Overlord Re-make... This is our story! (Inactive)

Game Master BloodWolven

You asked for it and I have developed the map!


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The end and a new beginning:

It was the year 2138 A.D., and the term DMMO-RPG was not only in existence, but also
becoming more common. Being the acronym for "Dive Massively Multiplayer Online Role Playing Game", it described an interactive game where one was able to play in a virtual world like it was
real life, by connecting a dedicated console to the neuron nanointerface— an
intracerebral nanocomputer network composed from the quintessence of cyber- and
nanotechnology.

It was as though you entered the game for real.

Amidst a myriad of DMMO-RPGs that were developed, there was one title that shined
brilliantly.

Yggdrasil.

It was a game that a highly-regarded Japanese developer released twelve years ago in
the year 2126.

No matter which DMMO-RPG it was compared to, Yggdrasil was a game that offered
an immensely high level of freedom to the players.

The number of classes that formed the basis of the game easily topped 2000 when you
added up the normal and high-rank classes.

All classes had a maximum level of 20, though there was an option to level up in different classes. Meaning a player could have many classes to reach the overall level cap of 100. As gaining XP at higher levels was much harder many players would switch classes around 10th level.

Furthermore, you were able to just have a taste of various classes as long as you
satisfied this overall condition. Although it was inefficient, it was possible to have 100
level one professions if you wanted.

In other words, it was a system where it was impossible to have completely identical
characters unless you intentionally made them so.

This level of freedom also applied to the visuals. If you used creator tools that were
sold separately, you were able to alter appearances of weapons and armor, interior
data, character visuals, and detailed settings of a player's home.

What awaited the players who set off for adventures in such a world was a colossal
map. Nine homeworlds consisting of Asgard, Alfheim, Vanaheim, Nidavellir, Midgard,
Jotunheim, Niflheim, Helheim, and Muspelheim.

A vast world, innumerable classes, and fully customizable visuals.

It had ignited the artisan spirits of the Japanese players and caused a phenomenon
that would later be called 'visual popularity'.

With such explosive popularity behind it, it had reached a level of acclaim where
Yggdrasil and DMMO-RPG were considered as one and the same in Japan.

—Alas, that was a story of a generation past

Looking for a few other players who are fans of Overlord the anime. I am looking to make a game similar to the series!

We will decide what level you would like to start at.

I would love to play as the loyal butler of the group, one of the stronger subordinates of the Masters! XD

What else? Oh I would love it if you were pacific standard time, post at least once a day. A lot more in the next week as you help me build areas you would want in the game!

Isekai game!!!!


To the Max! This is going to be an absurd game of pure fun! It will be completely open sandbox! We will be starting in our own guildhouse/dungeon.
Everyone gets to roll 5d6 keeping the top 4!
No Tax Feats.
2 traits.
Suggested: 5th level characters. Roll for all hit points but 1st level which is max.
Gestalt characters!

Race options depends on what we decide as a guild. Ain's guildmembers all had to be a monster race.

background skills
20,000 gp to spend on your equipment, you cannot spend more than half on one item. You can recover at most 5,000 gp in creating items of your own.

Everyone will need to pick a craft or profession you can develop to the extreme!

For each 3 paragraphs of background you gain additional perks: 1 - extra trait, 2 - extra feat, 3 - extra +2 to an ability score, 4 - gain a mount CR 3 or below, 5 - gain a crafting feat, 6 - gain a wish, 7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well), 8 - gain a familiar or animal companion, 9 - gain a super power, 10 - gain another 'Special' from another class, it cannot be a Special above 5th level.
I am fine if you want to conspire with other players to decide what you want to play... ;)


Also I want each player to make at least 4 subordinates! It is not a requirement but should be part of the fun of the game!


You madlad hahahahahha.

I am not pacific standard time, but my posting frequence is pretty good.

Prospective rolling:

Stat: 5d6 ⇒ (1, 6, 2, 4, 2) = 15 14
Stat: 5d6 ⇒ (2, 6, 4, 1, 2) = 15 14
Stat: 5d6 ⇒ (3, 4, 6, 1, 4) = 18 17
Stat: 5d6 ⇒ (1, 5, 6, 5, 6) = 23 22
Stat: 5d6 ⇒ (4, 3, 6, 4, 2) = 19 17
Stat: 5d6 ⇒ (1, 2, 1, 6, 3) = 13 12

And lo, the Qwisatz Haderach has arrived.

Hmmm Monster race... and character ideas:

Random Ideas because its Isekai:
--I am a spider so what? Version:
--Aranea, female, Bloodrager Oracle gestalt, can probably just grab mad magic

Human resource Lady:
--Not yet half Succubus Lady, very good with people
--Gunslinger/Urban Skald. Hand out rage powers while shooting idiots in the face.
--Need to get a Mosin Nagant somehow.

Failed Isekai Portagonist version:
--Male Insinuator Bloodrager Gestalt
--Optimizes too much for his own good, beset by hilariously bad luck in important moments
--Hilariously unpopular with the Ladies
--Under the effect of a "restraining order" from the human resource Lady. Gets automatically restrained when in 60 feet of her.

Isekai Truck Driver:
--Bloodrider Cavalier Gestalt
--Makes ample use of Alter Self to disguise himself when collecting Isekai protagonists from different planes
--Is actually really relaxed and chill.


Stat: 5d6 ⇒ (4, 6, 1, 2, 3) = 16 15
Stat: 5d6 ⇒ (5, 6, 4, 2, 2) = 19 17
Stat: 5d6 ⇒ (5, 2, 4, 1, 3) = 15 14
Stat: 5d6 ⇒ (3, 6, 4, 6, 1) = 20 19
Stat: 5d6 ⇒ (1, 4, 4, 4, 4) = 17 16
Stat: 5d6 ⇒ (5, 5, 6, 6, 2) = 24 22
Yowza! Nothing to sneeze at here.
No I must dwell on what to play


Pacific Time: √
Monster game: √
Cool stats: √
Knowing Source Material: um...

