from gestalt class.

Lantern Lodge

Could get rid of Skilled. if your familiar with the books the race can see well at night, so darkvision is kinda key.

will build a character with this.


You could drop darkvision and I will allow.


Ok. Drop skilled and you are good.


As for companion, can it be something small that can be carried?


Alright, I've been thinking over some options. This is what I'm thinking:
The Thief: Soulknife (Psychic Armory/Gifted Blade) | Unchained Rogue (Phantom Thief/Hidden Blade)
-An aristocratic young man of intelligence and cunning, condemned for a crime that he did not commit (despite having committed many) and snatched away from his world right as he was about to take a long fall with a short rope.
-Psionic powers would be recently awakened and utterly alien to him.
-Distinct skill monkey and disdains combat.
-Magic Weapon: Some kind of +1 Crystal Hilt-type item that works with the Psychic Armory.

I'll put together a character sheet tomorrow unless you have questions or objections.


Master Han Del of the Web wrote:

Alright, I've been thinking over some options. This is what I'm thinking:

The Thief: Soulknife (Psychic Armory/Gifted Blade) | Unchained Rogue (Phantom Thief/Hidden Blade)
-An aristocratic young man of intelligence and cunning, condemned for a crime that he did not commit (despite having committed many) and snatched away from his world right as he was about to take a long fall with a short rope.
-Psionic powers would be recently awakened and utterly alien to him.
-Distinct skill monkey and disdains combat.
-Magic Weapon: Some kind of +1 Crystal Hilt-type item that works with the Psychic Armory.

I'll put together a character sheet tomorrow unless you have questions or objections.

I like the concept. I haven't seen a lot of action on tanks, but it would be interesting to see how he develops. What race?


Crunch:

Ilya
Maenad Aegis 1|Barbarian (Invulnerable Rager) 1 [Gestalt 1]
LN Medium Humanoid
Init +3; Senses - none, Perception  +5
_____________________
Defense
_____________________
AC 18, touch 12, flat-footed 16 
HP 14 (1d12+2)
Fort +4, Ref +3, Will +3
_____________________
Offense
_____________________
Speed 30ft
Melee Felchill +6 (3d6+9) x3
_____________________
Statistics
_____________________
Str 19, Dex 14, Con 14, Int 14, Wis 13, Cha 10
Base Attack +1, Base Saves +2/+0/+2

Traits
Deft Dodger
Perceptive

Feats:
Psionic Talent
Raging Hulk

Skills:
Perception: +5 (Rank +1, Class +3, Wis +1)
Climb: +7 (Rank +1, Class +3, Str +3)
Swim: +7 (Rank +1, Class +3, Str +3)
Acrobatics: +6 (Rank +1, Class +3, Dex +2)
Autohypnosis: +5 (Rank +1, Class +3, Wis +1)
Survival: +5 (Rank +1, Class +3, Wis +1)

Languages:
Common, Elven, Aquan

Gear
+1 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

Barbarian's Kit: This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin (9gp).
_______________________
Special Abilities
_______________________
Fast Movement
Rage 6 rounds
Astral Repair
Form Astral Suit
-Astral Skin: Nimble, speed (2)
-Astral Armor: Improved Damage, Brawn
-Astral Juggernaut: Fortify, Hardy
Custom Points: Augment Weapon, Retaliate
_______________________
Racial Abilities 
_______________________
Naturally Psionic: Maenads gain the Wild Talent feat as a bonus feat at 1st level. If a maenad takes levels in a psionic class, he instead gains the Psionic Talent feat.

Maenad Psionics: Maenad gain the following psi-like ability. 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. The manifester level is equal to 1/2 Hit Dice (minimum 1st). The DC for this power is equal to 10 + the power's level + the maenad's Charisma modifier.

Sonic Affinity: Maenads add a +1 to the DC of any spell or power with the sonic descriptor.

Outburst: Maenads can dampen their mental processes for an increase in raw power called an outburst. As a result, they take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Strength. The character must spend one power point at the beginning of each round during an outburst and may stop an outburst at any time.

Inner Rage: Maenads are able to rage one additional round per day should they have the rage ability and they gain an additional round per day every odd character level. In addition to using these rounds for rage, maenads may use them to fuel their outburst, instead of power points.

