Pyrolisk

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Organized Play Member. 207 posts (741 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 15 aliases.


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Wow, thank you guys/gals for all the brilliant suggestions. This all helps flesh out the villain concept some more as well. Seems like some of the suggestions were things that I missed while going through my books, so thanks for bringing those to my attention. It can be hard to keep a hard focus on a theme when theres so many books to poor over.


I'm putting together a "raid-boss" style villain for a one shot, and am curious what some of the more...aggressive spells would be to outfit this character with? He's a- *deep breath*

Human half-dragon vampire 20th level Cleric, with the Death domain, and a custom fear domain I found on the 3.5 wiki: https://www.dandwiki.com/wiki/Fear_(3.5e_Cleric_Domain)

Currently, I have his lair set up with a permanent desecration effect, and a zone of dispelling magic that specifically is designed to dispel any attempt at casting time based spells such as haste, time stop, temporal stasis, safety spells such as sanctuary, contingency, shield of faith, any sort of warp spells such as blink, teleport, dimensional door, etc., and either wish or miracle spells. He also has pre-summoned creatures from summon monster 6, 7, and 8 (1 per spell).

He has max gear for his mental stats (+6 to all 3), and a belt of same properties for his physical stats, as well as a cloak of resistance +5.

Right now I'm looking for spells to make him a nightmare. His title is "Lord of Fear", so I feel like the harder this encounter gets, the better. Anything PF official is acceptable, and since I'm also working with a homebrew 3.5 domain, if there are any 3.5 spells that PF doesnt have from official sources, those will work too.


I'm still interested. I'm going to change a couple things about Cain's fluff though. I had most of it typed out, and then when I reread it, realized I'd started to get away from the character I wanted to play, and had accidentally spawned an idea for another character for my homebrew setting. So I'm changing him up again.


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Well, it seems like this idea is most likely dead. Good luck to everyone in finding a game!


My graveknight is good leaning. Technically neutral as hes trying to balance his desire to return to the living and spreading divine will and justice, and dealing with the evil stain of undeath on his soul. But he harbors resentment at his curse, and so has decided he's going to use his bestowed undeath and grave powers (I took bone mystery with oracle) to help him exact a sort of ironic divine justice on the entity that cursed him.

Edit: Also after reading through the responses, I think a greater hat of disguise is a good idea for the graveknights.


Sorry I'm taking so long getting my submission in. I'm working around a full time job, family, and school. I'm having trouble deciding amongst feats. I'm currently at around 26 I think. The goal was to have a smitey cleric/oracle combo (which graveknight helps with, as well as the weapon I crafted for him). I'm just having a hard time figuring out where to go with the rest of my feat selection. I'll post the current list down below (with the bonus feats coming from the Graveknight template).

Feats:

Versatile Channeler (Channel Negative energy at -2 levels)
Selective Channeling
Siphon Channel (Temp HP=1/2 damage +1 per creature effected)
Channel Smite (swift action, add channel damage to attack roll)
Channel Surge (2 uses of channel, increase damage by 50%, FRA)
Diehard
Extra Channel
Quick Channel
Blazing Channel (half channel damage fire, half holy not reduced)
Combat Casting
Quick Draw
Heavy Armor Proficiency
Extra Revalation (This can be taken multiple times)
Extra Revalation
Extra Revalation
Extra Revalation
Endurance
Iron Will
Great Fortitude
Lightning Reflexes
Martial Weapon Proficiency (Greatsword)
Weapon Focus (Greatsword)
Power Attack
Furious Focus
Cleave
Dodge

Bonus Feats:
Improved Initiative
Mounted Combat
Ride-By Attack
Toughness


Alright, throwing things together, currently going with cleric+oracle. Looking at loyalties though, I'm going a weird sort of route with them. My current loyalties are Good, Protection, and Vengeance. Good being that before his curse, he worshiped the gods (no one in particular) to receive powers that could help decrease the spread of evil. Protection in that he has a desire to help protect those who are good, or who's actions ally with his ultimate goals (even if they are evil in heart), and vengeance in that his newest goal is to seek out and destroy the bearer of his new curse, all while using the powers they've bestowed on him in a sort of twisted "You want to use me, fine. Give me your strength and I'll show you what monster you've really created." sort of way. Are these fine for loyalties, or do you want something more concrete in terms of game mechanics like Good, Law, Healing etc?


