WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
GM: I didn't give him a specific starting country, in case you wanted to change things, as you do =) If there is a nation that would make sense for 10,000 years ago that wouldn't ban necromancy or would openly practice it, that's where he's likely from; barring that, an ancient kingdom of magic would fit the bill nicely.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
GM:
That's not creepy at all! =) Narzor reflected on the situation, but said nothing. He opted to merely observe for now and then decide what to do with these odd guides he had chosen to follow. Perhaps he would raise them as undead when their actions led to their eventual demise? That could be an interesting situation.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Narzor flew after the others, primarily determined to see where they were going and use them as tour guides to the powers of this age. As Arsione plays literal tour guide and talks about the Citadel and it's founding, he tries to remember if he has seen it before or if it is something new. Knowledge (History): 1d20 + 20 ⇒ (1) + 20 = 21
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
I'm fine with staying with the group for now. Narzor sees them as a good conduit to learn more about the current state of the world. Oh, and that b@#$h insulted Orcus. He'll kill her for it, just not yet.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Narzor watched the walking chaos that was the group leaving, and after a moment followed them, but not before issuing a command to his skeletons to wait until the creatures were gone then climb the walls and walk a day in that direction before collapsing back into bone piles. He then hovered after the others.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Right, which is why I was saying that we as a group should vote to pick one, unless you want us to split up (which I don't think you do, but I could be wrong). We're not saying that they are four discrete steps in a campaign arc, we (well at least Amunet-Ra and I) are saying that each one could be a separate campaign. I am also making the arguement that we really can't afford to follow more than one of them as (I'm guessing) if we follow the events of one major plot thread, things will keep happening in the other three. To post an example, if we were to accept her invitation to the fort and spend some time working on that plot, it's entirely reasonable that an agent of one of the sorcerer kings could steal the greater seed, and, depending on the amount of time we're dealing with the slassians, months of in game time might pass, to the point at which it could be extremely difficult or even impossible to stop whoever gained the seed from becoming a full dragon. Keep in mind this is an example, not what I'm saying WILL happen. What I'm (and I think the others are saying, but I can't say for sure) is that we as a group should just vote and pick the option that has the most votes. It's not a perfect plan, but it is a path forward.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Sorry for not posting in the discussion recently, as this game isn't in my list of games, so I have to save things as favorites and I missed the discussion tab had posts in it. Anyway, I am ameniable at the moment to doing anything because Narzor is as much an outsider as possible, so he wants to see what is going on in the world, so that he can make his mark on it. He's still in the intelligence gathering phase. With that being said, he's going to follow the party around for a while to see what they do, since they seem to be interacting with people of noble status without issue. -------------------------------------------------------------------------- With that being said, Here are my thoughts about the four main storylines you mentioned: 1) I think this plot is interesting, cause it involves more or less an interdimensional invasion by a (possibly) corrupting force. 2) I'm surprised no one has gone and tried to take this yet. Narzor doesn't know about it, or I would go on my own to try and take it. It's probably best he doesn't =) 3) I will admit that this storyline is the one that I have the least draw towards, with the exception of collecting undead to add to my army. 4) I don't have the background on this (other than what you posted) but I believe that this fits the same vein as #1: an extradimensional invasion. I think the problem is that each of these plots are easily enough to cover an entire campaign, and ultimately we'll only be able to cover one of them as a group....unless we split up (because as you rightly point out, events don't exist in a bubble). IMO, we should just put it to a group vote as to which one we follow and go from there. Also, benchmarks per your request: AC: 47/33/29 Saves: +53/+45/+34 Immunities: undead traits, Acid, Cold, Fire DR: DR 15/bludgeoning and magic, DR 5/piercing To hit (melee): +34
damage (melee): (12.5) negative energy (plus paralysis)
vs. creature of my CR:
Vs CR 20:
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Okay, let's go with six 4HD Skeletons. And I will spend the 100 gp/skeleton to raise them permanently. At Narzor's urging, six skeletons rise, leaving their flesh behind. They then turn and try to climb the walls to exit the compound.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Okay, fair enough =) Narzor draws upon his bargained power and commands the undead to rise, sloughing off their flesh as they rise as skeletons. Animate Dead requires that I touch them as part of the casting, and I can animate 24 HD of bodies with a single casting. Not sure how many HD the dead beings hand, but I'll get as close to 24 HD as I can.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