Ordered Rage: Maenads may take levels in the barbarian class even if they are of the lawful alignment.

Natural Sailors: Maenads have a +2 bonus to Swim and Profession (sailor) checks. In addition, they gain a +2 bonus to Acrobatics and Climb checks made on sailing ships.

Weapon Familiarity: Maenads are proficient with flails. Maenads treat any weapon with the word “maenad” in the name as a martial weapon rather than an exotic one.

Psionic Aptitude: When a maenad takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin


For weeks Ilya dreamt of something calling to him. Sometimes it would be the soft voice of a female, other times it would be a thunderous roar that would echo in his mind. One day during a battle with another ship he began to hear it. Once the battle was finished he laid down to rest below deck. As fell asleep the voice called to him again, this time louder than ever before. Ilya felt as if he began to fall or being pulled. Suddenly he slams into the sand, leaving his head reeling. When his head cleared and his vision straightened, he found his hands wrapped tightly around a Darkwood handle attached to the blue-black cold iron Axe head. He then raises his eyes to the tower before him.

Background:

• Ilya was born and raised amongst Maenad pirates who controlled a chain of islands.
• He had a violent temper and injured others a few times.
• He was ordered to find away to either control or harness his emotions or he would be exiled.
• He and a few courtships/lovers but nothing lasting.
• The Astral Suit he forms as an Aegis is representative of his attempt to control his emotions; while the Rage his him letting them flow in a more controlled manner.

Goals:

• Ilya's goals don't differ from most pirates, disregard women; aquire currency.
• He also hopes to be an example of controlling one's emotions and not being a slave to them.

Secrets:

• Ilya was once involved with wife of another ship's captain, and is possibly the father of their child.
• His crew was planning a mutiny against him and his captain.

Relationships:

• Dova, a young woman that Ilya fancies but backs off if he feels they are getting to close, she likes him but is confused why he keeps creating distance. She has only known him since he became in better control.
• Estoris, a friend and mentor he taught Ilya how to form Astral Suits and help set him on a path of control.
• Barg,  third in command on the ship and has eyes of being the captain and all that stands in his way is Ilya and the captain.


I have liked all of the concepts and weapons that I have seen so far. I'm not sure who is still in. If your submission is near ready post it.


GM DeathbySuburbs wrote:
Master Han Del of the Web wrote:

Alright, I've been thinking over some options. This is what I'm thinking:

The Thief: Soulknife (Psychic Armory/Gifted Blade) | Unchained Rogue (Phantom Thief/Hidden Blade)
-An aristocratic young man of intelligence and cunning, condemned for a crime that he did not commit (despite having committed many) and snatched away from his world right as he was about to take a long fall with a short rope.
-Psionic powers would be recently awakened and utterly alien to him.
-Distinct skill monkey and disdains combat.
-Magic Weapon: Some kind of +1 Crystal Hilt-type item that works with the Psychic Armory.

I'll put together a character sheet tomorrow unless you have questions or objections.

I like the concept. I haven't seen a lot of action on tanks, but it would be interesting to see how he develops. What race?

Probably a modified human of some sort, mostly aiming for greater skill access.

Lantern Lodge

GM DeathbySuburbs wrote:
As for companion, can it be something small that can be carried?

usually they fight along side the warrior. But I would be willing to treat it as a mount/ camp guardian if your worried about clutter.

Was thinking of going aegis if that's OK. Go with the skin armor and just let it be more or less more of my natural skin.

What type of things areally you looking at for weapon? Thinking of some sort of large mace or earthbreaker that knocks people back or prone. Does a smash on the ground and makes the earth ripple and trip people. Like the 30ft cone spell. Still need to work on it.


Kitai Wataru (Story):

Kitai was born the son of one of the Dragonguard, Akaviri inspired dragon slayers near the end of the first era. Growing up in the aftermath of Emperor Reman's assassination (and the subsequent disbanding of the Dragonguard for failing to prevent it), he was brought up from a young age instilled with a duty: Carry on the legacy. His father and their compatriots formed the Dragon knights, and taught their sons the dragon slaying techniques the Dragonguard had been famed for, that drove the dragons to extinction. Like the other children, Kitai knew no other life but this.