Let's see... "Where to Stream Overlord".
Hey, it's on Hulu, I've got that!

Let me get back to you...


Five episodes in. I like it. Starting as strong 5-level will be a little different from the show, but I think I can see where this is going.


This sounds fun, though I doubt I'll join in due to other things I have going on. Just for clarification, is the party:

* Yggdrasil players playing in the Yggdrasil VRMMO
* Yggdrasil players adventuring in the world after (pulled into it as Momonga was)
* General monsters living in the post-Yggdrasil world
* Nazarick NPCs that become our PCs


GM Wolf wrote:

Race options depends on what we decide as a guild. Ain's guildmembers all had to be a monster race.

I am fine if you want to conspire with other players to decide what you want to play... ;)

Well, we have one vote for Monster Races from Mightypion. From personal experience with GM Wolf, I know when it comes to monsters, he likes to make them into templates so they can easily be grafted to a character without too much CR disruption. If this is how he wants to do it, I'll choose a half-dragon template.

If we decided on more standard or featured races, I'll likely campaign to use a god-blooded.

As for gestalt character, my current thoughts is to go 'all-out' like our GM and the isekai suggests. To fit in with the action-packed series, I'd choose a Monk of the Four Winds/Godling (mighty) build.


Yes it is Mighty Pion, you post most frequently! Having people with the same time typically helps but that is a wish not a requirement.

Yes 5th level is underpowered in compared to the series. Though you do get gestalt and likely a monstrous race. So with both of those you likely will be CR 10s.

* Yggdrasil players playing in the Yggdrasil VRMMO
- Initially yes!
* Yggdrasil players adventuring in the world after (pulled into it as Momonga was)
-Yes very soon after we have the guild and players set.
* General monsters living in the post-Yggdrasil world
No. If we add anyone after the initial guild members they will likely come from the general monster population.
* Nazarick NPCs that become our PCs
No, we are replacing Nazarick with our own guild. We are restructuring all of the NPCS, of course you could keep on your favorites if you want. You are the guild members from the game before being Isekaied.

I am thinking scaled fist sorcerer!

We do need someone to take on the role of guild master, I can do it if no one else wants to do it.


LOVE this!
Just need to make a new alias ...

Guildmaster is ... the leader of the adventuring team?


DEF a total fan of monster races & template overlays
DEF hate the gestalt thing with an unbridled passion

Would LOVE to see the reward structure include multiple template applications: I have had the idea idea of a Half-Celestial Half-Jann rolling around for about 1000yrs in my head: would be a pretty kick-ass character.


Guildmaster is ... the leader of the adventuring team?
Yes probably. He or she would have been the one who founded the guild in the first place and built it up with the help of the other guild members. Though the title can be switched to another guild member with ease as long as you are in your guild house.

Evindyl, I would be fine with you gaining the second template instead of gestalting! Just an option! XD


Let me make the character then!
That would be cool.

and I think that would be roughly at the power level that is a fun starting point, like an Avoral with a couple levels (10-11th lvl)


Count me on team monster. I'd like to know how you want to work this before I start thinking of ideas. Monster abilities or templates can greatly affect the choices.


We have three or four players interested so far. What race type would you want to do? humanoid, monsters, or beast people/demi humans/a monster touched race like aasimar or tiefling? We should come to an agreement before anything else.

It sounds like most of you are on for team monster. Please let me know either way.


I'm thinking the consensus is Team Monster. In that case, I would like to play either as a half-fiend or half-dragon.


GM Wolf wrote:

We have three or four players interested so far. What race type would you want to do? humanoid, monsters, or beast people/demi humans/a monster touched race like aasimar or tiefling? We should come to an agreement before anything else.

It sounds like most of you are on for team monster. Please let me know either way.

I am actually going to look at the templated build I mentioned AND an Avoral just coming into a new class (Avorals are like CR9 I believe)


1 person marked this as a favorite.

I am on Team Full Monster. We saw an undead and an ooze in the show. I'd like to be able to do a monster that is more than a human in a funny suit (like gnolls and bugbears). Not a requirement, but a possibility.

Here's some of the options I've seen in previous monster games, and my opinions of them.

Using CR or HD for actual monsters. Pros: lots and lots of options. You can make pretty much anything within the level we pick. Cons: CR or HD are lousy at balancing as PC's. Some of them have crazy high stats and adding generous rolls to them makes things pretty extreme. Lower level picks excludes some crazy options.

Monster Classes. Pros: really well balanced. Cons: only a handful of monsters are built out this way.

Templates. Pros: moderately well balanced. works well on top of other ideas. Cons: still a bit limited.

Building monsters with the Race builder with high points (25-50). Pros: really well balanced. Cons: limited selection of items. Often you have to build something "inspired by" a monster. Not having monster HD lowers power level.

Oh, and I thought I rolled stats already. Damn purple post-eater.

statapalooza: 5d6 ⇒ (5, 2, 5, 6, 5) = 23 21
statapalooza: 5d6 ⇒ (5, 5, 4, 4, 5) = 23 19
statapalooza: 5d6 ⇒ (2, 2, 1, 5, 6) = 16 15
statapalooza: 5d6 ⇒ (4, 2, 3, 3, 2) = 14 12
statapalooza: 5d6 ⇒ (6, 1, 5, 1, 6) = 19 18
statapalooza: 5d6 ⇒ (5, 1, 4, 1, 4) = 15 14

Oh, and we should know which 3pp material is available. Psionics and spheres change classes a lot. Green ronin's bestiary adds some cool templates, etc.


