I'm liking the Eastern twist on the hobgoblin race and would like to try making an Ironskin Monk archetype. I don't get the chance to try it often due to the fact that the archetype is race-restricted! I'll roll him up right away. Found a cool reference pic for him: here. For now, here's his story: Turgrim: Turgrim was formerly a taskmaster to some of the weaker goblin cannon fodder during the war against Clan Bearclaw. When that conflict ended, Turgrim found himself tiring of being around the runts and whelps all day and left the position, dedicating himself to elevating his pain tolerance and ability to survive. He sees himself as a teacher, a hobgoblin to lead the other warriors by example, to elevate them to new feats of strength. Turgrim sees himself as a paragon of greenskin-kind in the making. He stands tall and ape-like at 7 feet even, with broad shoulders and a wide set of ears. He sees himself a bit like a coach today, a veteran with experience and knowledge to share.
Undead Forum Slave wrote:
Character Name: Neemer Kresh Scale Colour: PurpleClass: Inquisitor Attributes: Str 9 (-1), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 13 (+2) Role: Eyes and Ears for the Chief Description: Neemer found a small human child's hat a year ago that he has taken to eternally wearing on his head because it fits him. It resembles a green beret. He thinks it looks great. He's purple-scaled and only about 2'6" tall, with long narrow fingers. Background: Neemer's brash confidence and arrogance as a young kobold led to him getting beat up a lot. Now, as an adult kobold, he wants to return the favor. He's ingratiated himself (partially due to the color of his scales) with the Chief's good graces, and serves him by tracking down dissenters to his rule and silencing them. He takes a lot of pride in his work. Traits and equipment to follow.
Cool! (Good to see you, Hawke/Joshua Hirtz. This is my recruitment forum posting alias) Let's see what the dice demand that I play: Color: 1d12 ⇒ 11 - Purple:
Purple kobolds are often treated as second in command or ambassador. They are often sent to treat with other tribes and species when the tribe would rather not risk sending a blue kobold Strength: 2d6 + 6 ⇒ (4, 3) + 6 = 13 -4 = 9
Constitution reroll: 2d6 + 6 ⇒ (1, 6) + 6 = 13 -2 = 11 Initial pass: very interesting. With 8 Con, I'm weak and frail - definitely not a front-liner. However, I have incredibly high Dexterity, and very solid intelligence and charisma. I'm thinking some sort of negotiator or ranged rogue of some sort. Perhaps a ranger? I'll think on it and get back to everyone. Edit: forgot about the reroll. 13 Con is very respectable, I got a pretty solid array going here. Strength is still a weak-point, but that's fine, kobolds can get by without brute strength. Now to choose a class. Applied my racial penalties and bonuses, now need to choose a class so I know what stat to boost at 4th level.
Exactly, Seiomi - though at the point of character development he would be at the start of the campaign, my character wouldn't REALIZE that. He'd believe he could one day see his human face again, not an animal's - that's his deep-down motivation. For now though, he's stuck in were-form permanently. So now, to decide whether I'd want to play a werewolf, a werebear, or a wereboar. They all have their advantages...but I think the role that my character would play would probably be front-line combatant. Maybe a barbarian, more likely a fighter, since his druidic magic was taken away from him. Maybe his former animal companion (who abandoned him when he was cursed) could even be a plot point for the DM to play with.
Sounds like great fun. I'll start trawling the bestiary for fun ideas. Would you allow a lycanthrope? The advantage being that it would be quite easy to do character creation - follow the Skinwalker race and basically take normal class levels. A werewolf would interest me, but I'm also considering wereboar or werebear. It would work especially well if lycanthropy was exceedingly rare in your homebrew world. What I'm imagining for a backstory is a fallen druid. In his hubris and vanity, he sought a way to combine the advantages of a wild shape with what he perceived to be the innate superiority and beauty of his own human form. He experimented with black magics, consorting with witches, to do so; and the spirits that govern the natural world were not pleased. Man was not meant to be merged with beast, and even attempting to do so cursed him. As a result, he's forever trapped in his shapechanged form, unable to ever look upon his treasured human features ever again. Now, he seeks a way to break the curse and appease the nature spirits by slaughtering those who defy the natural order, as he once did. Nice thing about druids is that they're Neutral - my character could go evil or good and still be striving for the acceptance of nature, depending on his actions. What do you think?
Dotting...thinking about a detective bard or some other skill-related class. Let me know if we have several spellcasters...I've been wanting to try the Magician bard archetype.
