Gorvald Thrimbyrson

Crisischild's page

Organized Play Member. 270 posts (4,816 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 32 aliases.


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Smol dot.

Was in a Mummy's Mask game that got through the first and part of the second book so I might submit something for this.

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I swear I'm still here as well. I should be able to make a profile and get a post up after I get some sleep.

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Good lord, I completely forgot about this. I blame the heat. I'll try to get caught up over the next day or two.

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KeeperofRunes wrote:
Sorry, its taking me a bit longer to get things up and running than I expected but I still am prepping and planning to do iron gods!

Pbp is a game for the patient.

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Oh, Exemplar looks really cool. Free rerolls for my friends.

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Alright, so I don't know anything about this game, but I used the site Kubular linked and this is what I came up with. He's a SWAT team leader on special assignment to Sparr. I normally play melee characters so I built around those two things. Lead/Stay cool cuz he's a leader. Brawler/Duelist/Vanguard seem to be good melee options. Corrective/Patch to fix up his teammates. I see the Comp/Con-Class Assistant Unit thing as a law enforcement aid AI called Overwatch, handles dispatch, paperwork, updates, communication etc.

Alex is a lawful good, by the book, make-sure-you-fill-out-all-your-paperwork type, but not a boring stick in the mud. I have a pretty good image of him in my head, but I'm certainly open to advice on the mechanical side. Anyways, I'll read up on the stuff on Sparr and make up a character history an stuff.


» Alexander Occam // COLOSSUS «
[ GEAR ]
Assault Hardsuit, Medium Signature,
Medium A/C, Corrective,
Patch, Sound System
[ MECH ]
H:2 A:0 S:0 E:0 SIZE:1
Main Mount: Shotgun
Flex Mount: Pistol / Tactical Knife
Heavy Mount: Heavy Charged Blade
Comp/Con-Class Assistant Unit, Stable Structure,
Personalizations, EVA Module

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Ellioti wrote:
Interesting. You can see it's 3rd party, as I found a glaring mistake in my first read-through

To be fair, Paizo isn't known for their editing prowess.

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Sebecloki wrote:
What are the other rules for this game? I'm always interested in looing at other new build rules/house rules concepts.

All ability scores started at 0 and you had 80 points that could be spent on a 1-to-1 basis to increase scores. 8 and 18 were the limits of a score before racial modifiers, so it was more like all ability scores started at 8 and you had 32 points to distribute on a 1-to-1 basis. Still, made things like battle clerics or archer wizards more doable.

All characters counted as having BaB 1 for the purpose of qualifying for feats, since everyone got at least 4 feats at level one and most combat feats have BaB1 as a prereq.

Think those were the major things.

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There was a Dragon's Demand recruitment that got quite a lot of interest two or three months ago, so you can probably count on many applications.

I know you said no third party, but there's a 3rd party "Player's Guide" for this module floating around, if it's something you might be interested in. Link.

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Philo Pharynx wrote:
* 1 feat per level. It's always a good idea to be generous with feats for gestalt.

I'm in a game wherein the GM was tired of there being hundreds of feats that are never taken, so everyone gets three bonus feats at odd levels. 2 feats/level, effectively. No one in the game has a disruptive/OP build (grapple, trip, summoning etc), so I can attest that lots of bonus feats isn't inherently problematic, but it does add a lot of variety and opens up otherwise untenable builds. Enemies have the same bonus feats, of course, which can make encounters much more interesting than they otherwise might be. "What do you mean the enemy wizard is a professional luchador with a +37 to Grapple checks?"

I've also become a fan of free VMC of late. Barbarian VMC is really the only VMC that might actually be worth giving up half your feats for, all the rest are in 'kinda cool but not worth half my feats' territory.

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Ouachitonian wrote:
I played through the first 2-3 books of IG, I’d be happy to be able to pick up and keep going, either with that character or another. Likewise RotR, I’ve played the first couple of books, into part of the third. Would be happy to play more. The others I don’t have that experience with, but I’d be down for either.

