This Is No Time For Sporaxus (Inactive)

Game Master Reckless

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Liberty's Edge

Male Human Commoner 2

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Stop me if you heard this one. Two giants, an android ghost, a spider queen, and a faerie princess walk into a bar...


I mean it sounds familiar but I can't quite place it.


Trying to write up my backstory. How long does it normally take for Sporaxus to arrive after the harbingers have shown up?


Magus 30//Witch 30 Archmage T1 | HP 726/726 | AC 44 T 34 FF 40 DR 10/adm, 5/p SR 41 | CMB +48** CMD 81*** | F +49 R +39* W +45* | Init +28* Per +49* (true seeing) SM +49* | AP 35/35 KP 8/8 MF 1/1 mythic power 4/5 R 15/15 SF 7/7 | SLAs bm 2/2 dd 2/2 gs 1/1 pwt 1/1 ts 2/2 v 1/1 | spells (m) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 6/6 7th: 6/6 8th: 0/0 9th: 2/2 10th: 2/2 | spells (w) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 8/8 7th: 8/8 8th: 7/7 9th: 2/2 10th: 5/5 11th: 3/3 12th: 5/5 13th: 0/0 14th: 0/0 | additional effects/conditions lucky number (9)
Princess Caravalle wrote:
Stop me if you heard this one. Two giants, an android ghost, a spider queen, and a faerie princess walk into a bar...

I wonder what sort of abilities an epic bartender gets?


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Evelynda wrote:
Princess Caravalle wrote:
Stop me if you heard this one. Two giants, an android ghost, a spider queen, and a faerie princess walk into a bar...
I wonder what sort of abilities an epic bartender gets?

• Strong Pour - the Bartender cns use his class level as the caster level for elixirs, potions and other liquid consumables.

• Mixology - the Bartender can combine two potions/elixirs or other liquid consumables. They may combine two at 10th level, +1/five levels

• Slam it Down - the Bartender can draw and consume a potion or elixir as a swift action.


Att +10* / Def 10*/14 (Hardness 4)/Force shield 10*) / Toughness 10* / Dodge 10 / Fort -- / Ref 4 / Will +10 / Insubstantial 3 (Force*)

Just fixed a few things,

as for the joke, where is the Bar


QUIN-TESS-ENCE wrote:

Just fixed a few things,

as for the joke, where is the Bar

Why is the bar?


Att +10* / Def 10*/14 (Hardness 4)/Force shield 10*) / Toughness 10* / Dodge 10 / Fort -- / Ref 4 / Will +10 / Insubstantial 3 (Force*)

In this N space, and reading Princess Caravalle's thoughts, Quin created an Inn, one with the space and furniture to fit them all. With bar staff and a fine selection of food and drink. The Bar man has Some amazing skills.

He solidifies into the real and takes a seat at the bar.
Asking for a limon tea and a small very well-made cake.

"This is a place of the mind, Think it and the bar will change to your liking, your imagination is the limmit"

She sends to the minds of the others.
You don't have to take his message or join the hive mind.
Even if you do you have full control and can leave at any time.


Caravalle leans back, her chair fluffing up with extra cushions as it reclines. A well chiseled shirtless waiter comes out with a ridiculous glass filled with colorful liqueur and slices of fresh fruit. She seems quite skilled at reshaping reality with her mind.

"One of the great life lessons my mother learned was never to take a toddler to a morphic plane." A ghostly image of a three-year old riding a flying pig with the biggest sundae you've ever seen flits through space.

"I am Princess Caravalle. I can do the formal titles and honors if you wish, but it does go on for a while."

Liberty's Edge

Male Human Commoner 2

Please select your final items and begin making your way to the front of the store for checkout.

Monkeygod/Warchief Bloodscream will not be joining us.

Does anyone have a preference over whether to go with four or invited one of the other applicatants, and if the latter, do you have a top 1-3 applicants you'd like to see join us?


