Storyteller-Shadows-Multi-Game-Recruitment II


Recruitment

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Ruithvein Blood Powers:

Mesmerize – You may implant false thoughts or hypnotic suggestions in a target's mind.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may implant a hypnotic suggestion within the mind of the target. The suggestion must be limited to one sentence and cannot require the victim to perform an act harmful to themselves or a loved one.
If the victim fails the save by 10 or more, the Vampire may create a single false memory [the equivalent of a two rounds] in the mind of the victim along with implanting a suggestion.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 1x day +1 for each point of Intelligence bonus.
Duration – Until the suggestion ends. The false memory can only be removed via magic.
Note, these commands must be given verbally.

Playwright - You may Rewrite the memories of a target.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may rewrite the memories of the past five minutes of the victim.
If the victim fails the save by 10 or more, the Vampire may create a false memory of up to five minutes in the mind of the victim along with implanting a suggestion.
If the victim fails the save by 10 or more, the Vampire may create a false memory of up to one hour in the mind of the victim.
If the victim fails the save by 15 or more, the Vampire may create a false memory of up to one week in the mind of the victim.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 1x day +1 for each point of Intelligence bonus.
Duration –The false memory can only be removed via magic.
Note, these memories must be created verbally.

Loyalty
You can prevent others from assuming control of your minions.
System: Once you have utilized a mind control power, either through the use of a Ruithvein Blood Power, a Vampires innate powers, the use of a spell, or by the creation of a spawn or living thrall you make it more difficult for another to control your minions.
All minions gain a bonus to Will saving throws equal to your Wisdom bonus + 1 for each Blood Power you have Mastered (rounded up).
Duration – This power lasts for a full year and is an automatic side-effect of your use of mind control.

Silent Word
You can use any Blood Power to control minds with only a touch.

Possession
You can inhabit the body of any creature with at least a 3 Intelligence.
One the practitioner of this power successfully utilizes it, he can inhabit the body of the creature so possessed.
With a touch and the failure of the victim on a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered, the Vampire has possessed its victim. The practitioner can now see, hear, taste, touch and feel everything that the victim does.
Provided that the practitioner does not attempt to control the actions of the victim, the power will last until: (1) 24 hours expire, (2) the effect is dispelled [such as with Protection from Evil or other banishment effect], (3) the victim travels more than 1 mile +1 mile per intelligence bonus of the practitioner, (4) the practitioner causes the link to end, or (5) the practitioner’s body is subject to an imminent threat.
While riding a victim, the practitioner may not control their own body and appears to be a corpse. Should their body be struck or touched, the practitioner can sense this and return to their body but they will be prone for one full round until they re-inhabit their body.
A practitioner can attempt to influence the action and speech of their victims. The victim is allowed a saving throw with a +1 bonus for each mile away they have traveled from the practitioner. If the save is made, the practitioner is not expelled but the victim becomes aware of the possession. All action of the victim are at a -2 penalty as the practitioner puppets the body with some resistance.

Let me know your thoughts Murnau.


Zura:

Immobilizing Eyes
You may use your gaze to immobilize a victim rooting their body in place and rendering the them mute.
System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Zuran Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may hold the victim immobilized for as long as they Concentrate on keeping the victim still. The victim may take no action and make no sounds.
If the victim fails the save by 10 or more, the Vampire keep the victim rooted in place for one round per Charisma bonus.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 1x day +1 for each point of Intelligence bonus.
Duration – Until the Vampire breaks concentration or the victim is struck or until a handful of rounds go by if the victim fails their Will save by 10 or more.

Tongue of the Asp
Your tongue is now prehensile!
System: Your tongue may be used to grasp stowed items or close by unattended items as a swift action. It can also be used as a weapon in close combat. Once the Vampire maintains a Grapple, the prehensile tongue can be used with a successful CMB to constrict the speech of a Grappled victim rendering them mute. If grasping a dagger, the tail may also attack at Grappled range with a -2 to attack and a -1 to damage. While utilizing a prehensile tongue, a Vampire cannot cast a spell unless it is a silent spell or has no verbal component.

Blood Theft
You may feed on victims from a distance.
System: A form of telekinesis, the Vampire literally forces blood out of the victim causing it to come issuing forth and into the waiting mouth of the Vampire. As a standard action the Vampire concentrates on a victim and the victim must make a Fortitude saving throw DC of 10 + the Vampire’s Charisma bonus +1 for each Zura Blood Power the practitioner possesses. If the victim is successful there is no effect. If the victim fails, they lose one negative level and gain the sickened condition for 1d4 rounds. The Vampire heals 5 hot points or gains 5 temporary hit points for up to 1 hour (per the temp rules under the Vampire Template).
The Vampire may use this power 1x per day +1 time per charisma bonus.
The use of this power is obvious to any who witness it as is the practitioner.

Heartless
You may remove your heart and make yourself immune to staking.
System: The removal of the heart is automatically successful. However, protecting the heart once removed is of the upmost importance. If the heart is staked the Vampire is immobilized. If the heart is exposed to the sun or running water the Vampire is destroyed.
A Vampire may choose how it protects its own heart.

