The Journey of a thousand miles

Game Master Vrog Skyreaver


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Ok, Had to make another correction. Forgot the Favorite class bonus.

Crunch:

Ameo Wanstell
Magister 8
Medium Asimar
Outsider
Init +4; Senses Perception +14,
Darkvision 60 Feet

==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
Fort +3, Ref +4, Will +10
hp 56

Acid Resistance 5
Cold Resistance 5
Electricity Reistance 5

Light Armor Proficiancy

==OFFENSE==
Spd 40 ft/x4

==STATISTICS==
Str 8, Dex 14, Con 12, Int 10, Wis 19, Cha 20
BAB +4, CMB +3, CMD +15

Feats Eschew Materials,Expanded Arcana, Extra Spells Known (2nd Level), Extra spells Known(3rd Level)
Skills
Bluff +10
Diplomacy +7
Fly +15
Knowledge (arcana) +6
Knowledge (Planes) +6
Linguistics + 8
Perception + 14
Spellcraft + 5
Stealth + 9
Use Magic Device + 14

Special Abilities
Mystic Bond - Divine Heritage - Travel Domain (Agile Feet, Dimensional Hop)
Mystic Talents - Mystic Training(Extra Spells Known(4th Level)); Mystic Accuracy
Daylight 1/day SLA

Traits Reactionary, Seeker
Languages Trade Language, Zanorie

Spells Known:

0-Level
Light
Mage Hand
Detect Magic
Spark

Read Magic
Stabilize
Detect Poison
Dancing Lights

1-Level
Magic Missile
Expeditious Retreat
Grease
Unseen Servant

Cure Light Wounds
Burning Hands

2-Level
Invisibility
See Invisibility
Resist Energy
Scorching Ray

Hold Person

3-Level
Fireball
Gaseous Form
Spiked Pit

Dispel Magic

4-Level
Confusion
Dimension Door
Greater Invisibility

Background:

The world that Ameo Wanstell comes from is mostly covered in forests. There are a few cities but nearly no advanced technology.

The people of his world all possess magical powers of varying degrees. The societal hieracy is based on how power the

individuals are. Most everyone is very healthy due to so many magical healers. Food is simply conjured up. No roads, as

everyone teleports from here to there. No telescopes as astronomers use divination magic.

Things have been this way for so long, that people dont even remember why or how everyone gained this abilities. Ameos

abilities first manifested at the age of 9.

This homeworld that he wishes to come home to is called Zandor.
On Zandor people speak the following languages:
Zippie
Ti-Ti
Moonie
Kander
Zanorie


Alright, I've got some ideas, time to roll those stats...

1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (5) + 8 = 13
1d10 + 8 ⇒ (10) + 8 = 18

So, the ideas I'm kicking around are a little varied at the moment.
Idea the first: I'd like to use the Crystal Warrior Aegis Archetype from Psionics Augmented and build a ranged Aegis specializing in the Ranged Attack customization and its linked abilities.

Idea the Second: I'd really like a chance to play a Cyber-Soldier (prd) from the technology guide in a proper Sci-Fi setting because it would be awesome but it is technically a core class but it does stack with the Psionic Fighter Archetype (d20pfsrd).

Idea the Third: Jedi... I haven't decided just how yet but Psionics certain provides options


Strebor Leahcim wrote:

The kindest of dots, much to Ptolmaeus' chagrin. ;)

YOU HAVE CROSSED A LINE SIR


Vrog Skyreaver wrote:
okay, fair enough. I'm fine with you placing your rolls as you wish.

Huh, totally missed this.

But, I already started building my character's backstory/skills around a high charisma and foible in con, so maybe I should leave it as it is, for entertainment value.


thunderbeard wrote:

Ah, wasn't sure that 3pp races were allowed. Seedling and Oaking both look great, and I hope I'm not stepping on Azten's Groot idea too much.

And yeah, I can do it with only 3pp classes—it'll just get wackier, and I'll need to drop in some levels in gladiator (I had a preference for monk first because it's less overpowered, but here goes nothing).

Don't worry, I don't mind if you play GROOT.(my autocorrect auto-capitalized it XD )

Worldthorn is definitely looking a bit like a ranged/finesse character anyway. :)


Azten wrote:


Don't worry, I don't mind if you play GROOT.(my autocorrect auto-capitalized it XD )

Worldthorn is definitely looking a bit like a ranged/finesse character anyway. :)

Excellent. I didn't mean to create Groot, but I'm starting to see quite a bit of that in my build (psionic tree kung fu master who reshapes his body to grapple and disarm enemies).


