Brilliant Gameologists Forum

Playtime! => Play by Post General => : Kaelik October 06, 2011, 02:13:40 PM

: Tome Game
: Kaelik October 06, 2011, 02:13:40 PM
Going to DM a Tome Game if I get sufficient interest. Using my errata (http://tgdmb.com/viewtopic.php?t=51121).

Level 6, 34 PB, average HP.

One thing I fucking hate: Lots of minions. (Calling Magic/Dominate Monster/Necromancy/Leadership) So don't do that.
: Re: Tome Game
: PhaedrusXY October 06, 2011, 02:24:50 PM
I wouldn't mind playing this guy (http://brilliantgameologists.com/boards/index.php?topic=7873.0), updated for your rules. It uses stuff grabbed from several places, including dragon magazine material, and also I planned to use an ACF on the Tome Fighter.
: Re: Tome Game
: VennDygrem October 06, 2011, 11:33:55 PM
I had actually tossed together an idea for a Conduit of the Lower Planes-based Gish a while back for someone who was going to join the City of the Spider Queen campaign, but ended up backing out. I'd love a chance to give the class a shot, especially with your errata. :)

The changes don't exactly amount to quite as broken a gish as the previously assumed rules, which makes a good deal of sense.
(Also, reading through that thread and seeing the comments on the Conduit's "two abilities", I would not take any sphere granting access to any sort of summon. You don't want tons of minions, and I don't want to do all that goddamn book-work anyway.)

Also, I believe the Conduit is capable of being much more interesting than just "a gish" and would definitely play it as such. The gish part was just what I had originally built it for that other time, and trying to just be a "big guy who swings a sword but has some magic" would probably be a big waste of people's time.
: Re: Tome Game
: Flay Crimsonwind October 07, 2011, 12:45:15 AM
What's making one more character? I'll see if I can't come up with a concept.
: Re: Tome Game
: dna1 October 07, 2011, 12:48:33 AM
I would be interested but I have never taken a look at any Tome material...  :bigeye
: Re: Tome Game
: Flay Crimsonwind October 07, 2011, 02:19:20 AM
I would be interested but I have never taken a look at any Tome material...  :bigeye
Merry Christmas. (http://brilliantgameologists.com/boards/index.php?topic=728.0)
: Re: Tome Game
: Midnight_v October 07, 2011, 03:26:21 AM
Hmm....
: Re: Tome Game
: Kaelik October 07, 2011, 06:27:47 AM
Phaedrus, why would you take a Tome game to insert some character that is a non tome class, a non tome class, and some bullshit race that you picked because it has low EL to benefits ratio which also won't matter in Tome, because I'll be redesigning the race in the form of the Giant or Bugbear write ups, and their lower EL won't fucking matter.

That's a stupid character.
: Re: Tome Game
: PhaedrusXY October 07, 2011, 10:51:45 AM
Because I'd already made that one, and didn't want to take the time (which I don't have) to make another one from scratch.
: Re: Tome Game
: Kaelik October 07, 2011, 02:44:42 PM
Because I'd already made that one, and didn't want to take the time (which I don't have) to make another one from scratch.

So you just thought you'd make me make the character from scratch, and hope I changed the monster in ways that happened to not be any work for you? Unlikely.
: Re: Tome Game
: PhaedrusXY October 07, 2011, 03:52:45 PM
Hey, I just remembered this stormlord (http://brilliantgameologists.com/boards/index.php?topic=6966.msg241286#msg241286) I used as an NPC that sent my group of PCs running. I used the volodni "treant-lite" race for it from Unapproachable East, which has a LA +2 and no racial hit dice. It shouldn't be too hard to modify it to be acceptable, I think. Racial stats posted below (updated to be 3.5 compliant by me, it was 3.0):

[spoiler]+2 Constitution, +2 Wisdom, –2 Intelligence, –2 Charisma.
• Medium-size.
• Land speed 30 feet.
• Cold resistance 5.
• +4 racial bonus on Hide checks in wooded terrain.
• Low-Light Vision: Volodnis can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Plant: Volodnis are immune to poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits
or mind-affecting effects.
• DR 10/slashing (updated to 3.5 from the old "Half damage from Piercing." used in 3.0. This was based on how Treants were similarly converted.)
• Sustenance.
• Automatic Languages: Common, Sylvan. Bonus Languages:
By character region.[/spoiler]
: Re: Tome Game
: Kaelik October 07, 2011, 08:36:57 PM
So... wtf. How is it easier to downgrade a level 10 stormlord to level 6 than to just make a level 6 stormlord? And why can't you just use a race that exists and is legal?

Okay, you can use that race, but you lose all plant immunities, and DR, and you are still subject to every shitty thing that happens to plants.
: Re: Tome Game
: Midnight_v October 07, 2011, 08:47:21 PM
So... wtf. How is it easier to downgrade a level 10 stormlord to level 6 than to just make a level 6 stormlord? And why can't you just use a race that exists and is legal?

Okay, you can use that race, but you lose all plant immunities, and DR, and you are still subject to every shitty thing that happens to plants.
The plant immunities are too strong you think?
: Re: Tome Game
: VennDygrem October 07, 2011, 08:54:41 PM
So does that mean you'd ban warforged for their construct immunities? Not that I'd want to play one as a conduit anyway, but it's an example of a LA 0 race that gets a ridiculous amount of immunities for the relatively  low cost of reduced healing from cure spells. That doesn't make it right, of course.
: Re: Tome Game
: PhaedrusXY October 07, 2011, 08:58:41 PM
So does that mean you'd ban warfirged for their construct immunities? Not that I'd want to play one as a conduit anyway, but it's an example of a LA 0 race that gets a ridiculous amount of immunities for the relatively  low cost of reduced healing from cure spells. That doesn't make it right, of course.
It means that he's a dick. End of story.

A human with the Product of Infernal Dalliance feat is better than that plant race. Free FoM > shitty DR. They both get a bunch of immunities based on type. I just thought a plant-Stormlord sounded cool. I was going to name him The Lorax.
: Re: Tome Game
: Kaelik October 07, 2011, 09:09:30 PM
So does that mean you'd ban warfirged for their construct immunities? Not that I'd want to play one as a conduit anyway, but it's an example of a LA 0 race that gets a ridiculous amount of immunities for the relatively  low cost of reduced healing from cure spells. That doesn't make it right, of course.

No Warforged are fine.

A human with the Product of Infernal Dalliance feat is better than that plant race. Free FoM > shitty DR. They both get a bunch of immunities based on type.

You are an idiot. Immunity to Poison + Freedom of Movement is not as good as DR 10, Immunity to Poison, Sleep, Paralysis, Stunning, Polymorphing, critical hits (and by extension SA and DA), and mind-affecting effects, and also +2 Wisdom and Con on top of that for a Wisdom based class.

In practice, saying +2 Wisdom and Con, Cold Resistance 5, Low Light Vision, and Sustenance is worth a feat is probably wrong, but pretty damn fucking close. But I don't care, because I don't want people making up homebrew races and then making me figure out how to balance them, because that's stupid. If you think being Human with Infernal Dalliance is better, then suck a cock and do that, because that's an actual legal choice that doesn't make more work for me.
: Re: Tome Game
: Midnight_v October 07, 2011, 09:18:52 PM
So does that mean you'd ban warfirged for their construct immunities? Not that I'd want to play one as a conduit anyway, but it's an example of a LA 0 race that gets a ridiculous amount of immunities for the relatively  low cost of reduced healing from cure spells. That doesn't make it right, of course.
It means that he's a dick. End of story.

A human with the Product of Infernal Dalliance feat is better than that plant race. Free FoM > shitty DR. They both get a bunch of immunities based on type. I just thought a plant-Stormlord sounded cool. I was going to name him The Lorax.

 :lmao well at least its not just me this time.
: Re: Tome Game
: dna1 October 08, 2011, 12:22:19 AM
So does that mean you'd ban warfirged for their construct immunities? Not that I'd want to play one as a conduit anyway, but it's an example of a LA 0 race that gets a ridiculous amount of immunities for the relatively  low cost of reduced healing from cure spells. That doesn't make it right, of course.

No Warforged are fine.

A human with the Product of Infernal Dalliance feat is better than that plant race. Free FoM > shitty DR. They both get a bunch of immunities based on type.

You are an idiot. Immunity to Poison + Freedom of Movement is not as good as DR 10, Immunity to Poison, Sleep, Paralysis, Stunning, Polymorphing, critical hits (and by extension SA and DA), and mind-affecting effects, and also +2 Wisdom and Con on top of that for a Wisdom based class.

In practice, saying +2 Wisdom and Con, Cold Resistance 5, Low Light Vision, and Sustenance is worth a feat is probably wrong, but pretty damn fucking close. But I don't care, because I don't want people making up homebrew races and then making me figure out how to balance them, because that's stupid. If you think being Human with Infernal Dalliance is better, then suck a cock and do that, because that's an actual legal choice that doesn't make more work for me.

