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

Game Master BloodWolven

You asked for it and I have developed the map!


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Non-Binary (M) Aiuvarin Psychic 3 || HP=18 | AC=16 |F +4, R +6, W +6 | PERC +4 LLV || SPEED=30 | EXP=Detect Magic | CONDITIONS=None ||
Just call me Bob wrote:

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.

Well in that case I will NOT change my character's last name to Cullen

Whew!
Glad we caught that, just in time!


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

Getting on Domayoku's mount raises a thought for me; would we be able to use any Feats to increase the potency of the mount we could use? Even without having the free mount, the monstrous companion feat allows a cr 4 creature; leadership would give me a cr 5 like a Winter Wolf or Nightmare. (My leadership rating is much higher, but cohorts max at 2 levels below yours).

This brings to mind what you had said initially about minions; what are the rules for building the four servants you requested? Levels, gestalt, templates, etc? Are they junior us's? Same rules, but gestalt level 5 would still make for some potent peons. If I'm making 4, one that could occasionally serve as a mount might even make sense.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling
Jacen Benedictt wrote:
Just call me Bob wrote:

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.

Well in that case I will NOT change my character's last name to Cullen

Whew!
Glad we caught that, just in time!

I'm team Jacob anyway.


Lol @ Jacen!

Lol @ Amadea!

Yes you could use those feats.

Your four minions should be CR 5 or less. (6 HD or less, if I am thinking right.) If it is higher then it won't have hostile options such as the angel in the library. You can add templates but that would make it lose levels. No gestalt. Sure you could make one of them into a mount but I have given plenty of options to get one before that.

---
My top two guild names are Darkness and Cutting Edge.


Non-Binary (M) Aiuvarin Psychic 3 || HP=18 | AC=16 |F +4, R +6, W +6 | PERC +4 LLV || SPEED=30 | EXP=Detect Magic | CONDITIONS=None ||
Amadea wrote:

Getting on Domayoku's mount raises a thought for me; would we be able to use any Feats to increase the potency of the mount we could use? Even without having the free mount, the monstrous companion feat allows a cr 4 creature; leadership would give me a cr 5 like a Winter Wolf or Nightmare. (My leadership rating is much higher, but cohorts max at 2 levels below yours).

This brings to mind what you had said initially about minions; what are the rules for building the four servants you requested? Levels, gestalt, templates, etc? Are they junior us's? Same rules, but gestalt level 5 would still make for some potent peons. If I'm making 4, one that could occasionally serve as a mount might even make sense.

I don't see Boon Companion in this list ... one of my all time favorites


Non-Binary (M) Aiuvarin Psychic 3 || HP=18 | AC=16 |F +4, R +6, W +6 | PERC +4 LLV || SPEED=30 | EXP=Detect Magic | CONDITIONS=None ||
Amadea wrote:
Jacen Benedictt wrote:
Just call me Bob wrote:

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.

Well in that case I will NOT change my character's last name to Cullen

Whew!
Glad we caught that, just in time!
I'm team Jacob anyway.

LOL right?

THAT should the team name: Moon Changes

and in full transparency, I am also WAY Team Jacob myself.
I would mortgage part of my soul for that, wow


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

No need, since any bonus companion would be linked to your HD anyway.


HP: 196/186 |FH: 13|AC: 46_ T: 32_ FF: 38|Perc: +12, Init: +7 | Fort: +12|Ref: +12|Will: +18|CMB: +14, CMD: 31, Speed 70 ft., 140 ft. fly

Lady Ekaterina, I am not sure if I am technically humanoid.

For half-dragon it says: Type: Creature type changes to dragon. I would assume I am still a humanoid dragon. I am not sure.


Male
Skills:
Acro +15|Diplo +24|Escape +15|Fly +15|Intim +20|Percept +17|SM +15|Stealth +15
Half-Fiend Tiefling|HP: 82/82|DR 5/Magic|AC: 22 (15 Tch, 17 Fl)|SR 18|CMB: +16, CMD: 31|F: +13, R: +13, W: +15|Init: +5|Resist 10 acid, cold, electricity and fire| Gestalt Antipaladin (Tyrant)/Godling (mighty)/7th|Speed 60ft (Fly, 120ft good)|Retribution (Su) 10/10x/day

Domayoku is an outsider (native), according to the template.


Non-Binary (M) Aiuvarin Psychic 3 || HP=18 | AC=16 |F +4, R +6, W +6 | PERC +4 LLV || SPEED=30 | EXP=Detect Magic | CONDITIONS=None ||
Dominique Silverstone wrote:

Lady Ekaterina, I am not sure if I am technically humanoid.

For half-dragon it says: Type: Creature type changes to dragon. I would assume I am still a humanoid dragon. I am not sure.

You are correct.

The best example I can think of is Lich.
It says exactly the same thing about "Creature type changes ..." to Undead.
But if you look at the bestiary entry, next to Undead, it says (augmented humanoid)
The 'base creature' is always still relevant, even in the case of inheritaed templates vs acquired.


