The Avalon Chronicles

Game Master lynora

This is a high level rules light game set in a school for magical kids, kinda a mash-up of Soul Eater, Harry Potter, and X-Men. :)


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Male (?) Unknown, (Host Body) Drow Metal Elementalist 17

Iynora:

Sent you an email.

Shadow Lodge

Hm, where was I? Oh yeah...

*bangs head against desk*

I feel better now.


Female awww, but that would be telling unknown

I resemble that remark...teacher driving me nuts....chemistry and disorganization do not go together. Grr.

Shadow Lodge

Considering you are the reason for the head banging... you do indeed resemble that remark. >.>


Female awww, but that would be telling unknown
Dragonborn3 wrote:
Considering you are the reason for the head banging... you do indeed resemble that remark. >.>

Hah. I'm being dense. Deliberately.

[redacted]

Shadow Lodge

Well, if you're so dense maybe I should use your head to bang the desk with! ;)


For anyone wondering why my 5 year old and two 4 year olds have such a fine grasp of their language skills, remember the card.


Male Elf Bard 20

Iynora:

Sent you a email...again


Female awww, but that would be telling unknown
Gaelvin Sieti wrote:
** spoiler omitted **

and responded.


Male Elf Bard 20

Is it wrong that I happen to have a dragon song of compulsion. :D


Considering how fast you'd get shut down for trying to control other students(it's been happening a lot recently)? Only a little bit.

Don't forget that Lysander and Ephebe are on guard for attempts at mind control. While I can't speak for my niece, when it comes to his little cousins I can tell you Lysander is more like to attack first and not give a damn about questions later.


Male Elf Bard 20
Headmaster Ryo wrote:

Considering how fast you'd get shut down for trying to control other students(it's been happening a lot recently)? Only a little bit.

Don't forget that Lysander and Ephebe are on guard for attempts at mind control. While I can't speak for my niece, when it comes to his little cousins I can tell you Lysander is more like to attack first and not give a damn about questions later.

It does not control, it acts more like a suggestion. Anyways he is not considered a student or even a visitor. You got someone walking around your school no one knows anything about and you dont know how he got in. Really his ability to compel dragons seems very minor considering. ;)


Gaelvin Sieti wrote:
It does not control, it acts more like a suggestion.

Hypnotism can't make a person do something they wouldn't normally do, but it is still a form of mind control. If you compel someone to do something through magic, be it song or spell, it is still mind control.

Gaelvin Sieti wrote:
Anyways he is not considered a student or even a visitor. You got someone walking around your school no one knows anything about and you dont know how he got in. Really his ability to compel dragons seems very minor considering. ;)

Do you have any idea how many of the students in this school started out exactly like that?


Male Elf Bard 20
Headmaster Ryo wrote:


Do you have any idea how many of the students in this school started out exactly like that?

Two?


Female awww, but that would be telling unknown

While on the one hand I was sad that things were slow on my afternoon off, I do actually have my homework done ahead of time. Which means I actually have a free evening for a change. I am so looking forward to finally getting a chance to watch the True Blood season finale. And to open that bottle of spiced wine I've been wanting to drink for days, but haven't dared because it would make me too sleepy to do my homework. :)


Male Drow (noble) 14 Ranger

Here's wishing you a pleasant stress-free evening then :)


Female awww, but that would be telling unknown
Kryzbyn wrote:
Here's wishing you a pleasant stress-free evening then :)

Thanks. I'll need it I'm sure after the mind-killing experience that is curriculum night. ;P

(My son's school does this thing that's sort of like parent orientation and mostly I have to go so I can get a good time slot for parent-teacher conferences. I hates it. Lots of noise in echoey spaces = motion sick me.)

Shadow Lodge

Sorry things were slow.

Now let's hope the wine is actually wine and not something more vampiric as she watches True Blood...


Female awww, but that would be telling unknown
Dragonborn3 wrote:

Sorry things were slow.

