Sebecloki presents the Rod of Seven Parts (Inactive)

Game Master Sebecloki

Maps and Images:

Part One: The Dreaming Domes of the Aboleth Psilords

Trouble is fomenting in the prosperous Blood Sea city state of Malvent; the half-elven cerebremancer Ezria Santhrasslisan the Insightful, apprentice and confidant to the archmage Mordenkainen the Magnificent has vanished, and the vaunted head of the Circle of Eight is in need of aid to locate his protege; at the same time, foul rumors of fester regarding a series of caravans that have vanished on the road between Malvent and Phloon over the past several months. Has a new force of evil begun to accost the trade in this benighted region on the northern shores of the Sea of Blood? Heroes are sorely needed.

The Sea of Blood/Sanguine Sea Region

Region Map

Northern Sea of Blood Region: contiguous with the pre-Divine War realm of Kingdom of Thaumka (half-giant and orc/goblinoid worshippers of the Titan Kadum); notably, contains the non-aligned city-states of Malvent and Phloon; treacherous middle territory between the slavers of the Citadel of Tarim to the East and the despot of city-state of Hanfar and her purple plumes (legions of magus); north lies the Ravenlands of the Bloodmist; remnants of Thaumka in the northwestern tribe lands of ogres, orcs, giants, and others between the settled regions of the coast and the Ravenlands of the Bloodmist.

Northern Sea of Blood Coast: Region Map
Northern Sea of Blood: Region Map (Classic Icons)

City-State of Malvent

Overview Map
Vauntor Square, East Malvent Docks District (Night)

Vauntor Square

Floating Fighter Tavern (high class establishment, frequented by nobles)
Breakwater Tavern (run by former adventurers)
Vauntor's Drop (bridge over canal)
Hermuk's Allgoods (general store)
Ganza's Arms and Armor
Blackalbuck's Swap Shop
Temple of the Rainbow: Temple of Jazirian w/ shrines to Iris, and Renbuu -- nagaji and ophiduan priests from the distant south
Umberlee's Bosom (underground dive bar)


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Thesius Monteblanc wrote:
@Sebecloki: With that in mind, would a Sylph by chance be allowed to take such The Windwright Captain prestige class without meeting the racial prerequisite?

I'm not doing mechanics, monkegod is in charge of that part of recruitment.our agreement was I would run this game if I didn't have to answer any rules questions in recruitment.


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You got questions, I've got answers!

1) The Windwright Captain PrC without being a half-elf is fine.

2) I'm gonna say a tentative yes to variant multiclassing. At first I was gonna refuse, but honestly, it doesn't give *that* much, so should be okay.

That said, on the off chance any build that makes use of VM turns out to be a bit too much, refer to my above comment about reworks/bans.

3) Re-roll ones. They suck, lol

4) Regarding 'the bar for craziness', two important factors should be in mind at all times: Try and keep to a theme, and I don't mean uber caster or guy who is good with all the weapons. Shadow caster, blood mage assassin, chain fighter who specializes in battlefield control, etc is more what I mean.

The second thing to remember is the bench pressing numbers I linked in my first post. We wanna aim for around 15ht level numbers.

I realize this might be tricky, considering gestalt, mythic, etc, but the PCs in my tristalt game more or less pulled it off.

Obviously, mythic is gonna throw some of that out of whack, but the bad guys also have mythic and as I'm fond of saying: "GMs can cheat, PCs can't."

5) Gestalt favored class bonus means you get a FCB for each of your classes, using the expanded options linked about. If your class is not on that list(like mine aren't), I will work with you to come up with something reasonable if the generic options aren't good enough.

6) Any class/archetype that grant's 4th level spells/powers/etc is eligible for the quarter cantrips. Obviously for psionics, they get talents, lol

7) If you have a nonstandard weapon(or armor) from your class, you can apply ABP to them.

8) I'm not sure about pre-game crafting. I'm wary cuz I'm possibly getting a group of players together to play PCs from the Thay region, and if one or more of us crafts a ton of magic items for the group, that would possibly throw balance all out of whack.

That said, I also don't want to overly restrict such high level builds, so let me think on a way to limit things.

Bonus info:

Companions from your class gain the benefits of both familiar and animal companion. They also get the Sage archetype without drawback, along with one familiar and one animal companion archetype of your choosing for 'free' as well.

I might consider offering some form of template as well, but let's how they look with these bonuses to start with.

Finally, if you do have a critter that's going to be fairly active in play, please do not bog things down with them.

This goes for summons and such as well. A former friend of mine played a high level summoning specialist back in a IRL 3.5 and knew nothing about the creatures he was summoning/calling. Obviously, this is less an issue for PbB, but I expect you to know all the details about what you're summoning, their special abilities/spells, etc.


The Squished Potassium fruit brought up a good point:

Bonded Items and similar physical magic items from your class get the Legendary Item universal path ability twice for free.


Stat rolls:

Stats #1: 24d6 ⇒ (2, 5, 3, 4, 6, 2, 4, 6, 1, 6, 4, 1, 1, 5, 2, 1, 6, 4, 1, 4, 3, 5, 6, 6) = 88
Reroll 5 1s: 5d6 ⇒ (4, 5, 6, 1, 2) = 18
122223344444455556666666 101
344444455556666666 89

Stats #2: 24d6 ⇒ (6, 3, 4, 6, 6, 5, 2, 6, 6, 3, 4, 3, 1, 4, 3, 6, 1, 2, 6, 4, 4, 4, 2, 2) = 93
Reroll 2 1s: 2d6 ⇒ (5, 5) = 10
222233334444445556666666 101
334444445556666666 87

Stats #3: 24d6 ⇒ (3, 6, 3, 3, 2, 5, 3, 4, 1, 2, 2, 1, 1, 1, 6, 2, 1, 4, 2, 5, 5, 5, 3, 5) = 75
Reroll 6 1s: 6d6 ⇒ (2, 3, 1, 4, 2, 6) = 18
122222222333334445555566 81
222333334445555566 70

