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Game Master Yasss Queen


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Monkeygod wrote:

@Yasss,

Are we waking up in Golarion? Or another realm(possibly homebrew?)? Will there be planar travel at all?

I think the first realm will be Golarion near Sandpoint with the Rise of the Runelords AP basically starting.

You can get involved or not as you like or just blow stuff up, whatever.

In my multiverse all multiverses are connected and planar travel, while mostly the providence of the extremely rich and powerful, is common among them.

Not to spoil too much but in the "Main Quest" there is plenty of Planar adventure and several Gods and their planar servants get involved.


Re-doing my concept somewhat to be more akin to Loki/Hanuman/Hermes trickster character.


derpdidruid wrote:

Well if this doesn't sound interesting.

I think something that'd be fun to roleplay would be an average guy, the kind that isn't capable of killing people. He wakes up and just finds that he's completely immortal. Tarasque regeneration levels with the whole slew of immunities. No real way of killing folks, just an average guy that cant die. I can just see, the whole group is standing in front of the Ruler, crazy lookin, cool characters. Then there's me, just standing in the middle of all the craziness. The Ruler asks "An what's his deal." and my character just shrugs and says "Well I can't die it seems." The Ruler asks "Well can you show me?" to which I respond "Hell no... Bloody hurts."

So yeah, level 1 Immortal commoner. Sounds fun too me.

Have you read and/or seen RE: Zero? It's a manga and anime. Your character concept makes me think of it.


So I spent a few minutes looking at a build, and then I figured: is putting a detailed build to paper really pertinent? Would a summary build, an idea of what the character can do, and more importantly a description of the personality and feel of the character suffice?

Basically, I am looking at a Level 20 Mythic Bard/Wizard. Immensely powerful. Only the man from the future has relatively low stats (max. 12), and so cannot use most of the power at his disposal! Great wish, but ultimately he is ill-equipped to take advantage of it!


Alias ad Tempus wrote:

So I spent a few minutes looking at a build, and then I figured: is putting a detailed build to paper really pertinent? Would a summary build, an idea of what the character can do, and more importantly a description of the personality and feel of the character suffice?

Basically, I am looking at a Level 20 Mythic Bard/Wizard. Immensely powerful. Only the man from the future has relatively low stats (max. 12), and so cannot use most of the power at his disposal! Great wish, but ultimately he is ill-equipped to take advantage of it!

Wizard/Bard? I can see it, but lore-wise I think a Blood Arcanist/Druid would be more accurate. It covers his fiendish heritage and natural capacity for spellcasting via a sorcerer bloodline (probably Harrow or Infernal), and covers his druidic upbringing via the druid class.


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I think I'm scrapping my idea for a new one that I really like. Basically a little boy living out his fantasy as a knight. He's gonna be a little kid with a bucket helmet, trash-can-lid-shield, and wooden sword, maybe a little red cape. No special abilities but absolutely unbelievable/unachievable ability scores.


Okay. Since Alias got dibs on Merlin first, I'm going to build a PF version of Carlos Hathcock. Musket Master Gunslinger mixed with Sniper-Scout Rogue, Skirmisher-Guide Ranger, Ninja, or... something. Inquisitor has a decent ranged archetype, but so does fighter. I'll figure this out.

For reference, in each "Saving Private Ryan", "Shooter" (with Marky Mark), and the original "Sniper", there is one scene where two snipers are looking for each other and one pulls the trigger a split-second before the other and ends up shooting through the scope of the enemy, resulting in a headshot and a kill. Carlos did that in Vietnam (and supposedly Simo Hayha did it in the Winter War).


GrinningJest3r wrote:
Alias ad Tempus wrote:

So I spent a few minutes looking at a build, and then I figured: is putting a detailed build to paper really pertinent? Would a summary build, an idea of what the character can do, and more importantly a description of the personality and feel of the character suffice?

