Brilliant Gameologists Forum
Playtime! => Play by Post General => : Stratovarius September 29, 2008, 06:30:04 PM
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The great civilization of Arhosa persisted for over one thousand years, a monument to the strength and the power of the beaurocracy that imbued the empire, more powerful than even the emperors that ruled over the vast land. A beautiful, fair, and prosperous terrain graced the kingdom, marking it as the chosen land on earth.
Until one day the beaurocracy began to fail, the emperors weakened and became vain, and nobles within the land focused on their own gain and their own wealth, and let those around them fall into ruin. The empire split apart, each little village, town and city becoming its own kingdom, able only to claim the lands within a day's march of their centre. Armies devolved, and bandits grew, and the best of those claimed their own kingdoms, cutting out baronies by capturing villages, demanding tribute, and marking the land and as their own.
That state persists today, and the land is a broken ruin, for the temples, the roads, the books, the knowledge that marked the high point of the culture of Arhosa, all are slowly being lost and eroded. The castles that marked and ruled the land are occupied, but as often those residents are ghosts and crickets as they are nobles and servants. Populations have crashed, plagues sweeping across the land wiping out towns and villages, famine now a danger where once it was a remote memory, staved off by copious grain reserves. Today those silos stand empty, collapsed and hollow, mold climbing the walls where wheat used to feed thousands.
It is into this dessicated world that you have been born, a world drained of all the great things in life. Perhaps it is possible to restore Arhosa to glory, to recreate the empire and the knowledge and the life that once occured. Or perhaps there is a life to be made in this new land, taking for yourselves a kingdom and a rulership, passing it down to your children, or even create a new empire, a land remade in your image. All of these things are possible, and Arhosa is open to you.
Game Rules
[spoiler]- Players can play any alignment, any race, any class, and can start anywhere in the world. Currently, there is no map, except in my head, but the terrain is huge, a full continent to play in. I will be adding some area flavour some of the various kingdoms, principalities, and bandit kingdoms. If there is something appealing that you would like to try, suggest it and I'll listen.
- All players must start in groups of at least two, and there should be no conflict between individuals in a party. However, if you do run into another party, feel free to go at it.
- This does not necessarily have to be about combat. Intriguing to the top in a city is also a possibility.
- 32 Point Buy, 1 Flaw, no bloodlines, 1 trait, No LA buyoff, no templates above LA +1. No UA races or classes.
- Source Material: Any, subject to build approval.
- Optimization level: 2-3, moderate is the goal.
- Starting level will be 4, and wealth is normal.
[/spoiler]
Civilizations, Kingdoms, and Starting Locales:
[spoiler]- Hauthar: The Haugars were a warlike, barbarian tribe that lived in a hilly region to the north. So fearsome that Arhosa, the ruling empire to the south built a wall to keep them out, the Haugars were the only warriors able to break their disciplined army, using wild charges and insane rage to cut bloody swathes through all who stood before them. They still stand as they always did, roaming their northern mountains, perhaps least affected by the collapse.
- Hegenon: A small but highly formalized population, the Heginyn did not have the numbers to slay their own in petty disputes, and so each fight ended with the break of the opponent's weapon, rather than with any wounding of the opponent. Situated to the south-east of the former empire, their prior nobility of mind has eroded, leaving them pretenders to honour.
- Gyntar: The Yn Gyntaf prized speed and willingness to fight above all the other attributes within a man, and they bred their children for that very purpose. Fleet of foot and fast of arm, they ran into battle with joyous cries. Residents of the western plains, they are perhaps the only society there that does not use horses.
- Cuallhome: To strike and slide away was the love of the Cuall, a race of small beings who could never hope to slay the larger creatures in a single strike, and instead learned a method of fighting that emphasized many small, glancing blows that would slice into the legs and vulnerable flanks of their foes. They found their home in a broken range of mountains that encircled the centre of the empire, for it let them disappear into rocks and crevices, always safe.
- Helfarn: At one with the woods and trees about them, the Helfarch were extraordinary hunters, able to stop animals with a single shot, pinning it in place and quickly moving onto the next in their list of prey. It was with displeasure that they found out that the orcs and the goblins of the northern reaches did not respond so as well as the animals which had been their primary competition for food. The next level down from the northern reaches, they lie to the west and slightly south of the Hauthar, in woods that rest up against the base of the mountains.
