The fine folk (Inactive)

Game Master icehawk333

A campaign where everyone plays fine or diminutive size category characters.


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M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Look at what?

For one, you can heal.

For two, you have command spells.

For three, resurrection....

And anything else on the cleric spell list.

And...
What is "this"

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

healing, necromancy, the ability to wear armor, the addition of either all cure or all inflict spells to your spells known certain mysteries are quite potent,
bones make for good necromancers, decent damage dealers,
the elemental ones make for decent blasters, especially the flame one
lore oracle is famous for one level dips with paladin because it has a revalation that allows you to replace your dex with your cha for saves and AC
the above mentioned oracle of the heavens
there are other useful ones but keep this in mind
an oracle fits a different party niche than a sorcerer


Image Male Fuzzy Little Squirrel Wild Caller Summoner/Sorcerer

I don't have any of the abilities you are calling good.
You have named almost every mystery that I don't have...


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Do you like the charecter?

Does it play well?

Are you acting a lot like me?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

wood is one I'm not very familiar with (I'm still learning oracles) but I believe them to be one of the more martial oracles and at this size....


Image Male Fuzzy Little Squirrel Wild Caller Summoner/Sorcerer

Yes. As a character.
Not so far combat wise.
Kinda to a lesser extent.

It just seems that Arcane classes have a lot better bonuses here. Both of them are getting new spells and that new thing you wrote up and I'm kinda just stuck here with severely limited spells, nothing decent I can use frequently a no martial ability to back up to when I run out of what I do have. :/


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Only one type of scorcerer, that gives up all bloodline ablites.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Sorcerers have the same number of spells known.

You have been in one combat.


I'm talking about the wizard and alchemist.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Yep.

Prepared spell-casters > everything else.


And you're making the divide even bigger by giving them more optioms, more spells, and giving them new home written spells.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

oh, so i can't make anything cool?

Fine.

And most of these are 3rd party anyway, not my writing.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

What do you expect me to do?

Never make any new spells?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I know, I'll just be your little computer-npc.

It's all about /your/ fun, right?

The dm doesn't need to be having fun.


It's not that. I would just appreciate if this kind of stuff was given to the things you know aren't as good as the things you /are/ giving it to.
It's great that you're making new stuff and I'm sure it would be great if I had access to it, but you're making it exclusive to the classes you know are already better than the others....
I guess I'm just saying that I wish that the creativity and new things was going to even out the classes that you know aren't as good instead of making the already better classes even further ahead.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Oh, ok, give the spontaneous spell-casters the ability to permanent learn new spells, and then have access to them /without/ preparation.

What do you expect me to do.

Hmm?

Other casters can learn these spells, just when they get a level, and after reading the book once.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

And even more, changing the base class is taboo.

Horribly.

Expecally after the game starts.


I don't know. I don't know the rules like you do. I don't know how changes and additions affect things. I /suck/ at this game.
Just forget I said anything.
I'm just going to keep trying to play this as best I can with what I have.
Now I feel like a child.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I feel like one too.

Honestly, i think i should abstain from this for a short while.


It's late.
You do this when it's late.
You'll be fine in the morning.
I'm sorry I brought this up.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

You do have a point.

I don't intend to make prepared casters more powerful, and i haven't.

They have more limits then you think.


Perhaps you could at least consider writing new spells for divines to learn the normal way?
Or a balanced way for spontaneouseseses to learn new ones?
I don't know how you would, but I have confidence that you could work out a way to.

I was mostly just irritated that you made a bonus for a specific type of casting and then come here and blatantly say that they were already better before the new thing. :(


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Clerics know all spells automatically.

If i add anything new, boom, every cleric knows it.

There is a way for spontaneous casters to learn new spells.

It's called pages of spell knowledge, and levels.

Mostly levels.

But if i did that, i would save to allow martials a way to get better outside combat.

Try thinking up that.


Well there isn't a cleric, now is there?


I'm just saying that if 2/5 have a way to do it, others should too.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Not int the group, no.

But it creates huge inconsistencies with clerics of everything else being equally able to use it.

It's not special anymore, because every cleric can use it.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
♣♠Magic♦♥ wrote:
I'm just saying that if 2/5 have a way to do it, others should too.

They selected the class they knew gave the most options.

