Sebecloki's Untitled Campaign

Game Master Sebecloki


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Tyren Lourofesh wrote:

Well, I have a non-Kobold, but all of the 'spells' he has access to are SLAs.

The current working fluff I have is thus:

The grand-master is the Hobgoblin. He's the highest-order monk within the Temple, one of the Custodians. Their singular job is to protect the Temple from potential threats, with the aid of Intellect Shards that've been implanted into especially powerful artifacts of the Old World. Typically speaking, they're granted insight into the nature of Time and Space in order to help them achieve these goals.

When times are peaceful, and they have no other duties, it is the privilege of the Custodian, though not their primary duty, to maintain the Temple. They are allowed the tools, in the form of key magical spells, to ensure that critical functions of the Temple can be repaired, replaced, or expanded upon as need be.

I was imagining, however, that the spells might not necessarily be super-magical in nature; being as they are maintaining a long line of extremely powerful technological beings, and being as the amount of SLAs they have are limited to about 8 over the course of ALL custodians , it really might just be something like limited-function Nanomachines that reside in their body.

I've actually been considering having the last remaining technology be Nanomachine Vats, that basically are able to self-maintain but at the expense of resources, many of which are provided via blood sacrifice.

So you're imagining refluffing it as abilities given by the spaceship instead of a Living Vortex?


Tyren Lourofesh wrote:

Well, I have a non-Kobold, but all of the 'spells' he has access to are SLAs.

The current working fluff I have is thus:

The grand-master is the Hobgoblin. He's the highest-order monk within the Temple, one of the Custodians. Their singular job is to protect the Temple from potential threats, with the aid of Intellect Shards that've been implanted into especially powerful artifacts of the Old World. Typically speaking, they're granted insight into the nature of Time and Space in order to help them achieve these goals.

When times are peaceful, and they have no other duties, it is the privilege of the Custodian, though not their primary duty, to maintain the Temple. They are allowed the tools, in the form of key magical spells, to ensure that critical functions of the Temple can be repaired, replaced, or expanded upon as need be.

I was imagining, however, that the spells might not necessarily be super-magical in nature; being as they are maintaining a long line of extremely powerful technological beings, and being as the amount of SLAs they have are limited to about 8 over the course of ALL custodians , it really might just be something like limited-function Nanomachines that reside in their body.

I've actually been considering having the last remaining technology be Nanomachine Vats, that basically are able to self-maintain but at the expense of resources, many of which are provided via blood sacrifice.

I mean in terms of the ability to grant spells via the divine hero template. My explanation, as I posted above, for the kobold society is that they have access to the Living Vortex they stole from the Champion Sacha -- they ultimately lost the war, but were able to take it with their shadowbarges (flying enormous obsidian pyramids like Gouald ships from Stargate), into Tenebrian. The idea is that the whole society is based on a complicated system of ancestor worship where the collective group draws on the Living Vortext. Characters like the PCs have fan clubs/free mason lodges with shrines devoted to them, as do all the other popular and influential figures. There are icons and talismans of these figures distributed throughout the city and their fans/groupies can draw upon spell like abilities by invoking their favorite ancestor/icon's name.


I just got the Aethera setting from legendary games on the sale I was talking about. If you have access to that material -- you can assume all of that stuff exists in this cosmology -- like Dark Sun, it is cut off from the outer planes and tied to the inner planes, so it works out quite nicely.

I also got Amethyst and Amethyst factions, which is another 1,000 pages of material of a tech/magic setting.

I also got the Five Year anniversary bundle from wayward rogue -- there's some stuff like the Cult of the Wendigo I'll be incorporating pretty soon.

I'm going to be shoving an enormous amount of this material into this homebrew setting, if you're interested in source material, and what to expect.


Pathfinder Adventure Path Subscriber

My character is going to be a drow with hopf complicated ancestry shadow kobold. So essentially a "different and mutated" shadow kobold.
Using tons of spells casting, SLAs, SU, etc., also hexes, bardic music.
Ability to polymorph at will, super high disguise, change shape etc.

I imagined this running as born by kobolds into kobold society, just some kobolds are different. Different subraces and bloodlines.
But also the magic and witch part coming through.


