
Ginza |

One Word.
INvincible.
and yes I'm thinking of living steel next. as you can see I'll be having high AC but sucky touch. I'm expecting to make no bones about that one though.

Lady Ekaterina |

So, since I am expanding my background by about 3 paragraphs per day, I was thinking of characterfull and interesting items or class features:
I will probably end up at 30 paragraphs so yeah.
1: Legendary item options: 1: Lenses of sentient resource evaluation: 1-3 times per day, as a Swift/move/standard action, I see their statblock, Will saves limits me to just a a good knowledge check equivalent on them.
2: Legendary item options: 2: Hairband of lustrous prehensile hair:
Ekaterina gains the benefits of prehensile hair, as per the hex, however the hair has strength equal to Ekaterinas Charisma rather then Int score.
3: Legendary item options: 3: Infernal Restraining order:
The Infernal contract, signed in the name of Queen Eiseth and the CEO of Gazprom (Ekaterina rolled some pretty good bluffs here), causes ribbons of red silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex save or be entangled, grappled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the Ekaterians’s class level (the silk has hardness 3). This hex lasts a number of rounds equal to 3 + the Ekaterinas’s Charisma modifier. A creature affected by this hex cannot be affected by it again for 24 hours.
This is otherwise a Hex.
It is modeled on the shamans silkstring snare, but also adds grappled and uses CHA rather then Wis, as well as her full class levels rather then just her Shaman level, which would be zero
--It would be completely boring to just joink Divine grace/unholy resilience.
--Channel Energy could be useful, assuming she counts as a level 5 cleric, 13X3D6 per day. Issue: She is probably evil, so its channel negative.
--Yoinking an oracle revelation would probably also be just boring. Battle has some very joinkworthy features but it kind of bland.
--Covert Spells from enchanting courtesan would fit thematically and let me cast enchantment and divination without people noticing.
--Rapture from Exciter? Probably too strong, +4 morale to cha and dex is no joke, even if rounds of rage per day are limited (her urban skald levels count as Barb levels, not as Bloodrager levels)
--I could joink Gun training 1, which would be brutal because I would add both Dex and CHA to every single attack, so I wont.
--Yoinking White/Blond hair form white haired witch normal class is a grapple option, scales of int rather then cha unfortuately so probably not.
--Yoinking Mesmerist tricks could be interesting, Gift of Will to well performing employees sounds fun! And dosnt oneshot dragons or whatever.Seems more supportive, and will probably be what I will pick.

Jacen Benedictt |

One Word.
INvincible.
and yes I'm thinking of living steel next. as you can see I'll be having high AC but sucky touch. I'm expecting to make no bones about that one though.
and if you are Collosus, I will be Wolverine ;)

Ginza |

Almost Done.
Not too overpowered I think yet enough space for my party members to do funny things and I should be able to survive it.
All that's left is my fluff.
That's going to take some writing.

TheWaskally |

I too am almost done. Need to equip, and add paragraph bonuses to Character profile.

Lady Ekaterina |

Ok vote for how much DPR you want from Lady E.
A) Less then 100 ideally, I want to kill something too
B) Between 100 and 150 seems fine
C) Crank it to the max.

Jacen Benedictt |

Ok vote for how much DPR you want from Lady E.
A) Less then 100 ideally, I want to kill something too
B) Between 100 and 150 seems fine
C) Crank it to the max.
In my world, I would just as soon not have to cast prestidigitation to clean myself off ... so if your character is the 1-shot, I will sit back and cast Detect Magic & Identify after we loot their gear ;)

Philo Pharynx |

Ok vote for how much DPR you want from Lady E.
A) Less then 100 ideally, I want to kill something too
B) Between 100 and 150 seems fine
C) Crank it to the max.
A, even though I'm not going to be the person taking things down.
If you are doing 100-150, then you are one-shotting CR10-11 monsters. To make bad guys last beyond your initiative count, things are going to need to be cranked up even higher. Which means that they'll save against our effects most of the time. Which takes away many of my options. Or I have to rebuild and find ways to crank my DC's even higher.

Lady Ekaterina |

I am running some DPR values.
Most efficient way to tone it down and keep the admiddetly cool dual wielding revolver thing is not simply not rapid shot with both revolvers
This immidiatly reduces DPR by a third.
Why is my DPR so damn high? I add a nearly 30 stat to ranged damage on touch attacks, and dual wield rapid shot with it.
Other alternative: Not be mysterious stranger (which is where I am getting CHA to damage, I get to do it 10 times per day and it refills if I crit or kill) but a more normal gunslinger (gets dex to damage, without needing grit, would reduce DPR by another 25 or so).
I would kind of like to see DPR values of other characters, switching to not-mysterious stranger is permanent, I can totally switch out rapid shot for clustered shot now and be basically more reliable but less insanely bursty.

Ginza |

DPR? Average.
I didn't do double dipping nor maximized damage output.
I went for comedic relief tank.
Though my abilities will put me away from the party.

Domayoku |

Ginza, it's all about having fun with GM Wolf's games. As long as you're invested and having a good time, that's all that matters.