What do you expect me to do...

Say "fighters can now train to get extra feats"?

Oracles can just learn spells by praying a lot?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

....

I just realized how unnerving this stupid argument has to be....


Do you mean to me or other people?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Other people. You already know how stupid i get.


We can delete it if we move fast.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

No.

They should know who their dm is, stupidity and all.


If you say so.

So our final answer is that prepared arcane casters are the only ones who get new things and anyone who isn't that gets shafted on this?

And you can't say they picked those classes because of this. No one knew you were adding things when we were making characters.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

just my two cents here but after the first 2 or 3 levels I vastly prefer spontaneous casters
they can cast more spells per day and can cast them in any arrangement of their spells known,
you take a specialist wizard and a spontaneous caster who specializes in the same thing the "commonly prepared spells" of the prepared caster looks almost identical to the spells known of the spontaneous caster


This really isn't so much about spontaneous vs. prepared casters any more.
And what do you mean that get more spells per day? That's the entire point of prepared casting is that you get more.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

...
no that's one of the two biggest things about spontaneous casters
they have a small number of spells known that they can use several times per day, they outlast the wizards and are usually either healers or blasters


It's spell level I'm thinking of then, never mind.


Troll(halforc) 1

Well yes but you are only 1 lvl behind spellwise. My alchemist will always require 3 lvls to gain a new spell lvl with minimal spells per lvl.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
♣♠Magic♦♥ wrote:


So our final answer is that prepared arcane casters are the only ones who get new things and anyone who isn't that gets shafted on this?

.........


You can just say yes.
I can understand that the system only supports being creative towards those.
I'm not saying that I don't find that annoying, but I can understand if that's how it is.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

spontaneous casters also get new things.... you are level freaking one casters are quadratic, get over it, if you don't like it, play a barbarian, or a paladin or something like that, you can re-train here

are you even listening anymore

if you were human (or aasimar (sion of humanity) or half elf or half orc) the favored class option available to you would mean that after level 4 you'd start learning tons of new spells, I had a party complain that my oracle was broken because he had a spell for every occasion, I snagged every utility spell lower than my highest spell level, and still had my highest level for blast spells,


I'm just going to stop this conversation.
Things are how they are and I'm not going to ask to change things to suit me.


Image Male Fuzzy Little Squirrel Wild Caller Summoner/Sorcerer

I'm ready to move on to the first mission when everyone else is.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

.....

I'm at a loss.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

...
you don't have a first mission?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Oh, i do.

I've planned farther then that.

No, I'm just not sure what to say here....

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

why didn't you learn the psionic fist?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Don't.

Just don't.

He chose what he did for a reason, let him make his choices.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I assumed such, I was curious to hear said reason(s?) but if you say so I will not inquire further


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Well, fine.

I just don't want him second-guessing himself.

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This is a recruitment and discussion thread for an up-and-coming campiain setting.

All races are diminutive or fine, and all fey.

More explanations to come, I'm just creating this as a place to inform those already into the idea on it's progress.


Capitalize the title, or so help me, I will jam my hand into my phone and punch you through the internet. :P

Shadow Lodge

chuck norris can email a roundhouse kick

Shadow Lodge

will people not specifically invited be allowed to join?


Yes. Though, there will be about 7 slots, and those invented take priority.

4 slots are filled.

I may go over this number, but this is a general idea.

Shadow Lodge

cool
whether or not someone else wants to play a pure arcane caster will affect my build

Shadow Lodge

if dice rolling is allowed for stats, here are mine
as a note I prefer rolled stats. especially for multi attribute dependant characters
I for instance, need wisdom and charisma primarily, and secondarily I need dex and con
4d6 ⇒ (4, 3, 1, 4) = 12 11
4d6 ⇒ (2, 6, 6, 2) = 16 14
4d6 ⇒ (4, 3, 3, 1) = 11 10
4d6 ⇒ (1, 3, 2, 6) = 12 11
4d6 ⇒ (1, 5, 5, 1) = 12 11
4d6 ⇒ (4, 6, 1, 6) = 17 16

hmm so before modifiers that's

11 str
11 dex
11 con
10 int
14 wis
16 cha
decent, not bad
I've definitely had better


20 point buy.

Your rolls are a....