Magus 30//Witch 30 Archmage T1 | HP 726/726 | AC 44 T 34 FF 40 DR 10/adm, 5/p SR 41 | CMB +48** CMD 81*** | F +49 R +39* W +45* | Init +28* Per +49* (true seeing) SM +49* | AP 35/35 KP 8/8 MF 1/1 mythic power 4/5 R 15/15 SF 7/7 | SLAs bm 2/2 dd 2/2 gs 1/1 pwt 1/1 ts 2/2 v 1/1 | spells (m) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 6/6 7th: 6/6 8th: 0/0 9th: 2/2 10th: 2/2 | spells (w) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 8/8 7th: 8/8 8th: 7/7 9th: 2/2 10th: 5/5 11th: 3/3 12th: 5/5 13th: 0/0 14th: 0/0 | additional effects/conditions lucky number (9)

I think inviting one of the other applicants would be a nice thing. I liked The First Flame, but I'm open to anyone that tickles your fancy GM!


Given the amount of power we have, I think we'd be okay with four. But then again attrition tends to happen on the boards, and I think that's more important.

I haven't gone over the other applications, so I'll get back to you.


Male Weremonkey Rogue/Ranger/Trickster

Hey all, sorry for bailing. I spoke with Reckless privately and he is aware of why.

If allowed, I would like to nominate The First Flame to replace me. I know her player IRL and he was super excited to play in this game, and as that character.


Sorry to hear about you going. I hope life clears up for you soon.


I think The First Flame would be my first choice too.


Att +10* / Def 10*/14 (Hardness 4)/Force shield 10*) / Toughness 10* / Dodge 10 / Fort -- / Ref 4 / Will +10 / Insubstantial 3 (Force*)

Looking over the build I think The First Flame would be a good fit with the rest of us. So gets my vote as well


Is that a bandwagon I see? I love and bandwagon! And what a pretty bird.

While I do have some overlap with the first Flame in terms of destruction, I get the feeling that the other differences will make the two characters very different.


Att +10* / Def 10*/14 (Hardness 4)/Force shield 10*) / Toughness 10* / Dodge 10 / Fort -- / Ref 4 / Will +10 / Insubstantial 3 (Force*)
Princess Caravalle wrote:
"I am Princess Caravalle. I can do the formal titles and honors if you wish, but it does go on for a while."

popping this under spoiler, because GM if this is wrong to do this now, happy to stop and wait for the gameplay to start.

A dream waiting room:

Quin Nods in the place of the mind

"A pleaser true Princess Caravalle, but I must introduce myself."

The tall slender white-haired elf in a very well-made set suit bows low.
He does not seem much, but there is no mistaking that aura about him. He is ascended, even like yourself mythic in some way.

"I am Quintessence, a lowly explorer of the realms of reality. Who is in winder at your splendor, arr but there are others like us wafting in this ethereal waiting room."

He looks around to see who is there.


Okay, if we end up with the First Flame, I want to make a few substitutions in talents to reduce some of the overlap. These are some things that I had on my big list before cutting them down, and so it's not hampering my build at all. And it makes sense that the essence of fire would have these. So when we have 1,000 people coming at us in a tight circular forgation, it's all up to him.

I will remove the destruction talents Calamity, Disintegrate and Energy Cloud (of the clan MacLeod). I will replace them with crystal blast, living crystal blast and crystal cocoon. I'll be able to put somebody into a very pretty closet for a bit and let us deal with other threats.


Att +10* / Def 10*/14 (Hardness 4)/Force shield 10*) / Toughness 10* / Dodge 10 / Fort -- / Ref 4 / Will +10 / Insubstantial 3 (Force*)

Hi all, Reckless and other fellow players I must apologize but because of personal circumstances, I will be redrawing from the game. I hope you all have an amazing time and hope to see you all in other games in the future.

All the best to one and all.

Quin


QUIN-TESS-ENCE wrote:

popping this under spoiler, because GM if this is wrong to do this now, happy to stop and wait for the gameplay to start.

