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So, today we started Dead Suns. As usual, my friends didn't fail to impress me, make a huge mess of things in their wake, and entertain us with some black comedy. Meet the Crew All Aboaaaaaaaaaaaaaard Upon their arrival, they look for their contact, Duravor Kreel. After some getting to know each other, complicated slightly by the fact that all they know about Duravor is that he's a he, they find their man. Somehow, Maelari doesn't notice him. Emissary does notice the two groups of gangers getting ready to draw down on each other, and politely asks Duravor if he notices the strange men "getting ready to attack each other." Then all hell breaks loose as laser fire fills the docking bay! People scream and run for their lives, our heroes go into cover, and Duravor heroically takes a laser bolt to the windpipe. Chikkuumzu immediately opens fire with his assault cannon on one of the Downsiders, while everyone shuffles around laying down covering fire/exchanging gunfire with the Level 21 Boyz and Downsiders. Zam moves out into the open and tries to save their contact's life. Emissary wonders if that is a tactically sound idea. Chikkuumzu is too busy screaming like a madman over the sound of his assault cannon to consider tactics. Maelari moves in to help Zam drag Duravor to cover. Zam then gets the idea of dropping Duravor onto the baggage train that's parked in the docking bay. The rest of the group, save Chikkuumzu, agree. (Chikkuumzu is exchanging obscenities and energy discharge with one particularly stubborn Downsider.) Once Zam gets the baggage train started, he drives it around the docking bay as the party boards. Our ace pilot gets the train to serve as a mobile gun platform, picking the vesk up once they drive on over (and once he finally manages to hit the Downsider, reducing his head to "what looks like he suffered a catastrophic stroke on both sides.") As they drive to "glory" out of docking bay 94, one of the Downsiders decides to get brave and hop on the one empty space in the baggage train. This... does not work out for him, and he goes down in a hail of gunfire (and under the tires of the baggage train. Thankfully, Zam decided not to back over him "just to make sure.") So. Yes. The group borrowed the baggage train that one of the Level 21 Boyz was using as cover (which he stopped doing once a critical hit set him on fire.) They had a fun time explaining that to Station Security. You Pay For the Dance in Advance, Right? So now the crew met Chiskisk and were handed their first mission: Avenge the death of Duravor. One tram trip to the Downside, and seven hours of kasatha inquiries, lashunta 16-Charisma cleavage, and various naked threats to sentient life from the vesk later, they find out about the Fusion Queen Nightclub. The bouncers don't let Chikkuumzu in (specifically, they don't let his assault cannon in; he decides to go across the street and sulk at another bar called Another Bar) but the rest of the party gets in after checking their weapons. (I didn't want Emissary's Diplomacy check to go to waste.) The crew decides that the best way to get information is, in classic sci-fi tradition, to This gets the wheels turning in Zam's head. He comes to the conclusion that, in order to meet the leader of the Downsiders, they need to get Maelari to wear lipstick and skimpy club clothes and "apply for a job" (read: "dance on the table") and see if she gets a job. The Stripperific Earn-As-You-Learn Program Maelari: (wiggling antennae) I don't own any skimpy clothes... No problem. Common clothes are one credit, professional clothes are five. ("The professional stripper clothes come with a transparent silk tie," I said. "After all, when you have a job interview, you wear a tie. No exceptions.") The next night, Emissary then offers to help everyone conceal their guns; Chikkuumzu passes and decides to give the bouncers the stink-eye from Another Bar. The bouncers take their dear sweet time feeling Maelari up/searching her for weapons, and once everyone's cleared to go in, Maelari hops onto a table and begins "shaking her lobes and her ass-ets." Maelari: (wiggling antennae) I don't know how to dance!
(She got a 17.) Zam sticks around her, silently acting as a lookout/bodyguard while Emissary goes into the staff-only area. Sure, he did initially piss off the three gangers playing poker, but when he asked about the game (good Diplomacy check!!) they grinned at each other, looking forward to winning some of Emi's money. He won some hands, lost some hands (yay +2 Bluff!) and finally decided that he needed to cheat to win. Good news: He won. Bad news: He got caught cheating. ("I saw you pull a card! And what the hell is a 27 of spades!?") Just at that moment, Zam goes to check on Emissary. In chronological order: 1. Zam goes to check on Emissary, just as his cheating is discovered.