That's fine. If I am immune to their breath weapons, I'll proceed as I had intended. Now that I know they have pets with stone breath capabilities, I want them more than I wanted the Tareks as undead. If it does effect objectts then that's alot of dead bodies that get turned to stone as well =) To outline Narzor's ideal outcome, the skeletons swarm the Tareks and kill a few before being destroyed. Narzor then raises the Tareks to undead form and they start mowing down the others and adding to his army. Like most necromancers, Narzor prefers to have lots of undead to attack his foes.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
It does indeed. I just wanted to make sure there wasn't anything else you needed first. Narzor descended down behind the walls and out of sight of those still visually tracking him. Landing near some of the "fresher" bodies, he began reaching out and touching them. As soon as he touched them, they started to rise, until a mental command stilled them again. I can control 48 HD of undead, so let me know how many I raise. Also, I am not spending money on them, so they'll only be around for 12 minutes. Raising Skeletons not Zombies.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Saddened that the mortals were no longer trying to murder each other and were talking, Narzor decided to start exploring the rest of the area. Maybe he could find some dead further in that he could raise.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
"And you clearly lack both social propriety and basic knowledge. It's rather sad, really. Arcane magic is the most pure and beautiful form of magic, and like all such things, comes from the individual, rather than relying on the external to grant it."
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Ya, I didn't want to pick rogue talents, cause I imagine you're familiar with those and know what they can do. As far as the build concept goes, you're basically an earth elemental; you can earthglide and become large (huge at 16th level) can use an action to have tremorsense. You can also shape stone (basically unlimited uses of stone shape) and move earth around. Your Kinetic blasts can ignore cover (snaking), attack at up to 480' range (extreme range), fight in melee (kinetic blade), and deal pretty decent damage: Earth does a little over 50 a hit on average, and metal blast does about 75 on average. Metal blast can also bypass material dr (cold iron, silver, adamantine). You're also a pretty decent unarmed combatant, doing about 30 a hit on average. You have decent defenses (including up to DR 10/adamantine, if you're willing to spend the burn on it). Between favored class and toughness and a 19 con mod, you'll have a stupidly high amount of WP/VP. Out of combat, you are a superb trapfinder/dealer with: You have +38 to perception and 34 to disable device. As a matter of fact, most of your skills have great bonuses (about 30 as a minimum). I didn't calculate it out, but you can also carry a ton of stuff. You can also cast Overland Flight on yourself like 3 times a day.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Rilkus:
AL Mul Kineticist 10 | Unchained Rogue 10 (Champion 3 | Trickster 3) str 28
Attribute Breakdown:
str 20 +4 race +0 level +2 mythic +0 abp +2 cdtct dex 20 +0 race +2 level +0 mythic +0 abp +10 cdtct/+2 size con 30 +2 race +0 level +2 mythic +4 abp +8 cdtct/+2 size int 14 +0 race +0 level +0 mythic +0 abp +2 cdtct wis 24 +0 race +0 level +0 mythic +4 abp +2 cdtct cha 10 -2 race +0 level +0 mythic +0 abp +2 cdtct Offense Breakdown:
Initiative: +12 dex +3 competence +2 trait +5 tier Bonus to Hit: 10 bab +12 dex +3 competence +2 enhancement Bonus to Damage: +9/12 str/dex +3 competence +2 enhancement CMB: 10 bab +9/12 str/dex +3 competence Earth Blast Damage: +19 con +3 competence +6 Elemental Overflow +5 dice
Defense Breakdown:
WP: () VP: ()x2 AC: 10 base +10 armor +12 dex +3 competence +2 deflection +1 natural armor (enhancement) CMD: 10 base +10 bab +9 str +12 dex +3 competence +2 deflection Fort: 7 base +3 competence +3 resistance +10 divine grace +19 stat
Skills Breakdown:
Adventuring: Acrobatics: 10 ranks +3 trained +6 skill focus +3 competence +12 dex Climb: 10 ranks +3 trained +6 skill focus +3 competence +9 str +5 skilled kineticist Disable Device: 10 ranks +3 trained +6 skill focus +3 competence +12 dex Intimidate: 10 ranks +3 trained +6 skill focus +3 competence +0 cha Knowledge (Dungeoneering): 10 ranks +3 trained +6 skill focus +3 competence +3 int +5 skilled kineticist Perception: 10 ranks +3 trained +6 skill focus +3 competence +10 wis +5 skilled kineticist Sense Motive: 10 ranks +3 trained +6 skill focus +3 competence +10 wis Stealth: 10 ranks +3 trained +6 skill focus +3 competence +12 dex Survival: 10 ranks +3 trained +6 skill focus +3 competence +10 wis Swim: 10 ranks +3 trained +3 competence +9 str UMD: 10 ranks +3 trained +3 competence +0 cha Background:
Feats Breakdown:
+10 divine grace Defensive Combat Training Endurance Toughness Skill Focus (Acrobatics, Climb, Disable Device, Intimidate, Knowledge: Dungeoneering, Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Survival) Unarmed Combatant
Race Feature Breakdown:
Athasian Mul Racial Traits (19 RP) Racial Modifiers: +4 Strength, +2 Constitution, -2 Charisma.
