| GM TPK |
The mighty runelords of Thassilon are incredibly powerful people, controlling vast portions of the mighty empire created by Xin. They are some of the most powerful people on Golorian, second only to their now deceased master.
Those as mighty as these arcanists enjoy the finer things in life though, and it has come time for one of those finer moments: The annual Runelord Dinner. And the first part of this event: Who will host this, getting a chance to flash their own power and wealth? An amazing deed that will display his/her power to be superior to his/her rivals for sure.
I am looking for seven players to play the seven Runelords of Thassilon. Though a roleplay heavy mini-adventure to begin with, it will not be without combat I assure you, as the runelords' intentions are never truly pure. In fact, certain rivalries are bubbling right behind the masks of the supposed allies, and they are almost ready to boil over. Who knows what will come out of this dinner?
This is an interest check for now, and with enough interest I hope to develop it into an actual recruitment. I prefer descriptive players over straight roll and go, but I appreciate almost all styles of play.
So, shall we dine?
| GM TPK |
Character creation rules will be coming out in a day or two. You will be creating your runelord, and Karzoug will be used as a creation template. It'll require lots of work. And there will be lots to put into it, but it should turn out alright. I expect magic items to be the most challenging part of creation
| GM TPK |
Of course, characters fight, not players. As long as no one takes it personalpy, it's all fun and games.
I ask that all players excuse my delay with the creation guidelines, they're taking a little bit longer to write up than expected.
In the meantime, lets hear who wants to play who. Don't worry of your preferred runelord is claimed by another player, go ahead and claim the same one. We'll figure out any overlaps later.
Thanks for all of your patience!
| GM TPK |
Alrighty, this is going to be broken into a few parts. Part 1 coming up now.
Part 1: Character stats
Characters are to be made with a 25 point buy.
You get an additional 25 stat upgrades from wishes cast over time. This cannot be used to boost a single stat more than 5 points.
All of the runelords use the Azlanti pureblood stats.
Every landlord gains a +3 to all mental stats due to age, but gains none of the negatives associated with old age.
All hit dice beyond 1st level are to be rolled when determining hit points.
The runelords were not on an equal footing when it came to determining their power. Therefore, the list here shows what level they are going to be considered as. If you have information that contradicts this, just let me know.
1. Xandergul (Level 20 wizard/4 tiers of archmage)
2. Sorshen (Level 20 Wizard/2 tiers of arcane trickster)- Vampire template
3. Azlant (Level 20 Wizard/1 tier of archmage)
4. Karzoug (Level 20 Wizard)
5. Zutha (level 17 Wizard)- lich template
6. Belimarius (Level 17 Wizard)
7. Krune (Level 17 Wizard)
For spells, the runelords are considered to have access to every spell available to wizards in their spellbooks. Standard opposition schools still apply. You are a specialist in the school associated with your wizard.
Part two will be gear, which will come out after the completion of part one.
| Phntm888 |
Assuming I'm reading this right, we do not get any traits. Is that correct?
Also, should we all be taking the Thassilonian Specialist archetype for Wizard, or just choosing those as our opposition schools as normal?
| BastianQuinn |
What I'm reading says the Azlanti pureblood get +2 to all stats? This'll be nuts. It's already crashed PCGen once.
HP: 20d6 ⇒ (3, 6, 5, 1, 2, 3, 1, 3, 4, 3, 2, 2, 5, 4, 1, 4, 3, 4, 4, 2) = 62
Stats
Base: 10, 13, 7, 17, 10, 17
Age : 10, 13, 7, 20, 13, 20
Lvls: 11, 13, 7, 23, 13, 21
Vamp: 16, 18, *, 25, 15, 25
Wish: 22, 22, *, 30, 20, 30
Race: 24, 24, *, 32, 22, 32
Final: STR:24(+7), DEX:24(+7), CON:*, INT:32(+11), WIS:22(+6), CHA:32(+11)
Imperious Human
Control School
I was pondering a familiar when it soft-locked.
| Monkeygod |
Some questions:
1) How much pvp are you expecting? Are we attempting to become the sole surviving runelord, or are just attempting to knock off a few of our rivals?
2) Would I be able to use both the Thassilon Specialist archetype as well as the Undead Master one?