Now let's hope the wine is actually wine and not something more vampiric as she watches True Blood...

lol. Yeah, it's always funny to sit and watch a vampire show while drinking red wine. :D

Shadow Lodge

lynora wrote:
Dragonborn3 wrote:

Sorry things were slow.

Now let's hope the wine is actually wine and not something more vampiric as she watches True Blood...

lol. Yeah, it's always funny to sit and watch a vampire show while drinking red wine. :D

Reminds me of the time I was Trick Or Treating and people were handing out cans of Big Red with a piece of paper to them that said "Blood".


Female Kobold
Dragonborn3 wrote:
and people were handing out cans of Big Red...

A neighboring town used to have a wild rooster mascot named Big Red. He got killed by a dog.

I am assuming your post does not refer to him, but something like tomato soup. Which is almost as confusing--who gives out tomato soup on Halloween?

I guess I could put forth a tremendous effort and Google the thing...

*Sigh*

Fine, fine. But only because every second I waste there is a second I don't spend worrying about NaNo.

UPDATE! I have Google'd it, and it is a type of soda.

I'm about to check and see if Goblins has updated. Stay tuned.

EDIT: Nope, still hasn't updated.

Aren't you guys glad I'm here? I really keep things from getting dull, don't I?


Female awww, but that would be telling unknown

You doing NaNo again this year KC? Well, good luck if you are. I know a few people who are, but I don't see them much anymore since I dropped out of the writing group. It turns out I can only write in a situation like pbp where I have at least one other person to bounce things off of. Working by myself makes me more than the usual amount insane. :)


Female Kobold
lynora wrote:
Working by myself makes me more than the usual amount insane. :)

But, logically, that'd result in even more content for roleplaying! ;D


Male Drow (noble) 14 Ranger

Lyn, e-mail comin your way!


Female awww, but that would be telling unknown
Kryzbyn wrote:
Lyn, e-mail comin your way!

Email replied to. And my late series of posts are an excellent example of drunk typing...yeah, I can't tell the difference either. Scary that.


Male Drow (noble) 14 Ranger

LOL!
Well, I replied to your reply!

Time for sleeping!!

Shadow Lodge

So much LOL!

Shadow Lodge

Gotta go in a couple minutes, so I'm going to hold off on having Lysan wake Ephebe up.


What it says on the tin; Caffiene addict 20

Hello everyone. I was just invited to join the game and i'm very excited! I was hoping to do a little crowd sourcing to ask a few questions from the people involved.

1) What is everyone playing (Race/Class)? I've looked at some character profiles and it's all very diverse.

2) I like casters. Thoughts for playing a "rules light" game with a caster type?

3) What did you learn while playing that you think wish you knew when you started?

Thanks everyone.

TCG

p.s. I'm leaning toward some sort of casting construct type, if It's even possible. Or just somehting fun from the Monstrous Manual.


Female awww, but that would be telling unknown

A couple of things.

1. For Ryozo...I was thinking maybe Luck or Deception? Let me know if either of those work.

2. Hey, guess what? Potential new player! :)
So I'll be posting up the Agartha background info again.

As far as contructs go, Solivala is sort of the overlord of all constructs (silly DM forgot this once and accidentally gave the players a free adamantine golem for their very own >.<) and is also basically a flesh golem. We also have a super necromancer. The only summoner is a bad guy who made one cameo so that's still wide open, there's no illusionists really, and I'm thinking that enchantment could work without stepping on too many toes. And evoker. Cause you can never have too many evokers. ;P
And I'm sure I'm missing many other potential concepts there as well.

Shadow Lodge

Well if it isn't Coyote! Good to see you're interested in my little pbp![/evil guy mustache twirl]

1) Diversity is welcome. Like Lyn said back in the thread she found, playing a dragon(not a drake like pseudos or faerie dragons) will require discussion. I already have an idea.