The Legend of Domayoku, v. 1:
Domas Dapkus grew up in 22nd century Lithuanian. His family lived in city of Vilnius. It was a strange amalgamation of a booming tourist industry of Old Town, for it's many medieval structures and heritage locations still standing, but also one of Europe's technological centers for chip manufacture and VR components.

Domas Dapkus is one of the great-grandsons of one of Lithuanian's famous footballers from the 21st century, Martynas Dapkus. Throughout his life, The Dapkus family focused on physical prowess. The family was also quiet popular, still wealthy from Martynas's time and good investing, and gave to charities often.

When Domas was 4, the small boy was starting to become recognizable more clumsy. Worried, his mother and father brought him to the family doctor. Concerned by what the doctor found, Domas was taken to several specialists over the next 9 months. Ultimately, it was discovered Domas had developed a form of muscular dystrophy called Emery-Dreifuss.

The Dapkus Family was saddened by Domas's illness. It was a learning curve for such an adventurous, active family to have to deal with a handicapped member of the family. Some family members, particularly a few older cousins, would tease poor Domas, when the younger could not participate in family outings like skiing, horseback riding, and swimming.

Initially despondent from the diagnosis, Domas decides instead of physical achievement, Domas dedicates himself to school and learning. According to his doctors, because the Emery-Dreifuss was found early, with regular treatment, the muscular dystrophy need not be as extreme as in other cases. But Domas found he sat mostly in his wheelchair.

Domas continued to get great marks in school, as his other family members excelled in sports programs. Domas took an early interest in mythologies, tales of the Gods and their exploits, great monsters and beasts, which lead into fantasy and heroic fiction. With anime beginning more prevalent at this time, Domas studied hard to understand the 'Demon King' phenomena in many anime shows.

Thanks to the Dapkus family connections with the tech manufacturing sector, Domas was able to get one of the first next-generation personal mech-frames to get around, once they are made available on the market. Domas is able to use it to walk around, but slowly like an old man. Domas doesn't like it, but is more healthy for him in the long run.

Some of Domas's classmate introduced the handicapped student to DMMO-RPGs. Domas's physical therapists also encouraged Domas to give DMMO's a try, with several medical research papers reporting DMMOs could assist in re-energize muscular groups through intracerebral stimulation DMMOs provide.

For as many people spoke up for DMMOs, there were as many detractors. Some family-focused groups says DMMOs could lead to sim addiction in extreme cases. So DMMOs were as popular as they were controversial.

Domas was excited, regardless of the media coverage, and tried a few of them out. Sword Mirror Online wasn't as immersive as the advertisements suggested, and the online community had begun to become toxic. Ebon Forest was more horror-based than fantasy, and sure Domas loved to run in DMMOs, just not from zombies. And Enlightened Magic Carp had some fantasy aspects, but was essentially a fishing sim.

Domas was disappointed by the current DMMO market, until he heard of a new DMMO coming out named Yggdrasil. Domas waited until after Launch to consider joining Yggdrasil. Domas would often watch lots of Yggdrasil reviews, commentaries, play-troughs made by DMMO reviewers and other players. The majority of what Domas found was very positive, just what he was looking for.

Before officially joining Yggdrasil, Domas decides to pay for a DLC for the new godling classes. Domas decided to go 'all-out' and focus on Strength-build mighty godling with the adaptability and speed of a monk.

Domas chose the character name – Domayoku. The name was a mixture of Domas's name and the Japanese word Dōryoku meaning motive power, dynamic force. Domas knew a good name was just as important as the type of character he wanted to be. Domas then spent a few hours in the character designer: getting the look of his character they way he wanted it, using a few methods detailed in several Yggdrasil videos he saw.

When Domas logged in for the first time, he was amazed by the level of immersion and detail. He spent the first hour, like most first-timers: looking around and running. After the initial few hours, Domas began to takes his first quests. Domayoku noticed other newcomers struggling and offered to help them. This quickly endeared other to Domayoku, gaining many Friend Requests.

Domayoku's helpful nature did not go unnoticed on the Yggdrasil Forums. Several guilds sent Domayoku guild invites, eager to get a great team player on their roster. But it was Domayoku's current guild that nabbed the beefy godling monk to their side.

GM Wolf wrote:
Also I want each player to make at least 4 subordinates! It is not a requirement but should be part of the fun of the game!

One of the first big gifts Domayoku received in-game was Shashanna, an assistant succubus, who help fetch and send mail in-game, though most use them in E-PRG. Since, it's inception in Yggdrasil, this assistant has become quite popular and expensive.

Another Yggdrasil in-game gift was Yiggy, another assistant imp, who helps with scouting ahead and detecting auras. Yiggy is very personable despite his voice actor channeling the most grating voice, itself a great meme.

Drasilla is another PC who helps the Guild Master in running errands for the guild, happy in her role. She's always pleased assist in crafting weaponry and carpentry.


This is what I have written so far for my character. I can easily change what isn't allowed. Thoughts?


LOL @ human in a funny suit ...
Yeahm let's NOT play a team of furries, please.

I do see the Avoral as a good examle of that principle, like reaching for things and his wings knocking stuff over. Great thought.


Spitballing concepts.

Cerebric fungus - probably a shaman or witch type
quickling swashbuckler
Pixie telekineticist
Choker barbarian


I am fine with most 3pp material. Though I have not gotten into Psionics or spheres.

What monster do you each want to play? I ask it but then see each of you have at least one suggestion.
We can always down scale it and as you level gain the rest of the abilities as levels.

I was thinking of a sublime tiefling, scaled fist sorcerer.


I did also think that a permanently enlarge Air Zhyen Aeromancer could be fun also, someone who has mastered Alter Self so he can always 'seem' humanoid


I have an idea. My character will take the half-fiend template, but switch out the stronger Special Attacks of a half-fiend, with the Special Abilities of a half-dragon. I really want to lean into the 'Demon King' aspect of this character.