HP: 196/186 |FH: 13|AC: 46_ T: 32_ FF: 38|Perc: +12, Init: +7 | Fort: +12|Ref: +12|Will: +18|CMB: +14, CMD: 31, Speed 70 ft., 140 ft. fly

What should my super power be, I was thinking of something with frost or ice:
Frosty aura
Breath weapon like Kazko, I really didn't want to copy it
Hmmm...


HP: 91/91 |FH: 1|AC: 32_ T: 29_ FF: 24|Perc: +27, Init: +6 | Fort: +15|Ref: +13|Will: +15|CMB: +11, CMD: 36, Speed 30 ft.
Dominique Silverstone wrote:

What should my super power be, I was thinking of something with frost or ice:

Frosty aura
Breath weapon like Kazko, I really didn't want to copy it
Hmmm...

Here are a couple of aura spells to get ideas from. The idea of doing fatigue or slow or staggered if they fail a save is a cool idea.

https://www.d20pfsrd.com/magic/all-spells/e/elemental-aura/

https://www.d20pfsrd.com/magic/all-spells/f/fire-shield/

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+21-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+21-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+21-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 115/11 |AC 29, Touch 21, FF 29 | Perception +17 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +16, Will +8 |CMB +11, CMD 31 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 6/16
Skills:
Acrobatics +21, Knowledge: Engineering +6, Knowledge: History +8, Knowledge: Nature +12, Knowledge: Nobility +6, Linguistics +12, Perception +18, Ride +19, Survival +13

I had a few questions I was waiting to be answered about the bonus rewards for the story.

Can the CR 3 mount become your animal companion?

Does the Breath Weapon work for the Super Power?

Can we save the Wish?


I feel like I already answered them, oh well it must not have went through.

Can the CR 3 mount become your animal companion?
What was my previous ruling on this, I am pretty sure it is a NO.
Does the Breath Weapon work for the Super Power?
Yes it does!
Can we save the Wish?
Yes you may save the wish.


Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7 | HP: 113 (+7)/113 (+7) | SR 20| AC: 31/17/26| DR 10/Magic |Init: +11| Perc: +22| Fort: +8| Ref: +15| Will: +18| CMB: +16| CMD: 31| ECB: +23/+18;1d10+13| TE:+25/+20;1d10+16 | AL.Bow: +13/+8;1d8+9|
Skills:
Acro:+3|App:+6|Bluff:+6|Clim:+8|Diplo:+6|Disg:+10|E.A:+0|Fly:+4|H.A:+10|Hea l:+5|Inti:+24|K.Dun:+11|K.Eng:+8|K.Pla/Arc/Reli:+17|Ling:+8|Ride:+12|SM:+9| Sleight:+6|Spell:+17|Steal:+10|Sur:+5|UMD:+10|Pro(Chef):+15|L.(Reci):+13|

I'm Undead (Augmented).

But still humanoid I believe.....without the skin...or flesh... or organs....

I"m neither Team Jacaob nor Edward.

I lack fur, flesh, fangs, blood etc.

I support Team Bones.


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

I think Half fiends should qualify for profane gifts because Arelu Vorlesh was one and had a profane gift, albeit from a Lilitu, but these have the same limitation concerning humanoids only.

Other question, can I profane gift myself?


Male
Skills:
Acro +15|Diplo +24|Escape +15|Fly +15|Intim +20|Percept +17|SM +15|Stealth +15
Half-Fiend Tiefling|HP: 82/82|DR 5/Magic|AC: 22 (15 Tch, 17 Fl)|SR 18|CMB: +16, CMD: 31|F: +13, R: +13, W: +15|Init: +5|Resist 10 acid, cold, electricity and fire| Gestalt Antipaladin (Tyrant)/Godling (mighty)/7th|Speed 60ft (Fly, 120ft good)|Retribution (Su) 10/10x/day

I realized I forgot to roll for HP. I will rectify that now.
2nd level: 1d12 ⇒ 5
3rd level: 1d12 ⇒ 4
4th level: 1d12 ⇒ 9
5th level: 1d12 ⇒ 3
Oh well. Not the greatest. But now I can update my character profile.


Male
Skills:
Acro +15|Diplo +24|Escape +15|Fly +15|Intim +20|Percept +17|SM +15|Stealth +15
Half-Fiend Tiefling|HP: 82/82|DR 5/Magic|AC: 22 (15 Tch, 17 Fl)|SR 18|CMB: +16, CMD: 31|F: +13, R: +13, W: +15|Init: +5|Resist 10 acid, cold, electricity and fire| Gestalt Antipaladin (Tyrant)/Godling (mighty)/7th|Speed 60ft (Fly, 120ft good)|Retribution (Su) 10/10x/day

Ouch! Heartbreaking post. Nice one!


Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7 | HP: 113 (+7)/113 (+7) | SR 20| AC: 31/17/26| DR 10/Magic |Init: +11| Perc: +22| Fort: +8| Ref: +15| Will: +18| CMB: +16| CMD: 31| ECB: +23/+18;1d10+13| TE:+25/+20;1d10+16 | AL.Bow: +13/+8;1d8+9|
Skills:
Acro:+3|App:+6|Bluff:+6|Clim:+8|Diplo:+6|Disg:+10|E.A:+0|Fly:+4|H.A:+10|Hea l:+5|Inti:+24|K.Dun:+11|K.Eng:+8|K.Pla/Arc/Reli:+17|Ling:+8|Ride:+12|SM:+9| Sleight:+6|Spell:+17|Steal:+10|Sur:+5|UMD:+10|Pro(Chef):+15|L.(Reci):+13|

lol just to indicate that Ginza is slow at times.

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+21-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+21-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+21-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 115/11 |AC 29, Touch 21, FF 29 | Perception +17 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +16, Will +8 |CMB +11, CMD 31 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 6/16
Skills:
Acrobatics +21, Knowledge: Engineering +6, Knowledge: History +8, Knowledge: Nature +12, Knowledge: Nobility +6, Linguistics +12, Perception +18, Ride +19, Survival +13

Ok, one more question. For the animal companion. Does it get it's level and abilities based on your total HD or class HD?


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

Ekaterinas henchmen are "Overcompensat03" which was her alt account (when she just wanted to smesh something) that somehow got a very basic intelligence (in line with its actual int score), and "Akademik Zakharov" a Soviet-Scientist-Wizard.


Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7 | HP: 113 (+7)/113 (+7) | SR 20| AC: 31/17/26| DR 10/Magic |Init: +11| Perc: +22| Fort: +8| Ref: +15| Will: +18| CMB: +16| CMD: 31| ECB: +23/+18;1d10+13| TE:+25/+20;1d10+16 | AL.Bow: +13/+8;1d8+9|
Skills:
Acro:+3|App:+6|Bluff:+6|Clim:+8|Diplo:+6|Disg:+10|E.A:+0|Fly:+4|H.A:+10|Hea l:+5|Inti:+24|K.Dun:+11|K.Eng:+8|K.Pla/Arc/Reli:+17|Ling:+8|Ride:+12|SM:+9| Sleight:+6|Spell:+17|Steal:+10|Sur:+5|UMD:+10|Pro(Chef):+15|L.(Reci):+13|

Animal Companions have their own table actually.....

You might want to see that here.

Ginza' companions are collectively known as the Four Horsemen of Newbie's Bane. Dungeon Bosses that are tough to defeat for their individual tiers.

Purchasable as a DLC but almost no one would spend on them as their basic gear is weak but Ginza being a wallet warrior has equipped them with DLC Shop weapons/Gear/Abilities..


Mal Demon Spawn Abyssal Bloodrager 2

keep rolling hp for he glasscannon: 1d10 ⇒ 9 Oh nice, still I only haz 2 hero levels because all my CR be in Templates!

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+21-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+21-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+21-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 115/11 |AC 29, Touch 21, FF 29 | Perception +17 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +16, Will +8 |CMB +11, CMD 31 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 6/16
Skills:
Acrobatics +21, Knowledge: Engineering +6, Knowledge: History +8, Knowledge: Nature +12, Knowledge: Nobility +6, Linguistics +12, Perception +18, Ride +19, Survival +13

I know they have their own table, but where they are on the table is based on your level. So the question is how do we determine our level?


Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7 | HP: 113 (+7)/113 (+7) | SR 20| AC: 31/17/26| DR 10/Magic |Init: +11| Perc: +22| Fort: +8| Ref: +15| Will: +18| CMB: +16| CMD: 31| ECB: +23/+18;1d10+13| TE:+25/+20;1d10+16 | AL.Bow: +13/+8;1d8+9|
Skills:
Acro:+3|App:+6|Bluff:+6|Clim:+8|Diplo:+6|Disg:+10|E.A:+0|Fly:+4|H.A:+10|Hea l:+5|Inti:+24|K.Dun:+11|K.Eng:+8|K.Pla/Arc/Reli:+17|Ling:+8|Ride:+12|SM:+9| Sleight:+6|Spell:+17|Steal:+10|Sur:+5|UMD:+10|Pro(Chef):+15|L.(Reci):+13|

We're level 7.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

Is, "I wish I had six functioning arms, just like my mother," an acceptable wish? I dropped Alchemist as part of my build since I went melee, but six arms would still be really cool. To be as large as her might be a reasonable backup ask (not enlarged, but just be a large creature).

For superpower, I was thinking about one of the other Marilith powers; they have permanent Trueseeing and at-will Greater Teleportation (self only). Would either of those work as a power (perhaps lesser Teleportation)? They also get an always on Unholy Aura, but that seems too much, even to me.

Just about done my crunch, just need to import it to my profile page and finish off a few details. Then I can start my background to earn all the extras I've already taken. Should our background include anything about our off-line personas? This gets pretty meta when we have a character playing a character...