2) I made up "spells" as I went in the Original Agartha game, to simulate Card magic. I did use actually spells as models though. Magic is weird(just ask Ormarr, the ambient snake mage, and Adsila, the ambient plant mage) so make up something if you want.

3) Storytelling. This is one massive story, and your writing abilities are going to improve. Deal with it! ;)


What it says on the tin; Caffiene addict 20

From the other thread before I read the above:

humm... That leaves a lot of possibilities. ;-) I'll tell you now I'm the type of player who will test your limits, but feel free to tell me I'm going overboard. For example off the top of my head I have a lvl 16 wiz/master summoner Gestalt in my head. If his race was consttruct or extra planar all the better. ;-)


Female awww, but that would be telling unknown

Agartha Background Info

History:

Spoiler:
The world of Agartha was created by a group of amethyst dragons. They used magic to create a world within a world, bigger on the inside than it was on the outside. From the outside it is a small desolate planet at the fringes of the Empire, not even worth noticing. Inside it contains many different types of environments, even an artificial ‘sun’. Many ‘lost’ civilizations make their home inside Agartha. Underwater cities, desert tribes, mysterious jungle temples, remote mountain fortresses and more can all be found within this unusual world along with races of all descriptions. It has been many centuries since Agartha was formed and much of this history has been lost. People have forgotten that their ancestors ever lived on any world but this one or that other worlds even exist.

Wards and Extraplanar Travel:
Spoiler:
In order to protect this world they made and turn it into a true haven from their enemies, the builders of Agartha fashioned wards to protect it and cut it off from any possibility of attack. No extraplanar travel to or from Agartha is possible except under very unusual circumstances. Due to the neglect of centuries small cracks have begun to appear in the wards, but even that is not enough to outright break them, nor would it be desirable to do so. There are things that can bypass the wards (like Death, and Time) but those are few and far between, and have a fairly high chance of killing you in the process, like the faulty star gate that brought Tamrin to Agartha….at an altitude of several thousand feet. In short, if it can mess with reality it can get in and out of Agartha. Wish and Miracle aren’t enough though. And for those few capable of getting past the wards it is still a very difficult and draining thing to do.

The Dragon Empire:
Spoiler:
The overall setting in which our little world exists is based off the Dragonstar campaign setting. From Wikipedia: Dragonstar is a futuristic magic-meets-machine campaign setting created by Fantasy Flight Games for Wizards of the Coast's D20 role-playing game system. The setting describes a galaxy under the dominion of the Dragon Empire. The Dragon Empire is a huge bureaucracy, ruled over by the ten houses of dragons, five chromatic and five metallic, led by Mezzenbone, a red dragon of immense might and evil disposition, who sometimes travels on board The Maleficant, one of the few remaining immense Dreadnought class warship spacecraft. Across the galaxy, the same fantasy races are found to inhabit countless worlds, sometimes living in great technological civilizations or magically advanced medieval cultures. When the inhabitants of many of these worlds took to the stars by magic or machine (usually both), they were amazed by their similarities. Even their languages were the same, although different dialects had evolved on the various worlds. Both scientists and archmages alike tried to come up with a logical explanation of why most worlds were almost the same, but they were stumped. Eventually, a predominant religious leader of unknown origin emerged and proposed that all the gods of every religion were the same, just different aspects of the twelve "True Gods" and their hybrid faiths. The Dragonstar setting can easily combine preexisting D20 material and settings. A PC group can be made up of character races and classes in any combination and be rationally integrated with little work. It is similar to the classic Spelljammer setting by TSR, although Spelljammer was essentially "fantasy in space", with all space travel explained through magic rather than technology, Dragonstar is more science fantasy; fighters use lasers, machine guns, and grenades, and characters fly in starships through solar systems, although things that are impossible due to our current understanding of physics, such as faster-than-light travel between stars, force-fields, and teleportation, require magic.