Spoiler:
With a sudden whoosh, the mindscape disappears, unceremoniously dumping the princess onto the floor. She stands up, her clothes shedding the dirt without conscious thought. Instead she opens up a flowered portal, leaving the door open. Beyond this is a clearing with several paviliars set up and a large table set up with food and drinks. Sprites fly about, making sure everything is okay for company. With a twist of space, a golden retriever appears, spinning in circles with excitement. "How is my Max? did you miss me?"

Come join me in my pocket dimension while we wait.


Male Fiendish Vampire Orc Blood Noble 20/Fiendish Exemplar 20(gestalt)/Mageknight(Martial) 10/Stalker(Brutal Slayer) 10(gestalt)

Reckless posted the following in recruitment:

Reckless wrote:

The First Flame has agreed to join us.

Additionally, Warchief Bloodscream has cleared things up and will be joining us after all.

I am going to need a few days to finish my PC. This weekend was fairly busy for me, and yesterday(Sun, the 23rd) was my mom's birthday. I hope to be all done by Wed or so(barring anything out of the ordinary).


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Genderless Stellar Phoenix Incanter 20/Mageknight (Sun Warrior) 20/Mythic Spherecaster/Guardian 1 | HP 535/535| AC: 36 T: 29 Fl: 21 | CMB: +43 CMD: 65 | F +32 R +15 W +32 | Init +8 | Perc: +39 | Spell points 76/76| Mythic Power 5/5 | Current Effects: Glory (Beacon of Hope)

Greetings everyone! I'm excited to play my giant firebird. I'll look over everything and make sure I have all the details finished on The First Flame. Probably add in some blocks showing its stats in its different forms.


Howdy to the new folks. Obviously these characters take time and I know that I'm still trying to optimize my sheet to try and keep everything straight.

lucky number: 1d20 ⇒ 1
embrace destiny: 1d20 ⇒ 17

Liberty's Edge

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Male Human Commoner 2

My mother in law is hospitalized and we are working on setting up hospice and setting things up at her home so I can be her health aide/companion. I may be posting spottily.

Please take this time to finish up any adjustments and changes to your characters, complete purchases, etc. and get your profiles completed.


I want to use Blight Kickers but I'm guessing I don't get a "feet" slot with my spider legs. Would you allow me to hand wave it and just say they're leg wrappings rather than boots? Or maybe make it use a different slot?


Genderless Stellar Phoenix Incanter 20/Mageknight (Sun Warrior) 20/Mythic Spherecaster/Guardian 1 | HP 535/535| AC: 36 T: 29 Fl: 21 | CMB: +43 CMD: 65 | F +32 R +15 W +32 | Init +8 | Perc: +39 | Spell points 76/76| Mythic Power 5/5 | Current Effects: Glory (Beacon of Hope)

Ooof, hope she's able to recover swiftly!

I *think* I have pretty much everything ready on The First Flame's character sheet now. I did add in a bit of info on how its stats change with its different forms for quick reference. The main thing I'm debating about is if I want to try to spend the last 55,000 gp of its equipment allotment on something.


Magus 30//Witch 30 Archmage T1 | HP 726/726 | AC 44 T 34 FF 40 DR 10/adm, 5/p SR 41 | CMB +48** CMD 81*** | F +49 R +39* W +45* | Init +28* Per +49* (true seeing) SM +49* | AP 35/35 KP 8/8 MF 1/1 mythic power 4/5 R 15/15 SF 7/7 | SLAs bm 2/2 dd 2/2 gs 1/1 pwt 1/1 ts 2/2 v 1/1 | spells (m) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 6/6 7th: 6/6 8th: 0/0 9th: 2/2 10th: 2/2 | spells (w) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 8/8 7th: 8/8 8th: 7/7 9th: 2/2 10th: 5/5 11th: 3/3 12th: 5/5 13th: 0/0 14th: 0/0 | additional effects/conditions lucky number (9)

It's probably worthwhile to spend it if you can, but having gold for incidentals is kind of useful too. One of Batman's superpowers, right? ;)