GM Wolf |

Yup!!! What they said--^
Unless you do some major moving there will not be a threat to one of you within weeks of travel by normal means. Just like Overlord I doubt there will be many battles unless something bad happens to one of you... AKA Shaltear unbinding event. You will have had to do some major bad things, making heroes target you or going out and looking for a threat/raid/dungeon.
I am running some DPR values.
Most efficient way to tone it down and keep the admiddetly cool dual wielding revolver thing is not simply not rapid shot with both revolvers
This immidiatly reduces DPR by a third.Why is my DPR so damn high? I add a nearly 30 stat to ranged damage on touch attacks, and dual wield rapid shot with it.
Other alternative: Not be mysterious stranger (which is where I am getting CHA to damage, I get to do it 10 times per day and it refills if I crit or kill) but a more normal gunslinger (gets dex to damage, without needing grit, would reduce DPR by another 25 or so).
I would kind of like to see DPR values of other characters, switching to not-mysterious stranger is permanent, I can totally switch out rapid shot for clustered shot now and be basically more reliable but less insanely bursty.
RAW: Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Is there somewhere loophole, feat, or ability that allows you to make rapid shot with more than 1 weapon?

Ginza |

Two weapon fighting shooting two hand held crossbow.
rapid shot.
and as for events....triggered by char?
Super whale being hated on? Check.
DLC and more? Check.
Super Power being super rich? Check.
Has soloed a Raid? Check.
Has items that can't be used by his race/gender/class/etc? Check.
Famous? Check.
Infamous? Check.

Lady Ekaterina |

You are right, so, one attack less it is!
5 attacks (3 with main hand, 2 with off hand), possibly one more from haste.
That it works in the CRPG (for thrown weapon builds) means nothing, CRPG can also have you have 7 bite attacks per turn, but that why I "thought" it would work.
DPR, assuming 4 out of 5 hit and I invest grit, 4D8 (16) + 4(ench) + 36 (cha) + 16 (deadly aim) + 4 (point blank shot) 76.

GM Wolf |

Deadly aim at with BAB of 6, you can take a -2 on attack and +4 on damage.
Lady Ekaterina I was not able to see any attacks, BAB, CMB, or CMD.
I am still trying to figure out how you get 5 attacks:
BAB +6/+1
two weapon fighting makes it:
+4/-1/+4/-1
Rapid shot only works if you use 'a' weapon so you would not be able to use two weapon fighting at the same time. Is there something I am missing?
So with rapid shot your base attacks would be: +4/+4/+1
On a separate note, I have always hated the gunslingers for how broken they are, though I will live with it in this campaign.

Philo Pharynx |

Rules questions for background benefits. It's going to help to know what I want to be able to work it into my background.
#7) The Ring of Barsoom is based on the Akitonian Blade. It allows the user to jump three times the normal distance and does not require a running start. They can make a DC 15 acrobatics check to fall 30 feet without damage and 30 more feet for nonlethal damage. (Not requiring a running start is added, but it's because I don't get a magic weapon on top of this, which would reduce it to 6,000. Monks get this at 5, Aeorkineticists at 2nd, and Grippli or Kasatha at 1st level.)
#8) I already have a familiar. Can I grant Sprout the +1 Fey creature template? It's mostly wings and a couple of utility spell-likes. He's still not going to be a combat monster.
#9) Can I get an idea of what you mean by super power? I'm expecting that it's some ability that makes sense for 5th level characters or CR 5 monsters. but maybe a few examples would help me find a good one.

Lady Ekaterina |

Upon some reading, there is this from James Jacobs
Quick Draw does indeed let you take additional attacks with thrown weapons. Rapid Shot is a trickier case, though, since its name implies, flavor wise, that it should work with ranged weapons you "shoot" (like bows). Further reading indicates that Rapid Shot works with ranged weapons, not melee weapons, and thrown weapons are technically classified as melee weapons despite the fact that they can be hurled.So, the flavor and intent of the feat Rapid Shot is that it should work on bows (and crossbows of lighter construction, assuming the user has Rapid Reload), and were I a strictly by-the-rules guy I'd say that Rapid Shot won't work with thrown weapons.
That said, I'm not a strictly by-the-rules guy. If a character wants to spend the feats and take Two-Weapon Fighting, Rapid Shot, and Quick Draw... I'd say let him make those extra attacks with thrown weapons. After all... he's still in a situation where he's sub-par to the bow, since his thrown weapons are more valuable than arrows.
This is, by the way, an example of a rule that I'm not keen on making an "official" ruling, since both options and interpretations are, I think, equally valid and make for different (but not necessarily better one way or another) game play. Pick the one that works best for you!
NOTE: Were I building such a character as an NPC in an adventure, I'd err on the conservative side and make him a bow fighter if I really wanted him to use Rapid Shot.
The way his answer is worded, the only reason Rapid shot twf would possibly not work on thrown weapons is because they are technically melee weapons, a revolver is not technically a melee weapon so it would work.
I do not think that a ranged weapon means it has to be only one.
Gunslinger rules for example write "a single" quite a lot (11 times if I counted correct) to clearly state "1".
Alternatively, whirlwind attack explicitly states "one melee attack".
A similarly worded example would be Sunder, which is done in place of a mellee attack, and if you full attack you can Sunder with more then 1 of your attacks, assuming you have several, which was explicitly confirmed here:
Her Bab would be:
-- 7 (unchained monk and Gunslinger are both full bab classes)
+ 5 or so (her dex fluctuates quite a bit) + 1(enchanted) + 1 (point blank shot)= 14 on the positive and:
-- -4 (nothing says Pistols are light weapons so -4 penalty applies) -2 (rapid shot) -2 (deadly aim), which would imho put her at +6/+6/+1 (main hand rapid shot) +6+1 on the off hand (I have improved/greater TWF because that is one feat in eitr).
Alternatively, we nix the discussion and she has a trusty pepperbox rifle. Gives me 2 more feats to play with, is long ranged and probably stronger overall.
Alternatively, I can try to figure out if I can make something like Rapier and revolver work, although thats propably swashbuckler-Picaroon

Amadea |

I am attempting to rush through to have a character that can still get in on the ground floor. From the look of the game forum, the group is still basically just figuring out they are stuck in the game, and so joining in shouldn't be too jarring. DM, is that OK?