TheWaskally wrote:
I have an idea. My character will take the half-fiend template, but switch out the stronger Special Attacks of a half-fiend, with the Special Abilities of a half-dragon. I really want to lean into the 'Demon King' aspect of this character.

Why not fully apply both, like my half-celestial half-jann up above?

Now that you mentioned it, I want to go look at your idea in HeroLab
Half-Dragon in an awesome template.


Evindyl wrote:
TheWaskally wrote:
I have an idea. My character will take the half-fiend template, but switch out the stronger Special Attacks of a half-fiend, with the Special Abilities of a half-dragon. I really want to lean into the 'Demon King' aspect of this character.
Why not fully apply both, like my half-celestial half-jann up above?

I don't want to make something too powerful, that it becomes a point of contention in the campaign. Besides being a gestalt godling character will be powerful enough on it's own.

Overlord Back Strory Video


I am letting each of you make your own decisions. So far I have not seen anything that is obviously overpowered than another.

We have a demon-king build developing from half fiend and half dragon. With a Monk of the Four Winds/Godling (mighty) build. Domayoku looks great!

half-celestial half-jann

sublime tiefling, scaled fist sorcerer. Maybe half dragon instead...

Cerebric fungus - probably a shaman or witch type
quickling swashbuckler - My favorite of the bunch
Pixie telekineticist
Choker barbarian

Now it is time to double down and create my new character.

5d6 - 1 ⇒ (2, 3, 3, 1, 3) - 1 = 11
5d6 - 1 ⇒ (2, 1, 1, 4, 3) - 1 = 10
5d6 - 2 ⇒ (5, 2, 5, 4, 5) - 2 = 19

5d6 - 1 ⇒ (1, 6, 6, 1, 2) - 1 = 15
5d6 - 1 ⇒ (5, 5, 1, 6, 6) - 1 = 22
5d6 - 1 ⇒ (3, 3, 1, 6, 5) - 1 = 17


GM Wolf wrote:

I am letting each of you make your own decisions. So far I have not seen anything that is obviously overpowered than another.

We have a demon-king build developing from half fiend and half dragon. With a Monk of the Four Winds/Godling (mighty) build. Domayoku looks great!

half-celestial half-jann

sublime tiefling, scaled fist sorcerer. Maybe half dragon instead...

Cerebric fungus - probably a shaman or witch type
quickling swashbuckler - My favorite of the bunch
Pixie telekineticist
Choker barbarian

Now it is time to double down and create my new character.

5d6-1
5d6-1
5d6-2

5d6-1
5d6-1
5d6-1

Wow, dice can just sukk sometimes


Good thing I only need a few good rolls.

4d8 ⇒ (1, 5, 5, 6) = 17
reroll: 1d8 ⇒ 4

Grand Lodge

Stat 1: 5d6 ⇒ (2, 4, 2, 5, 5) = 18 16
Stat 2: 5d6 ⇒ (2, 5, 3, 6, 2) = 18 16
Stat 3: 5d6 ⇒ (3, 2, 6, 5, 2) = 18 16
Stat 4: 5d6 ⇒ (5, 4, 5, 3, 1) = 18 17
Stat 5: 5d6 ⇒ (6, 4, 1, 3, 3) = 17 16
Stat 6: 5d6 ⇒ (1, 1, 1, 6, 5) = 14 13


I'm going to make both the swashbuckler and the fungus, to see which I like better. Can a perform skill work for our profession? I think I'm going to have a couple levels of bard on the quickling.

hp: 4d10 ⇒ (6, 1, 9, 7) = 23
reroll: 1d10 ⇒ 6

hp: 4d8 ⇒ (4, 7, 3, 5) = 19


Quite possibly one of the coolest characters ever

KERWYNN:
Kerwynn Katar
Half-Celestial Half-Janni Human Aeromancer 7 (Pathfinder Player Companion: Blood of Ancients 26, Pathfinder Player Companion: Qadira, Gateway to the East, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary)
NG Medium Outsider (augmented humanoid, human, native)
Init +9; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 21, touch 19, flat-footed 12 (+9 Dex, +2 natural)
hp 51 (7d6+21)
Fort +5, Ref +11, Will +10; +4 vs. poison
DR 5/magic; Immune disease; Resist acid 10, cold 10, electricity 10, fire 10; SR 21
--------------------
Offense
--------------------
Speed 50 ft., fly 100 ft. (good)
Special Attacks arcane reservoir (4/10), arcanist exploits (familiar[ACG], force strike[ACG]), consume spells, smite evil 1/day (+8 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; concentration +15)
. . 3/day—invisibility (self only), protection from evil, speak with animals
. . 2/day—enlarge or reduce person
. . 1/day—aid, bless, cure serious wounds, detect evil, holy smite (DC 22), neutralize poison, remove disease
Arcanist Spells Prepared (CL 7th; concentration +17)
--------------------
Statistics
--------------------
Str 12, Dex 28, Con 16, Int 30, Wis 20, Cha 26
Base Atk +3; CMB +4; CMD 23
Feats Fleet, Fleet, Fleet, Fleet, Improved Familiar
Traits natural flier
Skills Acrobatics +15 (+23 to jump, +16 while flying), Appraise +20, Diplomacy +15, Escape Artist +15, Fly +20, Heal +12, Intimidate +15, Knowledge (arcana) +20, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +18, Perception +12, Ride +10, Sense Motive +12, Sleight of Hand +16, Spellcraft +20, Stealth +15, Use Magic Device +18
Languages Common
SQ air mastery, wind's embrace
Other Gear arcanist starting spellbook
--------------------
Special Abilities
--------------------
Air Mastery +3 CL or +2 DC (Su) For air, cold, electricity, or sonic spell, use arcane reservoir to increase CL by +3 or DC by +2.
Arcane Reservoir +1 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (8/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Enlarge or Reduce Person (2/day) (Sp) Granted by Half-Janni heritage. Humanoid creature doubles or halves in size.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (100 feet, Good) You can fly!
Force Strike (1d4+7 force damage) (Su) Use 1 reservoir, deal force dam to 1 foe in 30 ft, as magic missile.
Immunity to Disease You are immune to diseases.
Invisibility (self only, 3/day) (Sp) Granted by Half-Janni heritage. You are invisible for 1 min./level or until attacking.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +8 to hit, +7 to damage, +8 deflection bonus to AC when used.
Speak with Animals (3/day) (Sp) Granted by Half-Janni heritage.
You can communicate with animals.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (21) You have Spell Resistance.
Wind's Embrace (Su) 2 reservoir points, affected by air walk and a personal wind wall for 1 min.

