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Male Weremonkey Rogue/Ranger/Trickster

I think at least one of our CR 5 needs to be a Wraith. Being incorporeal and able to create spawn is hella nice.

We start in the Gravelands, which is right next to the Hill region. Its not overly important, but if we take it, we expand our reach, increase our armies via their dead, and our tactical advantage grows. From there, we can strike pretty much anywhere.

Spells I plan on definitely taking:

Level 1: Mage Armor, Obscuring Mist

Level 2: Blood Transcription, Burning Gaze, Fog Cloud, Haunting Mists, Protective Penumbra, See Invisibility, Web

Level 3: Ash Storm, Dispel Magic, Lightning Bolt, Sleet Storm, Stinking Cloud

Level 4: Black Tentacles, Fear, Ice Storm, Solid Fog, Volcanic Storm.

Level 5: Cloudkill, Mind Fog, Teleport.

That's 20 spells, as the two 1st level would be "free" via my Int score, I get for free being a 10th level Witch. This does not include the 30 others I get with that ruling the DM made.

Suggestions are absolutely welcome, though I have plenty in mind myself.

Also,


Male Half elf fallen Juju Oracle

as of right now at least for me. dont know what we can put together for our army. are we only allowed to have undead, or could we have normal npc's and put the fallen templet on them, or even have them as a kind of slave even. not to mention monsters as well. but some safe bets are skeleton and zombies with different temples put on, of different hd.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

I agree with both of those suggestions. Undead definitely fit the theme of our setup, if nothing else. Wraiths seem like the perfect option for one of the 5 CRs; incorporeal, spawning, everything you want in an undead abomination when trying to take over the world!

I think skeletons and zombies with templates are definitely a good idea. But I also think it'd be good to have humanoid NPCs, most likely with the fallen template; it just allows extra ideas and options. For example, if we want our troops to have any weapons or armor, might be a good idea to have some low-level experts on hand... Especially considering crafting anything ourselves is a bad idea.


We should always favor minions who create spawn. Ghouls (CR 1), Ghasts (CR 2), Wights (CR 3), Shadows (CR 3), Wraiths (CR 5) all come to mind.


Male Weremonkey Rogue/Ranger/Trickster

If we can get a Vampire, that would be awesome as well.

Suggestions for more spells for my Familiar?


For Monkeygod:
Lv2:Unnatural Lust, Mask Dweomer, Fester, Göitterdust
Lv3:Vermin Shape
Lv4:Summon Accuser
Lv5:Feeblemind, Plague Carrier


Male Human (Fallen) Antipaladin (KotS) 10; 84/84 HP; AC 24, T 12, FF 22, Init +2, Perc +12 (Darkvision 60), F +11 R+9 W+9 (+2 vs. Mind Effect/Death/Poison); Immune Poison, Fortification 50%

Plague Zombies are also a good choice, if they die while diseased by them, they rise as plague zombies, bring a few of them in, and start infecting them commoners. We should also consider grabbing a couple templates for the Shadow, namely the Plague Shadow and Distorted Shadow/Hidden One. We'll make them terrified of the night, and lesser lit places.

E: We're basically gonna be Warcraft's Scourge if we keep this up.


I have an idea for our level 5 monster Skin Stealer monk Vampire (Nosferatu) ;-) full of win! or even better skinstealer monk

Spoiler:

CE Medium augemented Undead (fey
)Init +10; Senses low-light vision; Darkvision; Perception +21
DEFENSE

AC 27, touch 17, flat-footed 21 (+5 Dex, +10 natural)
hp 55 (5d8+25+5)
Fort , Ref +13, Will +7
OFFENSE

Speed 30 ft.
Melee 2 claws +7 (1d6+2)
Special Attacks sneak attack (+1d6), steal skin
STATISTICS

Str 18, Dex 21 Con 0, Int 18, Wis 12, Cha 21
Base Atk +2; CMB +6; CMD 19
Feats Deceitful, Weapon Finesse, Flurry of blows, stunning fist, unarmed strike, improved grapple
Skills Acrobatics +10, Bluff +22, Disguise +16 (+26 with stolen skin), Escape Artist +10, Heal +8, Perception +7, Sense Motive +9, Sleight of Hand +10, Stealth +14; Stealth+25
Languages Aklo, Common, Elven, Sylvan
SPECIAL ABILITIES
Steal Skin (Su)

As a full-round action, a skin stealer may steal the skin of a creature of Small, Medium, or Large size with a roughly humanoid shape. The target creature must be dead, helpless, or willing. If the target creature is alive, the skin stealer must make a successful coup de grace attack to steal its skin. The skin stealer can don or remove a stolen skin as a move action. When wearing a stolen skin, the skin stealer takes on the likeness of the skin's original owner, including the victim's voice, build, and size, but gains none of the creature's abilities. The stolen skin grants the skin stealer a +10 bonus on Disguise checks, with none of the usual penalties for different gender, race, age, and size. Stolen skins are preserved and remain as supple as living skin. A skin stealer may only steal and use a number of skins equal to its Charisma score. The skin stealer may choose to discard unwanted skins to make room for new ones at any time; discarded skins rot and decay normally.

al Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted.
Blood Drain (Su)

A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su)

Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su)

A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su)

A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su)

A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following:
Change Shape (Su)

A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su)

As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex)

A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex)

A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Defensive Abilities: A nosferatu gains the following abilities in addition to all of the defensive abilities granted by the undead type.