Stats #4: 24d6 ⇒ (2, 5, 5, 1, 4, 1, 3, 4, 6, 2, 2, 4, 3, 3, 1, 1, 4, 5, 5, 1, 2, 3, 6, 2) = 75
Reroll 5 1s: 5d6 ⇒ (4, 5, 4, 6, 4) = 23
222233334444444455555666 95
334444444455555666 81

Stats #5: 24d6 ⇒ (2, 2, 4, 4, 2, 1, 6, 5, 3, 1, 6, 2, 1, 6, 5, 6, 2, 1, 3, 2, 4, 5, 1, 2) = 76
Reroll 6 1s: 6d6 ⇒ (1, 5, 2, 2, 4, 4) = 18
122222223344444555556666 90
223344444555556666 79

Stats #6: 24d6 ⇒ (2, 1, 6, 1, 4, 2, 6, 3, 1, 6, 5, 1, 1, 1, 4, 6, 5, 5, 1, 5, 3, 1, 6, 4) = 80
Reroll 8 1s: 8d6 ⇒ (5, 4, 4, 6, 5, 4, 3, 1) = 32
123334444445555555666666 107
444445555555666666 91
664=16(+3) 664=16(+3) 664=16(+3) 555=15(+2) 554=14(+2) 554=14(+2)

Stats #7: 24d6 ⇒ (4, 1, 5, 3, 1, 5, 1, 4, 3, 4, 3, 6, 4, 4, 4, 2, 5, 6, 6, 5, 4, 1, 3, 1) = 85
Reroll 5 1s: 5d6 ⇒ (6, 3, 2, 3, 4) = 18
223333334444444455556666 98
334444444455556666 82

Stats #8: 24d6 ⇒ (5, 1, 6, 1, 6, 6, 6, 1, 5, 1, 3, 1, 1, 3, 4, 5, 3, 3, 5, 1, 1, 5, 3, 6) = 82
Reroll 8 1s: 8d6 ⇒ (4, 6, 4, 6, 1, 3, 5, 2) = 31
123333334444555555666666 103
334444555555666666 88

Stats #9: 24d6 ⇒ (1, 1, 4, 4, 6, 5, 3, 4, 6, 4, 1, 6, 3, 1, 1, 4, 6, 6, 4, 4, 2, 5, 2, 1) = 84
Reroll 6 1s: 6d6 ⇒ (1, 4, 1, 1, 2, 4) = 13
111223334444444455666666 94
334444444455666666 84

Stats #10: 24d6 ⇒ (1, 1, 5, 3, 6, 4, 6, 4, 2, 2, 5, 1, 6, 2, 4, 2, 3, 6, 5, 3, 4, 4, 1, 1) = 81
Reroll 6 1s: 6d6 ⇒ (1, 3, 3, 1, 4, 6) = 18
112222233334444445566666 88
233334444445566666 78

Stats #11: 24d6 ⇒ (4, 1, 3, 4, 1, 1, 2, 5, 2, 3, 4, 1, 2, 2, 4, 5, 6, 3, 6, 5, 4, 5, 1, 6) = 80
Reroll 7 1s: 7d6 ⇒ (5, 3, 5, 6, 4, 2, 5) = 30
222223333344444455555666 92
333344444455555666 79

Stats #12: 24d6 ⇒ (5, 2, 6, 6, 6, 3, 4, 2, 2, 4, 1, 1, 3, 4, 2, 4, 4, 2, 3, 3, 2, 2, 3, 3) = 77
Reroll 3 1s: 3d6 ⇒ (5, 2, 3) = 10
222222333344445555566666 95
333344445555566666 83

Picking array #6

Concept is a Thaythilorian Knight, dedicated to the survival and victory (in that order) of whichever Red Mage he happens to be assigned to. Teamwork feat focused on things like intercepting charge, take the hit, swap places, etc with combat maneuvers as the offense - shield slam, bull rush, trip, grapple to buy time for the mage (and other teammates) to make the decisive kills


Monkeygod wrote:

You got questions, I've got answers!

1) The Windwright Captain PrC without being a half-elf is fine.

2) I'm gonna say a tentative yes to variant multiclassing. At first I was gonna refuse, but honestly, it doesn't give *that* much, so should be okay.

All right, thanks for answering!

One question still, what is the feat cost of VMC? Is it like... half the feats on one end of the tree? Which would be around 7 at level 15 I think?


Should probably roll stats, lol

dice:

24d6 ⇒ (5, 2, 1, 2, 2, 1, 6, 2, 3, 5, 1, 6, 6, 3, 6, 6, 3, 6, 2, 2, 6, 5, 4, 3) = 88 1

24d6 ⇒ (3, 5, 3, 1, 6, 4, 4, 5, 3, 3, 1, 3, 4, 3, 4, 3, 4, 2, 5, 5, 1, 5, 4, 3) = 84 2

24d6 ⇒ (4, 3, 2, 5, 6, 1, 5, 5, 2, 4, 2, 5, 4, 4, 4, 6, 1, 5, 5, 3, 2, 3, 2, 3) = 86 3

24d6 ⇒ (6, 2, 2, 2, 5, 2, 4, 6, 5, 2, 4, 4, 4, 3, 4, 5, 4, 2, 6, 1, 2, 2, 3, 3) = 83 4

24d6 ⇒ (3, 6, 4, 3, 6, 3, 5, 6, 5, 3, 6, 2, 6, 6, 4, 6, 5, 5, 5, 4, 5, 3, 3, 5) = 109 5

24d6 ⇒ (6, 3, 2, 3, 4, 1, 4, 2, 1, 4, 1, 6, 1, 3, 1, 4, 4, 4, 5, 1, 4, 3, 5, 1) = 73 6

24d6 ⇒ (4, 4, 2, 1, 4, 6, 5, 1, 1, 2, 3, 3, 2, 6, 5, 4, 6, 4, 6, 1, 4, 4, 2, 2) = 82 7

24d6 ⇒ (6, 4, 1, 4, 1, 3, 1, 2, 2, 4, 4, 1, 5, 4, 3, 6, 6, 4, 5, 6, 4, 4, 4, 3) = 87 8