"your an idiot..... blah blah blah suck a cock blah blah blah"


lol


im going to have to +1 to the "he's a dick".  have fun playing this one guys. :devil
: Re: Tome Game
: RobbyPants October 13, 2011, 03:10:11 PM
How many players are you looking for (or rather, are there any slots still open)?

I don't have anything made up yet, but I'm curious. A jester, assassin, or monk all sound like fun.
: Re: Tome Game
: Kaelik October 13, 2011, 04:05:12 PM
4-5 there are currently no characters submitted, so 4-5 slots open.
: Re: Tome Game
: RobbyPants October 13, 2011, 08:42:38 PM
Actually, stormlord looks pretty fun. I'll try to get something together soon. I need to think about feats.
: Re: Tome Game
: Nanshork October 13, 2011, 09:22:56 PM
I'm interested.  Can I get a link to the latest Tome pdf and possibly some more information about the setting itself?
: Re: Tome Game
: RobbyPants October 13, 2011, 10:19:31 PM
Kaelik, I have a few of questions:

Is the Stormlord's level 1 Angry Hands attack usable with feats that grant extra attacks (TWF, Rapid Shot), or does it just scale with BAB? It looks like BAB from the wording, but I'm curious.

How does Point Blank shot interact with Angry Hands? The +0 BAB ability is usable with a "ranged weapon", so I'm not sure it even works. The +1 BAB ability works within the first range increment, which I assume is either Close range, or nothing at all because there are no range increments. Would the +6 BAB ability keep it from provoking AoOs?
: Re: Tome Game
: RobbyPants October 13, 2011, 10:21:19 PM
I'm interested.  Can I get a link to the latest Tome pdf and possibly some more information about the setting itself?
I'm not sure about the PDF, but here (http://dnd-wiki.org/wiki/Tome_Material) is the Tome material on the D&D wiki.
: Re: Tome Game
: Kaelik October 13, 2011, 10:47:12 PM
Kaelik, I have a few of questions:

Is the Stormlord's level 1 Angry Hands attack usable with feats that grant extra attacks (TWF, Rapid Shot), or does it just scale with BAB? It looks like BAB from the wording, but I'm curious.

How does Point Blank shot interact with Angry Hands? The +0 BAB ability is usable with a "ranged weapon", so I'm not sure it even works. The +1 BAB ability works within the first range increment, which I assume is either Close range, or nothing at all because there are no range increments. Would the +6 BAB ability keep it from provoking AoOs?

PBS: As far as I can tell, it does nothing. Any of the things that say ranged weapon won't apply. It doesn't have a range increment, so it's never within the first range increment, and it already doesn't provoke AoOs because it's a Su ability. Which is fine, because I never want my classes to be used with Races of War feats.

TWF: You don't have an off hand weapon, so you can't use TWFing.
: Re: Tome Game
: Nanshork October 13, 2011, 11:31:33 PM
I found what I was talking about.  Kaelik, are we only using official Tome classes from the wiki or are things from this pdf (http://awesometome.googlecode.com/files/Tome0.7rev139.pdf) okay too?
: Re: Tome Game
: Kaelik October 14, 2011, 04:27:03 AM
We are using official classes and rules presented in the actual tomes, the primary source of which is on TGD, in a stickied thread.

We are also using my errata, as linked by me.

We are also using any homebrew other class you want to suggest, and I will okay it or not as I see fit.
: Re: Tome Game
: RobbyPants October 14, 2011, 09:40:43 AM
Which is fine, because I never want my classes to be used with Races of War feats.
Ah. I will stop looking at those feats, then. It looks like you're using auto-heighten, so I won't need to worry about that, either.

I was starting to lean toward the defensive line of RoW feats like Blind Fight, Lightning Reflexes, and Elusive Target. Would you rather me avoid those with the stormlord?


We are using official classes and rules presented in the actual tomes, the primary source of which is on TGD, in a stickied thread.
Nanshork, here (http://tgdmb.com/viewtopic.php?t=48453) is the thread Kaelik is talking about.
: Re: Tome Game
: Midnight_v October 14, 2011, 01:33:18 PM
Sooo.... its a tome game using tome rules minus the races of war feats/classes?
: Re: Tome Game
: Kaelik October 14, 2011, 01:45:04 PM
I was starting to lean toward the defensive line of RoW feats like Blind Fight, Lightning Reflexes, and Elusive Target. Would you rather me avoid those with the stormlord?

No, those are fine, I merely mean that when I design my class feature attacks, they are not meant to combine with TWFing/PBshot/ect.

Sooo.... its a tome game using tome rules minus the races of war feats/classes?

No, people can still use Races of War classes and feats, they just can't use things like TWFing with Stormlords/Shadowcasters/Firemages/Snowscapers/ect. Because it doesn't actually work.
: Re: Tome Game
: Midnight_v October 14, 2011, 02:26:42 PM
Okay Gotcha!
: Re: Tome Game
: RobbyPants October 14, 2011, 03:14:51 PM
I'll have to flesh in some more details and eventually get a Mythweavers sheet, but here's the tentative concept:

A hobgoblin separated from his tribe and raised in the wild, developing mystical abilities:

Race: Hobgoblin

Class: Stormlord 6

Alignment: Neutral?

Background: Raised by Owlbears

Abilities:
Str: 11
Dex: 16 (include +2 racial)
Con: 16 (include +2 racial)
Int: 14
Wis: 18 (include +1 from levels)
Cha: 8

Skills: Balance +8, Concentration +12, Knowledge (Nature) +11, Listen +13, Spellcraft +11, Spot +13, Survival +8

Feats: Danger Sense, Elusive Target, Iron Will



How are you handling starting equipment (both magical and mundane)?




Edit:
Mythweavers sheet (http://www.myth-weavers.com/sheetview.php?sheetid=337233)
: Re: Tome Game
: Kaelik October 14, 2011, 06:50:28 PM
Should be any 4 minor items, and whatever else you want that isn't magical, and a not retarded amount of scrolls/potions.
: Re: Tome Game
: Nanshork October 14, 2011, 06:53:39 PM
I'd like to play either a Shadow Warrior or an Elemental Siphon.  What's your verdict on those Kaelik?
: Re: Tome Game
: VennDygrem October 14, 2011, 07:55:14 PM
I'm starting to lose interest in the Conduit in general, primarily because I don't care for most of the spheres. I think mainly I'd have to settle on some sort of theme or figure out the character more. I might end up being more interested in one of the more melee-oriented classes, though I might still find what I'm looking for in conduit.
: Re: Tome Game
: Kaelik October 14, 2011, 08:38:20 PM
I'd like to play either a Shadow Warrior or an Elemental Siphon.  What's your verdict on those Kaelik?

Shadow Warrior is maybe problematic, does it have full BAB? I think I remember thinking it would be fine except for the part where people get a way to use iterative attacks too. As for the Elemental Siphon, it is of course allowed, because I made it.
: Re: Tome Game
: RobbyPants October 14, 2011, 09:29:06 PM
Should be any 4 minor items, and whatever else you want that isn't magical, and a not retarded amount of scrolls/potions.
Thanks. I'll work on that and a background in the next day or two.
: Re: Tome Game
: Nanshork October 15, 2011, 02:07:02 AM
I'd like to play either a Shadow Warrior or an Elemental Siphon.  What's your verdict on those Kaelik?

Shadow Warrior is maybe problematic, does it have full BAB? I think I remember thinking it would be fine except for the part where people get a way to use iterative attacks too. As for the Elemental Siphon, it is of course allowed, because I made it.

Shadow Warrior does have full BAB, however I have no interest in using iterative attacks in any way.  I do however plan on trying to plop on as many natural attacks as I can, such as getting a bite from Product of Infernal Dalliance.  If that means you'd rather I play an Elemental Siphon, I am fine with that.  I figured it would be okay, I just thought I'd check.  By the way, are you still working on prestige classes for it?  I really like the mechanics.
: Re: Tome Game
: RobbyPants October 15, 2011, 10:12:37 AM
IIRC, minor items will have one booster (attack rolls, AC, abilities, etc) and one ability (all round vision, speed, etc). What if I wanted a pre-existing item from the DMG that's sufficiently cheap? For example, if I want a Handy Haversack, would it also gain an enhancement bonus to something like other minor items? I was never sure how the Book of Gears rules worked with existing items.
: Re: Tome Game
: bkdubs123 October 15, 2011, 10:11:02 PM
I was interested in a Tome game but I'm getting a tone of "my way or go fuck yourself" with a touch of "I make up rules as I go along" from the GM, so add that to the fact that I would rather start at a lower level and you've got a recipe for counting me out.
: Re: Tome Game
: bearsarebrown October 15, 2011, 11:44:58 PM
@bkdubs, then don't post.

I'm throwing my hat in the ring. Took a 6 months hiatus from all things table top and this seems like a good place to start again. And I like Kaelik.

My first thought is an Aang flavored Elemental Siphon, but i've played that before and it seems others want to try the class. I'm considering one of the sphere heavy classes, which I think became stronger with your metamagic errata. But to be honest I have zero roleplay ideas on that front.

Could you tell us anything about the campaign?
: Re: Tome Game
: Kaelik October 16, 2011, 12:05:15 AM
@bkdubs, then don't post.

