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GM TWO's page

566 posts. Alias of The Wyrm Ouroboros.


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On Discord: @The Wyrm Ouroboros#4514

About GM TWO

On Discord: @The Wyrm Ouroboros#4514 -- feel free to drop me a message.

About Myself:
I am an assh0le.

Let me say that again, just so that you and I are on the same fvcking page:

I am an assh0le.

I will not coddle you. I will not automatically be careful not to insult your tender-wender feelings. I will kick your ass when you're being a schmuck, I will kick your head when you're being a pedant, and I will kick you out of the game if you deliberately wind me up. If you don't need any of those things done to you, you will find that I generally like people, that I'm a laugh riot, that I don't take myself too seriously, and that I can take an insult like a champ. But make sure you're wearing your big-boy/girl pants if you want to play here, dammit.

I run with an eye towards realism. That doesn't make my game a slavish image of reality, and that won't make this a simulation instead of a game, but someone who uses ass-backwards logic in the vein of 'well, the X here could be anything, it's a fantasy X with magic' is going to get Gibbs-slapped the first time they say it, and b!tch-slapped the second - because fantasy games like this one have their core roots in what we as humans know. Brevoy and the River Kingdoms are a blend of late- and post-Renaissance Spain and France, adding a touch of robber-baron and bandit king to it. Nobles in Brevoy have a vested interest in seeing the commoners kept in their place, even if the commoners aren't their commoners. You can spurn these things, but doing so will have consequences - and those consequences can mean you getting executed for giving offense to a royal person.

I do not play your character - only the rest of the world. This means that you control what your character does, I do not. What I do control and dictate is how the rest of the world reacts to your charater. If you diss the princess, the nobles around her take affront on her behalf. You might get repeatedly challenged to duels. You might be seized by the royal guard for lèse-majesté, taken out back, and be executed for the treason under which that class of actions is defined. I don't dictate what you do; I only dictate what the rest of the world does in reaction to what you do. Heal a person? Defend a town? Slay a marauding dragon? They love you, your reputation grows. Start throwing fireballs around the tavern - or the town? Well, they don't love you, but your reputation DOES grow; just not the sort of reputation you might want.

I will apply the thematics of the game to everyone -- NPCs and PCs alike. Whether that's the Six River Freedoms in a Kingmaker campaign, or the Council Decrees in a Galt game, this sh!t winds up impacting about 80% of social -- which means non-combat -- interactions. Because I play the world, I do have the NPCs know about these things, and act appropriately; in a Kingmaker campaign, an NPC who breaks an oath to a PC and runs away might well be discovered later on, killed by the very bandits the PCs are pursuing -- because the NPC was an oathbreaker, and oathbreakers die. In a Galt campaign, if your character is covered by an illusion of silk and velvet, they're going to get hassled -- mostly by the local constabulary, but often by the people around them, because that clothing is forbidden. So if it's part of the game's background, pay attention.

I write the way I want myself, my character, or the world to be viewed. I write so that both you and I can enjoy reading what I wrote. It is a statement of fact that I still return to scenes I have written in years (and, at this point, decades) past to enjoy the story and the writing there. I also write very, very well for an amateur, and I've been trying to break into the pro scene (if I can get at least one of my ten different projects done), but it means that I write well. And I check my writing before posting it. And I tend to use word selection specifically for its implications and impact. (Subtlety is my friend, though it may not be yours.) The more you write, the more you learn to write; the better you write, the more people want to play with you. It is my hope that you write well for this campaign, and if you don't write well, that you will Learn To Write Well - and then do so.