Dragons and Hunters:
Spoiler:
The reason that the amethyst dragons had to create the world of Agartha in the first place stems from a disagreement that they had with their brethren way back when the Empire was new. The gem dragons argued for the rights of the other races and were declared traitors by both metallic and chromatic alike. After many of their people were slaughtered in a brutal attack on their home world, the remnant began building a refuge where they would be safe from further attacks. Those allies of theirs who wished to leave the Empire were invited to join them in exile and many took them up on this offer. Unfortunately a group of assassins hired by the gold dragon then in charge of the Empire (the metallics and chromatics take turns running things) managed to insinuate themselves into the refugees. The Hunters were the best of the best and they knew how to play a long game. They started a religious movement, convincing those that knew them how very righteous they were. In the meantime they began the other half of their mission by secretly stealing into dragons’ lairs and smashing eggs or killing hatchlings. In time they began to spread lies about how dragons were evil beasts who desired nothing more than killing and destroying and therefore must be destroyed themselves. It was all too easy to make these lies stick to the increasingly reclusive amethyst dragons, and soon they had plenty of willing help as they continued to destroy the dragons’ young. While there were occasional battles versus adult dragons, their most common target remained the eggs and hatchlings. After many centuries of this their strategy was very nearly successful. The last living adult dragon after the death of her mate who gave his life to allow her escape took her last clutch of eggs and fled, using Wishes to hide her children in plain sight among the other races. Having made them as safe as she could, she turned towards vengeance, using all the resources of those who had left to wage a desperate war against the Hunters. A successful war except in one thing. She could not bring herself to kill the Hunter’s children, so she let them live.
It has been many centuries since dragons have walked openly in Agartha and most people believe them to be nothing more than legends. The superstitions sown by the Hunters are considered common knowledge and a native of Agartha would likely feel fear and panic on seeing an actual living dragon. All but a very few ancient records of the truth of the dragons history regarding the building of Agartha survive and they are not known to many. The existence of and history of the Hunters is known only to the Hunters and the dragons they hunt.

