Intrest check- stranded in the mealstrom


Recruitment

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Joseph Soltz wrote:

I'm aware of the Medic class, from Dreamscarred Press, and while it's cool, it doesn't quite fit what I'm looking for. It's not quite so much that I'm trying to be a medic, as an all-around useful person. The group Know-It-All, a Navigator, a bit of a pack mule, a tool for every occasion, who just so happens to be pretty darn good with a Healer's Kit, too.

Edit: To clarify, I didn't think that all you had for the theme was the Medic class, it was just a statement to clarify that it's not quite what I was going for; or rather, the theme I'd like to pursue is a bit broader than "non-magical healer".

So noted, I'll look into it when I have time.


icehawk333 wrote:
Joseph Soltz wrote:

I'd certainly be interested in a game (partially) inspired by monster hunter. I've never played the games, to be honest, but they seem terribly neat.

What is your outlook on Third party publishers, and more specifically, playtest materials?

As noted in the post, most pazio is allowed, psionics are allowed, and third party is on a case by case, request basis.

Ultimate Psionics? If so then I am certainly interested!


Teiidae wrote:
I understand,maybe I will play a mahrog from alluria. They're neat.

Go right ahead.

There's still a lot to put together, though, so, all in all, this Probobly won't be ready to go for maybe a few weeks.


Storyteller Shadow wrote:
icehawk333 wrote:
Joseph Soltz wrote:

I'd certainly be interested in a game (partially) inspired by monster hunter. I've never played the games, to be honest, but they seem terribly neat.

What is your outlook on Third party publishers, and more specifically, playtest materials?

As noted in the post, most pazio is allowed, psionics are allowed, and third party is on a case by case, request basis.
Ultimate Psionics? If so then I am certainly interested!

Psionics are, in my opinion, one of the best options in pathfinder.

A pity they're labeled "third party".

They're always welcome in my games, though.


They're certainly incredibly versatile, and if Scholar ends up being a no-go, I'll likely resort to Psionics. That, or Path of War content, if available. Most of Dreamscarred Press' content is fantastic. In fact, one of my favorite updated subsystems is that from Magic of Incarnum, brought to pathfinder under the guise of Akashic Mysteries.


Oh there is incanum pathfinder magics? I always wanted to try that system out


Marco Theseus Cain wrote:
Oh there is incanum pathfinder magics? I always wanted to try that system out

Yep! The Soulborn analog is even worthwhile to use! The entire system is interesting (in my opinion) and definitely worth checking out!


I know nothing of path of war.

If you want somwthing from it, show me, I'll look at it.

I'm not going to be reading every option, however.


icehawk333 wrote:
Storyteller Shadow wrote:
icehawk333 wrote:
Joseph Soltz wrote:

I'd certainly be interested in a game (partially) inspired by monster hunter. I've never played the games, to be honest, but they seem terribly neat.

What is your outlook on Third party publishers, and more specifically, playtest materials?

As noted in the post, most pazio is allowed, psionics are allowed, and third party is on a case by case, request basis.
Ultimate Psionics? If so then I am certainly interested!

Psionics are, in my opinion, one of the best options in pathfinder.

A pity they're labeled "third party".

They're always welcome in my games, though.

Agreed!

I always allow Psionics as well.

Great, I'll keep an eye out for the Recruitment when it pops up DM.


Oh no. First and foremost, my goal is Scholar right now.


I have a tendancy for a "New Shiny" mentality :/
It was psionics at one point, lately it has been SoP.
Still, one of my old favorites was an Elan Nomad who could teleport all over the place and this looks like an interesting place to revive him :)

Anxiously awaiting recruitment!


Currently working on the final dungeon, and the smaller dungeons and plot are spiraling out from there.

Still gonna be few weeks.

As far as spheres of power and might, both of them are on "Probobly not" status.


Gobo Horde wrote:

I have a tendancy for a "New Shiny" mentality :/

It was psionics at one point, lately it has been SoP.
Still, one of my old favorites was an Elan Nomad who could teleport all over the place and this looks like an interesting place to revive him :)

Anxiously awaiting recruitment!

