Priest of Desna

Johnny-Panic's page

28 posts (1,032 including aliases). No reviews. No lists. No wishlists. 19 aliases.



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@Froth I went with Half Fiend Template, but I limmited myself. I did this so as to stop my PC from being to powerful compared with other PCs.
I took an MPC class on that side to keep it even. As A GM myself I know balance will always be a problem with having a 1 to 3ed level PC with Half Fiend/Celestial Template. Lets face it a Half Fiend or Celestial with godling + bloodrager is going to be right up there.

If you max out your HP, TH and Saves with STR [Godling one stat for all thing] your going to be +9 all saves, add to that what my PC has, DR5/magic Energy resistance 10 Immunity to poison SR14 and to-hit at going on +9 up and your going to be near one PC party in your own right.

I could have done the same but cut my PC back to make an even playing field for other players and their PCs. Picked main class that was brains over brawn, on her Half Fiend side I took the weakest NPC class. She still has has high stats, high int and dex, but she's has low HP and To Hit, She wares no Armor and uses weapons only when she really has to.

I think you may want to consider the same, drop ether godling + bloodrager for a simple NPC class, so your not over powered Vs the rest of the players. :)

Mind you IF you do get the green light and its ok to Muckin Im going to switch out my class for Clever goding and get my saves up to 9 across the board. Take Leadership + Knowledge as Domains, and look to become a Demi-god as well. Mind you IF we both did that, then every one will feel the need to match the power levels and soon this will be a party of 8 godlings come Vampires, ware-things and Demons/devils etc. All very messy for a GM, so you see my thinking in NOT maxing out the Half Fiend Template, level playing field so others could make all kinds of fun PCs with out worrying about the half god half devil in the room.

:0)


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@Rileng Sulfach.
I think her Ladyship and Rileng are going to get along splendidly, he's seems just the type of ruthless killer and Thinking Criminal she likes.

@Mordren, Maven of Strings
Yes it will be most interesting to see how they get on, I think Zanra may be more logical in her emotions. She tends not to play with users. But I have a small hidden part of her back story that may come out that may endear her to Mordren.

@Alexi VonShen
If Alexi comes on to strong the psychopathic misogamist she may take a dislike to him, but will work with him as he's in the "Shadow" and has been ordered to presumable.


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Having had a long PM sesh with another player I have had a rethink about the staring point of the game. I think it will be played with tact by TLGM, so saying this I would like to resubmit my PC for the game if and when a place becomes open at some point GM


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Game play info about events, briefing:

Ms Noon wrote:

The PA nods and starts to talk will looking at her own file, she talks with a NY twang

"A client of ours underwrites a large privet bank. This bank hired a Tech company call Infinity Analytics's Ltd to make a new Banking Algorithm program for futures trading. Infinity Analytics's Ltd's used a 4 man freelance devilment team to do this, for safety they never meet face to face while working on the project and did not know each other. This team had just completed their work and where calibrating with a trip to the Italy to scrubber dive in the Med. The project was done and this was part of their final Bonus. By all counts they where all experienced sports divers, in a calm sea and with the best of equipment fully working. Yet 3 drowned and one has brain-damage so bad he's a vegetable. Nothing was taken from the rented yacht and the 2 man crew say they went in the water on a dive and come back up dead or brain dead just 5 minuets later. The local police have it as simple diving accented. But here is the problem, it is felt that there could be a risk. 'IF' someone got hold of the Algo code 'AND' could get the programmers to talk about it, then they COULD make a exploit that could take down any bank using it with in seconds. It is a worry for anyone underwriting such a bank, it could cost them millions even Billions of $ is losses. So we have been tasked to find out as close as we can to 100% IF this has happen one the one time they where all in the same place at the same time. so we can give the right advice to our client. We say yes and it was not then it could cost them as well."

She indicates a web print out of a yacht and a Google earth print out of a map.

Image of yacht

MAP REF

"In here is the name and location of the yacht and dive site. I have booked it and asked that the same two crew be on it when you arrive....

Ms Noon wrote:

:)

"Not as such, two have been cremated as per there family's wishes, Mr Din from Malaysia, and Mr Alasha form Scranton in Pen state. Both where Muslims. There ashes have been shippe already, One body is still intact, and is being shipped back the Poland by train as we speak. It's that of Mr Aslov Tabpol, tMr Tony Alan Green the only living member of the team arrived at ia long term care home in Kent, yesterday, he is being looked after by his wife Alison who we have contacted. Her details are in the file. The doctors to not expect him to make any form of recovery so she has informed us."

"So the question becomes who decided on Lampedusa"

Indeed,

Looking over the file you find a letter from the Boat hiring company, stating a change of pick up location to Lampedusa and then a day after a change being made to the flight tickets of the men, made by one of their wives, Mr Tabpol's wife in fact.