3) How are you handling minions? If there are stated allies/minions for our chosen runelord, do we have access to them? Will we be able to create some unique ones?
4) This might be a dumb question, but I assume this game is taking place in Thassilon itself, and not present day Golarion?
5) Regarding gear, do we automatically get the magic items associated with our runelord, without having to pay for them?
| GM TPK |
1) PvP will become quite prevalent if it goes anywhere near how I imagined it.
2) Let me do a little research first.
3) Minions are allowed to escort the timelines to the dinner, but all minions must be left outside of the venue. Unless a summoned creature, stats will not be necessary. (Familiars are excluded from this rule)
4) Yes, this takes place after the death of,Xin, but before Earthfall. Though you all have divined its coming.
5) Gear will be addressed in the next phase of character creation, but your resources are almost limitless.
| Monkeygod |
Is the entire 'setting' just this one dinner party or is that just the opening gambit so to speak??
Also, as far as I can tell, the Thassilon Specialist is not a true archetype, but rather a specific form of specialization. Thus, I don't think it would interfere with my taking Undead Master as well.
| Phntm888 |
Okay, here is Xanderghul, without any equipment. I think I did the math write, and I need to fill in some languages, but most of it's good.
Xanderghul, Runelord of Pride
Male Azlanti human wizard (thassilonian specialist) 20/archmage 4
NG Medium humanoid (human)
Init +9; Senses Perception +3
Favored Class: Wizard
FCB: +20 Skill points
DEFENSE
AC 15, touch 15, flat-footed 10 (+0 armor, +5 Dex)
Hp 175 (20d6+100)
Fort +11, Ref +11, Will +15
Special defenses Hard to Kill
OFFENSE
Speed 30 ft
Melee by weapon +14/+9
Ranged by weapon +15/+10
Spellcasting (CL 20th; Concentration +32)
9th (7/day) - dominate monster (DC 32), mage’s disjunction, mass hold monster (DC 32), shades (DC 34) (2), solid greater shadow evocation (DC 33), wish
8th (8/day) - greater bestow curse (DC 29), greater shadow evocation (DC 33) (2), maze, mind blank, silent project image (DC 32), solid greater shadow conjuration (DC 32)
7th (8/day) - banishment (DC 28), greater shadow conjuration (DC 32) (2), greater teleport, limited wish, mass hold person (DC 30), quickened displacement, prismatic spray (DC 28)
6th (8/day) - baleful shadow transmutation (DC 32) (2), chain lightning (DC 28), greater dispel magic (2), greater shadow enchantment (DC 32), mislead (DC 32), permanent image (DC 32)
5th (8/day) - dominate person (DC 29), feeblemind (DC 29), hold monster (DC 29), persistent image (DC 31) (2), quickened magic missile, solid shadow conjuration (DC 30), wall of force
4th (9/day) - charm monster (DC 28), dimensional anchor, emergency force sphere, enchantment foil, enervation, greater magic aura, shadow conjuration (2) (DC 30), solid shadow enchantments (DC 28)
3rd (9/day) - dispel magic (2), hold person (2) (DC 27), major image (2) (DC 28), silent mirror image, vampiric touch
2nd (9/day) - hideous laughter (DC 26), minor image (DC 28) (2), shadow anchor, silent silent image (DC 27) (2), touch of idiocy (2)
1st (9/day) - charm person (DC 25) (2), expeditious retreat, magic missile, shadow trap (DC 27), shield, silent image (2) (DC 27), ventriloquism
0th - ghost sound, haunted fey aspect, mage hand, prestidigitation
Mythic Spells chain lightning, dispel magic, mislead, shadow anchor
Special attacks none
STATISTICS
Str 18, Dex 20, Con 20, Int 34, Wis 17, Cha 25
Base Atk +10/+5; CMB +14; CMD 29
Feats Conceal Spell, Craft Wondrous Item, Deceitful, Extend Spell, Greater Spell Penetration, Greater Spell Focus (enchantment, illusion), Greater Spell Penetration, Quicken Spell, Scribe Scroll, Shadow Gambit, Silent Spell, Solid Shadows, Spell Focus (enchantment, illusion), Spell Penetration
Mythic Feats Fabulous Figments, Mythic Spell Focus (Illusion)
Mythic Path Abilities Arcane Metamastery, Archmage Arcana (Wild Arcana), Eldritch Breach, Mythic Spellcasting, Mythic Spellpower (2/day)
Skills (ACP -0) Appraise +16, Bluff +35, Diplomacy +26, Disguise +10 Intimidate +17, Knowledge (arcana) +35, Knowledge (dungeoneering) +35, Knowledge (geography) +20, Knowledge (history) +35, Knowledge (local) +35, Knowledge (nobility) +20, Knowledge (planes) +35, Knowledge (religion) +35, Linguistics +33, Sense Motive +23, Sleight of Hand +6, Spellcraft +35
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Necril, Shoanti, Sylvan, Terran, Thassilonian, Undercommon, [13 others]
SQ Arcane bond (ring), arcane discovery (Immortality), arcane school (Illusion (Deception)), barred schools (Conjuration, Transmutation), cantrips, deceptive flourish +6 (misdirection DC 32), mythic power 11/day, mythic surge +1d8, Recuperation, subtle misdirection +5
Gear
| Vrog Skyreaver |
Okay, here is my gearless take on Belimarius. I've left some things blank, pending gear selection.
