Rayhan Xobhadi

Vellimir's page

Organized Play Member. 33 posts (246 including aliases). No reviews. No lists. No wishlists. 7 aliases.


RSS


Just checking, am I correct that this is using 3.5 rules?


I'll try to come up with a concept by tonight and work out the basics.


Hello! I started out playing 3.5e D&D, and I love it still! I'm also a fan of the old-school, traditional dungeon-crawl (I enjoy reading modules from original D&D and AD&D).
If recruitments are still open, I'd be extremely interested in this game!


Stats for Arcanist: 4d6 ⇒ (3, 3, 6, 3) = 15


Taking a look through some of these characters, and I'm thinking about making a more Lovecraftian character to fit the rest of the characters. I'm working on an arcanist specializing in exploits of the outer rifts for consideration, hopefully fitting better with the Lovecraftian theme of the setting.


I'm thinking of trying a Summoner (Unchained). Either that, or a less common spellcasting class, like a witch archetype or magus.

Ability rolls: 4d6 ⇒ (6, 3, 1, 3) = 13


Hello all!
I'm interested in participating in this game if I can! I'm a huge fan of H.P. Lovecraft and R.W. Chambers' works. I'll make up a character for submission soon.
Looking forward to seeing what everyone else comes up with!

(I should mention, I can play any class, but in general I prefer spellcasters, primarily wizards)


I'm all set, thanks for checking.


Orlin San Trayne wrote:
I would like to apologize for my delays in posting - my home table recently started a new campaign, and of my current PbP campaigns, I've been having the most trouble getting into this one. I have tried to give it a shot, but unfortunately, I do not think this style of game is for me. As such, I will be withdrawing from this game - all the best wishes to those who remain. Thank you for having me in your game, and my apologies for leaving on such short notice.

Alright, good luck with your new campaign!


Deshe wrote:

Gave Painlord's a read, as before I'd only read Doomed Hero's guide. I definitely agree with the comments about momentum.

In particular, I'd say I'd love everyone going into the game giving a quick approval of the "If someone suggests something and someone seconds it, that's the plan." Just having that out in the open and explicit would be nice.

I'm fine with that rule. Keeping things moving is important, and sometimes challenging. This rule should help that a little bit.


Thanks, looking forward to it, and looking forward to playing with you all! I'll play Rasmus, we need another skill-martial.


Shane Joseph wrote:

Just over an hour remaining, here is where we currently stand.

Dargys Sudwark - Human Fighter - Sword & Board
Sethiel Lunyris - Elf Cleric of Darlen
Dish - Human Cleric of Kalron
Rasmus Winbald - Human Ranger
Erik Sarkinen - Halfling Druid
Alistair Fox – Human Rogue
Klaus Reiser – Human Universal Wizard
Belfer Bramblewood – Gnome Conjurer Wizard

Vellimir’s Wizard option Viktor Magnus – Human Transmutation Wizard

Vellimir - I put your wizard option separate. Play what it is you want to play because characters might come and go, but you should still be happy with the character you're playing. As it stands we have 2 cleric submissions and 2 wizard submissions, not including Viktor.

Pinvendor - Great question and this might impact everyone else. I am good with most Pathfinder traits, just make it work in who your character is. I am okay with Rich Parents, one other person has selected it. Again, make it fit who the character is. That is the point of the traits.

DM rel20 - I am good with re-skinning the visual flavor of what it does, but if you want Acid Splash wants to look like an ice orb that is cool but it will still do Acid damage.

Thanks for being receptive. Wizard is my favorite class, but I think I should try mixing it up. Either way, I'll be happy with my character, they're both good. I'll wait and see what we need.


pinvendor wrote:
Vellimir wrote:
Just in case, here's a wizard I made up. I'd prefer to play Rasmus, but if we don't have an arcane caster, I'll use this guy instead.

When I saw your original post about making a wizard, I thought I had missed my chance! But now I see you already have a foot in the door, so I will begin working on my wet behind-the-ears, recent magic school graduate!