Unlike the other children, Kitai's father was a traitor. Early in his training his father began teaching him a separate set of techniques, supposedly ones unique to their family line. Like the others, he learned to fight with dai-katana and heavy armor by day. By night, his father taught him to move swiftly and quietly across the battlefield. Kitai thought nothing of this for most of his life. Into adulthood he believed his father to be a good man.

It was only on his deathbed that Kitai's father revealed the truth to him. He was a member of the Morag Tong, a group of assassins. THE assassins, in fact, who had killed the emperor. The emperor's assasination had been planned long before his death was actually carried out. Kitai's father (a Breton slave child) was trained at a young age in the art of assassination in the guild hall in Morrowind, sent to Cyrodiil to be adopted, or live to adulthood in foster care (shadowed by a brother of the Morag Tong to keep him safe, continue his training, and act as a reminder of his destiny). In his teen years he joined the Dragonguard, learning their techniques and insinuating himself into the organization.

The night of the Emperor's assasination, the other guards were murdered by his father, and the Morag Tong dealt him a grievous wound to cover his involvement. The assassins were able to simply waltz into the emperor's room, where they slayed him and his heir.

His story told, Kitai's father went passed. Distraught, sickened by the training his traitor father had imparted on him, and grief-stricken Kitai tried to commit suicide by falling on his sword.

In the year 2E 17, at the age of 19, Kitai Wataru left the world of Tamriel, in both body and spirit.

He awakens in the sand, dragged by unfamiliar figures. At first, Kitai believes he is dead, but he feels too much pain for that to be true. When the weapon appears, he is given hope. Perhaps he has been given a sign, forgiveness for the sins of his father?

And character sheet.

The sheet isn't quite done (still need to pick powers and skills) but mostly done.

Lantern Lodge

background:

As a young Marat, Fraga has yet to bond to his totem yet. Fraga is a rather large humanlooking individual who is looking for what life will give him. As all young marat Fraga wears a smock but once he is bonded and becomes a man all he wears is a loincloth. The belt around his waist carries what little he has to trade. While the sack hanging over his back is full of provisions for a journey. A journey he is not yet ready for.

While journeying to another clan to see if a bond might occur he gets a vision of a large clublike weapon he has never seen before. He wanders after the vision and stumiles into an unknown land. And the only thing he recognizes is this weapon he was chasing.

weapon:

+1 earthbreaker(or dire maul, if you let it) made of a hardened unworked ore. Once per day you can strike the ground and cause a ripple thru it and trips everyone is a 30ft cone in front of the wielder using the attack roll +5. When the weapon criticals, the target is knocked back 10ft and falls prone if able.


Alecak wrote:
GM DeathbySuburbs wrote:
As for companion, can it be something small that can be carried?

usually they fight along side the warrior. But I would be willing to treat it as a mount/ camp guardian if your worried about clutter.

Was thinking of going aegis if that's OK. Go with the skin armor and just let it be more or less more of my natural skin.

What type of things areally you looking at for weapon? Thinking of some sort of large mace or earthbreaker that knocks people back or prone. Does a smash on the ground and makes the earth ripple and trip people. Like the 30ft cone spell. Still need to work on it.

A bludgeon weapon would be fine. +1 for magical properties and to hit bonus and some elemental power for flavor and further destruction.


The Chess wrote:
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.

Give it a whirl. I'll bet posting goes slow from what I have experienced.


Master Han Del of the Web wrote:

Alright, I've been thinking over some options. This is what I'm thinking:

The Thief: Soulknife (Psychic Armory/Gifted Blade) | Unchained Rogue (Phantom Thief/Hidden Blade)
-An aristocratic young man of intelligence and cunning, condemned for a crime that he did not commit (despite having committed many) and snatched away from his world right as he was about to take a long fall with a short rope.
-Psionic powers would be recently awakened and utterly alien to him.
-Distinct skill monkey and disdains combat.
-Magic Weapon: Some kind of +1 Crystal Hilt-type item that works with the Psychic Armory.

I'll put together a character sheet tomorrow unless you have questions or objections.

Investigate a different race. One custom of even from a different game system.