24d6 ⇒ (6, 3, 4, 4, 3, 3, 2, 1, 2, 5, 4, 1, 5, 6, 6, 1, 6, 2, 3, 5, 2, 5, 1, 2) = 82 9

24d6 ⇒ (5, 3, 4, 1, 5, 1, 5, 5, 6, 3, 2, 6, 4, 5, 2, 1, 5, 5, 2, 5, 5, 6, 3, 1) = 90 10

24d6 ⇒ (3, 1, 4, 2, 4, 6, 5, 4, 3, 6, 6, 5, 3, 1, 5, 5, 2, 2, 2, 3, 6, 1, 6, 5) = 90 11

24d6 ⇒ (1, 5, 6, 6, 1, 2, 2, 2, 5, 5, 6, 3, 6, 2, 3, 2, 3, 1, 5, 1, 1, 2, 6, 5) = 81 12

Re-roll for set 1: 3d6 ⇒ (1, 4, 3) = 8

Re-roll for set 2: 3d6 ⇒ (2, 3, 4) = 9

Re-roll for set 3: 2d6 ⇒ (6, 5) = 11

Re-roll for set 4: 1d6 ⇒ 3

Re-roll for set 6: 7d6 ⇒ (4, 3, 1, 5, 2, 1, 4) = 20

Re-roll for set 7: 4d6 ⇒ (5, 2, 3, 5) = 15

Re roll for set 8: 4d6 ⇒ (2, 1, 3, 5) = 11

Re-roll for set 9: 4d6 ⇒ (2, 6, 2, 5) = 15

Re-roll for set 10: 4d6 ⇒ (4, 2, 4, 2) = 12

Re-roll for set 11: 3d6 ⇒ (2, 1, 2) = 5

Re-roll for set 12: 5d6 ⇒ (5, 3, 2, 3, 3) = 16

This leaves me the following:

666=18, 666 =18, 655=16, 544= 13, 333= 9, 233= 8

655= 16, 555= 15, 444= 12, 444= 12, 433= 10, 333= 9

666=18, 555= 15, 555= 15, 544= 13, 444=12, 333= 9

666=18, 555=15, 444= 12, 444=12, 333= 9, 232= 7

666=18, 666=18, 655= 16, 555=15, 554 =14, 443 = 11

665= 17, 554=14, 444=12, 444=12, 443= 11, 333= 9

666=18, 655=16, 554=14, 444=12, 444=12, 333=9

666=18, 655=16, 544= 13, 444=12, 444=12, 433= 10

666=18, 665=17, 555=15, 544=13, 433=10, 332=8

666=18 555=15, 555=15, 555=15, 444=12, 433=10

666=18, 665=17, 555=15, 544= 13, 433=10, 332= 8, 222=6

666=18, 665=17, 555=15, 553= 13, 333=9, 332=8

Going with set 5: 18, 18, 16, 15, 14, 11.


For Variant Multiclassing, just give up the normal feats. Some of the options really suck, and I don't wanna deprive any PC who takes them of too many feats.


Prospective spell list done. Mostly buffs, morale stuff, some invisibility and some sonic things.

Equipment and altered backstory remains to be done.


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Given Liliyashanina is going for another build, I'm rather tempted to try to rebuild Rahlmaat. I actually have some rules for PC-level (no monster HD) sphinxes... :D


What should I keep in mind regards a Drow Noble character? Families, Houses I should look at being a part of or stay away from? He would be a failed noble, with probably no hope of rejoining Drow society. Some would want to kill him if they recognised him.

The classes I'm considering are Oracle/Slayer or Slayer/Stalker(PoW). The theme is shadows and deception. In the entry for drow noble characters it says: In some cases, a drow noble’s spell-like abilities might vary, although the level of a particular spell-like ability does not. I would like to replace Suggestion with Ancestral Regression. This would be explained in his backstory as a freak genetic throwback which made him seem elven at birth. The only thing that saved him from being killed instantly after birth was his inherent powers of nobility. To rectify his hated elven looks, a cruel experiment was done on him to make him drow-like, but as he grew he learned to control it himself, not that it was any use to him until he fled for the surface to hide.

Effectively this spell lets him look drow or elven on any given day to help him blend in wherever he goes.


Diamondust wrote:

What should I keep in mind regards a Drow Noble character? Families, Houses I should look at being a part of or stay away from? He would be a failed noble, with probably no hope of rejoining Drow society. Some would want to kill him if they recognised him.

The classes I'm considering are Oracle/Slayer or Slayer/Stalker(PoW). The theme is shadows and deception. In the entry for drow noble characters it says: In some cases, a drow noble’s spell-like abilities might vary, although the level of a particular spell-like ability does not. I would like to replace Suggestion with Ancestral Regression. This would be explained in his backstory as a freak genetic throwback which made him seem elven at birth. The only thing that saved him from being killed instantly after birth was his inherent powers of nobility. To rectify his hated elven looks, a cruel experiment was done on him to make him drow-like, but as he grew he learned to control it himself, not that it was any use to him until he fled for the surface to hide.

Effectively this spell lets him look drow or elven on any given day to help him blend in wherever he goes.

Like in Eberron, there are a number of different drow societies. The two most prominent ones in this region live in different cities on the western and eastern side of the Blood Sea. One is associated with the Far Realm and pseudonatural powers, Tharizdun, the Elder Eye, Zuggtmoy, and other such horrors. The other is composed of demon worshippers, including Lloth (who is here actually a demon lord, not a greater god). The fluff here is similar to that in Golarion -- the drow were elven refugees from some surface disaster that were corrupted by malign powers of the deep world. They are the purple-skinned concept.


Has anyone else had multiple crises trying to figure out what to create and submit? I have. I'm, still working on an evil godling for the EVIL party to submit, but I'm switching gears and thinking about the GOOD party of which I've seen few submissions.

Character Concept: Lucky Sonovabit<h.