Why don't we fluff it as a subspecies of the shadow kobolds that live underneath the city and have drow abilties


Sebecloki wrote:
Why don't we fluff it as a subspecies of the shadow kobolds that live underneath the city and have drow abilties

Hayato and I are going to be siblings, so we both took the HOPF Hybrid, which lets you be two races.

We're both noble drow/umbral kobolds, but physically I'm a kobold and she's a drow. At least, I'm pretty sure that's the way it's gonna be, lol.

I'm definitely going to physically be an umbral kobold, unsure if Hayato is definitely gonna look like a drow or not.


Hey Seb, can we take leadership? It obviously fits with our being in important positions within society.

I checked Porphyra, and leadership is not an included feat. If possible, I would suggest either using the Kirthfinder leadership changes(including the class abilities for fighter and rogue, and the implementation of streetwise and knowledge(warfare) as skills).

Or maybe the system from Everyone Game's Ultimate Charisma book.


Can we take epic feats from that PF epic doc I linked awhile ago??

Also, if we have the divine ability that lets us ignore feat pre-reqs, could it also apply to class features, assuming you actually have the class feature itself?

Ie, could I ignore the pre-reqs for rogue talents, since I have levels in rogue??


Sebecloki wrote:
Tyren Lourofesh wrote:

Well, I have a non-Kobold, but all of the 'spells' he has access to are SLAs.

The current working fluff I have is thus:

The grand-master is the Hobgoblin. He's the highest-order monk within the Temple, one of the Custodians. Their singular job is to protect the Temple from potential threats, with the aid of Intellect Shards that've been implanted into especially powerful artifacts of the Old World. Typically speaking, they're granted insight into the nature of Time and Space in order to help them achieve these goals.

When times are peaceful, and they have no other duties, it is the privilege of the Custodian, though not their primary duty, to maintain the Temple. They are allowed the tools, in the form of key magical spells, to ensure that critical functions of the Temple can be repaired, replaced, or expanded upon as need be.

I was imagining, however, that the spells might not necessarily be super-magical in nature; being as they are maintaining a long line of extremely powerful technological beings, and being as the amount of SLAs they have are limited to about 8 over the course of ALL custodians , it really might just be something like limited-function Nanomachines that reside in their body.

I've actually been considering having the last remaining technology be Nanomachine Vats, that basically are able to self-maintain but at the expense of resources, many of which are provided via blood sacrifice.

So you're imagining refluffing it as abilities given by the spaceship instead of a Living Vortex?

Exactly. It's a technology indistinguishable by magic deal, where it's so indistinguishable that magic treats it like magic.


Pathfinder Adventure Path Subscriber
Sebecloki wrote:
Why don't we fluff it as a subspecies of the shadow kobolds that live underneath the city and have drow abilties

This is exactly what I planned. I believe MGs character suits this as well.

Along with what your describe about the living vortex and the flying pyramids sounds like the best direct tie in for my character.
I imagine she is involved with their lore and upkeep,as well as their source maybe.


I just got an awesome book on Underdark races from AAW games called Underworld Races and Classes from the Pathfinder Blowout sale. These races and classes are awesome and I'm going to incorporate them into this setting.

If anyone knows about this book and wants to make a character with one of these races, let me know so I can work with you on it -- I think a few bits of fluff might have to be altered in one or two cases, but this is really awesome stuff I'm going to be drawing upon.


I think I've updated everything now, let me know what else I need to do on the campaign page -- I'm very interested to help someone make a character using the stuff from that Underworld Races and Classes book I mentioned; the options are:

Races:

Ahoolings, nefarious bat-people of the underworld
Colliatur, crystal-infused champions of life
Dødelig, friendly dias de los muertos-style undead halflings
Draaki, the fallen dragonkin of the dark
Drow, the insidious matriarchal rulers of the underworld
Dvergr (dwarf), first of the dwarven races, master sappers
Dweorg (dwarf), the legendary smiths
Funglet, the enigmatic fungus-folk
Gitwerc (dwarf), masters of the infernal regions of Hel
Hoyrall, multi-armed insectoid interlopers from the realms beyond
Kraidyl, the profane crocodile-like race of heretic predators
Svirfneblin, the brilliant scientists of the realms below
Vestraadi, alien and blind, seeing the world with their unique sonar
Zwerc (dwarf), isolationist and fey, redefining what 'dwarf' means