1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (5) + 8 = 13
Moving the 9 to the bottom of the array

STR 8 (foible -2racial)
DEX 15
CON 10
INT 13 (+2racial)
WIS 9 (+2racial)
CHA 18 (focus)

How's a Zif (aka Umbral Kobold) Death Mage (shadow road) sound?


This is Thunderbeard, with a character proposal.

Korash the Spiky
Tagline: One does not simply grapple a spaceship.

A peaceful tree-man taken from his home and forced to fight for aliens' amusement, he has learned how to use his body as an effective—and nonlethal—weapon.

Martial Artist (Tripod) 2 | Gladiator (Tripod) 1 | Soulknife (Gifted Blade, Deadly Fist) 5

Str 12
Dex 18 (-2 racial)
Con 8 (+2 racial)
Int 11 (+2 from levels)
Wisdom 18 (+2 racial)
Cha 16

Basic stats:
Speed 30 ft.
Initiative +9
HP 82
AC 25 (higher with shield; lower at bigger sizes)
Fort +5, Ref +10, Will +9

CMB (Grapple): +14 to +25, depending on size and swift-activated powers
CMB (Trip/Disarm): +19 to +21, depending on size
CMB (Other): +9 to +15

CMD (Maintain Grapple): 28 to 37
CMD (Other): 24 to 26

Flurry of Fists (Medium), +13/+13/+8 to hit (1d6+7, Magic)
Flurry of Fists (Large), +12/+12/+7 to hit (1d8+7, Magic)
Flurry of Fists (Huge), +11/+11/+6 to hit (2d6+7, Magic)

Because this character can change sizes, he's got some massive, messy statblocks (as well as half a dozen 3pp feats), detailed in his alias profile to save space.

* * *

Homeworld and Languages:

Common languages of Arbor:
-Arborcommon, a trade pidgin somewhat intelligible to traders of nearby worlds
-Kirdu
-Morgath
-Arborfey, a language of the deep jungles
-Seedling, a language shared by the most intelligent plants, with many dialects
-Tyran, the official language of the Tyran Empire, of which Arbor is nominally a part

The world of Arbor, as it is known to nearby planets, is covered in verdant forests at a vast variety of climates. To the Seedlings, it is merely called "Green." But the people of Arbor are, by and large, not a spacefaring bunch.

In forests across the world, the reclusive Seedlings build treetop cities out of the bones of their ancestors, carved into spiritualistic totems and sacred works of furniture. In the open spaces and friendlier jungles, humanoid creatures mingle; the lofty Kirdu, the artistic Morgath, the more intrepid of the Seedlings, and even some of the elusive Arborfey. The arrival of travelers from nearby planets and stars has led to the formation of a more global culture, with civilizations the world over learning a sort of traders' pidgin tongue, known as "Arborcommon."

Over the past century, the alliance—and conquest—of nearby stars into the consolidated Tyran Empire (a small government of only a dozen stars, but the largest player in this backwater part of the galaxy) has changed things a bit. Arbor's space traffic is no longer limited to isolated traders, pilgrims and wealthy tourists; with the conquest of their more powerful neighbor systems, Arbor, with no planetary defense forces of its own, has fallen under the Tyran sphere of influence. Trade in weapons and technology has rapidly increased, and various officials have begun to scout the planet in increasing numbers.

Character Background:

While the Seedlings of Arbor, in their treetop cities, are prone to introspection and art, Korath was born an outsider. His unusual spikiness, found mostly among distant tribes, earned him the ire and ridicule of his childhood peers, and he learned at an early age to defend himself. As an adult, this turned into a study of the martial arts, practiced among his peaceful tribe mostly as ritual. Korath learned a great deal about inner calm as well as inner strength.

And when the men from Tyr came in their fiery drop ships, with hatchets and nets, considering the Seedlings nothing but brutal savages, Korath stayed behind and fought while his tribe fled, a sacrifice that helped his own family escaped. His strange fighting style, transforming his branches and spines into weapons, impressed and amused the Tyrans, who brought him back, kicking and screaming, to their homeworld.

In Tyr, Korath was forced into an arena, forced to fight strange beasts and wild men with barbaric, primitive weapons for sport. But his hide protected him from the worst assaults, and he fought in a way that few expected, twisting his opponents' weapons out of shape and charming the wildest carnivorous beasts with his flowery flourishes and the fact that he was not, in fact, edible to them.

Over the next forty years, his reputation grew, as a charismatic, compassionate gladiator who would spare any opponent who fought with honor. He learned to play this up, often keeping small birds in his branches and releasing them before a fight, to audience applause. And his strength grew as well. His people had not been a warrior tribe, and Korath impressed even himself with the new fighting styles he discovered. There was a certain inner strength—an ability to draw strength from the sun, the soil, the atmosphere—that he learned how to tap, twisting into stronger and stranger shapes in the blink of an eye until he towered twenty feet over the arena.