I specifically asked him to come over sense in part I started the game because he was talking about wanting to get in on one. Now, I think he's kinda stupid for his criticism based on my rejection of a homebrew non Tome race that gives more immunities than any other LA 0 race ever, and that when people ask me questions about things that are made at different times by different people with no accounting for each other, I have to actually look at the rules to determine how they interact, but whatever.

Well, the campaign idea is probably going to be:

Adventuring in Pandemonium. Unless everyone takes objection to that.

EDIT: If you are going to add a bunch of extra attacks, I'm not sure how many you can get, so I probably prefer Elemental Siphon, but if you really prefer Shadow Warrior just tell me how many Natural Attacks you are going to have at level 6, and if you have any ways of getting more beyond that level, aside from natural progression of the class.
: Re: Tome Game
: VennDygrem October 16, 2011, 03:54:31 AM
Hmm, I was thinking of Pandemonium as the petitioner source for Conduit, so that would be pretty appropriate. Of course, none of it would matter if I can't get a character put together at all. >_>
: Re: Tome Game
: Nanshork October 16, 2011, 04:03:39 AM
I'll just play an Elemental Siphon then.   :)

Not sure what race/feats will be good but I'll get something sorted out.
: Re: Tome Game
: Flay Crimsonwind October 16, 2011, 05:03:40 AM
As this'll be my first time playing tome, I'm gonna have some fun! Hopefully....

Been looking at a combination Fighter or Ranger 4 / Progenitor of the Gith 2. I'm thinking PotG with more of the base class, the elegance through simplicity.

Basic premise is he spent a long time as a combat-slave for the Illithid, until he happened upon an escape plan that was supposed to get him back to the material plane. It dropped him in Pandemonium, and life since then hasn't been a great deal better to him. As a result of where he's spent most of his life, he's gone somewhat crazy, though is frankly quite skilled at survival. Depending on further setting info, this will change, of course.

Anywho, reading up for magic items, since I'm not 100% on the values for tome games, other than that, should be done shortly.

--EDIT-- Studying for chem stopped me from going through the economicon to figure out the value meanings, but I threw together a Fighter 4 / PotG build  (http://www.myth-weavers.com/sheetview.php?sheetid=337764)waiting on items and for his last feat to be decided.
: Re: Tome Game
: RobbyPants October 16, 2011, 09:33:06 AM
Anywho, reading up for magic items, since I'm not 100% on the values for tome games, other than that, should be done shortly.
My understanding is minor items cost 4,000gp. I don't know if this includes DMG items under that price, or noyt.

Kaelik: I read the section about other items like Handysacks and Crystal Balls and how they take longer to attune. I wasn't sure if they're meant to apply the enhancement bonus like other items or not.
: Re: Tome Game
: Kaelik October 16, 2011, 12:38:38 PM
Crystal Balls probably are just staves, and so don't provide a bonus. Haversacks and Bags of Holding do not provide a bonus because they are supposed to be an out of combat thing. Is there a character build reason you need in combat access to a Haversack?

EDIT: Power Attack and Cleave are not feats. Everyone gets Power Attack for free, and Cleave is probably Hordebreaker.
: Re: Tome Game
: VennDygrem October 16, 2011, 02:45:51 PM
Kaelik, quick question about your Conduit extension, specifically regarding Magical Training: Does it continue to advance in spellcasting with Conduit levels, or do you have to simply multiclass out if you want to continue the sorcerer casting and have any reasonable use for it? If it doesn't continue, then you get to Conduit 15, you still only have a few sorcerer spells and only up to 3rd level. Assuming you PrC out to a casting class, you'll wind up at level 20 with 11th level sorcerer casting, which isn't particularly useful. If it does continue, as one might assume someone taking the original version of the class might do, they'd wind up with 16th level sorcerer casting, which is a lot better since you at least get up to 8th level spells.

I suppose it makes sense either way, but I mainly want some confirmation. I think the reason the conduit gets sorcerer casting in the first place is so they can have more than just a couple tricks up their sleeves. Getting a few spheres is nice, but you still have very limited casting options, especially if you advance spheres rather than take new ones.
: Re: Tome Game
: Kaelik October 16, 2011, 03:13:32 PM
I think the original reason Conduit was given Magical Training was so that you had something to progress, without giving more spheres, since they didn't want to worry about advancing with even more spheres, and everyone looking similar.

I think Magical Training is just gone on the 15 level Conduit, though I am thinking about adding some sort of immediate action defense for each plane type somewhere.
: Re: Tome Game
: VennDygrem October 16, 2011, 04:37:32 PM
OK, sounds fair. It's still listed on the 15 level progression which is why I asked. Obviously wouldn't come up for a long time, though it helps in planning. Also, since a lot of the spheres seem to have summoning or calling spells, I may want to find similarly themed spells to replace them with, but I'd cross that bridge when we come to it.
: Re: Tome Game
: Kaelik October 16, 2011, 04:55:06 PM
Summoning is fine (because it's short duration), calling is not. But yes, if the sphere has calling spells, or is the bone sphere, probably pick something else, or it will need to be changed.
: Re: Tome Game
: Nanshork October 16, 2011, 05:16:24 PM
Kaelik, are you still working on Prestige Classes for the Elemental Siphon?
: Re: Tome Game
: VennDygrem October 16, 2011, 05:34:42 PM
Also, I'm not certain if this was addressed elsewhere, or if it's addressed by the Tome rules themselves, but are traits/feats in? Just have to ask. :)
: Re: Tome Game
: Kaelik October 16, 2011, 06:19:16 PM
1) In the general sense that it's one of my ongoing projects, but so is item crafting for the Errata, and I haven't done work on that in forever. If you are hoping to pick which feat you want based on the PrCs, you won't get that, what I'll probably do is start working on whichever one you choose the feat of at some point before we even get to 10, and then it will be finished before you need it.

2) It isn't, but no/yes, no flaws for sure, and traits really aren't a big deal either way, since the only ones anyone ever picks are the slow one, + having a fly speed, or the quick one.
: Re: Tome Game
: Nanshork October 16, 2011, 07:06:38 PM
1) In the general sense that it's one of my ongoing projects, but so is item crafting for the Errata, and I haven't done work on that in forever. If you are hoping to pick which feat you want based on the PrCs, you won't get that, what I'll probably do is start working on whichever one you choose the feat of at some point before we even get to 10, and then it will be finished before you need it.

Sounds like a plan.
: Re: Tome Game
: bearsarebrown October 17, 2011, 12:41:29 AM
How do you feel about Nightmare Seeker (http://www.tgdmb.com/viewtopic.php?t=49467)? I'm fancying the idea of a fear based character. Swordsman with a big scary evil living inside of him.

My worries with the class so far:
[spoiler]Nightmare Release is dumb and I'd never use it ever because 40% chance to lose a round is fucking dumb stupid shit.
FIX replace with 5' per level Intimidating Presence, will negates Shaken and immune for 24 hours. Free action to turn on and off.

Fears of the Mindless needs to add a clause which caps the penalty at -0.
Mental Reformation aka PsyRef (http://www.d20srd.org/srd/psionic/powers/psychicReformation.htm) is full retard. Going to ignore it.
Save Negates plagues a lot of the class abilities. I'm hoping to get around this by using things like Fear which are save partial and focusing on martial abilities and intimidate.
Lack of Swift/Immediate Actions makes the action economy weak. I'm scrounging for feats to use these up. Do you have any ideas of class features that could be altered or added?[/spoiler]

My musings, questions, and proposals about Demoralize in Tome:
[spoiler]No two writers can agree on how good it is. The Terror Sphere grants it as a free action 1/round. Dreadful Demeanor makes it a Move Action, Fear Sphere makes it Swift, Jester makes it Move, Master of Terror gives it a 30' area. It's hard to judge how strong it is because of fear's scalar quantity. When you Demoralize an opponent you either give him -2, make him run away, or make him fall to the ground helpless. Shaken is weak as a Swift Action, Cowered is strong as a Standard Action.

What I'm looking for: I'd take Dreadful Demeanor and Master of Terror[Leadership]. This grants me Move Action Demoralize with a 30' area. I don't want [Leadership] and neither do you, so that is dropped from MoT. It is replaced with the option to Swift Action Demoralize, but only single target.[/spoiler]

If I'm being difficult by making character creation this involved just say so. If my ideas are totally wrong tell me I'm an idiot.

Mock up:
[spoiler]Human Nightmare Seeker 6
Fields: Advanced Killing, Basic Mentant + Terror.
[/spoiler]
: Re: Tome Game
: Kaelik October 17, 2011, 03:29:20 AM
1) Yes one ability is not that good, that doesn't mean I will replace it with a kick the fuck ass ability for you to further stack fear effects.

2) Yes Fear of the Mindless needs that cap to be less stupid than it already is.

3) indeed. You can try to find something else to slot in that spot.

4) Okay...