Elf Gestalt Luckbringer/Godling (clever)

Mortal son of Desna, this elf was always blessed with an abundance of luck from his godly parent. He wanders where the winds take him, helping those along the way, and growing his legend among the peoples.

and because this is me we're talking about here...

Character Concept: Demigod

Human Gestalt Godling (mighty)/Godling (eldritch)

From the southwestern continent, comes a powerful warrior claiming to be one of Zeus's many mortal children. This human possesses powers and abilities beyond mortal kin and is the bane of many classic monsters.


I have an idea and am nearing completion. I have to do fluff, spells, and equipment, but mechanics are done.


Background semi done:

Background:

Liliya strode gracefully into Nocticulas palace. As would befit a highranking Succubus summoned by her Lady in Shadows after a succesfull mission.
It wasnt the first time she was here. One would be wrong to say she was anything akin to her "right", or "left hand". But, well, being called her "third tail" would be a reasonable enough approximation.
It was however the first time she faced such predatorial intent from her guards. This was because it was also the first time she was there as an Aasimar. She could no longer read thoughts, but the movement patterns and glances were clear enough.
She knelt, as she approached the Sanctum.

My Lady in Shadow, I Liliyashanina, am at your command.

Would you, for the benefit of those not in the know yet, kindly explain how your unusual condition has come into being? Said the regal, painfully beautifull being on the throne.

Yes my Lady, the very short version is that I shot a would be Malebranche, who was attempting a sacrifice a specific virgin in order to attach the material plane of Earth to Hell. For some reason, this resulted in an eruption of cosmic energy that entered me and well, made the changes you see. Apparently, I am an Aasimar now. I have gained some abilities, but lost others. She answered, making her voice sound as operatic as possible.

And what happened to the virgin? Came the amused question.

No longer a virgin came Liliyas matter of fact answer.

And you would wish to regain what you have lost? Asked the Lady in Shadows.

Obviously my Lady. Imagine not being able to teleport or use suggestion at will. Que horror! She answered immidiatly but slowly.

There are of course ways for Nocticula gave a condescending giggle Mortals to acquire certain demonic attributes..

For f+!*ing real? Liliyashanina thought as her face dropped for a second. She considered all the hoops she would have to jump through, not that she had any lack of confidence of pulling it off.

Dont worry my new found favorite Chicken. Said Nocticulas voice in her head.

Of course, as you have already proven your skill and loyalty, there is a small matter that I would ask you to investigate.

F@!$ing Qlippoths? Liliyashanina thought, as if remembering something that never happened.
Nah, something more tasteful this time, Lolth Came Nocticulas answer in her head.
That does constitute an albeit minor visual improvement. Did Liliya answer in mind.

For the purposes of this matter, you not being a Demon, yet, is something I consider as useful, as such your assured reward will be delayed, until I see fit to dispense it.
Start in Malvent, I am sure you can figure out the rest. Oh, and be carefull with the booze.

Did Nocticula just voice concern over my drinking habits? Liliya thought as she left the palace and entered a carriage.
After a couple of highly inefficient messenge casts, oh did she miss being a telepath and teleporter, she did connect to a relatively useful information broker, according to whom the city of Malvent was seeking specialists to resolve a number of disappearances, and that the cities authorities had actually made clear that they would accept assistance from outer planes. Most curious, she thought as she prepared to be plane shifted.


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I feel like if you play Liliya like this, she's going to awkwardly be staring a lot at people as she is attempting to constantly have telepathic conversations with people, but then will find that she's not saying anying but to herself and her own brain. Might be funny.


TheWaskally wrote:
Has anyone else had multiple crises trying to figure out what to create and submit?

Yes.


TheWaskally wrote:
Has anyone else had multiple crises trying to figure out what to create and submit? I have. I'm, still working on an evil godling for the EVIL party to submit, but I'm switching gears and thinking about the GOOD party of which I've seen few submissions.

Also Yes. I had about three before I even settled on a character/class concept.


SmooshieBanana wrote:
I feel like if you play Liliya like this, she's going to awkwardly be staring a lot at people as she is attempting to constantly have telepathic conversations with people, but then will find that she's not saying anying but to herself and her own brain. Might be funny.

I definitly intend to play up her partial confusion from a) no longer being a telepath b) no longer being able to teleport c) no suggestion/charm person at will and d) no longer killing people by accidentally touching/caressing them.

In a shocking turn of events, she is trying to fix things with booze.
Nocticula is a strong enough telepath that she can "talk to her" like she is used to.

On the other hand, she hits a lot harder, can apply her singing voice and buffs people pretty hard.

Oh, I am open to wish list for rage powers, I am an Urban skald so no drawbacks froma accpting ferocity.
Currently its probably the pounce totem tree for 3 of the rage powers, as I think a lot of the possible martials will want the free pounce, and then there are 2 more available.

Note that I can cast mythic heroism for 150 minutes, which is also a level 2 spell because skald.


Liliyashanina wrote:

Oh, I am open to wish list for rage powers, I am an Urban skald so no drawbacks froma accpting ferocity.

Currently its probably the pounce totem tree for 3 of the rage powers, as I think a lot of the possible martials will want the free pounce, and then there are 2 more available.

Note that I can cast mythic heroism for 150 minutes, which is also a level 2 spell because skald.

Considering I decided to go down the Two-Weapon Fighting rabbit hole, complete with kinetic blade, Pounce could be very nasty.


Seb, how long would you like to keep recruitment open for? We're still gettin new interest, so maybe at **least** a full week from now?

Also, how many players are you planning on accepting? At the moment, I have four potential PCs for my Thaythilor group. Myself, Rokan,
GrinningJest3r, and SmooshieBanana.


@Sabecloki, a lore question on this setting: if I wanted to play a half-elf in this setting mash-up, what would be the appropriate place to start? After reading about the forgotten realms being included and seeing Lolth and the demon web named, my mind jumped to making a knight commander of Myth Drannor.

However, I understand that the elves who are part of Cormanthor forest are now evil and undead, element-worshipping elves of the Warlords of the Accordlands? (Afraid I do not own that setting - quick google reveals they're vampiric and necromantic and short lived?) Is there a non-evil faction of elves that is not the snowelves and more resembles the Myth Drannor of then? Or an equivalent Elven capital city?