And then one day, when he was strong enough, Korath decided to make his escape, growing larger than he ever had before and bolting out of the arena, thundering past the crowd and out into the strange streets of Tyr.

The last thing he remembers, he had grabbed onto a low airspace defense craft ten times his side, and was screaming through the atmosphere over an unfamiliar city, when everything went dark.

And then he awoke here, in a strange prison.

Goals:

Korath would like to see his home world again, if he can—but he is wise enough to know that things have changed over the decades. His original captors are all dead, and it is likely his tribe has dispersed or been conquered, if not his whole home world.

So he will do what he can, to help others escape from slavery and imprisonment. He will defend the weak, and teach his secrets of fighting to those who will listen. And maybe one day he can find a nice planet, with abundant trees, to settle down and begin self-pollenating.

Personality and Description:

Korash would be something of a gentle giant, except that when he becomes giant, it is rarely to be gentle. Normally, he stands just over four feet tall, with green woody bark and tiny thorns, but when provoked he becomes a towering monstrosity, a sort of oak tree golem covered in wicked barbs and knobs and blade like branches.

But he is no savage brute, either. Korash is highly introspective, thoughtful, and tactical. He fights with discipline, and only if he thinks he can win; he prefers to disable or disarm his enemies, and then idly threaten them until they see reason and surrender.

He is somewhat mild-mannered, but talkative when he can be, and has a friendliness towards small animals, which he often lets nest in his branches.

Combat Role:

• Maneuver master: Can reliably grapple a mid-sized dragon. Will eventually be able to alter gravity, which is useful on a spaceship.
• Battlefield control: Ability to modify size and reach should allow him to disarm or trip half his enemies before they even reach the party. Also reasonably tough.
• Decent social skills, excellent perception.
• Can function effectively without weapons or armor, while able to deal slashing, bludgeoning or piercing damage with his versatile plant arms.


I would like to present a character bent on turning themselves into a machine via the Transmechanical Ascendant/Machinesmith. I wouldn't mind if we started with no items. I am sure I could fight my way to the top. I am thinking going Jonagite race from Gungnir Devs. All penalties with scaling stuffs based right along the same lines as my ideal.

Rolls:

stats: 1d10 + 8 ⇒ (3) + 8 = 111d10 + 8 ⇒ (3) + 8 = 111d10 + 8 ⇒ (9) + 8 = 171d10 + 8 ⇒ (6) + 8 = 14


1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (9) + 8 = 17

I think I'd like to do an aegis/soul knife/metaforge build, skinning him either as a robot/cyborg type warrior. This is a very versatile build both before and after character creation, thus fitting many parties and roles.


Decided to go with the Entobian race from Alluria publishing. The character shall be a larvite OBSESSED with metamorphosis, both machine and flesh.

example quote:

"Sinew and steel. Inability to incorporate armor and weaponry into one's flesh dictates evolutionary failure. Preliminary trials were painful, but process successful four out of six attempts on self. Can make strong too if accepting of procedure? Mortality rate still within acceptable levels."


For an occultist, can I use feats and spirits from their 2nd book that aren't on the pfsrd? Also, which system will you use for spirits known, or is pact magic scarce, rare, or common?


Thunderbeard wrote:


Should I assume no starting items that I have any control over?

Yes, you will be starting with no items (basically, you will all be waking up in cells....

Ptolmaeus Arvenus wrote:


I'd really like a chance to play a Cyber-Soldier (prd) from the technology guide in a proper Sci-Fi setting because it would be awesome but it is technically a core class but it does stack with the Psionic Fighter Archetype (d20pfsrd).

I'm not saying that it isn't awesome, but for our purposes here, you should assume that none of the paizo created classes exist. I might use something similar (creating it as necessary), but for our dolphins purposes it's probably the best way to think when it comes to crunch.

Ameo Wanstell wrote:


Zippie
Ti-Ti
Moonie
Kander
Zanorie

In your background, if you could give me a little be about each of the races or nations that speak these languages, because (surprise, surprise) I like to incorporate these things into plots that I would write should you be selected.

Team Doom wrote:


For an occultist, can I use feats and spirits from their 2nd book that aren't on the pfsrd? Also, which system will you use for spirits known, or is pact magic scarce, rare, or common?

the answer to your first question is no. I have to have access to it easily. I don't mind feats, but addition spirits would go beyond what we're looking for here.

As far as the scarcity of pact magic, we will use "pact magic is rare" (the middle option).