Accepted

1. Dr. Calista De-Romana, android psi on/investigator
2. Brin Walker, Elan Vitalist/Druid
3.
4.


Looking for a brawler/egoist? Really, any two solid, complete applications.


I'll have that up when get uo tomorrow (rather late here)

So far it is a blue brawler/psion egoist. Busy, busy


chillblame wrote:

I'll have that up when get uo tomorrow (rather late here)

So far it is a blue brawler/psion egoist. Busy, busy

No problem, what race?

Lantern Lodge

http://www.myth-weavers.com/sheet.html#id=1085729

This is my Marat Brawler/Aegis(Aberrant)

still need to buy stuff but background and weapon idea is in previous post.

(the temp stats are the Aegis body transform thing instead of armor.)


Here is what I have for a Canim Paychic Warrior/Slayer. Just need to buy gear. Mostly going to be the basics. Armor will take up most of it.

Lantern Lodge

Complete. If a travelers Anytool is not allowed I'll readjust and buy more tools


I have a concept in mind that would need some appreciated GM input: a lunar knight, guardian of the people during the darkest hours, a slayer of the monsters that lurk in the shadows.

Classes would be Warder with the Zweihander Sentinel Archetype and Psion -most probably a seer or nomad-.
His magic weapon would be a curved two handed blade, the mark of his chosing as a Lunar Knight. I thought about using a falchion or scythe for the weapon, anyway.

Regarding the weapon's abilities, that's where I would need GM's input as I have an idea:
Thr Lunar Knight can, at will, as a standard action fire a moonlight burst ranged attack with short range(25ft+5ft/2lvls) dealing 1d6 damage per two levels from the blade. I thought that upon successfully hitting an enemy with the beam, the target is infused with moonlight for a number of rounds equal to the Lunar Knight Level. While marked the Lunar Knight can see it as if under bright light even in pitch black darkness and as a swift action the Lunar Knight can 'travel the light beams' to teleport adjacent to it.

I also thought that perhaps improving the Lunar Knight's senses during the night or underground where there's no light or some kind of buff while directly under the moonlight would be could but didn't want to make it too powerful.

Anyway, tell me what you think and I will start working into it so I have it ready as soon as possible.


Kitai Wataru:
Kitai was born the son of one of the Dragonguard, Akaviri inspired dragon slayers near the end of the first era. Growing up in the aftermath of Emperor Reman's assassination (and the subsequent disbanding of the Dragonguard for failing to prevent it), he was brought up from a young age instilled with a duty: Carry on the legacy. His father and their compatriots formed the Dragon knights, and taught their sons the dragon slaying techniques the Dragonguard had been famed for, that drove the dragons to extinction. Like the other children, Kitai knew no other life but this.

Unlike the other children, Kitai's father was a traitor. Early in his training his father began teaching him a separate set of techniques, supposedly ones unique to their family line. Like the others, he learned to fight with dai-katana and heavy armor by day. By night, his father taught him to move swiftly and quietly across the battlefield. Kitai thought nothing of this for most of his life. Into adulthood he believed his father to be a good man.

It was only on his deathbed that Kitai's father revealed the truth to him. He was a member of the Morag Tong, a group of assassins. THE assassins, in fact, who had killed the emperor. The emperor's assasination had been planned long before his death was actually carried out. Kitai's father (a Breton slave child) was trained at a young age in the art of assassination in the guild hall in Morrowind, sent to Cyrodiil to be adopted, or live to adulthood in foster care (shadowed by a brother of the Morag Tong to keep him safe, continue his training, and act as a reminder of his destiny). In his teen years he joined the Dragonguard, learning their techniques and insinuating himself into the organization.

The night of the Emperor's assasination, the other guards were murdered by his father, and the Morag Tong dealt him a grievous wound to cover his involvement. The assassins were able to simply waltz into the emperor's room, where they slayed him and his heir.

His story told, Kitai's father went passed. Distraught, sickened by the training his traitor father had imparted on him, and grief-stricken Kitai tried to commit suicide by falling on his sword.

In the year 2E 17, at the age of 19, Kitai Wataru left the world of Tamriel, in both body and spirit.

