cognitive dissonance (Inactive)

Game Master icehawk333


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M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
CrusaderEm wrote:
Sorry, they've been calling me in to work a lot recently and I'm not able to read as fast as you guys are posting. Haha. I'll update my info in full in a moment here. Printer is on the frits so it's back to oldschool binder paper for me. I'm really liking these magical items, and am really tempted to get one, but I think per my character's story, he'd have a lot of wealth and not really anything he holds important to himself. Other than his own face, of course. I'll be going with 3rd lv wealth.

Alrighty then.

One more item to finish, then, and I'm on to writing the introduction to the story.


Male Human Fallen Paladin 3 / Fighter 3

Also I'm not sure if it's been discussed, but are we taking favored class into account up to 3rd lv?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
CrusaderEm wrote:
Also I'm not sure if it's been discussed, but are we taking favored class into account up to 3rd lv?

Yes. It can be retrained after your race chsnges.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

the last item.:

Dawnbreaker-

Code of conduct-
As per good cleric of a concept-
No exact rules, but a clear violation of a good alinement is enough to take the blade's powers.

A +1 evil outsider bane bastard sword.

(Has the sacrificial strike of blade of the rising sun)

1st level-
The center of a heightened continual flame spell (3rd level)
This refreshes itself every day.

As a free action, you can extinguish this flame to cast searing light.
This can be channeled as if it were a touch attack.

You get celestial as a bonus language.

3rd level-
The blade becomes sentnient, as per the black blade class feature.
The blade is always NG, and the weapon can only communicate with someone holding the hilt. It starts with celestial instead of common.
The weapon is considered good aligned, silver and cold iron for all purposes.

5th level-
The energy attunement power may only be used for fire (one point) or holy damage (2 points). However, when it does so, you also add the holy enchantment to the blade until the end of the turn, along with the bane (undead) enchantment.

7th-
The blade gains 10000 GP worth of special intelligent item powers. Any spells it learns still must be cast with the casters actions (as normal).

While this is only one option, the assumption i made is a second form-
Solar serpent-
The blade can transform into a tiny-medium viper (depending on the wilder's size).
It uses your bab+it's enchantment bonus to attack, and deals 2d6 extra fire amnage on a bite.

9th-
The blade gains the "slay/defeat evil outsiders" goal, and the bolt of glory spell as an at-will spell like ability when perusing it. This can be channeled through the blade like a touch spell.

11th-
The heightened continual flame becomes 6th level, defeating nearly all darkness effects. The searing light cast by the blade is now empowered.

13th-
Death theros-
Any undead or evil outsider you kill explodes in holy energy upon death, dealing 4d6 holy damage to evil creautres within 10 feet.

15th-
The heightened continual flame is now 9th level, defeating every darkness effect except the shades spell. The searing light is now maximized and empowered.

17th-
Those struck by the blade are treated as if they were targeted by a holy word spell. This only functions on a given target once a day.

19th-
Once a day, you can call down holy retribution on a target.
This acts as power word kill, but only functions on creautes who are evil, but functions on enemies with up to 200 hp.

Hope you like it, beucase this one was really hard. Working an item into an ecisting class feautre is not easy.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

About Toran-

Toran has two moons, a red one and a green one. The green one is smaller- the red one is the one most people refer to.
The green one is salrin, and the red one is dormis.
On days that both are full, people believe that the night will bring good luck, while nights with both being absent are very bad luck.

The salrin cycles phases fully every week, while dormis takes a month.

The days and weeks are normal for earth.

The days are as per galorion-
Moonday, toilday, wealday, oathday, fireday, starday, Sunday.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Gameplay is up.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

The man in question is any one of you that wants to be there.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

Can you put info on the world/country/city/calendar on the campaign tab for easy reference?


Male (M) Hobgoblin magus 3

Are we doing the whole "one mental stat unhindered by the transformation" thing
Several people seemed to like that option


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Christopher "Chris" Farrell wrote:

Are we doing the whole "one mental stat unhindered by the transformation" thing

Several people seemed to like that option

No. I just assured nothing had beyond a -2, so it shoudn't be too punishing.

The most pusnishing race by far is one of the new ones that might be added.

potential races:

Inphidians-

Unnerving. and terrifying, the only reasons inphidians aren't entirely dead is becuase they are durable and highly toxic. They're rare, and reproduce quite slowly, so not many people even know about them. Still, not many people would look at an inphidian and think there good to have around.