5) As a general rule, I am pro finding swift immediate actions, but a) your fault for choosing a class I didn't have a hand in making, b) I see you've already found several uses, c) my feats, as before, will work on these abilities as well, technically, though I'm sure they will be tremendously broken when applied to them, because anything Sinister makes is already 3/4ths broken even before using my feats.

d) Mentat Sense is fucking retarded. The reason Spheres don't give buffs is because if you have at will buffs, then they are active all the time. 60ft of always on best sensory perception in the game is already way better than what anyone else gets for so little investment, so you can just hold it to 60ft, instead of getting 100-200ft.

6) How good it is depends on what you are paying to get it, and how necessary it is to your character. And you know, it's made infinity times better by the sheer fact that Sinister allows you to break all immunities for no goddam reason. See below, 8.

7) Attempting to Overton window shift me by starting with a leadership feat, and then saying "But since that's too powerful, how about a further stacking fear bullshit." is not going to work. See 8.

8) So here's an average combat according to your current character design:

a) Enemy Appears!
b) Enemy is demoralized by your aura.
c) Enemy is Demoralized by your swift action.
d) Enemy is Demoralized by your move action.
e) Enemy is Demoralized by your Standard action.
f) Some of these add more than 1 point of fear, and add 1 point even on successful save.
g) If any enemy gets 2 points of fear, they immediately lose.
h) What if there are multiple enemies? Doesn't matter, half those effects are AoEs.
i) What if they are immune to mind effecting effects? Doesn't matter, all of those are ignored. Some of them are slightly harder to resist, some are not.
j) What if they are immune to fear? Doesn't matter, half your effects are demoralize effects, which now penetrate fear immunity. Also, many things are not explicitly immune to fear, because instead they are implicitly immune to fear by virtue of Mind affecting immunity.

Bottom line, I see no way to possibly challenge your character whatsoever, aside from using creatures that eternally stay outside the range of most or all of your effects. A quick SGT against the first 4 encounters I have results in you walking harmlessly through the world with things running in fear of you forever.

So for starters: 1) Don't take Master of Terror or Dreadful Demeanor at all, because skill feats in the Tomes are incredibly stupid and overpowered.
2) Fear of the Mindless only applies to abilities granted by the Nightmare Seeker class, not Demoralize effects you already had by virtue of skill ranks, or effects you gain through other means.
3) You can never use your move action to demoralize ever, because move actions are for moving, not for attacking.
4) There is probably some way, by feats or by race, or something, that you can get a fear aura, you can still do that, and if it takes multiple feats, we can stack them into one. But just a standard fear aura, and see Fear of the Mindless change.
5) Nightmare release can be switched out for a swift action Demoralize on a single target.

So instead a typical interaction with enemies would be:
1) Fear Aura (with a save), fear immune or mind affecting immune would negate this.
2) Swift action single target demoralize, Fear immunity would negate this, but not mind affecting.
3) Standard action whatever you want, but I assume mostly something that does some fear on a successful save, and more on a failed one. Back up non-fear stuff if you already found out they are fear immune.
: Re: Tome Game
: VennDygrem October 17, 2011, 03:55:21 AM
I tried reading up on Pandemonium a bit, to see if any of my character creation ideas are going to just be completely FUBAR there. From what I can tell, it'll definitely be a challenge; just about every day there's a chance you'll simply go insane, become simply confused for some time, or merely get pelted by rocks or get swept up and battered into a wall. Sounds fun! :D

Before that, I had been thinking of taking one of the cold-based spheres, and it looks like petitioners have huge resistance to cold energy, and I'm sure some other creatures there will too, so that is starting to look like a bad idea. A lot of the other spheres have either good special abilities but some lame spells (ie: either generally not worth the action or not useful too many times per day), easily negated energy damage or effects, or have nice spells but useless Special abilities.

I think my main problem is I'm still trying to figure out just what the Conduit is meant to do; what its role in the party should be, how it makes itself useful, etc.

Does anyone here have any experience with Conduits and/or spheres? The class seems solid enough, generally-speaking, and certainly is ripe for flavor. I just can't find a whole lot of feedback/advice posted anywhere for playing one, and could sure use a little.
: Re: Tome Game
: Kaelik October 17, 2011, 05:34:05 AM
You are like a Sorcerer with slightly better defenses who spent all their spells known on awesome attack spells.

Every round you throw out some variant of badass attack spell that is from a sufficiently varied list that you can do something to any enemy.

If you have suggestions for replacement spells or replacement abilities for spheres, please let me know. You can even draw up your own, but as a general rule, no/very very few buffs, or extreme utility spells.
: Re: Tome Game
: RobbyPants October 17, 2011, 10:37:14 AM
So, here are four minor items I've created (well five, but I'm going to take one of the last two):

Aquatic Darkleaf Armor (+2 AC)

Ring of Sustenance (+2 saves)

Boots of Speed (+2 Dex)

Ammulet of Change (+2 Wis)


or

Natural Ammulet (+2 Wis)

So, two questions:

1) Do those look legal?

2) Is the Natural item going to piss you off (summon one animal CR -2 as Nature's Ally)? I'd primarily use it for scouting and what-not (I speak with animals), and probably not much in combat. If you'd rather I avoid that, I'll take the Change item instead.
: Re: Tome Game
: Midnight_v October 17, 2011, 10:48:10 AM
Kaelik how many people you looking for? I count 4 at least alreadly.
: Re: Tome Game
: bearsarebrown October 17, 2011, 11:21:44 AM
Alright, fuck me, the Nightmare Seeker was a bad idea. Instead, I'm going to ask about Ninja (http://www.tgdmb.com/viewtopic.php?t=50367).

Changes:
[spoiler]-Cap Surprise! at x2 or  only once per round? Or both? Damage is hard for me to judge.
-Kidney Punch is once per round and does not work with Combat School.
-Seductive Gaze changed to Suggestion and failure makes the target immune for 24 hours. Sexy No Jutsu is removed.
-I didn't read any abilities past level 10 because that stuff can be dealt with if we ever come close.
[/spoiler]
Mockup? (http://www.myth-weavers.com/sheetview.php?sheetid=338098)

Also considering Paladin. (http://www.tgdmb.com/viewtopic.php?t=50021) This one, not the one with the Code Of Conduct. Mockup incoming.
: Re: Tome Game
: RobbyPants October 17, 2011, 11:46:26 AM
Kaelik how many people you looking for? I count 4 at least alreadly.
He said 4-5.
: Re: Tome Game
: Midnight_v October 17, 2011, 12:07:49 PM
Kaelik how many people you looking for? I count 4 at least alreadly.
He said 4-5.

Cool if there's room, I'd like to be a barbarian, or a samurai.
: Re: Tome Game
: Nanshork October 18, 2011, 03:08:13 PM
Is anybody else going to provide party wide out of combat healing?
: Re: Tome Game
: bearsarebrown October 18, 2011, 05:09:32 PM
If Paladin gets approved I have quite a bit. Not unlimited though.
: Re: Tome Game
: VennDygrem October 18, 2011, 08:01:42 PM
So, I'm starting to make some breakthroughs on this character, and while I'd like to take one of the cold spheres,  it looks like I could potentially get really hosed going up against what will probably be a lot of cold resistant enemies. I may have to make a custom sphere after all, though really I expect there'll be a lot of resistant or immune creatures for just about all energies. Will work in this later after work.
: Re: Tome Game
: Nanshork October 18, 2011, 08:06:03 PM
If Paladin gets approved I have quite a bit. Not unlimited though.

I'm trying to figure out what Elemental Siphon feat I want, and one of them would let me Heal every three rounds out of combat.
: Re: Tome Game
: Kaelik October 18, 2011, 08:34:28 PM
Paladin is approved, and I would prefer it over Ninja, if you want me to finish looking over Ninja, I will, but if you prefer Paladin, go ahead.
: Re: Tome Game
: Kaelik October 18, 2011, 08:40:53 PM
Aquatic Darkleaf Armor (+2 AC)

Ring of Sustenance (+2 saves)

Boots of Speed (+2 Dex)

Ammulet of Change (+2 Wis)


or

Natural Ammulet (+2 Wis)

Oh yeah, forgot the items.

What do you think boots of speed do for you? Or for that matter, Darkleaf armor?

And yes, Natural anything will piss me off, unless either:

1) It's your mount, and always located in the same spot with you. And it's also not that strong.
or
2) You only use it out of combat.
: Re: Tome Game
: VennDygrem October 18, 2011, 11:11:53 PM
If Paladin gets approved I have quite a bit. Not unlimited though.

I'm trying to figure out what Elemental Siphon feat I want, and one of them would let me Heal every three rounds out of combat.

I have seen that feat in action and my vote is: yesplz :)
: Re: Tome Game
: bearsarebrown October 19, 2011, 12:02:35 AM
@Kaelik, I'll stick with Paladin. Thank you for being cool about the indecision.

@Players, looks like there might be a Paladin in the party, so if anyone plays evil that will need worked out. I can't speak for Kaelik but I have no problem with the Playing With Fire necromancy option. Luckily this Paladin has no Code so alignment quarrels are the only worry.
: Re: Tome Game
: Midnight_v October 19, 2011, 12:15:47 AM
Paladin is approved, and I would prefer it over Ninja, if you want me to finish looking over Ninja, I will, but if you prefer Paladin, go ahead.
So... am I good for barbarian?
: Re: Tome Game
: Nanshork October 19, 2011, 02:45:30 AM
I'll be out of comabat Heal(er) then.   :p
: Re: Tome Game
: Kaelik October 19, 2011, 05:25:22 AM
Paladin is approved, and I would prefer it over Ninja, if you want me to finish looking over Ninja, I will, but if you prefer Paladin, go ahead.
So... am I good for barbarian?