I’ll try to have it ready for consideration later today. If work slows down, maybe soon.

Okay, I don't mind, I just wanted to make sure we had an arcane caster. I don't mind if you do it.


Just in case, here's a wizard I made up. I'd prefer to play Rasmus, but if we don't have an arcane caster, I'll use this guy instead.


I'm not seeing an arcane caster in the list. I could make one to round things out if necessary, I've played a few wizards, but I'll do what is most useful, be that a wizard or Rasmus.


Hi, this game looks really interesting, and I'm interested in applying. I've made up a ranger with some thieving abilities. I put the information and backstory in the next post.


This looks like a very interesting thing, I've loved Dragonlance for years. I'll make up a character and post it within a day or so. I prefer spellcasting classes (mainly clerics or wizards).


1 person marked this as a favorite.
DungeonmasterCal wrote:
I never heard of Lovecraft until 1985 when I first began playing D&D. My DM had a copy of the original printing of "Deities and Demigods" and the Lovecraft mythos was included in. I was utterly fascinated by the meager information in the book and set out to find Lovecraft's works. Today he's one of the rare writers whose work I still enjoy reading over and over.

I hear you.


Leomund "Leo" Velinznrarikovich wrote:
Vellimir wrote:
Yeah, I think Necromancers make great BBEGs, but are somewhat lacking in a party.
I disagree, a necromancer can be a very interesting addition to a party.

Well, there's a limited amount they can do without fresh corpses to practice their craft on.

Keep in mind, I'm not insulting necromancers, I have played many myself.


Boomerang Nebula wrote:

Not everyone within Lovecraft’s stories are completely incapacitated by cosmic horrors. Randolph Carter was able to survive encounters with Mythos creatures and occasionally able to defeat them. In the short story Pickman’s Model the artist was not only able to witness cosmic horrors but able to draw them so accurately that they unhinged regular folk.

As the PCs become more powerful and less affected by Mythos creatures they themselves should become more horrific to ordinary folks. Dogs flee yelping within their presence, shopkeepers refuse to serve them etc.

Great Idea!


I have been a fan of Lovecraft for a while, and I think his best, and most adaptable, Story is "The Shadow Over Innsmouth"


Yeah, I think Necromancers make great BBEGs, but are somewhat lacking in a party.


Thanks, this is all really good advice.


Velvetlinedbox wrote:
Arctaris wrote:
I was wondering if anyone else on the boards was a fan of the great works of H.P Lovecraft. I myself have just recently been introduced to his books.
I live in utter fear of Dagon.....

Welcome to the Esoteric Order of Dagon


Arctaris wrote:
I was wondering if anyone else on the boards was a fan of the great works of H.P Lovecraft. I myself have just recently been introduced to his books.

YES!!! Lovecraft's books are the best!


Howard Phillips Lovecraft, one of the greatest cosmic horror writers of all time, has many stories that can be used in Pathfinder.
This brings me to the current discussion. How do you think that Lovecraft's influences should be used in the game?


Derklord wrote:
Vellimir wrote:
Well, you could make wisdom his dump stat.
Vellimir wrote:
One way to find an example for insane clerics is Lovecraft's short stories. Read some, especially the Dunwich Horror.

Well, dumping Wisdom would eman the Cleric can't cast at all. Unless they take the one archetype that literally makes them a Lovecraftian insane Cleric, Elder Mythos Cultist. Doesn't really fit the OP's idea, though.

Vellimir wrote:
sounds like a really inventive idea
It's one of those cases that work better as an idea than as a character. The main issue is this: Once it was revealed that the Cleric's "cure death" is really just corpse animation, what reason do the other PCs have to not replace the a) clearly insane and b) apparently imcompetent Cleric in the next town?

