Tales from the Rusty Dragon - Rise of the Runelords (Inactive)

Game Master Tierce

A campaign reboot of a previous rise of the runelords


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I like it, kind of reminds me a bit of Dragonlance, after Summer Flame and before the war of souls where it was the Age of Mankind and the Fabric is like the coming of the War

What manner of races and such will be in it?


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Standard and Featured Races from the ARG, plus the three listed below. All made from the Race Builder.

Majar:

Majar Racial Traits:
+2 Charisma, +2 Dexterity, -2 Strength
Medium
Speed: 30 ft.
Low-Light Vision
Spell-like Ability, Constant: Detect Magic
Magically Adept: Majar get Magical Aptitude at first level.
Enclave Protector: Majar add +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.
Skill Training: Majar have Spellcraft and Use Magic Device as class skills
Weapon Familiarity: Majar are proficient with Scimitars and Bracer Bows.

Description:
Majar are not as tall as Elves but taller than Humans and have a physique similar to Half-Elves. Due to their magical nature, their skin tone consists of a range of Pale Violet to Pale Blue and hair that ranges from Dark to Bright Red. The most distinctive features of the Majar, is that their skin never ages past their young adulthood, the only indication of age is in their eyes. From birth to young adulthood their eyes are a Dull Gray. Upon reaching Adulthood, their eyes become a Dark Silver slowly getting brighter as they progress in age, finally becoming a Bright Sliver that nearly glows at Venerable.

Velmoru:

Velmoru Racial Traits:
+2 Wisdom, +2 Constitution, -2 Strength
Medium
Speed: 30ft
Ancient Foe-Vermin : +2 Dodge bonus to AC and +2 CMB Grapple vs Vermin
Healthy: +2 vs Poison and Disease (including Magical)
Natural Armor: +1 Natural Armor to AC
Bonus Feat: Self-Sufficient
Weapon Training: Two-Bladed Sword and Khopesh

Description:
The Velmoru are the native people of the Sea of Shifting Sand. These desert dwellers have about the same physique as humans, but their ears look more like three spine fish fins. Their skin is fairly tough, which certainly helps against the harsh wind storms that crop up from time to time. The Velmoru are also hairless and their skin tone ranges from red to yellow. Their eyes look like those of a normal humanoid, except for the fact that the whites of their eyes are various shades of green instead.
While a nomadic people, one Velmoru tribe maintains two ‘permanent’ camps at the northern and southern borders the desert region. It is at these camps, that the Kohatu Tribe hire themselves out as guides through the Sea of Shifting Sand.

Dunaux:

Dunaux Racial Traits:
+2 Intelligence, +2 Dexterity, -2 Charisma
Small
Darkvision 60 ft
Speed: 30 ft
Bite: 1d3 Damage
Frenzy: Once per day, whenever a Dunaux takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Skill Bonus: +2 to Sense Motive
Skill Training: All Dunaux get Sense Motive is a class skill.
Spell-Like Ability, Lesser (1/day): Detect Thoughts. Caster Level = Character Level
Bonus Feat: Dunaux get Alertness as a bonus feat.
Toxic Saliva: Dunaux get the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Dunaux can envenom a weapon that it wields or it’s bite attack with its toxic saliva. Applying venom in this way is a swift action.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Description:
Created by a Lich, known as The Night Mage, on the distant world of Auralis, the Dunaux began as vicious pawns of his army of minions. Designed to work as a single mind, these beings were linked telepathically with each other to facilitate ease of command. However, over the years they began to evolve with higher intelligence, eventually culminating into a sense of individualism. It was at this point that they rebelled against the Night Mage and freed themselves from his tyrannical rule.
In the decades following, they evolved further to the point that they were no longer of a hive mind. This did not mean that they lost their telepathy, for it is how they communicate and allows them to skim some the surface thoughts of those they encounter. Even though they are more highly evolved, they still have, from time to time, the ferociousness of their ancestors.
The Dunaux are similar to Gnomes in size and weight. The main differences are in skin, eyes, head and hands. Their skin ranges from black to dark blue, their eyes have no pupils and range from red to blue. While their hands only have four fingers, they have no issues manipulating objects.
One of the most distinctive features is the head. The face is narrow and angular with no nose, but two slits where the sides of it would be. Along the top sides of the head are two ridges that run back and join at the base of the skull. Then there is the lack of a mouth. In its place are three mandibles that function similarly to viper fangs. One starts from the chin and points up to the nose slits and the other two located on the outside of the slits pointed towards the chin. The Dunaux use these mandibles to inject one of two kinds of venom. First venom is for digestion purposes, it is injected into their food, which is then liquefied and absorbed through the hollow fangs. The second venom is a little more deadly, as it sucks the life right out of its victim. However a Dunaux can only use their Life-Stealing venom so much before running dry.
Even though they lack a mouth, the Dunaux have no issue communicating via Telepathy. This telepathy is primarily for communication, but they have other mental abilities that allow them to gain a sense of what others are thinking.