Same. I got into an Iron God's game way back when the AP first came out that ended around the end of book two, so I'd be down for that.

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Shore =)

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Sebecloki wrote:
That's one reason why I'd emphasize removing all the filler combats --

Not a bad idea.

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I've submitted this fellow to a few WotR games, so here he be again. Paladin of Ragathiel VMC Barbarian, possibly going into the Crimson Templar PrC.

Wrathadorand, the Dawnstar:
The boy was born with golden eyes. Atsila, the clan’s shaman, said that golden eyes meant he was destined for greatness. Eschewing a traditional shoanti name, he was named Wrathadorand, elvish for “purifying flame”. The small clan were simply happy to have a healthy child, destined or not. As difficult as it was for such a small group to survive in the demon-tainted Broken Lands, the Uleyov Shadde-Quah (Wandering Axe Clan) were lucky even to have the occasional live birth. Wrathadorand’s growth was not stymied by the harsh conditions of his upbringing. He grew fast and tall. The child always seemed distant, but not unobservant or distracted. Shoanti children must grow up fast, more so when they have no walls and only a small clan to protect them. He learned to fight in the manner of his people with mighty earth breaker and klar, though the giant lizards from which the skulls klar’s are made of are not native to the northeastern Broken Lands, so he sufficed with simple, spiked wooden shields.
The clan had wandered over much of the Broken Lands, trying to eek out a living in areas either too hostile for soft peoples or to barren to support larger groups, never staying in one place for more than a few weeks. Around Wrathadorand’s twelfth year, Atsila guided the group less and less further afield, slowly spiraling towards Nerosyan, the city stationed where Mendev, Numeria, and the cursed Worldwound meet. Not all members of the clan were happy with staying in such proximity to a civilized city, but to Wrathadorand it felt right – not that a boy had any say in the movements of the clan. The shaman felt sprits calling them deeper into the Worldwound. Wrathadorand felt the call as well.

After gathering supplies in Nerosyan, the Uleyov Shadde-Quah began the dangerous trek up the West Sellen River on the boarder of Mendev and the Worldwound towards Kenabres. After three days and as many attacks by small groups of weak demons, much of the clan put their collective foot down. Most had no desire to head in this direction to begin with, and what could be gained from battling demons? Was their life not hard enough as it was? Their respect for their shamanic leader would only take them so far and after much debate, Atsila relented and agreed to return them to more hospitable lands, at least by their standards. They made camp for the night but would not have a chance to return from whence they came. An alarm was raised late that night when the watchman, Eharee, was found dead, gruesomely torn apart by the mighty claws of an unknown creature. Wrathadorand and a newborn girl were nowhere to be found. The clan’s hunters quickly found a trail leading deeper into the demon’s land, and they gathered their arms and set off to rescue the two missing children.
Wrathadorand does not remember much of what happened when he was taken, at least that is what he claims. He and the infant were spirited away into the dark lands, carried on the backs of some kind of corrupt, elephantine creature, surrounded by a mob of cultists in dark robes and masks carved from bone. Wrathadorand and the infant were bound to a desecrated altar on the floor of a crater, and the ritual began.

Chanting and dancing. Strange smelling incense. Pain. Fear. Standing by the head of the alter, a cloaked being sang, a mighty hammer in its hands. Lit braziers spaced around the floor of the crater cast awful shadows across anything Wrathadorand could see. He could hear his cousin screaming and feel her wriggling on the alter next to him. Suddenly, all was silent. The thing at the head of the alter raised its hammer, spoke a single, unknown word, and brought it down with all its might, intent on crushing the helpless boy’s skull. There was a deafening peal of shattering crystal and a flash of blinding light. His ears ringing, the only thing the boy could see was the afterimage burned into his vision of whatever had made the flash of light: a naked humanoid form with five asymmetrical wings. He lay there in the dark and silence for some time, wondering if he was dead. Slowly, his eyes adjusted to the darkness and the stars overhead showed themselves one by one, starting with the brightest. His cousins wriggling woke him from his stupor and he sat and looked at what fate had befallen their captors.