Hah, I am going to submit an Elan Telepath with a Monk dip ;-)


Not quite the psion monk gestalt, but it will do.

Shadow Lodge

Status update

I'm going to be helping the DM as a sort of Co-DM

So I will probably not be playing the ageis I mentioned earlier, but due to the emphasis on craft skills, an ageis or alchemist (or one of each) would be useful to the party (in addition to the just normal where they are very nice classes)


With the sort of people putting together the expedition team, what sorts of skillsets are they looking for? Survivalism is obvious for at least some of the group, but did they want a linguist, an architect, etc.? It seems to me the party would be like a "crew" more than just a combat team.

Shadow Lodge

Well, someone who can identify magical ingredients and the denizens of the Plaines would be useful (someone with know (Arcana, the planes, maybe nature) or craft (alchemy))
Maybe a bodyguard of sorts?
Maybe an engineer/architect *shrug*
A linguist would be useless as the language of the natives changes about every hour
Maybe someone with divination?
I don't know, there are lots and lots of ways you could be useful to such a group


Lord Foul II wrote:


A linguist would be useless as the language of the natives changes about every hour

But do the people sending this team know that? I have a rough idea of what to expect (the unexpected) from the "island", but I'm trying to piece together the appropriate background for a character set to head there. In the process, interpreting what the organization sending them knows is important!


Softly places his quarter down next to the thread.

To show my interest. A half-elf wizard with variant multiclassing bard has sparked my interest. A sort of know it all that could help with laying down a foundation for their base of operations, a avid researcher, and a source of wondrous items.


The team is looking for-

A stonemason who can build a stronghold to use.
Somone who can craft potions, or is exceptional at alchemy- either will do.
A botanist
Somone capable of escavating Rock in large amounts, be it a Mage, or just a really talented miner.
Somone able to survive off the land, preferably well enough for the whole group.
A cartographer. Yes, really.
A linguist who knows all of the outsider languages.
Crafting other, non-potion magic items is not considered vital, but is valuable.

The company will also provide magical items as needed for each of these roles to function.
The survivalist will be given a tyrant's friend, the person who escavates will be given magical components for spells or a magical pickaxe, the stonemason will be supplied masterwork tools of all sorts, along with a handy haversack or bag of holding, the cartographer will be given a Blessed book*, the botanist will be supplied masterwork tools, and the Alcmenist will be given a unique portable alchemy station, for creating potions out of odd ingredients.

*doenst get the free inscribed spells, just a lot of paper for mapmaking and note-taking.

All those going on the mission are expected to be competent combatants, or so invaluable across so many fronts that they're worth protecting.
All mage's are also expected to have eschew materials, due to the lack of traditional compoenents on the "island".

More questions?


An important thing I forgot to mention-

These roles are not meant to be each an individual player- a single player can have multiple.

And when I say "the team" is lookign for, I mean the group that is sending you on this mission is looking for.


Are you planning on making a recruitment thread at some point or do you plan on using this thread? I'm keeping my eyes out for the build rules.


I'm gonna make a recruitment thread, yes.

But this was just a check to see if this was worth making.

Build rules will come, but I'm holding off for the moment, until I have a decent few of the encounters made- once I get a feel for how strong the average creature I'm making is for it's level, I can decide point buy and other build rules.


As an alternative to eschew materials, would you allow the Robe of Components? Seems like it would be a good way to overcome the issue of being in an area that lacks a easy way to get normal spell components?


"The Lucky Halfling" wrote:
As an alternative to eschew materials, would you allow the Robe of Components? Seems like it would be a good way to overcome the issue of being in an area that lacks a easy way to get normal spell components?

Yes, that would be totally fine.

The company in question may even help pay for it.


I know there are a few items out there that would be rather useful for this kind of game. I'll have to start looking them up.

The current build I'm looking into is actually some what designed around not having skill points in most skills, but having abilities that unlock them with a decent bonus irregardless of the lack of ranks.