Dunaux sound cool :D


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

What makes them so?


I'm picturing them as small Protoss, with a bit of a zerg hive mind to them


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

That was part of the inspiration, as well as Predator. Hence the mandibles, only three though. Although, the hive mind no longer exists, but they are still telepathic.


Male Azlanti Thassilonian Transmuter 1

I like the Majar. ;)


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

That one was actually a collaboration between a friend and myself.


Male Azlanti Thassilonian Transmuter 1

They seem built to be sorcerer's and bards. So what about divine casters in your world, without gods they got no spells or what?


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

EDIT: Majar can also make fairly good rogues. The Nondetection certainly couldn't hurt.

They still get magic from The Fabric.

Actually had a thread about that sometime ago. Here. Warning: Contains meta-game knowledge.


Male Azlanti Thassilonian Transmuter 1

Alright so divine casters are still good. Just checking as I have been itching to play a mystic theurge. x3


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Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

For further analysis, Special Materials:

Blue Adamantine:

This metal is a rare form of Adamantine, which retains the same properties as regular Adamantine and wreaks havoc on active magical energy of all spellcasters. Casters hit with weapons made from this metal must make a Will save (DC 15 + ½ of the damage taken) or lose one random spell. Armor fashioned from the material have a chance of absorbing spells that target the wearer equal to the Arcane Spell failure of the armor. The absorbed spell crystalizes and leaves behind an inert powder that has no known value. Any spell casting done within 50 ft. of a vein has a 30% chance of losing the spell being cast. There is no known way to enchant items made from Blue Adamantine, due to the energy getting absorbed in the process, however, there are legends of some Blue Adamantine weapons that have drained so much spell energy from killing casters, that they began generating magical properties.

Frostfire Steel:

Found only in the island mines of the Lake of Burning Ice in Auralis. Weapons forged from by it deal 1d6 of Cold or Fire damage depending on the vulnerability of the enemy. For example, a Frostfire Longsword will deal fire damage to a Troll and Cold damage to a Fire Giant. Armor forged from this metal absorbs the first 5 points of Fire and Cold damage. Unprocessed ore deals 1d4 cold damage to exposed skin.


Male Azlanti Thassilonian Transmuter 1

I can tell you right now if I was a DM or PC I would abuse the blue adamantine from a certain level afterwards. Giving a tank type half plate armor with a tower shield will turn them into a spellproof monster, makes spell resistance look like nothing in comparison.

Example
A half plate armor with tower shield gives a 90% arcane failure. Now put that on a pure fighter, or worst yet a fighter with an armor archetype. Now get yourself a mantle of spell resistance just to increase your chances. Give them a longbow and sword with blue adamantine. Right there you have the unstoppable mage slayer, may as well tell your casters to go home. xZ

That's not even counting other applications I can think up for the material.

I would remove the blue adamantine as unbalancing. The Frostfire steel is fine, but I would make the price high sense as a material ability any enchantments would stack, at least I think they would.

Just my 2c. I certainly don't have all the info you do. ;)


I like blue adamantine, takes those Op high level casters down a peg when a simple fighter can take them down


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

@Zoruk - Well you are forgetting that you can't receive magical healing as well. Also it says spells that target the wearer. Plenty of AoE spells that don't target the wearer and you can't enchant the armor to protect against Fireballs. Oh, and it's also rare as hell, good luck finding it.