Decollate
You may remove your head at will as a swift action.
When the practitioner’s head is detached, their body gains DR 2/— and immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The head may move up to 15’ feet from the Vampire’s body. If the Vampire possesses Multi-Attack he may attack with his head and body normally. If the Vampire does not, both head and body suffer a -5 to all attack rolls. The body suffers a -5 penalty to Reflex saving throws but the head a +5 bonus to Reflex saving throws. The head gains 15% of available hit points and if destroyed, the entire body assumes gaseous form. A Vampire may cast spells while utilizing this power but with a 25% spell failure chance. A Vampire may NOT gain the benefits of feeding while in this form and is not able to utilize its energy drain ability while in this form.

Let me know your thoughts Teiidae.


I believe these are the only systems open I need to address unless someone builds and selects another set of Blood Powers that has not been fleshed out.


Hmm, I found something interesting.. Could an Anatomy Doll provide a dhampir with consistent out of combat healing?


servant6 wrote:
Hmm, I found something interesting.. Could an Anatomy Doll provide a dhampir with consistent out of combat healing?

That's akin to a crazy Magic the Gathering type of combo, let me think about it. An interesting interpretation.


Hmmm...
Well, the munchkin in me wishes the uses per day was also Cha-based, but I also realize that's the munchkin on my shoulder and slightly OP (the difference between 3 and 11 uses per day)

For Mesmerize, would it also be possible to add in a Sow Thought effect instead of/as well as the suggestion?

For Playwright, do I have to verbally describe everything about the memory I'm creating? Could it be possible to instead have it be telepathic?

For Loyalty, what defines a mind control effect? Anything mind-affecting? Or only things like charms, dominations, and similar effects? Does the bonus also apply to my followers and cohort from Leadership?

I'm still confused how Silent Word will work. Does it still allow a save? Is it an inherent part of making a natural or melee touch attack? Do I make a melee touch attack for it to work?

For Possession, would it be simpler to instead have it mostly duplicate a Riding Possession spell, with the ability to suggest actions to the victim?

Other than that, it seems like just the creepy, unsettling sort of terror that a mind master would have at hand.


A couple more questions that I noticed.

Do the Blood Powers trigger Attacks of Opportunity? If they only take a standard action to activate, the likelihood of taking damage while using them is low. You also say "before the end of the round." Does it take a full round to come into effect?

Also, what's the range? Within 30 feet? Line of Sight? Melee range? Since it says I "lock eyes" with my victim, does it not work on blind creatures? Does it function as a gaze attack? Can I activate it while invisible? Do they have to be aware of me for it to function?

As an additional note for Loyalty, the way it's worded now would mean that I would also have to deal with the increased will save. Perhaps a penalty should replace the bonus for when I attack? A sort of "Only I control my minions!" feat? A lot of my character is based around absolutely ruining will saves (I can get it to -12 easily with almost no problem, more if I use my spells), so making my minions even weaker to my awesome mental prowess would be awesome.

Would a natural 1 be treated as losing the will save by the highest amount? As in, someone has a +12 will save, and roll a nat 1 against a DC 23 power. Would they suffer the -10 penalty, or the -15?

I'll likely think of more before long.

Also, just 2 cp on the Anatomy Doll/Dhampir combo, something to recall is that most vampires (Nosferatu and Moroi for sure, not as certain about the others) have Fast Healing 5. Letting the anatomy doll combo work would ensure that the non-vampires could stay at full health along with the rest of us without using lots of resources.


Yes I understand the munchkin within :-)

Mesmerize, hmmm, I like that. I like that a LOT. Let's go with Dow Thought instead of suggestion.

No, has to be verbal or Silent Word loses its value, at that point the imparting of the Least and Lesser Blood Powers become Telepathic.

Loyalty I envision being limited to charms, dominations and similar effects.

Silent Word would be a Touch Attack in Melee. Otherwise it is incidental contact, I would probably have you use a Bluff or Stealth check to apply it to someone in a social situation where touching someone would seem odd or out of place. Otherwise, through good RP I'd allow it just as part of a scene.

For Possession I do like Riding Possession BUT I think its less powerful than what I intended with the draft version of what I wrote earlier. Thoughts?

Good, glad you are enjoying the creep factor. Translating Vampire the Masquerade thematic disciplines into D&D is not easy when D&D/Pathfinder has sooooo many options.


Murnau Ruthven wrote:

A couple more questions that I noticed.

Do the Blood Powers trigger Attacks of Opportunity? If they only take a standard action to activate, the likelihood of taking damage while using them is low. You also say "before the end of the round." Does it take a full round to come into effect?

Also, what's the range? Within 30 feet? Line of Sight? Melee range? Since it says I "lock eyes" with my victim, does it not work on blind creatures? Does it function as a gaze attack? Can I activate it while invisible? Do they have to be aware of me for it to function?

As an additional note for Loyalty, the way it's worded now would mean that I would also have to deal with the increased will save. Perhaps a penalty should replace the bonus for when I attack? A sort of "Only I control my minions!" feat? A lot of my character is based around absolutely ruining will saves (I can get it to -12 easily with almost no problem, more if I use my spells), so making my minions even weaker to my awesome mental prowess would be awesome.