LE True Azlanti Wizard 17
STR 14
DEX 18
CON 22
INT 31
WIS 22
CHA 20
HP
AC
BAB 8
Init
Fort 5
Ref 5
Will 10
Speed 30'
Melee Touch
Ranged Touch
Skills: Bluff r17, Diplomacy r17, Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Religion) r17, Perception r17, Sense Motive r17, Spellcraft r17
Feats: Ascendant Spell, Defensive Combat Mastery, Empower Spell, Extend Spell, Greater Spell Penetration, Improved Counterspell, Improved Initiative, Parry Spell, Skill Focus (Sense Motive), Spell Penetration, Spell Perfection (Dispel Magic), Toughness
Class Features: Archetypes (Thassilonian Specialist), Arcane Bond, Arcane School (Counterspell - Abjuration; Resistance: 10, 1 element; Disruption: DC 15+Spell Level x2, 3+int mod/day; Counterspell Mastery: gain Improved Counterspell, Counterspell as an immediate 3/day), Arcane Discoveries: Defensive Feedback, Knowledge is Power
| Phntm888 |
Here's Xanderghul slightly redone, as I may have noticed that I accidentally prepared a spell I, well, can't.
Xanderghul, Runelord of Pride
Male Azlanti human wizard (thassilonian specialist) 20/archmage 4
NG Medium humanoid (human)
Init +9; Senses Perception +3
Favored Class: Wizard
FCB: +20 Skill points
DEFENSE
AC 15, touch 15, flat-footed 10 (+0 armor, +5 Dex)
Hp 175 (20d6+100)
Fort +11, Ref +11, Will +15
Special defenses Hard to Kill
OFFENSE
Speed 30 ft
Melee by weapon +14/+9
Ranged by weapon +15/+10
Spellcasting (CL 20th; Concentration +32)
9th (7/day) - dominate monster (DC 32), mage’s disjunction, mass hold monster (DC 32), shades (DC 34) (2), solid greater shadow evocation (DC 33), wish
8th (8/day) - greater bestow curse (DC 29), greater shadow evocation (DC 33) (2), maze, mind blank, silent project image (DC 32), solid greater shadow conjuration (DC 32)
7th (8/day) - banishment (DC 28), greater shadow conjuration (DC 32) (2), limited wish, mass hold person (DC 30), quickened displacement, prismatic spray (DC 28)
6th (8/day) - baleful shadow transmutation (DC 32) (2), chain lightning (DC 28), greater dispel magic (2), greater shadow enchantment (DC 32), mislead (DC 32), permanent image (DC 32)
5th (8/day) - dominate person (DC 29), feeblemind (DC 29), hold monster (DC 29), persistent image (DC 31) (2), quickened magic missile, solid shadow conjuration (DC 30), wall of force
4th (9/day) - charm monster (DC 28), dimensional anchor, emergency force sphere, enchantment foil, enervation, greater magic aura, shadow conjuration (2) (DC 30), solid shadow enchantments (DC 28)