The crater was dark, the braziers extinguished. All around him, where there had been men or orcs or whatever race they were, were only piles of ash. The hammer meant to destroy him was twisted and melted, they great head of it reduced to little more than worthless slag. Despite everything, he was no longer afraid. A clean, white heat burned in his heart, perhaps a gift from whoever had saved them. With uncanny ease, he broke through his bonds and gathered up his cousin. He left the alter, walking through the ash towards the purpling sky that promised sunrise.

As dawn broke, Wrathadorand crested the lip of the crater with his infant cousin in his arms and fire stolen from the gods. The loss of Eharee in the night raid was great, but the clan saw the children’s survival as a sign that they were indeed meant to be there, and they abandoned their plan to return to the south and continued northeast along the river to Kenabres.

The feeling of the pure flame burning within him never left, the five-winged being he had seen haunting his dreams. Despite the harrowing brush with death, Wrathadorand was not weaker for the experience. Not only was he sound of mind and body, but the gods had also blessed him with divine powers, creating a fearsome warrior. Atsila did not know who the winged being was or what divine might have sent it, but the answer to the mystery revealed itself the day before their arrival in Kenabres. A small group of knights and paladins all the way from Andoran came upon the clan as they were setting up camp. Wrathadorand instantly recognized the holy symbol emblazoned on their armor: a bastard sword with five wings of flame. When he told them his tale and all he had seen, they too recognized the work of their own Empyreal lord, Ragathiel.

Both the knights and the Uleyov Shadde-Quah were welcomed into the city, as most capable of fighting were. Wrathadorand pledged to join the paladins of Ragathiel and, once he was grown, he did so. Eschewing the simple traditional weapons and armor of his people, Wrathadorand adopted the plate armor and elegant swords of the knights of Ragathiel. They trained him as a solider and taught him to master his new divine powers. Bolstered by courage from a belief that lord Ragathiel would always guide him, Wrathadorand rushed headfirst into the defense of Golarian against the invading demons.


Height: 6'5" | Weight: 230 lbs. | Hair: Bald; black beard with silver streaks | Eyes: Gold
Wrathadorand is a tall, sturdily built human of shoanti descent. He keeps his head shaved bald and has a thick, well-manicured beard of straight, black hair. Two fresh scars run diagonally across his left brow and cheek - a souvenir of his most recent battle with demons in the worldwound. His other facial features are chiseled and stoic, stress wrinkles making him look older than he is. His most striking feature are his golden eyes, god's eyes, some say.
Since coming to Kenabres, Wrathadorand most always wears his heavy plate armor when he is out and about in town and he always carries his deities sacred weapon, a cold iron bastard sword. In town he wears a blue tabard trimmed in gold with five-winged lion heraldry emblazoned on the chest. When he leaves the relative safety of the city walls, he switches his blue tabard for an identical one that is red trimmed in black. It is easier to clean demon blood off red and black fabric, after all.

Wrathadorand could accurately be described as inflexible and unimaginative, both in posture and personality. Dutybound, he always stands straight at tall. Unwilling to compromise, he remains an immovable obelisk in conversation and on the battlefield. One might call him arrogant or prideful, and some have. He is a loyal and honorable soldier, driven and – in his own way - passionate, but his disinterest in anything not related to slaying demons can leave him seeming aloof. He prefers the company of children over adults.


Wrathadorand is inflexible, unimaginative, and ironbound by law, duty, and honor. He believes everyone has their place in the fight against the demons, and that everyone should stay in their place to affect a smoothly operating war machine. He believes that just Law cannot be wrong, nor should it be questioned and that those who violate the law should be punished as the law dictates, and not be offered any sort of deal or bargain for reduced sentencing.


Aiyana: Human female shaman. Wrathadorand’s wife. They were betrothed since infancy in the manner of their clan and, even though they were living in the city and no longer nomads when the time for marriage came, they wed, fulfilling their duty to their clan. Aiyana is a shaman, using ancestral magics to bolster troops. Aiyana is the opposite of her husband in many ways, short and slight of build, quick-tempered and nontraditional.