Kineticist Class Features:
Burn (20 max) Elemental Defense (Flesh of Stone) Elemental Focus (Earth) Elemental Overflow (+3/6; +2 dex/con) Expanded Element (Earth) Gather Power Infusion - Kinetic Blade - Extended Range - Snake - Rare-Metal Infusion - Kinetic Whip - Extreme Range Infusion Specialization +2 Internal Buffer Metakinesis (Empower, Maximize) Utility Wild Talent - Basic Geokinesis - Skilled Kineticist (Climb, Know: dungeoneering) - Earth Climb - Tremorsense - Pillar - Earthmeld - Earthglide - Earth Walk - Kinetic Cover - Kinetic Awe - Greater Skilled Kineticist (Perception) - Enduring Earth - Shift Earth - Kinetic Restoration - Stone Sculptor - Kinetic Form Unchained Rogue Class Features:
*Advanced Rogue Talents - - - - - *Danger Sense +3 *Debilitating Injury *Evasion *Finesse Training (Unarmed Strike) *Improved Uncanny Dodge *Rogue's Edge (x, x) *Sneak Attack +5d6 *Trapfinding Automatic Bonus Progression Breakdown:
Toughening +1 Armor attunement +2 weapon attunement +2 Deflection +2 Resistance +3 Mental prowess (Wis) +4 Physical prowess (Dex) +4 Chopping Down the Christmas Tree Breakdown:
+3 competence bonus to attack rolls, damage rolls, AC, saving throws, and intitative. 50% chance for all attacks to be treated as magic weapons for the purposes of striking incorporeal creatures or bypassing regeneration.
Champion Mythic Abilties Breakdown:
Champion's Strike: Fleet Charge Basic Mythic Tier Abilities:
Trickster Mythic Abilties Breakdown: Trickster Attack: Surprise Strike Basic Mythic Tier Abilities
Path Abilities:
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
Shoot. Sorry. I meant to post an update. I am about 50-60% done with the build. I made him a Kineticist/Unchained Rogue, trying to stick with his history based on the notes I took from looking at the posts with the character. "Ms. Grim, you are rather rude. Did your parents not teach you basic respect?"
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
"Alas, it's clear your education is quite lacking. No matter, however." says Narzor. "And yes, dear child, Gods are quite real. A great deal of them. Although it sounds as though they have forsaken this world." he calls out to Amunet-Re.
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
I'm waiting for some people to die =) "Oerth is a world much like any other." "As for the city, I just followed a caravan here and found something interesting going on. As for why I am on your world, I can not say, as I swore an oath to my god, and have no desire to break such an oath."
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
"I believe your exact words were 'emanates the black light which gives more and greater life to those who are blessed with its vivifying rays'." Narzor quoted. "Vivifying is, at least in the Common tongue of which I am speaking, a word related to living or life. Black rays eminate from the school of Necromancy; a school of magic of which I am intimately familiar." Narzor shrugged as if she could see him and added "but I digress. It appears the duel shall recommence, and I look forward to the outcome."
WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34
"As an observer, I am afraid I must agree with the assessment. The use of mystic arts in a non-mystic duel is a poor showing, although there was certainly no provision that I heard in the terms of the duel that prohibited such, I would still say that if your goal is to avoid bloodshed and war (which, frankly, is rather silly), then you might wish to reconsider your stance on using magic and resort to barbarism." "Also, my dear lady, I would point out that nothing from the positive energy plane radiates black light. But I digress."
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