If there is a second evil group, I have a different concept for a half-orc Warlord/something.

@Monkeygod, does your last post mean you've more or less already decided on the group and that it's those four? Or is that a different campaign or such?


Elliot, the Red Heron wrote:

@Sabecloki, a lore question on this setting: if I wanted to play a half-elf in this setting mash-up, what would be the appropriate place to start? After reading about the forgotten realms being included and seeing Lolth and the demon web named, my mind jumped to making a knight commander of Myth Drannor.

However, I understand that the elves who are part of Cormanthor forest are now evil and undead, element-worshipping elves of the Warlords of the Accordlands? (Afraid I do not own that setting - quick google reveals they're vampiric and necromantic and short lived?) Is there a non-evil faction of elves that is not the snowelves and more resembles the Myth Drannor of then? Or an equivalent Elven capital city?

If there is a second evil group, I have a different concept for a half-orc Warlord/something.

@Monkeygod, does your last post mean you've more or less already decided on the group and that it's those four? Or is that a different campaign or such?

There's only a small group of non-evil elves --- there's really not an equivalent to an elven court in Myth Drannor or anything like that. It's basically just a few renegade arch-mages and their followers.

The other option is there are some elves that have a Japanese culture I took from Sovereign Stone -- those live in the Eastern area, on the other side of the wastelands/Dark Sun from the campaign area and have a Japanese culture.


Sebecloki wrote:


Like in Eberron, there are a number of different drow societies. The two most prominent ones in this region live in different cities on the western and eastern side of the Blood Sea. One is associated with the Far Realm and pseudonatural powers, Tharizdun, the Elder Eye, Zuggtmoy, and other such horrors.

I'm going to go with the above association with my drow. Since we get plenty of feats to make a caster/martial be strong on both sides I'm going for Oracle/Slayer. Is there an appropriate shadow/darkness "patron" that I could get my Oracle mystery and curse from?


Diamondust wrote:
Sebecloki wrote:


Like in Eberron, there are a number of different drow societies. The two most prominent ones in this region live in different cities on the western and eastern side of the Blood Sea. One is associated with the Far Realm and pseudonatural powers, Tharizdun, the Elder Eye, Zuggtmoy, and other such horrors.
I'm going to go with the above association with my drow. Since we get plenty of feats to make a caster/martial be strong on both sides I'm going for Oracle/Slayer. Is there an appropriate shadow/darkness "patron" that I could get my Oracle mystery and curse from?

Shadow as a concept is more associated with kytons/Shaar/Xon-Kuthon/Mask/Belsameth and other such deities -- it's probably more at home w/ the other city associated with demon worship.


Sebecloki wrote:

There's only a small group of non-evil elves --- there's really not an equivalent to an elven court in Myth Drannor or anything like that. It's basically just a few renegade arch-mages and their followers.

The other option is there are some elves that have a Japanese culture I took from Sovereign Stone -- those live in the Eastern area, on the other side of the wastelands/Dark Sun from the campaign area and have a Japanese culture.

Japanese elves? That sounds pretty cool, actually. I think I'll give that setting a look for inspiration. Thanks!


I’m thinking a Paladin of Apsu*/Sorcerer-Dragon Disciple Submission for the good side. That’s pretty certain.

Having more trouble with the evil side. Considered a similar build, replacing Paladin with Bloodrager, maybe as a Kobold. Which would hilarious if maybe not that effective. Thought about an Alchemist-Master Chymist/Barbarian, but while that could be a super-fun mechanical build, I haven’t been able to come up with a good *story* for it. A couple of other ideas kicking around my head I might try.

All of this depends on getting internet at my new apartment though, that’s not coming along as fast as I’d hoped. So I won’t be ready for a few days at minimum.

*Or Bahamut? Whichever good dragon god fits this cosmology.


Elliot, the Red Heron wrote:
Sebecloki wrote:

There's only a small group of non-evil elves --- there's really not an equivalent to an elven court in Myth Drannor or anything like that. It's basically just a few renegade arch-mages and their followers.

The other option is there are some elves that have a Japanese culture I took from Sovereign Stone -- those live in the Eastern area, on the other side of the wastelands/Dark Sun from the campaign area and have a Japanese culture.

Japanese elves? That sounds pretty cool, actually. I think I'll give that setting a look for inspiration. Thanks!

https://www.drivethrurpg.com/product/153196/Elves-Winds-of-Intrigue-Pathfin der-Sovereign-Stone


Monkeygod wrote:

Seb, how long would you like to keep recruitment open for? We're still gettin new interest, so maybe at **least** a full week from now?

Also, how many players are you planning on accepting? At the moment, I have four potential PCs for my Thaythilor group. Myself, Rokan,
GrinningJest3r, and SmooshieBanana.

Yeah, at least a week, these characters take time to put together and we need I need to test the Astral VTT with everyone before we start like we did a couple of days ago.

Let's tentatively say two weeks (1st), but we'll extend it if we have to.

I'd say 4-6 per group if we're doing a good/evil table set up.


Yeah, just going through all the magic items one can acquire is a chore. And choosing 30+ feats...yikes.


Oh, that reminds me:

Custom magic items using the magic item creation rules are allowed.

Dark Archive

Rokan the Ascetic here. I hear the party continues here!