Amadea |

Since I was in a rush, I only took the most cursory glance at the other concepts. My initial idea was to retool my character from my last GM Wolf campaign; a Sublime Dragon Scaled Monk. Unfortunately, someone either remembered that idea from that game, or came up with it on their own through some convergent thought (great minds, and all that). So, I thought of my backup idea for that same game, a half demon multi-weilding revolvers. I remembered their was a Gunslinger in the group, so I thought I should take a closer look to make sure the concepts weren't too similar. Well damn. There would be differences, but a lot of overlap too. I was going to use a Half-Marilith Gunslinger Alchemist, so I'd be multi-weilding 6 revolvers instead of a mere 2, so not only would I be infringing on her idea, I'd likely be stealing her thunder by outgoing her as well.
So unless someone is ok with me treading close to their concept, I may have to come up with yet another idea.
Lady Ekaterina, presuming you don't wanting me treading on your toes, you might considered stealing the idea to improve on your concept. A Half Marilith starts with four arms, and NEVER suffers any penalties for multi-weapon fighting, not even the basic -2. You would not need to worry about the rapid-shot rule discussion, and double your volume of Fire.
When it comes to the rapid fire Feat, i would read it as applying for guns, but providing only one additional shot. If you read it as applying once to each gun, I think the consequence would be the penalty applying multiple times as well (-4 to every attack instead of -2). If you do go rapiers, or rifle, please let me know, as I'd love to use the Marilith idea. If you stay with guns, I may retool the Marilith into a melee concept.

Philo Pharynx |

Since I was in a rush, I only took the most cursory glance at the other concepts.
You can have some of my spare concepts.
A quickling swashbuckler.
A choker grappler.
Faerie dragon sorcerer.
Half-fiend slithering tracker Slayer.
Demonic vermin cave scorpion rogue.
The Flail Snail in Scale Mail - (fighter)
hmmm.. something might have gone off the rails. Then again, I am playing a cerebric fungus.
I was going to use a Half-Marilith Gunslinger Alchemist, so I'd be multi-weilding 6 revolvers instead of a mere 2, If you stay with guns, I may retool the Marilith into a melee concept.
I thought half-mariliths only got four arms.

Amadea |

Amadea wrote:I was going to use a Half-Marilith Gunslinger Alchemist, so I'd be multi-weilding 6 revolvers instead of a mere 2, If you stay with guns, I may retool the Marilith into a melee concept.I thought half-mariliths only got four arms.
They do, but the Alchemist can use a talent called Vestigial arm, which allows them to grow an extra, and it can be taken twice. On its own it provides no extra actions, but it does state that they can wield weapons as part of the fighting routine, ergo 6 guns. One could probably debate that as well regarding intent (two weapon fighting vs. Multi-weapon fighting) but it is a fun idea.
Alternatively, using four, and always having hands free for potions, reloading, throwing bombs, etc is still a big advantage.

Lady Ekaterina |

I am currently reading it as having one extra attack with the main hand, no extra attack with the off hand, and its penalties applying to both attacks.
4 Guns would be completely insane damage, It would instantly obliberate everything It shoots at, especially because Elephant in the room reduces the feats needed for two weapon fighting.
Something that is flavorfull but strictly worse is rapier and gun, I would need Sword and pistol, which needs:
Point blank shot
Rapid shot (level 1)
Weapon Focus (level 3)
Two Weapon fighting (level 5)
Snap Shot (level 6, can time it so my bonus combat feat from level 4 mysterious stranger comes in at level 6)
Sword and pistol (level 7)
Improved two weapon fighting (bonus feat because of much background)
Which would be 3 primary shoots to the face and 2 off hand rapier attack(which do not get CHA to damage, or target touch ACs).
Sniper would be relatively easy and clear to do ruleswise,
3 Shots, who will probably hit pretty easily D10 + 9 + 4 + other boni damage, for about 60ish DPR.
@GM: Lets say I actually go ham on being a Monk.
Please note that this is not a rule argument, I genuinely dont know because the rules for unchained monks, chained monks and natural weapons confuse the hell out of me.
I get 2 claws and a bite from my template.
Unchained monk says my unarmed attacks can be kicks, but it does not say that I can "two weapon fight" by kicking with both legs.
So, attack routine full attack:
--Ekaterina kicks with 1 leg, twice (iterative because high BAB), then hits with any secondaries she aquires (both claws and a bite right now) as secondaries.
I dont get how unchained flurry of blows interacts with claws and feral combat training.
My understanding is that this sentence:
When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality.
Changes to this:
When using this ability, the monk can make these attacks with any combination of his unarmed strikes,weapons that have the monk special weapon quality and natural weapons for which he has feral combat training.
So if I opt for claws, I get one 2 claw attacks at max Bab) + one iterative Claw from Bab (which will become 3 claws at max bab come level 11, and 2 iteratives at minus 5 and minus 10 each), but no secondary natural attacks.
I would not be averse to rebuilding as a natural attacker who also buffs the party, but I want confirmation as that the rules kind of work as I think they do :).