Would a natural 1 be treated as losing the will save by the highest amount? As in, someone has a +12 will save, and roll a nat 1 against a DC 23 power. Would they suffer the -10 penalty, or the -15?

I'll likely think of more before long.

Also, just 2 cp on the Anatomy Doll/Dhampir combo, something to recall is that most vampires (Nosferatu and Moroi for sure, not as certain about the others) have Fast Healing 5. Letting the anatomy doll combo work would ensure that the non-vampires could stay at full health along with the rest of us without using lots of resources.

Some of these questions I thought about as I was drafting and then forgot to include. :-)

1. No, they do not trigger attacks of opportunity. However, they do not take effect until the end of the Round thus the chance for an ally of the victim to break control before it is fully established.

2. Yes, I was considering range and I was thinking 25' and then + 5' per level per Blood Power possessed by the practitioner. Another incentive to build on them. No, it does not work on blind creatures, sort of the classic Vampire gaze into my eyes feel is what I was going for. Cannot be invisible and they must be aware of you for it to function. I suppose the Gaze Attack rules would make this much easier to adjudicate.

3. Yes I see what you mean, I would add the language "This increased Will save does not apply to the practitioner of the Loyalty Blood Power.

4. The -15, a natural 1 is a botch on any saving throw.

Sounds good. Always easier to finalize these homebrew powers when collaborating!


Ugh, I wanna take blood power feats, but as I am only considered 6th level for feats, I can only take one currently. Stuck tween trying to decide if I wanna take the base feat, despite not really caring about stealth so I can take more later, or taking a non blood feat, and maybe not taking any at all, as I will be taking Leadership at 7th.


servant6 wrote:
Hmm, I found something interesting.. Could an Anatomy Doll provide a dhampir with consistent out of combat healing?

I'll allow it, I like it. Another creepy element to a creepy cast of characters. I purchased the 5th and 6th installment of the AP today to get some ideas going for the long term effect.

Assuming we complete the AP [I've only ever stopped one campaign before conclusion] and the PCs remain interested it might be fun to play out the aftermath, whether succeeding or failing on the quest.


I like them, I only really have two questions.

Immobilizing Eyes uses int mods per day rather than cha mod where as blood theft uses cha mod per day.

What's the damage on Tongue of the Asp?

I feel your pain Veldrin, I want leadership too? which we can take a different cohort based on our family correct? Out of curiosity, what level are you thinking of taking this? Because I love the idea of having a Lilitu/Temptation demon as a cohort, it plays into the debauched blood orgies that I can imagine take place under the name of Zura.


Post 1:

Yes, he is powerful. Or tries to be, at least.

Sow Thought ups the creepiness so much. Making a paladin think his ally is a demon in disguise, making someone think someone is plotting against them... Oh, the awesomeness. I mean, it makes it more work for you, since it's not a clear effect, but I love that you approved it.

Ah. Now I understand. So, would I simply state a general statement "You never saw me, but you saw your friend summon a demon." and their mind fills in the details?

So, any that grant me influence over their actions, should we say? Things like command, charm person, dominate person, and so on? Works for me.

Would it be an offensive action? As in, would it break invisibility?

Personally, I feel Riding Possession is more powerful, especially if I could suggest actions. Though, it might be simpler to have it be the base for the control. It's fairly well-defined, and if I could then still puppet their actions, it would work nicely.

Yes it does. I also based my cohort off of Darth Vader, so the two should prove terrifying in combination.

Post 2:

1: So, the concentration check is triggered if I take damage? Or my target?

2: Sounds good. A 40' starting range is very nice. Even further than hypnotic stare.

3: Yeah. Is it your intent for it to apply to all will saves, though? Or just against mind-affecting effects? Also, do followers/cohort gain the bonus?

4: Great. Muahaha....


Veldrin d'Shraen wrote:

Ugh, I wanna take blood power feats, but as I am only considered 6th level for feats, I can only take one currently. Stuck tween trying to decide if I wanna take the base feat, despite not really caring about stealth so I can take more later, or taking a non blood feat, and maybe not taking any at all, as I will be taking Leadership at 7th.

Well, figure we'll get to 17th so you'll have 9, 11, 13, 15, and 17 so in theory by the time we are done you could have them all and not take any yet.


Teiidae wrote:

I like them, I only really have two questions.

Immobilizing Eyes uses int mods per day rather than cha mod where as blood theft uses cha mod per day.

What's the damage on Tongue of the Asp?

I feel your pain Veldrin, I want leadership too? which we can take a different cohort based on our family correct? Out of curiosity, what level are you thinking of taking this? Because I love the idea of having a Lilitu/Temptation demon as a cohort, it plays into the debauched blood orgies that I can imagine take place under the name of Zura.

Good point, let's go with Cha for Immobilizing eyes as well.

Damage on the tongue - 1d3.


Does Circlet of Persuasion stack with an item that grants a competence bonus to a specific Cha skill? I'm guessing no, but I'm unsure.


Alright, sounds good to my storyteller. Let me add them to my character sheet.