Ahiga: Human male, 14 years old. Aiyana and Wrathadorand’s son. On the cusp of adulthood, he is eager to join his clan in the fight against the demons. A squire, training to become a knight. Takes after his father.

Alona and Wildcat: Human females, 12 years old. Aiyana and Wrathadorand’s twin daughters. Too young to directly join in the fight against demons, they help out around the city

The Lionguard: Worshipers of Ragathiel, they came to Kenabres some sixteen years ago to join the fight against the demonspawn pouring from the Worldwound. Most members are paladins, clerics, or inquisitors. Denoted by leonine heraldry, they are a small group of fearsome warriors. Led by Mlyssa Rose, an aasimar paladin.

Uleyov Shadde-Quah: Wrathadorand’s clan. They left the Storval plateau before Wrathadorand’s birth and have been wandering deserts and badlands, searching for something known only to Atsila.

Atsila: Half-orc male, shaman. The leader of the Uleyov Shadde-Quah. Blind, has a strong connection to ancestral spirits. Is seeking something, but no one knows what it is.

Dice (18, 18, 18, 17, 15, 13; Handsomeness: 7:
Set 1
1: 3d6 ⇒ (5, 6, 6) = 17
2: 3d6 ⇒ (6, 1, 3) = 10
3: 3d6 ⇒ (3, 1, 4) = 8
4: 3d6 ⇒ (2, 5, 2) = 9
5: 3d6 ⇒ (5, 2, 6) = 13

Reroll 2: 1d6 ⇒ 3
Reroll 3: 1d6 ⇒ 6

Set 2
1: 3d6 ⇒ (4, 5, 2) = 11
2: 3d6 ⇒ (3, 3, 5) = 11
3: 3d6 ⇒ (2, 4, 6) = 12
4: 3d6 ⇒ (4, 5, 3) = 12
5: 3d6 ⇒ (6, 5, 2) = 13

Set 3
1: 3d6 ⇒ (5, 6, 4) = 15
2: 3d6 ⇒ (2, 5, 5) = 12
3: 3d6 ⇒ (1, 6, 4) = 11
4: 3d6 ⇒ (3, 6, 3) = 12
5: 3d6 ⇒ (3, 4, 5) = 12

Reroll 3: 1d6 ⇒ 1
Reroll 3: 1d6 ⇒ 2

Set 4
1: 3d6 ⇒ (6, 2, 2) = 10
2: 3d6 ⇒ (5, 5, 3) = 13
3: 3d6 ⇒ (6, 5, 4) = 15
4: 3d6 ⇒ (2, 4, 3) = 9
5: 3d6 ⇒ (3, 3, 5) = 11

Set 5
1: 3d6 ⇒ (2, 1, 2) = 5 - 13
2: 3d6 ⇒ (1, 2, 5) = 8 - 15
3: 3d6 ⇒ (6, 6, 1) = 13 - 18
4: 3d6 ⇒ (6, 5, 6) = 17 - 18
5: 3d6 ⇒ (5, 5, 1) = 11 - 17

Reroll 1: 1d6 ⇒ 1
Reroll 2: 1d6 ⇒ 4
Reroll 5: 1d6 ⇒ 6

Reroll 1*: 1d6 ⇒ 1
Reroll 1**: 1d6 ⇒ 5

Is he a handsome boy?: 3d6 ⇒ (3, 1, 3) = 7

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Ouachitonian wrote:
So, Level 1? What build rules?

They're in the Campaign Info Tab under House Rules.


Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 5 times). You must accept stats as a set, no mixing and matching from individual rolls.

Also there is a 7th stat in my game that represents your characters 'looks'. 9-12 is average, <8 is ugly, 13-16 is very pretty/extremely handsome. 17< is supermodel/actor. Roll 3d6 and that represents your comeliness, no rerolls. You cannot increase/decrease the beauty stat through normal means. The following table illustrates the bonuses and penalties to social scores.