Domayoku |

Listen, can we just agree that the hot female PCs should have 4 arms, and be done with it. ;)

Amadea |

4 Guns would be completely insane damage, It would instantly obliberate everything It shoots at, especially because Elephant in the room reduces the feats needed for two weapon fighting.
You are not wrong, which was why I originally tossed the idea in the old game, and made my Sublime monk instead. He was absolutely insane, but 4 guns might destroy the entire frame of reference.
I am thinking of a few different ideas, but I think I like the Half-Marilith idea, and want to do something with it. Maybe a heavily armed and armoured fighter type?
When it comes to natural weapons, my understanding has always been that yes they do count as light weapons, and can be used with flurry of blows, but they don't add to your Unarmed damage; you use the greater of the two. I'm fuzzy on natural weapons, but I always thought the big plus was being able to use them without two weapon fighting, or in addition to regular attacks.
Found it:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.
So she could have a one handed monk weapon, flurry with it, and then follow up with a bite and a Claw immediately afterwards as secondary attacks (-5 each). Or she could use kicks since her feet are free, flurry with Improved Unarmed strike via kicks, and follow with 2 claws and a bite at -5.

GM Wolf |

Rules questions for background benefits. It's going to help to know what I want to be able to work it into my background.
#7) The Ring of Barsoom is based on the Akitonian Blade. It allows the user to jump three times the normal distance and does not require a running start. They can make a DC 15 acrobatics check to fall 30 feet without damage and 30 more feet for nonlethal damage. (Not requiring a running start is added, but it's because I don't get a magic weapon on top of this, which would reduce it to 6,000. Monks get this at 5, Aeorkineticists at 2nd, and Grippli or Kasatha at 1st level.)
Okay I will allow it.
#8) I already have a familiar. Can I grant Sprout the +1 Fey creature template? It's mostly wings and a couple of utility spell-likes. He's still not going to be a combat monster.
Sure.
#9) Can I get an idea of what you mean by super power? I'm expecting that it's some ability that makes sense for 5th level characters or CR 5 monsters. but maybe a few examples would help me find a good one.
It can be anything, think X-men, fire blast/firebolt, Regeneration, telepathy, charm person, lightning bolt, control weather, camouflage.

GM Wolf |

The way his answer is worded, the only reason Rapid shot twf would possibly not work on thrown weapons is because they are technically melee weapons, a revolver is not technically a melee weapon so it would work.
I do not think that a ranged weapon means it has to be only one.
Gunslinger rules for example write "a single" quite a lot (11 times if I counted correct) to clearly state "1".
Alternatively, whirlwind attack explicitly states "one melee attack".A similarly worded example would be Sunder, which is done in place of a mellee attack, and if you full attack you can Sunder with more then 1 of your attacks, assuming you have several, which was explicitly confirmed here:
Sunder FAQ
Her Bab would be:
-- 7 (unchained monk and Gunslinger are both full bab classes)
+ 5 or so (her dex fluctuates quite a bit) + 1(enchanted) + 1 (point blank shot)= 14 on the positive and:
-- -4 (nothing says Pistols are light weapons so -4 penalty applies) -2 (rapid shot) -2 (deadly aim), which would imho put her at +6/+6/+1 (main hand rapid shot) +6+1 on the off hand (I have improved/greater TWF because that is one feat in eitr).Alternatively, we nix the discussion and she has a trusty pepperbox rifle. Gives me 2 more feats to play with, is long ranged and probably stronger overall.
Alternatively, I can try to figure out if I can make something like Rapier and revolver work, although thats propably swashbuckler-Picaroon
Ok I was just trying to figure out how it worked. So in total atm you would have 5 attacks, I am fine with that. I would say stay with the flavor of two pistols.

GM Wolf |

I am attempting to rush through to have a character that can still get in on the ground floor. From the look of the game forum, the group is still basically just figuring out they are stuck in the game, and so joining in shouldn't be too jarring. DM, is that OK?
Yeah join in with the concept of your character and run with it. Not all of us have fully finished their characters and still adding more to background stories.