HP: 91/91 |FH: 1|AC: 32_ T: 29_ FF: 24|Perc: +27, Init: +6 | Fort: +15|Ref: +13|Will: +15|CMB: +11, CMD: 36, Speed 30 ft.

Large is always a double-edged sword. squeezing penalties suck. If you can pick up a belt of the weasel, you'll do okay in 5' corridors and such.


Lady Ekaterina wrote:

I think Half fiends should qualify for profane gifts because Arelu Vorlesh was one and had a profane gift, albeit from a Lilitu, but these have the same limitation concerning humanoids only.

Other question, can I profane gift myself?

Yes to half fiend. Yes you can give yourself one.


Kazko wrote:
Ok, one more question. For the animal companion. Does it get it's level and abilities based on your total HD or class HD?

Animal companion would get bonuses as if you were a 7th level druid.


Amadea wrote:

Is, "I wish I had six functioning arms, just like my mother," an acceptable wish? I dropped Alchemist as part of my build since I went melee, but six arms would still be really cool. To be as large as her might be a reasonable backup ask (not enlarged, but just be a large creature).

For superpower, I was thinking about one of the other Marilith powers; they have permanent Trueseeing and at-will Greater Teleportation (self only). Would either of those work as a power (perhaps lesser Teleportation)? They also get an always on Unholy Aura, but that seems too much, even to me.

Just about done my crunch, just need to import it to my profile page and finish off a few details. Then I can start my background to earn all the extras I've already taken. Should our background include anything about our off-line personas? This gets pretty meta when we have a character playing a character...

Yes that is an acceptable wish.

Lesser Teleportation seems viable
Yes your background can include:
off-line personas
Playing Yggrasil
Item description
Play style
Describe areas from the game
Etc.


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

Ill try to do other gift givings with a bit more fanfare :).


HP: 91/91 |FH: 1|AC: 32_ T: 29_ FF: 24|Perc: +27, Init: +6 | Fort: +15|Ref: +13|Will: +15|CMB: +11, CMD: 36, Speed 30 ft.

So Ekaterina, are we hustling or what? I think we were crossposting about both going east, and then I let you know we can both hustle.


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

Lets hustle along then! Weeee, flying is fun!


HP: 91/91 |FH: 1|AC: 32_ T: 29_ FF: 24|Perc: +27, Init: +6 | Fort: +15|Ref: +13|Will: +15|CMB: +11, CMD: 36, Speed 30 ft.

Okay here are my companions/defenders.

The Rumor began as a macro. For a while there was a period marked by guilds splitting up and there was some nasty infighting. Nobody knows how to exploit your weaknesses like your guild. Bob didn't think that anybody was going to do that here, but he didn't want to be taken by surprise. so he made an inconspicuous little spy to keep track of things. He hid her code in other functions. Of course he also programmed her to keep track of enemy movements if we were ever invaded. Despite being sneaky about her, occasionally people will find notes about hot gossip appearing where they least expect it.

Inkarnate is a prize captured from a really annoying dungeon. It's a set of living tattoos that flow over people defending the castle to provide a little protection and a few extra attacks with inky blades. When the battle looks desperate, the tattoos disappear to wind up on some other defender, all healed up. When we won, we were able to take this defender and install it in our base.

While Hetfield is an enormous mass of elemental sand, he's also a musician. Despite performing at ear-splitting volumes, his music is strangely relaxing and helps you to drift off at night.

Doug is our janitor. He's a 20' pubble of ooze that flows along eating anything organic and sweeping up everything inorganic. He can also flow over the walls and ceilings to get rid of those annoying cobwebs. When he's not cleaning up or eating intruders, he's growing his own special "herbal remedies". Always a good mix with Hetfield's concerts.

The Rumor:

The Rumor
Atomie prana ghost investigator (psychic detective) 3 (Pathfinder Campaign Setting: Occult Bestiary 40, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 3 28, Pathfinder RPG Occult Adventures 119)
CN Diminutive outsider (augmented fey, extraplanar, incorporeal)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +24
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 17 (+3 deflection, +6 Dex, +4 size)
hp 48 (5 HD; 2d6+3d8+28)
Fort +5, Ref +12, Will +9; +1 vs. psychic spells and spell-like abilities
Defensive Abilities ac bonus, incorporeal, rejuvenation, trap sense +1; DR 2/cold iron; Immune dazed, disease, effects requiring a physical body, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep, stunning
Weaknesses living prana
--------------------
Offense
--------------------
Speed fly 50 ft. (perfect); astral step (3/day)
Melee dazing touch +13 incorporeal (1d6 plus daze)
Space 1 ft.; Reach 0 ft.
Special Attacks dazing touch (DC 15), sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +10)
. . Constant—speak with animals
. . At will—dancing lights, reduce person (DC 15)
. . 3/day—invisibility (self only)
. . 1/day—shrink item (DC 17)
Investigator (Psychic Detective) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—alarm, comprehend languages, sow thought[ARG] (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—detect psychic significance[OA], mage hand, mending, message, prestidigitation, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str —, Dex 22, Con 18, Int 14, Wis 16, Cha 18
Base Atk +3; CMB +5; CMD 18
Feats Alertness, Combat Expertise, Deadly Aim, Improved Initiative[B], Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Toughness[B]
[b]Skills
Acrobatics +11, Bluff +9, Escape Artist +10, Fly +25, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +8, Perception +24, Sense Motive +21, Stealth +37; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Elven, Gnome, Sylvan
SQ finesse weapon attack attribute, inspiration (3/day), keen recollection, phrenic amplification (intense focus[OA]), psychic dabbler, psychic meddler, trapfinding +1
Other Gear 3,450 gp
--------------------
Special Abilities
--------------------
AC Bonus A prana ghost gains a deflection bonus to AC equal to its Wisdom modifier instead of the Charisma-based bonus the incorporeal ability normally provides. It loses the base creature's armor bonus, as well as all armor and shield bonuses that don't come
Astral Step (60 feet, 3/day) (Su) As std act, teleport to a space within range.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (DC 15) (Su) With a touch, a prana ghost can deal 1d6 points of damage, and the creature touched must succeed at a Will saving throw (DC = 10 + 1/2 the prana ghost's Hit Dice + the prana ghost's Wisdom modifier) or be dazed for 1 round.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (50 feet, Perfect) You can fly!
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Dazed You are immune to the dazed condition.
Immunity to Disease You are immune to diseases.
Immunity to Effects that Require a Corporeal Body You are immune to effects that require a corporeal body.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intense Focus (Ex) 1 pool point for +2 to conc. check as part of casting spell, 2 for +5.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Living Prana (Ex) +50% from negative energy and death effects
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psychic Dabbler (1/day) (Su) Gain a pool of points you can use to empower your psychic spells.
Psychic Meddler +1 (Su) Bonus on saves vs. psychic spells and spell-likes.
Rejuvenation (Su) Prana ghosts can return after a few days.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Inkarnate:

Inkarnate CR 5
XP 1,600
Enlightened divine guardian tattoo guardian (Pathfinder Campaign Setting: Construct Handbook 40, Pathfinder Campaign Setting: Occult Bestiary 54, Pathfinder RPG Bestiary 4 60)
N Medium construct (augmented)
Init +14; Senses darkvision 60 ft., lifesense 60 ft., low-light vision; Perception +12
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 42 (4d10+20); fast healing 5
Fort +2, Ref +8, Will +5 (4 vs. enchantments)
Defensive Abilities ability healing, fluid form, hypervigilant, worn form; Immune construct traits
Weaknesses susceptible to mind-affecting effects
--------------------
Offense
--------------------
Speed 60 ft., fly 20 ft. (average)
Melee 2 ink blades +9 (1d6+3)
Spell-Like Abilities (CL 4th; concentration +6)
. . At will—dimension door (within sacred site only)
. . 4/day—mind thrust II[OA] (DC 14)
. . 3/day—alarm, knock, mindlink[OA]
. . 1/day—arcane lock, hold portal, mental block[OA] (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con —, Int 14, Wis 16, Cha 24
Base Atk +4; CMB +8; CMD 20
Feats Agile Maneuvers, Bodyguard[APG], Combat Expertise, Combat Reflexes, Deadly Aim, Improved Initiative, Power Attack
[b]Skills
Acrobatics +8 (+20 to jump), Craft (tattoo) +8, Escape Artist +8, Perception +12, Perform (dance) +11, Sense Motive +8, Stealth +8; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Common, Elven, Sylvan; telepathy 100 ft.
SQ artificial soul, blessed life, bodyguard, divine swiftness, finesse weapon attack attribute, phrenic stone, sacred site
Other Gear cloak of resistance +1, masterwork tattooing tools, 450 gp
--------------------
Special Abilities
--------------------
Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score.
Agile Maneuvers Use DEX instead of STR for CMB
Artificial Soul (Su) Not immune to necromantic effects. Cannot be raised or resurrected.
Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Bodyguard (Su) Half dmg transferred from wear to you. Wearer gains +2 bon atk/dmg vs attacker.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Construct Traits (+20 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Swiftness A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature's speeds is doubled. If the base creature has a fly speed, the divine guardian's maneuverability becomes perfect if
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fluid Form (Su) You do not provoke AoO from movement. Cannot be knocked prone or grappled.
Fly (20 feet, Average) You can fly!
Hypervigilant (Su) You always act in the surprise round.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Lifesense (60 ft.) (Ex) Sense living things and creatures without seeing them.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Phrenic Stone Phrenic stone can be salvaged after destruction to aid in creation of another enlightened construct.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Site You are bound to a specific sacred site that you must guard.
Susceptible to Mind-Affecting Effects (Ex) Susceptible to mind-affecting effects, even though a construct. +4 vs. enchantments.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Worn Form While being worn, a tattoo guardian occupies the same space as its wearer and moves with its wearer. In this state, the wearer and the tattoo guardian use the higher of the wearer's and the tattoo guardian's AC and saving throws, but the tattoo guard