Dice pools:

Pool 1: 24d6 ⇒ (3, 3, 3, 3, 5, 4, 4, 5, 4, 1, 4, 1, 1, 5, 3, 5, 5, 4, 6, 3, 6, 1, 5, 5) = 89
Reroll Ones 1: 4d6 ⇒ (1, 3, 2, 4) = 10 ⇒ 95

Pool 2: 24d6 ⇒ (3, 6, 1, 4, 2, 5, 2, 2, 3, 4, 3, 2, 3, 5, 4, 6, 4, 1, 5, 5, 5, 3, 4, 3) = 85
Reroll Ones 2: 2d6 ⇒ (1, 2) = 3 ⇒ 86

Pool 3: 24d6 ⇒ (5, 6, 4, 1, 4, 4, 1, 5, 4, 3, 4, 1, 5, 4, 6, 4, 3, 3, 6, 3, 2, 1, 6, 2) = 87
Reroll Ones 3: 4d6 ⇒ (3, 3, 3, 1) = 10 ⇒ 93

Pool 4: 24d6 ⇒ (4, 1, 5, 6, 3, 5, 3, 1, 5, 3, 2, 4, 2, 3, 1, 3, 1, 4, 5, 6, 2, 4, 3, 2) = 78
Reroll Ones 4: 4d6 ⇒ (4, 4, 6, 2) = 16 ⇒ 90

Pool 5: 24d6 ⇒ (1, 1, 5, 6, 5, 2, 3, 1, 6, 4, 4, 3, 1, 6, 2, 2, 3, 6, 2, 3, 3, 4, 1, 4) = 78
Reroll Ones 5: 5d6 ⇒ (1, 2, 2, 6, 4) = 15 ⇒ 88

Pool 6: 24d6 ⇒ (1, 6, 1, 5, 3, 2, 5, 1, 3, 5, 2, 1, 5, 4, 1, 1, 6, 2, 6, 2, 2, 3, 2, 5) = 74
Reroll Ones 6: 6d6 ⇒ (3, 5, 6, 1, 4, 5) = 24 ⇒ 88

Pool 7: 24d6 ⇒ (5, 2, 2, 2, 4, 2, 5, 1, 6, 4, 4, 5, 2, 2, 6, 1, 3, 2, 6, 1, 2, 5, 2, 3) = 77
Reroll Ones 7: 3d6 ⇒ (5, 2, 4) = 11 ⇒ 85

Pool 8: 24d6 ⇒ (1, 4, 5, 3, 2, 4, 5, 4, 1, 1, 1, 5, 2, 6, 1, 2, 4, 4, 6, 5, 2, 4, 6, 1) = 79
Reroll Ones 8: 6d6 ⇒ (6, 3, 3, 6, 2, 6) = 26 ⇒ 99

Pool 9: 24d6 ⇒ (2, 3, 5, 2, 4, 4, 5, 5, 1, 3, 2, 2, 3, 2, 3, 3, 2, 2, 1, 1, 5, 3, 4, 1) = 68
Reroll Ones 9: 4d6 ⇒ (2, 2, 3, 6) = 13 ⇒ 77

Pool 10: 24d6 ⇒ (4, 3, 4, 1, 3, 3, 2, 2, 3, 1, 2, 2, 3, 4, 4, 6, 1, 4, 3, 5, 4, 5, 4, 3) = 76
Reroll Ones 10: 3d6 ⇒ (4, 1, 1) = 6 ⇒ 79

Pool 11: 24d6 ⇒ (1, 2, 2, 2, 1, 5, 2, 4, 4, 1, 6, 4, 2, 3, 5, 3, 4, 6, 4, 5, 6, 3, 1, 3) = 79
Reroll Ones 11: 4d6 ⇒ (1, 1, 6, 1) = 9 ⇒ 84

Pool 12: 24d6 ⇒ (6, 1, 3, 1, 6, 3, 5, 4, 5, 6, 2, 5, 1, 2, 2, 6, 1, 4, 4, 4, 5, 6, 3, 3) = 88
Reroll Ones 12: 4d6 ⇒ (6, 3, 5, 3) = 17 ⇒ 101

Looks like the last pool wins (#12)

6, 3, 6, 3, 5, 4, 5, 6, 2, 5, 2, 2, 6, 4, 4, 4, 5, 6, 3, 3, 6, 3, 5, 3

⇒ (best 18)

6, 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3 (86)


Ouachitonian wrote:

I’m thinking a Paladin of Apsu*/Sorcerer-Dragon Disciple Submission for the good side. That’s pretty certain.

Having more trouble with the evil side. Considered a similar build, replacing Paladin with Bloodrager, maybe as a Kobold. Which would hilarious if maybe not that effective. Thought about an Alchemist-Master Chymist/Barbarian, but while that could be a super-fun mechanical build, I haven’t been able to come up with a good *story* for it. A couple of other ideas kicking around my head I might try.

All of this depends on getting internet at my new apartment though, that’s not coming along as fast as I’d hoped. So I won’t be ready for a few days at minimum.

*Or Bahamut? Whichever good dragon god fits this cosmology.

I'm basing this on Akkadian mythology, so it's going to be Apsu and Tiamat, and they have the alternative names of Paladine and Takhisis in some regions.


Some other considerations for play -- I'm treating this partly like a real world -- that means not every little orc you encounter is your level -- sometimes there really will be 100+ low level mooks to dispatch, because that's what would actually be in a slaver fort or whatever.

Conversely, there will also be some higher level stuff you'll have to decide whether to go toe to toe with. At levels this high, you can always get yourself resurrected and continue playing, so I'm just going to kill you if it's a tough fight and assume the other characters will somehow restore you afterwards.


I've been trying to play a fighter/sorcerer/dragon disciple. He is a slaver hating suli and goes after anything that controls others. He is sort of the deep strike option using dimentional agility line to get behind the meat shield and attack the casters directly. Spells will be self buffs, shapechanging with some blasting and haste.