"The Crew Shoot Up a Night Club"/"It's Always Sunny in Absalom Station" Immediately, it goes to gunfire. Zam uses his Mind Thrust on one of the gangers (doesn't kill him) while Emissary overturns the table for cover. Maelari hops off the table ("Boing!") and walks over to the backroom. Once Chikkuumzu hears the high-pitched whine of laser fire, he spins around on his barstool, aims his assault cannon at once of the bouncers, and shouts "HEY! A+%!@!+!" just as he pulls the trigger. While the gunfight's going on, Zam uses Telekinetic Projectile to hurl an amplifier at the guy he Mind Thrusted. (Didn't kill him, either.) Once he started to flee, Zam followed him, trying to brain him with a Telekinetic Projectile-hurled cash register because "HE'S A WITNESS!" He missed, by the way. Vrokilayo, this friggin' huge vesk bodyguard, comes out of the back office with his own assault cannon. Zam mind thrusts him (doesn't kill him, either.) and Vrok replies by shouting "YOUR DEAD, PSYKER!" and double-tapping with the assault cannon. Miss, and a natural 1. Fun! :D The gun fight continues. Zam uses Telekinetic Projectile on a chair, hurling it at Vrok. Natural 20. Boxcars on the damage. Vrokilayo gets one chair leg through each eye, and the remaining two legs messily through his chest. He goes down, dead-man's-trigger-finger blowing part of the ceiling apart. The remaining Downsiders surrender. Ferani surrenders as well; I played her as knowing when to cut her losses. She spills the beans on the plot, and she and her gang will leave the crew alone. Gathering into the office, one of the Downsiders slips Maelari his comm number, making the universal "call me" gesture. Just as a final bargaining chip, Emissary takes the chair that's impaling the dead vesk and props it under the doorknob. The Summary My group "borrowed" a baggage train and turned it into a gun platform, convinced one of their own to wear sexy clothing and dance for perverts, turned a backroom poker game into a brutal gun battle, hurled a cash register across a night club floor and through the front window, and pinned a chair on a pissed-off lizard-man. In short: We had a blast!
One of the friends in our D&D group has been invited to make a region in our campaign setting. She needs gods. I came up with half of these as a joke; my best friend helped refine these. I apologize immensely for what you are about to read. THE AMETHYST PSYCHOPOMP
THE AZURE SCHOLAR
THE CHILDISH PRINCESS
THE GUARDIAN OF TIME
THE HEAVENLY FENCER
THE KING IN BLACK
THE THALASSIAN POET
THE TITIAN GUARDIAN "Titian" means "orange!"
THE VERMILION SEER
THE VIRIDIAN WARRIOR
THE WHITE QUEEN
It was hard to find favored weapons for Sailor Mercury and Neptune. And I still think Sailor Uranus's elemental domain should be Air. ;_;
Right here is what I have so far of a class called the dark knight (not Batman.) This was inspired by the Dark Knight character class from Final Fantasy IV and X-2. The whole idea of the class is that it's supposed to be a more martial kineticist/more reliable source of negative energy damage. I think I botched it pretty badly, which is why the document's open for commenting. WHAT NEEDS TO BE DONE:
As always, comments, complaints, compliments, suggestions, and any other feedback wonderfully appreciated!
There isn't one of these yet? Geez, people, we're either getting better at this adventuring thing since Rise of the Runelords, or we're slacking. Anyway, you know the routine! (Besides, this'll kill some time while Steam and my 2DS update) Name: Abner Stormhearth
The Party: Might as well introduce them while I'm typing this. Yon party of Giantslayers consists of:
...And Your Racist Friend: Seriously, Abner was really, really hilariously racist towards every half-orc in Trunau. He said of Brinya mourning the death of her beloved Rodrick "Oh, look! It thinks it's feeling sorrow!", was suspicious of every half-orc in Trunau's blacksmith shop because he thinks all orcs are murderers (then he quickly decided that the half-orcs can't be blacksmiths because "all orcs are f&$#ing illiterate, and half of the stupid hopeknives in this city have writing on the blade.") and when we noticed all the white crosses dotting Trunau and found evidence of orcs burrowing under the city through the plague house, and I'm quoting the guy from memory here, "We should round up all those stinking half-orcs in the city and put them somewhere. Like a camp. To concentrate them in. 'Cause they're not sentient beings." WAAAAAAAAAAAGH: And then the WAAAAAAAAAAAGH happened, and our party is thrust headfirst into the middle of a pitched battle! We ran around the city lighting the signal beacons to summon help, Abner takes particular glee in killing every half-orc we see, and we think he dies after charging off an open tower and down a cliff (due to an Obscuring Mist spell he himself cast and then said "Don't worry, they're too stupid to understand basic tactics!") He scaled the cliffs to save our bacon after the rest of the party was beaten into unconsciousness and tied up for Meeting Azure: When we get to a bar (represented by a flipmat our group uses for EVERY bar we fight in) we meet Azure, who I mentioned above. She's fighting an orc who can cast spells (I think?) and we get hit with Deeper Darkness. Because he's the only one who can see in the dark in our party, Abner serves as our guide in the combat. Unfortunately, his idea of "guidance" was less "actually cast Guidance" and more "direct the party to kill our upcoming party member as well as the actual threat." Didn't Happen: Azure survives (the fight, Abner's directions) and we meet up with Kursk, who tells us to get outside the city and deal with the orcs catapulting the city. We do so, running into them at the Plague House. Some of the orcs die, but Abner "valiantly" charges at the orcs, triggering further encounters. This includes the orcs with fuse grenades. Abner decides to have some fun with this. He grabs one of the grenades thrown at him, and charges the orcs screaming Something I'm not going to repeat here. The ensuing explosion kills two orcs, leaves two survivor orcs, and our dwarf is badly injured. The surviving orcs pick Abner up and drag his carcass to us, presumably to go man the catapult and gloat. Catapult Fightmare: Abner goes up and down like a yo-yo during the fight because I'm down to just a Cure Light Wounds wand for healing at this point. When he goes down again, he stabilizes. Thanks to how combat went, Rogen and two orcs are taken out of the fight when Waldo fires the catapult while they're in the bowl. (Rogen thankfully survived.) Another orc throws a grenade. Azure returns it by rolling it under the catapult. I'm busy dealing with another orc, so I can't quite go back to rescue Abner. Abner is at negative hit points, just conscious enough to see our half-orc party member roll a grenade that comes to a stop four inches from his face. I remove Abner's minifigure from the map and draw a red humanoid-shaped splotch on the square I emptied.
