
Tiny Coffee Golem |

Dragonborn3 wrote:Which is why I know how hard it is to keep track of the bits. :Plynora 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
Just 9 identical ones at most. ;-) Shouldn't be that hard. Plus they're a hive mind.
On that note, It would be kind of cool if they were created somehow at the school (magical accident or what not). That way i would have an in-character reason for knowing very little about what's going on. ;-) Just a thought.

lynora |

Tiny Coffee Golem wrote:On that note, It would be kind of cool if they were created somehow at the school (magical accident or what not). That way i would have an in-character reason for knowing very little about what's going on. ;-) Just a thought.I'd blame the Summoner's Club, personally.
They are a little out of control. And someone did give them the extra super-duper shouldn't be in the hands of children summoning chalk just to make trouble. :)

Solivala |

I was keeping quiet being the guy made up of countless ninates but got an idea. ;)
Sense Solivala has the amulet and plans to use it. As a side effect of what he will do to keaton these guys are born. Bit ironic and a twist considering.

Jiminy, Prankster of the Future |

lynora wrote:They are a little out of control. And someone did give them the extra super-duper shouldn't be in the hands of children summoning chalk just to make trouble. :)I'd blame my brother, personally. It sounds like some he'd do.
*has an idea*
Blame away, but I didn't do it this time. I actually helped the teachers investigate.
*bangs head on wall*What's happening to me???

Fei, of the Sun Soul |

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. Materials and Supplies Building
"I would submit a humble correction to this list, as this building is quite important to the day-to-day operation of the Avalon Academy."
[Bows respectfully.]
(-_-)

Krays |

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.
Graveyard.
;)

Asch Redgrave |

Asch Redgrave wrote:Just be careful with an archon we have a few students who are demonic in nature if not in attitude. Other than that ello.He's not actually an archon. He's merely magical energy given conscience. ;-)
Speaking of conscience what happened to Alan(the ooze)?

lynora |

Tiny Coffee Golem wrote:Speaking of conscience what happened to Alan(the ooze)?Asch Redgrave wrote:Just be careful with an archon we have a few students who are demonic in nature if not in attitude. Other than that ello.He's not actually an archon. He's merely magical energy given conscience. ;-)
He's still there. His player dropped out, but never officially said that he wasn't coming back, so Alan(EJ) and Mr Sinh are still there just not front and center.
Same goes for Nasima.
Krays |

Well, you'll just need the old priest, then.

Michael Dacamara |

Michael Dacamara wrote:You conveniently forgot the "...and make a dragon" part.Kryzbyn wrote:LOl I dunno! I'm not the alchemist!I take one class for a few semesters and suddenly I'm an Alchemist...
I followed instructions, big deal. Notice he's not turning out like he should have.

Kitty Tanaka |

Kryzbyn wrote:I followed instructions, big deal. Notice he's not turning out like he should have.Michael Dacamara wrote:You conveniently forgot the "...and make a dragon" part.Kryzbyn wrote:LOl I dunno! I'm not the alchemist!I take one class for a few semesters and suddenly I'm an Alchemist...
But he's so adorably cute! ^.^

Tiny Coffee Golem |

Why do I have a bad feeling we're about to be visited by the Ghostbusters? ;)
Should be interesting since I'm not undead. ;-)
Ok, so this is incomplete, but here is what I have so far.
This is a creature of magic. Neither a ghost nor an archon, but I haven't thought of a name, so I'm just calling it "Ghost Archon." I am meshing the two to achieve the desired purpose, but it is neither undead nor an archon. It's kind of an arcane elemental -ish.
I still have to add the features of a 16th level arcane sorcerer, but the spoiler has the creature part.
Again, still have a lot of details to work out, but here's my start.
N Tiny outsider
darkvision 60 ft., low-light vision; Perception +4
Defense
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect)
hp:
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)
Str 2
Dex 28
Con -
Int 6
Wis 11
Cha 40
[Spoiler=Combat Stats]
BaB;
CMB:
CMD:
F:
R:
W:
incorporeal subtype
Gestalt (Su) When all archons are together they can fuse together as a full-round action, becoming a single Medium entity that is more powerful than the individual archons that make up its parts. Looking like humanoid shaped nimbus of light. Thoough it can assume the appearance of any humanoid per Disguise self, though it remains incorportal despite it's solid appearance. However it can interact with the world as if it had a strength of 10. (in other words it's incorporeal, but can manipulate things as it chooses)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. (1d6 arcane energy)
An 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 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.
Armor Class : A ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.
Hit Dice :Ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
Special Attacks : A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion.
Disrupting Touch (Su) : All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Telekinesis (Su) : The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher).
Skills : Ghosts have a +8 racial bonus on Perception and Stealth skill checks.
[spoiler=Skills]
Appraise ( Int ), Bluff ( Cha ), Craft ( Int ), Fly ( Dex ), Intimidate ( Cha ), Knowledge (arcana) ( Int ), Profession ( Wis ), Spellcraft ( Int ), and Use Magic Device ( Cha )
A ghost always treats Climb , Disguise , Fly , Intimidate , Knowledge (arcana), Knowledge (religion), Perception , Sense Motive , Spellcraft , and Stealth as class skills. Otherwise, skills are the same as the base creature..