Dice:

1: 24d6 ⇒ (5, 2, 1, 3, 6, 5, 3, 5, 5, 1, 4, 6, 4, 6, 6, 6, 2, 1, 4, 1, 6, 3, 4, 6) = 95 6s:7 5s:4 4s:4 3s:4 2s:3 1s:2
2: 24d6 ⇒ (4, 1, 3, 6, 3, 6, 2, 3, 1, 5, 3, 5, 1, 2, 4, 3, 6, 1, 1, 5, 2, 6, 6, 2) = 81 6s:6 5s:3 4s:3 3s:6 2s:4 1s:2
3: 24d6 ⇒ (6, 1, 5, 4, 1, 5, 1, 4, 4, 5, 6, 4, 5, 5, 2, 2, 4, 6, 4, 3, 6, 4, 4, 4) = 95 6s:4 5s:6 4s:9 3s:1 2s:2 1s:2
4: 24d6 ⇒ (2, 5, 3, 3, 5, 6, 2, 5, 1, 2, 2, 3, 4, 2, 3, 1, 1, 1, 2, 5, 2, 6, 4, 2) = 72 6s:2 5s:6 4s:2 3s:4 2s:8 1s:2
5: 24d6 ⇒ (2, 1, 4, 2, 2, 3, 3, 2, 2, 3, 1, 1, 3, 6, 1, 5, 3, 3, 2, 1, 1, 2, 2, 5) = 60 6s:3 5s:3 4s:2 3s:7 2s:8 1s:1
6: 24d6 ⇒ (1, 2, 6, 3, 1, 6, 6, 6, 3, 5, 6, 6, 6, 1, 6, 3, 4, 5, 1, 2, 2, 6, 1, 6) = 94 6s:11 5s:3 4s:1 3s:4 2s:5 1s:0
7: 24d6 ⇒ (2, 1, 4, 2, 1, 2, 3, 4, 3, 6, 3, 6, 6, 3, 2, 5, 3, 5, 4, 5, 3, 4, 4, 5) = 86 6s:3 5s:4 4s:5 3s:8 2s:4 1s:0
8: 24d6 ⇒ (4, 5, 1, 3, 5, 1, 4, 4, 2, 5, 6, 1, 2, 4, 1, 5, 6, 4, 3, 2, 2, 6, 3, 3) = 82 6s:4 5s:4 4s:6 3s:5 2s:4 1s:1
9: 24d6 ⇒ (2, 6, 5, 4, 5, 2, 3, 1, 4, 2, 3, 4, 3, 1, 4, 6, 5, 1, 6, 1, 1, 3, 2, 4) = 78 6s:4 5s:4 4s:5 3s:6 2s:4 1s:1
10: 24d6 ⇒ (6, 1, 6, 6, 3, 3, 6, 2, 2, 5, 2, 5, 2, 4, 5, 6, 6, 2, 5, 1, 1, 2, 3, 2) = 86 6s:6 5s:4 4s:1 3s:5 2s:7 1s:1
11: 24d6 ⇒ (3, 2, 6, 3, 2, 4, 1, 3, 5, 4, 3, 2, 6, 6, 5, 2, 5, 3, 5, 4, 2, 6, 2, 5) = 89 6s:4 5s:5 4s:4 3s:5 2s:6 1s:0
12: 24d6 ⇒ (4, 4, 3, 1, 2, 5, 5, 6, 4, 3, 3, 5, 4, 5, 2, 3, 5, 4, 5, 6, 5, 2, 4, 5) = 95 6s:3 5s:8 4s:6 3s:4 2s:3 1s:0

1s Reroll: 42d6 ⇒ (2, 1, 3, 1, 3, 6, 1, 1, 4, 1, 1, 5, 5, 1, 5, 1, 6, 5, 6, 3, 1, 4, 3, 2, 2, 5, 6, 3, 3, 3, 6, 4, 1, 3, 3, 5, 6, 1, 3, 3, 4, 6) = 138

I'll be using 6


I'm going to keep it to one character (because I don't have the time to make 2) that is neutral evil but could be on the good team or the evil team. I would never try to screw with any party members, but a reason to work with good guys is he is disguised as a regular elf for the most part and he will initially view the party members as tools to use to further his goals no matter what 'team' he is on.


Diamondust wrote:
I'm going to keep it to one character (because I don't have the time to make 2) that is neutral evil but could be on the good team or the evil team. I would never try to screw with any party members, but a reason to work with good guys is he is disguised as a regular elf for the most part and he will initially view the party members as tools to use to further his goals no matter what 'team' he is on.

See my post above about elf lore -- there are very few high/grey elves of any sort -- they're a few renegade arch wizards and their servants. There's no elven court of the sort in Myth Drannor etc. There are: evil surface elves who worship the elements and indulge in undead states; Japanese elves on the other side of the continent that are associated with wind; red psionic elves who live in the desert that ride lizards and are nomads.


Would pretending to be just a normal elf of those almost extinct kinda cause any issues? It could be quite interesting perhaps. Tries to blend in as a normal surface elf but gets tons of weird looks and stands out anyway. Ironic.


Wanted to ask this beforehand too, are half-elves allowed in this setting at all? From reading the Sovereign Stone core rulebook, there is no mention of halfbreeds there.

Also, are fragments of the Stone present in the setting? I thought the lore of divine artefacts being used to turn people into paladins was pretty cool, and i was considering one on one hand of the gestalt. The other half for team good will probably be a blind battle oracle, to go with the blind samurai theme. I think elven curve blade as a weapon can also pass for a katana?


Is combat stamina free for all or just fighter and others can take a feat? Are skill unlocks automatic or do we need to take the feats?


Liliya can be in either team, and is probably more chaotic neutral then chaotic evil, she is beyond morality (mythic path thing) anyway, so people can totally cast grace of the champion on her.


TheWaskally wrote:

Character Concept: Lucky Sonovabit<h.

Elf Gestalt Luckbringer/Godling (clever)

Mortal son of Desna, this elf was always blessed with an abundance of luck from his godly parent. He wanders where the winds take him, helping those along the way, and growing his legend among the peoples.

Progress Report:

I have the crunch done on my elf luckbringer/godling. Now I need to create a character page for final submission.

Sebecloki wrote:
There's only a small group of non-evil elves --- there's really not an equivalent to an elven court in Myth Drannor or anything like that. It's basically just a few renegade arch-mages and their followers.

Seb, I will have my elf character fostered to one of these small groups. Is there a particular area where these non-evil elves can be found or are they just scattered around the globe and I can have them be from about anywhere? Do these small groups follow standard elven culture or deviate?


Bit of a progress report on my end. I'm done with the background setup, now that I've read most of the Sovereign Stone setting and the elf book. Pretty great lore and world-building, I'd have to say! Is the below an acceptable approach for this setting?