Classes:

Iron Singer - Screech foes apart with lethal sonic blasts. (Ahool)
Ahool Keener - Emulate or channel the deadly scream of the ahool. (General/Ahool)
Crystal Cannonade - Fuse crossbows with your crystalline arms and snipe the undead. (Colliatur)
Colliatur Reaver (+Pathfinder Unchained version) - Wolverine-like claws + crystalline piano-wire-like filaments at range. (Colliatur)
Day Rambler - The daywalker undead halfling. (Dødelig)
Mirthful Mariachi - Universal instrument spell-less masterpiece specialist bard/gunslinger. (Dødelig)
Wyrmblooded - Unleash the full potential of draaki power. (Draaki)
Master of the Web - Spider-themed monk tradition that can grow arms and use webs...not so neighborhood-friendly. (Drow)
Mistress of the Web - The perfect deceiver/manipulator (Drow)
Dour Destroyer - Antipaladin of entropy with an intelligent, magic item consuming weapon and an aura that breaks foes...and their tools. (Dvergr)
Underminer - Dire badger-riding knight that can erupt from below. (Dvergr)
Undergineer -Explosives master with an eternal boomstick. (Dvergr)
Fortune's Smith - Traveling smith that bestows luck on those that wear his crafted items. (Dweorg)
Smithkin - Military field craftsman. (Dweorg)
Fungal Hulk (+Pathfinder Unchained version) - Swamp Thing-like as a mushroom-person; leaves a trail of spores when enraged. (Funglet)
Psilocybist - Throw deadly, exploding mushroom caps and cast far-out spells. (Funglet/General)
Underterror - Mutating, shape-shifting horror (Gitwerc)
Hel Savant - Slightly less mutating shape-shifting horror...with an emphasis on the powers of Hel. (Gitwerc)
Soul Burner - Make soul-candles from foes and burn them; control when spells set off. (Gitwerc)
Hoyrall Shredder - Unique offense/defense melee fighter that uses four arms to full effect. (Hoyrall)
Siktauryi Specialist - Shoot foes with an unique symbiote that digests and converts poison. (Hoyrall)
Primordial Predator - Apex predator crocodile-style savage (Kraidyl)
Gemcaster - Metamagic specialist utilizing gems. (Svirfneblin/General)
Svirf Scientist - Who needs magic when you can use SCIENCE? (Svirfneblin)
Vestraadi Argus - The ultimate blind watchman/spy. Eyes are are overrated. (Vestraadi)
Stonespeaker - Call the earth to evaporate foes. (General/Zwerc)
Blind Duelist - Blind warrior, nigh unstoppable in duels. (Vestraadi)

Monkeygod, I think we might have an interesting option for your vampire-esque idea: the bat-like Ahool have a racial class which is a called a 'living vampire' that uses blood as a resource pool like stamina.


@Sebecloki, if we are running with the artifacts at CR 42 as suggested earlier, are we also using the scale MG suggested with it? A regular feat is 1/4 a bonus, an epic feat is 1/2, a divine ability is 6 and a cosmic ability is 36?

If we are, can we a) equate a Mythic feat to the same 1/2 point of bonus cost the epic feats get, and b) use the epic feats from the 1.6 Epic Pathfinder Conversion Document?

Finally, a question more for my own characters, though I think a few other people were running psionics as well. If there's a mythic/epic/divine/etc ability for spells, can we assume an analogous one exists for psionics?

EDIT: One more question... There was never any mythic / epic material, officially published or otherwise, for Path of War (That I can find), but there was some material for Tome of Battle (3.5). ToB Stuff and ToB Epic Feats The material here is actually community homebrew rather than official 3PP, but is the only material I've found that works with higher powered games for Tome of Battle/ Path of War. Can I use some of the material from here if I run the particulars by you first?


River of Sticks wrote:
@Sebecloki, if we are running with the artifacts at CR 42 as suggested earlier, are we also using the scale MG suggested with it? A regular feat is 1/4 a bonus, an epic feat is 1/2, a divine ability is 6 and a cosmic ability is 36?

yes, that's fine

Quote:
If we are, can we a) equate a Mythic feat to the same 1/2 point of bonus cost the epic feats get, and b) use the epic feats from the 1.6 Epic Pathfinder Conversion Document?

ditto. I'll link the epic document in the campaign page later.