Basically, I am looking at a Level 20 Mythic Bard/Wizard. Immensely powerful. Only the man from the future has relatively low stats (max. 12), and so cannot use most of the power at his disposal! Great wish, but ultimately he is ill-equipped to take advantage of it!

Wizard/Bard? I can see it, but lore-wise I think a Blood Arcanist/Druid would be more accurate. It covers his fiendish heritage and natural capacity for spellcasting via a sorcerer bloodline (probably Harrow or Infernal), and covers his druidic upbringing via the druid class.

You're right! Thanks for the advice :)


Here he is, I pretty much just straight took the regeneration ability from the Tarrasque and gave him immunity to literally everything. Nothing else. Hell, he might not even know he has powers until he gets into trouble.

"The Lucky Halfling" wrote:
Have you read and/or seen RE: Zero? It's a manga and anime. Your character concept makes me think of it.

I have actually, It's pretty good and kinda similar in the sense of both being unable to die and being in a world different their own, Though my character is more Wolverine/Deadpool with his superpower. The personality is pretty similar too.


Yasss Queen wrote:
BloodYakura wrote:
Yasss Queen wrote:
GrinningJest3r wrote:
Building on BloodYakura, I have a Crimson King tattoo. Can I be him?
Yeah, if you want to be.
Awesome I'm totally throwing my hat into the ring for the dark tower game whenever you run it. With that out of the way,I'm terrible at free for sheets so I guess Im gonna just use my imagination but how will I determine things like health for a character like mine. His dexterity,perception,wisdom and endurance are all amazing. His strength would be pretty decent as well with his only glaring weaknesses being his intelligence and charisma.(I'm assuming his amazing riddle solving abilitys is chalked up to something like wisdom).

Off the top of my head maybe a level 10 gunslinger with like 20+ Dex and two +5 revolvers (advanced firearms)with whatever special abilities make sense.

Maybe some magical rule to represent that Ka is a circle in case he gets killed=)

That sounds great! I'm going to write something up as soon as I get off work tomorrow


Alias ad Tempus wrote:

So I spent a few minutes looking at a build, and then I figured: is putting a detailed build to paper really pertinent? Would a summary build, an idea of what the character can do, and more importantly a description of the personality and feel of the character suffice?

Yeah, make the whole build as we will be following most of the rules with the exception of initiative as combat will be handled in rounds based on real hours to speed up combat and not get the game hung up waiting on someones turn.

I didn't mean to imply earlier that the game will be rules light, only that there will be a lot freedom and choice with an emphasis on RPing.


Joseph Miner wrote:
Here he is, I pretty much just straight took the regeneration ability from the Tarrasque and gave him immunity to literally everything. Nothing else. Hell, he might not even know he has powers until he gets into trouble.

Nice, I like it.

Edit: Still needs character personality description and the like but mechanically sound.


BloodYakura wrote:
That sounds great! I'm going to write something up as soon as I get off work tomorrow

Also, if you want some real life inspiration for your guy, take a look a Bob Munden and Jerry Miculek.


Lady of Affirmation,

I think I'm going to build my entire concept via the Talented Bestiary. I promise to show all my work lol :)

Question, my main concept is that of a shapechanger, would it be alright to add the various polymorph spells that have come out after Core, to the things one can turn into via Shapechange?

Ie, Form of the Alien Dragon III, Form of the Exotic Dragon III, Fey Form IV, Vermin Shape II, Geniekind, Ooze Form III, Magical Beast Shape, and Shadow Body


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Monkeygod wrote:

Lady of Affirmation,

I think I'm going to build my entire concept via the Talented Bestiary. I promise to show all my work lol :)

Question, my main concept is that of a shapechanger, would it be alright to add the various polymorph spells that have come out after Core, to the things one can turn into via Shapechange?

Ie, Form of the Alien Dragon III, Form of the Exotic Dragon III, Fey Form IV, Vermin Shape II, Geniekind, Ooze Form III, Magical Beast Shape, and Shadow Body

Sure.