Korash, you should note that you can't get huge yet, as your manifester level is only 5 (you take a -2 penalty base from the gifted blade archetype, but you counteract that with adding 2 from your trait.)

Also, and this goes for everyone, each of you is kidnapped from wherever you last remember going to sleep. It'd be like if you went to bed in your home tonight, and woke up in an alien environment.


Let me add that i'm really liking people's submissions so far. it's gonna be hard to make a decision when the time comes.


Vrog Skyreaver wrote:
In your background, if you could give me a little be about each of the races or nations that speak these languages, because (surprise, surprise) I like to incorporate these things into plots that I would write should you be selected.

Hmm. I tried to leave these mostly vague, because a) I wasn't sure how much detail I should put about this background stuff, and how much you wanted to come up with as a GM based on features of the galaxy etc. and b) This is the sort of thing that, I think, might be more worthwhile to expand on once characters are chosen, since otherwise it's a lot of writing for a lot of people.

Vrog Skyreaver wrote:
Let me add that i'm really liking people's submissions so far. it's gonna be hard to make a decision when the time comes.

Yeah, I've had this problem before. It gets tricky.


Alright, does anyone else have access to Psionics Augmented? I'd like to pick their brains over something I'm not seeing right now.


Ok, updated my planets languages and information around such.

Crunch:

Ameo Wanstell
Magister 8
Medium Asimar
Outsider
Init +4; Senses Perception +14,
Darkvision 60 Feet

==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
Fort +3, Ref +4, Will +10
hp 56

Acid Resistance 5
Cold Resistance 5
Electricity Reistance 5

Light Armor Proficiancy

==OFFENSE==
Spd 40 ft/x4

==STATISTICS==
Str 8, Dex 14, Con 12, Int 10, Wis 19, Cha 20
BAB +4, CMB +3, CMD +15

Feats Eschew Materials,Expanded Arcana, Extra Spells Known (2nd Level), Extra spells Known(3rd Level)
Skills
Bluff +10
Diplomacy +7
Fly +15
Knowledge (arcana) +6
Knowledge (Planes) +6
Linguistics + 8
Perception + 14
Spellcraft + 5
Stealth + 9
Use Magic Device + 14

Special Abilities
Mystic Bond - Divine Heritage - Travel Domain (Agile Feet, Dimensional Hop)
Mystic Talents - Mystic Training(Extra Spells Known(4th Level)); Mystic Accuracy
Daylight 1/day SLA

Traits Reactionary, Seeker
Languages Trade Language, Zanorie

Spells Known:

0-Level
Light
Mage Hand
Detect Magic
Spark

Read Magic
Stabilize
Detect Poison
Dancing Lights

1-Level
Magic Missile
Expeditious Retreat
Grease
Unseen Servant

Cure Light Wounds
Burning Hands

2-Level
Invisibility
See Invisibility
Resist Energy
Scorching Ray

Hold Person

3-Level
Fireball
Gaseous Form
Spiked Pit

Dispel Magic

4-Level
Confusion
Dimension Door
Greater Invisibility

Background:

The world that Ameo Wanstell comes from is mostly covered in forests. There are a few cities but nearly no advanced technology.

The people of his world all possess magical powers of varying degrees. The societal hieracy is based on how power the

individuals are. Most everyone is very healthy due to so many magical healers. Food is simply conjured up. No roads, as

everyone teleports from here to there. No telescopes as astronomers use divination magic.

Things have been this way for so long, that people dont even remember why or how everyone gained this abilities. Ameos

abilities first manifested at the age of 9.

This homeworld that he wishes to come home to is called Zandor.
On Zandor people speak the following languages:

Zippie - Zipis are the most technologically advanced people. They have weaker magical powers than other races, and therefore went through an industrial revolution.

Ti-Ti - Ti-Ti is the name of both the language and the country. Mostly jungle people. The live in huts in trees, and are all great healers. They are the only people on the planet known to be able to perform True Resurrections.

Moonie - The people of the moon are great Alchemists. The Zipies discovered them 300 years ago and begun trading shortly there after. As such the moon people and the Zipis people are the two super powers.

Kander - Kanderieos is a country full of short people. No one native of there stands over 3 feet tall. It is mostly a mountainous area.

Zanorie - Primary trade language. It developed as a combination of two languages, Moonie and Zippie. These were two of the most advanced people for a very long time.


thunderbeard wrote:
Hmm. I tried to leave these mostly vague, because a) I wasn't sure how much detail I should put about this background stuff, and how much you wanted to come up with as a GM based on features of the galaxy etc. and b) This is the sort of thing that, I think, might be more worthwhile to expand on once characters are chosen, since otherwise it's a lot of writing for a lot of people.