- Astaland: The Astalch fought in a semi-ritualized manner, for to break a man's shield was to break his spirit and his energy. Defeat was to the shield, and not to the death. Against other cultures, the Astalch did not honour these mediums nearly so much, but the overwhelming emphasis on shield to shield fighting often lead to their downfall in battle. Bordering the western plains, they often conflict with the Yn Gyntaf and their plains-running brethren.
- Anaraf: Those of the Anaraf lived in the verdant bowl of a forest, at home with the natural world around them, and so beloved of the animals that a wounded bear would often wander into the camp of the Anaraf, where it would be soothed, tended, and fed, before being sent again on its way. It was an easy and pleasant life, for while they took care of the forest, the forest with their many gifts took care of them in the same fashion. Very close to the woods in which they live, they home themselves in the southern forests, remote from the rest of the world.
- War Lands of the Cynddeir: To fight to the last, to the very end, has been seen throughout history, but in none more so than the Cynddeir, who seemed to have a great predilection for fighting at the very last of their strength. It did, in fact, seem to be a racial trait, something inherited, that willed them on when they were covered in blood and exhausted. Warlike to the extreme, the Cynddeir crushed foe after foe under a relentless and furious assault, but as they came to civilization and a more relaxed way of life, their strength bled out and was left behind, a remnant of a greater past. They reside in the east, beyond the core of the great civilization, but not so much. With the collapse of Arhosa, they are recovering some of their more warlike ways.
- Llethome: To crush a foe beneath, to run them over, that was the pleasure and the excitement of the Llethu. None had been more vicious or more violent, and none had a greater empire at their peak. Creatures of near giant stature, they swarmed through their foes, using their great bulk to crush and overwhelm the pitiful creatures before them. Nothing stopped them, until their society broke amidst factional infighting, and the little ankle-biters were able to rise up and regain some of their own independence. The very core of the Arhosan landscape, they occupy the central realm of the broken empire.
- Biyan: The people of the Biyan region are a specialized culture. Each boy, at a young age, is tested and slotted into an appropriate discipline, and thence trained for a decade and a half before he is allowed to perform and become an adult. This applies equally to the study of magic, where those few who show magical apptitude are further subdivided, each studying a single small area of the totality of magic. The apprentices practice that one area until they have perfected the art, and there are vicious duels between various factions, each supporting their own area of magic as the perfect expression. Their lands fall within the south-west, close the central core of civilization. They were one of the first conquests of the Llethu.
- Enayinbo: Far from the madding crowd and pathetic, squirming civilizations that profess to master magic, the Enayinbo remained quiet and still. Travelling hither and yon amidst their peoples through teleporation that came to them as easily as breathing, they remained free and imperturbable, for as they had mastered teleportation, so had they mastered the arts of magical combat. That mastery they expended in duels amongst themselves, looking inward until they all but collapsed under their own weight. The civilization that most propped up the empire of Arhosa after the Llethu, they were responsible for the magical core of the land.
- The Crying Mountains: The Ferthyr long believed that to know, the person wishing to know must suffer for their art. Be it in the form of flagellation, self-denial, or even outside loss, suffering became a core to their society, such that they incorporated it into all of their magical artefacts and casting. Living in the mountains to the northeast of even the Hauthar, they deprive themselves of all sensation in a cold and unforgiving land.
- Nowhere: Brilliant yet eccentric, the Liara used their magical talents to create tools that would ease their daily tasks. Lawns were watered, silent servants kept the housing spotless, and magical beasts patrolled the land and town, keeping all those within the bounds unharmed. Freed of responsibility, the Liara danced and partied, their lives bathed in an endless ether of pleasure. Yet at the end of all things, they are gone, for even the mages who maintained the spells were swept up and away, and the defenses crumbled. The Liara sang as their civilization burned. A forgotten land, their artefacts can be found within some of the eastern lands.
- The Shore Counties: Each element is held in high regard by the Hegwyd, and it is to all of them that they pray, and from those precious elements that they draw their life and energies. Now, they live along the shore of a great sea, merchants and sailors, living in a land of winds, cliffs, and seas, and the sun that grows their crops.