+4 dex, +2 con, +2 Str, +2 cha, +2 int.

+3 natural armor

They have no hands, instead, they have two bite Attacks-

Bite—injury; save Fort DC 12 + 1/2 HD + Constitution modifier; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save. The save is Constitution-based and includes a +2 racial bonus.

Tavi-
This mongoose-like creature is about the size of a halfling. It is covered in grayish-brown fur, with a pointed snout, rounded ears, and a long tail. Its black eyes gleam with intelligence, and its front paws are equally good for running and for handling objects. Despite its short legs, it looks like it can move very quickly when it has to.

Tends to be feared, but unlike the others, guards have no orders on how to deal with it- this race is nearly extinct, but not due to humans- it was a magically created race, thst never got enough to ensure long-term survival.
People are afraid of this because it's odd and different, but often don't have an a response- responses to this race are extremely varied.

+4 DEX, +2 wis -2 CHA, -2 int.

Attach (Ex)

When a tavi hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage (1d4) each round.

Group Hunter (Ex)

Tavi work together incredibly well when hunting. Communicating silently using subtle body language, they are extremely effective at tracking and uncovering their prey. A tavi gains a +1 circumstance bonus to Perception and Survival checks for each other tavi within 30 ft. of itself (maximum +5).

Ophidian Malice (Ex)

Tavi have been mystically bred to hunt and destroy serpents and serpent people. These deep-rooted instincts provide a tavi with the following advantages and disadvantages whenever they are dealing with creatures with the reptilian subtype:

+2 racial bonus to Perception and Survivalchecks, attack and damage rolls, and Willsaves vs. effects generated by such creatures
+4 racial bonus to saving throws against the natural poisons of such creatures, and to Bluff checks made to feint in combat; -5 penalty to any other Bluff check against such creatures
-5 racial penalty on Diplomacy checks against such creatures
Serpent Sense (Su)

Serpent people are renowned for their shapeshifting powers, and the wizards who bred the tavi gave their hunters a mystical sense to compensate for this. A tavi automatically attempts a DC 10 Perception check whenever it comes within 30 ft. of any creature with the reptilian subtype (even if the creature is using a physical or magical disguise including invisibility).

If the check fails, the tavi detects nothing out of the ordinary.
If the check is successful, the tavi detects the presence of a serpent within 30 ft. but is unable to pinpoint its location.
If the result of the Perception check is greater than 15, the tavi immediately detects the creature and pinpoints its location.
Any creature the tavi cannot see (does not have line of sight to) still has total concealmentagainst the tavi and the tavi suffers normal miss chances when attacking such foes.

Wyvarian-

Quite possibly the most terrifying option, the wyvarian isn't even a normal race. Halfway between a wyvern and a human, the wyvarian is brutally strong but clumsy. It has a horrifying, deformed appearance, pegging it as a mosnter very quickly.

Normal speech and movement becomes difficult, thanks to your neck being warped and the webbing running from your wrists to your ankles.

It's not all bad, thoguh, as you gain thick scales to ward off the inevitable assults of those you once knew, and you can sorta fly.

Size (large)

Dragon type

+6 Str +4 con -4 dex

Slow (20 foot land speed)

Fly speed 30 (clumsy)

Natural armor +5

Armor issues- a wyvarian cannot wear armor above light, and even light armor must be fitted individually.

Broken voice-

You receive a -2 on all spoken charisma checks not preformed in draconic.

Bite-

The wyvarian has a secondary bite attack. In spite of being a secondary attack, it's vicious jaw deals 1.5 * str damge.

Choose either cold, fire, or none- you gain the respective subtype.

If you choose cold or fire, you gain a 3d6 damage breath weapon of the respective type once a day, in a 30 foot cone.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Merek Montague wrote:
Can you put info on the world/country/city/calendar on the campaign tab for easy reference?

Yes.


M Human Peasant
Christopher "Chris" Farrell wrote:

Are we doing the whole "one mental stat unhindered by the transformation" thing

Several people seemed to like that option

What if instead we get one reroll on race, in case we feel that the first race we rolled totally screws our character?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Ragnadrok wrote:
Christopher "Chris" Farrell wrote:

Are we doing the whole "one mental stat unhindered by the transformation" thing

Several people seemed to like that option
What if instead we get one reroll on race, in case we feel that the first race we rolled totally screws our character?