--------------------

Arcane Familiar
Air Zhyen (Pathfinder Player Companion: Qadira, Gateway to the East)
NG Tiny outsider (air)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 25 (2d8)
Fort +2, Ref +5, Will +7
Defensive Abilities improved evasion; Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 10 ft., fly 30 ft. (perfect)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, touch of electricity
Spell-Like Abilities (CL 2nd; concentration +3)
. . At will—mage hand, mending
. . 1/day—endure elements, touch of fatigue (DC 11)
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 10, Int 9, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 11 (can't be tripped)
Feats Run
Skills Acrobatics +8 (+12 to jump with a running start, +0 to jump), Appraise +6, Diplomacy +8, Escape Artist +8, Fly +20, Heal +9, Intimidate +8, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +12, Ride +3, Sense Motive +12, Sleight of Hand +9, Spellcraft +6, Stealth +19, Use Magic Device +8
Languages Aquan, Auran, Common, Ignan, Terran; speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fly (30 feet, Perfect) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Touch of Electricity (Su) The touch of an Air Zhyen does 1d4 points of electricity damage.


Philo Pharynx wrote:

I'm going to make both the swashbuckler and the fungus, to see which I like better. Can a perform skill work for our profession? I think I'm going to have a couple levels of bard on the quickling.

[dice=hp]4d10
[dice=reroll]1d10

[dice=hp]4d8

Yes that is fine.


Still at concept stage here:

Another take on Isekai Truck:

The character is actually the Isekai Truck (some type of Quadruped Golem?) which wears the Bloodrider on top of it as a hat/speaking device/cunning diversion to make people think that itself is not sentient.
The Bloodrider on top is the "Furious Companion"

Mad Soviet Scientist who is incredibly fond of doping and cybernetics:

Wished to my the game be communist. Alchemist who is fond of steampunk engineering, Doping and modern firearms. Would like to start with the expensive but not all that effective "Arms of the Marilith" neck slot which lets him carry more guns/Bombs/Flamethrowers/Machine guns.


Okay, here's concept one. A lower-power version of each will be one of the minions I propose. Let me know which people prefer and I'll flesh that one out more.

ϪӝѬʓʢϞԬ₺ᴥᵹ₾ is a cerebric fungus, but usually people just call him Bob. the name is a telepathic construct that roughly means "eternal wellspring of vital energy."

Party function:

Bob uses both spirit magic and psionics to be a pretty kick-ass healer. He can telepathically link party members within 600' and transfer healing from person to person within this group. He can touch enemies with his tendrils and steal their life force to send as healing to people. It's going to be hard to keep us down.

Outside of healing and stealing life, he mostly applies conditions - entangling, dazing, fatiguing etc. He has a little fern, Sprout, that is his familiar.

At the guild, he's the gardener. We can either have grounds outside or a plant-based level in our clubhouse.

Behind the curtain:

Bob's player is Robert Jackson. He is an autistic software engineer who hates his job just as strongly as his talent for this. He wouldn't be able to play the game very much except for great multitasking skills and a number of automated macros that let him split his attention without standing around paralyzed.

Bob is his desire to unplug and connect with the natural world. It's also not a coincidence that Bob's telepathic powers make it much easier to communicate with people.

Stats:

ϪӝѬʓʢϞԬ₺ᴥᵹ₾ (Bob)
Cerebric fungus vitalist 5/shaman 5/gestalt 5 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 3 52, Ultimate Psionics 69)
N Medium plant
Init +9; Senses darkvision 60 ft., low-light vision; Perception +29
Aura unsettling appearance (60 ft., DC 19)
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 21 (+5 armor, +5 Dex, +6 natural)
hp 95 (9d8+50); fast healing 2
Fort +13, Ref +10, Will +15
Defensive Abilities otherworldly mind; Immune plant traits; Resist cold 5
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee fate blade +12/+7 (1d4+4/19-20) or
. . Steal health +11 (15 damage) or
. . bite +11 (1d6+3), 2 tendril +9 (1d4+1)
Space 5 ft.; Reach 15 ft.
Special Attacks channel positive energy 8/day (DC 19, 3d6), hexes (healing[APG], murksight), pull (5 ft.), star-shriek
Spell-Like Abilities (CL 4th; concentration +11)
. . Constant—detect thoughts (DC 19)
. . At will—touch of madness
. . 3/day—calm emotions (DC 19), touch of idiocy
Shaman Spells Prepared (CL 5th; concentration +15)
. . 3rd—dispel magic, stone shape, sylvan hideaway; daylight[S] or neutralize poison[S]
. . 2nd—burdened thoughts (2, DC 22), greensight[UW], necrostasis (2, DC 22); hypnotic pattern[S] (DC 22) or lesser restoration[S]
. . 1st—ears of the city, entangle (DC 21), hydraulic push[APG], pass without trace, stone shield[ARG], touch of blindness (DC 21); color spray[S] (DC 21) or detect undead[S]
. . 0 (at will)—bleed (DC 20), detect magic, mending, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Heavens
Vitalist Powers Known (power points 50, ML 7th; concentration +14)
. . 3rd—hostile empathic transfer (DC 23)
. . 2nd—specified energy adaptation, psychic bodyguard
. . 1st—collapse (DC 21), entangling ectoplasm, sense link
. . 0 (at will)—disruptive touch (DC 20), fatigue (DC 20), sense poison
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 20, Int 20, Wis 31, Cha 24
Base Atk +6; CMB +11; CMD 24 (32 vs. trip)
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Enlarged Collective, Expanded Knowledge, Improved Initiative, Multiattack, Power Attack, Selective Channeling
Traits deft dodger, psionic knack
Skills Autohypnosis +18, Bluff +19, Diplomacy +19, Handle Animal +15, Heal +16, Knowledge (dungeoneering) +11, Knowledge (local) +11, Knowledge (nature) +15, Knowledge (planes) +11, Knowledge (psionics) +11, Knowledge (religion) +11, Perception +29, Perform (percussion instruments) +14, Profession (gardener) +22, Sense Motive +24, Stealth +12
Languages Aklo, Common, Sylvan, Undercommon, Vegepygmy; telepathy 100 ft.
SQ active energy type, collective, collective healing, finesse weapon attack attribute, health sense, request aid, soulthief's touch, spirit animal (petrifern named Sprout), spirit of many, stardust, steal health, telepathy, transfer wounds, vitalist method (soulthief method)
Combat Gear sunsoil (3); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], fate blade, touch attack, +1 bodywrap of mighty strikes[UE], apprentice's cheating gloves[UE], eyes of the eagle, protean cloak +2, saltspray ring, familiar satchel[UE], 683 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Collective (10 members, 600 Feet) (Su) You have a collective of up to 10 individuals within 600 feet
Collective Healing (Su) The vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Expanded Knowledge (Vitalist, Entangling Ectoplasm) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Familiar Bonus: +1 natural armor bonus to AC You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standar
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Otherworldly Mind (DC 21) (Ex) Contact mind/read thoughts deal 1d6 nonlethal & confuse 1d6 rds (Will neg).
Plant Traits Plants have many immunities.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pull (5 feet) (Ex) You can pull targets closer to you.
Request Aid (Su) Starting at 5th level, members of a vitalist's collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.
Soulthief's Touch A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to th
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (petrifern named Sprout)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor.
Star-Shriek (1/day, DC 17) (Ex) Non cerebric fungi in 30 ft are nauseated 1d4 rds (Will neg).
Stardust (10/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 2 rds.
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level +
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Telepathy (Su) All willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language.
Touch of Madness (At will) (Sp) Touch attack to daze living foe for 1 rd/CL (Will neg).
Transfer Wounds (2d6, 13/day) (Su)
Unsettling Appearance (60 feet, DC 19) (Su) Creatures in aura take -2 to attack (Will neg).
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.


1 person marked this as a favorite.

DMPC checking in!
----

Sounds good Philo

Wow, initially I didn't like the concept of Bob but the more I read the more I liked!!!

----

Whereas I am stuck in which way to go...
Scaled fist half dragon sublime creature

The wings are great, str, and dragon aspect.

Or:
Scaled fist and sorcerer sublime creature

I can cast a lot more spells, though I envision him as a tank so the spells are mostly before combat...

---
I think Mightypions problem is too many good ideas!

---
Your foir main subordinates should be about a CR 5. I am fine if you want to make more. Each should have personality, aspirations, and flaws.

---
It sounds like Joe wants the role of Demon Lord. I will be playing the role of butler, though secretly am a guild member. Which only the guild members know. Sounds good?
---
What kind of guildhouse do we want? A dungeon, a lair, or what?


And here's the other idea.

N'erf d'Artgnan is a winged fey who is physically about 7" high. But if you are going by ego, they haven't invented mathematics capable of measuring this.

Party function:

N'erf is a highly mobile fighter as well as a skilled face character. Swashbuckler 5 (Mouser)//Unchained Rogue (Shadow Scion) 3; Bard 2. Despite having 0' reach, he rarely has a problem getting in and out of people's reach. While his skills allow him to poke his opponents in their vulnerable spots, he often plays with his foes. He can do any number of tricks, including several combat maneuvers. But one of his best tricks is intimidation. Despite being small, he is surprisingly scary.

Between his racial abilities and his bardic tricks, he has a number of minor benefits he can use. shrinking people, disappearing, talking to animals, helping people slip out of bonds. On top of this, he is as sneaky as you'd expect him to be.

In terms of the guild, he is a bard. Entertaining people, negotiating, and all of the other interactions that you'd expect.

Behind the curtain:

For quite a while, nobody in the group knew much about Sato Ren. He didn't share much personal stuff, often avoiding questions. He had no other social media and one time his voice glitched in a way that proved it was modified by software. He asked people not to pry, as he would have to disappear if word got out, and he loved this escape.

This lasted until the Virtual concert of AYA, one of the more popular virtual idols. A few years ago, AYA had an issue about being doxxed in the real world as Ishida Chiaki, and she had to go into hiding. But AYA was rebuilding her career, and the marketing teams setup a crossover concert where she was appearing simultaneously in three virtual worlds, including Yggdrasil. Each world was offering special boons at the concerts, ensuring both fans and dedicated gamers would show up. Ren had "work stuff" and couldn't make it. He wasn't around much leading up to it.

After the concert, Ren came back, and nobody was talking about it. He asked one of the others about it. "Oh, the ### concert? I enjoyed it, but we decided not to talk about it." The name was covered by the static of the Hidden Secret ritual. Once you took the ritual, you couldn't utter that word in voice or text chat.

At the next level, N'erf started taking levels in bard.