Magus 30//Witch 30 Archmage T1 | HP 726/726 | AC 44 T 34 FF 40 DR 10/adm, 5/p SR 41 | CMB +48** CMD 81*** | F +49 R +39* W +45* | Init +28* Per +49* (true seeing) SM +49* | AP 35/35 KP 8/8 MF 1/1 mythic power 4/5 R 15/15 SF 7/7 | SLAs bm 2/2 dd 2/2 gs 1/1 pwt 1/1 ts 2/2 v 1/1 | spells (m) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 6/6 7th: 6/6 8th: 0/0 9th: 2/2 10th: 2/2 | spells (w) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 8/8 7th: 8/8 8th: 7/7 9th: 2/2 10th: 5/5 11th: 3/3 12th: 5/5 13th: 0/0 14th: 0/0 | additional effects/conditions lucky number (9)

Reckless, I was thinking about the Opponent Reading power you've given us. I think it's likely to be a brilliant time-saver for play-by-post, and I certainly don't want to suggest that you nerf it, but it does make Knowledge skills significantly less useful for those of us who made Intelligence-based characters. I had a suggestion that I was wondering if you would consider: What if everyone with the Opponent Reading power also gets the rank 10 Knowledge skill unlock?

Knowledge skill unlock wrote:
10 Ranks: When you successfully identify a creature, you gain a +1 competence bonus on attack rolls, opposed ability checks, skill checks, and caster level checks against creatures of that kind (e.g., glabrezu demons, but not other demons or evil outsiders) for 1 minute. This bonus increases by 1 for every 5 ranks beyond 10 you possess in that Knowledge skill.

This would be very easy for us to determine based on our own Knowledge checks, rather than having to wait for you as GM to evaluate it. What do you think?


Evelynda wrote:

Reckless, I was thinking about the Opponent Reading power you've given us. I think it's likely to be a brilliant time-saver for play-by-post, and I certainly don't want to suggest that you nerf it, but it does make Knowledge skills significantly less useful for those of us who made Intelligence-based characters. I had a suggestion that I was wondering if you would consider: What if everyone with the Opponent Reading power also gets the rank 10 Knowledge skill unlock?

Knowledge skill unlock wrote:
10 Ranks: When you successfully identify a creature, you gain a +1 competence bonus on attack rolls, opposed ability checks, skill checks, and caster level checks against creatures of that kind (e.g., glabrezu demons, but not other demons or evil outsiders) for 1 minute. This bonus increases by 1 for every 5 ranks beyond 10 you possess in that Knowledge skill.
This would be very easy for us to determine based on our own Knowledge checks, rather than having to wait for you as GM to evaluate it. What do you think?

The Charisma caster agrees.


I just noticed that we are D&D4e characters. We're 30th level and more than one of us has a power that says "Once per day when you die..."

Liberty's Edge

Male Human Commoner 2
Evelynda wrote:

Reckless, I was thinking about the Opponent Reading power you've given us. I think it's likely to be a brilliant time-saver for play-by-post, and I certainly don't want to suggest that you nerf it, but it does make Knowledge skills significantly less useful for those of us who made Intelligence-based characters. I had a suggestion that I was wondering if you would consider: What if everyone with the Opponent Reading power also gets the rank 10 Knowledge skill unlock?

Knowledge skill unlock wrote:
10 Ranks: When you successfully identify a creature, you gain a +1 competence bonus on attack rolls, opposed ability checks, skill checks, and caster level checks against creatures of that kind (e.g., glabrezu demons, but not other demons or evil outsiders) for 1 minute. This bonus increases by 1 for every 5 ranks beyond 10 you possess in that Knowledge skill.
This would be very easy for us to determine based on our own Knowledge checks, rather than having to wait for you as GM to evaluate it. What do you think?

That seems like a really good idea,

::Best Picard Voice:: Make it so.

Liberty's Edge

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Male Human Commoner 2

She's coming home today, and we should be setting up Hospice today as well.