Quote:
Finally, a question more for my own characters, though I think a few other people were running psionics as well. If there's a mythic/epic/divine/etc ability for spells, can we assume an analogous one exists for psionics?

yes, as long as the parallel is clear. Give me an example.

Quote:


EDIT: One more question... There was never any mythic / epic material, officially published or otherwise, for Path of War (That I can find), but there was some material for Tome of Battle (3.5). ToB Stuff and ToB Epic Feats The material here is actually community homebrew rather than official 3PP, but is the only material I've found that works with higher powered games for Tome of Battle/ Path of War. Can I use some of the material from here if I run the particulars by you first?

yes


1. Can the feats on artifacts be in excess of the original quantity of HOPF/Mythic HOPF?

2.1 Given that an epic feat is 1/2 (from the artifact total of 42), what is the value of a mythic feat? Of an HOPF? Of a mythic HOPF?

2.2 above you said mythic is 1/2, should we presume HOPF as 1 and Mythic HOPF as 1? Or 2?


Tenro wrote:

1. Can the feats on artifacts be in excess of the original quantity of HOPF/Mythic HOPF?

2.1 Given that an epic feat is 1/2 (from the artifact total of 42), what is the value of a mythic feat? Of an HOPF? Of a mythic HOPF?

2.2 above you said mythic is 1/2, should we presume HOPF as 1 and Mythic HOPF as 1? Or 2?

1. No.

2.1-2.2 I'm not sure; I'd like to hear some opinions on this.


Sebecloki wrote:
Tenro wrote:

1. Can the feats on artifacts be in excess of the original quantity of HOPF/Mythic HOPF?

2.1 Given that an epic feat is 1/2 (from the artifact total of 42), what is the value of a mythic feat? Of an HOPF? Of a mythic HOPF?

2.2 above you said mythic is 1/2, should we presume HOPF as 1 and Mythic HOPF as 1? Or 2?

1. No.

2.1-2.2 I'm not sure; I'd like to hear some opinions on this.

If we cannot exceed the 16 HOPF and 8 Mythic (I have no problem with that), then attaching them to an artifact should "cost" the same as the resource used to get the HOPF; a regular feat (1/4) for HOPF and a mythic feat (1/2) for Mythic HOPF. It doesn't matter if it's a personal slot or artifact slot unless being disarmed of that ability is part of your character idea.


Yeah if I can't exceed the limit I don't care at all as I'm at the limit and now some new ones came out


Pathfinder Adventure Path Subscriber

If the answer to 1. is no, then all under 2. is irrelevant.

On the other hand, common view about divine/epic is that some are weaker, but a lot are also on the same level or stronger than mythic.
So i don't really see the point there.


Which artifact rules are you guys pulling this stuff from? Just the regular Mythic one, or from something else?


Pathfinder Adventure Path Subscriber
Sebecloki wrote:

I think I've updated everything now, let me know what else I need to do on the campaign page -- I'm very interested to help someone make a character using the stuff from that Underworld Races and Classes book I mentioned; the options are:

Races:
Drow, the insidious matriarchal rulers of the underworld

Classes:
Master of the Web - Spider-themed monk tradition that can grow arms and use webs...not so neighborhood-friendly. (Drow)
Mistress of the Web - The perfect deceiver/manipulator (Drow)

Obviously, i'm interested.

My concept is very voice and sound based so far, with a lot of illusion and enchantment options, but also abilities where my voice does damage (even if the voice can be telepathical).


Sebecloki wrote:


Quote:
Finally, a question more for my own characters, though I think a few other people were running psionics as well. If there's a mythic/epic/divine/etc ability for spells, can we assume an analogous one exists for psionics?

yes, as long as the parallel is clear. Give me an example.

Some lower power examples I was looking at: Ki Infusion, which can increase caster level by spending ki points and Magic Trick for Mage Hand. Ki infusion would be manifester level checks / spend ki for a temporary bonus to manifester level, Magic Trick would apply to Far Hand rather than Mage hand. I think there's a few more I have in my notes, but things like that. I'll have to find it, but there was an epic or divine ability (I think) that allowed concentration on spells as a free action 1/round for one spell, or something like that. The analogue would be concentration on one power 1/round, etc.