Also, are we on the side of the elves or the drow in this? I know what failing normally means(Ie, regular PCs), but we're kinda bad guys...


From the interest check, we're trying to take over the operation from the Drow. We still want the second darkness, but we want to be the ones in control. That's to my knowledge, at least.


Murnau Ruthven wrote:

Post 1:

Yes, he is powerful. Or tries to be, at least.

Sow Thought ups the creepiness so much. Making a paladin think his ally is a demon in disguise, making someone think someone is plotting against them... Oh, the awesomeness. I mean, it makes it more work for you, since it's not a clear effect, but I love that you approved it.

Ah. Now I understand. So, would I simply state a general statement "You never saw me, but you saw your friend summon a demon." and their mind fills in the details?

So, any that grant me influence over their actions, should we say? Things like command, charm person, dominate person, and so on? Works for me.

Would it be an offensive action? As in, would it break invisibility?

Personally, I feel Riding Possession is more powerful, especially if I could suggest actions. Though, it might be simpler to have it be the base for the control. It's fairly well-defined, and if I could then still puppet their actions, it would work nicely.

Yes it does. I also based my cohort off of Darth Vader, so the two should prove terrifying in combination.

Post 2:

1: So, the concentration check is triggered if I take damage? Or my target?

2: Sounds good. A 40' starting range is very nice. Even further than hypnotic stare.

3: Yeah. Is it your intent for it to apply to all will saves, though? Or just against mind-affecting effects? Also, do followers/cohort gain the bonus?

4: Great. Muahaha....

Correct, you drop the thought and their mind fills in the details.

Correct, any spells or spell-like abilities, feats that grant you influence over another's actions. These are the Ventrue we are talking about here from a VtM point of view :-) Th Masters of subtlety.

Well, you would need to break invisibility to utilize the power until Silent Word when indeed its use would break invisibility as an offensive action.

Hmmm. I would allow for Riding Possession to be the base line of the power BUT I would not allow for the use of spells while Riding. Still, taking over another persons physical actions is brutal so I would want to keep that aspect.

NICE. Who doesn't like Vader?

Concentration check is triggered if YOU take damage, if they take damage they just take damage.

Well, your Family IS one of the most powerful for a reason.

Just mind effects get the save, against any other type of powers the Will save does not include that bonus. Followers and Cohorts do if you have utilized your powers against them.


Murnau Ruthven wrote:
From the interest check, we're trying to take over the operation from the Drow. We still want the second darkness, but we want to be the ones in control. That's to my knowledge, at least.

This.

All will of course be revealed when you are all pulled in to the Council meeting as the adventure begins :-)


Monkeygod wrote:
Does Circlet of Persuasion stack with an item that grants a competence bonus to a specific Cha skill? I'm guessing no, but I'm unsure.

No, I do not believe that competence bonuses stack. Ran into this problem when my friend and I were picking magical items Friday night. If competence bonuses stacked he would have a +38 to stealth or some ridiculous number like that and he's a 7' tall Orc!


1: Sounds good.

2: Excellent.

3: Makes sense.

4: It is indeed. That being said, remember that the spells can only target whoever I'm possessing. So, I could Dominate my victim, but not their friends.

5: The Rebel Alliance

6: Okay.

7: I chose wisely, evidently.

8: Great. My archetype allows me to target undead with mind-effecting spells, so...


I'll incorporate these tweaks to the Blood Power drafts probably Friday night, the rest of the week my wayward PCs in current games need to be steered to their doo.. I mean in the right direction!


Murnau Ruthven wrote:

1: Sounds good.

2: Excellent.

3: Makes sense.

4: It is indeed. That being said, remember that the spells can only target whoever I'm possessing. So, I could Dominate my victim, but not their friends.

5: The Rebel Alliance

6: Okay.

7: I chose wisely, evidently.

8: Great. My archetype allows me to target undead with mind-effecting spells, so...

4. Yep, I figure though that if you wanted to target them, you would have when they were close. The idea behind the Skin Ride is so that they appear as natural as possible when you ride along with them. I WOULD have protection from evil banish you despite what the baseline power states though.

5. The Rebel Alliance totally think he's bad ass, they just aren't allowed to admit it or they lose their discount club cards...


4: Fair enough. Good balance, I suppose. There's no listed daily use limit, though. Is that intentional?

Something I just realized is that, since undead are immune to mind effects, Loyalty isn't terribly useful for a lot of my minions. I'm fine with it being a tax, though it might be nice if it granted a distinct bonus to the majority of my minions.

I'll likely think of a bit more as time goes on, as well.


FYI, I'll be Recruiting for the All Bards Council of Thieves in the New Recruitment Thread which I'll link to when that Recruitment starts and the current one ends.

In September strong chance I'll recruit for The Lost Outpost - Ruins of Azlant. Not sure if I'll have a take of some sort on it or just run it straight without a theme. I am considering turning the Pathfinder Chronicler Prestige Class into a base Class though as that would seem to be the type of adventure the Pathfinder Society would send at least 1 if not more, Pathfinders on!


Murnau Ruthven wrote:

4: Fair enough. Good balance, I suppose. There's no listed daily use limit, though. Is that intentional?