So I'm looking through the firearms section of Ultimate Combat, and I notice this little gem: Ultimate Combat wrote: Shotgun, Double-Barreled: This twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points. A double-barreled shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition. Now, this implies that I can load pellets into one barrel and a bullet in the other. If I do so, do I still take the -4 penalty for using both barrels? And what about using pellets in both barrels? Do I take a penalty there, and would I wind up increasing the damage to 2d8/barrel? Or would I just wind up doing 2d8 damage to everything in the cone without an attack penalty?
I must be crazy, because I'm inspired to do a merciful healer cleric after seeing Pathfinder Unchained's skill unlocks. Basically, I want as many heals as twenty levels of cleric will grant me. ALLLLLLLLLLLLL the heals. So far, my loadout looks like this: Lv. 1: Selective Channeling, Extra Channel
I would love to pick Greater Mercy, Ultimate Mercy, and Extra Mercy, but those require me to have Lay on Hands, and that requires me being a paladin, which I don't really want to do. So! Any ideas on how to fill those empty feat slots? =p
So, an interesting question I have regarding dragons and a certain feat. Elemental Spell lets you the wizard swap out/composite energy damage from one type into another. Dragons get elemental breath weapons. In theory, would you be able to add Elemental Spell (whatever) to a dragon? If so, how would that affect its CR and/or breath weapon recharging time? Also, am I insane for even considering this?
Before I ask, this is not a question as to whether I can Pummeling Style some poor goblin with a giant starknife, or whether I can put the hurt on an orc with a baseball bat. I'm playing a brawler in Iron Gods the way Ioun/Irori/Club/Odjn/Doomguy made us: She is going to beat a bunch of aliens to death with her bare hands. Pummeling Strike's description text says that for each attack in your power punch that succeeds, you roll your damage normally. I'm also gonna be taking Power Attack, so here's the question: Do you add the Power Attack damage at the end of the Pummeling Strike, or once for each successful attack roll? This could mean the difference between doing 48-300 and 168-420 damage (all before Strength modifier multiplied by 14) on a critical hit at level 20.
.....Yeah. They actually went ahead and pulled this on me. Basically, the group whom I've been giving rather hilariously insulting obituaries about in the Jade Regent Obituaries thread finally managed to get the aid of the Three Monkeys, and a nice discount on top of it for killing Sikutsu Senaka's evil brother (albeit just by marching up to his manor with the monk shouting "Yo! I'm comin' ta kill ya!" then... comin' ta kill him.) The money they made for selling O-Sayumi's samisen of oracular vision helped them, too. (Gotta love major cities and their one-stop 24-hour Ye Olde Pawnne Shoppes, huh?) So. They easily buy the aid of the Emerald Branch ninja clan, and use the Shinobi Fuhonsen to buy the Black Lotus's aid (their choice was "the ninja clan that's kinda sketchy, and the ninja clan that is sketchy!" "You know, we are all ninja. By definition, all of us are sketchy...") Two clans down, they pays the Shadow Dragons their ten thousand gold koku, expecting their aid. Shadow Dragon Rep: This isn't enough.
So. I initially have him Dimension Door out, but the group, Pan Li's player in particular, don't want me to DM BS our about-to-be-ex representative of a clan of elite merciless killers that might or might not be led by a sovereign dragon's whims out of harm's way. They wants a fight. Considering the party is 13th level, and the poor bastard representing the Shadow Dragons is a 7th-level ninja, he is going to be easily killed. Any way I can salvage this situation, like have the Shadow Dragons become a thorn in the party's side in Book Six? Boost the Shadow Dragon's combat levels up so he can provide a more-or-less fair fight? Or just have the other two ninja clan representatives dispose of the body and say "Well, that was stupid of him. Zazazaza (head nodding). Now the Dragons will need a new mouthpiece."