Magus 30//Witch 30 Archmage T1 | HP 726/726 | AC 44 T 34 FF 40 DR 10/adm, 5/p SR 41 | CMB +48** CMD 81*** | F +49 R +39* W +45* | Init +28* Per +49* (true seeing) SM +49* | AP 35/35 KP 8/8 MF 1/1 mythic power 4/5 R 15/15 SF 7/7 | SLAs bm 2/2 dd 2/2 gs 1/1 pwt 1/1 ts 2/2 v 1/1 | spells (m) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 6/6 7th: 6/6 8th: 0/0 9th: 2/2 10th: 2/2 | spells (w) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 8/8 7th: 8/8 8th: 7/7 9th: 2/2 10th: 5/5 11th: 3/3 12th: 5/5 13th: 0/0 14th: 0/0 | additional effects/conditions lucky number (9)
Reckless wrote:

That seems like a really good idea,

::Best Picard Voice:: Make it so.

AWESOME! https://www.youtube.com/watch?v=gXB84fpWzg8 :D


Genderless Stellar Phoenix Incanter 20/Mageknight (Sun Warrior) 20/Mythic Spherecaster/Guardian 1 | HP 535/535| AC: 36 T: 29 Fl: 21 | CMB: +43 CMD: 65 | F +32 R +15 W +32 | Init +8 | Perc: +39 | Spell points 76/76| Mythic Power 5/5 | Current Effects: Glory (Beacon of Hope)

I was realizing I should detail The First Flame's immunities and resistances, so that's added to its sheet now.

So a little info about its capabilities--I designed it to reflect all of the concepts involved with fire, so they can destroy, heal, encourage, and enlighten in equal measure. Their Destruction sphere powers can do massive damage to large areas, as well as apply a wide variety of status effects. (They can also use fire to heal, but their Life sphere is more efficient. The only reason it might matter is because they can do fire damage without expending any resources, meaning they can be a source of infinite healing--nice, but at this power level not really unexpected).

Their healing abilities are similiarly vast, from being able to throw out 8d8+150 hp heals pretty freely to being able to store 600 hp worth of healing and let allies access it themselves instead of having to be the one to trigger it. And of course The First Flame can bring the dead back to life with an effect similar to True Resurrection.

They also have Light and Nature powers, meaning they can apply glowing auras that have various beneficial or negative effects (such as 60 damage a round in a large radius or something similar to a constant Remove Fear) as well as control fire in various ways.

And of course they can come back from the dead in three different ways.

They also have a few Brute sphere tricks for general being-a-giant-bird things like grabbing things and hurling them into mountainsides and the like.


My father was in hospice last year. I definitely feel for you. I hope that hospice provides her some peace.


Male Nephilim(Kyton) Orc Fiendish Exemplar(Left Hand Path) 8/Rajah(Batal/Ruler of the Damned) 8 (gestalt)
Reckless wrote:

My mother in law is hospitalized and we are working on setting up hospice and setting things up at her home so I can be her health aide/companion. I may be posting spottily.

Please take this time to finish up any adjustments and changes to your characters, complete purchases, etc. and get your profiles completed.

My 99 yr old Grammy had to go to the hospital on Wed, and then back again yesterday. Haven't really had too much time to finish up Vol, but I'm going to try to do so this weekend.


The First Flame wrote:


...They also have Light and Nature powers, meaning they can apply glowing auras that have various beneficial or negative effects (such as 60 damage a round in a large radius or something similar to a constant Remove Fear) as well as control fire in various ways...

I've got a few Dark talents. Would you be up for grabbing the twilight adept teamwork feat?


The princess is quite diverse in her abilities. Here are the big ones.

She bends space
• She can do short teleports very quickly and will usually be moving quite a bit. When she teleports she can do other things like intimidation or hiding.
• She can do long distance teleport, even to other planes. When travelling between planes, she arrive at her chosen location exactly.
• She can trace teleporting foes and follow them.
• She has a lot of extradimensional storage and can keep living beings in it.
• She has a demiplane that the party can rest in.