Interested as well.


Hayato Ken wrote:

Well GM decision and the GM is very cool.

Probably there's some template you can use, but some oracle curses would really fit this well. Probably would make it antipaladin or grey paladin archetype or something like that.

I think we should all take a look that our characters are also able to play well in a group and cooperate.

Grey paladin archetype sounds close to what I'm going for. Personally I'm not too worried about group cohesion. I'm more interested in how well the group roleplays their characters. I will say just to set anybody at ease, that I have no intention of derailing a campaign. There's no fun in that. The longer we can keep the game going, the better.


If it's still a possibility to apply, I'll dot my interest.


Hayato Ken wrote:

Not sure if that could be a paladin at all. When you fall, you loose your powers. Might retrain as an antipaladin, but that on the other hand would clearly put you on the evil side.

There are some characters who might fit well in an evil party i guess.
Mine at least is made more for a neutral to good leaning party, since one of the main motives is to escape evil.

That's the point though. Being afflicted by a curse or something that blights him with undeath. But the character refuses to accept his lot, and continues to fight in the name of his god, despite the loss of powers. He views it as a grand trial of his faith, and refuses to stray from the worship of his deity, until he finds a way to turn back. Granted, I'll have to RP the conflict of his desire to remain in the gods service, and his undead desires creeping into his will, but that's what makes the idea fun.

If it cant work in this campaign, I would be more than happy to come up with another character concept (I have more than a few brewing around), but I rarely get a chance to roleplay something so complex in a game where the mechanics (gestalt, feat count, scope) match that complexity.

Mechanics-wise I would either play cleric/paladin+Oracle or a warpriest+Oracle (since Oracle's are bestowed gifts in PF).


Ok, so I had an idea for a 5E paladin that I never got to play. Roughly 2 levels in paladin, and then 3 in warlock with the infernal patron. Basically he's being watched by an archfiend, and offered power in a critical moment of battle (as he's about to die), and in a moment of weakness, he accepts, not knowing what happened. He loses favor from his god, and spends the rest of his career accepting his patrons gifts only to gain more power, to eventually travel to his patrons domain and kill him in the name of his god, who he still worships. I would love to do the same thing, but with an undead twist for pathfinder. What kind of shenanigans would you allow for an undead holy cleric/paladin gestalt?


Oh blast, I'm just now seeing this. Is recruitment open still, and if so for how much longer (I believe I saw an earlier post saying roughly 3-4 weeks)? I would love to do this just for the stupid lulz. I'm not interested in trying to break the game (I mean, with 45 feats it would be easy, but that's no fun), but I would love to try and put something together that's just hilarious and fun to play.

Couple questions:

1. I don't own herolabs, so can I create the sheet somewhere else, and submit it?

2. 880k Gold is an absolute insane amount. What are your restrictions for magic items? How many abilities can they have, and what's your limit on the + modifiers, do they top out at 5? 10? Whatever we can afford?


This looks interesting for sure. Never played starfinder before, but the core rulebook was a big reason for grabbing the humble bundle recently, so I would like to submit a character. I'll look through the rules and try to put something together. DM me here to get in touch, and I can send you my discord name.


Dotting for interest. Not entirely sure what I'm going to do yet, but I know I'm going to build a Shoanti Bloodrager. Just trying to decide if I want to multiclass it at a point further down the road or not. Will start working on building him up and post him either tomorrow night (most likely), or tuesday.


I'll be dotting into this, I've been itching to play something from the ACG.