18 point buy, so that's a good thing for you.

Shadow Lodge

fine fine

normally it's 15 point buy (which in all my time rolling I've never rolled that bad)


races:

Fey (brush)
(Fine)

+8 dex -8 str -2 con (-4 +2) -2 int +2 cha

Racial languages-
Xenophobic
Druidic.
High int- common, elven, slyvan.

Size feat (finesse)

Defensive training (greater)

Lucky (lesser)

Fey damage resistance

Nimble faller

Fertile soil (also functions for fey bloodline)

Constant detect magic

Low-light vision

Change shape (lesser)- common fey can change general appearance at will to another member of their race. If you remain in a different form for a week, it shifts to your true form, becoming a permanent change. Fey are genderless until they make this change, deciding what they want to look like and be when they come of age. This ability is available at age 17 and 1/2, and remains available until age 20.
If they do not choose by then, they die within 5 years, and reincarnate as a fey animal, appearing in 1d4 weeks as a baby fey animal, usually given birth to by a normal animal.

Unpon death, all fey (standard) reincarnate, in the sense that thier souls are recycled into the newborns of each generation. If there are no currently dead fey, a fey can only have a child by offering the opportunity to become a fey to a sentient being, and converting it's soul through a special ritual.

Any fey created though this ritual have the "shards of the past" trait, and lose defensive training and fertile soil, until they have been reincarnated several times, at witch point they gradually lose memory of their old self, and become a truly pure fey.

Favored class bounus-
Druid- Add 1/4th a point of int to your animal companion. When it gets to 3, it becomes a fey, but still listens to your commands just like before.
Sorcerer- add a +1/4 to the dc of compulsion spells other then dominate, or a +1/2 to the caster level of polymorph spells.
Ranger- add 1 dr/cold iron to your animal companion at first level, and +1/2 dr/cold iron every level after.
Rouge- add 1/3rd of a new sneak attack dice.

Varients-

Moon touched fey-
Rare fey that have been blessed by the moon.

+8 dex -8 str -4 con +2 cha

Lose defensive training and fey dr.

Gain-
Moon touched damage reduction
Light and dark
Spell like ablity 1/day blur
Negative energy affinity

1/month moon's Saving grace-
When reduced to 0 hp or lower, a moon-touched fey will have harm or heal cast upon it instantly, with a CL equal to your level +2. This is refreshed on the full moon every month.

Favored class bonuses-
Wizard- if your arcane bond is a item, the item gains an enchantment bounus equal to 1/4 the number of times you take this trait. If you use this on a wand, the cost of enchanting the wand is reduced by 1% every time you take this. If you use this on a staff, it recovers 1/5th of a charge every day on it's own, so long as it wasn't used that day. If used on an amulet, it gives the enchantment bonus to natural armor, a ring as a deflection bonus.
Rouge- gain 1/3rd of a new sneak attack dice.
Sorcerer- every 5 times you take this bounus, you can use your light and dark ablity once more in a day.

Animal-bonded-

The fey that have been reincarnated into an animal at leas once can speak with animals easily. However, they tend to be somewhat detached from others.

+4 dex -6 str -4 con -2 wis +2 int

Lose-
Greater Defensive training.

Gain-

Bound to the land

Constant speak with fey animal

Bounus feat- animal affinity

Keen senses

Favored class bounus-
Wizard- add dr 1/cold iron to your familiar at first level, +1/2 a point every level thereafter.
Ranger- increase effective Druid level for your animal complain by 1/4th.
Druid- add dr 1/cold iron to your animal companion at first level, +1/2 a point every level thereafter.

Tree fey-
+6 dex -6 str -4 con +2 wis
Gain climb speed of 20ft.
Favored class bounus-
Druid- Add 1/4th a point of int to your animal companion. When it gets to 3, it becomes a fey, but still listens to your commands just like before.
Sorcerer- add a +1/4 to the dc of compulsion spells other then dominate, or a +1/2 to the caster level of polymorph spells.
Ranger- add 1 dr/cold iron to your animal companion at first level, and +1/2 dr/cold iron every level after.
Rouge- add 1/3rd of a new sneak attack dice.

Dark fey-
(Restricted)
+8 dex -8 str -2 wis -2int -2cha

Dark fey are night faring fey...
Little is known about them, and they are very, very rare.
One myth is dark fey are what happens when a fey turned into an undead is reincarnated.