Philo Pharynx |

Okay, here's my added background, my super power of gravity blast and my class ability.
He spent a lot of time in chat with Ginza, both in game and out. In many ways Ginza was as deep a scholar of the game as him, thought perhaps a little more focused on the effects. They had many conversations about the benefits vs costs of being undead, the different packages available for purchase and other issues. Debating weapons and melee vs ranged.
Along the way, he developed the nickname G#. Short for G-sharp. A comment about the musical note, the elven curve blade, and Ginza's focus on the rules. And three keystrokes over five. Bob's not sure that he ever explained it before or just let it come up in context.
It was being a completist that got him something unique. In studying some in-game books, he ran across some references to the John Carter books. These matched up with some strange markings. Eventually he decoded this. By finding a specific spot, waiting until the game-world moon appeared and meditating, he managed to transport himself. The meditating was interesting. One simply had to keep your hands off the controls for the required 27 minutes.
This was a solo gaming area based on the ancient series. Bob had seen the movie, but he downloaded and read the books to figure out any other issues. The quest was moderately long and sadly didn't require much knowledge about the books. But it did have special rules that allowed for enormous leaps while walking on the moon.
At the end of it, he got the Ring of Barsoom, a unique item for the first to complete the quest. As he was writing up the post, somebody dropped a video about the location. They only got a bog-standard ring of jumping. Most people didn't think it was worth it. He did still write it up for the game forums, but by then, opinion was pretty set.
With the number and detail of his posts, he gets contacted by the company to help beta test new R&D content. It would all be under an NDA until it's officially released, but by doing this, he could earn some game perks and help them build the world. These R&D worlds had new experimental mechanics with basic storylines. Some of the graphics
The first R&D world was a pair of worlds where you'd fall between the regular fae world and a dark, corrupted version. In this case a literal fall. The world would rotate and shift and you'd find yourself falling face first, though taking reduced damage. While it was a cool effect, it was disorienting. If you weren't stable in the real world, you could find yourself turned around. And when you flipped into a battle you started prone. He recommended changing that mechanic.
while going through the dark fey realm, Sprout fell into a pool and was corrupted. It took some digging but the worlds were connected due to the dark fey stealing liquid mana at the source. This pool let him purify the taint, and Sprout came out of it with fronds that worked as wings and a few new quirks.
The second R&D world involved black holes that sucked you in, white holes that pushed you away and walls of force that you had to catch. Of course, you had to fight gracvity themed monsters that also pushed and pulled you. Possibly off the force platforms.
This was a fun challenge, especially once Bob got to the gravity templae and got his own gravity blast. With this he could push and pull people himself and set up his own combos. Since he didn't have a good ranged attack, this was a useful power to have. The damage was moderate, but being able to reposition people was helpful.
The thrid R&D world was more abstract and geometric than usual. There was an odd switch added to the UI. Playing with it flattened out the 3D effect of the DMMO headset. This seemed familiar, and a little experimentation confirmed it. This level was all about shits in perspective. By standing in the right place, flattening out the world and then turning 3d back on you could change the sizes of objects, make paths join from one to another, and even move yourself fro one point to another.
Sadly, this world never got implemented. It was a bit fiddly, a bit too reliant on puzzles, and the neature of things made it only work for one player. It was a fun playground, but not the sort of thing that appealed to the core DMMO community. Games like Superliminal, Monument Valley and Museum of simulation technology were indie darlings, but never hit A-level success.
Gravity Blast (Su)
You hurl a fist-size black hole or white hole at the target, which dissipates after the attack is resolved. You must succeed on a ranged touch attack with a range increment of 50'. On a successful hit you deal 1d6 of force damage, plus 1d6 per two hit dice (maximum 9d6 at 17th level). This attack also does a Pull maneuver for a black hole or a Bull Rush maneuver for a white hole. All movement must be directly toward or away from the wielder. Use you hit dice in place of your base attack bonus and the better of Intelligence, Wisdom, or Charisma modifier in place of strength. This maneuver is not adjusted for size. This power pushes or pulls an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per Hit Die (maximum 250 pounds). Used on a door or other obstacle, the spell attempts a Strength check based on your Intelligence, Wisdom, or Charisma to break it if the sheer damage inflicted by the spell doesn’t do the job.