She twists time
• She can haste people, +70' speed, +4 AC/attack/reflex, Extra attack with full or +7 AoO's, extra move or swift action.
• She can freeze people in time or eject them from the space/time continuum. even permanently, though that takes more effort.
• She can steal time from people.
• When we know we're going into battle, she can let us all roll initiative and we each use the highest die and our own modifier.
• She's always a little bit faster, getting two swift actions.

She senses things
• Blindsight
• See invisibility
• X-ray vision. Yes, she sees your naughty bits.
• She can hear her name with the sentence, even across planes, and go to the person.
• She can see the past
• She can hear rumors
• She can create maps

She is sneaky
• She can hide from exotic senses
• She can bend attacks from hiding
• She can hide with a teleport
• She can create fog clouds

She's very skilled
• Skill unlocks for Kn: Planes, Intimidate and Sense Motive
• She can disable traps
• She is good in social interaction, and very scary when she needs to be.
• She is a poet and musician

She manipulates nature
• She manipulates fire, water and plants

She blasts things
• She has blasts in 6 element types
• She can use it as a weapon, even for AoO's
• She can do small areas for free and larger areas with work. Selective, of course.
• She has ways to deal with spell resistance and energy resistance.
• She can seal foes in amber or crystals.


Genderless Stellar Phoenix Incanter 20/Mageknight (Sun Warrior) 20/Mythic Spherecaster/Guardian 1 | HP 535/535| AC: 36 T: 29 Fl: 21 | CMB: +43 CMD: 65 | F +32 R +15 W +32 | Init +8 | Perc: +39 | Spell points 76/76| Mythic Power 5/5 | Current Effects: Glory (Beacon of Hope)
Sharletta wrote:
The First Flame wrote:


...They also have Light and Nature powers, meaning they can apply glowing auras that have various beneficial or negative effects (such as 60 damage a round in a large radius or something similar to a constant Remove Fear) as well as control fire in various ways...

I've got a few Dark talents. Would you be up for grabbing the twilight adept teamwork feat?

Sounds like a cool idea--it would go well with showing how The First Flame has learned that not *all* darkness is evil. The trick is figuring out which feat I'm willing to give up... I'll see if there's one I'm not too attached to.


Magus 30//Witch 30 Archmage T1 | HP 726/726 | AC 44 T 34 FF 40 DR 10/adm, 5/p SR 41 | CMB +48** CMD 81*** | F +49 R +39* W +45* | Init +28* Per +49* (true seeing) SM +49* | AP 35/35 KP 8/8 MF 1/1 mythic power 4/5 R 15/15 SF 7/7 | SLAs bm 2/2 dd 2/2 gs 1/1 pwt 1/1 ts 2/2 v 1/1 | spells (m) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 6/6 7th: 6/6 8th: 0/0 9th: 2/2 10th: 2/2 | spells (w) 1st: 9/9 2nd: 9/9 3rd: 9/9 4th: 9/9 5th: 8/8 6th: 8/8 7th: 8/8 8th: 7/7 9th: 2/2 10th: 5/5 11th: 3/3 12th: 5/5 13th: 0/0 14th: 0/0 | additional effects/conditions lucky number (9)

With so many powers at each of our disposal, I think it's inevitable that there will be some overlap, but that isn't necessarily a bad thing since I imagine most of our enemies will be similarly versatile.

Evelynda's primary role in combat is as a debilitator/debuffer (the Anvil, as it were). Ideally she will act to hinder and lock down the enemy before they act, so that others can proceed to remove them from the combat. To that end, she is very focused on combat maneuvers, specifically grapple. Her hair has a reach of 40', and she can grab enemies of any size and pull them adjacent to her without gaining the grappled condition herself. She can ignore freedom of movement effects and even teleportation effects with an immediate action.