Something I just realized is that, since undead are immune to mind effects, Loyalty isn't terribly useful for a lot of my minions. I'm fine with it being a tax, though it might be nice if it granted a distinct bonus to the majority of my minions.

I'll likely think of a bit more as time goes on, as well.

No, a mistake. I'll list the daily uses when I fix the drafts as second drafts.

Do you have Command Undead?


Uhhh... actually, yes. 11/day as a channel-type ability. My archetype also allows me to mind-control undead.
So, would Loyalty apply to resist turning, and other undead-specific spells? Works for me.


Hrm...

I'm very pleased with how my build for Zelic has come together, but I might end up switching from Jerusen to Zura to fit the demon tie in in my build & background. I doubt I'll be picking up Blood Power feats, so it should be a largely flavor-based change.

Also, I will say I'm pretty impressed with characters so far, and I appreciate the conversations happening in this recruitment about rules and things always a huge help to see what's happening and what people are thinking.


Murnau Ruthven wrote:

Uhhh... actually, yes. 11/day as a channel-type ability. My archetype also allows me to mind-control undead.

So, would Loyalty apply to resist turning, and other undead-specific spells? Works for me.

I am thinking about it... :-0)


DeviousDevious wrote:

Hrm...

I'm very pleased with how my build for Zelic has come together, but I might end up switching from Jerusen to Zura to fit the demon tie in in my build & background. I doubt I'll be picking up Blood Power feats, so it should be a largely flavor-based change.

Also, I will say I'm pretty impressed with characters so far, and I appreciate the conversations happening in this recruitment about rules and things always a huge help to see what's happening and what people are thinking.

Sounds good.

Some families are getting no love but that's ok, some certainly I figured would resonate better than others. In my v20 Dark Ages PbP I have 14 Vampires running around so I get to see all Clans function at the same time :-)

Yes, fun to make these things collaborative.


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Storyteller Shadow wrote:
In September strong chance I'll recruit for The Lost Outpost - Ruins of Azlant. Not sure if I'll have a take of some sort on it or just run it straight without a theme. I am considering turning the Pathfinder Chronicler Prestige Class into a base Class though as that would seem to be the type of adventure the Pathfinder Society would send at least 1 if not more, Pathfinders on!

OK, I think I have a cool hook. I am going to make the Pathfinder Chronicler Prestige Class into a base Class and run this as a Gestalt game where the PCs have to pick the Pathfinder Chronicler as one half of their Gestalt. Well, that's the idea anyway :-)


We wrote:

Things about houses and:

"Some families are getting no love but that's ok, some certainly I figured would resonate better than others. In my v20 Dark Ages PbP I have 14 Vampires running around so I get to see all Clans function at the same time :-)"

You know what? I can do Jair just as easily if not easier, it opens up another house, I can be an assassin (which helps justify the major investment into Stealth), and I don't have to deal with being Chaotic. That's that then.


That's the spirit, more houses more power.
Jair's house powers are nice. Invisibility and extra actions are sweet.


Hmmm...
So, as I reread the Vampire abilities, I noticed that the Dominate ability has a range of 30 feet. Might it be possible to either have that scale at the same rate as the Blood Powers (or, alternatively, keep the range for the blood powers fixed at 30 feet) to allow for consistency? As this point, I'm thinking more about thematics than anything.

Similarly, would the Silent Word blood power also allow me to convey my gaze instructions silently? Or would that be reserved for the touch?


Last touches on Undine Illusionist Thuvian. Oh and we're totally trying to be alive again, because everyone in Thuvia wants to have their cake and eat it too. What's the point of being immortal in the darkness, when you could be immortal in the sun. Big plans, etc.

Had way too much fun with this, I have so many random notebook txt notes for myself that should maybe have been thread posts. Imagining Rosalind as somewhere between Lestat with his urge to be known, and

From the water...:

Life in the desert
Just to be together
The sand forever
The same forever
It moves beneath me
It pulls my body
My pulse beats hotter
So far from the water

I love to see the sun
In spite of all it's done
I pray for shade and rain
I pray to live again
I come from the water

I haven't spent the gold yet, and just took the RAW free spells for the spellbook so far. Here's where we are crunch wise.

Rough Crunch:

Rosalind
Female undine vampire wizard (exploiter wizard) 8 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 270, Pathfinder RPG Bestiary 2 275)
LE Medium undead (aquatic, augmented outsider, native)
Init +10; Senses darkvision 120 ft.; Perception +19
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 85 (8d6+48); fast healing 5
Fort +6, Ref +10, Will +7
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee slam +5 (1d4+1 plus energy drain)
Special Attacks arcane reservoir (4/11), blood drain, children of the night, create spawn, dominate (DC 18), energy drain (2 levels, DC 18)
Wizard (Exploiter Wizard) Spells Prepared (CL 8th; concentration +14)
. . 4th—communal protection from energy[UC], scrying (DC 20), shadow conjuration
. . 3rd—adjustable disguise[ACG], appearance of life (DC 20), haste, wind wall
. . 2nd—euphoric cloud[ACG] (DC 18), euphoric cloud[ACG] (DC 18), glitterdust (DC 18), make whole, see invisibility
. . 1st—color spray (DC 18), expeditious retreat, feather fall, mage armor, protection from good, shield
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
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Str 13, Dex 22, Con —, Int 22, Wis 12, Cha 18
Base Atk +4; CMB +5; CMD 22
Feats Alertness, Combat Reflexes, Dodge, Eldritch Heritage[UM], Improved Initiative, Leadership, Lightning Reflexes, Scribe Scroll, Skill Focus (Knowledge [religion]), Solid Shadows, Spell Focus (illusion), Thanatopic Spell[UM], Threnodic Spell[UM], Toughness
Traits magical lineage, trap finder
Skills Acrobatics +10, Bluff +12, Climb +2, Craft (sculpture) +15, Disable Device +16, Disguise +5, Escape Artist +7, Fly +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +13, Linguistics +13, Perception +19, Ride +7, Sense Motive +19, Spellcraft +17, Stealth +14, Survival +2, Swim +20, Use Magic Device +12; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aquan, Auran, Common, Draconic, Elven, Ignan, Nightsong, Sylvan, Terran, Undercommon
SQ amphibious, change shape (dire bat or wolf, beast shape II), gaseous form, hydrated vitality[ARG], mostly human, shadowless, spider climb
Other Gear blessed book, wizard starting spellbook, 46,000 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dominate (DC 18) (Su) As a standard action, can use dominate person on foe in 30 ft.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Drain (2 levels, DC 18) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Hydrated Vitality (16 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Leadership (score 12: 8th; 8) You attract loyal companions and devoted followers.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Solid Shadows Shadow descriptor spells produce 20% more realism.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Swim (30 feet) You have a Swim speed.
Thanatopic Spell Spell pierces protection from death effects & can affect undead. +2 Level.
Threnodic Spell Mind affecting spell affects undead (even mindless) but not living foes. +1 Level.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

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Dylan
Djinni (Pathfinder RPG Bestiary 139)
N Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, -1 size)
hp 52 (7d10+14)
Fort +4, Ref +9, Will +7
Defensive Abilities air mastery; Immune acid
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Offense
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Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +10 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (10-50 ft. high, 1d8+4 damage, DC 17, 1/10 minutes)
Spell-Like Abilities (CL 9th; concentration +11)
. . At will—invisibility (self only), plane shift (willing targets to elemental planes, astral plane, or material plane only) (DC 19)
. . 1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk
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Statistics
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Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Base Atk +7; CMB +12; CMD 27
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Wind Stance
[b]Skills
Acrobatics +4 (+0 to jump), Appraise +12, Craft () +10, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Perfect) You can fly!
Immunity to Acid You are immune to acid damage.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Whirlwind (10-50 ft. high, 1d8+4 damage, 1/10 minutes, DC 17) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.

--------------------
Gentle
Water wysp (protector) (Pathfinder RPG Bestiary 5 283)
N Tiny outsider (elemental, water)
Init +1; Senses darkvision 60 ft.; Perception +12
Aura resonance (30 ft.)
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Defense
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AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 42 (3d10+6)
Fort +5, Ref +4, Will +7
Immune elemental traits
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Offense
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Speed 30 ft., swim 90 ft.
Melee 2 tendrils +10 (1d3+3)
Space 2½ ft.; Reach 0 ft.
Special Attacks drench
--------------------
Statistics
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Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +5; CMD 14 (can't be tripped)
Feats Bodyguard[APG], Combat Reflexes, Power Attack, Weapon Focus (tendril)
Skills Acrobatics +5, Bluff +7, Climb +2, Disable Device +7, Disguise +2, Escape Artist +2, Fly +6, Heal +6, Knowledge (planes) +5, Linguistics +4, Perception +12, Ride +2, Sense Motive +12, Spellcraft +8, Stealth +14, Survival +2, Swim +20, Use Magic Device +9
Languages Aquan
SQ living battery, loyal bodyguard, servitor, shield master
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Living Battery (Ex) Kill self to heal creature benefitting from resonance 2 hp per its hit die.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resonance (30 ft.) (Ex) +2 atk/dmg, DC of racial abilities for creatures within 30 ft, w/elemental subtype, (+1 atk/dmg for kineticists.)
Servitor (Ex) Aid another to creature benefitting from resonance grants +4 instead of +2.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Swim (90 feet) You have a Swim speed.

Random Fluff Journal Entry:

I was born in the water, held and kept in the water, and from the water I was taken. To a land of sun, and heat, and then even further still. Beyond death was I taken, and yet all I remember clearly of my former life is the warmth and cold of the water. My captors told me I was to be a slave, an artist, and that if I was good I would be given water, frozen to be sure, but water, with which to create. In service to Shelyn they said. Though I laugh at the thought now, they were no more beloved of Shelyn than my current companions, I'm sure. But I digress.