I'll start work on a preliminary crunch and background this weekend. Most of the crunch would basically be done except for racial bonuses. I'm fine with either elf, human, or glorious evolutionite, but will wait until the race gets posted before making a final decision.


So I'm a huge fan of the souls series, but I've never played savage worlds. It's one of those games that's been at the top of my list to play, I've just never had the chance. Is there a rules srd or something similar that can be found online?


Ok, so I'm curious about something. I'm looking at playing either a bloodrager with the Abyssal bloodline, or a warpriest who serves a god of magic. Are we using PF gods and goddesses, or would it be better to dedicate ourselves to say, the force of magic itself in the runeterra setting? Do you have homebrew rules for this? Like I'd mentioned earlier I'm looking at being from Zaun or having ties to Zaun/Viktor, so my conviction as a warpriest would be for the force of magic itself. Also, if you're not too thrilled with the Android race, I can go with human (though that eats into some stat allotment, but that's ok).


Umm....yeah I'm interested. I love league and pathfinder, so this should be major fun. The android race looked like it would be fun, but it's 16 RP. Would you maybe allow me to use implants/augments from the Technology guide? I'd be interested in playing somebody who has joined the glorious evolution, and has maybe just started their transformation.


My bad. All these 12's have me scramble brained lately. I promise I'm not intentionally forgetting you all

Merge also steels himself for the fight, waiting for the elementals to approach.

Aiden: 1d20 + 5 ⇒ (3) + 5 = 8
Cassandra: 1d20 + 3 ⇒ (19) + 3 = 22
Lyda: 1d20 + 4 ⇒ (14) + 4 = 18
Merge: 1d20 + 1 ⇒ (12) + 1 = 13
Mikhail: 1d20 + 3 ⇒ (11) + 3 = 14
Elementals: 1d20 - 1 ⇒ (13) - 1 = 12

Order of actions will be Cass, Lyda (and pets), Mikhail, Merge (DM'd if needed), Elementals, then Aiden. If you want to spend the first round readying actions that's fine, Cassandra I know you're drying your feet, but you can also ready an action next round to interrupt the elementals if you want. Otherwise they're about 75 feet out after first movement.

The elementals will use the first round to move forward 60 ft (run).


Allowing for Mergers input before continuing.


As you walk out onto the stream, you find a weak spot in the ice. It shatters below your feet, and as you start to fall in, Lyda grabs you by the cloak and pulls you back off the stream. Only the bottoms of your feet are wet, but you can see that near the hole in the ice, it had been shaved off from the bottom to weaken it so travelers like yourself would fall through. The ice is clear, but you have to take care to walk over it movement halved on ice . You cannot tell from the top of the stream if there are anymore weak spots.

If you continue to cross the stream

Spoiler:
You hear the roar of two ice elementals approaching fast from a distance. You have the option to try to maneuver across which would take 3 rounds provided no accidents, or you can stay put and wait for the fight. It would take the ice elementals two rounds to reach you as they have no movement penalty


It's about 6 feet deep. Cass! Would you mind making a reflex save for me? *evil grin*


The flames roll over the snowman, who stays unmoving during the attack. Heat emanates from Aiden's fingertips, and the air around the snowman becomes distorted and moves with the heat. After the cone of flame disperses, the snowman reappears in a messy puddle of melted snow. The stick arms and wooden sign charred or burnt to a husk lay near the base of the once tall statue. It appears that the way across the creek is now clear.

The creek itself is completely frozen over, and is hugged on both sides by tall snow dunes and snow covered trees. Across the creek you make out what vaguely appears to be the same prints you've been tracking. Your prey came this way and crossed the creek, so it appears.


I'm still here. I know I've missed the past couple days, but I've had a lot of medical issues to handle with my wife. Things are fine I just want to give you all a heads up I haven't forgotten you. I'll post again tomorrow to continue the plot. I'm at work now though.