Well, this seems very interesting; I'll probably post a build or two within the next few days. I have a question, though: can I make a character whose fantastical abilities are derived from a negative aspect of their former life rather than from the fulfillment a wish or desire?


Pennate wrote:
Well, this seems very interesting; I'll probably post a build or two within the next few days. I have a question, though: can I make a character whose fantastical abilities are derived from a negative aspect of their former life rather than from the fulfillment a wish or desire?

Yes.


Is there any sort of deadline for characters??

With the holidays right around the corner, I'm hoping we'll have plenty of time.


"The Lucky Halfling" wrote:
derpdidruid wrote:

Well if this doesn't sound interesting.

I think something that'd be fun to roleplay would be an average guy, the kind that isn't capable of killing people. He wakes up and just finds that he's completely immortal. Tarasque regeneration levels with the whole slew of immunities. No real way of killing folks, just an average guy that cant die. I can just see, the whole group is standing in front of the Ruler, crazy lookin, cool characters. Then there's me, just standing in the middle of all the craziness. The Ruler asks "An what's his deal." and my character just shrugs and says "Well I can't die it seems." The Ruler asks "Well can you show me?" to which I respond "Hell no... Bloody hurts."

So yeah, level 1 Immortal commoner. Sounds fun too me.

Have you read and/or seen RE: Zero? It's a manga and anime. Your character concept makes me think of it.

Lol it made me think of the Yellow Dragon in Yuna of the Red Dawn XD


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Yasss Queen wrote:
Still needs character personality description and the like but mechanically sound.

Yep yep, I like to take a little more time on background and the like.

Here's his background.

Backround:
Joseph lead a fairly painful life. He was born with hemophilia. After twenty three years of managing, the day finally came where it happened. He had fallen after getting into a fight with a friend, the friend turned to leave immediately after pushing Joseph, failing to notice that he was unconscious and bleeding from his head.

Joseph remembers waking up with cloudy vision and confusion in his mind,
he could barely remember what happened. He just knew he felt weak and cold, he knew what that meant, he tried to sit up and failed, splashing back down into the roomwide pool of blood. Joseph bleed out that night, he died cursing his fragility, wishing for a second chance with a body that didnt die from a push.

And his personality

Personality:
Joseph is a kind, cautious person. He often puts others before himself, though he tends to shy away from conflict and prefers to keep out of danger he's not one to let things that he finds distasteful carry on.


So my idea for a character is that a short, timid, workaholic who always gets pushed around or knocked over just because she doesn't speak up and is really short (like 5'3") dies and becomes a huge (not sure on exact height but definitely over 10ft tall) barbarian/brawler chick.

She is a massive bookworm, and uses it as escapism. When she decides to change her life, she signs up for a self defense class but misses her stop due to being absorbed in a book.

She gets off at the wrong stop and gets mugged, where she is stabbed and bleeds out. When she's dying a crowd gathers and she thinks it's typical that when she's covered in blood is the only time people notice her.

Still shy, but her body has all muscle memory so she auto-reacts to being attacked. But whoever is responsible didn't want her running away again, so she has relatively low intelligence, and can't read. Even when someone casts a spell that allows her to read, her low intellect makes it super boring.

I'd like her to be the massive chick that just adventures with a bunch of other people who get her into all kinds of trouble. Like using her to win money for arm wrestling or strength challenges and stuff.

Liberty's Edge

My character would be someone who never quite felt right in the world, someone who felt like they were born to be something different and for some reason what they were in a mixup and ended up being born in the wrong place. They always felt like they were supposed to go on this grand adventure that just never started. So they feel like this new world is where they were supposed to be this whole time.
My character probably also had some anger problems before, like they always felt like if they let their guard down too far they would hurt someone, so they were this calm, collected, distant person with this under layer of brute force and rage. An alchemist who was flavored as just a weak castor with his extract just being him releasing his rage as it were would probably work pretty well for this character.


I have no time, so I am going to step down...which means have fun Merlin!