Choon wrote:
I was considering that actually, since in order for my character not to be too OP, I need to use a CON score like a member of the living, despite being a ghost. Should I have a physical form to reflect that? How would that work?
So after looking through the race builder, I found a lot of interesting potential options for my ghostly warlord. I've pasted them below. Can you confirm the RP limit Vicon? I'm calculating the stat block that WAR made for me at 12 RP total. Spoiler: Ancient Foe: You get +2 to grapple checks and a +2 dodge bonus to AC against one specific type of creature. (3 RP)
Battle-Hardened: +1 CMD (4 RP) Flexible Bonus Feat (4 RP): select one extra feat Quick Reactions (2 RP): Improved Initiative as bonus feat Dual-Minded (1 RP) Members of this race gain a +2 bonus on all Will saving throws. Shadow Resistance (2 RP) Members of this race gain cold resistance 5 and electricity resistance 5. Shadow Blending (1 RP) Prerequisites: Shadow resistance racial trait.
Hypnotic Gaze (3 RP) Members of this race gain the following supernatural ability (the caster level is equal to the user's character level): 1/day—hypnotism; The effects last only 1 round. Frightful Gaze (6 RP) Members of this race gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user's character level + the user's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user's frightful gaze for 24 hours. Resurrection Vulnerability (–1 RP) Prerequisites: Half-undead subtype or undead type.
So Whack-A-Rogue is awesome and made up a little stat block for General Tsao. He left me 8 RP to work with so I'm going to see what I can modify or add from the Race builder, but here's his handiwork so far. I like it - his high CHA makes him an intimidating presence, which I like, and his low STR will be a great motivation for him to seek out powerful hosts. M Undead (extraplanar)
Darkvision 60ft
BAB: +1
Skills (6 ranks) (-4 CHA checks vs. animals)
Traits
Feats
Melee
Deathless Spirit (3 RP)
Some Other Options:
Battle-Hardened: +1 CMD (4 RP) Flexible Bonus Feat (4 RP): select one extra feat Quick Reactions (2 RP): Improved Initiative as bonus feat
Was searching through undead monsters in the SRD and came across this. What do you guys think of modifying the apparition stat block for use as my ghost? How would you recommend I tweak it power-wise?
I don't have Hero Lab and I'm lost on how to properly make a stat block for my Hungry Ghost. Can anyone assist me with that? Quote: LIST up to 2-3 CR 1, CR 2, AND CR 3 creatures you'd enjoy playing, and optionally -- give me a sentence or two on why you picked these. CR 1 FestrogKreshar Fast Zombie Wolf My reasonings for wanting these monsters is that they have undead traits (fitting for a ghost), they're violent, and they're physical. My character longs for the splash of spilled blood on his face once again - if anyone plays warhammer, I'm going to be basically playing a follower of Khorne personality-wise. "Lo, upon this world I am birthed; and there will be such a bloodletting among the mortal world that all will sup on ashes and death, and be cast into eternity's embrace like so much dust." CR 2
CR 3
I was thinking that story-wise, I'd modify my "ancient general" story like this: General Tsao was a vicious warlord in life, a man who rose through the ranks of his nation's armies through savagery and skill in arms. He rejected taking prisoners, and refused honorable duels unless they were to the death. His first kill came at the tender age of 12, and he developed an addiction for it, needing to feel the hot blood spill over his fingers as they grip the haft of his weapon. He cut a bloody swath through every country in his campaign, laying low emperors and kings - but he was betrayed. After years of bloody campaigning, his lieutenants - spineless wretches that they are - lost their taste for conquering and conspired against him. At night, they crept into his command tent and stabbed him over and over until he was dead. However, his story was only beginning. His restless spirit caught the attention of something far older and more hideous than anything that has ever existed on this side of the Dark Tapestry's veil. The spirit was of like mind to Tsao - a malignant force in the universe that fed on violent death. Tsao was a perfect candidate to spread his bloody gospel to the Material Plane. His spirit was lured across the Dark Tapestry through vile magics, and he was transformed into a hijacker spirit. With new abilities used to influence the minds of the violent, Tsao was sent back home. Centuries have passed since Tsao's death - time flows differently beyond the Veil - but Tsao will make them remember when his armies owned land across the entire continent.