Hayato Ken wrote:
Sebecloki wrote:

I think I've updated everything now, let me know what else I need to do on the campaign page -- I'm very interested to help someone make a character using the stuff from that Underworld Races and Classes book I mentioned; the options are:

Races:
Drow, the insidious matriarchal rulers of the underworld

Classes:
Master of the Web - Spider-themed monk tradition that can grow arms and use webs...not so neighborhood-friendly. (Drow)
Mistress of the Web - The perfect deceiver/manipulator (Drow)

Obviously, i'm interested.

My concept is very voice and sound based so far, with a lot of illusion and enchantment options, but also abilities where my voice does damage (even if the voice can be telepathical).

Are you still planning on the drow/umbral kobold that will be a subterranean subspecies of the umbral kobold? And what options here appeal to you?

I was thinking we could inject a lot of drow-like elements into the subterranean, night-black umbral kobolds. They would live in vast caverns under the city, and would have a slightly different culture than the rest of their fellows. For one, they would be organized into clans that existed outside the political system of the Great Houses of the Dragonborn and the other castes.

They would also have a close relationship with giant breeds of serpents, spiders, and scorpions that live underground. Each of the major clans would be associated with one of these beast emblems, and their collectivity would be known as the 'Trinity of Venom'.

They are more generally lawful evil than their surface kin, who tend to be lawful neutral. They vie with one another, but also with other underworld powers.

Clan Uttu is the Arachnid Clan, and is divided into great families ruled by the 'Weavers', the great magic-using matron-mothers of the clan.

Tell me what you think of that, and I'll write up some more fluff.


River of Sticks wrote:
Sebecloki wrote:


Quote:
Finally, a question more for my own characters, though I think a few other people were running psionics as well. If there's a mythic/epic/divine/etc ability for spells, can we assume an analogous one exists for psionics?

yes, as long as the parallel is clear. Give me an example.

Some lower power examples I was looking at: Ki Infusion, which can increase caster level by spending ki points and Magic Trick for Mage Hand. Ki infusion would be manifester level checks / spend ki for a temporary bonus to manifester level, Magic Trick would apply to Far Hand rather than Mage hand. I think there's a few more I have in my notes, but things like that. I'll have to find it, but there was an epic or divine ability (I think) that allowed concentration on spells as a free action 1/round for one spell, or something like that. The analogue would be concentration on one power 1/round, etc.

I'n not sure about this -- ki points seem more equivalent to a resource pool like grit (Swashbuckler), stamina (Fighter), or insight (Inspector). I'm not seeing the direct parallel to psionics, which are equivalent to caster resource pools of spells per day or power points (for the Spheres classes). It seems like the equivalent would be using grit or stamina to boost caster level, not psionic power points.


I think what he's asking is essentially for you to waive Magic/Psionic transparency for that particular ability.

He's not asking to use Psionic Power Pool points to amp his caster level in another class with those, he's asking if he can use Ki points to amp his Manifester Level (the equiavlent of caster level).

Essentially he's just asking if in those and similar Feats he can replace every instance of "caster level", "spell", etc. with "manifester level", "power", etc.


Sebecloki wrote:
River of Sticks wrote:
Sebecloki wrote:


Quote:
Finally, a question more for my own characters, though I think a few other people were running psionics as well. If there's a mythic/epic/divine/etc ability for spells, can we assume an analogous one exists for psionics?

yes, as long as the parallel is clear. Give me an example.

Some lower power examples I was looking at: Ki Infusion, which can increase caster level by spending ki points and Magic Trick for Mage Hand. Ki infusion would be manifester level checks / spend ki for a temporary bonus to manifester level, Magic Trick would apply to Far Hand rather than Mage hand. I think there's a few more I have in my notes, but things like that. I'll have to find it, but there was an epic or divine ability (I think) that allowed concentration on spells as a free action 1/round for one spell, or something like that. The analogue would be concentration on one power 1/round, etc.
I'n not sure about this -- ki points seem more equivalent to a resource pool like grit (Swashbuckler), stamina (Fighter), or insight (Inspector). I'm not seeing the direct parallel to psionics, which are equivalent to caster resource pools of spells per day or power points (for the Spheres classes). It seems like the equivalent would be using grit or stamina to boost caster level, not psionic power points.