Yasss Queen wrote:
Also for some reason a group of demigods mucking about in an AP when the AP isn't the central story is really amusing to me.

Well, if we're talking about allowing demigods in your campaign, what about the godling classes? I currently playing one in a homebrew campaign here on the forums, and he does not overshadow the other players.


Alias ad Tempus wrote:
I have no time, so I am going to step down...which means have fun Merlin!

Nooo! I gave up on making Merlin and made Carlos Hathcock instead!


Monkeygod wrote:

Is there any sort of deadline for characters??

With the holidays right around the corner, I'm hoping we'll have plenty of time.

Nah, I take a zen approach to these kind of things, it'll be ready when it is ready.

We need about eight or more characters, when we hit a workable number we'll see if we are ready to start.


TheWaskally wrote:
Yasss Queen wrote:
Also for some reason a group of demigods mucking about in an AP when the AP isn't the central story is really amusing to me.
Well, if we're talking about allowing demigods in your campaign, what about the godling classes? I currently playing one in a homebrew campaign here on the forums, and he does not overshadow the other players.

You can use a godling class if you like.


For transparency purposes, I'm limiting myself to 4d6 6x, dropping the lowest; re-rolling 1s and 2s in three rows, and if I don't like any rows, I'll just use a 25pt. buy.
Come on Dice Gods, be good to me!!!
Row 1
4d6: 4d6 ⇒ (5, 5, 6, 5) = 21 16
4d6: 4d6 ⇒ (4, 3, 6, 1) = 14 13
1d6: 1d6 ⇒ 3
4d6: 4d6 ⇒ (3, 1, 3, 4) = 11 11
1d6: 1d6 ⇒ 4
4d6: 4d6 ⇒ (6, 4, 6, 6) = 22 18
4d6: 4d6 ⇒ (1, 1, 3, 6) = 11 16
2d6: 2d6 ⇒ (5, 5) = 10
4d6: 4d6 ⇒ (2, 5, 6, 1) = 14 14
2d6: 2d6 ⇒ (2, 3) = 5
18, 16, 16, 14, 13, 11

Row 2
4d6: 4d6 ⇒ (6, 4, 6, 1) = 17 16
1d6: 1d6 ⇒ 3
4d6: 4d6 ⇒ (6, 4, 6, 2) = 18 17
1d6: 1d6 ⇒ 5
4d6: 4d6 ⇒ (2, 2, 4, 1) = 9 13
3d6: 3d6 ⇒ (5, 3, 4) = 12
4d6: 4d6 ⇒ (4, 4, 5, 6) = 19 15
4d6: 4d6 ⇒ (3, 2, 2, 5) = 12 11
2d6: 2d6 ⇒ (2, 3) = 5
4d6: 4d6 ⇒ (4, 1, 5, 3) = 13 15
1d6: 1d6 ⇒ 6
17, 16, 15, 15, 13, 11

Row 3
4d6: 4d6 ⇒ (5, 1, 4, 6) = 16 16
1d6: 1d6 ⇒ 5
4d6: 4d6 ⇒ (6, 1, 1, 3) = 11 13
2d6: 2d6 ⇒ (3, 4) = 7
4d6: 4d6 ⇒ (5, 5, 5, 6) = 21 16
4d6: 4d6 ⇒ (5, 1, 4, 5) = 15 14
1d6: 1d6 ⇒ 2
4d6: 4d6 ⇒ (1, 4, 3, 4) = 12 11
1d6: 1d6 ⇒ 3
4d6: 4d6 ⇒ (1, 3, 6, 4) = 14 13
1d6: 1d6 ⇒ 1
16, 16, 14, 13, 13, 11

Okay, Dice Gods, I'll take Row 1.
Yass Queen, per your post, I will be submitting a human godling lvl 6, since you posted that was the minimum wished.


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So, the rough concept I'm currently kicking around is that of a well-regarded ghostwriter who awakens in this new realm to find that he has lost most of his ability to directly interact with his surroundings; objects pass through his grip, pedestrians pass him oblivious to his presence, and the scents of the world are barely perceptible. However, in exchange, the man finds that he has he can impose his will upon reality as if the world itself were a story he was penning.