Arcane Gunslingers:
Spoiler:
The Arcane Gunslingers have existed on the fringes of the Dragon Empire for untold years. In the face of ever improving technology, and the rise in prestige of sorcerers, some wizards in the Empire began to feel that their way of practicing magic could very well become extinct.
Many of their brethren scoffed at such a notion. How could a tradition as old as history be wiped out? Others turned a blind eye to the events unfolding across the galaxy. They didn't bother themselves with such ideas so long as they were left alone to pursue their spellcraft. But enough wizards saw that the future might not include them...and they decided to do something about that.
On the remote Outlands world of Jerenta IX, these wizards gathered to teach a new breed of wizard, one that would be able to survive in an empire where technology and sorcery were ever-present. But these would be no ordinary wizards. These new wizards also received martial training, for those times when their spells ran out or were useless against their foes. But most importantly, they learned to meld their spellcasting with one of the most prevalent pieces of technology the Empire had: the gun.
A new weapon was created on that isolated world, called the Caster. It looked much like any other handgun, but in the hands of these new wizardly gunmen it could launch spells (encased in special shells) to incapacitate or eliminate an enemy with great efficiency. As more and more people came to be trained in the use of Casters, and those already trained became masters of them, a new name began to drift through the Outland worlds and into the Empire to describe them: the Arcane Gunslinger.
The Arcane Gunslingers took time to train, and as a result there were never great numbers of them present in the Dragon Empire. About two hundred years ago, the academy on Jerenta IX was attacked and destroyed. Most of the galaxy's Gunslingers were there to celebrate the election of a new Headmaster when the attack came. They were taken by surprise, but fought ferociously to defend their home. Even though they were outnumbered and eventually wiped out, they were able to bring all of their assailants down with them. There was so little left of both sides that it was impossible to identify who the assailants were. The whole affair was written off as a horrible tragedy and soon forgotten.
The few Gunslingers who survived were those who were not on Jerenta IX. They went into seclusion to begin the long process of training new Gunslingers, so they could find the beings that attacked their brethren. Was it sorcerers, fearing for their positions in Imperial society? Was it a group of conservative wizards, who couldn?t stand the thought of changing what they had known for so long? Or was it another group entirely? That is a mystery that persists to this day. For now, the remaining Arcane Gunslingers wander the Dragon Empire as outcasts and outlaws, making pilgrimages to Jerenta IX when they can so they never forget what was done to them.
NOTE: [The Arcane Gunslinger is essentially a 10-level prestige class that requires being a multiclass fighter/wizard. Requirements include: BAB+5; Craft (Gunsmith) 5 ranks, Spellcraft 5 ranks; Craft Wondrous Item, Crack Shot, Point Blank Shot, Precise Shot, Technical Proficiency; ability to prepare and cast arcane spells.]
On the Mechanics of the Caster - signature weapon of the Arcane Gunslinger:
The Caster is a hybrid weapon - a unique fusion of wizardly magic and technological know-how created centuries ago by the first Arcane Gunslingers. It is meant to bring their magical and martial training together into one capable and efficient weapon.
Very few people know how to create or maintain Casters today, since most of the Arcane Gunslingers were wiped out two centuries ago. The ones who did survive kept to themselves and made sure the knowledge stayed within their ranks. Only when a new apprentice had been accepted into the ranks of the Gunslingers were the secrets of the Caster revealed.
What makes the Caster such a versatile weapon is the fact that it can essentially 'shoot' spells. Arcane Gunslingers have the ability to imbue their spells (or even transform written scrolls) into special Caster Shells for use whenever needed.
The most obvious advantage of this is the speed with which a Gunslinger can unleash his spells in combat. Other benefits include increased range for normally short-range spells, and the ability to take advantage of the Caster's damage multiplier on a successful critical hit.
Caster Stat Block
Cost: 3,000 gp
Damage: Varies by Spell
Critical: x3
Range Increment: 200 feet
Weight: 7 lbs
Type: Varies by Spell
Caster Shell Stat Block (per shell)
Cost: 10 gp
Weight: 1/4 lb
On the Subject of Caster Shells:
Caster Shells are specialized ammunition for the Arcane Gunslinger's signature weapon, the Caster. As Casters are rare items today, Caster shells are even more so. After the attack on Jerenta IX, these shells either were hoarded by the few surviving Gunslingers or destroyed.
The price quoted under the listing for the Caster is only for making an individual shell - the price for a shell loaded with a spell would be equivalent to a scroll with the same spell on it, plus the cost of the shell.
Once a Caster Shell is loaded with a spell, the shell can be stowed away and saved for whenever the Gunslinger needs it, very much like normal scrolls. Once fired though, the shell is completely consumed - it cannot be reused.

Technology:
Spoiler:
When the settler s originally arrived in Agartha they brought all of their technology with them. While manufacturing was abandoned ages ago, some amounts of tech are still in service. The most common being skimmers (a type of hovercar) and some pieces of heavy farm equipment. Mechanics make a living scrounging parts from junkyards to keep these pieces running. A very few crafters and inventors continue to make technological advances, but most don’t make it out to the general populations. The level of technology at Avalon Academy is much greater than what is available in the rest of Agartha.

Avalon Academy:
Spoiler:
The school was founded by Ryo Antairus, the current Headmaster, as a place for children with extraordinary powers to have a safe place to learn to control their abilities. The staff tends to rotate fairly frequently and there are new teachers every year, if not more often, since dealing with so many gifted children is not a job for the faint of heart. The most important rule at the school is that the students are not to do violence to each other. Those that violate this rule are instantly whisked to detention.