3rd (9/day) - dispel magic (2), hold person (2) (DC 27), major image (2) (DC 28), silent mirror image, vampiric touch
2nd (9/day) - hideous laughter (DC 26), minor image (DC 28) (2), shadow anchor, silent silent image (DC 27) (2), touch of idiocy (2)
1st (9/day) - charm person (DC 25) (2), expeditious retreat, magic missile, shadow trap (DC 27), shield, silent image (2) (DC 27), ventriloquism
0th - ghost sound, haunted fey aspect, mage hand, prestidigitation
Mythic Spells chain lightning, contingency, dispel magic, mislead
Special attacks none
STATISTICS
Str 18, Dex 20, Con 20, Int 34, Wis 17, Cha 25
Base Atk +10/+5; CMB +14; CMD 29
Feats Conceal Spell, Craft Wondrous Item, Deceitful, Extend Spell, Greater Spell Penetration, Greater Spell Focus (enchantment, illusion), Greater Spell Penetration, Quicken Spell, Scribe Scroll, Shadow Gambit, Silent Spell, Solid Shadows, Spell Focus (enchantment, illusion), Spell Penetration
Mythic Feats Fabulous Figments, Mythic Spell Focus (Illusion)
Mythic Path Abilities Arcane Metamastery, Archmage Arcana (Wild Arcana), Eldritch Breach, Mythic Spellcasting, Mythic Spellpower (2/day)
Skills (ACP -0) Appraise +16, Bluff +35, Diplomacy +26, Disguise +10 Intimidate +17, Knowledge (arcana) +35, Knowledge (dungeoneering) +35, Knowledge (geography) +20, Knowledge (history) +35, Knowledge (local) +35, Knowledge (nobility) +20, Knowledge (planes) +35, Knowledge (religion) +35, Linguistics +33, Sense Motive +23, Sleight of Hand +6, Spellcraft +35
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Draconic, Elven, Giant, Ignan, Infernal, Necril, Shoanti, Sylvan, Terran, Thassilonian, Undercommon, [13 others]
SQ Arcane bond (ring), arcane discovery (Immortality), arcane school (Illusion (Deception)), barred schools (Conjuration, Transmutation), cantrips, deceptive flourish +6 (misdirection DC 32), mythic power 11/day, mythic surge +1d8, Recuperation, subtle misdirection +5
Gear
| BastianQuinn |
This is nuts. I'm going to have to write myself a play guide for this monstrosity. I'm open to critique.
Notably, I took Allied Spellcaster. Best way to ensure second place is to form a team. ;)
Medium Undead
Hit Dice: (20d6)+240 (302 hp)
Initiative: +11
Speed: 30 ft. (6 squares) ,
Armor Class: 24 ( +7 Dex, +6 natural, +1 dodge, ) touch 18, flatfooted 16
Base Attack/CMB/CMD: +10/+17/+35
Full Attack: Slam +17 melee ( 1d4+10 );
Attack: Slam +17 melee ( 1d4+10 );
Face/Reach: 5 ft./5 ft.