Gains-
Negative energy affinity.
See in darkness (flawless)
Life-sense 30ft.
Scent
Claw attacks that deal 2d6 damage each, with no str penalty.

Favored class bonus-
Rouge +1/2 of a new sneak attack dice when using claws.

Mist fey-
Mist fey don't fear the rain or water, and instead have a bond to it. They can be seen any time it's raining, or near small ponds.

+6 dex -8 str -4 con +4 cha -2 int -2 wis

Loses-
Nimble faller
Defensive training (greater)
Firtile soil
Constant detect magic.

Gains-
Swim speed 30
Mist child
Hydrated vitality
Water sense
Anphibious

Fey (storm)

As per mist fey, except-
No water sense, no mist child, no swim speed.

Gain storm in the blood and 5 electricity resist.

I addition, you can be an awakened animal of sorts, a fey reincarnated into an animal, so long as it's diminutive or tiny. They can't talk except to beast-bonded fey, but all spells they cast are silenced, and they tend to get slightly better stats then normal fey.

If you want a specific animal, tell me, and I'll send you it's stat mods.


Prestige classes-

pixie-kin marksman:

Pixie-kin marksman

Requirements-
Able to cast 1st level evocation spells, fey magic (fey type), weapon focus in any crossbow, bow, or blow darts.
Special- must have seen an arcane archer or pixie-kin marksman fight.

Full bab, good saves are will and fort.

At every level execpt 2nd, 5th, and 8th, you gain new spells and spells known, and raise your effective caster level.

1st level- imbued ammunition-
All non magical ammunition for your chosen weapon is treated as if it had an enchantment bonus of +1.

1st level-
Magic path-
Depending on what weapon you chose, you get different abilities.
The paths are crossbow, bow, and blow-darts.

2nd level-
Path ablites-
Crossbow - crossbow bolts deal an extra 1d6 points of "fey" element damage.
Bow- arrows deal 3 points of "fey" damage with each hit.
Blow-darts- darts deliver a odd substance to the victim, requiring a dc 10+your level in this class will save. If this save is failed, 1d4 turns later, the victim takes 1d4 fey damage per HD they have. Firming one of these darts takes a full-round action.

3rd level-
You grow pixie wings, allowing you to fly for a minute per hour, 20ft movement, perfect maneuverability.

4th level-
Special arrows: you get a less potent version of a pixie's special arrows, allowing you to, as a swift action your cha times a day, coat an arrow in your puesdo-pixie dust, allowing it to daze it's target for one round, be blinded for one round, or to deafen them for one round. This offers a dc 10+Your level int his class fort save. Anything with resistance to the fey element is immune to this ability.

5th level-
Your arrows now have an enchantment of 1/2 your level, rounding down.

In addition, you get a new power based on your path-
Crossbow- can now imbue a bolt with a touch spell, using the critical rate and damage modifier of the crossbow.
Bow- you can now imbue an arrow with raw spell energy, dealing extra dice of damage (1d6) equal to 2 times the spell slot sacrificed, and adding an extra to hit equal to the spell slot sacrificed. The extra damage dealt is fey damage.
Blow darts- your special arrows ability now works on any creature that isn't completely immune to fey damage, and the effects last for 1d4 rounds. You can spend a spell to regain uses of special arrows equal to the spell level spent.

6th level-
You choose another path to follow-

Pure Fey path or insect path.

This choice is made by the player, not the pc.
Insect path is never an intended thing, and only happens to the lucky (or unlucky).

Insect path is far rarer, and loses new spell increases at all levels from here on. Instead, you choose one of your third level (metamagic spells can be used) touch attack evocation spells, witch can now be used as a spell like ability a number of times per day equal to your class level -5. Your wings flood out and become much bigger butterfly wings, with any pattern you can imagine on them, and they can scatter your pixie dust in a 30 foot cone, using two uses of the ablity.

The fey path gains an additional dr1/cold iron every level hereafter.

Lv 7
Insect path people grow antenna, giving them 30ft blind-sense. Their eyes become, compound, and give them a +3 insight bonus to ac and ref saves. However, your eyes become incapable of focus, and you take a -10 on visual perception checks. A targeted shot to your wings is "devastating" damage if damage dealt is 20 or more, but attacks aimed at your sings take a -10 penalty. You also begin craving nectar.