Tamrin - Gunslinger of Tomorrow |

Dragonborn3 wrote:Okay, I'll go get professional exorcists.Who needs professionals when you can just shoot it bunch of times till it stops moving?
".......................................................................... ........................................................................... ........................................................................... ........................................................................... .............................................Yeah." :(
[Facepalm]
Aanandareavekki |

Asch Redgrave wrote:Dragonborn3 wrote:Okay, I'll go get professional exorcists.Who needs professionals when you can just shoot it bunch of times till it stops moving?".......................................................................... ........................................................................... ........................................................................... ........................................................................... .............................................Yeah." :(
[Facepalm]
I think you might want to consider coming home for a bit, dear. Your apprentice has gotten a bit out of hand. And maybe you can talk some sense into our darling daughter.

Kobold Catgirl |

Another location is a more abstract one: Mr. Sinh's hidden passageways. Also, the slurk dens, the sewers and the city have been mentioned, but they're more of a background area.
My characters:
Vakkler, the kobold gamekeeper. Teaches Military History of Agartha, and takes care of the slurks. He has a slight tendency towards being a tiny bit harsh with the students very rarely. He and the Head Healer have a small feud.
The provider of the slimes which patrol the school sewers, a derro and a friend of Vakkler's. He hasn't been introduced yet, but I'm hoping to bring him in soon.
Fear, a little mouse with a fondness for scheming. The most visible of the Patrons, but probably the least trustworthy.
Welcome to the group! We'll have you chained in a basement until you submit to the madness. We'll bring food occasionally. :)

Aanandareavekki |

Hmmm....I may have to. Looks like I'm about to have an opening for a new apprentice...[Sigh]
And I'll talk to the boys....wait. You said 'daughter'...? (o.O)
A lot has changed in the few weeks you've been away, love.
And yes, for the new people, we do have in character out of character discussions here from time to time. You don't have to be crazy to play here, but it helps. ;P

Asch Redgrave |

Hmmm....I may have to. Looks like I'm about to have an opening for a new apprentice...[Sigh]
And I'll talk to the boys....wait. You said 'daughter'...? (o.O)
"I haven't been that bad. I mean jeez bite one freaking student and suddenly bam new apprentice. I mean really come on Boss. I became the Champion of Darkness that has to count for something. Right?

Fear the Mouse |

KC I love the alias name. The non-inclusion of a comma makes for such delightful ambiguity. :)
(And I'm pretty sure now we should all be afraid of the mouse.)
I was a bit too proud of that semi-pun. Glad to see someone liked it.
And yes, you probably should. I'm a big fan of intrigue, and as Fear sees it, he's been involved in an intense war of that variety with the other Patrons since long before the dragons formed an empire. Whether or not he's just being paranoid has yet to be revealed (though not by me, obviously).
What I'm afraid of is someone going after a Trickery championship. It'd kinda mess up Fear's shtick. XD

Fear the Mouse |

Well, Ryuzo is taking Deception I think, but that's not quite the same thing. Doesn't strike me as competing at all.
Oh, that's right. It seems pretty competitive to me, but I'll go with it. Fear's meticulous planning will hopefully make up for it.