Saves: Fort: +17, Ref: +15, Will: +18
Abilities: Str 24, Dex 24, Con *, Int 32, Wis 22, Cha 32
Special Attacks/Qualities:
Arcane Bond (Su), Arcane School, Blood Drain (Su), Bonded Object, Bonus Feats, Bonus Skill Rank (Bluff, Bluff, Bluff, Bluff, Bluff, Diplomacy, Diplomacy, Diplomacy, Diplomacy, Diplomacy, Sense Motive, Sense Motive, Sense Motive, Sense Motive, Sense Motive, Spellcraft, Spellcraft, Spellcraft, Spellcraft, Spellcraft), Cantrips, Change Shape (Su), Channel Resistance (Ex), Children of the Night (Su), Controller School, Create Spawn (Su), Darkvision (Ex), Dazing Touch (Sp), Dominate (Su), Enchantment School, Energy Drain (Su), Eye for Talent, Fast Healing (Ex), Focused Arcane School, Force of Will (Su), Gaseous Form (Su), Immunity to Ability Drain (Ex), Immunity to Death Effects (Ex), Immunity to Death from Massive Damage (Ex), Immunity to Disease (Ex), Immunity to Energy Drain (Ex), Immunity to Exhaustion (Ex), Immunity to Fatigue (Ex), Immunity to Mind-Affecting Effects (Ex), Immunity to Nonlethal Damage (Ex), Immunity to Paralysis (Ex), Immunity to Poison (Ex), Immunity to Sleep (Ex), Immunity to Stunning (Ex), Imperious Human, Irresistible Demand (Sp), Necromancy Opposition School, Resistance to Cold, Resistance to Cold (Ex), Resistance to Electricity, Resistance to Electricity (Ex), Shadowless (Ex), Silver Tongued, Spider Climb (Ex), Transmutation Opposition School, Undead Traits, Vampire Weaknesses, Weapon and Armor Proficiency, Wizard, , , , , , , , , , , , , , , , , , , , Damage Reduction 10/Magic and Silver, Darkvision (60 ft.),
Skills:
Acrobatics +7; Appraise +25; Bluff +41; Climb +7; Craft (Alchemy) +15; Craft (Books) +15; Craft (Calligraphy) +15; Craft (Sculptures) +15; Craft (Tattoos) +14; Craft (Untrained) +11; Diplomacy +33; Disguise +30; Escape Artist +7; Fly +20; Handle Animal +30; Heal +6; Intimidate +24; Knowledge (Arcana) +30; Knowledge (History) +20; Knowledge (Local) +15; Knowledge (Nobility) +15; Knowledge (Planes) +20; Perception +35; Perform (Dance) +15; Perform (Untrained) +11; Ride +10; Sense Motive +40; Sleight of Hand +25; Spellcraft +34; Stealth +35; Survival +6; Swim +7; Use Magic Device +30;
Feats:
Allied Spellcaster, Arcane Strike, Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (Enchantment), Greater Spell Penetration, Martial Weapon Proficiency (Guisarme), Quicken Spell, Spell Bluff, Spell Focus (Enchantment), Spell Penetration, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Scribe Scroll, Toughness
Alignment: Chaotic Evil
Languages: Abyssal, Azlanti, Common, Drow, Dwarven, Elven, Hallit, Polyglot, Read Lips, Shadowtongue, Thassilonian, Undercommon, Varisian
| Monkeygod |
GM, the description of Zutha in Shattered Star p6 has the following:
Zutha, the Lord of Gastash, an undead creature not unlike a lich, but even
more powerful, horrible, and unique.
In order to represent him being more powerful and unique than the standard lich, would it be OK if I used the Dread Lich template for Zutha? Either instead of, or in addition to, the regular Lich.
| Vrog Skyreaver |
Sorsha, instead of dumping everything into Special Abilities, When you make your alias I would probably break them up based on where they come from (i.e. class features, vampire features, mythic features, and so on) and then make separate spoiler groups for each.
I would then probably put simple rules text for each ability next to them to remind you what they do.
Otherwise, you'll probably miss a lot of your rather important abilities.
I know I'm planning to do the same.
| Phntm888 |
Part 1: Character statsCharacters are to be made with a 25 point buy.
You get an additional 25 stat upgrades from wishes cast over time. This cannot be used to boost a single stat more than 5 points.
All of the runelords use the Azlanti pureblood stats.
Every landlord gains a +3 to all mental stats due to age, but gains none of the negatives associated with old age.
All hit dice beyond 1st level are to be rolled when determining hit points.
The runelords were not on an equal footing when it came to determining their power. Therefore, the list here shows what level they are going to be considered as. If you have information that contradicts this, just let me know.
1. Xandergul (Level 20 wizard/4 tiers of archmage)
2. Sorshen (Level 20 Wizard/2 tiers of arcane trickster)- Vampire template
3. Azlant (Level 20 Wizard/1 tier of archmage)
4. Karzoug (Level 20 Wizard)
5. Zutha (level 17 Wizard)- lich template
6. Belimarius (Level 17 Wizard)
7. Krune (Level 17 Wizard)For spells, the runelords are considered to have access to every spell available to wizards in their spellbooks. Standard opposition schools still apply. You are a specialist in the school associated with your wizard.
As long as he's a level 20 Wizard (Thassilonian Specialist) with Greed as his specialty, you can re-work Karzoug however you want.
Although, the GM hasn't posted in a while, so I don't know if this is still happening or not.