Stats:

N'erf d'Artagnan
Quickling atomie bard 2/unchained rogue (shadow scion) 3/swashbuckler (mouser) 5/gestalt 5 (Pathfinder Player Companion: Legacy of the First World 15, Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Bestiary 3 28, Pathfinder Unchained 20)
CN Diminutive fey
Init +28; Senses darkvision 40 ft., low-light vision; Perception +22
--------------------
Defense
--------------------
AC 39, touch 37, flat-footed 16 (+2 armor, +18 Dex, +5 dodge, +4 size)
hp 79 (7 HD; 2d6+5d10+47); fast healing 2
Fort +10, Ref +29, Will +12; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities charmed life 3/day, danger sense +1, evasion, nimble +1; DR 2/cold iron
Weaknesses aging vulnerability
--------------------
Offense
--------------------
Speed 80 ft., fly 200 ft. (perfect)
Melee +1 silversheen rapier +30/+25 (1d2+20/15-20+5 Precision) or
. . rapier +29/+24 (1d2+19/15-20+5 Precision)
Space 1 ft.; Reach 0 ft.
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 19], inspire courage +1), deeds (derring-do, dodging panache, kip-up, precise strike, quick steal, swashbuckler initiative, underfoot assault), panache (8), quickling casting, rapid actions, sneak attack (unchained) +3d6, swashbuckler weapon training +1
Spell-Like Abilities (CL 6th; concentration +14)
. . Constant—speak with animals
. . At will—dancing lights, reduce person (DC 19)
. . 3/day—invisibility (self only)
. . 1/day—shrink item (DC 21)
Bard Spells Known (CL 2nd; concentration +10)
. . 1st (4/day)—liberating command[UC], vanish[APG] (DC 19), windy escape[ARG]
. . 0 (at will)—detect magic, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 46, Con 22, Int 16, Wis 17, Cha 26
Base Atk +6; CMB +20 (+22 dirty trick, +22 disarm, +22 reposition, +22 steal, +22 trip); CMD 35 (37 vs. dirty trick, 37 vs. disarm, 37 vs. reposition, 37 vs. steal, 37 vs. trip)
Feats Agile Maneuvers, Blind-fight, Combat Expertise, Combat Reflexes, Deadly Aim, Deft Maneuvers, Embrace The Dark Fey, Improved Initiative, Menacing Blow, Power Attack, Quick Draw[B], Shadows Of Fear[UI], Spring Attack[B], Weapon Trick (one-handed Weapons)
[b]Skills
Acrobatics +33 (+49 to jump), Bluff +21, Diplomacy +21, Disguise +11, Escape Artist +28, Fly +37, Intimidate +23 (+25 while questioning prisoners), Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +22, Perform (comedy) +16, Perform (dance) +16, Perform (oratory) +16, Perform (sing) +21, Ride +22, Sense Motive +21 (+20 while questioning prisoners), Sleight of Hand +22, Spellcraft +7, Stealth +40 (+42 in dim light and darkness, +42 to feint in combat), Use Magic Device +21; Racial Modifiers +10 Acrobatics, +4 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ bardic knowledge +1, finesse weapon attack attribute, rapid aging, swashbuckler finesse, versatile performance (sing)
Combat Gear oil of bless weapon (3); Other Gear +1 varisian dancing scarves, +1 silversheen rapier, rapier, bag of holding, minor, circlet of persuasion, eyes of the eagle, mark of the grinning skull, pauldrons of unflinching fortitude +2/+3[MA], sleeves of many garments[UE], bedroll, blanket[APG], entertainer's kit (worth 1 gp, 3 lb), interrogation tools, trail rations (10), 778 gp, 4 sp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Eyes, Head, Headband, Shoulders, Wrist,
Agile Maneuvers Use DEX instead of STR for CMB
Aging Vulnerability (Ex) A quickling takes 50% more damage from aging effects, including the number of years aged.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Blind-Fight Re-roll misses because of concealment, other benefits.
Charmed Life +8 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (19 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (40 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Embrace the Dark Fey +2 to confirm crits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (200 feet, Perfect) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Menacing Blow Intimidate foes when scoring a critical hit.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quickling Casting (Ex) Spells and spell-like abilities cast with reduced time and either a switch or attack action.
Rapid Actions (Ex) Have one extra attack or move action a round.
Rapid Aging (Ex) A quickling ages 4 years for every 1 year that passes.
Shadows of Fear Flank a scared creature once per round
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.
Versatile Performance (Singing) +21 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Weapon Trick (One-Handed Weapons) You may perform weapon tricks with the chosen weapon type.


Dominique Silverstone wrote:

DMPC checking in!

----

Sounds good Philo

Wow, initially I didn't like the concept of Bob but the more I read the more I liked!!!

----

Whereas I am stuck in which way to go...
Scaled fist half dragon sublime creature

The wings are great, str, and dragon aspect.

Or:
Scaled fist and sorcerer sublime creature

I can cast a lot more spells, though I envision him as a tank so the spells are mostly before combat...

---
I think Mightypions problem is too many good ideas!

---
Your foir main subordinates should be about a CR 5. I am fine if you want to make more. Each should have personality, aspirations, and flaws.

---
It sounds like Joe wants the role of Demon Lord. I will be playing the role of butler, though secretly am a guild member. Which only the guild members know. Sounds good?
---
What kind of guildhouse do we want? A dungeon, a lair, or what?

Well ... if Kerwynn were guildmaster and had anything to do with the establishment of said domacile, it would probably be "all of the above"

In my head I see a keep, kind of like Castle Alterian from Age of Ashes

The most important aspect of this hideaway? Access to all four elements, asthetically AND defenseably. Like a keep on a bluff, where the wind and the crags and the sea below take care of 3 elements, and extraordinary braziers up upon the battlements are fueled from a magma flow deep below castle.