The snowman shows no signs of movement or activity from your talking. It remains unmoving.


As Mikhail and Lyda approach the stream, getting close to the snowman yields and interesting result. As you get within 10 feet of the sign, a shrill voice bellows forth from the snowy figure. "Can't you read? The sign says turn back! Now get lost!"

Mikhail:
When you move closer to investigate, the snowman looses his greeting at the party. You don't see movement from the snowman though, and for other intents and purposes, you can't see anything abnormal about the snowman. If anything else lies within snowman itself, it is not readily apparent.

Lyda:
You have no clue what's going on here. Obviously no animals could craft a snowman that talks. But who would take the time to craft such a crude thing on a trail like this? Your instinct tells you that a person crafted the snowman, but you can't discern what's causing it to talk. You can vaguely see the trail continuing on the other side of the frozen stream too. Outside of this, nothing appears out of place for the terrain.


Traveling along the path with the horse prints you come across an unusual sight. With the sustained wintry weather over the past several days, a small stream called Wishbone Creek has frozen over. A human-sized snowman stands in the middle of the trail before the frozen stream. A crude wooden sign leans against it and bears the words "Trespassers Turn Back."


The path indeed splits off in two different directions. One set of tracks are simply horses. The other path contains horseprints and what appears to be elk prints as well. There are fine differences that give away the trails. Cross checking this with the bloody pixie trails, and you can discern that the pixies followed neither of these trails, but you cannot tell if they had many any deviations from their original obvious flight path, as the blood has tapered off after a short distance into the woods.

Yes you have a choice


It was cold damage, so 1.

The pixie is very much dead, sliced in half at the waist by Mikhails blade. The lights have all scattered, and no sign of other pixies can be found. Continuing on to avoid drawing anymore attention to yourself, you eventually find a path with a new set of hoof prints. A narrow game trail winds its way through the trees and undergrowth here. Hoofprints mark the underlying snow, leading in both directions.


So I haven't had a chance to delve greatly into 5e much. But are newbies to 5e welcome to dot? If so I'd be interested in doing a White mana Kor Monk (primary), or Green mana human Warlock(secondary). I've been incredibly interested in getting into 5e, but time has really been the defining factor. Playing in the MtG-verse has really taken my interest though.


As merge swings his hammer at one of the pixies, the lights all break away and scatter in different directions, fleeing. On the body of the one slain pixie you find armor and a bow small enough to be used by the creatures, and a small toothpick sized sword at the creatures waist. No trace of the other pixies are immediately found, but a small blood trail can be found leading into the forest, though it tapers off shortly thereafter.


Just waiting on merge to finish this round of combat.


After the initial attack, the creatures dodge nearly the entire assult. Mikhail manages to swing his sword just right, slicing one of the pixies in half. The other lights buzz around the battlefield, and more lights appear in the fight.

Perception 20:
You notice that only two of the lights are actual pixies, the rest seem to be illusions summoned by the pixies to throw you off.

The loss of one of the pixies sends the others into an upset frenzy, loosing more arrows on Mikhail.

Attack vs Mikhail: 1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (17) + 8 = 25

Only one shot hits you: 1d2 ⇒ 1 As the arrow pierces your shoulder, you find it falling numb.


I think I need to organize the notes on you all a little differently, I keep forgetting your resistances.

The lights flicker and move out of harms way dodging Lyda's shot, and an attack from Shadow. You can see a couple of the lights loosing more pins at the lot of you. One aimed at Shadow, one at Cassandra, and one at Mikhail.

VS Shadow: 1d20 + 8 ⇒ (1) + 8 = 9 botched roll, go figure lol.

VS Cassandra: 1d20 + 8 ⇒ (20) + 8 = 28
roll to confirm crit: 1d20 + 8 ⇒ (8) + 8 = 16 Just short, you lucky cat.
Damage: 1d2 ⇒ 1

VS Mikhail: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d2 ⇒ 2

The small attackers make a noise that you can't quite make out, and they all then make a move action, rotating around the group.