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Ok, here is the short story of Kazko and my requests for rewards.
Part 1: IRL
Douglas Martin grew up in Pahrump, Nevada. The town was a speck that grew up in the barren desert north of Las Vegas. In the 90’s when the town got its first street light many of the locals complained that the town was getting too busy. This drove Douglas and many of the other kids that grew up in or around the area crazy. It was considered an amazing day when people would pack up for some reason and drive the hour or so to Las Vegas for a celebration.
During his early years in Pahrump he came to be heavily dependent on computer games for his entertainment. The hot desert was not that inviting to him and so if he had to choose biking around town and hoping to see one of his friends who wasn’t doing chores or trying to get home to avoid the heat he was on his computer playing different games.
Games became a lifeline to the outside world for Douglas and when he finished school he enrolled in the University of Nevada, Las Vegas. He signed up for computer programming and then realized that his love for sitting in front of a computer for hours on end did not extend itself to him sitting there trying to get a program to do something that his instructors assured him was very simple, but that the computer refused to do properly.
Disgruntled by realizing his dream of programming awesome games to play in the future, Douglas shifted and became a generic Libreral Arts Major and took a bunch of classes that were more enjoyable, but did not seem like careers he would actually ever want to do. After 5 ½ years of school, Douglass graduated with an amazing Bachelor of Arts in History to show for his time. Strangely, people were not lining up in Vegas, Pahrump, or any of the other speck in the dirt towns in the area to give him a job that paid enough to deal with his loans.
About two months after graduation a girl from the university, Melissa, ran into Douglas and asked what his plans were. The two hung out for a few hours and talked about what the future might bring and Melissa mentioned that she had applied for a program to go to Asia and teach English. The job was set up with a one year contract that could be renewed if the year went well. Douglas saw nothing really for him in the desert and decided to apply.
Since the two went through the same company, Douglas found himself in the same small town in China as Melissa and the two spent a lot of time together over the next two years, as both of them opted to renew their contracts after the first year. At the end of the second year Melissa decided she had enough of Asia and wanted to return to Nevada. Douglas did not have any desire to go back to Nevada, so the two split up. For a while they tried to keep in touch online, but they both knew that the distance was going to remain and so they stopped that fairly quickly leaving Douglas with a lot of free time that he used to occupy by doing stuff with Melissa.
The change over in the program was pretty steep so most of the people working with Douglas were new or distant and the locals were not all that interested in getting to know the instructors who tended to leave regularly, even if Douglas had been there for several years. Douglas found himself once again in a small town and not much to do and so he again turned to Online. Yggrasil had been out for a while, but when Melissa was in town he had not found much time to get invested in it. Now that he was alone, Douglas pumped a lot of time into playing the game. He made it to all of his classes on time, but he looked like he was not sleeping enough and his boss began to make comments on it. By the time the third year was done Douglas was not sure the company wanted to retain him for a third year and so he jumped ship and found a company that operated out of the same city that Yggrasil was made in and in the following year he moved to Japan to continue to teach English.
The situation in Japan did not change as much as Douglas was hoping. He was in a much larger city, which he liked. And the company who put out Yggrasil did a lot of events on weekends or some evenings that got him out of his miniscule apartment more often. But the locals were not all that interested in spending their free time with outsiders. And the people who were working with him to teach English were also not all that interested in Douglas. So he still spent what he thought was probably way too much free time in his cramped one room apartment playing Yggrasil.
Over the next couple of years, Douglas bounced around teaching English in different schools in Japan. He knew he would always be an outsider, but it was great to be near the companies that put out the amazing games that were his real world. He went back to the US a few times in the summer to meet with his family and would see Melissa on occasion. During his last visit he found her married with two little kids and although she seemed friendly, he could tell that she thought it was sad he had never really settled down somewhere. And a part of him wondered how time had flown by so fast in the world while he seemed to be stuck where he was right out of college. And then word came that the servers would be closing down.
Part II: In the Game
When Douglas first logged into the game, he was bored and a little bitter that Melissa had left him to go back to the nothingness of Nevada. He did not expect to do much on the game and so he was surprised by how intensive the opening was. The ability to build whatever random creation came to you. He actually deleted and recreated his avatar numerous times that first weekend as he found small things that irked him or read about things that sounded more fun than what he originally picked.
When it was all said and done Douglas had built what he at first thought was a joke character, a literal Troll, that would let him roll around in the huge open world system. Douglas had never really been a troll online. He tended to lurk more than be aggravating, but when he was building he gravitated towards the Troll shape as it fit his mood, even if he did not necessarily have the energy to go out and pester people for a few laughs. And so Kazko was built.
Kazko spent the first few months playing mostly trying to go it alone, but then he found the fun of raiding. Kazko was passable in both DPS and tank roles, but half the time the random groups he found himself in were pretty terrible as the game stratified between those with too much free time to endless grind away and those who were more interested in a few minutes of random fun here and there. That also meant that the ability to get in on the big raids was very limited. And so after a few months Kazko joined <the guild- Name Pending?>.
The first raid with <Guild Name> did not go all that smoothly. Kazko’s mixed build meant that his DPS was low for the role that the guild had him take on. The raid was ultimately successful, but it took longer than some of his new guildmates had expected and Kazko felt a bit bad about that. The raid did provide a great cloak that looked awesome on his character and helped him out a lot in future raids.
With his time in the game Kazko began to focus on aiding the guild as best he could. He focused heavily on archiving the guild's accomplishments. He help design the trophy room and library areas and spent a large amount of time documenting the different accomplishments of the guild and displaying them for those who wanted to wander through and see the relics of the greatest runs of the guild.
As time went on Kazko focused more on being a tank for various raids as the ability to heal from most wounds proved more useful than trying to keep up with the DPS of some of the other builds when he was only using claws and teeth. Several other players suggested that he pick up a great weapon of some kind to fight with, but Kasko did not find a sword or axe that fit the look he was aiming for and so he tended to remain fighting with his avatar’s natural weapons instead.
Kazko was also built to be nimble and very fast, easily able to outrun horses in the game. But to remain so nimble he was forced to skimp on armor. Although he had read of mystic items that would provide vast benefits, he was only able to find a hamaraki to wear in the game. It reminded him of a magical cumberbund and he designed his armor to look like rows of interconnecting blackened, metal teeth across his stomach and lower back.
After a year or so on the game it was evident that Kazko’s player had little to no life due to the amount of time he spent on the game working to improve the archives of the guilds actions. So the guild leader began offering Kazko progressively higher roles within the guild. It culminated when he was let onto the guilds leading council. To honor his being raised Kazko was presented with a ring that would make him more difficult to hurt. Kazko spent a great deal of time working on the look of the ring. He designed it to be a full finger ring that looked like a gleaming black tooth. Swirling magical script in purple, red and blue glyphs move along the ring. And although the ring looks rigid and hard it moves with ease as Kazko flexes his fingers.
When Kazko was brought to a leadership role he was given the ability to add more to the game and he spent time creating a variety of workers and guardians to man his areas of the guildhall. He focused on creating three servants and two mighty defenders of the guild and spent endless hours working to create personalities that would mesh with his and protect his endless hours of work.
Fitting the guilds desire to create monstrous minions, Kazko began by creating his first guardian that would aid in guarding the magical artifacts and the floor that they took up. To ensure that they would always be watched Kazko designed a lich named Illius. Illius was given a surprisingly cheerful demeanor and would wander the halls around the library, archive and trophy rooms singing small tunes and greeting people that came through in a variety of cheerful hellos that seemed at odds with his dark hooded look.
The second guardian that Kazko created was a Kastamut named Thrane, an Inevitable that looked like a clockwork dwarf. He made him to be a gruff character that wandera the halls and would snap out one of dozens of rules that Kazko programmed into him to remind people of the rules of the archive and the guild. Thrane was not the most beloved creature in the guildhall which just made Kazko laugh at the other guild members' responses.
To aid in the library itself Kazko created a lantern archon named Illumine. The archon was programmed to be able to answer basic directional questions about the library and to randomly comment on pieces of the guild's history so that new players would not have to read all of the entries one at a time to learn about the guild history.
His second servant to assist was a kobold that worked in the archives named Skrug. Skrug had a good understanding of the alchemical workings in the game. Kazko trained in the ability to make potions and used alchemy in his battles. Skrug was trained to provide a graphical organizer that quickly gave Kazko needed information on what he was required to do when the guild needed him to work on a potion.
The final servant was in the trophy hall. Sharane is a gorgeous Choral Angel. She was programmed to remember all of the guild's tales. Kazko would spend hours each week adding to her knowledge of stories as he would write up the tales and directory information so that people could request tales that she would then sing in the background as long as they were in the area.
As Kazko became more entrenched in the game he focused on creating alchemical potions that could aid his allies or would make him more versatile to fight the creatures that came up in higher and more dangerous raids. In a fight itself though, Kazko felt his character should raid in with tearing claws and teeth. In a few of the more dangerous raids he might borrow an item from a guildmate to aid in getting through particularly hard to hurt foes. This led him to focus on creating a powerful rage creature that would use its monstrous emotions to rip into foes.
Kazko’s favorite raid was a four hour raid into the dark dungeons of Kara Kal Ilmar. A dark dwarven tomb that was filled with undead dwarves and dark outsiders that were summoned by an unholy lich that brought the downfall of the once great dwarven kingdom that held the area. Few of the creatures had ways of doing fire or acid damage, which played to Kazko’s strengths. The architecture was also amazing in the sprawling caverns with intricate golden friezes on the walls. The final boss was a long fight that challenged the team but led to awesome rewards in the game
On the other hand Kazko often chose to avoid the Wednesday night raid. It was a shorter raid to the Chasm of Riarlan. A fiery magma filled zone filled by elementals and constructs of flame and acidic clouds. The zone was the worst place imaginable for Kazko and so he tended to let us take the lead there and use his alchemy or other abilities instead of his claws when the guild needed him to fill out the group to get the raid to go off. This was especially true as the game ran down towards the end.
So much of the game was focused on building the ultimate items that would improve your character. Kazko had a dream of building the ultimate amulet. One that would improve his natural weapon attacks to harm the group's foes, enhance his own innate defenses and improve his already impressive vitality. The item would be monstrously expensive, but since he cared little for the armor and weapons that so many others focused heavily on, he figured he could make it happen.
Part III: The End….
When word came out that the game, which now took up at least half of Douglas’ waking hours, was going to close. Douglas became deeply depressed. For two weeks he hardly logged in and when he did he mostly just spent time alone wandering the hills, caverns and passes that had been his world for so long. He still got on to write up the songs and stories of the guild that he heard about, but they were shorter and Douglas felt they were less interesting.
Douglas heard that the guild was going to gather at the end to say bye. For a few days leading up to it Douglas was not sure he could go on and say goodbye that way. But as the final day came he sat looking around his tiny apartment and couldn’t think of anything else to do. So he logged in and went to look once more over his endless hours of work. To say goodbye one last time to the guardians and servants he had seen before going to the meeting hall to say goodbye one last time.
1 - extra trait Deft Dodger: +1 Reflex Saves
2 - extra feat Mounted Combat if I can move a few skill points around or Extra Rage
3 - extra +2 to an ability score +2 Dexterity
4 - gain a mount CR 3 or below Can this be combined with the Animal Companion?
5 - gain a crafting feat Craft Wondrous
6 - gain a wish Can I hold onto this or do I have to expend it?
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), +2 Ring of Deflection
8 - gain a familiar or animal companion, Can this be combined with #4?
9 - gain a super power In some stories Trolls can spit out acid. So I would like an ability like an ability to have a breath weapon as a black dragon of equivalent hit dice.
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... ;) Evasion- Level 2 Rogue Ability.