Absolutely.
: Re: Tome Game
: Nanshork October 19, 2011, 05:51:31 AM
In Progress

[spoiler]

Name

[spoiler]
Race:   Align:      Size:     Speed: 
Classes: Elemental Siphon (http://tgdmb.com/viewtopic.php?p=174118#174118) 6
XP Have: 15,000     Need: 21,000

Type:   Subtype:   
 
HD: 6d8 + 12
HP: 38


Stats
[spoiler]

Ability Scores                   Saving Throws
   Score Mod    Temp Mod        Total = Base + Mod + Magic + Misc     Other
Str:  8   -1                Fort:  7  =  5   +  2  +   0   +   0     
Dex: 16   +3                 Ref:  8  =  5   +  3  +   0   +   0     
Con: 14   +2                Will:  6  =  2   +  4  +   0   +   0     
Int: 10   +0                      Initiative
Wis: 18   +4                  Total = Dex + Misc
Cha:  8   -1                     3  =  3  + 0 



Special:

Combat

  Total          Armor Shield Dex  Size   Nat  Defl  Misc
AC :  13 = 10 +  0  +  0  +  3  +  0  +  0  +  0  +  0   
Touch: 13    Flat-Footed: 10

         Total  Base  Str  Misc                Total  Base  Dex  Misc
Melee :  3  =  4  -  1   + 0        Ranged :  7  =  4  +  3  +  0

WEAPON        AB       DAM      CRIT       RNG   WGHT   SIZE  TYPE  PROPERTIES


                                            ARMOR   CHECK    MAX  SPELL
ARMOR                        TYPE    BONUS  PENALTY  DEX   FAIL  SPEED  WGHT  PROPERTIES


[/spoiler]

Languages
[spoiler]
  Common
[/spoiler]

Feats
[spoiler]
  1) Positive Blending
  3) xxx
  6) xxx
[/spoiler]

Racial Abilities
[spoiler]

[/spoiler]

Class Abilities
[spoiler]
  Proficient with Light Armor and Simple Weapons
  Elemental Affinity(Ex): An Elemental Siphon varies based on his plane, he may choose any mental stat. That stat governs his abilities, and is used in any location his class text says "Stat". (Chosen stat is Wisdom.)
  Elemental Pool (Ex): An Elemental Siphon has a pool of elemental tokens. He has a Maximum of 4 divided as he chooses between the four elements, Water, Air, Earth, Fire. This increases by 1 Every even level.
  Minor Channeling (Su)
  Tap the Elements (Su): Any spell with an elemental descriptor, such as Water, Fire, Earth, Air, Electricity, or Cold, is treated as being on the spell list of the Elemental Siphon for the purpose of using items.
  Minor Warding (Su): An Elemental Siphon may have one Minor Warding up at a time, to switch warding requires a swift action.
  Powered Channelling (Su)
  Fast Channel (Su)
  Commune with Elements (Su): This is an always active ability that works like the spell Stone Tell, but applies to any element. For the purposes of Water, it only knows about the body it is currently in (River/Lake/Ocean) and is more vague the larger the area covered. For the purposes of Air, it knows the general area, and about things from the direction it was blown from, IE divining information about the nearby mountains that the wind is blowing out of is fine, but not "Where is the nearest City?"
  Stronger Channel (Su)
  Moderate Warding (Su): In addition to one Minor Warding, the Siphon may now have a Moderate Warding active as well of the same or different element. It is a swift action to change which warding is up.
[/spoiler]

Skills
[spoiler]
SKILLS                   Max Ranks(9)  CC Max Ranks(4.5)

                       Key     Skill Ability       Misc
CC Name               Ability   Mod   Mod   Ranks  Mod
   Balance              Dex       3 =  3  +   0   +  0
   Concentration        Con       2 =  2  +   0   +  0
   Escape Artist        Dex       3 =  3  +   0   +  0
   Jump                 Str      -1 = -1  +   0   +  0
   Knowledge: Arcana    Int       0 =  0  +   0   +  0
   Knowledge: Planes    Int       0 =  0  +   0   +  0
   Listen               Wis       4 =  4  +   0   +  0
   Search               Int       0 =  0  +   0   +  0
   Sense Motive         Wis       4 =  4  +   0   +  0
   Spellcraft           Int       0 =  0  +   0   +  0
   Spot                 Wis       4 =  4  +   0   +  0
   Survival             Wis       4 =  4  +   0   +  0
   Tumble               Dex       3 =  3  +   0   +  0

[/spoiler]

Equipment
[spoiler]

Mundane Gear


Magical Gear


Valuables

[/spoiler]

Description/Personality
[spoiler]

[/spoiler]



Elemental Token Information
[spoiler]
Maximum Tokens: 7 (4 + 1/even lvl) + Positive Energy (He may fill his pool to the maximum with any combination of elements by spending 3 consecutive full round actions meditating on the elements.)

Current Tokens: 1 Positive Energy Token, 2 Fire Tokens, 2 Water Tokens, 2 Air Tokens, 1 Earth Token

Saving throw DCs are always 10+1/2 Character Level+Stat.

An Elemental Siphon may expend a token from their pool to power up an attack. As a free action concurrent with using a channel ability, the Siphon spends a token of the element being channeled and the channel is treated as being channeled by a Siphon three Character Levels higher than the Siphon's current level. This affects save DCs, scaling damage, and aspects of the channel that are granted at higher Character Levels, such as minor channeling water's ability to Nauseate.

By expending 3 tokens of an element concurrent with that activation of a channel of that element the activating action is reduced to swift. Channels of multiple elements require 3 tokens total of any combination of the elements in use.

The Positive Energy Token may be expended to:
[spoiler]
Planeshift as an SLA with a destination on the Positive Energy Plane
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.


Heal as a SLA at Caster level equal to Character level
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance:
Yes (harmless)

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.


Restoration on each ally within 30ft as a full round action
Range: Touch
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

Restoration does not restore levels or Constitution points lost due to death.

[/spoiler]


He may expend a token as a standard action to emulate any of the following spells at Caster level equal to Character level with a duration of Concentration, depending on the token expended.
[spoiler]
Earth: Shape Earth (As Stone Shape, but applies mud or dirt as well.)
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Saving Throw: None
Spell Resistance:   No

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.


Water: Control Water
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Saving Throw: None; see text
Spell Resistance: No

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.


Air: Gust of Wind
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.


Fire: Animate Fire
Range: Close (25ft+5ft/2 levels)
Target: One Small fire
Saving throw: None
Spell resistance: No

You animate a fire, which must be approximately the size of a campfire. The animated fir has the statistics of a small fir elemental, and attacks as you direct. It can not move beyond the range of the source fire, (25ft+5/2 levels).

[/spoiler]


He may also expend a token as a free action or immediate action to receive an insight bonus to something for one round:
[spoiler]
Earth: DR/- equal to Character Level.
Water: +Character Level to saving throws.
Fire: +5ft per Character Level bonus to speed.
Air: +Character Level to AC.
[/spoiler]


As a standard action, an Elemental Siphon may use a minor channel of one element. Using a minor channel adds one token of the opposite type to the Elemental pool if the pool is not full. Earth opposes Air. Fire Opposes Water. In addition to adding a pool token, the channel creates an attack for the Siphon:
[spoiler]
Fire: 5ft radius Fire burst with a range of close does 1d6 damage per Character Level, Ref for half.
Air: 2d6+Stat+level slashing damage on a ranged attack with a range of close. Bullrushes flying creatures (Using Stat instead in place of Str, and Character Level in place of BAB). At Character Level 6 becomes a ranged touch attack.
Earth: Entangles for two rounds or trips or bullrushes target touching ground within close range (Using Stat in place of Str, and Character Level in place of BAB, as a creature of size medium + 1 size for every four Character Levels above 6). At Character Level 6, does all three at once.
Water: Sickens target within medium range for the combat. At Character Level 6, Nauseates for two rounds on failed fort save.
[/spoiler]


Activating a Stronger Channel is a standard action that expends 1 token of it's element to use. It will also add one token of it's opposing element to your pool as well.
[spoiler]
Fire: 20ft radius Fireball shoots out to long range doing 1d6 damage per Character Level, Ref for half. If they fail their reflex save, they are also pushed to the nearest edge of the fireball.
Water: Water attempts to erupt from a target within close range, if they fail a fort save, they are stunned for two rounds as it shoots forth. Pass or Fail, afterwords they are Fatigued as well (Stacks to Exhaustion if stacked). Plants are not immune to stunning for the purpose of this stun.
Earth: The Siphon may duplicate a Move Earth, Wall of Stone, or Stoneshape effect with an effective Caster level equal to Character level.
Air: A 60ft Cone of rushing Air pushes away from the Siphon. Those within the Cone are pushed backwards until they leave the Cone. If they hit a wall or other impediment, they are subject to 2d6 damage for every 10ft they did not travel. A Fort Save negates this effect. Airbourne creatures suffer a -5 penalty to the save. This affects objects.
[/spoiler]

[/spoiler]

Wardings
[spoiler]

An Elemental Siphon may have one Minor Warding up at a time, to switch warding requires a swift action.
[spoiler]
Water: Cold and Acid Resistance equal to Character Level.
Fire: Fire Resist equal to double Character Level.
Earth: 3+1/3rd Character Level natural armor.
Air: Electricity Resistance equal to Character Level, +1/3rd Character Level Deflection bonus to AC.
[/spoiler]

In addition to one Minor Warding, the Siphon may now have a Moderate Warding active as well of the same or different element. It is a swift action to change which warding is up.
[spoiler]
Water: Treat as the spell Repulsion, once they have made the save, they are immune to this warding for 24 hours, even if you refresh the effect. Additionally, ten rounds after failing a save, they are treated as if they have never attempted a save, and will be given a new chance if they attempt to close.
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on you
Saving Throw: Will negates
Spell Resistance: Yes

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.