I want you to have fun. Being a player means wanting your character to do Cool Sh!t(TM). That means Spotlight Time - you know, the moment in the game where you do Cool Sh!t(TM)? That's when the spotlight is on you and your character, and you do your Cool Sh!t(TM). That spotlight can move fast - there's a lot of characters that are going to be here - but if you want to try some wild-ass stunt, then by all means, try your wild-ass stunt. I am, in fact, here to facilitate your wild-ass stunts. I am also here to provide you with Object Lessons on why wild-ass stunts are wild-ass, because when you fail, you look like a wild ass. (And if it's a wild-ass stunt, then I think there should be a reasonable chance of you failing - but I'm pretty sure we'll figure out together what 'reason' in such a case means.) But I'm also here to cheer when your wild-ass stunt succeeds, and reward you appropriately for managing to pull it off, you crazy kid.

I will be flexible - within reason. If I have a set-piece I need to run you through, then you will encounter that set-piece no matter where you go - Mivon, Daggermark, or Absalom. However, if you try to hie yourself all the way to Absalom or some other place that is clearly well out of the campaign expectations (e.g. the River Kingdoms and environs), then I reserve the right to be a bit cross about it, and Gibbs-slap you for making me twist reality not only into a pretzel, but into a Moebius strip in order to make everything work because of your ludicrous craptastic journey to Absalom just because your oats are up and you want to have a go at the Starstone.

I want to have fun too. I am not going to get involved in huge arguments about politics, an off-the-wall interpretation of a rule that depends on how you define one word, or whatever. I am open-minded, and I know what I don't know - to wit, much of the system. However, I've been playing and running pen-and-paper RPGs for over thirty years, and so I can smell a bullsh!t attempt at sixty paces. You have one (1) chance - that means two (2) posts max, and maybe one (1) post - to convince me of a rule interpretation. If I say no, roll with it, and try again the next time, because the next time I may agree with you for a myriad of reasons. Like I said above about realism and playing the rest of the world, though, it means that for the most part, 'usual consequences' will be usual. What I said above about you having fun means that I WILL adapt the game to the wild stunts you crazy kids try to pull off - either through consequences due to your failures, or amazement due to your successes. But if I start approaching this game with trepidation, if the moment I see '3 new messages' I get a sour feeling in my gut, I will locate the cause of my upset and I will make it not be a cause of upset any more, either through telling the offender to get their act together, or removing them from the game for not having done so. Because I want to have fun too.

And because I am an assh0le. I reserve lots of rights - the right to Gibbs-slap you, to tell you you're being a schmuck or a pedant, to ask you what drugs you're smoking if you think you can use two lances at once during a charge, to take a phone book to you if you think your special snowflake deserves special treatment. I especially reserve the right to kick your butt out if you not only go out into left field, but stay out there and scream and whine and cry and tell me I'm being unfair for doing all of the things I've already warned you right above this very statement that I was going to do. I also reserve the right to run a howling good game, to write like a poet (and to write entirely new poetry appropriate to the game), to make pugnacious NPCs, to make you fear for your character's life, to run you ragged, and to try to make this the best game ever played on Paizo.com.

Now, you got all that? You did? And you're still here? Smokin'. Go put together a character, and let's go make fvckin' magic.

Odds and Ends:

Demon, Soulbiter
Soulbiter
N Tiny outsider (chaotic, demon, evil)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 13 (2d10+2); fast healing 2
Fort +4, Ref +5, Will +2
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
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Offense
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Speed 40 ft., climb 10 ft.
Melee unarmed strike +6 (3 nonlethal) or
. . bite +6 (1d4+2 plus grab), 2 claws +6 (1d3+2)
Space 2½ ft.; Reach 0 ft.
Special Attacks soul lock
Spell-Like Abilities (CL 6th; concentration +6)
. . Constant—detect good
. . At will—jump
. . 3/day—hateful howl
. . 1/week—summon pack (1-3 soulbiters, 25-15%)
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Statistics
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Str 14, Dex 14, Con 12, Int 5, Wis 14, Cha 11
Base Atk +2; CMB +2 (+8 grapple); CMD 14 (16 vs. grapple)
Feats Improved Grapple, Improved Initiative
[b]Skills
Acrobatics +7 (+11/+20* to jump), Climb +15, Knowledge (planes) +2, Perception +7, Stealth +15
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
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Special Abilities
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Climb (10 feet) You have a Climb speed.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid/Cold/Fire (10) You have the specified Energy Resistance against Acid, Cold, and Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Grab: Bite (Small) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Electricity/Poison You are immune to electricity damage and to poison.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Soul Lock (DC 11) (Su) Once per day as a full-round action, a soulbiter can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the soulbiter's gut, which it can regurgitate as a standard action.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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Special Abilities
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Hateful Howl (Su)
As a standard action, a soulbiter can sound a howl, driving itself into a fury. For 6 rounds, it receives a +2 to hit and damage versus all enemies.