- Tro Ar Fyd: Few things offer a wizard more delight than to twist the designs of one spell into that of another. The Tro Ar Fyd have long studied the essence of magic, and what divides the conjuration of ice from the invocation of fire. They did, discover the root of magic, and it has become the core of their land. It marks their terrain, a strange land that is a desert covered in cold, blasting winds and burning sunshine, the land farthest to the east.
- Marleath: Buried underground, in deep subterranean crypts, the kingdom of the Marleath thrived and grew, constantly digging and creating new buildings and tunnels. Armed with an array of dead servitors, raised from the body of every citizen of the city who passed the age of fifty, only the Patriarch Ve Angau stood eternal, a cold and restless Lich, who felt no love for the living, and viewed them as broodcattle to birth more to be slain. The kingdom resides under the northwest core of the empire, forbidding and difficult to reach, hidden and guarded by the unliving monsters.
- Whispering Woods: To change. To become other than one's self. That was the goal of the Cyfnewid, a people of such subtle and shifting form that no two ever looked alike. Each took to himself his own, unique, identity, as separate from one another as a bird in the sky is from a bush in a swamp. Eventually, each began to change and differ so much, that those of that race are almost unrecognisable. They live in the Whispering Woods, divided from the lands of the Anaraf by a great river.
- Flonha: Flonha healers, as well as the rest of their society, were renowned for their ability to heal, and for the kindness and gentleness that permeated the culture. Diseased people would make a pilgrimage from all over the world to be treated at the hospitals of the Flonha. Sheltered under the reign of the Llethu, they are homed upon the eastern edge of the great plains that house the Yn Gyntaf.
- Chral Kala: Magical energy crackled from the spires of the Chral Kala in its heyday, siphoning off of the energy of all those who lived with its domain, feeding that energy into carriers and storage for the use of the few, proud rulers of the city. Haughty men, others died so that they might live. They live against the western borders of the continent, a distant and remote kingdom that never fell beneath the yoke of Arhosa.
- Setras Ra: Bright lights sparkled along the golden rooftops of Setras Ra, brilliant spheres of captured light, illuminating a city of splendour and exquisite tastes. What it did not reveal was the lust and corruption eating away at the heart of the land, two forces brought together within the hearts of the rulers, men of charitable dispositions and secretive and immoral liaisons. It is the capital of the great land of Arhosa, the former heart of a vibrant empire. All races congregate here.
- Hania: The Hanian civilization was one of the first to discover the magic needed to make lands flow and form, lifting the mountain tops from the hoary peaks and turning them into the first flying landmasses. Each was enmeshed in the gale that kept it airborne and stable, but one by one, these failed as the patterns of the world changed, and the great stones fell from the sky, leaving behind little but forgotten hills and tiny islands as markers of what once was. Only a few still fly, and they hide themselves away, drifting among the misty peaks, homes of forgotten knowledge.
- Ghaelora: Those of the Ghoel valued faith above all else, faith in their single, overarching diety. That monolithic faith drove them onwards, pressing outward into the surrounding lands until they encountered those of another faith. Each converted, through death or through life, until the other gods saw their civilization as a true threat to all of their existences. Faced with the combined wrath of the gods, the Ghoel redoubled their own faith, knowing that they had come close to toppling the balance in their god's favour. It was all for naught, as attrition and the ageless, remorseless hate of the gods ground their civilization down, eventually burying their great city beneath a giant slurry of molten lava. A forgotten kingdom, its home and location have long been lost.
- Lochlands: The Byd Nitur spent their time in quiet contemplation, dancing amidst the trees and lakes of their quiet valleys, each tasked with looking after a single type of animal. And so each would wander through their domain, healing the sick, feeding those in their charge. It was an idyllic life, one relatively undisturbed in their quite homes, nestled amid the hills and lakes. Upon the eastern edge of the land, they are too small and too unimportant to have been engaged in the wars of conquest.
- Pyribyr Vestana: Possessed of a most startling trait, the Pybyr could weaken themselves in order to store the energy for use at a later time. Pybyr would collapse in their homes, emaciated, only to emerge hours later, their muscles swollen, as they went to work at smithing a stubborn metal rod. Some of their racial makeup can be gleaned through the works of their cities, although the citizens themselves remain quiet and aloof. Southwestern in location, they reveal little to the outside world.