Still very much interested :)

icehawk333 wrote:
the cartographer will be given a Blessed book*, the botanist will be supplied masterwork tools

So.... The cartographer gets a 12k gp book and the botanist gets a few hundred gp worth of tools thrown at him? XD

As for me, since I intend to go as a Psion, I should be able to fulfill some of these roles;
Excavation- Possibly. Foxhole is a 1st level spell that can burrow and reshape rather quickly, but at a pretty extensive expenditure of PP. It would work :)
Someone capable of surviving off of the land- Well, an Elan doesn't need to eat or drink, instead he is sustained by his psionic power :) Self only :(
Create food and water might be a thing.
A cartographer- This would be my big thing :) I am all about movement and exploration so this is a natural fit ^_^
A Linguist- Again, Int based caster, I should have quite a few skills, and should be able to spare a rank in Linguistics.
Crafting- Again, Int based caster. I might put a point or two in crafting skills? Possible, but no idea :)
Combat- Moreso in a support role, although I can always fall back on a good o'l Mind Thrust if I get cornered.
Additional Role- largely, I will also be able to provide logistical support, enabling others by teleporting them out of danger or into advantageous positions. Crossing rivers, bypassing hazards or dangerous creatures, retrieving hard-to-reach objects, ect.

That said, quick questions.
1: What skill is used for making maps? K: Geography? Craft: Mapmaking? Survival?
2: Are Skill Unlocks going to be used? They could be fun and maybe useful in a game like this.

Shadow Lodge

Gobo Horde wrote:

Still very much interested :)

icehawk333 wrote:
the cartographer will be given a Blessed book*, the botanist will be supplied masterwork tools

So.... The cartographer gets a 12k gp book and the botanist gets a few hundred gp worth of tools thrown at him? XD

That said, quick questions.
1: What skill is used for making maps? K: Geography? Craft: Mapmaking? Survival?
2: Are Skill Unlocks going to be used? They could be fun and maybe useful in a game like this.

please make note of the astrix

it is important

also my answers to your question is not set in stone but
1: Know (Geography) Know (the planes) Profession (cartrographer), craft: map could each work, perhaps with different DCs and situational modifiers
2: um maybe? I like them but whether or not they are included for non rogues would be something to look at after build rules are in place


The blessed book is explictly not suitable as a spellbook- it's just a book of a ton of paper. This removes the primary reason for the cost- free inscribed spells.

It's closer to a bag of holding. Only a book. With paper.

Skill unlocks are a go.

Foul is correct on the mapmaking- all of those execpt know (planes) works.


Sounds excellent to me! (even moreso since Psions don't use spellbooks). I am all for having an unlimited journal :)
Sounds good on the mapmaking. I would probably focus on the K: Geography to make my maps, possibly even stacking Skill Focus and Call to Mind.

... You know, I think I got too many ideas going at once for this character, chances are he will have to be streamlined down quite a bit to create the final character ^_^


Gobo Horde wrote:

Sounds excellent to me! (even moreso since Psions don't use spellbooks). I am all for having an unlimited journal :)

Sounds good on the mapmaking. I would probably focus on the K: Geography to make my maps, possibly even stacking Skill Focus and Call to Mind.

... You know, I think I got too many ideas going at once for this character, chances are he will have to be streamlined down quite a bit to create the final character ^_^

Gobo I am considering Psion as well, what Discipline is your primary focus?


A recruitment thread may be open sooner then expected*, things are going wonderfully!

*if it continues at this rate, maybe a few days.

Keep your eyes open. Or don't, I'll message those who stated interest when it opens.

Uncover Mysteries, Kill monsters, Learn magical rengants, and Hopefully stay mostly human!

-Ice


Nomad. He will have a significant focus on exploration, teleportation (despite the risks) and tactical positioning.
However, he is still a Psion, and there are things that just about every Psion should have, like Detect Psionics, Missive, Ectoplasmic Sheen, an attack power (Energy Ray/Hammer/Mind Thrust), Inertial Armor and Natural Healing (via Expanded Knowledge) if you can swing it.
Or some combination of the above.