He awakens in the sand, dragged by unfamiliar figures. At first, Kitai believes he is dead, but he feels too much pain for that to be true. When the weapon appears, he is given hope. Perhaps he has been given a sign, forgiveness for the sins of his father?

Character sheet.

[spoiler=Raiu (Katana)]

+1 Mithral Katana, it has the following ability:

Speed of the Storm: Once per day per character level, move up to twice your speed in a straight line as a swift action, dealing 1d6 damage per level to every creature or object in your path. Any object (such as a door) that blocks your path stops this movement unless it is destroyed by the damage dealt. You are immune to electricity damage until the end of your turn.

Kitai is done. Gear is minimal because he was not ready for travel when he was transported. All he had on him was what he needed for a day of training in the compound (and a hunk of fine wood he planned to whittle later).


EmissaryOfTheNorth wrote:

I have a concept in mind that would need some appreciated GM input: a lunar knight, guardian of the people during the darkest hours, a slayer of the monsters that lurk in the shadows.

Classes would be Warder with the Zweihander Sentinel Archetype and Psion -most probably a seer or nomad-.
His magic weapon would be a curved two handed blade, the mark of his chosing as a Lunar Knight. I thought about using a falchion or scythe for the weapon, anyway.

Regarding the weapon's abilities, that's where I would need GM's input as I have an idea:
Thr Lunar Knight can, at will, as a standard action fire a moonlight burst ranged attack with short range(25ft+5ft/2lvls) dealing 1d6 damage per two levels from the blade. I thought that upon successfully hitting an enemy with the beam, the target is infused with moonlight for a number of rounds equal to the Lunar Knight Level. While marked the Lunar Knight can see it as if under bright light even in pitch black darkness and as a swift action the Lunar Knight can 'travel the light beams' to teleport adjacent to it.

I also thought that perhaps improving the Lunar Knight's senses during the night or underground where there's no light or some kind of buff while directly under the moonlight would be could but didn't want to make it too powerful.

Anyway, tell me what you think and I will start working into it so I have it ready as soon as possible.

sounds a bit powerful, but the flavor is great. Work it up and we can always scale it back.


And now the video game characters are popping up. Kitai's from Elder Scrolls and Emissary's is Diana from League of Legends


I'll see if any other inspiration comes up. My muse is having a hard time stepping away from the Confederation of Aligned Worlds Starship Valiant, though.


Zayne know his stuff. Diana is my inspiration.

Or more specifically, others like Diana that aren't featured in the game. The rest of Lunar Knights.

Ability fixes:

@GM: I have an idea to nerf the power.
It would be using a 'Moonlight Pool' for its uses. Something like the gunslinger's Grit Pool, you would have 3 + 1/2 levels (or Int modifier points, or Int +1/2 level points or an amount of the GM choosing) Using the Moonblade's ranged attack costs one point.
Possibility:If you defeat an enemy with the ranged attack or kill it while its marked, you regain one Moonlight point to a maximum of your daily uses.
Also, I thought it would be fair upping the teleport action usage to a move action, or a swift if spending another Moonlight point.
At 7th level it would become a Swift Action or a free action if spending an additional Moonlight point.
At 11th level it would become a free action, with the possibility to spend an aditional Moonlight point to do it so fast you catch the opponent flat-footed or something.

Finally I thought of something like adding
'At 7th level you can spend an additional Moonlight point to use the ranged attack in place of an attack instead of a standard action'


Sum-up: reducing the number of uses, upping the teleport time and other minor fixes.
If all changes are approved, combined with the 'can perceive marked enemies even while in darkness and stuff' it would mean the following:

At lower levels the ability is a nifty trick you can use for ranged damage or to close on an enemy.
At mid levels it allows to engage a challenging enemy of the Moon, swiftly travelling to them like the royal pain in the ass a Lunar Knight should be.
At high levels the Lunar knight could -if hasted or getting extra attacks from other source- mark different enemies and chain-teleport from one to the next, with the possibility of attacking them as he does so if there are enough attacks left.


1 person marked this as a favorite.
Zayne Iwatani wrote:
And now the video game characters are popping up. Kitai's from Elder Scrolls and Emissary's is Diana from League of Legends

You say that like it's a bad thing.