I think she might be the only one of us with spells instead of spheres, and as a magus//witch she has a lot of them. I doubt she'll have the actions to be able to cast very many in combat, but several of them are enduring spells that last forever-- and a good many of these will target the whole party once we know each other! This includes: ascendant enduring deathless, ascendant enduring haste, enduring ashen path, enduring communal resist energy (acid), enduring communal resist energy (cold), enduring communal resist energy (electricity), enduring communal resist energy (fire), enduring communal resist energy (sonic), enduring communal tongues, and enduring heroic invocation.

(Part of this is party-preservation, because she has a lot of enduring effects on herself that could damage her allies if they happen to wind up adjacent to her-- like dazing enduring heightened call the void, enduring heightened rime frosty aura, and horrific doubles -- so these spells give protection against the damage and conditions that such effects bestow.)

Her signature spell is chill touch, at which she is almost embarrassingly specialized. Besides dealing a small amount of Strength damage and regular damage, she can use it to deliver additional negative conditions via Rime Spell or Dazing Spell. She can cast it as a quickened cantrip, through spell-storing, or as part of an attack of opportunity, which means it will almost always be included in her attacks. I doubt the effects will ever be especially impressive, but it makes me happy to see such a janky old spell getting used on a magus instead of shocking grasp or snowball. :)

She has three nosoi psychopomp familiars that don't really do much most of the time except sit on her huge shoulders and look cool. I mean, I guess they have burning gaze and can croak out Combat Advice, but that's pretty small peanuts at this level. They can each cast Akashic communion and wish once per day as spell-like abilities, which means they don't require any material components. So that's pretty awesome.

She too has a frozen demiplane that is sort of her home base, but I don't see her spending much time there once the game starts. It's mostly for downtime activities, like fooling around with the winter hag snowmen in her coven and making more extremely high-powered simulacra, again for no material component cost. It might make a good place for the party to retreat to at some point, if we are harried by the enemy and need backup from an army of snow monsters.

There's a few other fiddly little bits stuck into her build here and there, but that's the main bullet points.


Male Fiendish Vampire Orc Blood Noble 20/Fiendish Exemplar 20(gestalt)/Mageknight(Martial) 10/Stalker(Brutal Slayer) 10(gestalt)

The most obvious role of Vol is that of the tank:

He has the highest AC of the group(unbuffed) by a decent amount.

He has a couple of elemental immunities, but surprisingly for somebody who is so heckin big and who has such a low dex, Reflex is actually his best save, lol.

He also has evasion and stalwart to help shrug off attacks and effects, along with a solid spell resistance.

I believe he's got the highest HP of the group as well.

However, he's also got a ton of combat tricks:

He can give himself several combat feats, and he counts as a 20th level fighter for pre-reqs.

He can enchant his axe(and other weapons) as needed.

He can channel negative energy, and has the Negative Energy Aura epic feat.

He also has a distingration, hellfire, and sonic boom attack. (These are three different abilities, lol).

He can make a 20ft radius AoE trip attack, but it counts as a Bull Rush. He has a huge bonus to that combat maneuver.

Every one his Path of War maneuvers is from the Black Seraph discipline. As such, he has a massive intimidate.

Finally,

I'm not actually sure he can die. Like, at all. He has these three abilities and I have no idea how they interact:

Archfiend (Su and Sp): At 20th level, the fiendish exemplar is elevated from her traditional hierarchy to become the personal servant of a deity, ethos, or fiendish lord. The exemplar can cast commune as an at will spell like ability using her class level as her caster level. In addition, the fiendish exemplar can only be killed while on a single selected plane, usually whichever Lower Plane is connected to her fiendish ancestry or master, but the Material Plane, an Elemental Plane, or any other option is potentially available at GM discretion. If the exemplar is killed on any other plane, she returns to life on the selected plane after 2d4 days (as the true resurrection spell). However, any gear the fiendish exemplar possessed is left behind on her old body. If the fiendish exemplar is killed while on the selected plane, she permanently dies, but can be resurrected as normal.