They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.


Fire: Does 1d6 per two Character Levels of Fire damage to anyone who attacks you with a natural weapon or a non reach melee weapon.

Air: A Windwall surrounds you, occupying each adjacent square.
Saving Throw: None; see text
Spell Resistance: Yes

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).


Earth: You gain immunity to tripping, bullrushing, grappling, overrunning and wind effects that would move you or prevent you from moving as long as you continue to touch the ground.
[/spoiler]
[/spoiler]

Feat Information
[spoiler]

Positive Blending [Blending]
[spoiler]
Effect: Taking this feat grants you a Positive Energy Token that returns each time you replenish your pool.

This token may be expended to use Planeshift as an SLA with a destination on the Positive Energy Plane, Cast Heal as a spell like ability at Caster level equal to Character level, or use Restoration on each ally within 30ft as a full round action.

In addition you gain knowledge as the Deathwatch spell of all creatures within 30ft of you that you have line of effect to, and this allows you to pinpoint the square of any hiding or invisible creature in that area. Also, you do not die from too much positive energy.

Special: You may only take one [Blending] feat.
[/spoiler]
[/spoiler]

[/spoiler]
: Re: Tome Game
: Nanshork October 19, 2011, 05:52:40 AM
Typing that up was Hell, I'm not finished (obviously) and I'll probably reformat how I have the Element Token and Warding information in case anybody cares.
: Re: Tome Game
: RobbyPants October 19, 2011, 10:09:22 AM

What do you think boots of speed do for you? Or for that matter, Darkleaf armor?

And yes, Natural anything will piss me off
The Speed items add to all of your movement modes, don't they (including fly speed)? The Darkleaf armor should grant fast healing 1 at level 6. It's only 1 AC lower than mithril. At least, this is what I found on the wiki. The threads at the Den don't have all of the armor stuff filled out.

I won't bother with the change item, then.



So, I'm starting to make some breakthroughs on this character, and while I'd like to take one of the cold spheres,  it looks like I could potentially get really hosed going up against what will probably be a lot of cold resistant enemies. I may have to make a custom sphere after all, though really I expect there'll be a lot of resistant or immune creatures for just about all energies. Will work in this later after work.
You might be able to use the Pyre sphere for inspiration. It's similar to the Fire sphere, but the ability lets it ignore fire resistance (but not immunity).
: Re: Tome Game
: VennDygrem October 19, 2011, 11:00:15 AM
I'm actually good on the cold sphere. I figure I'll take Cold, then later on if it seems to be causing an issue, I may take the frostbite sphere asking for it to come with that special ability in place of the one it normally has. We'll probably be encountering more than just petitioners, and anyone resistant to cold I'll either deal with losing some damage or I'll deal with them another way.

What I'm trying to figure out is a replacement special ability for Dominion. As it is, it only really benefits an evil overlord creating a nasty dungeon or fortress, and hardly any PCs taking the sphere. The word means "control or the right to control" and "domination" and so the special ability should reflect that. It should reinforce the caster's superior right to control his realm. However, looking to the other spheres for inspiration, the special abilities vary wildly in usefulness and power. They cover everything from immunity to energy and magical death attacks down to merely mild skill bonuses. And that's to say nothing of the Bone sphere's ridiculously powerful ability for what it is.
: Re: Tome Game
: Kaelik October 19, 2011, 12:56:44 PM
The Speed items add to all of your movement modes, don't they (including fly speed)? The Darkleaf armor should grant fast healing 1 at level 6. It's only 1 AC lower than mithril. At least, this is what I found on the wiki. The threads at the Den don't have all of the armor stuff filled out.

I was just checking that you weren't using the DMG speed boots. Yeah, you have everything right. The armors were filled in by Sinister in one of his threads, it should grant you 3 abilities, unless you don't have the ranks.
: Re: Tome Game
: RobbyPants October 19, 2011, 01:23:27 PM
The Speed items add to all of your movement modes, don't they (including fly speed)? The Darkleaf armor should grant fast healing 1 at level 6. It's only 1 AC lower than mithril. At least, this is what I found on the wiki. The threads at the Den don't have all of the armor stuff filled out.

I was just checking that you weren't using the DMG speed boots. Yeah, you have everything right. The armors were filled in by Sinister in one of his threads, it should grant you 3 abilities, unless you don't have the ranks.
Yeah, sorry. I used the name Boots of Speed because it's iconic, and it didn't occur to me that someone other than me would get confused. So long as you're cool with Mr. Sinister's armor abilities, I'll use Darkleaf.

Other than that, I just need to pick out a handful scrolls/wands/potions (I won't go nuts) and mundane stuff. Is there a price cap of 4,000 gp on the scrolls/wands/potions?
: Re: Tome Game
: Kaelik October 19, 2011, 01:57:45 PM
The price cap on scrolls/potions is don't have any higher than level 3. The cap on wands is that you actually shouldn't have any unless you are giving up one of your 4 minor items.
: Re: Tome Game
: RobbyPants October 19, 2011, 02:10:28 PM
The price cap on scrolls/potions is don't have any higher than level 3. The cap on wands is that you actually shouldn't have any unless you are giving up one of your 4 minor items.
Fair enough.

Scrolls I'm thinking about are (2 or 3 each):

And a handful of the following potions (3 CSWs and 1 of the others):
: Re: Tome Game
: VennDygrem October 19, 2011, 02:22:08 PM
So I've got a few ideas to replace for Dominion's special ability:

1) Static boost to save DCs and/or spell penetration for at least the SLA's of the Dominion sphere (asserting the concept of "the right to control/rule")

2) Immunity to fear effects

3) Immunity, maybe just 1 or 3 times per day if at-will is too powerful, to the effects of SLA's cast from the Dominion sphere by the sphere-user (so they could, say, walk through their own Black Tentacles spell without getting grappled, or not get burned by getting shoved through their own Wall of Fire, or can see through their own obscuring mist.

4) Some arbitrary boost to saves vs. Mind-affecting effects

5) Some other arbitrary boost to saves, similar to getting Iron Will or Great Fortitude or some such thing.

Thoughts? Are these even appropriate to the concept of Dominion?
: Re: Tome Game
: Kaelik October 19, 2011, 02:50:16 PM
So, for now, let's try total immunity to your own Dominion Sphere sla effects, and we'll see if that needs to be changed.

You can also still make things permanent, if you want, 3/whatever.

PS, I disagree that Dominion as written is terrible and no one ever takes it. It's one of my favorite spheres because like domains, you have to balance the power granted against the spells given, only spheres, spells are way more important, and outside of minion creating spheres, dominion and stone are the only ones that gives you large AoE battlefield control effects. Most Spheres feature only instant attack spells, or spells that might as well be instant (like Resilient Sphere, in that it's actual effect is usually similar to Maze, but you can use it for other things).
: Re: Tome Game
: VennDygrem October 19, 2011, 03:14:47 PM
Hey, I love dominion, it was the first one that jumped out at me. I just think the granted ability isn't very useful to PC's.

The main use of being immune to my own Dominion SLA's is not worrying about getting knocked into them by enemies, since when that happens I'll just point and laugh at them. Then they'll think the spells are illusions and come at me, and I point and laugh again as they screw themselves over. :D
It's really just good times all around.
-----------------
Got my work-in-progress sheet here: http://www.myth-weavers.com/sheetview.php?sheetid=337801
: Re: Tome Game
: bearsarebrown October 19, 2011, 07:48:19 PM
WIP Paladin (http://www.myth-weavers.com/sheetview.php?sheetid=338521)
: Re: Tome Game
: Nanshork October 20, 2011, 06:37:39 AM
My life just got more complicated, I'm going to have to withdraw my application for the game.
: Re: Tome Game
: VennDygrem October 20, 2011, 03:39:29 PM
Sorry to hear that Nanshork, hope things come together for you soon.