So, I have a different idea! This time I am thinking of creating a marksman, a human who will take on the mantle of the sniper.
So he will be a human Marksman/Musket Master with a focus on a black-and-blue filigreed musket.

Wind's Whisper wrote:

+1 Mithril Musket

The long-barreled rifle known as the Wind's Whisper is an omnious and highly accurate firearm. The Wind's Whisper has an ebony wood stock and deep blue Mythral relief with jade highlights, giving it a very deep, and almost translucent appeal, reminesent of the wind whistling through the rocks and grass. Remarkably the rifle is exceptionally light and accurate, capable of striking a target even 100 paces more distant as the rifles lightweight frame seems to slip effortlessly through the air.

The Wind's Whisper has the uncanny ability to strike both highly accurately and far targets with ease. The Wind's Whisperer has a range increment of 60ft and its user can spend a Move action to increase the accuracy of the next shot made that round, granting +4 to hit.

So, this is a +1 Mithral Musket with an air element (with increased range and accuracy instead of moar damage), allowing it to strike a further 20 and to do a sort of "pause and aim" moment, increasing accuracy, exactly like the Bullseye feat.

Also, do you mind if I modify the human with Low-Light Vision for 1 additional rp? Its a small nod to his keen senses.
Are these ok? If not, do you have any ideas?

Background:

Brian grew up on a farm out in the rural countryside with his, Ma, Pa, 7 brothers and 3 cousins. It was a busy lifestyle, full of family, friends and hard work, but it was fufilling in its simple beauty.
Brian lived for the simple joys in life, hard work, good food, tailgate parties with friends, there was even a girl and Brian liked nothing more then to go to the country fair with her, and sometimes show off his excelent sharshooting skills at some of the carnival booths (he was a natural, if unpracticed shot and the farm had an old rifle that was used to fend off wild animals, although the fact that even this was unusual is lost on him).

One day, in the middle of working out in the fields, and after he had sent his cousin off to get lunch, Brian just disapeared, for all the world knew he went up in smoke.
But for Brian he had a harrowing plummet upwards through strange space and a hard stop before being dragged forward and pushed to the ground. In front of him lay a long rifle, the most beautiful thing he had ever seen. He had no idea a rifle could gleam so marvelously and he just sat there, clutching it, oblivious to the goings on around him.

10 minute background

Spoiler:
Step 1 Write 5 background and concept elements that you feel are important to your image of the character.
1: Brian is a sniper, he only takes single shots and will never take feats like Manyshot.
2: Brian is an everyday farmer man. A key idea about him is that he is a non-magical, non-supernatural, non-mythical human in a very Magicaly focused, supernatural world with only a gun to protect him. How will he survive? How will he make his way in a world much larger then himself?
3: Consequentially he has 2 mundane(ish) classes and his roleplaying potential, is going to have to come from me, not his mechanics. I will still try and not overload his damage :p
4: He has a big family, and is used to having a lot of people around. He is party friendly and quite protective of them.
5: Brian is a natural shot (aided by a magical gun) but he is largely not very practiced. It just comes naturally to him. Similarly Brian has very good eyes and exceptional hearing buf he just assumes everyone else can see and hear as well as him.

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: I really want to see his personality develop. This is a challenge to see if I can create an interesting character without a block of crunch telling me how.
2: I want to see him turn into an actual sniper!
3: Brian wants to get back home. He wants to get back to his girl (but as soon as he gets there, he will want to leave again :p Wanderlust, and his girl will have moved on)

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: hes a farmer... He HAS no secrets...
2: That gun on his farm? His grandpa invented it. His grandpa was also a master gunsmith/sharpshooter who fought for the king. He then retired to the quiet life and now no one knows about it, or that Brian has such grand blood flowing througb him.

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: His Family. He has a large family and they are all close. He will talk about them from time to time.
2: His girl. The reason he wants to get home. He wants to get back to her. But...
3: Someone else. She will be with someone else when/if he gets back and for that reason he will leave again.
4: His grandpa. His grandpa was a famous Sharpshooter in the Smoke n' Smiths unit for the king. While he is retired now he still holds significant sway with the king, if ever he called upon it.
5: His cuz, Billy. Brians closest friend and confidant. He was also the last person to see Brian alive.