Fey path can now use pixie dust to stun an individual for a round.

Lv 8
Insect path people usually quit training in this field at this point, having had no idea just how far their changes would go. You lose your legs, and your wings can now sustain your flight indefinitely, and continue keeping you in place even as you sleep. (Getting knocked out, however, will knock you out of the air.) your antenna now give you 30ft of 360 full color (including ultraviolet and infrared) sight, removing your perception penalty within 30ft, and making you impossible to flank. You become immune to pattern effects. Also, you gain the ablity to launch your favored weapon's ammo by simply flapping your wings at your target.

Fey path gets a new style ablity-
Crossbows- now act as a "fey burst" weapon
Bows- now able to transmute arrows into arrows of pure fey damage.
Darts- darts will always deal at least one damage to an opponent, even if dr or energy resistance would prevent it, allowing it to deliver poisons and other things anytime it hits.

Lv 9-
Insect path now has it's arms fuse into it's wings. It is still capable of performing semantic components, and all spells are silenced, and you cannot speak, but you can communicate trough a coller of beast-speech. It cannot manipulate matiral components, however. Whatever weapon you normally use fuses with you, and any armor you had adepts to you. Rings can be worn around the antenna. This weapon cannot be changed, and all of your attacks are as if made trough that weapon. Your mouth stretches into a proboscis, and nectar becomes your main diet. Your body becomes covered in fur, and you get a +1 to natural armor as your hide thickens. Your proboscis can be used to drain blood as well, dealing 1d6 con damage to a same sized target on a touch attack. It deals 1d3 to a target one size category larger and 1d6 "bleed" element damage to anyone larger (this doesn't cause bleeding, but anything immune to bleed is immune to this damage.) you heal double the damage caused, but can only drain once a minute.

Fey path can now, once a day, reroll any to hit roll that resulted in a natural 1.

10th level-
Insect path now has a +5 to all saves vermin are immune to, you as your cha modifier to the dc of your powder, and you can manipulate objects with a telepathic force as if you had arms with your str.
Your spell like ability is now useable at will, is permanently changed to fey type damage, and gets a +5 to pierce sr.

Fey path can now prepare or cast 20 extra levels of spells per day. They are flexible, and not tied to one specific level. They now have complete immunity to fey damage, and their blood runs with a tint of green, a sign of minor royalty.


limitations:

Summoners are banned.
Summoning spells are banned for all classes execpt Druid. However, fey are exceptional at creation spells. Exactly what that means is a little fuzzy, and you can create your own spells for it by sending them in.
Magic aoe's scale down with you.

Because of how the plot works, the only psionic classes currently available are psychic warrior, soulknife, and agies.

Shadow Lodge

I'm going to be either a tree fae or mist fae
haven't decided


Lord foul, please do me a favor- I've told you more about this campain then anyone else, please answer non-spoiler questions that you know, so i can focus on making the campain.

Shadow Lodge

will do

also as for my build
I'm planning on taking the pixi kin archer crossbow/Fey type class

by 20th lvl my build will be something like

ranger (trapper/falconer) 9 sorcerer 1 pixi archer 10

unless in game effects make me choose a different path

as a falconer ranger I start off with an animal companion with an effective druid level equal to my ranger level but at 1/2 hp until 4th lvl

as a trapper I get trap sense (at lvl 4 I get traps instead of spells)

Shadow Lodge

I just realized...
str damage could just about kill us...
like really easy
I'm going to have a str of somewhere around 4
Ben has a str of 12 which is kinda insane.


Quite interested in this.

-Any traits?
-What is the starting level?
-What classes have already been accepted? What does the party need?


GM Arkwright wrote:

Quite interested in this.

-Any traits?
-What is the starting level?
-What classes have already been accepted? What does the party need?

2.

1st
Hero points are a thing.
I accept /most/ classes.
We "need" a dedicated arcane caster, possibly.

See restrictions for how magic is changed in this setting.

Shadow Lodge

I'm going to have some arcane casting, and we have a wood oracle as a divine caster,
we also have a rouge and a soulknife


Foul, you'll be spending 9 levels as a ranger so it'll be ages before you arcane cast.