About a month or so ago, I started working on the Book of Nine Cheese, which was nine classes that, to me, seemed to have a particular niche ability that's not commonly seen in Pathfinder. One of these classes was the Medic, which I made mostly because I think the Heal skill is really undervalued. If you're relying on magic or psionic healing, there isn't much need for mundane healing. The medic's goal is to keep her allies in good health, even if she isn't a spellcaster. The problem: I just can't quite think of any additional abilities for this class. There's a few dead levels. =/ The Medic:
The Medic
There they go again. The fighter has so many arrows sticking out of him he resembles a pincushion, the wizard’s trying to keep his composure despite the acid burns that cover his body, and the thief’s busy trying to hold her insides in with the one arm that wasn't ruined by combat. But that’s fine. You’re here for them. Under your skilled care, your friends will be up and at them in no time-- at least, until the next battle. Role: (words about the medic’s role) Alignment: Any Hit Die: d6 Class Skills The medic’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (local, nature, planes, religion) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis). Skill Ranks Per Level: 4 + Int modifier Table 6: The Medic
Weapon and Armor Proficiency: The medic is proficient with all simple weapons and light armor.
Treat Wounds: The medic can only use one treat wounds ability at the end of a combat. If she has more than one ability, she can choose which one to use. Treat Light Wounds (Ex): At 1st level, the medic can make a DC 20 Heal check at the end of a combat. If the check is successful, the medic can restore 1d8 hit points +1 per medic level (maximum +5) to up to six patients. The medic can choose whether or not to include herself in this treatment. It takes one minute of work to perform this treatment. Treat Moderate Wounds (Ex): As Treat Light Wounds, except it restores 2d8 hit points +1 per medic level (maximum +10), and it takes three minutes of work to perform this treatment. Mercy (Su): At 3rd level, and every three levels thereafter, a medic can select one mercy. Each mercy adds an effect to the medic’s Treat Wounds ability. Whenever the medic uses Treat Wounds to heal damage to one or more targets, the target(s) also receive the additional effects from all of the mercies possessed by the medic. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the medic can select from the following initial mercies.
At 6th level, a medic adds the following mercies to the list of those that can be selected.
At 9th level, a medic adds the following mercies to the list of those that can be selected.
At 12th level, a medic adds the following mercies to the list of those that can be selected.
These abilities are cumulative. For example, a 12th level medic's treat wounds ability heals up to 4d8+12 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. Treat Serious Wounds (Ex): As Treat Light Wounds, except it requires a DC 25 Heal check, restores 3d8 hit points +1 per medic level (maximum +15), and it takes five minutes of work to perform this treatment. Treat Critical Wounds (Ex): As Treat Serious Wounds, except it restores 4d8 hit points +1 per medic level (maximum +20), and it takes ten minutes of work to perform this treatment. If the medic includes herself as a patient when using this treatment, she takes a -5 penalty to the Heal check. Minor Medical Miracle (Ex): At 10th level, the medic can save a character who has reached -Constitution hit points. If the medic can tend to a character who’s been dead for three rounds or less, she can make a DC 30 Heal check. If the check succeeds, the dead character can make a DC 15 Fortitude save to stabilize and be restored to 0 hit points. If either the check or the Fortitude save fail, the character is beyond help. Medical Miracle (Ex): At 20th level, the medic can save a character who has reached -Constitution hit points. If the medic can tend to a character who’s been dead for three minutes or less, she can make a DC 40 Heal check. If the check succeeds, the dead character can make a DC 20 Fortitude save to stabilize and be restored to 1d6 hit points. If either the check or the Fortitude save fail, the character is beyond help. Dead Levels: 2, 4, 8, 11, 13, 14, 16, 17, and 19. Yeesh.