Step 5 Describe three memories, mannerisms, or quirks that your character has.
1: Kind and polite. He was raised up proper like by his Ma! And he is a generally kind soul.
2: I might talk in a hillbilly accent, if I think, I can pull it off.
3: He might have gotten as far as he has with minimal practice but he is going to start practicing a lot more as the game progresses as he reconizes his need and reliance on the weapon.
4: He might suck on a bullet as a kind of nervous habit. He also has a pipe with tobacco that he smokes when given the oppertunity.



Here is Conch's official submission. I think everything is in order with the change to the backstory you asked for.

Lantern Lodge

Grumn BigToe wrote:
Here is Conch's official submission. I think everything is in order with the change to the backstory you asked for.

If your using Large weapon does a size bigger in damage so 3d6 not 2d6.

full plate costs 1500g more then 1000g given and you have 5 background skill points...


If this is still going, I have a half-giant aegis/bloodrager that recently left a game. He was experimented on, giving him the aberrant bloodline. Uses a Large Dwarven waraxe.


Could have sworn I read 1500 g I fixed that armor. And gave me gold to compensate. Don't know if I want to spend it. I like only having the armor.
Thanks for the catch on the sword.
Forgot to add profession peddled, fixed.

I believe everything is fixed.

As far as my sword goes. Everyone is choosing fun things. So instead of just fire- could it add some movement abilities? Maybe dimension door certain times a day? And fly or hover maybe.

Lantern Lodge

Do we get 6 Background skills? or just 2 since we are only lvl 1? herolab wants to give you 6 it seems. do we get background skills at all?


Alecak wrote:
Do we get 6 Background skills? or just 2 since we are only lvl 1? herolab wants to give you 6 it seems. do we get background skills at all?

i built Grumn with Hero Lab too. Didn't question the amount of background skills. Maybe I should have.

EDIT: forgot my traits too. Fixed that.
Also fixed stats and skills to meet the nothing below 9 rule.


This is tough. I wanted to keep it at 4 PCs to manage the CR. It will be tough to choose. I need to carefully consider this.


Grumn BigToe wrote:
Here is Conch's official submission. I think everything is in order with the change to the backstory you asked for.

What is the elemental power of your weapon?


Grumn BigToe wrote:

Could have sworn I read 1500 g I fixed that armor. And gave me gold to compensate. Don't know if I want to spend it. I like only having the armor.

Thanks for the catch on the sword.
Forgot to add profession peddled, fixed.

I believe everything is fixed.

As far as my sword goes. Everyone is choosing fun things. So instead of just fire- could it add some movement abilities? Maybe dimension door certain times a day? And fly or hover maybe.

Dimension door, but reason able limitations.


EmissaryOfTheNorth wrote:

Zayne know his stuff. Diana is my inspiration.

Or more specifically, others like Diana that aren't featured in the game. The rest of Lunar Knights.
** spoiler omitted **
Sum-up: reducing the number of uses, upping the teleport time and other minor fixes.
If all changes are approved, combined with the 'can perceive marked enemies even while in darkness and stuff' it would mean the following:

At lower levels the ability is a nifty trick you can use for ranged damage or to close on an enemy.
At mid levels it allows to engage a challenging enemy of the Moon, swiftly travelling to them like the royal pain in the ass a Lunar Knight should be.
At high levels the Lunar knight could -if hasted or getting extra attacks from other source- mark different enemies and chain-teleport from one to the next, with the possibility of attacking them as he does so if there are enough...

She is pretty cool looking.


EmissaryOfTheNorth wrote:

Zayne know his stuff. Diana is my inspiration.

Or more specifically, others like Diana that aren't featured in the game. The rest of Lunar Knights.
** spoiler omitted **
Sum-up: reducing the number of uses, upping the teleport time and other minor fixes.
If all changes are approved, combined with the 'can perceive marked enemies even while in darkness and stuff' it would mean the following:

At lower levels the ability is a nifty trick you can use for ranged damage or to close on an enemy.
At mid levels it allows to engage a challenging enemy of the Moon, swiftly travelling to them like the royal pain in the ass a Lunar Knight should be.
At high levels the Lunar knight could -if hasted or getting extra attacks from other source- mark different enemies and chain-teleport from one to the next, with the possibility of attacking them as he does so if there are enough...