Erm.. Looks like I linked the wrong thing. Here's the correct link: Ki Infusion

Specifically, it's a feat that allows you to spend points from your ki pool on enhancing your arcane/divine caster level. My question was whether there could be a mechanically analogous feat doing the same thing for psionic manifester level.


Storm Dragon wrote:

I think what he's asking is essentially for you to waive Magic/Psionic transparency for that particular ability.

He's not asking to use Psionic Power Pool points to amp his caster level in another class with those, he's asking if he can use Ki points to amp his Manifester Level (the equiavlent of caster level).

Essentially he's just asking if in those and similar Feats he can replace every instance of "caster level", "spell", etc. with "manifester level", "power", etc.

Dragon expressed this much more succintly. That's exactly what I am asking.


in that case it's fine


Sebecloki wrote:

Are you still planning on the drow/umbral kobold that will be a subterranean subspecies of the umbral kobold? And what options here appeal to you?

I was thinking we could inject a lot of drow-like elements into the subterranean, night-black umbral kobolds. They would live in vast caverns under the city, and would have a slightly different culture than the rest of their fellows. For one, they would be organized into clans that existed outside the political system of the Great Houses of the Dragonborn and the other castes.

They would also have a close relationship with giant breeds of serpents, spiders, and scorpions that live underground. Each of the major clans would be associated with one of these beast emblems, and their collectivity would be known as the 'Trinity of Venom'.

They are more generally lawful evil than their surface kin, who tend to be lawful neutral. They vie with one another, but also with other underworld powers.

Clan Uttu is the Arachnid Clan, and is divided into great families ruled by the 'Weavers', the great magic-using matron-mothers of the clan.

Tell me what you think of that, and I'll write up some more fluff.

Not sure about Hayato, but all of this is incredibly interesting to me, as my PC is being built to be a major player in politics, clan/house machinations, as well as the general social scene.


Monkeygod wrote:
Sebecloki wrote:

Are you still planning on the drow/umbral kobold that will be a subterranean subspecies of the umbral kobold? And what options here appeal to you?

I was thinking we could inject a lot of drow-like elements into the subterranean, night-black umbral kobolds. They would live in vast caverns under the city, and would have a slightly different culture than the rest of their fellows. For one, they would be organized into clans that existed outside the political system of the Great Houses of the Dragonborn and the other castes.

They would also have a close relationship with giant breeds of serpents, spiders, and scorpions that live underground. Each of the major clans would be associated with one of these beast emblems, and their collectivity would be known as the 'Trinity of Venom'.

They are more generally lawful evil than their surface kin, who tend to be lawful neutral. They vie with one another, but also with other underworld powers.

Clan Uttu is the Arachnid Clan, and is divided into great families ruled by the 'Weavers', the great magic-using matron-mothers of the clan.

Tell me what you think of that, and I'll write up some more fluff.

Not sure about Hayato, but all of this is incredibly interesting to me, as my PC is being built to be a major player in politics, clan/house machinations, as well as the general social scene.

Did you read about the bat creatures I posted above -- do you have any interest in those as your other character?


Monkeygod wrote:

Hey Seb, can we take leadership? It obviously fits with our being in important positions within society.

I checked Porphyra, and leadership is not an included feat. If possible, I would suggest either using the Kirthfinder leadership changes(including the class abilities for fighter and rogue, and the implementation of streetwise and knowledge(warfare) as skills).

Or maybe the system from Everyone Game's Ultimate Charisma book.

I think this got lost in the shuffle, but I am really hoping we're able to take gain leadership in some way, shape or form, as it's kinda essential to my build.

Personally, if it were possible, I would love to use the Kirthfinder leadership changes I suggested above, but I'm super biased as I would have several pools of cohorts, followers, minions, etc if we went that route....

Heck, I might even find a way to fit levels of fighter into my build as well, just so I can get Warlord, lol


what's the difference between that and the ultimate combat version?


I haven't looked fully looked over the version from Ultimate Charisma, but I do know that version of leadership is now a feature everyone benefits from, but there's also all sort of different ways to modify and adjust your leadership.