Hetfield:

Hetfield CR 5
XP 1,600
Advanced giant sandman (Pathfinder RPG Bestiary 288, 295, Pathfinder RPG Bestiary 2 236)
N Huge outsider (earth, elemental, extraplanar)
Init +6; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +10
Aura sleep aura (DC 21)
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size)
hp 58 (4d10+36)
Fort +14, Ref +7, Will +7
DR 10/bludgeoning; Immune elemental traits
--------------------
Offense
--------------------
Speed 30 ft., burrow 30 ft.
Melee slam +12 (2d6+15)
Space 15 ft.; Reach 15 ft.
Special Attacks sleep
--------------------
Statistics
--------------------
Str 30, Dex 14, Con 28, Int 14, Wis 16, Cha 16
Base Atk +4; CMB +16; CMD 28
Feats Combat Expertise, Deadly Aim, Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Artistry (musical composition) +7, Bluff +10, Climb +17, Intimidate +7, Knowledge (planes) +9, Perception +10, Perform (sing) +6, Perform (string instruments) +8, Sense Motive +10, Stealth +1 (+5 in sand); Racial Modifiers +4 Stealth in sand
Languages Common, Osiriani, Terran
SQ compression, finesse weapon attack attribute, sand form
Other Gear ring of resistance +1, masterwork Rhythm Guitar, the amp of spinal tap (worth 1,000 gp), 850 gp
--------------------
Special Abilities
--------------------
Burrow (30 feet) You have a Burrow speed.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Traits Elementals have many immunities.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sand Form (Su) As a standard action, a sandman can cause its humanoid form to collapse into a pile of animated sand. In this form, treat the sandman as if it were a Small earth elemental made out of sand. The sandman retains its compression and sleep aura abilities
Sleep (DC 21) (Su) A creature struck by a sandman's slam attack must succeed on a DC 14 Will save or immediately fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. The sav
Sleep Aura (DC 21) (Su) A sandman radiates a 20-foot-radius spread that puts creatures to sleep. Any creature in the area must succeed on a DC 14 Will save or fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sand
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.

Doug the Rug:

Doug the Rug
Slithering slithering tracker (Pathfinder RPG Bestiary 2 250)
N Medium ooze
Init +7; Senses blindsense 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 18, flat-footed 13 (+1 deflection, +7 Dex, +2 natural)
hp 54 (4d8+36)
Fort +10, Ref +8, Will +1
Immune mind-affecting effects, ooze traits
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee 2 slams +10 (1d8+7 plus grab)
Space 20 ft.; Reach 5 ft.
Special Attacks blood drain (1d2 Con), flow, grab (any), paralysis, pseudopodia (24 AoA/round)
--------------------
Statistics
--------------------
Str 24, Dex 24, Con 28, Int 12, Wis 10, Cha 6
Base Atk +3; CMB +10 (+15 grapple); CMD 28 (can't be tripped)
Feats Combat Expertise, Deadly Aim, Power Attack, Skill Focus (Perception), Skill Focus (Stealth)
Skills Acrobatics +11 (+7 to jump), Climb +15, Escape Artist +7 (+8 competence to break a grapple), Perception +7, Profession (herbalist) +4, Profession (Janitor) +4, Stealth +22; Racial Modifiers +8 Stealth
Languages Common, Undercommon (can't speak)
SQ diminished space/reach, finesse weapon attack attribute, incredible compression, slick, transparent
Other Gear armbands of the brawler[UE], greater talisman of beneficial winds[OA], ring of protection +1, 450 gp
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Blood Drain (1d2 Con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Diminished Space/Reach (Ex) Ooze occupies space as a spread.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flow (Ex) Can enter the same space as any creature with taking penalties on attacks or damage.
Grab: Slam (any) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incredible Compression (Ex) Takes no penalty for squeezing in small space.
Ooze Traits Oozes have many immunities.
Paralysis (DC 21) (Ex) Any creature that is hit by a slithering tracker's slam attack comes into contact with the anesthetizing slime it secretes. The opponent must succeed on a DC 18 Fortitude save or be paralyzed—at the end of each round thereafter, the paralyzed victi
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pseudopodia (24 AoA/round) (Ex) Can make a number of AoA equal to Dex score per round or attack all within reach as a full-round action.
Slick (Ex) Area covered by ooze functions like ice.
Transparent (Ex) Because of its lack of coloration, a slithering tracker is difficult to discern from its surroundings in most environments. The slithering tracker gains a +8 racial bonus on Stealth checks as a result, and can move at full speed without taking a pena


Male
Skills:
Acro +15|Diplo +24|Escape +15|Fly +15|Intim +20|Percept +17|SM +15|Stealth +15
Half-Fiend Tiefling|HP: 82/82|DR 5/Magic|AC: 22 (15 Tch, 17 Fl)|SR 18|CMB: +16, CMD: 31|F: +13, R: +13, W: +15|Init: +5|Resist 10 acid, cold, electricity and fire| Gestalt Antipaladin (Tyrant)/Godling (mighty)/7th|Speed 60ft (Fly, 120ft good)|Retribution (Su) 10/10x/day
GM Wolf wrote:
So you traveled on the dire hyena for most of a day. Now are returning to the guild house?