GM, pondering a wizard, would there be any way to get a racial bonus feat? I could really use it.


You start off with fenesse, but other then that, not really.

You can elect to give up hero points for an extra feat.

You can create your own fey with a 15 point buy modified with a unique size, if you must.

Also, if your a wizard, here's a feat unque to this setting...

Fey magic (aka infinity +1 element):

Prerequisites- spell focus (evocation)
Unlocks a new elemental spell type for use.

Choose Fey, primal, or null*. a number of times per day equal to your level, you may change a spell to deal this type of elemental damage, each with it's own resistance set.

Fey type- all fey have resistance to this element equal to their HD +10. Where this spell effects gives off light as per a candle for 1 round thereafter. Some creatures are weak to this type of magic, typically aberrations.

Primal type- when a elemental spell is made this element, it requires a fort save (it it offered a ref save) as it becomes impossible to dodge. Those who fail the save must make another save at a +10. If they fail, they suffer corporeal destabilization. Fey who use this element too much may mutate into a new type of fey, and many fey specialize in this magic for no other reason then to see what happens. Resisted by most everything with the chaos subtype. Non-living matter simply saves vs corporal destablization.

Null type-
Instead of spell focus (evocation) you must have both spell focus (necromancy) and spell focus (conjuration), and be able to cast both a cure spell and a inflict spell.
This type is bane to all things that exist. It is treated as empowered and works on all but one type of enemy. This counts as Both a necromancy and conjuration spell. This can only be used to replace elements of positive and negative energy spells. Anything with the "light and dark" trait can spend thier daily use of the ability to cause this to deal half normal damage, and anything that takes no damage from either positive or negative energy takes normal instead of empowered. Anything that heals from both positive and negative energy takes half normal damage from this spell.


Giving up hero points should work nicely.

Name: 'Pyro' Peaseblossom (not sure how Fey names work)
Race: Animal-Bonded Fey
Class: Wizard (Evocation(Admixture))
Alignment: LG
Familiar: Bat
Size: Fine

Two last questions.

-Wizards get Scribe Scroll as a bonus feat. Can I trade that feat in for Spell Focus, as per Pathfinder Society Organized Play?
-Magical Lineage; can I change the spell it is applied to, as per Spell Specialization? Or is the choice permanent?


Yes, you can.

Magical lineage is permanent, unless you can give me a good reason otherwise.

Fey naming is odd, prettymuch however you can think of, as you aren't a traditional fey.


-Cool
-Fluff is consistent with allowing you to change it very rarely?

It's no real problem, just wanted to know if it was an option.


I would prefer not. It's really good for a trait as is.


Also, to anyone-

You have no knowledge of anyof the core races. At all.
(Plot point.)

Warning-
In this setting fire is looked on poorly-

A forest fire is very, very deadly.


Character Sheet

His nickname 'pyro' is ironic; he's LG and quite serious, and he very much dislikes fire.

Shadow Lodge

GM Arkwright wrote:

Foul, you'll be spending 9 levels as a ranger so it'll be ages before you arcane cast.

GM, pondering a wizard, would there be any way to get a racial bonus feat? I could really use it.

I won't be spending all of those at once it'll be ranger 2, maybe 3 maybe 4 then sorcerer 1 then a 10 lvl prestige class where I will give up 3 caster levels


Note, your familiar is actually a size category bigger then you, and can be ridden.

Also note. Beast bonded fey Connot speak to all animals, just ones that are reincarnated fey. However, they have quite the ability to handle animals.

Also, all non-masterwork mundane items are half price with the fey.

The currency is made of leaves from a magical plant that behaves like steel an hour after being picked, and is minted and made into the shape of a coin.

They only have what are effectively silver-pieces, but fey are given a small punch that can hold endless amounts of matter without ever getting full once they are "mature" called a treasury pouch. This doesn't negate the wight of the object, and if it can't fit through the opening, it doesn't work either.

Shadow Lodge

GM Arkwright wrote:

Character Sheet

His nickname 'pyro' is ironic; he's LG and quite serious, and he very much dislikes fire.

there is a feat that would allow you to still use fire without causing a forest fire


GM Arkwright wrote:

Character Sheet

His nickname 'pyro' is ironic; he's LG and quite serious, and he very much dislikes fire.