Guess that leaves us without an out-of-combat healer, and without a recharge for bears's healing touch. As long as we all pick up a few healing potions, we'll probably be fine. Maybe we'll get bears a wand or staff of Cure X wounds later on, as well.

Kaelik, is that whole list under Wondrous Items up available for minor items? Just wanna check, because I may be interested in the Caster Level boost or Save DC boost. :)
: Re: Tome Game
: RobbyPants October 20, 2011, 04:06:07 PM
Guess that leaves us without an out-of-combat healer, and without a recharge for bears's healing touch. As long as we all pick up a few healing potions, we'll probably be fine. Maybe we'll get bears a wand or staff of Cure X wounds later on, as well.
My darkleaf armor gives me fast healing 1, so I'll be fine out of combat after about four minutes. I nabbed three potions of CSW in case I need something fast. As for wands, they'll suck up one of our four minor items.


Kaelik, is that whole list under Wondrous Items up available for minor items? Just wanna check, because I may be interested in the Caster Level boost or Save DC boost. :)
Kaelik included both of those in his errata as things that get a boost of 1/3 level:

: Kaelik's errata
Caster Level of abilities with CL, or Character level for abilities that provide an effect based on Character level or Levels in a Class (IE, Firemages do more damage, Rogues do not get more SA.)
All saving throws you cause another creature to make with an Ex, Su, Sp ability or spell.


What I'm not sure of is if CL is capped at character level or not. I didn't see anything, but I could have missed it. Kaelik, can you boost your caster level above your character level with a minor item?
: Re: Tome Game
: VennDygrem October 20, 2011, 04:38:42 PM
Well, that's what I was referring to. I didn't know if those qualified as boosts for a minor item or if they were more medium item type boosts.

As for the CL capping, the description says "(IE, Firemages do more damage, Rogues do not get more SA.)" So that would indicate spells can do more damage since they're based on caster level, and certain class features that specifically do more damage based on character level as opposed to class features that do more damage at higher class levels, such as sneak attack or a core warlock's eldritch blast. Basically, such an item works like an Orange Ioun stone, or the domain abilities of certain cleric domains which add to caster level for certain schools of spells.

However, an orange ioun stone costs 30,000 gp under core rules (though the cleric domains grant the CL boost from 1st level, although only to one school of spells instead of to all). That's why I was questioning it.
: Re: Tome Game
: RobbyPants October 20, 2011, 05:02:08 PM
Well, that's what I was referring to. I didn't know if those qualified as boosts for a minor item or if they were more medium item type boosts.
Ah, my bad. I was thinking you were referring to the list of actual items.
: Re: Tome Game
: bearsarebrown October 20, 2011, 05:05:01 PM
If I got Fast Healing that'd be brilliant. My Healing Touch would be full every combat. I'm using Sun Armor though, can't pass up eventual flight speed or Greater Turning on Evil Outsiders in Pandemonium.
: Re: Tome Game
: VennDygrem October 20, 2011, 06:41:31 PM
Bears: There's likely to be just as many neutral-aligned creatures there as well, though the majority of creatures ought to just have an alignment of "completely batshit insane"

Robby: Yeah, I was referring to the list under his errata thread that listed what sorts of bonuses are granted by wondrous items. I'm still trying to find the list of minor item special qualities that are mentioned besides the ones listed in the tome PDF (ie: "or to the WBL post by Frank Trollman with sorted abilities.") Just for extra item ideas.
--edit--
Think I found the thread, though I do not yet see sorted abilities. Will have to keep digging.
--edit2--
Found it. (http://www.tgdmb.com/viewtopic.php?t=50752&postdays=0&postorder=asc&start=50) Second post down.
: Re: Tome Game
: Flay Crimsonwind October 20, 2011, 09:55:15 PM
"Eleven," Unfortunate Traveler (A work in progress) (http://www.myth-weavers.com/sheetview.php?sheetid=337764)

Just needs his potions and two feats, then I can get to writing a background.

Question on items: Can you stack two minor enhancements on the same item? Like bane and keen? Or are these supposed to be all separate items?
: Re: Tome Game
: VennDygrem October 20, 2011, 10:27:08 PM
Presumably you are suggesting the concept of combining two items into one which would still consume two item slots.
: Re: Tome Game
: Flay Crimsonwind October 20, 2011, 10:47:21 PM
Presumably you are suggesting the concept of combining two items into one which would still consume two item slots.
This, and it's what I presumed. Cool then, gonna finish up by tonight.
: Re: Tome Game
: VennDygrem October 20, 2011, 11:05:33 PM
Just trying to clear it up before someone assumes you meant just combining two items into one to save on an item slot, which is one of the things the new rules are meant to avoid.

I'm working on my items now as well. It's kind of harder than I thought it would be since the list feels so small in comparison, it can be difficult finding ways to create thematically-linked boosts and special qualities without just having the same equipment as the next character. Then again, they're minor items, and I suppose it makes sense that more commonly-available items would be sort of "mass-produced"

----
Hmm, the "speed" quality says it should grant a +5-ft bonus per 2 HD to all movement modes. Wings of Evil grants a fly speed of twice "normal ground speed" - So, how should this stack? The easy way is to say it boost my land speed, which is then doubled, end of story (ie: land 30/fly 60 becomes land 45/fly 90). Another way is that it boosts my land speed, my fly speed is double my natural land speed unboosted, and then that is improved by the boost (ie: land 30/fly 60 becomes land 45/fly 75). I've currently got it set up for the latter interpretation, because when in doubt I go for the lesser of two options. But I can see it working a number of ways.
: Re: Tome Game
: VennDygrem October 21, 2011, 01:49:26 PM
Were there ever rules set up for soul-consuming, specifically for the Devour the Soul feat? I can only find reference to it there, and no other references to "receptacles or petitioners."

If there are rules for it, I could probably replace Harmless Form with that to provide some extra healing for myself. If not, I'll just keep Harmless Form in case I ever need to look like a dwarf or whatever. :P
: Re: Tome Game
: Kaelik October 21, 2011, 02:11:22 PM
1) the item increases speed only once.

2) You can spend two item slots on your sword.

3) Yes, you can increase CL, yes, this makes CL increases easier at lower levels, it is also the only CL increase people get, and enemies can have it too. It's basically impossible that I would have a system that gives CL increases at the same rate as 3.5, so having a total +3 CL, +7 sometimes, and +4 more for some purposes is weird. And no, it isn't capped.

4) You can always just have a lot of Thinanium or whatever it's called, and just eat small chunks of it after killing people while they are touching it. But no, you can't just capture and eat the souls of every enemy.
: Re: Tome Game
: VennDygrem October 21, 2011, 08:47:41 PM
Re: 1)
Sorry, what do you mean by increases only once? The speed increase is described as increasing all movement modes by 5 per 2 HD. Just not sure if one of the two ways I interpreted it was the right way, or if even both were wrong. Or by only once di you mean that in your game, it only increases one movement mode, as opposed to all modes as it's listed in the BoG list?

Re: 4)
I figured as much. That's why it pays to not introduce rules and feats with loose ends. Also, unlimited out of combat healing for a feat can be kind of ridiculous, though we would have had even more with Nanshork's Siphon around.
: Re: Tome Game
: bearsarebrown October 21, 2011, 09:54:49 PM
1. Apply the item last. After you multiply everything.
: Re: Tome Game
: VennDygrem October 21, 2011, 11:10:48 PM
OK, that's what I though, and how I initially implemented it on my sheet. In that case, besides listing my fiendish traits, I'm pretty much done. :)
: Re: Tome Game
: Kaelik October 22, 2011, 04:03:50 AM
Heavily figured as much. That's why it pays to not introduce rules and feats with loose ends. Also, unlimited out of combat healing for a feat can be kind of ridiculous, though we would have had even more with Nanshork's Siphon around.

I'm not worried about the healing. I'm worried about completely depriving things and people of the ability to raise, and knowing the memories of everyone without doing any work.

You can eat souls if you incapacitate people and then kill them while touching them with Thinuam, because if you incapacitated them, you can prevent them from raising and read their minds anyway.

But just saying "and every time I kill anything with Finger of Death, I then also eat it's soul, it can never be raised, and I know everything it ever knew" is silly.
: Re: Tome Game
: VennDygrem October 22, 2011, 04:23:09 AM
Honestly, I'm not as interested in the not-raising part, and though the memories thing takes another feat to get, I'm not interested in that, either. The only part of devouring souls that even stood out was healing up. Even the amount healed seems too high, especially without the context of the intended rules, so I'm not looking to pursue it anyway.

Also, your quote of me really shows that I need to be more careful to check my phone's damn auto-correct.  :shakefist
: Re: Tome Game
: VennDygrem October 25, 2011, 12:17:44 PM
Added fiendish traits, so I think I'm pretty much set to go.
: Re: Tome Game
: RobbyPants October 25, 2011, 04:49:09 PM
I should be good to go other than a background. Are we starting in Pandemonium, or are we going to start elsewhere? It could effect the story a bit.
: Re: Tome Game
: Kaelik October 25, 2011, 08:21:39 PM
Starting in pandemonium, also, I thought your's was the one sheet I didn't have Midnight, could you link it (again).
: Re: Tome Game
: Midnight_v October 26, 2011, 12:00:10 AM
Starting in pandemonium, also, I thought your's was the one sheet I didn't have Midnight, could you link it (again).
Actually I"m still working on picking out some items gimme 1 more day, I'll be ready. Thanks.
: Re: Tome Game
: RobbyPants October 26, 2011, 09:49:31 AM
I think I'm all set. I added a brief background, leaving Dagrar stranded on Pandemonium.