Good point


Mysterious Stranger wrote:

A cleric’s domains are often represented something the cleric is looking to spread rather than something they are, especially when it is something negative or harmful. A cleric with the insanity domain might embrace insanity but would probably still be able to control his actions. My impression of this character is that they have lost touch with reality on this and are completely delusional. A CHA based caster just seems a lot more appropriate.

The character is also supposed to be a necromancer. Madness is not really that good of a domain for a necromancer. Every one of its domain spells are mind affecting that don’t work on undead. Usually, a necromancy focused cleric goes for domains like undead, death, fear, evil, destruction or other domains that will help fit the death and undead theme.

One way to find an example for insane clerics is Lovecraft's short stories. Read some, especially the Dunwich Horror.


Melkiador wrote:
There is a lot of general advice for making undead, but I'm wondering more about the gimmick here. How unaware does this guy need to be taht he isn't actually bringing people back to life?

Well, you could make wisdom his dump stat.

Otherwise, sounds like a really inventive idea, have fun!


Temperans wrote:

You could also treat it like the Egoist familiar archetype.

Or, maybe follow the rules for Intelligent Items, except the player is the voice of said item while the wielder is the NPC.

Good Idea


avr wrote:
What does the player want to do? Do they want their character to float about and fight like a dancing weapon, or do they want to give bonuses to the person wielding them, or do they want mind-affecting spells like Brandon Sanderson's Warbreaker? That would have some effect on the best way to handle this I think.

Well, I think that the idea of creating a sentient-item character is unwise. Simply put, the person can just create a wizard character who is bound to a specific item. Eventually at higher levels, they can imbue this item with sentience and have it basically be part of their character. I personally have done this before with my longest running character, Vellimir the Wizard. I waited until I was 11th level and I could take the feat "Create Staff." Once that happened, I got my trademark weapon, Umbra Cerebrus. It was a staff imbued with charm and shadow illusion spells.

But I digress. I think that having a sentient item character is unwise due to the lack of rules supporting the idea. I am a huge proponent of the old styles of gaming, and I believe in supporting the rules. They are not just a guideline, they are a boundary. Some boundaries can be bent, but they should not be broken unless absolutely necessary.

However, if it comes down to the choice of having fun or following the rules, have fun! When it comes right down to it, it is just a game. Be happy!


Azothath wrote:

that totally depends on the players and GM.

I don't think it's an option for new players who need to develop some Game System proficiency.

If people complain about wimpy low level wizards - well, they're not particularly and they're just playing them wrong and focused on power gaming.

I have felt for a long time that GMs need to play DnD 3.5, Champions 6ed, Call of Cthulhu(chaosium), Stormbringer, GURPS, Toon!, Paranoia, and HeroClicks or Marvel Super Heroes. The first 5 kinda span the RPG styles.

I think that characters should start at first level because you cannot get the same experiences with a character that is created at a higher level. Getting up to third level can take months or even years. By creating a character at a higher level, you rob yourself of experiencing all those wonderful and terrible moments as you level them up. Sure, sometimes characters die at lower levels, but that's just part of the game. You can learn from it and move on.


Talonhawke wrote:

Spells

The following spells found in the Core Rulebook are not
legal for play and may never be used, found, purchased,
or learned in any form by PCs playing Pathfinder Society
scenarios: awaken, permanency, and reincarnate.
Any spell cast by a PC during the course of a scenario
that is still active at the end of a scenario ends when
the scenario does. For example, if your cleric PC casts
bless on the party and bless is still active when the
scenario ends, the bless spell ends at the conclusion of
the scenario. This includes spells with an instantaneous
or permanent duration, such as continual flame, create
undead, or fabricate.

I see nothing here that prevents you from raising undead just be careful how you do it and balance it with good acts.

Heck create undead is even called in in the list of spells that end after a scenario.

Well, I think that necromancers can definitely be good-aligned. Simply put, they can raise the undead for things such as public works or clearing out dungeons that are a threat to innocents. Put a mask on the faces of the cadaverous undead so that relatives cannot complain, and you can easily have a good-aligned necromancer.

Just my personal opinion.