- Astral: Mere ephemeral beings, the Pellennig danced and swum amidst the Astral plane, able to see what was before and behind them, and never in danger because of such. Their god had given them the gift of foresight at the cost of their bodies, and that was how they remained, half-present, but knowing all things that passed through their scope. Perhaps they still exist, although that, for certain, is not known.
- Unknown: It was long rumoured that existed a race of people to whom death was merely a stopping place on the eternal cycles of life. Known by the name of the Edfryd, they possessed the qualities of the phoenix, able to die, only to be reborn. They persist as a rumour, a paragraph here, a line there, always teasing and tantalizing, never realized.
[/spoiler]
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I want to play the Celts! Charismatic and Protective!
Wait... Wrong game... :P
But yeah. I'm interested in playing an empire builder, but more King Arthur than Manshoon. So, probably high Charisma with Leadership type.
How does that jive with your world, Strat? And also, are your house rules in? 'Cause they sort of dampen my enthusiasm (because of the sheer number, more than anything else).
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Aggressive Protective. Now that's a real Celt.
High Charisma with Leadership should be fine. The minions will likely be more spread out as running camps and towns and working, etc, rather than used in combat, as I'd rather not try large scale encounters right away. Cohort is fine though.
And no, I didn't list my house rules deliberately. I've already got a campaign or two running with them in it, and I'll try a slightly more standard one this time out. However, should anyone wish to try a class, or class-affecting houserule, they're free to do so.
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OK. Now to find a good Cha-based caster class with Diplomacy as a class skill... :)
The only house rule I'd like to see is the one which grants Sorcerers Eschew Materials as a free level 1 feat and the ability to ignore material components and/or focuses up to a value based on class levels. Just to encourage people to consider Sorcerer levels above 5 or 6.
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I'm thinking about running the Bard/Wilder/SublimeChord/Cerebremancer I've been kicking around in my head...so if you'd like a court bard of some kind, let me know Andy.
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Bard or wiseman? You want to play the part of the Myrddhin to my Arthur?
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EjoThims and I will go about as far away from what AJ and TWS are doing as possible.
We'll be working with a bandit group and plan on taking it over, getting filthy rich, and likely building a milita and conquering something... :)
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I wasn't thinking that, but I could do it. I don't know a lot about the Author myths besides the basics, I didn't even know who Myrddhin was until I Googled it. (I know who Merlin is, just not by that name...)
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Yeah. Merlin was probably a Druid 3/Bard 1/Divine Oracle 1/AH5/Sublime C 2/AH +5/MT 3, though... With Versatile Spellcaster for early entry. He is cheesed out ;)
And, yes. I tend to use the older names for my Arthurian characters:
Gwenhwyfar
Launcelot
Parsifal
etc.
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I'll probably go Bard for the first seven levels to get the Spellcasting req's for SC, then take 3 levels of Wilder to finish off the skills, then a level of Sublime Chord, another level of Wilder, then 8 of Cerebremancer to finish off the build. It's not very optimized, but I like it. :lol
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You can get Wilder earlier and get all 10 levels of Cerebremancer:
Bard 4/Wilder 4/Cerebremancer 2/Bard +1/SC 1/Cere +8
Or use Versatile Spellcaster + Heighten Spell cheese to get into Cerebremancer even earlier.
That said, I am looking for a good Cha-based caster with Diplomacy as a class skill and lots of skill points. Know of one other than the Bard? :D
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Thanks for the build advice.
As for Cha based casters, I believe Beguiler has Diplomacy but I'm afb. Favored Souls have split Cha/Wis based casting and Diplomacy. That's all I've got.
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Beguiler is Int-based but has lots of skill points. Not quite what I am looking for in terms of an archetype, though.
Favoured Soul is Cha-based melee type (or was intended to be) but only 2 skill pt per level, which hurts a lot.
*grumbles* Only caster I can find is the Shugenja and we all know how much of suck that one is...
And the funniest thing of all is that the Dread Necro fits the archetype I am looking for the best:
1. Martial Weapon
2. Able to wear at least Mithril Breastplate
3. Cha-based character
Only problem is: a DN as King Arthur type? Pardon me??? :P
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I'm honestly not sure where you're getting the image of Arthur as a spellcaster, to be honest...