Do we start with any money (or does it even matter)? I just grabbed some mundane items that would be useful and the potions and scrolls.

Updated sheet (http://www.myth-weavers.com/sheetview.php?sheetid=337233)
: Re: Tome Game
: VennDygrem October 26, 2011, 01:52:10 PM
Money wouldn't really be useful in the planes, especially this one where most everyone's insane. There's probably some other currency in place.

That does remind me, though, that the one thing I've forgotten was mundane equipment and potions (can't really cast from scrolls, myself, having no UMD ranks)
: Re: Tome Game
: RobbyPants October 26, 2011, 05:25:07 PM
Money wouldn't really be useful in the planes, especially this one where most everyone's insane. There's probably some other currency in place.
That's what I was guessing, but I wanted to check.


That does remind me, though, that the one thing I've forgotten was mundane equipment and potions (can't really cast from scrolls, myself, having no UMD ranks)
I can only use scrolls from a select list of descriptors ([Air], [Earth], [Electricity], and [Water]). I wasn't sure how many was reasonable to take, so I took a total of five scrolls between Soften Earth and Stone and Stone Shape. I grabbed a handful of CSW potions, Invisibility, and one each of the Remove X spells.

I'm not really sure what I'd need for mundane stuff, so I took what made sense and kept my weight limit down.
: Re: Tome Game
: Midnight_v October 27, 2011, 12:32:51 AM
Race: Human

Class: Barbarian 5/Monk 1

Alignment: Chaotic Neutral

Background: Hero of the Peasants

Abilities:
Str: 18 (+2 str item)
Dex: 14
Con:16
Int: 10
Wis: 12
Cha: 10

Saves: F:10 R:W: 7
Raging:  F:12 R:10 W: 9
Ftgstyl:  F:14 R:12 W: 11
Rag/Ftg: F:16 R:14 W: 13

Skills: Climb: 13 , Spot: 10 , Listen: 10, Intimidate: 9, Sense motive: 12; Handle Animal: 2

Feats: Blitz, Mageslayer, Whirlwind Attack, Giant Slayer

Items:


Monk Fighting Style: Brutal Dream Step
[spoiler] [/spoiler]

This is what I have so far... I'm planning on convertining it over to Mythweavers in the morning(I work overnights) hope I'm not slowing you guys down too much.
: Re: Tome Game
: VennDygrem October 27, 2011, 01:13:05 AM
Man, my saves are relatively puny compared to half of you guys. ._.
I'm suffering from saving throw envy!
: Re: Tome Game
: Kaelik October 27, 2011, 01:52:28 AM
Money in Pandemonium can be just as useful as on the Prime, if you are in the right place, and why you think they are too insane to use money, but could use other currency is beyond me.

There are parts of Pandemonium that aren't that different from parts of the material plane, in the sense that not everyone there is insane, at least not in non functional ways, just a lot of them.
: Re: Tome Game
: VennDygrem October 27, 2011, 04:41:36 AM
I just meant, what call for gold and silver would there be there? However, I'm not exactly an expert on the plane, so take my words with a grain of salt. As for being too insane for money, that's part of the above; someone who's insane might want, say, human teeth for payment instead of gold coins. Regardless, it was all based on me not being familiar enough with the societal make-up of Pandemonium. Consider it one lesson learned.
: Re: Tome Game
: RobbyPants October 27, 2011, 10:37:22 AM
Man, my saves are relatively puny compared to half of you guys. ._.
I'm suffering from saving throw envy!
Did you take a save-boosting item?


Money in Pandemonium can be just as useful as on the Prime, if you are in the right place, and why you think they are too insane to use money, but could use other currency is beyond me.
How much material wealth is reasonable to start with? I have relatively little mundane gear.
: Re: Tome Game
: VennDygrem October 27, 2011, 10:46:27 AM
I did take a booster item, but my only good save is Will and my Wis score isn't very high. My main stat is Charisma, and the rest are just average values. There's just not much more I can do.
: Re: Tome Game
: RobbyPants October 27, 2011, 12:37:27 PM
I did take a booster item, but my only good save is Will and my Wis score isn't very high. My main stat is Charisma, and the rest are just average values. There's just not much more I can do.
Yeah, good point. The three stats I prioritized were Wis (my DCs), Dex (Init, AC, and touch attacks), and Con (obviously), which happen to all be the save boosters. Not only that, I shored up my one bad save with Iron Will, mostly because I didn't have a good idea of what to take for feats. Almost all of this PCs abilities come from the class abilities, and everything else is really just me trying to plug perceived weaknesses.
: Re: Tome Game
: Kaelik October 27, 2011, 02:22:20 PM
How do you guys want to know/run into each other. I've only seen one backstory, so not sure how best to get you guys started.
: Re: Tome Game
: RobbyPants October 27, 2011, 04:16:34 PM
How do you guys want to know/run into each other. I've only seen one backstory, so not sure how best to get you guys started.
I'm wide open to meet ups. We can already know each other or bump into each other after the game starts.

My quick-and-dirty backstory left my character stranded in Pandemonium when he went with a group to kill some fiends, and the Cleric got killed. He's been wandering around down there for some time, keeping his sanity. Luckily, being a stormlord, the howling winds might not bother him as much as others.

I'm fine with assuming he runs into some others down there that band up for security. I'm fine to retcon the backstory a bit to say that he went in with the rest of the group. I'm fine with RPing the meeting (although that will likely slow the game down at first).


I was originally thinking the party my PC traveled with was nature-based (a druid, ranger, and nature cleric), but barbarian could work well, too. I could already know Midnight's character with little change to my story.
: Re: Tome Game
: VennDygrem October 27, 2011, 04:32:40 PM
My background is listed under the additional info area if my character sheet. Basically, she thinks Pandemonium is too overlooked in the 'drawing power from the outer planes' department, and has been doing so in small amounts for a little while now. That wasn't enough, so she decided to go straight to the source.

She could have just paid someone for a plane shift, or perhaps she noticed a band of adventurers with a powerful enough cleric, rigged up a 'demon attack' and followed them back into the portal as they the two battling sides ran through it. I'm willing to cook something up though.
: Re: Tome Game
: bearsarebrown October 27, 2011, 04:45:21 PM
I gotta back out. I keep telling myself I can do PbP but I know better, I don't have the time. Sorry.
: Re: Tome Game
: RobbyPants October 27, 2011, 05:10:09 PM
What are we at? 4?

We seem to have two beatsticks and two casters, although no healers. I can keep myself healed out of combat, but that's about it.
: Re: Tome Game
: VennDygrem October 27, 2011, 08:56:22 PM
Hmm, that may complicate things. If we don't think of anything, maybe I'll just copy Nanshork's character and make up an Elemental Siphon with that heal feat. We'll see.
: Re: Tome Game
: Midnight_v October 27, 2011, 09:00:53 PM
What are we at? 4?

We seem to have two beatsticks and two casters, although no healers. I can keep myself healed out of combat, but that's about it.
Rob I answered you pm about a backstory. . . so yeah My char was saved me when he first got to the plane X time ago. Saved by our party's stormlord (Rob) just before being overwhelmed and eaten by wights. He had know idea where he was just that he'd been in a fight where he was attacked by one of the people who had been his closet teachers.
Backstory:[spoiler]He's from a kingdom where Team Monster has won, and take sacrifices, and oppression and yadda yadda. The humans were like: "It's totally prophesied that a "child of light" will be born and save us from this ..." which he totally was, and trained in secret wilderness places and a monastery (the humans are still tribal mostly) till he'd be strong enough to lead/fight/be a big name hero. Like always though, One of his trainers, betrayed for Moar Powah! Since he was a full caster and was like I can totally get a better life, just working with team monster and hell, rule over all the human tribes! Though in the assassination attempt, my char survived the first few rounds (even after being coup de graced in his sleep), and help arrived, but seeing this the Evil Trainer dude was like "Fuck this..." and planeshifted my char to pandemonium via wand. 
(Logic being that sending his body and soul away to an outer plane would make a resurection nigh impossible.)[/spoiler]
I have fast healing 5 out of combat...
: Re: Tome Game
: RobbyPants October 28, 2011, 10:00:19 AM
Rob I answered you pm about a backstory. . . so yeah My char was saved me when he first got to the plane X time ago. Saved by our party's stormlord (Rob) just before being overwhelmed and eaten by wights. He had know idea where he was just that he'd been in a fight where he was attacked by one of the people who had been his closet teachers.
Sure. That works for me. So we already know each other. I'm fine either way regarding the other two PCs.
: Re: Tome Game
: Midnight_v October 28, 2011, 09:28:06 PM
So we have a few people who have natural out of combat healing then... thats good.