If you have a beauty stat of 16 or higher a number of times per day equal to 1/4 HD you can attempt to charm someone who might be sexually attracted to your character as a move action. The willsave DC for this is equal to 10+1/2 HD+Beauty modifier. The charm is equal to Charm Person spell that lasts for 1 rd/HD.

Conversely if you have a beauty stat of 5 or lower you can attempt to frighten someone. A number of times per day equal to 1/4 HD you can attempt to scare someone as a move action. The willsave DC for this equal to 10+1/2 HD+Intimidate modifier from beauty. This ability is equal to the Fear Spell and lasts for 1 rd/HD.

-->Starting Level: 1st

-->HP: Max.

-->Alignment: No evil but if you aren't good there had better be a very good reason why you chose to fight the demons.

-->Max gold 1st level.

-->All archetypes allowed.

-->Books allowed: All Pathfinder, WotC 3.5, Tome of Secrets and Mythic Options: The Missing Core Feats. No Occult or other 3PP.

-->Background Skills: Yes.

-->Variant Multiclassing: Special: Everyone will receive 1 free VMC of their choice. This means you do not have to sacrifice all of your feats for the VMC.

-->Firearms: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

-->Forbidden Classes: Any from Occult Adventurers.

-->Races allowed: All from core and advanced race guide. Can modify races up to 16 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 16 cannot be modified.

Alternatively can apply a +1 template at the cost of not being able to modify any races, you would have to apply the template on top of the race as they are presented in the source material. Any template that would increase in CR as the HD go up are also prohibited such as half-celestial or fey creature.

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You should consider letting players rebuild their characters every X levels. Slow and unreliable as PbP is, it encourages people to build for the now and not 'invest' - if you like - in more interesting builds that start slow but pay off at high levels... if you ever get there.

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Oh, I remember applying for the original recruitment.
Could you give us a quick summary of where exactly the party is at the moment and what conditions will be bringing the new players in? Have they been part of the group all along or are they joining up in a settlement or...?

Edit: And what are you doing for gold? WBL (3k)?

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DM Skull wrote:
Just play it like a vengeful Pally. It's just...champion of Irori losing control and going berserk? Isn't that prestige all about seeking perfection? Flavor wise it doesn't quite jive.

Fair enough. I don't see them as the vengeful type, anyways.

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Another question while you're putting together answers. Assuming you are ok with Prestige Classes, I'll be making a UnMonk 4/ Paladin 2/ Champion of Irori X.

Would you be ok with a Lawful character taking the Barbarian VMC? Paizo says they intentionally left out the alignment restriction for barb VMC but I figure it's better to make sure you're ok with it before planning a build around it.

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Hey DM Skull, are prestige classes allowed? Some DM's don't like them. With the crazy high ability scores I was thinking of making a Champion of Irori, quite possibly the single most MAD class/PrC out there.

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I overlooked the semi-custom race thing. That's super interesting!

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Stat rolls:
1: 3d6 ⇒ (4, 6, 6) = 16 - 4 + 6 = 18
2: 3d6 ⇒ (2, 4, 3) = 9 - 2 + 6 = 13
3: 3d6 ⇒ (1, 5, 1) = 7 Rerolled 1's = 1, 5, 5 - 1 + 6 = 16
4: 3d6 ⇒ (6, 1, 6) = 13 - 1 + 6 = 18
5: 3d6 ⇒ (6, 4, 2) = 12 - 2 + 6 = 16

Prettiness: 3d6 ⇒ (2, 4, 4) = 10

Roll three rerolls: 2d6 ⇒ (1, 5) = 6

18/18/18/16/16/13 with a beautioscity index of 10.
It'll be hard, but I think I can work with those.

The idea of playing a tired person who just wants to escape the bustle of 'civilized' life and start a homestead somewhere is extremely appealing to me for some reason...

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Sounds cool. Mechs are cool.