I'm not asking for a novel, but a sentence or two about unique or interesting races I don't think is too much to ask for.


I find myself quite interested. Leaning towards a kobold Scholar at the moment.

My rolls:
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (4) + 8 = 12

So, that's 18, 18, 14, 12, 12, 8.


*grumblegrumblegrumble* I may have to scrap my original ranged aegis since there is really no way to improve his attack rolls with the suit's ranged attack.

I'll figure something else out soon


Ptolmaeus Arvenus wrote:
*grumblegrumblegrumble* I may have to scrap my original ranged aegis since there is really no way to improve his attack rolls with the suit's ranged attack.

Well, let me see if I can take a look at that archetype. Do you have a link for it by any chance?


As far as the theme for this campaign goes, I'm shooting for alien meets dark city: dark, grim, and just a hint of creepy horror.


How's a Good-aligned Necromancer sound? I'll be focusing on summons, versatility through shadow spells, and a little minionmancy. Probably some debuffs, too. Let me know if you need anything else from me. :-)

Mjesecar:

Umbral Kobold Death Mage (shadow mage) 8
Alignment: NG
Languages: Hisssla, Nightspeak, Umbral, voice of the dead
Death Bond (Death domain)
Shape Shadow
Shadow Adept
Death’s Embrace
Summon Shadow 1/day

STR 6
DEX 16
CON 10
INT 15
WIS 11
CHA 20

Darkvision 60ft, Light Sensitivity
Speed: 30ft
Initiative: +3
HP: 72 (8d8 +8 class)

BAB: +6
AC: 14; Touch: 14; Flat-Footed: 11 (+3 dex, +1 size)
CMB: +3; CMD: 16
Saves: Fortitude +2; Reflex +5; Will +6

Skills
*Craft(trapmaking) +4 (unranked),*Intimidate +16, * Knowledge(arcane, local) +13 (+8 if relating to death, necromancy, or undeath), Perception +10,* Profession(miner) +2 (unranked),*Spellcraft +13, * Stealth +16, *UMD +16

Feats
Spell Focus(illusion)
Greater Spell Focus(illusion)
Spell Focus(conjuration)
Augment Summoning

Armor/Weapons (+1 attack)
Bleeding Touch 3/day (1d6 bleed, 4rds)

Spells Known
(4/day) Cantrips: bleed, detect magic, detect poison, disrupt undead, guidance, read magic, stabilize, touch of fatigue, virtue

(6/day+domain) Level One: cause fear, chill touch, dance macabre I, deathly pall, deathwatch, grave shield, inflict light wounds, obscuring mist, ray of enfeeblement, remove fear, spectral eye

(4/day+domain) Level Two: command undead, dance macabre II, death knell, false life, fog cloud, gentle repose, ghoul touch, inflict moderate wounds, remove paralysis, scare, spectral hand

(4/day+domain) Level Three: animate dead, anti-undead shell, dance macabre III, deeper darkness, foehn, halt undead, inflict serious wounds, ray of exhaustion, shadow conjuration(lesser), speak with dead, vampiric touch

(3/day+domain) Level Four: bestow curse, contagion, dance macabre IV, death ward, enervation, false vigor, inflict critical wounds, inflict light wounds(mass), fear, shadow conjuration

Brief Background:
Mjesecar the Surface Walker is an unusual creature. Unlike most of his kind, he holds a strong fascination with the surface world. In fact, he regularly ventures out by himself to wander and explore, trusting only in his magical prowess to protect him. When asked why he does this, Mjesecar simply replies, "I like it better up there. It's peaceful."

What his kin don't know is that he discovered a tribe of surface dwellers. Appearing as shadowy wraiths, these terrifying creatures are met with fear and revulsion by Umbrals - followed by a rapid exodus from the area. Mjesecar, however, greeted them with curiosity. Over time, he began to win their trust and learned that surface dwellers are trapped in the space between the Material World and the shadowy world of Death. Trapped ghosts, in other words, wishing nothing more than to go home.

Mjesecar spent much time with them and learned much about death, the afterlife, and the Pale Road that all must walk someday. He even learned how to harness a small fraction of that world's power for his own. In time, he hopes to figure out how to release Umbra's surface dwellers from their captivity.

World Info + Languages:
Umbra is a planet of eternal night. It's moon is locked in a parallel orbit and completely blocks out the sun. As a result, Umbra is a cold dark place that is almost completely ignored by the rest of the galaxy. Most inhabitants live underground where they can be close to the planet's core, only venturing upward to harvest biolumescent fungi used for a multitude of purposes - including food. The surface world is a dangerous place full of blind predators that hunt in well-coordinated packs.