Indeed, I find some of the greatest unique factors between the Psions are the different Dicipline Talents and the second level Dicipline Ability. Especially since many of the necessities of the Psion are presented to you as options that you have no choice but to pick, and your power selections are limited as a result.

I will be trying to include Call to Mind, Foxhole, Know Direction and Location, Breach, Defy Gravity, Time Hop, Dimension Swap and Flight, or some combination of them. If I can fit most of those in then I would be happy :)

Edit: 18 links and not a single mistake! I'm getting good at this ^_^

Edit:

icehawk333 wrote:
Hopefully stay mostly human!

Thats an option? Not an expectation? Lol looking forward to it :)


Quite the opposite is expected.

There are so very many ways to lose your humanity, sanity, and body on this island.

Hence

Hopefully stay mostly human

-ice


Since I'm a sucker for being a tease, here's a sampling of one of the many, many ways you can become somethign terrifying.

As a note, most of the ways will not be feat chains. But there are going to be a few.
And since those are the only ones that will be in the campain primer, I can only show those.

Campaign traits-

Out-of place-
You can take the feats of the campaign before you get to the island.
You find normal people unnerving and strange- you take a -2 to CHA and WIS checks when interacting with humanoids.

Trained researcher-
An active worker of the planes colonization company, you've received professional training in wandering the planescape. You gain a +2 to all checks to identify outsider's traits and weaknesses, and you start with an inactive Book Of Lore.

Campain Feats-

Unless otherwise mentioned, all feats can only be taken once on the nameless island

Sleepless-
It's never night, and you can't remember when you lost slept. You're always fatigued, but immune to sleep and exhaustion. Sleep is not needed to regain daily spells, just a once a day hour of prep.

Protean tick-
You can barely focus on any one thing. You can't take ten.
Something deep inside you is starting to align with the chaos of the maelstrom.

Protean twitch-
Prerequisite - protean tick.
You can barely hold still.
You take a -1 to all D20 rolls is you don't move at least 5 feet a round.
Like it or not, chaos is in your blood.

reaper protean line:

Reaper protean grip-
Prerequisite - protean twitch, exposure to "brown charcoal"
The penalties from protean tick and protean twitch stop effecting you.
Melee attacks with sickles or scythes deal 2d6 or 3d4 damage respectively, you gain a +2 racial bouns to hit with these weapons, and you deal damage as if the attack was modified by power attack (this doesn't stack with power attack). Your legs fuse into a serpentine, spiked tail, rendering you immune to trip. Your size category increases to large, and you have the undersized weapons trait. Once you take this feat, all further feats must continue the reaper protean chain, until "reaper protean completion" is taken. This can use bouns feats, and can even consume retraining feats if you're a fighter.

Reaper protean grace or reaper protean wrath -
Prerequisites- reaper protean grip. If DEX is higher then STR, the Grace varient is obtained, and if STR is higher then DEX, then grace is obtained.

Reaper protean grace-
You gain two weapon fighting with sickles. This counts as two weapon fighting for meeting prerequisites. Whenever you hit with both sickles in the same round, you deal an extra 2d6+DEX damage. This does not stack with two weapon rend.

Reaper protean wrath-
The critical threat range of your scythe improves by 1, becoming 19-20. This can stack with improved critical or keen- the original threat range doubles to 19-20, then reaper protean wrath adds an extra one to become 18-20.

You hands become less able to manipulate non-weapon tools- you take a -2 to all checks requiring fine Manipulation, but gain another +1 to hit with sickles and scythes. You feel weak and out of place when your weapon is not in your hands.

Reaper protean hide-
Perquisites- reaper protean grace/wrath
Your hide thickens and grows scales to match your tail, and your snout elongates into a serpent's maw, with mandibles beside it. You grow a serpentine hood, covered in spines.
You gain a +2 to natural armor, and enemies that grapple with you take 1d6 pericing damage automatically. You gain a 1d6 bite attack.
You feel wrong when you don't hold your weapons. You're constantly shaken and sickened when your sickle or scythe isn't in your hands.