Pack Grab (Ex)
A pack of soulbiters working together can grab creatures notably larger than themselves; while a single soulbiter can grab a Small creature, two soulbiters working together can grab a Medium creature, and four can grab a Large creature.

Summon Pack (Su)
Like other demons, a soulbiter can summon others of its type; unlike other such minor demons, soulbiters can sometimes summon several others. The chance for a soulbiter to summon another is 25%; this chance is reduced by 5% per additional soulbiter it tries to summon, to a maximum of 3 others at 15%.

Soul Lock (Su)
Once per day as a full-round action, a soulbiter can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the soulbiter’s gut, which it can regurgitate as a standard action. A soul gem is a fine-sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. This is a death effect. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12 caster level check. Failure results in the spell having no effect, while success shatters the victim’s soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based.

Any evil outsider can, as a standard action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains fast healing 2 for a number of rounds equal to its Hit Dice. Devourers who ingest soul gems do not pass the soul to a lower plane; they instead consume the soul as per their ability, and do not receive fast healing 2.

Devourers
Devourer (Variant Former Daemon)
CE Medium undead (extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 29, touch 16, flat-footed 23 (+6 Dex, +13 natural)
hp 224 (14d8+112)
Fort +12, Ref +10, Will +12
Defensive Abilities spell deflection; Immune undead traits; SR 22
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Offense
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Speed 30 ft., fly 20 ft. (perfect)
Melee unarmed strike +19/+14 (1d3+9 nonlethal) or
. . 2 claws +19 (1d6+9 plus energy drain)
Special Attacks devour soul, energy drain (1 level, DC 25)
Spell-Like Abilities (CL 18th; concentration +26)
. . At will — (1 EP/lvl) - doom[1st] (DC 19), death knell[2nd] (DC 20), desecrate[2nd], spectral hand[2nd], controlled fireball[3rd, ] (DC 22), inflict serious wounds[/url][3rd] (DC 21), vampiric touch[3rd], animate dead[4th], bestow curse[4th] (DC 22), crushing despair[4th] (DC 22), fear[4th] (DC 22), harm[6th] (DC 24), destruction[7th] (DC 25)
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Statistics
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Str 28, Dex 22, Con —, Int 21, Wis 17, Cha 26
Base Atk +10.5; CMB +19 (+21 sunder); CMD 35 (37 vs. sunder)
Feats Blind-fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +22, Diplomacy +17, Fly +24, Intimidate +25, Knowledge (arcana) +22, Knowledge (arcana) +11, Knowledge (planes) +19, Linguistics +9, Perception +20, Sense Motive +19, Spellcraft +22, Stealth +13, Use Magic Device +10
Languages Abyssal, Celestial, Common, Daemonic, Infernal, Protean, Sylvan; telepathy 100 ft.
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Devour Soul (DC 25) (Su) Touch deals 12d6+18 damage (Fort reduces to 3d6+18). Those slain have their soul eaten, providing 5 EP/lvl.
Energy Drain (1 level, DC 25) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Fly (20 feet, Perfect) You can fly!
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 Physical Ability Damage Immune to ability damage to your physical abilities.
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.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Deflection (Su) Specific spells affect devoured soul instead of devourer if they bypass SR.
Spell Resistance (22) You have Spell Resistance.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead have many immunities.