I was, of course, very good. I became exceptional. That was my folly, for while I was a slave, I was alive. When I became exceptional, I was a target. My keepers had no more hope of standing against Thuvia's agents than the pitiful walls they built against the sandstorm. No more hope of holding me than any of my creations in their heat. No more hope of stopping the sand than the tide, the tide than the water. She buried my city, entombed it in sand like the darkest depths of the ocean, and stole us away. For many years I did not even remember my name, only the light, and the heat, and the unending days of darkness that followed. It seems a dream now, though a dream I cannot say if I wish to return to. Shelyn. What's the use. You've never listened before, why would you listen to me now that I am damned? B***!. You might as well be my sister, to listen to me talk.

I had a sister. Thank you for the reminder. Her name was...

So be it, I will remember it in time. If I am to walk in the darkness till then, then I will make of it a great and terrible beauty to remind me. Thuvia knew well what she stole from me, for it had been stolen from her as well. We are alike, in that. How much more can... Oh Shelyn, Thuvia, Rosalind. What a sad trio that is. Well, time to stop writing, whining, dreaming. Time to start living, I'll speak with the air spirit, and learn what he has to teach.

The First Rule of Living - Do not regret that which has happened. It is in the past.

~From the journals of Rosalind Watercraft Thuvian

Outstanding questions about crunch because CR is the worst system.

What are you targeting as the baseline? A level 9 damphir game? A level 8 vampire game? A level 7 vampire game? Right now it's unclear, but that only became obvious to me after digging way too far into CR and monsters as characters in the SRD. (CR is the worst system). As I understand it, the way the vampire template works (and other acquired templates) putting it onto a hero with only class levels for HD, you get this math:

Dhampir
9 Levels + 0 CR - 0 (no template) => 9

Vampire
8 Levels + 2 CR (Vampire Template) - 1 (no racial HD) => 9.
7 Levels + 2 CR (Vampire Template) - 1 (no racial HD) => 8.

In theory the number that comes out the right should be the same for all party members.

In the grand scheme of things, having that extra level isn't going to make a huge difference to me, but it might to other players - In my case I'm a wizard and at level 7 I already have level 4 spells, the extra couple of HP from being level 8 isn't super critical and I didn't take a school because our study of magic wasn't exactly collegial. For me this only caused trouble when I got to the Leadership feat and couldn't figure out what level cohort I was supposed to take, then went back and dug into how monsters with class levels (and by extension acquired templates) are supposed to work.

Leadership requires you to be at least 2 levels higher than your cohort. One of the perks for Thuvians is they can take a Djinn Cohort but Djinn start at CR 5 with 7 racial HD. Depending on how you rule above, they're either invalid or I need to put class levels on her. This is my current block and I'm waiting till you clarify before I finish out Dylan, she's in the rough crunch above as a blank Djinni uncustomized.

I'll work on gear and spells in the interim, have I mentioned I really like this game? Because I do. Even if it makes my head hurt.


Just a note, Ash.., is that Shadow is having the baseline for cohort level as three below our CR, which is to say an effective cohort level of 6.

Speaking of cohorts, I have a couple of slightly 'humorous' (dark humor, that is) questions regarding Caligo.

Can I broadcast music (specifically instrumental, such as this) through the telepathic link? I can just imagine the sheer awesomeness it could portray, or the eeriness that could come by his victims hearing a melody in their mind as he approached. More of an RP thing, really.

What sort of check would I have to make if I wanted to choke someone? So far as I can tell, it's not covered in the rules anywhere.


You know I'm reading all of these as they pop up and I'm just thinking to myself, 'Oh this is going to be good.' And I'm the one not playing a vampire! XD

In fact my character's whole thing is to serve and study vampires.


Murnau Ruthven wrote:

Just a note, Ash.., is that Shadow is having the baseline for cohort level as three below our CR, which is to say an effective cohort level of 6.

True, which makes it even wierder. Going to wait for Shadow to come back with an explanation on it before I worry too much about the particulars of my cohort for sure.


Quick explanation on the question Ash... asked above.

The AP starting level for the book we will dive into is 9th level. I am allowing Dhampir's at 9th, Living Thralls at 8th (a +1 CR Template I created), and Vampires at 7th (+2 CR).

While I agree that the CR system is not perfect, it creates some semblance of balance for those players who want to play but don't want to necessarily be a Vampire.

Cohorts under the Leadership Feat have to be two or more levels below yourself. I settled on 3 below to ensure that the Cohorts are helpful but not vital to the abilities of the PCs [I want them to be Cohorts not second characters].

Fair point about the Djinn's as I did not double check their CR when put up the Recruitment thread (it took hours to do the s!*$ I did and even I only have so much time). For now, to make things less complicated, I will allow this version of the Djinni but with 1 less HD [let's reduce that BaB by 1, HP by 1d10+Con bonus and -2 to each Skill and lose the Whirlwind special attack - next time the PCs level when the Cohort "levels" they gain all this back and thereafter we can decide how to proceed leveling the Cohort. Is this by the rules , no. But the nice thing about being DM is I get to make rules on the fly.

BUT DM, that's 6 HD and 5 CR! Sure but if you look at the statistics the power level of the creature is not game breaking vs. current character builds so I think it won't be a problem.

If anyone objects do let me know! :-)


Storyteller Shadow wrote:
Teiidae wrote:

I like them, I only really have two questions.