Male Azlanti Thassilonian Transmuter 1

If it's only target is the wearer then it is not to good for defense. More so at high levels you should not have many single target spells. But magical weapons would lose their abilities upon a hit. Sense it cant be enchanted then it is no threat as ammo, a simple protection from arrows spell or deflect arrows should block it. Unless it has some ability to get thru that in which case it would be abusive for archers, they don't require much metal after all and being adamantine it could be retrieved after use. As a melee weapon, no caster should ever be in melee. Its best use would have to be against monsters with magical protections I guess but not spellcasters. Well not smart ones. ;P

Btw that's kinda strange, if you cant receive magical healing that means that potions don't work on you with it on?

@Tierce
You have never seen a well built and properly geared fighter. Casters run out of spells, melee need gear. That's balance, anyways who has to make all your toys. Your welcome. xD


My group never gets to the high level stuff as we only run Paizo stuff and nothing is high level yet, except for maybe one module. Until recently, no one ever played a fighter, it was always barbarians and syntheist summoners


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

And this is why I am bouncing it off of you all. So, anyway thought how I can the metal achieve a similar result and work better mechanically?


Male Azlanti Thassilonian Transmuter 1
Darius Valinargus wrote:
And this is why I am bouncing it off of you all. So, anyway thought how I can the metal achieve a similar result and work better mechanically?

Sorry I may have had a brain fart. You mean the blue adamantine?

What are you going for with it?


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Yes the Blue Adamantine. Anti-Magic primarily, is what I'm shooting for. A tough metal that absorbs magical energy into nothing useful. I suppose, I could just make-up a new one, like I did the Frostfire Steel.


Male Azlanti Thassilonian Transmuter 1

Well the problem with anti-magic anything is that it's meant to be mid to high level. If you make it too powerful its game breaking, if you make it too weak then its pretty useless. I find that you have to give it a strong point but a weak one as well.

How about splitting its focus. Depending on the method of use the blue adamantine will be resistant/effective to etheir arcane or divine magic. Sense really all magic falls into one of the two. Also instead of direct spell absorption lets give it a stackable resistance to saving throws, when in weapon form it has the ability to bypass magical protections. While in armor form it protects against anything that is subject to SR and directly targets the subject. For example someone with blue adamantine armor and/or shield would be protected from a scorching ray or even a lightning bolt. But they would not be protected from a fireball because it not only targets an area but is a spread effect. They would also be vulnerable to things like phantasmal killer because it is not attacking you directly but rather your mind. Which makes the saving throw boast come in handy.

Maybe I am overthinking it but just my suggestion.

Edit- Tierce stay away from bolar's, I rolled two crits in one fight once and took the head off of a pair of PC's with the crack of my flaming whip. xP


Female Human Barbarian 5
Spoiler:
AC 15 (11); FF 13 (9); T 10 (6) | HP 13 / 55 (24/70) | For +6; Wil +1; Ref +3 | Perc +8; Init +2

hey I made a boo boo and got my Noro's mixed up please disregard my post ...will edit it if still have time


Too many Noros!!!


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Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Okay, how about this:

Mystisteel:

This blue metal has an unexplainable connection to The Fabric. It began to appear during The Rising, but is very rare and can only be forged in sunlight or moonlight on the longest day or night of the year respectively. Mystisteel forged in sunlight causes it to be effective against Divine spells, while the moon forged is effective against Arcane.

Weapons made from the metal drain mystical energy from the caster. Upon a successful hit, the caster must succeed at a Will Save (DC 15 + ½ Damage Taken) or lose a random spell. If the weapon strikes any magical defenses, the caster must make the same Will Save listed above or lose 1d2 defenses.

Armor forged from Mystisteel, gives a chance to negate any direct magic aimed at the wearer, equal to the Arcane Spell Failure of the armor. For example, a wearer of Moon-forged Mystisteel Plate Mail has a 35% chance to completely negate a spell like Magic Missile, but has no effect on a Fireball.