Main Languages
Anim - gesture and pheromone-based communication used by surface predators. Incredibly complex, too much so to have evolved naturally....
Canter - secret language used by criminal gangs
Hisssla - ancient reptilian language of magic; only spoken by spellcasters
Nightspeak - pidgin tongue used by surface-dwellers
Umbral - the common tongue


I actually find that PBPs are great vehicles for running summoning characters. with that being said, however, I would expect that someone running summons would have pre-prepped any stat blocks to reflect class and feat changes ahead of time, so that it makes it easy to run.


Naturally, You've got enough to deal with already, and it's just good player manners anyway. If selected, every time I summon something, I'll include a spoilered mini-statblock with AC, Saves, HP, and any special defensive abilities. :-)


So Worldthorn got a little change, starting life off as a Skin-Changer. For someone without magic items, he looks like a pretty capable combatant.

"Durable as the oak, flexible as a vine."

World Info + Background soon to come. :)


Vrog Skyreaver wrote:
As far as the theme for this campaign goes, I'm shooting for alien meets dark city: dark, grim, and just a hint of creepy horror.

Huh... I was expecting something more along the lines of Farscape meets Guardians of the Galaxy.

Not that I mind, of course, although hopefully my character background is still dark enough to survive in the setting.

And, expanding details on homeworld.

More Detailed Homeworld and Languages:

Common languages of Arbor:
-Arborcommon, a trade pidgin somewhat intelligible to traders of nearby worlds
-Kirdu, the etiquette-centered language of the feathered people
-Morgath, a whistling tongue spoken by the craft nomads
-Arborfey, a language of the deep jungles, spoken by the Fey of Arbor
-Seedling, a language shared by the most intelligent plants, with many dialects
-Tyran, the official language of the Tyran Empire, of which Arbor is nominally a part

The world of Arbor, as it is known to nearby planets, is covered in verdant forests at a vast variety of climates. To the Seedlings, it is merely called "Green." But the people of Arbor are, by and large, not a spacefaring bunch.

In forests across the world, the reclusive Seedlings build treetop cities out of the bones of their ancestors, carved into spiritualistic totems and sacred works of furniture, spread across the planet in a thousand different tribes, each with its own culture, branch pattern, and leaf shape. Some have joined the planet's more cosmopolitan societies, but generally at the outskirts, as traders, scouts, and skilled farmers.

In the open spaces and friendlier jungles, humanoid creatures mingle. The lofty Kirdu, tall and feathered, have devoted much of their history and culture to the precise wording and delivery of messages over great distances, building the solid communication network on which Arbor society is now built.

The artistic Morgath, slow, shelled nomads known for carrying their greatest treasures on their backs, have gradually transitioned into laborers and technologists, driven by their inner desire to create things.

Even some of the elusive Arborfey—a race of small, winged creatures who modify their own DNA over their ancient lifespans as they grow, until no two are alike—have found a place in the culture of Arbor. These individualistic creatures, though hailing from the darkest forests and usually only interacting with the seedlings, have occasionally followed a different calling, and become leaders, philosophers, or performers.

Over the three hundred years, an intermingling of these and more minor races, combined with the arrival of travelers from nearby planets and stars has led to the formation of a more global culture, with civilizations the world over learning a sort of traders' pidgin tongue, known as "Arborcommon."

A century ago, the alliance—and conquest—of nearby stars into the consolidated Tyran Empire (a small government of only a dozen stars, but the largest player in this backwater part of the galaxy) has changed things a bit. Arbor's space traffic is no longer limited to isolated traders, pilgrims and wealthy tourists; with the conquest of their more powerful neighbor systems, Arbor, with no planetary defense forces of its own, has fallen under the Tyran sphere of influence. Trade in weapons and technology has rapidly increased, and various officials have begun to scout the planet in increasing numbers.

Azten wrote:
"Durable as the oak, flexible as a vine."

I do like the idea in general of plant creatures as shapeshifters, although I can't think of any fictional characters who do this outside of DC's Black Orchid. Also, clearly high-dex plant people are where it's at.


when I first starting formulating this game in my brain, I was watching the original alien movie as background noise, and then my roommate came into the room and asked me about dark city, and my brain starting lighting up with ideas.


Ptolmaeus, I'm probably shooting myself in the foot, but you should use my build for your concept. The aegis/soul knife (soulbolt)/metaforge build allows a lot of flexibility and allows for a little more damage and range. Maybe we could team up and be some sort of twins or cyborgs from the same creator? If you could stand my presence, that is.