Immobilizing Eyes uses int mods per day rather than cha mod where as blood theft uses cha mod per day.

What's the damage on Tongue of the Asp?

I feel your pain Veldrin, I want leadership too? which we can take a different cohort based on our family correct? Out of curiosity, what level are you thinking of taking this? Because I love the idea of having a Lilitu/Temptation demon as a cohort, it plays into the debauched blood orgies that I can imagine take place under the name of Zura.

Good point, let's go with Cha for Immobilizing eyes as well.

Damage on the tongue - 1d3.

Hey, so it doesn't affect me exactly, but it seems that the Zura ability "Immobilizing Eyes" is often going to be worse than just using the vampire's Dominate ability- both in terms of Duration and DC. (12 DAYS on Dominate vs Concentration on Immobilizing Eyes, )

Maybe you could carve out a niche for it, like expanding the range past 30', specifically letting it affect other creature types, or something like that? Maybe getting rid of the 24 hour repeat limitation too, regardless?

Same probably goes for any of the other powers that fall into Dominate's design sphere.


Storyteller Shadow wrote:

Quick explanation on the question Ash... asked above.

The AP starting level for the book we will dive into is 9th level. I am allowing Dhampir's at 9th, Living Thralls at 8th (a +1 CR Template I created), and Vampires at 7th (+2 CR).

While I agree that the CR system is not perfect, it creates some semblance of balance for those players who want to play but don't want to necessarily be a Vampire.

Cohorts under the Leadership Feat have to be two or more levels below yourself. I settled on 3 below to ensure that the Cohorts are helpful but not vital to the abilities of the PCs [I want them to be Cohorts not second characters].

Fair point about the Djinn's as I did not double check their CR when put up the Recruitment thread (it took hours to do the s$~# I did and even I only have so much time). For now, to make things less complicated, I will allow this version of the Djinni but with 1 less HD [let's reduce that BaB by 1, HP by 1d10+Con bonus and -2 to each Skill and lose the Whirlwind special attack - next time the PCs level when the Cohort "levels" they gain all this back and thereafter we can decide how to proceed leveling the Cohort. Is this by the rules , no. But the nice thing about being DM is I get to make rules on the fly.

BUT DM, that's 6 HD and 5 CR! Sure but if you look at the statistics the power level of the creature is not game breaking vs. current character builds so I think it won't be a problem.

If anyone objects do let me know! :-)

I don't have any objections to it I'm just pointing out where I got stuck so you'd make a ruling. CR is hilariously inconsistent as I found out!

Ok, so that version djinn and level 7 vampires. Thanks for the clarification.


I actually noticed something similar to DeviousDevious. Discounting the RP aspect, it would usually be better for me to simply Dominate those we encounter, perhaps visiting them later to wipe their memories.

Might it be possible to get a few more uses of my Blood Powers each day? Or at least against my minions? Once again, it's fine if not, just something I thought I might mention.


Murnau Ruthven wrote:

I actually noticed something similar to DeviousDevious. Discounting the RP aspect, it would usually be better for me to simply Dominate those we encounter, perhaps visiting them later to wipe their memories.

Might it be possible to get a few more uses of my Blood Powers each day? Or at least against my minions? Once again, it's fine if not, just something I thought I might mention.

Indeed I DO see that dilemma now! For some reason I thought Vampire Dominate use was restricted to a number of times per day.

I'll revise and resend Saturday night, won't have time before that.


*cough* I am sorry for the long delay, I have posted a backstory and am now working on equipment... Is the gold for a LVL9, or our character level?


Hey Shadow, one other question, this time about Sunlight:

How does Sunlight death interact with Light/Darkness/Daylight/Deeper Darkness spells? Would a spell like that help in the (incredibly unfortunate and hopefully unlikely) situation a vampire gets caught out during the day? If so, to which level (bright/normal/dim/dark/supernatural dark) would the light need reach to not destroy a vampire?


I would advise the protective penumbra spell, as well DeviousDevious.


Funny how all these Family Feat Chains remind me of V:TM Disciplines... ;) ;) Good job, they seem quite nice (though I'd say the Family that picks every level seems a bit too much).


Murnau Ruthven wrote:
I would advise the protective penumbra spell, as well DeviousDevious.

:)

Mmm, good catch, I'd forgotten about that spell!

:(
I won't have access to it of course, but it's good to know and to use for comparisons. I can ultimately get access to some Darkness SLAs...

So Protective Penumbra...It's second level, 10 min/lvl, and references 'slight shadow' in the flavor text. I'd interpret that as a Dim Light setting myself, and I guess it would/could follow that any affect that lowers the light to Dim or lower would prevent sunlight damage/destruction in that area. That would mean a regular, 2nd level Darkness spell wouldn't cut it if it was bright light, but a 3rd level, Deeper Darkness would. Then, in a less bright situation with Normal Light, like under a roof or in the evening times, a regular Darkness would bring you to Dim, and you'd be OK.

Does that seem reasonable? Am I overthinking and over-concerned about Sunlight? (Probably yes to both, sorryyyyyyyyy)

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