While items made from Mystisteel cannot be enchanted, there are legends of weapons and armor displaying magical properties after absorbing abundant magical energy.


Male Azlanti Thassilonian Transmuter 1

Reply:

That sounds a little better, just know that anyone with weapons or armor made of that stuff will be targeted and killed by any and all casters they come across. That spell stealing ability is just too threatening. I know if I came across it I would target that person above all enemies then promptly melt the stuff into slag and dispose of it. xP

I would lower the DC also. Power attackers will force the DC way higher then is reasonable for level, Shalluk right now can max his damage on a hit to 19 without a crit. Using your current DC formula that means a spellcaster would need to make a DC 24 will save, throw in a crit and see that number jump even higher. This is a level 1 no less, now take a rapid attacker into consideration. Even at low damage you force so many will saves at a minimum of DC 15 and easily DC 15-20 depending on ranged or melee type. That the spellcaster could lose spells in bulk per round is a bit much. I would also restrict the spell stealing ability to once per round. Like when you use poison you don't get multiple fort saves from the same weapon coated in the stuff, its one use per coating.

Again just my suggestions. I like the whole moonlight and sunlight thing by the way. ;)


I wanna be a creepy snake creature! :D


Male. Mostly. Human. Mostly. Archaeologist

Instead of a sexy snake creature?


Yes. Exactly.


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

@Lexibean - ???


The little dudes with Voldemort faces! :D


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Ohhhh, okay, the Dunaux. Well if I ever get this off the ground, you Tierce can run a pair of them.


Sure will, would love to play a fighter with some psionic powers, totally Jedi it up


LOL. Of course.


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Actually, the little buggers would probably make great Magi. Which I've always considered the Magus to be the Pathfinder equivalent to Jedi, especially the Blade Bound Magus.


Never considered the magus, and I've always wanted to play one! Perfect! We have my class for your setting!


:D Now I need a new class. HMMM.


Female Human Barbarian 5
Spoiler:
AC 15 (11); FF 13 (9); T 10 (6) | HP 13 / 55 (24/70) | For +6; Wil +1; Ref +3 | Perc +8; Init +2
lexibean wrote:
:D Now I need a new class. HMMM.

wait Lexi you have no class? you sound like my kind of girl...<wink>


Chicka!


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Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Okay, lowered Mystisteel weapon DC to 10 + 1/2 Damage Taken. Sound reasonable?


Male Azlanti Thassilonian Transmuter 1

Once per round or per hit?

The DC seems more fair like that and it will scale with the user so yeah sounds good at the moment. Now if someone makes a build where they do 100 dmg in one hit or something, then yeah expect me to whine. xP


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Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Once per round per weapon. I knew I forgot something.


Female Human Barbarian 5
Spoiler:
AC 15 (11); FF 13 (9); T 10 (6) | HP 13 / 55 (24/70) | For +6; Wil +1; Ref +3 | Perc +8; Init +2

I feel left out of the broken towers game...

poor Fulito no game for you


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

So Noro, what do you think of what I have so far?


Female Human Barbarian 5
Spoiler:
AC 15 (11); FF 13 (9); T 10 (6) | HP 13 / 55 (24/70) | For +6; Wil +1; Ref +3 | Perc +8; Init +2
Darius Valinargus wrote:
So Noro, what do you think of what I have so far?

i havent had the chance to look it over to be honest. My game just started a big ship to ship combat that I am trying to keep straight. but will take a look tonight.


Male Half-Elf (Drow-Blooded) Fighter (Weapon Master) 1 /\/\ HP 12/12 | AC 16 | T 12 | FF 14 | F +4 | R +2 | W +1 (+2 vs Enchant) | Init +4 | Per +4 |

Okay then.


No Posts tonight or Friday night as it's my RL games on both nights.


I'm going to cry!


Male. Mostly. Human. Mostly. Archaeologist

It's Call of Cthulhu tonight...but I'll probably slip in to make fun of people.


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

that ok Fulito can come by to entertain he doesn't have any game to attend...


Me neither, Fuliiiitooooo :<

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