Kobolds:
Spoiler:
Kobold Genesis: Kobolds were created by Kurtlemak, a minor draconic deity of the earth. Having never been content with the Empire's sky, he'd looked underground. He created a race of dragon-like humanoids, basing them on the five Chromatic dragons. He implanted in them the need to serve their masters, the need to tunnel, and a hatred of most other humanoids. His plan was to show the dragons who spurned his worship that the true future was below the earth's crust. It didn't work. Kobolds were weak and frail, and the Empire preferred longer-living creatures such as elves. They instead put Kurtlemak's children to work in the mines. Infuriated, Kurtlemak sent his people down deep, and commanded them to build mighty tunnel complexes. The demigod's plan was to bait the Empire into attacking, and mocking them when they failed. When the Empire learned of his treachery, they caught Kurtlemak, and bound him with powerful magic. Lacking a strong will but possessing a mighty stubbornness, he refused to reveal where he had placed the kobold hordes. In truth, he put them everywhere, in every planet he could reach. Most cities were uncovered anyway. A few were not. The Agarthian kobolds, for instance. And as time passed without any word from their imprisoned deity, the kobolds forgot much.
The Agarthian Kobolds' History: Without any news from Kurtlemak, the kobolds who dwelt near the stone which would soon be carved into Agartha split into clans. There were many small clans, and six greater ones. Each of the six represented a color of Chromatic dragon. The sixth was a powerful clan, mostly comprised of outcasts and those without a clear color. It formed from the union of a few minor tribes. These clans rarely fought amongst each other. "Green is red and blue and black and white, and white is kobold," as the saying goes. However, there was often conflict between them and the drow. A short time after the kobolds arrived, area right next to the kobolds vanished. It was replaced with a harsh light, and many newcomers. The following conflict, known by kobolds simply as "The Agarthian Invasion", was very bloody, and is a conflict kobolds have never forgotten. Thanks to the consultation of aboleth historians and the strong kobold nationalism, grudges have not faltered. Most kobolds agree that the war ended at the "Battle of the Forest", where a massive kobold fortress was destroyed by dwarven demolitionists. This battle had more casualties than most of the other battles combined, as a result of the battle location: The Forest where the battle took place is teaming with driders, chokers and many other creatures of the Underdark. This war led to the collapse of what kobolds call "The Kobold Empire". The three remaining tribes, which now consisted largely of refugees from the other three, would remain for a while yet.
The Drow Invasion: About sixty years ago, the drow decided the time was right to destroy the kobolds. This war, which Vakkler fought in, essentially ended when the kobolds secured an alliance with a powerful derro tribe. However, kobolds pretty much ceased to be a notable military or economic threat after the war. They're recovering, but the destruction of the tribes meant that they're now more a horde than any organized civilization.


Male (?) Unknown, (Host Body) Drow Metal Elementalist 17
Tiny Coffee Golem wrote:

Hello everyone. I was just invited to join the game and i'm very excited! I was hoping to do a little crowd sourcing to ask a few questions from the people involved.

1) What is everyone playing (Race/Class)? I've looked at some character profiles and it's all very diverse.

2) I like casters. Thoughts for playing a "rules light" game with a caster type?

3) What did you learn while playing that you think wish you knew when you started?

Thanks everyone.

TCG

p.s. I'm leaning toward some sort of casting construct type, if It's even possible. Or just somehting fun from the Monstrous Manual.

1) Currently I am playing a Metal Elementalist that is a swarm of "living" evolving atomic contructs with mastery of all things made (ie constructs) and slight mastery of glyph like magic.

2)Depends what you want your caster to be. Personally I find a good theme and backstory then build the guy from there.

3)I wish I knew about the game earlier so I could have joined sooner. XD

P.S. I beat you to it, sorry.

Shadow Lodge

lynora wrote:
And I'm sure I'm missing many other potential concepts there as well.

Anyway...