Sounds good!


GM DeathbySuburbs wrote:
Grumn BigToe wrote:
Here is Conch's official submission. I think everything is in order with the change to the backstory you asked for.
What is the elemental power of your weapon?

Fire. Sorry. I got ride of that part when I edited the backstory. Forgot to renter it.

Fire with some use of dimension door? I don't know the power level we are looking st. A number of times per day? Charged by power points maybe? I could see changing to lightning with the movement sub theme I am looking at. Eyeing the ellocater prestige class


Kitai:
Kitai was born the son of one of the Dragonguard, Akaviri inspired dragon slayers near the end of the first era. Growing up in the aftermath of Emperor Reman's assassination (and the subsequent disbanding of the Dragonguard for failing to prevent it), he was brought up from a young age instilled with a duty: Carry on the legacy. His father and their compatriots formed the Dragon knights, and taught their sons the dragon slaying techniques the Dragonguard had been famed for, that drove the dragons to extinction. Like the other children, Kitai knew no other life but this.

Unlike the other children, Kitai's father was a traitor. Early in his training his father began teaching him a separate set of techniques, supposedly ones unique to their family line. Like the others, he learned to fight with dai-katana and heavy armor by day. By night, his father taught him to move swiftly and quietly across the battlefield. Kitai thought nothing of this for most of his life. Into adulthood he believed his father to be a good man.

It was only on his deathbed that Kitai's father revealed the truth to him. He was a member of the Morag Tong, a group of assassins. THE assassins, in fact, who had killed the emperor. The emperor's assasination had been planned long before his death was actually carried out. Kitai's father (a Breton slave child) was trained at a young age in the art of assassination in the guild hall in Morrowind, sent to Cyrodiil to be adopted, or live to adulthood in foster care (shadowed by a brother of the Morag Tong to keep him safe, continue his training, and act as a reminder of his destiny). In his teen years he joined the Dragonguard, learning their techniques and insinuating himself into the organization.

The night of the Emperor's assasination, the other guards were murdered by his father, and the Morag Tong dealt him a grievous wound to cover his involvement. The assassins were able to simply waltz into the emperor's room, where they slayed him and his heir.

His story told, Kitai's father went passed. Distraught, sickened by the training his traitor father had imparted on him, and grief-stricken Kitai tried to commit suicide by falling on his sword.

In the year 2E 17, at the age of 19, Kitai Wataru left the world of Tamriel, in both body and spirit.

He awakens in the sand, dragged by unfamiliar figures. At first, Kitai believes he is dead, but he feels too much pain for that to be true. When the weapon appears, he is given hope. Perhaps he has been given a sign, forgiveness for the sins of his father?

Character sheet.

Raiu (Katana):

+1 Mithral Katana, with the Lightning element. It has the following ability:

Speed of the Storm: Once per day per character level, move up to twice your speed in a straight line as a swift action, dealing 1d6 damage per level to every creature or object in your path. Any object (such as a door) that blocks your path stops this movement unless it is destroyed by the damage dealt. You are immune to electricity damage until the end of your turn.

Accidentally nested my spoilers.


Hia GM DeathbySuburbs :)
Can I just get a quick yay/nay on my weapon?

Wind's Whisper wrote:

+1 Mithril Musket

The long-barreled rifle known as the Wind's Whisper is an omnious and highly accurate firearm. The Wind's Whisper has an ebony wood stock and deep blue Mythral relief with jade highlights, giving it a very deep, and almost translucent appeal, reminesent of the wind whistling through the rocks and grass. Remarkably the rifle is exceptionally light and accurate, capable of striking a target even 100 paces more distant as the rifles lightweight frame seems to slip effortlessly through the air.

The Wind's Whisper has the uncanny ability to strike both highly accurately and far targets with ease. The Wind's Whisperer has a range increment of 60ft and its user can spend a Move action to increase the accuracy of the next shot made that round, granting +4 to hit.

So, this is a +1 Mithral Musket with an air element (with increased range and accuracy instead of moar damage), allowing it to strike a further 20 and to do a sort of "pause and aim" moment, increasing accuracy, exactly like the Bullseye feat.

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