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Not Arthur exactly. More of a LG-view that is inline with the legend of Camelot. Also, the men in shiny plate-type armour and martial weapons look would be nice. He just happens to cast spells instead of beating the crap out of someone with a sword... :P
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Maybe a one level Pally/Knight-if-it-gets-diplo/some-other-diplo-class before moving into your spellcasting class along with the Able Learner feat. You lose a single spellcaster level, but that's not a huge loss. Plus then you could go Abjurant Champ/Eldritch Knight to better your sword-swinging and your spell-slinging...
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Maybe a one level Pally/Knight-if-it-gets-diplo/some-other-diplo-class before moving into your spellcasting class along with the Able Learner feat. You lose a single spellcaster level, but that's not a huge loss. Plus then you could go Abjurant Champ/Eldritch Knight to better your sword-swinging and your spell-slinging...
Why not try the Sublime Way-Variant Marshal (http://forums.gleemax.com/wotc_archive/index.php/t-752414)? It's a Cha-heavy class (with 4 sp/lvl, and free Skill Focus: Diplomacy) with the whole leadership slant, and is better balanced than the base class. White Raven maneuvers could be useful additions too. Seems to fit the whole LG Knight-Commander/Courtly-Leader role.
Of course, I don't know nearly enough about the class to make a fully-educated recommendation. *shrug*
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That would sort of step on TWS' toes, as he is a sort of Bard ;)
The real reason is that I don't really like playing fighter-types, even less so playing someone who throws his followers into the fray. I like casters, even if it is fixed casters like DN or Warmage.
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That would sort of step on TWS' toes, as he is a sort of Bard ;)
The real reason is that I don't really like playing fighter-types, even less so playing someone who throws his followers into the fray. I like casters, even if it is fixed casters like DN or Warmage.
Fair Enough. In that case, are there any cases of someone adjusting DN to a Good/holy class? Replace desired lich result with some powerful holy race/archetype, or if not looking for a religious bent, some other powerful arcane race/archetype (seeing as how liches are already supposedly powerful mages, albeit undead). *shrug*
I'll have to keep my eyes peeled. Also, I'm not sure how many characters Strato's trying to go for, but I might like to try coming up with a character, once I get home from the computer lab. :)
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The DN also has a problem of 2sp/level. Grr... At the rate this is going, Cloistered Cleric Dweomerkeeper is looking more and more attractive...
So, you'll be joining us in building Avalon?
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There are Strato's own custom made classes (and not the crazy ones) like the Elementalist that you can look at.
Also, AJ, did you read his initial post. Optimization - "Moderate is the goal"
Cloistered Cleric/Dwk is anything BUT moderate. :P
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The DN also has a problem of 2sp/level. Grr... At the rate this is going, Cloistered Cleric Dweomerkeeper is looking more and more attractive...
So, you'll be joining us in building Avalon?
Well, he said there's going to be two-person groups to start, so who knows where inter-group cooperation rests at, haha.
Also, seeing as it's gone unsaid, am I to assume this world is humans-only for PCs, or is it open? Just want to get an idea of where to start.
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There are Strato's own custom made classes (and not the crazy ones) like the Elementalist that you can look at.
Also, AJ, did you read his initial post. Optimization - "Moderate is the goal"
Cloistered Cleric/Dwk is anything BUT moderate. :P
It is if you don't run Wish or infinite money abuse. Seriously, Dwk is only really nasty if you work at it. Personally, I only use it for DMM cost lowering and the mantle of spells thing.
Venn, he said "at least two"...
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It is if you don't run Wish or infinite money abuse. Seriously, Dwk is only really nasty if you work at it. Personally, I only use it for DMM cost lowering and the mantle of spells thing.
LOL. I'll let Strato deal with it if he decides it's an issue, but Dwk requires no optimization ability to break into tier 0. Clerics alone are tier 1 and above the normal moderation level. Dwk only improves that ;)
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There are Strato's own custom made classes (and not the crazy ones) like the Elementalist that you can look at.