Legendary Vampire (Su): The vanguard can only be permanently destroyed when damaged with a confirmed critical hit or a coup de grace attack performed with a magical wooden piercing weapon possessing the holy special weapon enhancement.

Undying (Su): As long as the vanguard has at least 1 point of cruor in her pool, she is not helpless or unconscious when at negative hit points. She is staggered while at negative hit points, and takes 1 point of damage whenever she takes a standard action. At 8th level, she no longer takes damage when taking a standard action when at negative hit points. At 16th level, she can expend 1 point of cruor to ignore the staggered condition for 1 round when at negative hit points. If a 20th level vanguard has this ability and would have been destroyed due to hit point damage, she is rendered helpless and unconscious in spite of this ability until she is healed to at least 0 hit points.


The First Flame wrote:


Sounds like a cool idea--it would go well with showing how The First Flame has learned that not *all* darkness is evil. The trick is figuring out which feat I'm willing to give up... I'll see if there's one I'm not too attached to.

Nevermind I found something else I want and can no longer afford the feat myself. Lol


Genderless Stellar Phoenix Incanter 20/Mageknight (Sun Warrior) 20/Mythic Spherecaster/Guardian 1 | HP 535/535| AC: 36 T: 29 Fl: 21 | CMB: +43 CMD: 65 | F +32 R +15 W +32 | Init +8 | Perc: +39 | Spell points 76/76| Mythic Power 5/5 | Current Effects: Glory (Beacon of Hope)
Sharletta wrote:
Nevermind I found something else I want and can no longer afford the feat myself. Lol

Oh well, I guess we'll have to coordinate where we put our effects. :D

Warchief Bloodscream wrote:
I'm not actually sure he can die. Like, at all. He has these three abilities and I have no idea how they interact...

I'd guess you have to be staked on your 'home plane' and then forced to run out of whatever the points are in that third ability. :D

In all seriousness, I figure we're pretty free to try to be unkillable because our ultimate foe's signature ability is "I erase you from the timestream", which will probably bypass any trick we try to come up with to survive...

Princess Caravalle wrote:
• X-ray vision. Yes, she sees your naughty bits.

I suppose she'll be able to see that, as an agender elemental-ish being, The First Flame doesn't have any of those. :D


Male Fiendish Vampire Orc Blood Noble 20/Fiendish Exemplar 20(gestalt)/Mageknight(Martial) 10/Stalker(Brutal Slayer) 10(gestalt)

I gotta rework my feats a bit, so I can Advanced Study a bunch, and add a lot more maneuvers known, lol


Genderless Stellar Phoenix Incanter 20/Mageknight (Sun Warrior) 20/Mythic Spherecaster/Guardian 1 | HP 535/535| AC: 36 T: 29 Fl: 21 | CMB: +43 CMD: 65 | F +32 R +15 W +32 | Init +8 | Perc: +39 | Spell points 76/76| Mythic Power 5/5 | Current Effects: Glory (Beacon of Hope)

Hmm... I could probably spend my last gold on an Implement, if that would be okay with our GM?


The First Flame wrote:
In all seriousness, I figure we're pretty free to try to be unkillable because our ultimate foe's signature ability is "I erase you from the timestream", which will probably bypass any trick we try to come up with to survive...

Then I'll have to erase them from the timestream first...

The First Flame wrote:
Princess Caravalle wrote:
• X-ray vision. Yes, she sees your naughty bits.
I suppose she'll be able to see that, as an agender elemental-ish being, The First Flame doesn't have any of those. :D

Don't worry about it. Creative people always find something interesting to do.

Liberty's Edge

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Male Human Commoner 2

Let's kick this off, shall we?


Male Fiendish Vampire Orc Blood Noble 20/Fiendish Exemplar 20(gestalt)/Mageknight(Martial) 10/Stalker(Brutal Slayer) 10(gestalt)

Apologies for not posting yet. I spent most of yesterday sleeping on and off, and just didn't have the creative energy. I will try and catch up tonight and reply asap.

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