Just a heads up. I'll be off the forums for a day or two some time in early may. I'm getting my wisdom teeth removed, so I'll be sleeping on and off a lot for those couple days (I don't handle pain meds well). I'll know more later, I have to schedule a consultation with the surgeon, and then the actual extraction. But this week and next are inventory at my work, so nobody is allowed to be off lol.


After knocking one of the fetishes off the tree, you're surrounded by glowing lights. Six lights start buzzing around you, and a small volley of pins flies towards you. Two of the projectiles whiz over your heads, but one lands in Lyda's arm. Though it doesn't quite hurt terribly, it leaves her arm feeling completely numb and cold.

Damage: 2d2 ⇒ (1, 2) = 3

You can vaguely here the flutting of small wings from whatever has started attacking you. They are within move range for melee attacks (30 ft), but you can't identify them as the lights are too bright.

Aiden: 1d20 + 5 ⇒ (8) + 5 = 13
Cassandra: 1d20 + 3 ⇒ (9) + 3 = 12
Lyda: 1d20 + 4 ⇒ (20) + 4 = 24 I'm gonna let you take shadow and ghosts actions on your turn
Merge: 1d20 + 1 ⇒ (14) + 1 = 15
Mikhail: 1d20 + 3 ⇒ (13) + 3 = 16
Monsters: 1d20 + 3 ⇒ (18) + 3 = 21

Order of combat is Lyda, Enemies, Mikhail, Merge, Aiden, and Cassandra.


Continuing to follow the trail, you make your way through snow dunes, heading deeper into the frozen woods. The further you go in, you're greeted by markings on the trees around you. Further inspection shows these to be placed on the trees. Feathered bundles and strange fetishes hang from the lowest branches of the trees in this part of the forest, swaying and shifting in the wind. All are stuck through with small pins holding pieces of leather bound around them. These cover most of the trees you can see along the trail, and even some beyond the trail. This appears to be some form of ritualism, but it's not readily clear who may have done this.


God these poor creatures stand not a chance.

1d20 + 9 ⇒ (7) + 9 = 16

The beast finds resistance from Merge, and before it can run away a final blow from Aiden fells the monster. The crimson river running from the creatures wounds slowly paints the snow a deep red. There was a large commotion from the fight, but a careful scan of your environment shows no other immediate threats. The path you're following is still visible, though somewhat covered up from the blowing snow and fight.

I'll allow a pause here if anybody needs to take care of something roleplay related, or make a track or survival check for any reason, etc. I like to let you have opportunity for roleplay rather than railroad the adventure to your face.


Nature Identification:
Though you've never before seen on of these creatures in your adventures, you recognize it from books and stories. It is an Arctic Tatzlwyrm, a smaller and weaker cousin to a true dragon.

I'll include spoilers in the original post from here on out. Just one of the little things I hadn't thought of, thanks Lyda.
Merge moves in to strike the creature, and swings his hammer at the beast. It slides away from the strike, anticipating the dwarfs attack. Lyda sends her wolf after the creature, and while distracted with the dwarf the wolf takes a bite out of the beast the beast is immune to trip. Mikhail flanks the beast and slices into the creatures back, causing it to bleed heavily. Cassandra remains staggered by her curse. The monster tries to clear a path to escape, lashing out at Merge.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Bite Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Free Grapple Attempt: 1d20 + 9 ⇒ (14) + 9 = 23

The monster grabs Merge and runs with him to the nearest tree, attempting to climb up. This provokes AoO for fleeing

Aiden runs forward to attack the creature, but misses as it slides away from his attack.

This prompts round 2, after AoO from Mikhail and shadow.


Happy belated anniversary. I'll have the backstory up either tomorrow or friday. I'm fine tuning some things, and changing some things that I think I would like better.