Korash the Spiky wrote:
I do like the idea in general of plant creatures as shapeshifters, although I can't think of any fictional characters who do this outside of DC's Black Orchid. Also, clearly high-dex plant people are where it's at.

Clearly. :)

In the webcomic Goblins, Life through their Eyes one of the early hero/villians(he's totally a villian) has one half of his body plant and the other half flesh, more or less straight down the middle of his form. The plant half? He grows weapons out of it. Bows, arrows, swords, etc.


@ The Doom That Came to Sarnath: I realize rereading my answer to your question above that it might have come off harsher than I intented. While I won't be using Non-SRD published spirits, if selected you and I can come up with some original spirits if you want.


Languages:
On Anderail, the five most common languages and their speakers are as follows.

1) Sylvan, by most everyone, though it more floral in dialect than Fey.
2) Monishy, by the Monyte, a race of subterranean humanoids that resemble a cross between monkeys and beetles.
3) Horned Tongue, spoken by the elusive Alicorns, a race closely resembling winged unicorns or horned pegasus. Scholars still argue over which is true, and the Alicorns aren't saying.
4) Aviel, commonly used by the human-like nomads of the same name. They have skin ranging from bright red to dark.
5) Grogish. Barely a language and more like a verbal avalanche of grunts and shouts, the(surprisingly) sea-faring giants of Anderail use this when they absolutely have to talk to the land dwellers.

Background:
Worldthorn was named because he was, for a long time, knotless by choice and wandering Anderail while getting in the way of those around him. During this time he met many creatures and peoples he sought to understand more. So he dug deep into the earth under the roots of a great tree and slept, seeking enlightenment.

He got more and less than what he wanted.

The tree was an avatar of Yggdrasil, the World Tree, that had become corrupted. It granted him understanding through imitation, a meager trickle of of understanding among the waves of chaos he endured, constantly shifting and lashing out at things that weren't there with magic he didn't understand or even realized he had. Just as he gained control, he lost consciousness.

The Setting, Anderail, the World of Hidden Metropolises:

The world of Anderail, at first glance, might appear barely inhabited. The easiest two of it's people to find being sea-faring and nomadic by choice, hardly staying in once place or ocean for long.

But if one spends time and makes and effort, he can find two woundrous cities spanning continents! Sometimes, even the same continent.

The sprawling underground was, long ago. Filled with hideous things that liked to come up to the surface at night and ravage the people who slept. They are the reasons the giants took to the waters and have returned to land.

One day though a small group of people, the future Monyte, took up arms and went down after these creatures. Through ingenuity and sheer tenacity, they slowly made the night safe again over the course of several generations. Now entire countries of the underground people are dedicated to keep the creatures from every attacking again.

Meanwhile, above ground, another race, the Briarborn, prayed to their godtree for safety and were granted the gift of emulating their deity, becoming one with their glades. They hold a festival every three years called the Branching to celebrate and remember.


Strebor Leahcim wrote:
Ptolmaeus, I'm probably shooting myself in the foot, but you should use my build for your concept. The aegis/soul knife (soulbolt)/metaforge build allows a lot of flexibility and allows for a little more damage and range. Maybe we could team up and be some sort of twins or cyborgs from the same creator? If you could stand my presence, that is.

Nah, don't worry about it, I'll figure something else out.


Ptolmaeus Arvenus wrote:
Strebor Leahcim wrote:
Ptolmaeus, I'm probably shooting myself in the foot, but you should use my build for your concept. The aegis/soul knife (soulbolt)/metaforge build allows a lot of flexibility and allows for a little more damage and range. Maybe we could team up and be some sort of twins or cyborgs from the same creator? If you could stand my presence, that is.
Nah, don't worry about it, I'll figure something else out.

There's a couple of ways you could really distinguish an Aegis from a Soulbolt while making them both ranged characters. An Aegis, for instance, makes a pretty decent tank, and taking the Ranged customization combined with the Snap Shot (and later Improved Snap Shot) feats would let you threaten an area with ranged attacks while also being able to tank well and function as an effective switch hitter.


thunderbeard wrote:
Ptolmaeus Arvenus wrote:
Strebor Leahcim wrote:
Ptolmaeus, I'm probably shooting myself in the foot, but you should use my build for your concept. The aegis/soul knife (soulbolt)/metaforge build allows a lot of flexibility and allows for a little more damage and range. Maybe we could team up and be some sort of twins or cyborgs from the same creator? If you could stand my presence, that is.
Nah, don't worry about it, I'll figure something else out.
There's a couple of ways you could really distinguish an Aegis from a Soulbolt while making them both ranged characters. An Aegis, for instance, makes a pretty decent tank, and taking the Ranged customization combined with the Snap Shot (and later Improved Snap Shot) feats would let you threaten an area with ranged attacks while also being able to tank well and function as an effective switch hitter.