If the race roll screws up your chsrecter, the point is to /find a way out of that situation/.

The point of this game is dealing with your new predicament, and finding a way out if you can/want to.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I honestly don't think the reincarnate rules need to be changed any more.

I'm offering some new races that came to mind, but those are optional, if people want to put them on the list.

You can choose to add them to the list if you like, or not- all of them must be added or ignored when you roll, however.

Shadow Lodge

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

Can an Inphidian wield a sword in it's snake hand?
Can they pick anything up or manipulate anything?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Lord Foul II wrote:

Can an Inphidian wield a sword in it's snake hand?

Can they pick anything up or manipulate anything?

No.

Very poorly.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

Can an inphidian cast spells which require spell components or somatic gestures?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

However, like any race...

there is an answer.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Merek Montague wrote:
Can an inphidian cast spells which require spell components or somatic gestures?

Yes.

The only thing that gave me pause is "spell components".

But the rules on those are so hazy, and so very not worth defining, that I'm just not going to.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Also, forgot to give them thier three natural armor. Fixed now.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

inphidian cleric.


Male (M) Hobgoblin magus 3

24k? Dang, it'd be cheeper to just graft and entire arm to your body.. Huh... That could work...
Then I'd be without primary class features, but just for a few levels

Are the orphidians the only race that actually gets a bonus to int?


M Human Peasant

I'm sorry, the Iphidian reminds me of thisXD


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Christopher "Chris" Farrell wrote:

24k? Dang, it'd be cheeper to just graft and entire arm to your body.. Huh... That could work...

Then I'd be without primary class features, but just for a few levels

Really?

Hmm.

Then again, I've avoided the protheteitc rules for some time.

(Also it's 24k for a pair. I'd suspect you could make one for 1/2.)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Ragnadrok wrote:
I'm sorry, the Iphidian reminds me of thisXD

Can't YouTube during the day.

And foul, I think that acutslly is the case,
(Them being the only ones with an int bouns, I mean.)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

And I figured out why i didn't know the prosthetic rules.

They're third party, and I didn't exactly like them, so I stopped reading them.


Male Strix Alchemist 3

Ragna, You totally beat me to posting that xD. Also I believe my character is finished. I'm updated on my profile.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

By the way, the man I posted at the start was supposed to be any one of you.

I could also make it an NPC, thoguh, have him accompany you and flee like a coward at any sign of real danger.

Also, any of you that want to roll the extra races, just roll a 15 instead of a 12 when you roll.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

Tengu: +2 dex, +2 wis, -2 con
Ratfolk: +2 dex, +2 int, -2 str
Orc: +4 str, -2 (int, wis, cha)
Nagaji: +2 str, +2 cha, -2 int
Kobold: +2 dex, -4 str, -2 con
Goblin: -2 str, +4 dex, -2 cha
Bugbear: ??
Troglodyte: ??
Strix: +2 dex, -2 str
Lizard folk: +2 str, +2 con
Gnoll: +2 str, +2 con


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Merek Montague wrote:

Tengu: +2 dex, +2 wis, -2 con

Ratfolk: +2 dex, +2 int, -2 str
Orc: +4 str, -2 (int, wis, cha)
Nagaji: +2 str, +2 cha, -2 int
Kobold: +2 dex, -4 str, -2 con
Goblin: -2 str, +4 dex, -2 cha
Bugbear: ??
Troglodyte: ??
Strix: +2 dex, -2 str
Lizard folk: +2 str, +2 con
Gnoll: +2 str, +2 con

Troglodyte: str +2 dex -2 con +4 int -2 wis +2

Bugbear: Str +6 dex +2 con +2 cha -2


Male Human Fallen Paladin 3 / Fighter 3

Where should we roll for race, here or on the gameplay tab? Also are we waiting until the witch actually hex's us?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
CrusaderEm wrote:
Where should we roll for race, here or on the gameplay tab? Also are we waiting until the witch actually hex's us?

Waiting until the hex.

Gameplay.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Hmm.

Hehehe.

I think I've got an idea.


Male Human Fallen Paladin 3 / Fighter 3

That sounded like an evil DM laugh. I am frightened.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
CrusaderEm wrote:
That sounded like an evil DM laugh. I am frightened.