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From the mechanics perspective, is there anything in particular the existing players would like the new character to bring along? Any big gaps in the rolls that need filling?

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Zanbabe wrote:
RHMG Animator wrote:
So ANY Paizo material is fair game.....as I want to be sure....
Good question... I took it with an implied "within reason," and didn't make a centaur. :) If something is questionable, you should probably run it by the GM specifically.

Time for Trox Bloodrager.

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Xylian will do the slots Again to I guess

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stormcrow27 wrote:

The Gelatinous Cube was designed as an April Fool's joke. They gain intelligence by absorbing an intelligent humanoid and then mixing its brain matter to allow the Gelatinous Cube to become sentient. Various class features allow the cube to gain access to ooze attacks, different shapes (the Gelatinous d20 is a common favorite) and so on. It ends up being a mobile brick with access to special ooze and mold attacks, along with the ability to fit through tight spaces and so on.

The other books are more serious and are full up updates for the old Savage Species 3.0 book to play monster classes, without all of the ECL and imbalance SS stuff could bring. The Secrets of the Iron Titan allows you to become a magic cyborg/living construct as you transplant yourself into a construct body that evolves over time.

On a more serious note, I looked at the other races they offer. I think I'm gonna put together a Jotun Goliath Druid, flavoring the race as a firbolg, drawing on 5e's retconning of firbolgs as peaceful half-fey. He's from a small firlbog tribe, nestled safely away in some forested foothills, haven't decided which Varisian forest yet, but he wanders the land gathering and sharing stories.

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stormcrow27 wrote:
In the Company of Series plus the Secrets of the Iron Titan by Rite Publishing

I've never heard of these, so I looked 'em up.

There's a book for playing a Gelatinous Cube.

That's, uh... something, alright. I hope he leaves a nice tip for housekeeping when he checks out of the inn.

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GM Catto wrote:
ElbowtotheFace wrote:
Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.
Unfamiliar with that. Can you link me the rules?

Tis a playtest class. https://paizo.com/pathfinderplaytest

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That's almost enough to make a viable chained monk.


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Hey GM Catto, how would you rule Spell Blending works in regards to spell slots granted by archetypes? I've looked around a bit, there's nothing saying it does work with archetypes spell slots, but there's nothing saying it doesn't work either, so I figure it's best to ask you how you'd run it.

Spell Blending:

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level. You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

If Bob the wizard has the cleric dedication and can cast fourth level wizard spells and second level cleric spells, could Bob use Spell Blending to trade two level one Wizard spells for a level two Cleric spell, or two level two Cleric spells for a level three wizard spell? Or one level one Wizard spell and one level one Cleric spell for one level two Wizard spell? Or could Bob only trade Wizard spells for Wizard spells and Cleric spells for Cleric spells? Or would Spell Blending only work with the Wizard spells?

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The Magic School setting is making me think of a character that is trying to form a "Universal Theory of Magic", that all magic is ultimately from the same source an thusly any spellcaster can use any type of magic. Mehanically, a Universalist Wizard that goes in to Magaambyan Attendant to gain access to all spell lists.

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Doth we knoweth what party rolls your already-players are looking to fill, or does it not matter?

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You could make the world two-dimensional with no height. Then, no need for flight.

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I'm thinking about a hobgoblin, either a bard or an investigator, taking the Marshal dedication feats. A very supportive character. The Marshal dedication is by far my favorite, this looks like a good opportunity to play one.

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I do not know the answer.

Have you tried previewing the post to see how much shows up?

You could always make tests posts here to see what they look like and delete them before 1 hour goes by.

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Adding to the list of people whom are interested, but unfamiliar with the setting.

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Almonihah wrote:

I'm working on building my "Elder Sphinx"--Giant Advanced Gynosphinx Wizard 4. I picked the templates based on what Mythical Monsters Revisited says about elder sphinxes: "...elder sphinxes... have at minimum the advanced template... and a size of at least Huge."