Reaper protean scythes-
Prequisites- reaper protean hide
Your weapon fuses into your arms, your arms becoming a pair of scythe like instruments. You completely lose access to your hands, both of them becoming natural weapons. These "scythes" deal 3d4 damage, and deal *4 damage on a critical hit, and count as scythes or sickles when convenient. If you have two weapon fighting, you can make as many extra attacks with these natural attacks as you have secondary attacks, taking penalties for two weapon fighting, as normal. If you only make 1 attack with each "scythe" in a round, they count as being held in two hands for the purposes of STR and power attack damage.

Reaper protean completion-
You become a protean, though an through. Your alignment doesn't change, but you gain an overwhelming aura of chaos. You gain a +14 to resist warpwave effects, including those from teleporting, and can simply leave the island into the mealstrom whenever you desire- but the barrier is still there for your party. You gain the amorphous anatomy trait, and constant freedom of movement. Your land speed becomes a swim and fly speed (perfect).

Lots of ways to forsake your humanity for power.
But then, what of when you leave? You may have survived, but what have you left behind to do so?
Or maybe you just won't ever find a way to leave.
Or leave into the mealstrom.
Or, perhaps, your "empire" here, all your work...
Could you bear to leave it?

I look forward to finding out.

Stay mostly human,
- ice.


icehawk333 wrote:

The team is looking for-

A stonemason who can build a stronghold to use.
Somone who can craft potions, or is exceptional at alchemy- either will do.
A botanist
Somone capable of escavating Rock in large amounts, be it a Mage, or just a really talented miner.
Somone able to survive off the land, preferably well enough for the whole group.
A cartographer. Yes, really.
A linguist who knows all of the outsider languages.
Crafting other, non-potion magic items is not considered vital, but is valuable.

The company will also provide magical items as needed for each of these roles to function.
The survivalist will be given a tyrant's friend, the person who escavates will be given magical components for spells or a magical pickaxe, the stonemason will be supplied masterwork tools of all sorts, along with a handy haversack or bag of holding, the cartographer will be given a Blessed book*, the botanist will be supplied masterwork tools, and the Alcmenist will be given a unique portable alchemy station, for creating potions out of odd ingredients.

*doenst get the free inscribed spells, just a lot of paper for mapmaking and note-taking.

All those going on the mission are expected to be competent combatants, or so invaluable across so many fronts that they're worth protecting.
All mage's are also expected to have eschew materials, due to the lack of traditional compoenents on the "island".

More questions?

Just what I was looking for. As long as there's some flavor text as exposition for the organization sending us, I should be good to prepare a submission when the recruitment thread debuts.


I like them :) Some of them are quite wonky, but neat non-the-less.
I especially like the feats up to the Protean Twitch.
I could very much see a poor Psion who constantly is winking into the maelstrom and coming out of it very much changed.
"You can barely hold still.
You take a -1 to all D20 rolls is you don't move at least 5 feet a round.
Like it or not, chaos is in your blood."

Sounds Exactly like the kind of idea I had envisioned for for him :) Constant motion (Almost ADD levels), constant exposure to the storm "Influencing him" and the slow corruption that follows :)
I like it a lot, but, well... That would take up to 3 feats for zero benefit :(
I would literally take 3 penalties at the cost of 3 feats with no benefit.
That said, if you designed a Spellcasting Protean I would be very much interested!


1) the sleepless feat is not required, and the penalties of the first two protean feats are negsted with the thrid one.
If you're talking about the one that lets you take campain feats before you get to the "island" it's a trait, not a feat.

2) reaper proteans can indeed spellcast, but also get no preticukar benifit from being one.

3) there will be other proteans to becone anyway, this was just a teaser for what's to come. All of the protean trandormations stem off of the first two feats.


But yes, if you don't intend to ever melee, reaper protean is less then useless, consuming 7 total feats and your hands.