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Me too, Monkeygod has a good reputation for making very interesting PCs, I have never known one of his PCs be dull and like me he has a high post rate, I think his may be higher in fact :P


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yep that is a problem, but not I suspect and insurmountable one, given there is other stuff to pick from.

ALSO DON'T FORGET FORMATTING OF YOUR ALIAS, MAKE ON AND LINK TO IT ON HERE, DO NOT POST ON HERE UNDER THAT ALIAS.

FORMATTING FOR ALIAS's HERE:

[__spoiler=Advancement Choices]
1st: class (archetype);
[__/spoiler]

Sex Race (Nationality) Class (Archetype) 1 Age

LN Medium Type (Subtype)

Init +; Senses ; Perception +

--------------------
DEFENSE
--------------------

AC 1, touch 1, flat-footed 1 (+ dex, + armor)

HP (1d+)

Fort +, Ref +, Will +

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee

Ranged

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

--------------------
STATISTICS
--------------------

Str , Dex , Con , Int , Wis , Cha

Base Atk +; CMB + (misc mods); CMD

Traits:

Trait name -

Feats:
Feat Name

Skills (X Points - 1 class, 1 race, etc):
Acrobatics +4 (1 rank, 4 dex, -1 ACP)

Favored Class:

Racial Modifiers:

Languages:

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Persons
Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.

Money: GP SP CP

Total Weight: lbs.

===================================================
[__spoiler=Background]

[__/spoiler]

Description
Ht: ' "
Wt: lbs
Age:
Hair:
Eyes:
Skin:

Description here....

have a look at to see how it is done right,

Lady Gabrielle
or
Cornelius Zenareen

I want to see clearly where every number, ability and item comes from, lots of links. This saves a GM so much time before game and during. I will not consider any PC not formatted right.


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This is a work in Progress, and there is bad spelling and grammar.
If you have any suggestions that are constructive please post thanks.

Techomancer class.

A Techomancer uses Meta-technology to program skills, powers, spells and ability into there bodys and minds. The core of a Techomancer, is a Meta-technology device that is integrated into the body and mind of a Techomancer. This device is call the "Techomancer Lattice" and once it place will stay in place for life. Should the "Techomancer be killed the "Techomancer Lattice" just as inert and dead. The secret of of a "Techomancer Lattice" construction is held by the 'Uplifted Ones' and outsider race that must be contacted to gain access to its powers. This is done by a number of means, a dream, a incantation over a number of days, finding an object, each is particular to that Techomancer. But once chosen by the "Uplifted ones" a seed starts to grow with in the chosen, becoming over a number of weeks part of them. As it grows a Techomancer starts to learn intuitively how to use it.

Hit Die: d6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills
Skills 6+int
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Use Magic Device (Cha).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Lattice,+2NA, Bonus feat, Skill Pool, Reprogramming.
2 +1 +3 +0 +3 Resistance Pool +1
3 +1 +3 +1 +3 Reprogramming +1
4 +2 +4 +1 +4 Virtual feat
5 +2 +5 +1 +4 Reprogramming +1
6 +3 +5 +2 +5 Resistance Pool +1
7 +3 +5 +2 +5 Virtual feat
8 +4 +6 +2 +6 Reprogramming +1
9 +4 +6 +3 +6 Resistance Pool +1
10 +5 +7 +3 +7 Virtual feat
11 +5 +7 +3 +7 Reprogramming +1
12 +6/+1 +8 +4 +8 Resistance Pool +1
13 +6/+1 +8 +4 +8 Virtual feat
14 +7/+2 +9 +4 +9 Reprogramming +2
15 +7/+2 +9 +5 +9 Resistance Pool +1
16 +8/+3 +10 +5 +10 Virtual feat
17 +8/+3 +10 +5 +10 Reprogramming +4
18 +9/+4 +11 +6 +11 Resistance Pool +1
19 +9/+4 +11 +6 +11 Virtual feat
20 +10/+5 +12 +6 +12 Virtual Stat +2 Resistance Pool +4 Reprogramming +8

Weapon and Armor Proficiency: Techomancer are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and Fire Arms. They are not proficient with any type of armor or shield and can never use Armor or shields, as doing so interferes with their Techomancer Lattice and renders it useless.

"Techomancer Lattice" [Ex] [Item]
This item grows from a seed to the body of a Techomacer, linking body and mind as one with it. This device take all ALL Magic item slots on a Techomancer. It is by means of this device that a Techomacer can manifest powers, use skills and Abilitys, cast spells embedded as Virtual resources. It is powered by the Techomancer's soul and so when this leaves the Techomancers body so the Lattice losses all power and becomes dead. Techomancer Lattice is keyed to that Techomancer only and can never be use by another being.

Natural Armour
At 1st level a Techomancer gains by means of their lattice a +2 bonus to natural armour.