Personality-wise, the character would be a gentle, somewhat shy man who is reluctant to take control of a situation or take credit for his achievements. He would be somewhat uncomfortable in violent situations, and would generally prefer to work behind the scenes and solve problems subtly.

In life, the character remained active in his career until his last breath, dying of old age alone in the cabin in which he sequestered himself while writing.

Mechanically, the character probably would be a human expert 7 with the ghost template minus the rejuvenation and corrupting touch abilities; constant invisibility as the spell; and the ability to cast Wish at-will as a SLA with a caster level of 18.


Here is what I have so far for my godling character. I will will complete Personalty and Backstory tabs later today.


TheWaskally wrote:
Here is what I have so far for my godling character. I will will complete Personalty and Backstory tabs later today.

Looks good so far.


Pennate wrote:

So, the rough concept I'm currently kicking around is that of a well-regarded ghostwriter who awakens in this new realm to find that he has lost most of his ability to directly interact with his surroundings; objects pass through his grip, pedestrians pass him oblivious to his presence, and the scents of the world are barely perceptible. However, in exchange, the man finds that he has he can impose his will upon reality as if the world itself were a story he was penning.

Personality-wise, the character would be a gentle, somewhat shy man who is reluctant to take control of a situation or take credit for his achievements. He would be somewhat uncomfortable in violent situations, and would generally prefer to work behind the scenes and solve problems subtly.

In life, the character remained active in his career until his last breath, dying of old age alone in the cabin in which he sequestered himself while writing.

Mechanically, the character probably would be a human expert 7 with the ghost template minus the rejuvenation and corrupting touch abilities; constant invisibility as the spell; and the ability to cast Wish at-will as a SLA with a caster level of 18.

I like this concept alot.


Monkeygod wrote:

Is there any sort of deadline for characters??

With the holidays right around the corner, I'm hoping we'll have plenty of time.

To be clearer it will prolly be after the holidays, it gives us plenty of time to tweak things to mesh the party well and will make it so we don't have to interrupt the game right in the beginning, which is bad policy.


Got a neat backstory in mind, gonna work on refining it over the next day or so while I work on stats.


Since there's no official character creation rules, I would like to suggest some houserules from various games I have played in over the years that I feel would benefit this game:

1) All classes with 2+int get 4+int. This allows them to be a lot more useful outside of combat, and I feel it would make sense in this sort of game, especially considering we have a past life to draw upon.

2) Background skills(not actually a houserule). This is probably one of the best things to come out of Unchained. It frees up two skill points every level for cool story focused skills, which have their uses, but you sometimes cringe at needing to spend your occasionally small allotment of points on.

3) Expanded Arcana is taken only once, and applies to every level thereafter. Having to waste a feat slot several times to get extra spells known is awful, especially since you're still restricted by action economy to how many you can cast in a round. Knowing 10+ more spells doesn't make you any more powerful since you can still only cast 1 or 2 a round, but it does allow some more versatility.

4) A bonus 'background' feat at first level. This feat can not be combat or metamagic, but it can grant proficiency. Spell Focus/Penetration can be included as well, since they more or less grant bonuses mostly to combat.

I came up with this one myself. Often, a concept needs that one 'useless' feat to make it work, but you hate having to take. Or you want to take a skill focus or similar feat to highlight how good your PC is at one specific 'trick'.

5) Feat Tax It just makes sense.

6) Gestalt(Again not a houserule). I don't think this is actually necessary, but it would be a good way to showcase how powerful our new selves are.

7) A feat every level, as opposed to every other. More feats are always good, and can help really make a concept truly shine.

Grand Lodge

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I am gonna work on a Psionisist who is a Teleporter and a Telekinetic. Someone who has some strange shapeshifting abilities(Thinking Reptoid) She poses as people of various races and sexes to infiltrate society and figure out how others act. She struggles with who she is and what she wants physically, but in the end she is powerful enough to topple buildings!