The core concept (very shortened version), is that during a civil war between the two elf leaders , the Shield of the Divine against the Divine (their general vs their spiritual and overall leader), the latter uses the Elven part of the Sovereign Stone in a desperation move. The Stone has previously been used to create paladins and grant powers to other beings in unique transformations. The desperation move, however, fully uses up the artefact's power to make one last divine warrior hopefully more powerful than the others who were transformed. This is essentially the reason for the character's (tentative name: Krynn) mythic transformation and the source of his power and alters him in a number of ways.

One of which, as divine human artefact given to the elves, is that it corrupts his elven nature so thoroughly that he is now something in between human and elf, which leads to its own problems.

The crunch will probably be a Paladin/Battle Oracle and the theme will be 'inspiring holy warrior'. He goes VMC bard on the oracle side to add to his inspiration skills. To shake this known gestalt setup up a bit he will likely take the maneuver feats from Path of War to have unique physical teamwork attacks aside from basic melee ones. The core concept is very tough melee character who can serve as a tank and melee damage dealer, but excels at buffing allies and providing support magic, including some healing if required. The mythic paths are two of Hierophant, Marshall and Guardian, yet undecided.

Any advice or critique? Obviously it will be expanded upon with more flavor.


Here is my first draft of my submission for the GOOD party, Eladithas Starchild, Elf Gestalt Luckbringer/Godling (clever).

Please critque and ask questions. I hope I made the character sheet easy to understand.


TheWaskally wrote:
TheWaskally wrote:

Character Concept: Lucky Sonovabit<h.

Elf Gestalt Luckbringer/Godling (clever)

Mortal son of Desna, this elf was always blessed with an abundance of luck from his godly parent. He wanders where the winds take him, helping those along the way, and growing his legend among the peoples.

Progress Report:

I have the crunch done on my elf luckbringer/godling. Now I need to create a character page for final submission.

Sebecloki wrote:
There's only a small group of non-evil elves --- there's really not an equivalent to an elven court in Myth Drannor or anything like that. It's basically just a few renegade arch-mages and their followers.
Seb, I will have my elf character fostered to one of these small groups. Is there a particular area where these non-evil elves can be found or are they just scattered around the globe and I can have them be from about anywhere? Do these small groups follow standard elven culture or deviate?

They're the followers of the one of the elven arch magi named Syneri that came up with an alternative to undeath to extend their lifespans -- it's sort of like positive energy undeath. They're spread around in small, hidden cells in the western side of the northern continent. They're the most similar to typical golden/high/gray elves except for the positive energy being aspect.


Elliot, the Red Heron wrote:

Bit of a progress report on my end. I'm done with the background setup, now that I've read most of the Sovereign Stone setting and the elf book. Pretty great lore and world-building, I'd have to say! Is the below an acceptable approach for this setting?

The core concept (very shortened version), is that during a civil war between the two elf leaders , the Shield of the Divine against the Divine (their general vs their spiritual and overall leader), the latter uses the Elven part of the Sovereign Stone in a desperation move. The Stone has previously been used to create paladins and grant powers to other beings in unique transformations. The desperation move, however, fully uses up the artefact's power to make one last divine warrior hopefully more powerful than the others who were transformed. This is essentially the reason for the character's (tentative name: Krynn) mythic transformation and the source of his power and alters him in a number of ways.

One of which, as divine human artefact given to the elves, is that it corrupts his elven nature so thoroughly that he is now something in between human and elf, which leads to its own problems.

The crunch will probably be a Paladin/Battle Oracle and the theme will be 'inspiring holy warrior'. He goes VMC bard on the oracle side to add to his inspiration skills. To shake this known gestalt setup up a bit he will likely take the maneuver feats from Path of War to have unique physical teamwork attacks aside from basic melee ones. The core concept is very tough melee character who can serve as a tank and melee damage dealer, but excels at buffing allies and providing support magic, including some healing if required. The mythic paths are two of Hierophant, Marshall and Guardian, yet undecided.

Any advice or critique? Obviously it will be expanded upon with more flavor.

sounds good


Apologies for those of you deep into your character creation, but I realized something about ABP that I should have fixed earlier:

For the ability score bonuses, you can pick either physical or mental to the get the level 15 increases, as opposed to you having to apply them to mental stats.

Which, honestly should have always been how it works, since with normal loot, you would obviously buy gear that benefits you most.

Shadow Lodge

Hey MG, long time no see!
I'm going to throw my hat into the ring, hopefully there's still time.
Just need to decide between a few concepts that I've been wanting to play for a while (LG tiefling Warder (zwihander sentinel)/magus guardian path debuff/reach tank build, N elf dragon disciple/metaforge archmage path natural weapon build, or CN gnoll oracle (feral soul, burned curse, snake mystery)/bloodrager (abyssal)/evangelist champion path grapple build)

Hm. I think I'll make both the gnoll and the tiefling to have both a good and evil submission. I'll start with the tiefling

Shadow Lodge

24d6 ⇒ (6, 4, 3, 2, 3, 6, 3, 3, 5, 3, 3, 5, 4, 2, 1, 1, 6, 3, 4, 3, 6, 3, 5, 2) = 86
reroll 1s: 2d6 ⇒ (1, 3) = 4
reroll 1s take 2: 1d6 ⇒ 5
Eliminate 3 2s abs 3 3s
Left with 6 4 6 3 5 3 3 5 4 6 3 4 3 6 5 5
After racials, ABP, mythic and level up str 24 dex 16 con 14 int 28 Wis 12 cha 14
That's pretty solid

One question, how does ABP interact with bladebonded and/or magus arcana

For 3rd party stuff I'm just using spheres and path of war


Here is my submission for the good party: Moreo the Windlord
His backstory and crunch are on the profile page. I made a section at the top of his profile highlighting things that I made calls on, and a section at the bottom with information on build choices I made.

I think I'll make a summons-based caster for the evil party.


Going with a Tiefling for the evil character and rolling on the variant abilities table:
1d100 ⇒ 25

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