Yes. To report our findings.

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+21-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+21-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+21-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 115/11 |AC 29, Touch 21, FF 29 | Perception +17 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +16, Will +8 |CMB +11, CMD 31 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 6/16
Skills:
Acrobatics +21, Knowledge: Engineering +6, Knowledge: History +8, Knowledge: Nature +12, Knowledge: Nobility +6, Linguistics +12, Perception +18, Ride +19, Survival +13

GM, do you want me to stat out the five companions?


Kazko you don't have to but if you want to have fun!

Bob what is the limit range pf your telepathy. I know with Lady Ekaterina's link to Jacen the three of them can communicate. Can others as well?


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

Next day I probably profane gift one other more humanoid member, oh, they can communicate with me, not with each other, I can act as a relay though.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

Man these builds are so complicated; just when I start to get everything transferred over to my Profile, I find more unselected options. It's fun, but there is just so much.

I like what Bob has done with his NPC's; I had just assumed we'd build them like normal characters, but he has started with monsters and modded them. That's a great idea!


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

Going for the quirky miniboss squad myself.
Although one will be a midly psychotic silvanshee ex familar that kind of cannibalized its master.


HP: 91/91 |FH: 1|AC: 32_ T: 29_ FF: 24|Perc: +27, Init: +6 | Fort: +15|Ref: +13|Will: +15|CMB: +11, CMD: 36, Speed 30 ft.
GM Wolf wrote:

Kazko you don't have to but if you want to have fun!

Bob what is the limit range pf your telepathy. I know with Lady Ekaterina's link to Jacen the three of them can communicate. Can others as well?

At this level it's 520'. Like a long range spell. So useful in a battle, but not a strategic option. yet.

Amadea wrote:
I like what Bob has done with his NPC's; I had just assumed we'd build them like normal characters, but he has started with monsters and modded them. That's a great idea!

I figure that if we're monsters, we'd have monster allies. Plus it's cool to look for things you just can't do in a normal game. They'd also look cool in the anime version.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

Hitpoints: 6d10 ⇒ (9, 9, 10, 8, 8, 9) = 53

Holy crap! I guess I just got nominated as the tank.


1 person marked this as a favorite.
Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7 | HP: 113 (+7)/113 (+7) | SR 20| AC: 31/17/26| DR 10/Magic |Init: +11| Perc: +22| Fort: +8| Ref: +15| Will: +18| CMB: +16| CMD: 31| ECB: +23/+18;1d10+13| TE:+25/+20;1d10+16 | AL.Bow: +13/+8;1d8+9|
Skills:
Acro:+3|App:+6|Bluff:+6|Clim:+8|Diplo:+6|Disg:+10|E.A:+0|Fly:+4|H.A:+10|Hea l:+5|Inti:+24|K.Dun:+11|K.Eng:+8|K.Pla/Arc/Reli:+17|Ling:+8|Ride:+12|SM:+9| Sleight:+6|Spell:+17|Steal:+10|Sur:+5|UMD:+10|Pro(Chef):+15|L.(Reci):+13|

Welcome Tank.


SR:18 Stats HP 75/75 Fort:8 Ref:9 Will:6/15 AC 28/29, FF 21, Touch 26/27 CMD34/35 Init+6/+8(underground) Current eff MoG, Heroism, TtW, See invis, performance[/ooc] Resources L1 spells 6/7 L2 spells 2/5 L3 spells 3/4 SLAs: Charm Mon. 2/3, Detect thoughts 0/1, Darkness 3/3 Spell Kenning 0/1 Lore Master 1/1 Half Succubus Gestalt Urban Skald Gunslinger

Ekaterina is evil, I mean, affably and reasonable evil but still evil.

Possible plots:

1:

She pretends to be the "East Lake Trade company", turns up in a Victorian custome featuring a top hat, and begins a gradual takeover of the fish and potatoe based trade goods, making use of Bobs undeniable agricultural expertize to end up with plantations of psychogenic substances, with which she will destabilize neighbouring countries while generating massive profits.

2:

Pick a kingdom that doesnt comply to our plans, kickstart a sexual revolution using her own related abilities, generating massive unrest and alienating the younger urban middleclasses from the more conservative churchgoers.

3:

Build a printing press, and distribute subtly altered copies of local legal frameworks with an aim to creating exploitable strife.

