
Headmaster Ryo |

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.

Gaelvin Sieti |

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. ;)

Headmaster Ryo |

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.
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?

lynora |

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. :)

lynora |

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.)
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Dragonborn3 wrote:lol. Yeah, it's always funny to sit and watch a vampire show while drinking red wine. :DSorry things were slow.
Now let's hope the wine is actually wine and not something more vampiric as she watches True Blood...
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".

Kobold Catgirl |

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?

lynora |

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. :)

Tiny Coffee Golem |

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.

lynora |

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.

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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! ;)

Tiny Coffee Golem |

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. ;-)

lynora |

Agartha Background Info
History:
Wards and Extraplanar Travel:
The Dragon Empire:
Dragons and Hunters:
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:
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:
Avalon Academy:
Kobolds:
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.

Solivala |

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.

The Dalesman |

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

Kryzbyn |

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...

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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 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.

Tiny Coffee Golem |

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?
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.

Solivala |

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. :)

Headmaster Ryo |

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.

Tiny Coffee Golem |

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.

lynora |

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. :)

Tiny Coffee Golem |

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.

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