Anyway, the basic idea for her is that she's an ancient sphinx who's been guardian of a temple deep in the Osiriani desert for centuries. Having grown bored of sitting around the same old temple all the time she's been increasingly looking for excuses to go elsewhere--and this whole Qlippoth invasion thing is a perfect excuse. After all, it would someday threaten her temple if it got out of hand. Also the source of such an invasion is a great riddle, and she's solved every other riddle she's come across so she's desperate for a new one.

Grandfather Somnus is from Osirion! He is the guardian of an oasis and the village that sprang up around it.

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Brolof wrote:
Okay, so, someone pointed out to me that while in technical rules PCs with these rules should be around the same power level, in reality, they're still behind. So for non-monstrous characters (I.E. no monster hit-dice or template), they get another 25,000 gold to spend. I'm also upping the available points for Point Buy to 30. Enjoy.


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Alright, I wanna run this by @Brolof before I get too deep into building it. I have picked, for my "class", an Old Brass Dragon, which is exactly CR14. Old Brass Dragons have 18HD, I have reduced the HD to 14, accounting for the HP, BAB and Save changes that go with it. I've got the stats adjusted to take in to account ABP, but I haven't added the Mythic stuff/feats/skills/gear yet because I wanted to get approval from Brolaf to move ahead with this before I opened that whole can of worms. Cuz dragons are pretty strong.

Grandfather Somnus:

Old brass dragon
CG Huge dragon (fire)
Init +5; Senses dragon senses; Perception +
Aura fire (5 ft, 1d6 fire), frightful presence (240 ft., DC 25)
AC 39, touch 13, flat-footed 39 (+2 deflection, +3 enhancement, +26 natural, -2 size)
hp 280 (14d12+112)
Fort +21, Ref +13, Will +16
DR 10/magic; Immune fire, paralysis, sleep; SR 25
Weaknesses vulnerability to cold
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
Melee bite +25 (2d8+19), 2 claws +27 (2d6+13), tail slap +23 (2d6+19), 2 wings +23 (1d8+6)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft line, 16d4 fire, Reflex DC 25 half), crush (Small creatures, DC 25, 2d8+19), desert wind, sleep breath (50-ft. cone, 1d6+8 rds, DC 25)
Spell-Like Abilities (CL 14th; concentration +23)
. . Constant—move earth (sand only)
. . At will—control winds (DC 23), endure elements, speak with animals, suggestion (DC 21)
Sorcerer Spells Known (CL 11th; concentration +20)
. . 5th (5/day)—telekinesis (DC 23), wall of force
. . 4th (8/day)—black tentacles, communal protection from energy[UC], telekinetic charge[UC]
. . 3rd (8/day)—battering blast (DC 21), haste, lightning bolt (DC 21), slow (DC 21)
. . 2nd (8/day)—alter self, create pit[APG] (DC 20), glitterdust (DC 20), invisibility, resist energy
. . 1st (8/day)—alarm, burning sands, celestial healing, liberating command[UC], mage armor
. . 0 (at will)—breeze[UM], dancing lights, detect fiendish presence, detect magic, mage hand, mending, penumbra[UM], prestidigitation, read magic
Str 37, Dex 10, Con 27, Int 20, Wis 17, Cha 26
Base Atk +14; CMB +29; CMD 41 (45 vs. trip)
Feats Combat Expertise, Deadly Aim, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack
Traits arcane temper, friend in every town
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
Other Gear 100,000 gp
Special Abilities
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (100-ft line, 16d4 fire, Reflex DC 25 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Burrow (30 feet) You have a Burrow speed.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Crush (Small creatures, 2d8+19, DC 25) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Desert Wind (DC 25) (Su) Gust of wind but also blinds foe for 1d4 rds (Fort neg).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Fire Aura (5 ft, 1d6 fire) (Su) Creatures in aura at the start of the dragons turn take fire damage
Fly (200 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Frightful Presence (240 ft., 5d6 rounds, DC 25) Those in area of effect become frightened or shaken (Will neg.)
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sleep Breath (50-ft. cone, 1d6+8 rds, DC 25) (Su) As a standard action, creatures in area fall asleep (Will neg).
Spell Resistance (25) You have Spell Resistance.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

Liberty's Edge

Will this campaign accommodate very unusually sized PC's?
Huge PC's, for example?