Just my thoughts :)


I like them Kerwynn! The group played the game for at least 5 years as a guild so the guild house could have been moved, adjusted, and had many renovations! I like the four elements aspect you propose and the suggestions to meet it!

Pictures we must find pictures and share ideas!

---
Also you can add all sorts of flavor notes to your items but when the transition happens most of them become simple magical weapons. Have fun with what your items might have been and the description of them! No description then it will just revert to a simple magical item.


1 person marked this as a favorite.
Dominique Silverstone wrote:


Wow, initially I didn't like the concept of Bob but the more I read the more I liked!!!

This is why I'm so torn between the two. Completely different feel, but both have some deep ads and are useful. Though I haven't heard much about healing coming other people, so that might tip the balance.

But I'm open to comments from everybody. How do you see yourself interacting with the alien plant or the feisty fey?

----

Dominique Silverstone wrote:


Whereas I am stuck in which way to go...
Scaled fist half dragon sublime creature

The wings are great, str, and dragon aspect.

Or:
Scaled fist and sorcerer sublime creature

I like the half-dragon idea. I can see a butler with wings and dragon eyes.

---

Evindyl wrote:


In my head I see a keep, kind of like Castle Alterian from Age of Ashes

The most important aspect of this hideaway? Access to all four elements, asthetically AND defenseably. Like a keep on a bluff, where the wind and the crags and the sea below take care of 3 elements, and extraordinary braziers up upon the battlements are fueled from a magma flow deep below castle.

Just my thoughts :)

I'm not sure that we want to have grail-shaped beacons telling everybody "Look over here, we got loot." But I like the four elements. Perhaps the fire is a pool of magma underneath. Useful for body disposal, central heating, getting rid of cursed items, dealing with unwanted solicitors and so much more.


I think I am going to go for Succubus HR Lady, who is actually a HR lady of a Russian oil platform, which however is fully automized, other then HR, and she is, due to complexities of Russian beurocracy, the only person capable of firing herself, and she wont because money for doing nothing is great!

What she will do:

Mechanically: Succubus (CR7) who is Urban Skald 3ish and level 1 Oracle, level 1 scaled fist and level 1 mysterios stranger, before double dipping into AntiPaladin of herself.

--Extremely high charisma and people skills
--Mostly buff focused spell list
--Hands out profane gifts to valuable employees
--I may actually burn 2 feats on agile maneuvers and imroved grapple for improved hostile resource aquisition.
--Secretly wants to become the Demon Lord of Marketing
--Really high AC because of CHA to AC from scaled fist, as well as the CHA instead of Dex from prophetic armor, of course, scaled fist would require being lawful hmmm.
--She will go to battle in a business suit
--Shoot first, start grappling/subduing once grit runs out

Sovereign Court

what do we have so far?
If we're going monster then I at least I wouldn't overlap since there's so many cool monsters around.

And oh yeah the stats.

S1 5d6 ⇒ (6, 2, 4, 6, 6) = 24 22
S2 5d6 ⇒ (5, 5, 1, 1, 6) = 18 17
S3 5d6 ⇒ (1, 6, 2, 2, 5) = 16 14
S4 5d6 ⇒ (3, 3, 6, 2, 5) = 19 17
S5 5d6 ⇒ (6, 1, 4, 2, 6) = 19 18
S6 5d6 ⇒ (1, 4, 4, 6, 5) = 20 19

Anti Paladin Skeletal Champion Firbolg?
perhaps?
With 4 skeletal companions or various aspects from a group of comedic aspects.


Philo Pharynx wrote:
I'm not sure that we want to have grail-shaped beacons telling everybody "Look over here, we got loot." But I like the four elements. Perhaps the fire is a pool of magma underneath. Useful for body disposal, central heating, getting rid of cursed items, dealing with unwanted solicitors and so much more.

ROFL!!! That is great forward thinking! Also we won't be getting many solicitors... ;)

Okay sticking with half dragon then!

Sounds interesting Night Death, welcome to the game!!!

-----
Oh! I should make my four maids! Battle maids! Suggestions?!
-----
LN or possibly LE alighnment here. Though LN more likely!

Grand Lodge

So I was looking at a Cave Troll. It has the

rules:
Cave troll characters possess the following racial traits.

+4 Strength, +12 Dexterity, +10 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
Base speed: A cave troll’s base land speed is 60 feet. Its permanent spider climb ability gives it a climb speed of 20 ft.
Darkvision: Cave trolls can see in the dark out to 90 feet.
Low-light vision: Cave trolls can see twice as far as humans in conditions of dim light.
Scent: Cave trolls can detect opponents within 30 feet by sense of smell.
Racial Hit Dice: A cave troll begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: A cave troll’s humanoid levels give it skill points equal to 4 x (2 + Int modifier, minimum 1).
Racial Feats: A cave troll’s humanoid levels give it two feats.
AC: +5 natural armor bonus.
Natural Weapons: Cave trolls fight with 2 claws (1d4) and a bite (1d6).
Special Attacks: Rend (see left).
Special Qualities: Haste, regeneration 3 (fire or acid), spider climb (see left).
Languages: Cave trolls begin play speaking Giant. Cave trolls with high Intelligence scores can choose from the following languages: Common, Orc.

for a character cave troll. I was thinking the 4 racial hit dice and then either slayer or gestalt slayer/barbarian for level 5.

Or Choral Angel as maybe a paladin/Bard or sorcerer/bard mix.

The last think I Was tossing around was an Awakened dinosaur who would probably be a slayer/barbarian thing.


All three seem viable options Jean!

The Choral Angel would only gain 2 additional levels.

Grand Lodge

Could the Cave Troll take the 1 level as gestalt or single class?


Oooh, the Green Warden template would be good for Bob, but it seems a bit much. Can I drop my Cerebric fungus HD by one to get it?


I need to equip Kerwynn, but I think he is good to go as he is

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