Ginza |
2 people marked this as a favorite. |

Just poped by to say.....
Those builds by now are Not Gunslingers.
They're a Rail Cannon and a Gundam Beam Spam respectively.

Amadea |

So I'm dropping guns as that is Ekaterina's thing, but sticking with the Half Marilith. Amadea will be a Half Marilith Celestial Tiefling Eldritch Godling Bloodrager. While a very big mouthful, it will basically amount to a four armed multi-weapon melee berserker with magic.

GM Wolf |

I am currently reading it as having one extra attack with the main hand, no extra attack with the off hand, and its penalties applying to both attacks.
** spoiler omitted **Sniper would be relatively easy and clear to do ruleswise,
3 Shots, who will probably hit pretty easily D10 + 9 + 4 + other boni damage, for about 60ish DPR.@GM: Lets say I actually go ham on being a Monk.
Please note that this is not a rule argument, I genuinely dont know because the rules for unchained monks, chained monks and natural weapons confuse the hell out of me.I get 2 claws and a bite from my template.
Unchained monk says my unarmed attacks can be kicks, but it does not say that I can "two weapon fight" by kicking with both legs.So, attack routine full attack:
--Ekaterina kicks with 1 leg, twice (iterative because high BAB), then hits with any secondaries she aquires (both claws and a bite right now) as secondaries.I dont get how unchained flurry of blows interacts with claws and feral combat training.
My understanding is that this sentence:
When using this ability, the monk can make these...
Welcome to the club there are some crazy builds out there. From what I have seen having a claw or bite or other extra attack does not double with unarmed strikes. I was looking into it too. Claws are classified as primary. So with a flurry of blows you could use your claws instead of unarmed strikes or vice versa and get an extra bite attack at the end.

GM Wolf |

So I'm dropping guns as that is Ekaterina's thing, but sticking with the Half Marilith. Amadea will be a Half Marilith Celestial Tiefling Eldritch Godling Bloodrager. While a very big mouthful, it will basically amount to a four armed multi-weapon melee berserker with magic.
You can have two templates and one class at 7th level.
OrOne template and gestalt 7th level.
I am assuming you are making a half celestial and half marilith so then you only get one class.