Still she struggles with who she is and what she wants. Her power however is destructive and if angered can and will be used to destroy.


So here is GrinningJest3r's submission. Lucas "Hathcock" Martin. An old man in a young body in a very strange place, doing things that he never thought he'd be able to do against foes he'd never even dreamed of. Let's give it a whirl. Rogue 19/Wiz 1 gestalt with Gunslinger 20. The rogue/gunslinger are both based around Carlos Hathcock. 93 confirmed kills in Vietnam and the only confirmed "scope snipe" ever. That's the Musket Master gunslinger with a bolt action sniper (and if there were an M25 White Feather rifle in the Paizo material, I would have taken that instead considering it was made and named for him). Also, considering how the Vietnam was was fought, I figured the Rogue levels would make sense for avoiding traps and disappearing into the landscape (favored terrain Jungle, for obvious reasons). I'll be honest, the single Wizard level was purely mechanical, done for the initiative bonus and the ability to use wands of greater invisibility (for even more of that invisible sniping goodness).

Let me know if you have any questions.

...

Edit: I just realized that I'm going to have to figure out how to think like a modern-day (irl) old guy. I don't have that kind of mindset! lmao

Edit 2: I just saw that "Legendary Gunslingers" was finally released. Now I've got something else to read, and maybe have some stuff to update. FML. If I don't get around to it, then oh well. Current build is complete.


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Yass Queen, I got my corrections and backstory completed for Zaidel Michigan, born from the tales of a thousand fantasy novels, movies, and roleplaying games; proving the good fight never ends.


Monkeygod wrote:

Since there's no official character creation rules, I would like to suggest some houserules from various games I have played in over the years that I feel would benefit this game:

1) All classes with 2+int get 4+int. This allows them to be a lot more useful outside of combat, and I feel it would make sense in this sort of game, especially considering we have a past life to draw upon.

2) Background skills(not actually a houserule). This is probably one of the best things to come out of Unchained. It frees up two skill points every level for cool story focused skills, which have their uses, but you sometimes cringe at needing to spend your occasionally small allotment of points on.

3) Expanded Arcana is taken only once, and applies to every level thereafter. Having to waste a feat slot several times to get extra spells known is awful, especially since you're still restricted by action economy to how many you can cast in a round. Knowing 10+ more spells doesn't make you any more powerful since you can still only cast 1 or 2 a round, but it does allow some more versatility.

4) A bonus 'background' feat at first level. This feat can not be combat or metamagic, but it can grant proficiency. Spell Focus/Penetration can be included as well, since they more or less grant bonuses mostly to combat.

I came up with this one myself. Often, a concept needs that one 'useless' feat to make it work, but you hate having to take. Or you want to take a skill focus or similar feat to highlight how good your PC is at one specific 'trick'.

5) Feat Tax It just makes sense.

6) Gestalt(Again not a houserule). I don't think this is actually necessary, but it would be a good way to showcase how powerful our new selves are.

7) A feat every level, as opposed to every other. More feats are always good, and can help really make a concept truly shine.

Neat.


Lucas "Hathcock" Martin wrote:

So here is GrinningJest3r's submission. Lucas "Hathcock" Martin. An old man in a young body in a very strange place, doing things that he never thought he'd be able to do against foes he'd never even dreamed of. Let's give it a whirl. Rogue 19/Wiz 1 gestalt with Gunslinger 20. The rogue/gunslinger are both based around Carlos Hathcock. 93 confirmed kills in Vietnam and the only confirmed "scope snipe" ever. That's the Musket Master gunslinger with a bolt action sniper (and if there were an M25 White Feather rifle in the Paizo material, I would have taken that instead considering it was made and named for him). Also, considering how the Vietnam was was fought, I figured the Rogue levels would make sense for avoiding traps and disappearing into the landscape (favored terrain Jungle, for obvious reasons). I'll be honest, the single Wizard level was purely mechanical, done for the initiative bonus and the ability to use wands of greater invisibility (for even more of that invisible sniping goodness).