Also, AJ, did you read his initial post. Optimization - "Moderate is the goal"
Cloistered Cleric/Dwk is anything BUT moderate. :P
It is if you don't run Wish or infinite money abuse. Seriously, Dwk is only really nasty if you work at it. Personally, I only use it for DMM cost lowering and the mantle of spells thing.
Venn, he said "at least two"...
Well I'll be darned. :o
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Not the way I tend to run Clerics. Evokers and healbots in one shiny package of big lump of hp, mainly.
Venn: *pulls out a needle and some thread*
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I'm only one, but still willing to play, so if another comes along in the same situation then coordination would be beneficial. Given the world, it would be all the better if one didn't have an aversion to Undead. :sh
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Ok, plenty to respond to over night:
There's at least 30 countries to start in, of which at least 2 are undead friendly. For an idea of what they'll be taken from, look at the flavour text here (http://brilliantgameologists.com/boards/index.php?topic=158.msg1558#msg1558) and here (http://brilliantgameologists.com/boards/index.php?topic=158.msg7368#msg7368).
And yes, the party can be as many people in a single grouping as desired, although I'd probably cap it around 4-6.
The problem with a Dwk/Cleric is that stepping from Evoker and Healbot to DMM battlelord is only a matter of which spells you prepared in the morning. If the monsters are aimed at tier 2-3 Opti, you can crank it a tier or two beyond that when the situation arises. For either you or TWS, I'll toss out the Skald (http://brilliantgameologists.com/boards/index.php?topic=677.msg48863#msg48863) as a spellcasting leader type who's fully combat capable.
Any race is allowed (Except the abusive ones). It is a wide world after all.
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I've added the first four starting areas, and added a few things I forgot to the rules post.
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Ok, plenty to respond to over night:
There's at least 30 countries to start in, of which at least 2 are undead friendly. For an idea of what they'll be taken from, look at the flavour text here (http://brilliantgameologists.com/boards/index.php?topic=158.msg1558#msg1558) and here (http://brilliantgameologists.com/boards/index.php?topic=158.msg7368#msg7368).
And yes, the party can be as many people in a single grouping as desired, although I'd probably cap it around 4-6.
The problem with a Dwk/Cleric is that stepping from Evoker and Healbot to DMM battlelord is only a matter of which spells you prepared in the morning. If the monsters are aimed at tier 2-3 Opti, you can crank it a tier or two beyond that when the situation arises. For either you or TWS, I'll toss out the Skald (http://brilliantgameologists.com/boards/index.php?topic=677.msg48863#msg48863) as a spellcasting leader type who's fully combat capable.
Any race is allowed (Except the abusive ones). It is a wide world after all.
Hmm... I was trying to avoid the Bard. I was aware of the UA version of the Skald, but discarded it because I don't see the guy a a singer somehow...
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Perform (Battlefield Commands)
Don't sing, AJ. Command!
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You're just asking for it, AC.
"Brave, brave, Sir Robin...!"
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I'm pretty sure that'll be my shtick...
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Ok, plenty to respond to over night:
There's at least 30 countries to start in, of which at least 2 are undead friendly. For an idea of what they'll be taken from, look at the flavour text here (http://brilliantgameologists.com/boards/index.php?topic=158.msg1558#msg1558) and here (http://brilliantgameologists.com/boards/index.php?topic=158.msg7368#msg7368).
And yes, the party can be as many people in a single grouping as desired, although I'd probably cap it around 4-6.
The problem with a Dwk/Cleric is that stepping from Evoker and Healbot to DMM battlelord is only a matter of which spells you prepared in the morning. If the monsters are aimed at tier 2-3 Opti, you can crank it a tier or two beyond that when the situation arises. For either you or TWS, I'll toss out the Skald (http://brilliantgameologists.com/boards/index.php?topic=677.msg48863#msg48863) as a spellcasting leader type who's fully combat capable.
Any race is allowed (Except the abusive ones). It is a wide world after all.
Hmm... I was trying to avoid the Bard. I was aware of the UA version of the Skald, but discarded it because I don't see the guy a a singer somehow...