The Pitch
The Document
The General Intent of These Classes
The Gunner - Think like Yuna from Final Fantasy X-2. Or if you've never played FFX2, think a gunslinger/monk hybrid. You flurry with guns. The Karateka - The karateka's intended to be an alternate class for the monk, one more focused on unarmed fighting and using ki. Karateka ki can be used to wholeness of body (just like a monk!), gain fast movement (like a monk!), or even charge up a hadouken (and yes, you're allowed to make the hand motions and shout "Kame-hame-hame-hadouken!" as you charge it.) The Luckster - Life's quite a gamble, isn't it? The luckster's all about, unsurprisingly, luck. He can spend luck points to alter the results of any d20 roll he doesn't particularly like (so long as it affects him) and with more levels, can affect damage rolls. The Medium - This is supposed to be like the Shaman class from Shadowrun Returns, where you used consumable fetishes or concentrated hotspots to summon elementals. You only get to have one out at a time, and the longer it's out, the more likely it is to shrug off your control and return to its elemental plane (or become a free spirit and start bludgeoning everything within line of sight to death, so I hope you've got a good Charisma XD!) The Sentinel - He's big. He's dumb. He's tough. He can take the hits like a champ. The sentinel's intent is to be a bodyguard for the party, offering a shield bonus to adjacent allies, switching places with them, taking hits for them, and having armor be Damage Reduction as well as protection. Debated giving him a d12 Hit Die, then I realized that's just plain silly. The Thaumaturgist - This is intended to be an alternate class for the arcanist, which I realize isn't even finalized yet, but whatever. I like the class as it is. Anyway, the thaumaturgist has access to (almost) all of the arcanist's arcane exploits from the word go, and those are its "spells" instead of actually using the wizard spell list. He gets an arcane pool (just like the arcanist) and in the event that he blows his arcane pool and needs more in a hurry, he can burn his own hit points for mana! (WARNING: Mana burn may result in serious injury and/or instant agonized death.) The Ideas That Didn't Quite Make It
The Medic - As much as I would love this to be false, the Heal skill is always going to be outstripped by Cure Light/Moderate/Serious/Critical Wounds. Could have adapted some ideas from Buck Rogers XXVc's medic class and the d20 Modern dedicated hero/field medic combo, though. Hmm. Maybe. The Shapeshifter - As the name says. Didn't make it because, well, that's already the druid's shtick.
So after much waffling between a cleric (whom I affectionately called BATTLEPOPE) and ranger (tentatively called Rangest) I'm gonna go ranger for Reign of Winter. Any good ideas for favored enemies? (I'm going Infiltrator Ranger.) Also, my planned feat build is: 1. Point Blank Shot, Precise Shot
Yep. It's one of those threads, and I get the (dis?)honor of starting things off. So time for one in my (hopefully?) legendary style! Name: Patrick
Our group consisted of, at this point-
Advokat Scroogestone: A middle-aged dwarf lawyer/inquisitor whose great-grandparents, grandparents, parents, and brother all "mysteriously hanged themselves." His only surviving family are his nephews Borist, Dorist, and Yorist, who screwed him out of his inheritance and got him exiled from the mountainhomes. He talks about "wanting to follow in me father's footsteps." Pawevl: That's not how it's written on his character sheet, but I don't think the message board actually has a Polish character font, so it's getting typed as it's pronounced. Anyway, he's a human summoner with a bipedal eidolon named Ace. Pawevl freeloads upon the offices of Landen and Scroogestone's Investigation and Legalities daily. Zora: A human crossbow ranger who has not only managed to lose two crossbows in as many sessions, but impressed us by fumbling on her very first attack roll and shooting a crossbow bolt into a mahogany wall. Yes, that joke from The Hunger Games was made. Patrick: An about-to-be-deceased human knife fighter who loved daggers. In the very first session, he managed to piss off the Szarni to the point where they had him beaten up and robbed. Twice. He freeloaded on our detective business, too. He was utterly hilarious, as is his player. Franklin Cohen: A human sorcerer who we found in the Tower Girls' privy. He arcane marks every piece of treasure we come across. His player is awesome. He is awesome. So About That Patrick...: After getting beaten, stripped of our gear, and forced to equip an entire party for 115 gold (a surprisingly easy task!) we get our stuff back and beat some more foes. This is the point where Patrick, for reasons forgotten, spits on Advokat's beard. Advokat flies into a rage and starts old-man-whomping on Patrick with his cane while Patrick power attacks (with daggers!) trying to carve up the dwarf. Patrick loses the fight, to my surprise. You Don't Really Think I'd End It There, Did You?: After healing our psychotic fighter back up, we fight some more opponents. Then he reminds the dwarf of how he spat on his beard. Advokat once again goes into Old Man Asskicker Mode and beats on Patrick while Patrick tries to award himself two ears and a beard. Patrick loses that fight, too. This is around the time where we found the illusory wall that hides an arch overlooking the sea. They Got Along Swimmingly: Patrick's unconscious carcass is dragged over to the arch, with me trying to talk Advokat out of throwing him into the sea the entire time. Advokat uses his lawyering ability to explain that not only was it self-defense both times, he struck a Dwarven Advokat of Justice, and must be punished. His punishment: A 200' fall into water. All involved were cool with this (and laughing at it.)
Heya, everyone, just looking for some advice on some feats to take for a paladin. Our party's cleric said he'll take care of in-combat Channel Positive Energy, so I won't need to take any channel-related feats. That out of the way, I know for sure I'm taking: H. Tower Shield Proficiency
I've been looking into Channel Smite, Extra Lay on Hands, Extra Mercy, Shield Focus, Toughness, and Weapon Focus (Bastard Swords) once opportunities become available. Any other suggestions/recommendations?