Amadea |

Ah, I thought it was +2 cr of templates and gestalt (and I thought it was 5th level, but that must have been adjusted to 7th somewhere along the line that i missed). Since +2 templates are so much greater than any +1, I had assumed 2 +1's would work.
If not, I will either have to find a buffer template for the second, or drop it, as no +1 template is the equivalent of 7 levels of gestalt.
Regarding Natural Weapons, that is what that quote I found above was referring to:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.
Bolded for emphasis.
Link to my source - at the bottom of the section.
This is saying that if you have natural weapons and make an armed full attack, you make your full attack as usual, and can then attack with any natural weapons that are free (not holding a weapon in that Claw already) as though it were a secondary attack, even if it were usually considered a primary attack.

GM Wolf |

Ah, I thought it was +2 cr of templates and gestalt (and I thought it was 5th level, but that must have been adjusted to 7th somewhere along the line that i missed). Since +2 templates are so much greater than any +1, I had assumed 2 +1's would work.
If not, I will either have to find a buffer template for the second, or drop it, as no +1 template is the equivalent of 7 levels of gestalt.
Regarding Natural Weapons, that is what that quote I found above was referring to:
Monster Abilities wrote:Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.Bolded for emphasis.
Link to my source - at the bottom of the section.
This is saying that if you have natural weapons and make an armed full attack, you make your full attack as usual, and can then attack with any natural weapons that are free (not holding a weapon in that Claw already) as though it were a secondary attack, even if it were usually considered a primary attack.
Yeah we have made some adjustments from the original post based on how some characters were built.
7HD one way or another.
2 templates and 7 class levels
or
1 template and 7 gestalt class levels
or
There was another route someone had found...
-----
Yes thank you for that clarification on natural attacks.
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So then Amadea has two tempates: Half Marilith and half fiend. right?

Lady Ekaterina |

In terms of superpower, can I have an actual Succubus abilitiy to hand out profane gifts?
Stolen class ability, she joinks the prehensile hair hex from witch, ideally CHA rather then int based.

GM Wolf |

Yes Lady Ekaterina that sounds like a very good super power for you to have!!!
Nice you will whip people with your hair!!!
-----
Reward Requests:1 - extra trait Deft Dodger: +1 Reflex Saves
2 - extra feat Mounted Combat if I can move a few skill points around or Extra Rage
3 - extra +2 to an ability score +2 Dexterity
4 - gain a mount CR 3 or below Can this be combined with the Animal Companion?
5 - gain a crafting feat Craft Wondrous
6 - gain a wish Can I hold onto this or do I have to expend it?
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), +2 Ring of Deflection
8 - gain a familiar or animal companion, Can this be combined with #4?
9 - gain a super power In some stories Trolls can spit out acid. So I would like an ability like an ability to have a breath weapon as a black dragon of equivalent hit dice.
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... ;) Evasion- Level 2 Rogue Ability.
1 to 3 Sounds good
4 You can spend gold to increase the CR, see post above.5 Yup!
6 You can hold onto it.
7 yup
8 no, you gain a familiar (as an arcane caster of your level) or animal companion (as a druid of your level)
9 sounds awesome!
10 nice!
super power - Gravity Blast:
Gravity Blast (Su)
You hurl a fist-size black hole or white hole at the target, which dissipates after the attack is resolved. You must succeed on a ranged touch attack with a range increment of 50'. On a successful hit you deal 1d6 of force damage, plus 1d6 per two hit dice (maximum 9d6 at 17th level). This attack also does a Pull maneuver for a black hole or a Bull Rush maneuver for a white hole. All movement must be directly toward or away from the wielder. Use you hit dice in place of your base attack bonus and the better of Intelligence, Wisdom, or Charisma modifier in place of strength. This maneuver is not adjusted for size. This power pushes or pulls an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per Hit Die (maximum 250 pounds). Used on a door or other obstacle, the spell attempts a Strength check based on your Intelligence, Wisdom, or Charisma to break it if the sheer damage inflicted by the spell doesn’t do the job.
Class ability:Shift from the Teleportation Wizard School
Yes those both sound like awesome choices. Totally approved!
Guild name: Philo suggested some and Ginza did too, options so far:
Invincible
The Eviscerators of Fate
The Testicle Eviscerators
The Revengers
The Just Us League
Redneck Torture Zombies
Lady E and the Battle Studs
and a few from me:
Fatemakers
Darkness
Twilight
Torched

Jacen Benedictt |

...Yes Lady Ekaterina that sounds like a very good super power for you to have!!!
Nice you will whip people with your hair!!!-----
** spoiler omitted **** spoiler omitted **
Endless Sky
SkywalkersThe Pinions

Lady Ekaterina |

Deniable Plausibility
Cutting Edge
Aggressive Fashion Statements
Bwhahahah I can use my hair to reload one revolver, and my prehensile tail to reload the other one! Raw, one is sufficient for both, but well, why not?
Also, who of the party counts as humanoid?

Amadea |

I dropped the half Celestial, as I see most folk have just one +1 template, and I think it is more valuable to have the full gestalt than the second template. As a Teifling, I am unfortunately not considered humanoid. Funny, I'd been looking at the White Haired Witch power as well! No problem, plenty of ideas to go around.
As for team names, two used by parties I my old irl games come to mind:
Grievance
The Marauders

Domayoku |

Of the ideas I've heard so far, I like..
The Just Us League
Darkness
Twilight
Cutting Edge
Grievance
The Marauders

Just call me Bob |

Bob isn't humanoid. Pathfinder classifies him as a plant, which offends the purist in him a little while making sense to the rules lawyer part of him.
My short list is:
● The Eviscerators of Fate
● Deniable Plausibility
● Cutting Edge
● The Marauders
A couple notes as to why I didn't like some of the others.
Grievance may make people think we are griefers. Even if we are, you don't tell people about it.
Twilight would have everybody asking if we are brooding sparkly vampires who are still going to high school after a century.