You can check it out here but I do not believe it's available on any sort of SRD.

Whereas Kirthfinder is obviously free, which I believe you have access to.


I guess you can use the Kirthfinder version -- what did you think of the suggestion to use the bat race for your vampire-esque build?


Pathfinder Adventure Path Subscriber

Well all i can say right now is it sounds interesting. Didn't have a chance to look at that stuff yet.
The ideas fit my character though. After all i have 10 levels of enchanting courtesan so far.


Sebecloki wrote:
I guess you can use the Kirthfinder version -- what did you think of the suggestion to use the bat race for your vampire-esque build?

Cool, would it be okay to add the Warlord and Network of Contacts to the fighter and rogue at their respective levels? As well as including Streetwise and Warfare as skills or is that too much?

Also, I have the hardcover of the Underworld book back home, but I am away from my books till next Mon (the 7th). I can look that stuff over once I get home or if I can find the PDF.


Monkeygod wrote:
Sebecloki wrote:
I guess you can use the Kirthfinder version -- what did you think of the suggestion to use the bat race for your vampire-esque build?

Cool, would it be okay to add the Warlord and Network of Contacts to the fighter and rogue at their respective levels? As well as including Streetwise and Warfare as skills or is that too much?

Also, I have the hardcover of the Underworld book back home, but I am away from my books till next Mon (the 7th). I can look that stuff over once I get home or if I can find the PDF.

Is that all Kirthfinder stuff?


Pathfinder Adventure Path Subscriber

I have some fluff ideas etc. as well. Would be nice to incorporate them once i have written them down.


just let me know


I'm starting to come up with ideas for this -- the 'under city' of Eridug is going to be named Ereshkigal. It will have several portals to the Elemental Plane of Poison.

I'm currently thinking of a Spider, a Serpent, and a Scorpion themed clan. Does anyone have ideas for other poisonous animals that could be clan totems?

Part of their under society is going to be enslaved demons and half demons from the Elemental Chaos.


Enslaved Demons, eh~? Sounds like they'd be good friends of mine.

Anywho, poisonous animals--I mean, the Platypus doesn't seem like something that'd belong there. Pathfinder does have an aberration that's basically a horrifically mutated dog with poison abilities. There's a mercurial ooze, which has a poison.

Homunculi's another option, given their relatively common status and popularity for poisoning. Especially since sleep is such a powerful effect.


I'm really thinking of animals for clan totems. Salamander might work.


anyone still in? not much commenting lately


I was busy with New York Comic Con all last week, and got home last night.

Still very much interested however, lol


I'm still interested as well. Just working on the champion melee fighter at the moment. Got way too many feats to pick from.


Pathfinder Adventure Path Subscriber

This takes a lot of time Tenro^^
Patience is key.


I'm looking at the porphyra changes, and I like a lot of what they've done. I think just that, and figuring out how to convert the 1e stuff over is going to be a lot. I'm leaning towards just increasing hit points and not using the wounds/vitality system I usually do. I assume no one will have an issue with that.


Heh, I was gonna suggest using Kirthfinder either in addition to or in place of Porphyra, as I'm not really that much of a fan of their work.

Aside from some class and feat changes, most everything is the same as in PF1.


Kirthfinder isn't really 1e compatible -- we'd have a lot more work to make sense of the changes, including everyone just using the kirthfinder classes. The monsters are also somehow built differently, as are spells. I don't really see how that's possible since I'm not ready to create a whole conversion document for Kirthfinder --> Dark Sun. Like how would Defiling magic work with the spell seed system? I have no idea.


I wouldn't bother with the spell system or monsters, and since we're all supposed to be umbral kobolds, there's no need to worry about Kirthfinder races.

With classes, I don't think everyone needs to take them, and only them. Maybe if this was a game that was only using base, core and hybrid classes, you might wanna have us only use them.

However, with access to pretty much everything and anything, I feel there's no need for such a restriction.

I think feats and skills can just be added in without too much adjustment.

Also, since the system is merges various past editions of D&D, along with some 3pp material, I feel it fits your overall system enjoyment. In many cases, stuff from 3.x is built right into a class, feat, etc.

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