Item Intergeneration.
Techomancers do not use items like a normal PC, their Techomancer Lattice take up all their item slots. To use a magic Item a Techomancer must strip it off its ability's and place them in that Item location on its Techomancer Lattice. This destroys the item in the process. [Artefacts can't be Integrated in this way] If a new item is integrated the powers of the old one is lost and the new ones taking there place in that lattice slot. Combined items must be crafted 1st and then integrated into the Techomancer Lattice.

Reprogramming [Ex]
At 1st level the Techomancer gains the ability to reprogram themselves. They can alter feats, skills and Stats they have, they can do this a fixed number of times each day. This action takes 10 mins to complete, any disturbance to this proses brakes and and the daily use is lost. The reprogramming processes can be rushed but every minute taken off the time, there is a 10% risk of failure, if this happens the Techomancer suffers -5 HP, -1 to all skill rolls and saves, as this fail overloads their lattice.
Reprogramming Uses per day, 1+Int mod,
Techomancer again more uses as they progress in levels. Each reprogramming area has its own rules see below.

Virtual Feats.
A technomacer can alter and change any Level Bonus or class Virtual feat by means of their Reprogramming ability, they must mean all the prerequisites of any feat taken. Once Altered a Feat is locked until changed once more by means of reprogramming.

Virtual Skills
A techomancer has two Skill sets, One is fixed, 2+int per level and is used in the normal way. The second is Virtual and can be added and subtracted to a roll as per the technomacers reprogramming ability.
This Virtual Skills is 2x techomancer level +Int mod. One daily use of reprogram can be used to move a number of Virtual Skill ranks to any skill, once done the skill points are locked in place for 24 hours. After which they revert back to the Virtual skill pool and can be reassigned. Resting makes no difference to the skill ranks location.

Resistance Pool
At 3ed level a techomancer gains a number of Resistance points they can place into save's, they can be moved with a dally use of reprogramming, once moved they are fixed in place for 24 hours.

Virtual stats
At 4th level a techomancer again their 1st level stat bonus, This then becomes a vurtal stat bonus that can be moved my means of a daily use of reprogramming. Once moved the stat is fixed for 24 hours. After which it can once more be moved with another use of reprogramming.

Virtual Slots:
Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above. They again extra slots based on their intelligence score as per mage spells per day. In all other ways A technomacer acts as a Mage or Psion depending on if they use a spell in a slot or power in a slot.
They may use any Maga/magic/power feat they have if they have any, as per the feats description.

Spell Selection: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 10 + the spell's level + the technomancer's Intelligence modifier. As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.

Power Selection: Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is 6 + the power's level + the technomancer's Intelligence modifier + the technomancer's Wisdom modifier. Bonus Power Points, Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.

Technomancer Slots Per Day
Level

[1]6 1 — — — — — — — —
[2]6 2 — — — — — — — —
[3]6 2 1 — — — — — — —
[4]6 3 2 — — — — — — —
[5]6 3 2 1 — — — — — —
[6]6 3 3 2 — — — — — —
[7]6 4 3 2 1 — — — — —
[8]6 4 3 3 2 — — — — —
[9]6 4 4 3 2 1 — — — —
[10]6 4 4 3 3 2 — — — —
[11]6 4 4 4 3 2 1 — — —
[12]6 4 4 4 3 3 2 — — —
[13]6 4 4 4 4 3 2 1 — —
[14]6 4 4 4 4 3 3 2 — —
[15]6 4 4 4 4 4 3 2 1 —
[16]6 4 4 4 4 4 3 3 2 —
[17]6 4 4 4 4 4 4 3 2 1
[18]6 4 4 4 4 4 4 3 3 2
[19]6 4 4 4 4 4 4 4 3 3
[20]6 4 4 4 4 4 4 4 4 4

All Technomancer feats are LOCKED feats, once taken they can not be changed as per the Reprogramming ability unless stated.

Feats:
Extra Reprogramming:
Prerequisite: Technomancer class.
Gain 2 more daily uses of Reprogramming,
This feat may be take once per 5 Technomancers levels.

Rapid Reprogramming:
You have leaned to reduce the risk of Reprogramming, the % chance of failure is reduced by 10%. This feat can be taken multiple times each time reducing the risk by 10% of the raw risk before any adjustments. Such as this feat.

Intelligent lattice.
A Technomancer can place a copy of their own mind in their lattice, Giving it the intelligence item quality with base stat score. With the Purpose of Defeat itself and its Technomancer and attack any one who would attack its Technomancer or tamper with the lattice if not its Technomancer. +4 Ego All other rules apply as in Intelligent items, ability's costs and Ego scores. With one change a Technomancer intelligent lattice can add new ability's if the Technomancer uses skills and feats and pays the cost as a crafter to do so. Should the lattice gain an ego core of 20+ then it takes over from the Technomancer running both body and lattice.