I like the reflavoring of synthesist summoners idea, but there are a few issues we would have to consider and find answers for. For one, eidolons - as awesome as they are - are far more limited in scope than simply using beasts from the Bestiary. The upside of this is that it's easier to keep PCs balanced against one another. The other limiting factor might be how tightly we cling to the summoner class. All of us having the same spell list, for example, might not be good. Also, summoners are designed to be vulnerable when sleeping, because the eidolon gets dismissed to its home plane when the summoner is unconscious. We would have to resolve that problem when we're re-flavoring the class, because obviously we wouldn't want to ever leave our hosts, much less every time we want to sleep. I wasn't really going for the alien swarm parasite thing, Vicon, I was just saying it's a cool concept. Probably not what I want to go with. Another cool idea - maybe for Kana's shadow idea? - is a parasite demon who lives in dreams, like Freddy Krueger. You'd haunt your victim, giving them nightmares that are actually your creations, until you destroy their mind from within as they sleep. Then they wake up, and their mind is gone - replaced with yours, as you look out from their eyes. Another idea could be a mortal ally. A strange old gypsy woman who lures young warriors to their deaths by luring them to a seance before summoning my spirit to possess them.
Yeah, I don't know if a physically imposing ghost is even possible or makes sense, that's just the idea I had for him - he's a warlord, I was thinking that his method of possession might be to chase down or haunt a warrior and demand combat until they acquiesce, then overpower them in combat with my instinctive tactical acumen - not tied to my ability to actually think clearly - and possess them that way. I might have to rework the character concept a bit though. I'm definitely just sharing what's going through my brain without refining it very much. An alien brain parasite a` la Alien Swarm might be funny too. This is a fun campaign concept.
Actually Choon, the brute route is basically what my character concept was going to be. Whatever monster I inhabit will have fantastic martial combat skills, or else it wouldn't attract my ghostly attention in the first place. I'll be able to think more clearly in mortal form, but my motivations will still very much be about military conquest and rule. Or do you mean "brute route" as in a brutish kind of parasite? That's an interesting concept actually...something big and strong but missing something vital that it must inhabit something else to get...
I think when I'm in my incorporeal ghost form, I won't be able to maintain my solid thought processes. It's as if the greater part of my soul, and sanity, has already moved into the Beyond. But when I am able to take physical form, inhabiting the form of another, my thoughts grow clearer again, I'm able to think and reason and plan. Thus, wanting to avoid being in my pure parasitic form takes on a new, sharper edge - for I fear death, I fear the loss of sanity of a ghostly existence. It fuels my hunger for a vessel.
No, I don't think you're missing anything - it's simply not something that the original game designers appear to have thought of doing. I think you're free to assign stat values as you see fit in this case. Another fun idea I had for a parasite form: a plant-type parasite who infests their host via spores ejected from the previous host's body. The unsuspecting host happens upon a flower - sniffs it for the fragrance (CHA based parasite?) and breathes in spores that later attack their very free will through their bloodstream. When the plant is ready to move on (maybe the spores have a degenerative effect on the host over time?) the host forcefully holds down another victim and breathes a cloud of spores into their mouth, before going inert.
It's funny that I found this thread while trying to Google search an answer to your problem, Vicon xD For those who might be curious, Vicon was thinking of running a "body-snatchers" themed campaign, where the players come up with a cool body-snatcher archetype (like a vengeful ghost, a possession gem, or a plant) and then dominate creatures from the Bestiary and control those. So naturally, a sentient mind-controlling artifact (think the One Ring) would have a STR of 0, but very high mental stats. Basically we're all playing synthesist summoners with a really cool twist.
Li Shuo wrote:
An excellent World Wonder...
(This is Frogfoot's recruitment threads avatar.) Cool, glad to see you pick this up again Vicon. Here are my initial thoughts based on what I've read: Might make a bodysnatcher who is the long-dead spirit of an ancient warlord. He was backstabbed by his Lieutenant ages ago in the height of his military conquests, and such was his arrogance that he was unable to move on from the Material Plane. He feels that he was unjustly robbed of a long life full of military glory. As a result, he is drawn to those who display great martial prowess, especially those who were like him in life - confident, greedy, and casually cruel. He possesses them so that he may one day rebuild his ancient armies and conquer the world through his puppeted host. Mechanically I'll be making him a Hungry Ghost Monk - and he's the Hungry Ghost.
Interested! I'd want to make a Skulking Unnatural Ratfolk Witch that hates animals of all kinds but his familiar, the one animal to ever tolerate being near him. I'll start rolling him up even though you didn't specifically mention ratfolk being allowed - they're only a 9 RP race, I only like them for the RP flavor. |