Interested. Likely to go for the stone mason role - I'm not sure exactly how, I'm turning over ideas like a gnome stone warder sorcerer, or a dwarven druid, or possibly some variety of summoner.


avr wrote:
Interested. Likely to go for the stone mason role - I'm not sure exactly how, I'm turning over ideas like a gnome stone warder sorcerer, or a dwarven druid, or possibly some variety of summoner.

All of these work, but you don't even have to use magic if you don't want to.

There's a lot of downtime to work with, and patient mundane crafting, at least in my games, has better results in the end for things like this.
The obvious drawback is that it takes a looooot longer.

That reminds me! I forgot to mention, but master craftsman is a free feat in is campain.


The remaining protean corruption chains.

Wrathful protean line:

Wrathful protean chaos-
Requires protean tick and exposure to white charcoal paste * 5.
Whenever you make an attack that deals energy damage, it deals damage dice one larger then normal, and divides it's damage evenly between all fire, cold, acid, electricity, and sonic damage. These spells cannot benefit from more then one elemental foucs, but any benifits received by feats applied to one element applies to all of them. If used by a psion, the bonus from elemental effects becomes +1 damage per dice, and targets with 5th level or higher spells take a -3 to AC or saves vs the attack. Your legs fuse together into a serpentine tail, rendering you Immune to trip.
Once you take this feat, whenever you get another feat, it must continue this feat chain, until you get to wrathful protean completion.

Wrathful protean claws-
Requires wrathful protean chaos
Your fingers become wicked claws. You take a -4 to attempts at fine manipulation, but gain 1d3 damage claw attacks. These claw attacks have the thundering, flaming burst, corrosive burst, freezing burst, and shocking burst qualities, but these only trigger on critical hits, having no effect otherwise. If the character is a majus, they can use spell combat with these claws.

Improved wrathful protean claws (optional)-
Requires wrathful protean claws
Your claws count as chaotic and magic, and gain a critical range of 19-20. This stacks with keen and improved critical. This feat is not required to complete the wrathful protean line.

Wrathful protean burst-
Requires wrathful protean claws-
Whenever you get a critical hit with a spell, it explodes, dealing it's full damage I modified by the critical to adjacent creatures, reflex save half. Your hide thickens and your organs shift. You gain a +2 to natural armor and the amorphous anatomy trait.

Wrathful protean fangs-
Requires wrathful protean burst-
You gain a bite attack and develop a serpentine muzzle and hood. This bite attack deals 1d2 damage and forces a DC 10+level save VS being confused for a number of rounds equal to the damage the target took. This is a poison and mind effecting effect.

Wrathful protean completion-
Requires wrathful protean fangs-
You become a protean, though and through. Your alignment doesn't change, but you gain an overwhelming aura of chaos. You gain a +14 to resist warpwave and spacial riptide effects, including those from teleporting, and can simply leave the island into the mealstrom whenever you desire- but the barrier is still there for your party. You gain constant freedom of movement. Your land speed becomes a swim and fly speed (perfect). Whenever you cast an elemental spell that deals damage, you heal HP equal to double it's spell level or the power points spent.

shifter protean:

Shifter protean madness-
Perquisites- protean twitch, exposure to green charcoal paste.
You are proficient in every form you enter. Whenever you per body changes, no adaptation time is ever needed, and your mind is never damaged. However, you may never return to a humanoid type form. All potions effect you as if they were cast at a caster level equal to your HD. You must continue taking these fears whenever you have a feat to spend, until you get to shifter protean perfection.

Shifter protean resilience-
You gain the amorphous anatomy trait, and DR 2/-.

Shifter protean perfection-
You shift and change as if it's nothing.
You can change to any non-humanoid type form you have previously assumed with a minute of foucs. This is an instantaneous effect.

Fake keketar:

(Note, not many classes can take this to it's end- it costs a fighter almost all of it's feats. All of these feats have a prequsite of all prior feats)

False keketar suffering-
Prerequisites- protean twitch, exposure to a blend of any three colors of charcoal.