1. Emotion Psionics(Taron)
2. Card Caster(Ryo, think more Cardcaster Sakura and less Yu-Gi-Oh!)
3. Shadows(Asch and Keaton)
4. Color Mage(Ryo's oldest son, Matthias)
5. Diviners(Ryo's twins, Gwenne and Tal)


"There are things that can bypass the wards (like Death, and Time) but those are few and far between, and have a fairly high chance of killing you in the process, like the faulty star gate that brought Tamrin to Agartha... at an altitude of several thousand feet." I loved writing this part.


What it says on the tin; Caffiene addict 20

hummm... This is going to take some thought.

My creative process usually involves creating the mechanics and building the fluff around it. This world is a bit different than I'm accustome to, which is good. Just means I need to think about it.


Male More Human than Human Rogue 10 / Fighter 6 / Shadowdancer 10 / Void Incarnate 4

Welcome to to the weirdness, TCG - from one Atlanta(ish) resident to another! :)

And I'm the one to blame for all the Dragonstar influences in this PbP, as well as the guy who created the Arcane Gunslingers...I just wanted to get that out of the way up front... ;D


Male Elf Bard 20

It wasn't several thousand feet but my entrance would have hurt a little. I guess music likes me enough to give me a survivalable ticket in. ;)


Male Drow (noble) 14 Ranger

I am playing:
Krays - a juvenile black dragon undead sorc/bone oracle gestalt (14), with some other benefits being the Champion of Death. I'll probably be raising him to 16/16 and maybe raising his dragon size by one...to keep up with power creep...

Ryuzo - A Zoanthrope were-mole ninja/monk (16) gestalt, probably will be champion of deception (lord of illusions? mUAHAHA,,<cough>)

Genosuke - a soon to be made kitsune...but he's just going to be a faculty member...

Shadow Lodge

The Dalesman wrote:
Welcome to to the weirdness!

I just need to find this in Latin and then I'll put it up above the gate...

I'm responsible for Cardcasters.

Cardcasters:
Cardcasters are usually psychics with some skill(but only some) who have a deck of cards that create magical effects based on what is on the card and their own creativity. Unfortunately, Cardcasters are shunned at the best and outright attacked under the worst circumstances. It's widely believed CC's can trap people in their cards, but the closest they can come to that is creating a prison. CC's grow stronger over time, but using their cards is still draining, and the creation of a new card can leave them weak for days if they are not careful.

Cardcasters do not always need their cards to create magical effects. Ryo once used Sword to turn his right forearm into a sword... the shock of which caused him to fall to the ground. When his sward-arm hit the ground, it shattered. Using your body as a focus is not recommended.


What it says on the tin; Caffiene addict 20

So I just had a bizarre idea that I thought I'd bounce off everyone.
I haven't completely fleshed this out, but here goes.

A hive mind of 9 lantern arcons with class levels (sorcerer probably), though I may re-skin them to change the flavor. I got the idea from there "gestalt" ability. Action economy for spells would be limited to a single character's ability (ie. one spell unless it's quickened). It would be kind of cool if they could merge into a single actual body, as opposed to an air elemental thing.

Thoughts?

Archon, Lantern:

Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.

Lantern Archon CR 2

XP 600

LG Small outsider ( archon , extraplanar , good , lawful )

Init +4; Senses darkvision 60 ft., low-light vision; Perception +4

Aura aura of menace (DC 13)

Defense

AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil

DR 10/evil; Immune electricity, petrification

Offense

Speed fly 60 ft. (perfect)

Ranged 2 light rays +3 ranged touch (1d6)

Spell-Like Abilities (CL 3rd):

At Will— aid , continual flame , detect evil , greater teleport (self plus 50 lbs. of objects only)

Statistics

Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10

Base Atk +2; CMB –4; CMD 6

Feats Improved Initiative

Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5

Languages Celestial, Draconic, Infernal; truespeech

SQ gestalt

Ecology

Environment any (Heaven)

Organization solitary, pair, or squad (3–6)

Treasure none

Special Abilities

Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting—at least in areas where strange lights aren't unusual—relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks.

A lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil.

Small but fast and zealous, lantern archons make excellent support troops in celestial armies, swarming over weak opponents or teleporting en masse to flanking positions to cut off reinforcements or escape routes. These miniature archons work well together and know that there is great strength in numbers, uniting in times of need and desperation to form gestalts with greater control over their surroundings. Especially brave lantern archons might eventually be promoted into a more powerful kind of archon, but most are content with their status.


Male (?) Unknown, (Host Body) Drow Metal Elementalist 17

Maybe we should add some landmarks as an update to Avalon Academy. The recently completed Clockwork Tower, the Gardens (really should have a name I think), the Gym (lets face it few walk out unhurt), and the grounds where the Hunt took place. Just a suggestion. :)


Landmarks of Avalon.

1. Solivala's Clocktower.
2. The Gardens(Run by Adsila. Don't hurt or mistreat the plants, because they will return the favor.)
3. The Danger Roo-, uh, the Gym.
4. The Hunt/Concert Hall Basement
5. The Cafeteria
6. The Library
7. The Headmaster's Office
8. The Infirmary
9. Teacher's Lounge
10. There is no Tenth landmark yet.


What it says on the tin; Caffiene addict 20
Tiny Coffee Golem wrote:

So I just had a bizarre idea that I thought I'd bounce off everyone.

I haven't completely fleshed this out, but here goes.

A hive mind of 9 lantern arcons with class levels (sorcerer probably), though I may re-skin them to change the flavor. I got the idea from there "gestalt" ability. Action economy for spells would be limited to a single character's ability (ie. one spell unless it's quickened). It would be kind of cool if they could merge into a single actual body, as opposed to an air elemental thing.

Thoughts?

** spoiler omitted **...

I want them to be some sort of spirit creature so like little balls of incorporeal light. For mechanics I was thinking lantern archon amagalm as above but with the ghost template and Sor/something Gestalt. Maybe monk for the "something, " Perhaps nature based cleric.

Edit: I was looking at the Arcane sorcerer bloodline. Perhaps this hive mind is some sort of magic energy given sentience by ..something. Happenstance/magical experimentation/ will of the gods. etc.


Female awww, but that would be telling unknown

It's an interesting idea....give me a bit to evaluate potential problems...it's the bit where it's sometimes one and sometimes nine creatures that's a bit sticky. Merging into a single incorporeal body I can definitely go with. Would it be alright if they only split up during rest times? It's just really tough to keep track of lots of little bits. :)

Shadow Lodge

lynora wrote:
It's just really tough to keep track of lots of little bits. :)

Says the person who has a character control thousands -if not millions- of nanites... ;P


What it says on the tin; Caffiene addict 20
lynora wrote:
It's an interesting idea....give me a bit to evaluate potential problems...it's the bit where it's sometimes one and sometimes nine creatures that's a bit sticky. Merging into a single incorporeal body I can definitely go with. Would it be alright if they only split up during rest times? It's just really tough to keep track of lots of little bits. :)

Yea, I haven't completely figured out the mechanics. Perhaps they can only cast spells when they're together, but they have some base abilities separate to prevent them from being useless separately. I would assume separately they have telepathy with each other. Perhaps when separate any one of them can cast, but when it does the others are unable to act during the casting. In other words they all have to concentrate for any one to cast a spell. They can only use their extremely limited physical abilities when separate.

My mind is racing with possibilities. ;-) I'll stat something up and see what you think.


Female awww, but that would be telling unknown
Dragonborn3 wrote:
lynora wrote:
It's just really tough to keep track of lots of little bits. :)
Says the person who has a character control thousands -if not millions- of nanites... ;P

Which is why I know how hard it is to keep track of the bits. :P

Shadow Lodge

Tiny Coffee Golem wrote:
Perhaps they can only cast spells when they're together, but they have some base abilities separate to prevent them from being useless separately.

First thing I thought of.

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