The screech from Lyda's owl alerts you all to movement. Turning abruptly, you all notice a slithering motion through the snow. Moving through the snow banks, using the white blankets of snow as camouflage appears to be a medium sized white dragon-like creature (knowledge nature 15 to identify) It moves towards the group to attack, leading with its claws and jaw open and ready to strike. No surprise round.

Aiden: 1d20 + 5 ⇒ (1) + 5 = 6
Cassandra: 1d20 + 3 ⇒ (7) + 3 = 10
Ghost: 1d20 + 2 ⇒ (1) + 2 = 3
Lyda: 1d20 + 4 ⇒ (14) + 4 = 18
Mikhail: 1d20 + 3 ⇒ (9) + 3 = 12
Merge: 1d20 + 1 ⇒ (18) + 1 = 19
Shadow: 1d20 + 2 ⇒ (13) + 2 = 15
Monster: 1d20 + 2 ⇒ (6) + 2 = 8

Order of attack is Merge, Lyda, Shadow, Mikhail, Cassandra, Monster, Aiden, Ghost.


Damn, look at you southerner.


Upon scanning the area you deem it safe to go after the chest.

Those excavating the chest:
Upon digging the chest out and inspecting it, its contents are empty. But the group who took the chest seemed to think the trap would take care of looters. Checking the hole where the chest was buried reveals the loot. The cache contains the majority of the weapons and armor stripped from Lady Argentea's guards, including five sets of leather armor, three sets of studded leather armor, a masterwork chain shirt, two light wooden shields, seven longswords, two spears, a masterwork dagger, and three light crossbows with a total of 25 bolts.

You continue along the trail following the tracks left by the assailants. The snow becomes increasingly deep in this part of the forest, where a windswept gully carves a path through a tree-covered ridge. A soft cascade of snow falls from an overhead branch, hissing softly as it strikes the ground. At this point it's been at least an hour (5 miles of travel), and the cold is starting to bare down on the group. I'd like a perception roll and fortitude roll from everybody. If you're wearing cold weather clothing, +5 to your fort roll


Unfortunately it swings across the clearing in a line swipe. This would be so much easier if I had a map I could use, but I'm just going off a physical copy, and my printer/scanner is so old that it doesn't even register to my computer. I'll check around and see what I can do for an online map though. Are you opting to dig out the chest though?


Merge walks to the chest to see what loot may have been dumped at the road side. As he gets close to the chest and opens it, he triggers a tripwire which snaps. From above you hear roaring and creaking as a spiked wooden log descends sweeping through the trail, assaulting the group. Log Trap: 1d20 + 10 ⇒ (13) + 10 = 23. The log sweeps through the crowd, swiping through all of you. Damage: 1d8 + 3 ⇒ (1) + 3 = 4. Luckily it seems to just graze you as you attempt to move out of the way. After the log comes to a rest from its momentum, merge checks the chest. It is entirely empty.


Mikhail Perception:
You find nothing odd seeming about the clearing with the chest. There don't seem to be any footprints leading off the trailer either.

The tracks were pretty plainly visible, but the inspection shows that they were footprints from people, and horse tracks, most likely from the horses that were cut loose from the second carriage.


Ok, gonna throw my hat in here. This sounds like a LOT of fun.

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15

Oh man, those are some good rolls. I'm thinking human Alchemist. So now for HP rolls (taking 16 in con).

13d8 + 39 ⇒ (3, 3, 5, 5, 8, 1, 6, 5, 4, 8, 6, 4, 7) + 39 = 104.....yea, yea I like those a lot. (Contemplates toughness feat as well.) OMG I WANT TO MAKE A WITCHER! Doing it.


As you continue along the path into the heavily falling snow, you notice something off the the side. As it enters the full expanse of the Border Wood, the trail passes through a small clearing among the taller trees before continuing uphill and out of sight. A large chest lies half-buried in the snow, apparently dropped or discarded by those who hastily passed this way.

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