Channel resistance +4.

Damage reduction 5/wood and piercing (this includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon’s actual head is made of another material).

Resistance to cold 10, electricity 10, and sonic 10.
Fast healing 5. If reduced to 0 hit points in combat, a nosferatu assumes swarm form (see below) and attempts to escape. Additional damage dealt to a nosferatu forced into swarm form has no effect. Once at rest, the nosferatu is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.


Except that that's a CR 9 at least. Skin Stealer is a creature (CR 2)+5 for the monk levels (PC classes are 1 CR/level)+2 for the Nosferatu template. Would be sweet though.

A human Warrior 6 would be CR 3+2 for one of the vampire templates. That or find some CR 3 fey, humanoid or monstrous humanoid creature with 5 HD or more, would be the only way we could get a vampire


Actually its just one monk Level ;-) so its CR2 Creature 1 level monk 5 hd + Vampire makes it a CR5 creature


Oic. Makes sense.


Just one question if adding a level First level class or changing to 5hd, would he get an extra feat. Thats one thing that might be missing.


Male Half elf fallen Juju Oracle

Ok done changing my guy. tell me what you think of him, as a sniper/loner
tactic is to get a teleport near a small town, or walk there doing forced march, healing myself as needed, invisible the whole way.

when at a town, cast extended air walk for 200 mins of walking in air, while it is night and start to cast kill spells on the towns folk, all while a good 200 feet away, and while it is night i can use stealth so to see me when i am not invisible it will be about a dc 51 give or take for distance, and while invisible dc 71.

after everyone is dead or ran away, a make the strong ones into juju zombies and the rest into something with animate dead. then loot the town and move on.

if attacked, i cast obscuring mist, making a 50% chance to hit me at all, next ring of invis, then buff spells, and run. i am not meant to fight the other players, but they should still have a chance to see me, even more so if i don't know that they are there.

so any suggestions for my guy before i tell the dm i am done.


Any news?


DMs on a trip, he'll be back eventually.


Male Weremonkey Rogue/Ranger/Trickster

We have an archer, do we not? Does he have access to Ki Arrows?

Edit: We heal from negative energy, right?


yes we heal from negative energy. although oddly our anti paladin is immune to negative energy so i dont know how that will work out for him.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Well then I will play Unbeugsam the Zen archer ;-) Please check him out he is not 100% ready, maybe you have any suggestions etc ;-)


There are no stats in that profile.


Somehow it was erased so I had to do him from scratch. ATM just 32,2 kGp used


Female Human(Fallen) Witch/10

Here's what I got so far for my Witch. Officially, I have 40 spells left to pick.

Suggestions on spells, feats, and Hexes are most welcome.


Sounds daunting. I'm not so good with casters past like level 5 or 6, maybe Pavaan can offer some advice.


it looks like you are more of a blaster so i will do my best to find ways to make that work. keep in mind all of this is a suggestion.

5 overland flight(stay in the air for hours/lvl) telepathic bond (to keep everyone in touch) symbol of sleep(for a defense)

4 Dimension Door(escape)scrying(doesn't hurt to have it as a back up also scry and die.)Secure Shelter(place to rest)

3 deep slumber(just for the fun of it) the remove spells just to have them in case

2 Masterwork Transformation (to make weapons for our army) Mount, Communal (to speed up travel with group) Spectral Hand (touch spells at range is always good) Share Memory (to share info and teleport points)

i would suggest not having blight, it effects a small area or 1 animal, and only one at a time, it can also be gotten rid of. while a neat idea, the hex itself does not lend itself well to do much

i am thinking rather then blight Swamp Hag (to move quickly in such areas)
or water lung (to be able to have options in and around water.)

your feats look good for a blaster, nice +10 to the dc, so on average people will fail your saves, only have to look out for people with evasion.

well those are my thoughts on what might help.


Female Human(Fallen) Witch/10

All good suggestions, figure I'll add in the cure/inflict spells as well.

Definitely going with a AoE, battlefield control build, as much as a Witch can pull it off. I know I could just go Wizard, but I wanted to play something new.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Pavaan any ideas for unbeugsam.
Idea is he is a scout, assassin and spy who can rain havoc from distance. Also good if any of the good guys is elf, for a wee bit extra damage.


Female Human(Fallen) Witch/10

Should I take the cure spells for our Anti-Paladin? Since he's apparently immune to Inflicts?

I have 11 spells left, so I can if needed.

Also, stuck on last feat and Hex. Any final suggestions?


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

You should use our discussion thread now that the game started.

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