Let me know if you have any questions.

...

Edit: I just realized that I'm going to have to figure out how to think like a modern-day (irl) old guy. I don't have that kind of mindset! lmao

Edit 2: I just saw that "Legendary Gunslingers" was finally released. Now I've got something else to read, and maybe have some stuff to update. FML. If I don't get around to it, then oh well. Current build is complete.

Very Nice, like the character story too.

Looks good, only comment is that I won't be using initiative values for order in combat rounds, so there is that in regards to the wizard level.


Yasss Queen wrote:
Monkeygod wrote:

Since there's no official character creation rules, I would like to suggest some houserules from various games I have played in over the years that I feel would benefit this game:

1) All classes with 2+int get 4+int. This allows them to be a lot more useful outside of combat, and I feel it would make sense in this sort of game, especially considering we have a past life to draw upon.

2) Background skills(not actually a houserule). This is probably one of the best things to come out of Unchained. It frees up two skill points every level for cool story focused skills, which have their uses, but you sometimes cringe at needing to spend your occasionally small allotment of points on.

3) Expanded Arcana is taken only once, and applies to every level thereafter. Having to waste a feat slot several times to get extra spells known is awful, especially since you're still restricted by action economy to how many you can cast in a round. Knowing 10+ more spells doesn't make you any more powerful since you can still only cast 1 or 2 a round, but it does allow some more versatility.

4) A bonus 'background' feat at first level. This feat can not be combat or metamagic, but it can grant proficiency. Spell Focus/Penetration can be included as well, since they more or less grant bonuses mostly to combat.

I came up with this one myself. Often, a concept needs that one 'useless' feat to make it work, but you hate having to take. Or you want to take a skill focus or similar feat to highlight how good your PC is at one specific 'trick'.

5) Feat Tax It just makes sense.

6) Gestalt(Again not a houserule). I don't think this is actually necessary, but it would be a good way to showcase how powerful our new selves are.

7) A feat every level, as opposed to every other. More feats are always good, and can help really make a concept truly shine.

Neat.

LOL, does that mean we can use them, or just that you like em? LOL


I think I'm going to bow out of this one. It sounds really cool but I have too much on my plate. Good luck.


Yasss Queen wrote:
Looks good, only comment is that I won't be using initiative values for order in combat rounds, so there is that in regards to the wizard level.

Dang. There goes my permanent initiative of 43. But I'll keep the wiz level for wands and True strike :)


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Monkeygod wrote:
LOL, does that...

Lol, oh you were asking permission? Feel free to use whatever rules you like as long as I know what's up.

Seriously, no permission needed, just use the rules to give yourself the best representation of your concept you can.


Will leveling be involved, and will we all level at the same rate?


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Interesting. I kind of want to just watch. Also kind of want to build a level 20 Draconic Exemplar. :D


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TheWaskally wrote:
Will leveling be involved, and will we all level at the same rate?

There will be times when I grant the party a level at certain story points but you may also greatly level up your character with GM approval if you engage in narrating an entertaining Dragon Ball Z like training montage to gain new strength and powers in your downtime.


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OH! I should pick up all those "Put yourself at great risk for your allys" feats like body guard and broken wing gambit. Invulnerability's surely to be a boon in their use.


I must confess, this is simply fascinating. It's a chance to break all the normal rules limiting characters. I'll definitely watch if I don't get to play.

Could I play an intelligent magic item instead of a creature? I feel that would make for an interesting character. I'd pull from bladebound magus and the intelligent item rules, plus adding some spell like abilities or something so that I don't get bored. No idea how to balance it. I could either write a cohort as a wielder (assuming a magic weapon) or volunteer for usage by a party member.


Goddity, the Four Horsemen have ya covered!!

I have the pdf myself, but have yet to read it over. However, it got a 5 star+seal of approval from Endzeitgeist.

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