That's what I was planning on, the only issue is how limited the bonus to attack rolls will be. Outside of BAB and Dexterity, I don't have many options for bonuses since I can't enchant this weapon and don't have access to, say, full weapon focus or any other training.


I've been reading more and more of these 3pp classes. I think the primary issue is the limitations on the spellcasting list for the machinesmith. Would you mind if I did some tweaking to get them up to snuff or semi-par like an alchemist or Investigator?


First Idea is a Fetchling Direlock
Direlock

Stat: 1d10 + 8 ⇒ (10) + 8 = 18
Stat: 1d10 + 8 ⇒ (1) + 8 = 9
Stat: 1d10 + 8 ⇒ (1) + 8 = 9
Stat: 1d10 + 8 ⇒ (3) + 8 = 11

18 in Cha and 8 in Wis

Does not look like the Fetchling has a ECL adjustment so he would be an 8th Level Direlock

Would this be a potential


Remnant wrote:

Does not look like the Fetchling has a ECL adjustment so he would be an 8th Level Direlock

Fetchlings aren't 3pp, though, so I'm not sure if the GM's allowing that.

Ptolmaeus Arvenus wrote:


That's what I was planning on, the only issue is how limited the bonus to attack rolls will be. Outside of BAB and Dexterity, I don't have many options for bonuses since I can't enchant this weapon and don't have access to, say, full weapon focus or any other training.

The Aegis' ranged attack isn't a manufactured weapon, which means, I think, that you could make an argument for it being a natural weapon, and thus you could use an Amulet of Mighty Fists or something similar to enhance them (which would also apply to natural melee attacks).


thunderbeard wrote:
Remnant wrote:

Does not look like the Fetchling has a ECL adjustment so he would be an 8th Level Direlock

Fetchlings aren't 3pp, though, so I'm not sure if the GM's allowing that.

Ptolmaeus Arvenus wrote:


That's what I was planning on, the only issue is how limited the bonus to attack rolls will be. Outside of BAB and Dexterity, I don't have many options for bonuses since I can't enchant this weapon and don't have access to, say, full weapon focus or any other training.
The Aegis' ranged attack isn't a manufactured weapon, which means, I think, that you could make an argument for it being a natural weapon, and thus you could use an Amulet of Mighty Fists or something similar to enhance them (which would also apply to natural melee attacks).

Hey there

I thought he said ARG for races?
Will have to look at the other races then


Actually...

Vrog Skyreaver wrote:
Race: any (although incredibly powerful races will probably take a level hit).


thunderbeard wrote:
Ptolmaeus Arvenus wrote:
That's what I was planning on, the only issue is how limited the bonus to attack rolls will be. Outside of BAB and Dexterity, I don't have many options for bonuses since I can't enchant this weapon and don't have access to, say, full weapon focus or any other training.
The Aegis' ranged attack isn't a manufactured weapon, which means, I think, that you could make an argument for it being a natural weapon, and thus you could use an Amulet of Mighty Fists or something similar to enhance them (which would also apply to natural melee attacks).

That's one of the bothersome things about the class. While I love playing them, Aegii could benefit from some careful errata-ings.


Oh, my bad—I guess I got confused about the race thing.


no worries. I was not as clear as I could have been, it seems.

Dark Archive

Let's see what happens.
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (8) + 8 = 16


Do we get traits? The only mention of them I see is in regards to voting on Drawbacks.


Azten wrote:


Do we get traits? The only mention of them I see is in regards to voting on Drawbacks.

Yes, you get the two standard.

@ ptolmaeus: After looking at the Crystal Shard Aegis, I'm thinking what I'll do is allow the item that modifies the soulknife's mindblade to work with the physical ranged modification. Since the energy side has the ability to become touch attacks, I think we'll leave that as is (as a means of balancing it). Does that seem fair?


Feel like trying a Direlock.

1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (8) + 8 = 16
1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (5) + 8 = 13


Vrog Skyreaver wrote:

@ ptolmaeus: After looking at the Crystal Shard Aegis, I'm thinking what I'll do is allow the item that modifies the soulknife's mindblade to work with the physical ranged modification. Since the energy side has the ability to become touch attacks, I think we'll leave that as is (as a means of balancing it). Does that seem fair?

That's more than fair. I'm probably going to respec a bit to specialize in the energy blasts and also gonna build a back-up incase this does not work as well as we thought it would.

Dark Archive

I'm going Marksman.

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