I currently prefer 1.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

The whole Good/Evil discussion is probably a good one to have. We have a large number of half-fiends, of one flavour or another, and I think somewhat inspired by the source material, we have an overall kind of evil vibe to the group.

Then again, we are not strictly speaking just our characters; we are characters playing/embodying our characters. How does that play out? A lot of people have no problem playing a game mowing down NPC's because their character is evil, but that starts to look a lot different when those NPC's have children, or perhaps even are children.

In the anime, I think we see that flash of green light over Momon every time his emotions start to contradict what a Lich should be capable of feeling, thus funneling his actions towards Neutral Evil. How is this going to play out for us? I am thinking that we are probably mostly normal people who would range from Lawful Good to True Neutral, but our in-game alignments might provide urges and temptations we are not used to.

I am wondering if something akin to a Hero Point system might help, where the GM says you feel an overwhelming urge to X, and you'll get an RP point if you go with it.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling
Ginza wrote:
Welcome Tank.

You are not looking too bad yourself there, Mr. 113 HP Rejuvinating after 1d10 days even if destroyed undead fella!

When building, I was actually focusing on battlefield control. Large when Raging, Long Arms giving me reach 15ft, I can park in the middle of any thoroughfare, and everyone that wants to get to the squishies behind me has to deal with combat reflexed AoO's for every step forward.


Male
Skills:
Acro +15|Diplo +24|Escape +15|Fly +15|Intim +20|Percept +17|SM +15|Stealth +15
Half-Fiend Tiefling|HP: 82/82|DR 5/Magic|AC: 22 (15 Tch, 17 Fl)|SR 18|CMB: +16, CMD: 31|F: +13, R: +13, W: +15|Init: +5|Resist 10 acid, cold, electricity and fire| Gestalt Antipaladin (Tyrant)/Godling (mighty)/7th|Speed 60ft (Fly, 120ft good)|Retribution (Su) 10/10x/day

Domayoku calls himself 'The Demon King', but often his true nature comes through and helps those around him, like his fellow guildmates.
Many 'Demon Lords' in anime don't seem vary evil at all. That's how I'm playing Domayoku currently.


| HP 102/102 | AC 37 (T 24 FF 23 ) | CMD 31 AC 42 (T 24 FF 28)| F +18 | R +16 | W +14 | Init +4 | Per +19 Demon Spawn Tiefling Half-Marilith Bloodrager Eldritch Godling

Did starting wealth ever get adjusted? 20000gp was the initial suggestion by DM Wolf but that was before things were changed from 5 HD to 7. One of the things that stands out in the show is having all sorts of accumulated magic items, most of which are beyond the current manufacturing capabilities of the locals.

Edit:
Reading through the recruitment and discussion forums in full, and seeing that yes, this has been codified. Unfortunately.


HP: 91/91 |FH: 1|AC: 32_ T: 29_ FF: 24|Perc: +27, Init: +6 | Fort: +15|Ref: +13|Will: +15|CMB: +11, CMD: 36, Speed 30 ft.

One line that comes to mind is that "Chaotic evil people can still be nice to their friends."

I've only seen the first season of the anime so far, so I don't know how that part goes. And of course, we have a GM introducing unique elements. So part of the question of alignment is if the world has proscriptive alignment or reactive alignment. Proscriptive alignment is that you have an alignment and have to act accordingly. Reactive is that you take actions and your alignment comes from that. I suspect we'll figure this out over time.

Bob is True Neutral. No, it's not some cosmic balance thing with him, it's just that he weighs the costs and benefits of actions as they go. He doesn't feel an immediate need to help people innately, though he realizes that being seen as helpful is useful. He would consider torture if needed, but it would have to be serious enough to overcome the downsides if this gets out.


Alignment has more class ramifications than anything. If you are a monk and choose to do more chaotic things you will be warned before you lose your monk abilities.

What other classes does the group have that have alignment restrictions.

Your true alignment would be with the player not the character, though the nuances of the character would begin to generate! Though that is up to you if that is how you want to play it.

Thanks to Bob I am using both:
Proscriptive alignment is that you have an alignment and have to act accordingly. (class restrictions)
Reactive is that you take actions and your alignment comes from that. (Which is where your alignment will begin to change based on your actions.)
---
You guys are overpowered enough, I am not going to increase the gp limit, you will find magic items galore soon enough! Assuming you go looking for them.

---

Amadea wrote:
One of the things that stands out in the show is having all sorts of accumulated magic items, most of which are beyond the current manufacturing capabilities of the locals.

I have plans for this which will require some searching of the keep! XD

Though a vast majority of the magical items that you had have lost their magical ability or are now just simple versions of them. You are also starting off as a CR 10 rather than CR 25 or up to 30!

Amadea wrote:
I am wondering if something akin to a Hero Point system might help, where the GM says you feel an overwhelming urge to X, and you'll get an RP point if you go with it.

I am very interested in this idea! Though I would love to have suggestions and help as needed.

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