I am an evil dm.

Heck, I'm just evil.
I mean, who other then an evil bastard would come up with an idea for a campain that starts off with horrid emotional suffering offer a pysical change?


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

I know I'm a bit late on the draw here, but I vote yes to GM choice. This is gonna be fun. At least, while I can post.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

What does your claw look like when it's not there, zevris?


And in the vein of the crushing ironic meme that's been trending me lately, my post about my post being eaten got eaten... >_<

Redo:

Sorry I took so long. I made a post when Edgar was the last one to post.

I just had to graduate and then there were parties without internet.

Redid it a little to include people.


Circular red gemstone in the palm of his hand. Pic in a sec. About the size of a poker chip.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Zveris Pilvo wrote:

And in the vein of the crushing ironic meme that's been trending me lately, my post about my post being eaten got eaten... >_<

Redo:

Sorry I took so long. I made a post when Edgar was the last one to post.

I just had to graduate and then there were parties without internet.

Redid it a little to include people.

No worries.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
Zveris Pilvo wrote:
Circular red gemstone in the palm of his hand. Pic in a sec. About the size of a poker chip.

Like the gif, got it.


Picture


The Tavi get their name from an old story called Rikki Tikki Tavi in which a family adopts a mongoose, give it that long name and it protects them from snakes. Very cute. Very sad. One of my favorite movies for a long time.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
♣♠Magic♦♥ wrote:
The Tavi get their name from an old story called Rikki Tikki Tavi in which a family adopts a mongoose, give it that long name and it protects them from snakes. Very cute. Very sad. One of my favorite movies for a long time.

Yep!

I know.

Forgot exactly what happened in the movie, but I rembered where it was from.


By the way, all of my suggestions for the town name are just "Town" in various languages...


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
♣♠Magic♦♥ wrote:
By the way, all of my suggestions for the town name are just "Town" in various languages...

Pffhah.

I went with crossroads, as it was a trade town.


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal
Zveris Pilvo wrote:

And in the vein of the crushing ironic meme that's been trending me lately, my post about my post being eaten got eaten... >_<

Redo:

Sorry I took so long. I made a post when Edgar was the last one to post.

I just had to graduate and then there were parties without internet.

Redid it a little to include people.

Wait. Graduate? As in graduate high school or college?

If so, then congrats!!


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

The shield can be targeted with the light spell as a free action.

Also, would everyone please put thier item's stats in thier profile?


Male Human Magician 5 | HP: 28/28 | AC: 16 | AnH +5, Arc +4, Dec +5, Ins +5, Nat +4, Rel +4 | Saves: S1, D1, C4*, I1, W2, Ch5* | Init +1 | PP: 12 | Spd: 30' | Insp: No | HD: 2/2 (6), 3/3 (8) | Spell DC: 12 (I), 13 (W,C) | Spells: 1 (4/4), 2 (3/3), 3 (2/2) | Status: Normal

I meant to do that... I just forgot.


Male (M) Hobgoblin magus 3

As soon as I the full stats for mine yeah, edit: nvm, found it, interesting, very interesting... Wait... I can't take any evil acts or the thing looses it's abilities?
Also to our other katana weilder, would you prefer I have a weapon that's different from yours? If so I'd be perfectly fine with an elven curve blade.
Edit: wait... I thought hat pissed off the witch was that I took the sword that she wanted (given that we both followed rumors of a legondary sword that, given your addition of the angle and the demon, were probably spread by them)
If I already have the sword... Why am I starting as human, or am I not starting with the sword?
Bah, this will probably make more sense after I finally get some sleep, but if you could make the sense for me that would be awesome.
Edit2 3: if I change size, does my sword change size too or is it useless? Or would I be allowed/required to take 3.5 feat "monkey grip"
Edit 4 (wow lot of edits): given that some of the other items got tweaked some, could the weapon get the flaming and/or igniting or flaming burst property(ies) at some point, maybe around 8-12ish
I was just thinking about the weapon that I assume is the sword's namesake, from the elder scrolls it was on fire, it also sometimes exploded (I would be fine with not being immune to such explosions if they were to be added it would be interesting)
This isn't at all nessary, I do have my arcana pool, and I could get some gloves of the demonic smith, though that seems weird, conceptually to use with this holy sword.

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