Alright, but the size penalty to cmd and cmb is -8, just like you get a +8 to hit and ac.

And i neglected to mention move speed is 20ft.

(Witch is quite fast, considering you are little more then an inch wide.


Also, making sure you didn't miss it-

"Magic aoe's scale down with you."

In other words, they are about the same size they normally are /in respect to you/.

Sorry if this, or anything wasn't/isn't clear
This campaign setting is not finished, and I'm open to criticism.


-Quite aware of the 'can be ridden'
-Pity about not being able to speak with the bat, but oh well
-Penalty to CMB is -8, forgot that, thanks
-20ft, aye. Land speed, right? We don't get wings?
-Have we 'matured'?


Squares will be scaled down to 1ft each.

Buring hands will be a 3ft cone, covering the same numbers of squares.

You have /no/ one foot step, but more a 1ft leap backwards that has the same function.


GM Arkwright wrote:


-20ft, aye. Land speed, right? We don't get wings?
-Have we 'matured'?

You do not, unless you're royalty.

Unless you want to play a child.

Shadow Lodge

we don't not unless you build a race that has that as a race point or get it from a class or an item
edit: what would the writeup for royalty add?
not saying I want to play one now maybe later if the plot allows it at a later date if this one dies


icehawk333 wrote:

Squares will be scaled down to 1ft each.

Buring hands will be a 3ft cone, covering the same numbers of squares.

You have /no/ one foot step, but more a 1ft leap backwards that has the same function.

Despite these nerfs, a evoker will still be the biggest damage dealer in the party, because a great-sword does 1d4 at this size.


Lord Foul II wrote:

we don't not unless you build a race that has that as a race point or get it from a class or an item

edit: what would the writeup for royalty add?
not saying I want to play one now maybe later if the plot allows it at a later date if this one dies

You can't play royalty.

Sorry.

The Exchange

Based off of the other brains post

Name: Leo
Race: Tree Fey
Class: Beastmorph Vivisectionist alchemist
Alignment: CN
Size: Fine
I know it says alchemist but Vivisectionist replaces bombs with sneak attack dice. So I am more of a self buffing bare handed magic rouge. Since I get sneak attack from being a Vivisectionist can I use the rouge favored class bonus.
tentative 20 point buy stats
STR 8
DEX 22
CON 10
INT 16
WIS 12
CHA 7

Shadow Lodge

just fine

wait

Fey path can now prepare or cast 20 extra levels of spells per day. They are flexible, and not tied to one specific level. They now have complete immunity to fey damage, and their blood runs with a tint of green, a sign of minor royalty.


Walter Lindie wrote:

Based off of the other brains post

Name: Leo
Race: Tree Fey
Class: Beastmorph Vivisectionist alchemist
Alignment: CN
Size: Fine
I know it says alchemist but Vivisectionist replaces bombs with sneak attack dice. So I am more of a self buffing bare handed magic rouge. Since I get sneak attack from being a Vivisectionist can I use the rouge favored class bonus.
tentative 20 point buy stats
STR 8
DEX 22
CON 10
INT 16
WIS 12
CHA 7

I am well aware of what vivisectionist does.

As an alchemist, you will be odd among the fey, but not unheard of.


Lord Foul II wrote:

just fine

wait

Fey path can now prepare or cast 20 extra levels of spells per day. They are flexible, and not tied to one specific level. They now have complete immunity to fey damage, and their blood runs with a tint of green, a sign of minor royalty.

And they have wings by taking that class, remember?


Please, if there is anything you think is wrong with my rulings- let me know. I'm new to running a entirely homebrew setting.


'Fey path'? As in if one of us plays royalty?


It's one of the paths of the pixie kin marksman prestige class.

Shadow Lodge

10 lvl prestige class,
other option is an awesome slightly psychic bug monster

The Exchange

Is Lucky (lesser) a luck bonus or typeless its not clear.

Shadow Lodge

it's a racial bonus


Walter Lindie wrote:
Is Lucky (lesser) a luck bonus or typeless its not clear.

Racial, so stacks with anything not from it's race.

In other words, typeless.

The Exchange

Checking because the orc tattoo counts as a luck bonus and it ia an alternate race thing.

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