Power is pulsing through your vains, and it's more then you can handle. You take all lethal damage you take a second time as nonleathal damage. Anyone who attacks you in melee with a slashing or pericing weapon is sprayed with chaos infused blood- make a touch attack against such a foe's attack. If sucessful, they take 1d4+level force damage. As per usual, this consumes all feats you try to gain until the chain is completed.

False keketar ache-
Halve the nonleathal damage you take from false keketar suffering.
Armor starts to feel uncomfrable and restrictive- when you refuse to wear any, you gain +2 morale bouns to AC for every armor proficiency you aren't using, a strange confidence springing from your refusal of your training.

False keketar relief-
You stop taking nonleathal damage from false keketar suffering, and your blood calms down, losing the ability to deal force damage to those who cut you.. Your legs fuse into a huge serpentine tail, giving you constrict. You grow to huge size, and gain the undersized weapons trait. When you constrict a foe, you can choose to take a -10 to grapple to act normally with a standard action, and maintain the grapple with a move action. When you do this, you are not considered grappled.

False keketar body-
Your body is completely consumed by the keketar's, your torso getting covered in scales, mouth extending into a serpentine snout. Optional features are a hood, a rattle, and a keketar's true name crown. You gain 2 Natural armor, a bite attack with grab, and amorphous anatomy.

False keketar claws-
Your fingers become surprisingly dexterous claws, dealing 1d8 damage on a hit. If you hit with both of these attacks, you can hit your target with a warpwave.

False keketar spellcasting-
You gain spellcasting- you get the spells per day and spells known of a 4th level sorcerer. You cast these spells with a caster level equal to your charecter level.

False keketar power-
You lose your previous racial bounses to stats, and replace them with a +6 to STR, +4 con, +4 CHA, -4 wis. you gain a +4 to natural armor.

False keketar prisms-
You gain prismatic spray as a spell like ability 3/day, and prismatic sphere as a spell like ability 1/week.

False keketar apotheosis-
Your prismatic sphere spell like can be used once a day. All your melee attacks carry a warpwave. You gain constant freedom of movement. You gain immunity to spacial riptide effects and warpwave. You gain the shapechanger type and can revert to your form as a free action if Polymorphed. You gain a fly and swim speed equal to your ground speed.

Reshape reality-
You gain a keketar's reshape reality ability. Your base speed increases by 30. You gain the chaotic and protean subtypes, and are considered an outsider or your old race, whatever is more convenient. You can polymorph back into your old race at will. You gain a +10 to charisma checks when interacting with proteans, and can use diplomacy to influence attitude on proteans as a free action upon meeting them. You can leave the into the maelstrom, if so desired.


If there are balance concerns, let me know.

These were made while half asleep, so, there's likely to be some patching needed.


If I can retain some higher brain functions, a recruitment thread may open up tomorrow.

Shadow Lodge

Woo


*whistles*
Looks like fun :)
I would hope that at least somebody aims for one of those!
And that Shifter Protean looks like it would be an utter blast to play using a Psion Egoist who is persuing the Shapechanging line of feats :3
Swift action metamorphosis would have a lot of fun!
Does the Shapechanging Maddness basically have a permanent or instantanious duration?
And if you were originally a human, then transformed into a bird, would you be able/unable to transform into a half-orc?
If it got dispelled, what would happen? (you cant dispell instantanious effects btw)

I will have to take a closer look in a bit to see if I can give some insights on balance and to see if I could incorporate the Wrathful Protean into a build ^_^

Shadow Lodge

Quote:
"However, you may never return to a humanoid type form."

As to the rest of that the other dm and I would have to think on that


All of the shifter protean abilities are instantantanious.

As for metamorphasis effects and shifter proteans, that's gonna require some thought and more time to post then i have at the moment.


So, all effects that completely change your race, such as beast shape, as a shifter protean, become an instantaneous effect that adds another form to your list and puts you in it.

Effects that modify your race, such as metamorphisis, augment the race you currently are, with a normal effect and duration.


alright everyone, pile it over here

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