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Lemme get this straight... I can just play... a dragon? Like a straight up dragon?

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The Sorting Hat wrote:
This campaign is morally ambiguous and questionable. You may start saving a kitten from a tree only to find that kitten was a polymorphed serial killer. Maybe you have to burn a building down, just so the company down the road can rebuild it. I can promise your PC will, be it CN, CE, or LG, not like everything that is presented to be done all of the time. I do not require morally ambiguous or flexible PCs, though. You will almost always have a way out. To you Paladins and Monks with vows and codes- should you ever “have” to lose your powers from breaking it, you will always be granted access to means to redeem yourself.

So the PC's are errand boys for the Golarian mob?!?!

I just watched the Irishman...

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Brolof wrote:
I suppose so, but I can't help feel it's more likely my fault for being kind of inconsistent in posting. I tended to wait to see if people would post rather than just force things to continue as a GM. Let me just say the idea I've currently got as to the campaign.

Setting up a thread (or whatever they're called) on Discord can really help with stuff like this. You can "@" specific people to get their attention and overall it's more convenient than the discussion tab over here. I understand where you're coming from. PbP momentum is a knife-edge. Very difficult to find the perfect posting rate that keeps the game going but doesn't overwhelm people with less time to post.

Brolof wrote:
Into the Abyss would primarily focus around a giant, massive resurgence of the Quipploth. A new war has broken out in the Abyss, and some believe that there's potential that the Quipploth might break through the Abyss. There have even been sightings of them on Golarion en mass, mostly around the Pit of Gorumuz. The party would essentially have to head deep into the Abyss, to try and find the source of this new invasion and stop it.

Nothin' wrong with an old fashioned suicide mission into the the heart of the enemy hive! I don't care what anyone says, Mutant Chronicles is a good movie

Liberty's Edge

Brolof wrote:
Oh no, it's not a mechanical issue. I'm perfectly fine mechanically. It's more a story pacing issue, things being too slow and players losing interest as a result. That's happened in both the PbP campaign's I've attempted. Maybe I'm just being hard on myself. I've actually already got a concept for a campaign that could work with this.

You could always recruit from players that have a consistent posting history. It's not an unheard of requirement. A bit unfortunate for new players, but it's just as important for the GM to have fun and not get discouraged as it is for the players.

Liberty's Edge

I expressed interest in the first table but was too busy to assemble a character at the time. I'm still interested, we shall see if I can put something together before the deadline tomorrow.

Last time I was thinking about a tengu Investigator, I'll probably continue with that. Ex-con Token Guard background, probably alchemy methodology. Fulfills the skills/face role, and will be going in to the Marshal dedication for a very support-focused character. If we're doing free archetype, will probably do Medic w/ class feats and Marshal with free archetype feats. Support for daaaaaaays.

Liberty's Edge

I 'member a GM running I think 5 tables of Iron Gods when it first came out. There are some pretty crazy GM's on this board!

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It's stupid but I'm gonna pursue the Trox living siege engine thing. Steelblood Abyssal Bloodrager/Siegebreaker Fighter. Build around overrun and bull rush. His only crime: using his second set of tiny arms to knit sweaters faster than a regular person can and crashing Kenabres' handmade garment market. Or helping the demons construct siege engines to tear down the city walls. Trox has not had his charges formally presented to him, so he knows not why he is imprisoned. He could just burrow out of the city, but the cowardly Kenabrians are holding his familiar, Baron Wilford Woolsley III, chaotic evil harbinger of Rovagug, hostage.

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What's unreasonable about a full-plate wearing huge-sized bipedal insect with a mechanical grapnel arm that's powered by arcane magics who hires a team of goblins to operate a siege weapon mounted on its back?

Huh. I guess when I say it out loud it does stretch the limits of credulity.

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