Yep, it's me, doing my first valiant stabs at homebrew goodness (which'll hopefully stop two of my friends from arguing over whether Golarion or Greyhawk has the better deities). Feedback is appreciated, but one caution: I don't have access at the moment to an Advanced Player's Guide, or the affordable PDF version. So, no subdomains/oracle mysteries/antipaladin oaths for them (yet). Also, no deities for gnomes or orcs- I view orcs as shamanistic, while the gnomish god is dead. That's why they have a constant =D on their faces- Vanedel's final breath, in action. Ageha:
The Font of Dreams, She Who Dreams and Loves Alignment: True Neutral Power: Deity Symbol: A silver crescent moon Favored Weapon: Rapier Domains: Charm, Death, Liberation, Luck, Repose Portfolios: Death, dreams, love, and the moon Worshipers: Young lovers, humans, elves Bane: Nightmares Credo: All things must end, yet love endures. Nurture this- cherish it, with all your heart. May thoughts of your loved ones sweeten your dreams. Description: Ageha is a tall, slender half-elven woman with silver hair and green eyes. Every depiction of her describes her as wearing a black silk dress that tastefully reveals her body, ruby-red lipstick, and a white shawl at her waist. She has a perpetual dreamy, faraway look upon her face- as if concentrating on something, or remembering lost loves. Bald Rick Beerbaron:
The Master Brewer, The First Forgemaster Alignment: Neutral Good Power: Deity Symbol: A warhammer, its head shaped like an anvil. Favored Weapon: Warhammer Domains: Artifice, Community, Fire, Good, Strength Portfolios: Alcohol, dwarves, and the forge Worshipers: Dwarves, craftsmen Bane: Enemies of dwarvenkind Credo: A good brew and good friends makes for a good hammer. Enjoy both, and keep them close at hand! Description: Bald Rick Beerbaron is a dwarven male, tall by their standards, depicted with fiery red hair, and a beard with intricate braiding and decorations. He wears a tanned brown leatherworker's apron, and is never seen without his prized possessions- an adamantine anvil, a set of handcrafted blacksmith tools, and a brass tankard. Paladin Rituals: Any prospective paladin of the First Forgemaster begins their trial by forging a warhammer, which is tempered in alcohol instead of water. (This alcohol, whatever it is, is typically "passed down from an old dwarven recipe.") After completing the hammer, the paladin then drinks from the alcohol-filled trough, along with three of his closest friends. Once sufficiently liquored up, the four must perform daring feats of strength (winning at arm wrestling/pub brawls), dexterity (darts), and courage (Gem Snatcher, Bounder). Blirante:
He of the Sun, the Morning Light Alignment: Neutral Good Power: Deity Symbol: An eight-pointed star, upon which a circle has been engraved. Favored Weapon: Shortsword Domains: Fire, Good, Healing, Nobility, Sun Portfolios: The sun Worshipers: Knights, priests, and who hate the undead Bane: The undead Credo: There are two ills unto our world: The eternally damned undead, and the destitute. We can solve these ills with gold and steel- gold for the poor, to help them build their life. Steel for the undead, to send the accursed to their final rest. Description: Blirante is often depicted as a blonde brown-eyed human male, wearing a radiant suit of golden chain mail. Besides his armor, he is never seen without a pair of sunblades (one for his own personal use, one to gift unto the truly worthy) and his heraldric surcoat, upon which his holy symbol is prominently displayed. Paladin Rituals: Blirante's paladins are beholden to an oath to destroy any undead encountered, as well as their creators. Along with this oath, the paladin also crafts a shortsword for himself, tempered by a fire lit from focused sunlight. Fuu:
The Free-Spirited Wanderer, The Winds of Liberation Alignment: Chaotic Good Power: Deity Symbol: A green stylized symbol of a tornado. Favored Weapon: Shortbow Domains: Air, Chaos, Good, Luck, Travel Portfolios: Freedom, luck, travel, and wind Worshipers: Adventurers, liberated slaves, wanderers Bane: Slavers Credo: May the roads you travel always be well-worn, may the winds always blow at your back, and may you always respect the most precious gift of all- freedom. Description: Fuu is often depicted as a green-eyed blonde human woman, wearing a simple green dress and well-worn traveler's boots. She is always smiling, and the wind itself seems to play at her clothing and hair. She has no love for anybody who dares to impune the freedom of any living being. Kepbrand:
The Chief Thief, The Head Halfling, He Who Reeks of the Street Alignment: Chaotic Good Power: Deity Symbol: A multi-colored clothing patch. Favored Weapon: Starknife Domains: Chaos, Charm, Good, Protection, Trickery Portfolios: Halflings, rogues, schemers, thieves, and tricksters Worshipers: Halflings and thieves Bane: Criminals who strike indiscriminately Credo: Sure, you can make the dice always roll in your favor, and of course, you'll get a coin with two heads, but it's all in good fun, right? Description: Kepbrand is often depicted as a male halfling with curly black hair, possessing a slight alcoholic odor. He wears striped black pants, a wrinkled gray shirt, and a patchwork coat of many colors. (Think Colin Baker's coat from the Sixth Doctor's run on Doctor Who and you've pretty much got the idea.) Marchwall:
The Eternal Sentinel, The Adamantine Fortress Alignment: Lawful Good Power: Deity Symbol: An upraised longsword, its hilt painted in blue and white. Favored Weapon: Longsword Domains: Glory, Good, Law, Strength, War Portfolios: Justice, valor, and warriors Worshipers: Soldiers, judges, and any who Bane: Traitors Credo: For the queen, and for Eireica, we take up arms- not for mindless, savage war, but in their noble defense. To fight for queen and country is perhaps the greatest undertaking anybody can perform. Description: Marchwall is a human man with short brown hair and dark brown eyes, dressed in a suit of fine plate mail, as well as his equally immaculate blue and white heraldric surcoat. Paladin Rituals: Marchwall's paladins must endure the Night Vigil- spending an entire night awake, fasting and praying in a temple dedicated to Marchwall. After the Vigil, he must then forge a longsword, tempered with holy water. It is this longsword that is used to dub the paladin during his rites. Melethor:
The Father of the Damned Alignment: Neutral Evil Power: Deity Symbol: A serrated, crude-looking club. Favored Weapon: Greatclub Domains: Death, Evil, Madness, Rune, Trickery Portfolios: Demons, poison, the undead Worshipers: Tieflings, any who seek to consort with demons or the undead Bane: Humans Credo: The humans can be useful- their world shall be our playground. Once we easily conquer their world and enslave them and their allies, we shall crush their spirits. Once we crush their spirits, we shall crush their bones. Description: Melethor is a tiefling male, his horns curled upward and twisted to resemble pitchforks. He is typically depicted as well-dressed, with short black hair and blood-red eyes, overseeing an army of demons and skeletons alongside a human woman named Amarra Kesselwein, who has served Melethor as his demon queen/slave girl since the Age of Myths. Michiru:
She of the Tide and Waves Alignment: Chaotic Neutral Power: Deity Symbol: A teal glass trident, filled with sea water. Favored Weapon: Trident Domains: Chaos, Healing, Travel, Water, Weather Portfolios: Sea, storms Worshipers: Sailors, pirates, sea elves, any who brave Eireican waters Bane: Any who threaten the water Credo: All that swim beneath the waves are my subjects, all that sail upon the waves are my honored guests. Do not abuse my generosity or my hospitality, or I shall set swift vengeance upon you. Description: Michiru is a female aasimar with teal hair and eyes. When she rises from the oceans, she is seen wearing a revealing teal ballgown and an aquamarine tiara. She has been known, from time to time, to board the boats of pirate captains to either demand tribute or provide mischievous assistance. Nihilus:
The Fallen Paladin, The Traitorous Conqueror Alignment: Lawful Evil Power: Deity Symbol: A bloodied scythe. Favored Weapon: Scythe Domains: Death, Evil, Law, Strength, War Portfolios: Revenge, conquest Worshipers: Soldiers and mercenaries, particularly those displeased and discouraged by "the rules of war" Bane: Duly-elected kings Credo: Her Serene Highness is a fool- no amount of benevolence can ever maintain a kingdom for long. The people need a dictator to keep them in line. Description: Nihilus is a tall dark-haired human man dressed in heavy black robes. As a fallen paladin, he has issues with his brother Marchwall's preaching to renounce his bloodlust and desire for conquest. On other issues, they are willing to share and respect differences in opinions. Odjn:
The Master Librarian Alignment: True Neutral Power: Deity Symbol: A scroll tied with a gray ribbon. Favored Weapon: Crossbow Domains: Artifice, Knowledge, Magic, Nobility, Rune Portfolios: Knowledge, skill, and magic Worshipers: Wizards, bards, any who desire knowledge Bane: Willful ignorance Credo: Help yourself, my friend. Knowledge is for everyone. It is, however, up to you to do your best with what you learn. Description: Odjn is depicted as a middle-aged human man, with graying black hair and gray eyes. He wears spectacles and simple gray robes, and carries at least two books with him at all times. While most of his clerics believe these books contain the secrets of the universe, Odjn himself maintains that they books are simple cookbooks and trivium. Rumiss:
Harvestmistress, The Overwatcher Alignment: Lawful Neutral Power: Deity Symbol: A bundle of wheat and a sickle bound together, similar to a fasces. Favored Weapon: Sickle Domains: Community, Earth, Law, Protection, Weather Portfolios: Civilization, family, and farming Worshipers: Farmers, impoverished peasants Bane: Anything that seeks to tear a family apart Credo: Your family acts as the roots that support the harvest, and your community serves as the rain that nourishes it. We are all in many ways like the wheat and grain we survive on. Never forget that. Description: Rumiss is depicted as a tan-skinned human female with short black hair and brown eyes. She dresses in simple peasant garb and is depicted with a sickle in her left hand- a farming implement that is also recognizable as a weapon. Paladin Rituals: Any prospective paladin of Rumiss must establish a homestead for a family that the paladin is not related to- for example, the family of a loved one, the family of a close friend, or, best yet in the Harvestmistress's eyes, the family of an old rival. Saint Amelia:
The Mother of Mercy, The Radiant Healer Alignment: Lawful Good Power: Deity Symbol: Twin bandages wrapped around a staff. Favored Weapon: Quarterstaff Domains: Good, Healing, Law, Nobility, Protection Portfolios: Healing, life, medicine, and mercy Worshipers: Any who seek to heal others, paladins, pacifists Bane: Violence Credo: Nobody is beyond redemption- from bandits and thieves to demons, all are deserving of mercy. Should you ever have to take up arms, offer your opponents mercy and surrender twice- once before the fight, and once when the fight is won. Bloodshed is never truly an option. Description: Saint Amelia is most typically described as a short human woman with short red hair, kind blue eyes, and always wearing a yellow dress with a small white cape. She seems at peace wherever she walks. Paladin Rituals: Saint Amelia's paladins earn their title through three miraculous acts- healing a man's body is the first, and easiest, of these acts. The second is to heal a man's mind. The third is to heal a man's soul. While what qualifies as healing body, mind, or soul may vary from paladin to paladin, all must be done without expectation, acceptance, or demand of any kind of reward. Tyma:
Nature's Guardian, Archdruid, The Mother of All Elves Alignment: True Neutral Power: Deity Symbol: Holly and mistletoe (as a druid's holy symbol.) Favored Weapon: Longbow Domains: Animal, Charm, Earth, Magic, Plant Portfolios: Elves, nature Worshipers: Elves, druids, rangers Bane: Destruction of nature Credo: Nature provides for us all- is it not proper to provide for nature as well? Description: Tyma is a tall, black-haired green-eyed female elf, dressed in simple green and brown explorer's clothing. Hanging beneath her cloak is a quiver perpetually filled with arrows. Ulroos Malroos: Terror Overwhelming, The Elder Chaos God Alignment: Chaotic Evil Power: Deity Symbol: A twisted purple rune. Favored Weapon: Spiked Chain Domains: Chaos, Darkness, Destruction, Evil, Madness Portfolios: Darkness, destruction Worshipers: Doomsday cultists Bane: Order Credo: ALL SHALT PERISH. ALL SHALT BE CONSUMED. THOU ARE TO I AS ANTS ARE TO THEE. YOU ARE INSIGNIFICANT. Description: A indescribably ugly, hideously mutated and deformed tumorous grotesquery of flesh, bone, mouths, eyes, and tentacles, forever gibbering in insanity, writhing in pain.
This slightly connects to my thread about my sci-fi game below- basically, I'm trying to come up with a template for a psionic succubus. All I can think of is this: ~Large bonus to Constitution, very large bonus to Charisma. (maybe +6 Con +10 Cha?)
Sound good? Bad? Over/underpowered? Just plain dumb?
This slightly connects to my thread about my sci-fi game below- basically, I'm trying to come up with a template for a psionic succubus. All I can think of is this: ~Large bonus to Constitution, very large bonus to Charisma. (maybe +6 Con +10 Cha?)
Sound good? Bad? Over/underpowered? Just plain dumb?
I'm running a sci-fi game for my friends in a setting that I can best describe as "Mass Effect meets Star Trek: Enterprise, without the stupid parts." They seem to be liking it so far. I've got two specific issues that kinda need handling, though. 1. What's the best way to handle officer ranks (Ensign, Lieutenant, &c.)? 2. I planned on the ship's science officer (an NPC) to get nearly killed off, then get turned into something that the group will have to face later on. I was thinking something like a vampire- any other ideas would be appreciated, so long as the end result's a sentient humanoid.
Quick question or two regarding bucklers, as my group prepares for Kingmaker. Some background: My character is going to be a Scout/Order of the Bow Initiate, so naturally, she's going to be using shortbows. A lot. I'd like to boost her reasonably decent AC with a buckler, and here's where I get rankled: The rules say "You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn." So, my questions: If I use a bow and a buckler, do I lose the buckler's defense bonus when I use my bow? And any suggestions for improving either mobility or defense? |