The UA version, the so-called "Bardarian", was actually listed under recommended Gestalt rules. Strato's version is essentially the same but not listed as a gestalt character, and has more spells/day. In fact, if this were a gestalt game, mixing the Skald with SWV Marshal would yield a pretty kick-ass leader. :D
Anyway, So from the sounds of it, you want to be a powerful Mage/melee-master/skill-monkey/leader, keyed off of charisma? Sounds like something with Bard is your best bet after all, and then you're still stepping on TWS's toes.
Strato's Proteus sounds like a strong second option, but it's keyed off of Int. But, it gets full BAB, bard spells/day off of the sorc/wiz spell list, sneak attack, and bonus fighter feats.
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Yeah, my Skald, Proteus, and Feral Shifter are all classes made by ramming together 2 or 3 SRD base classes to make something different and yet still balanced (hopefully). There are a few more to be made in that manner, I think.
The rest of the classes are all just custom ideas.
There's always Perform (Epic Poetry) as well. Just have to be able to quote Beowulf and other northern tales at will.
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Anyway, So from the sounds of it, you want to be a powerful Mage/melee-master/skill-monkey/leader, keyed off of charisma? Sounds like something with Bard is your best bet after all, and then you're still stepping on TWS's toes.
Actually, no. I am looking for someone who can cast based on Cha, and have Diplomacy and Bluff with more than 2 sp/level. The weapon and armour is just fluff and can be dropped :P
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I'd be interested in building Avalon :D
Got an idea about a mongrelfolk DFA who have met AJ's character and decided that this man/womans idea of a kingdom would be a great idea. Someone just and fair (you did say Arthur-style, AndyJames, so I take that liberty ;) ) to fight the bad things and build a legacy. Think the guy who've been through a lot of shit, found someone "better" (in the sense that you'll be Good and I'll be Neutral) than him which dream he's willing to bet his money on. The guy that would go to greater lenghts to achive this, for his "lords" sake (maybe not outright murder, but the man who considers more... desperate acts if the situation demands it). Note though that he would treat you as an equal and would probably never call you "sir" except in situations that require it (formal courts etc.).
Sounds like a plan?
(if nothing else, I was planning on maxing Sense Motive so you can have me around to tell when people are lying ;) )
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Shadowhunter, I have no problems with that. I am planning on a very egalitarian sort of place, where no one is automatically assumed to be Evil, not even using undead to do mundane stuff (not killing and looting), unless proven otherwise (I am not talking about modern court of law proving, though...).
I am also envisioning a place more like the Nordic legends than England. That is, snowy, longer winters, shorter summers, where the people are a hardy, gruff frontiersmen breed. Think Beowulf and Ring of the Nibelung, although probably not *that* freezing.
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Bah, while AJ is over there preparing a land of peace and prosperity, Ejo and I will be over near Hauthar creating a Viking-esque raiding brigade turned conquering horde. :D
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I hope you like your troops coming back at you as skeletons or zombies... :P
I am seriously considering playing Dread Necro 20...
-
Bah. We're Vikings. If our troops can't kill and plunder, I'll kill them myself. :P
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Maybe Strato would let you swap the Beguiler's Int focus for Cha?
However, while the Beguiler's spells are keyed off of Int, that gives you a lot of skill points for Diplomacy and Bluff, and others. Cha is also important to the social Beguiler, and the build I played several months ago had a pretty decent Cha score (I once successfully escaped captivity in Sigil, meaning no spellcasting, using my wits/social-skills alone. I guess it helped that the Ogre Mage doesn't have a good sense motive score :D).
Anyway, I'm still trying to find my place here. Both sides are appealing, RP-wise. I don't know what roles are yet to be filled. AC didn't mention what classes/roles he and Ejo will play, though the whole concept sounds melee-oriented. Then again, what other roles get filled by Vikings? :)
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Shadowhunter, I have no problems with that. I am planning on a very egalitarian sort of place, where no one is automatically assumed to be Evil, not even using undead to do mundane stuff (not killing and looting), unless proven otherwise (I am not talking about modern court of law proving, though...).
I am also envisioning a place more like the Nordic legends than England. That is, snowy, longer winters, shorter summers, where the people are a hardy, gruff frontiersmen breed. Think Beowulf and Ring of the Nibelung, although probably not *that* freezing.
Awesome, right up my alley :D
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http://www.myth-weavers.com/sheets/view.php?id=84279
Preliminary char sheet.
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How to be a total *beeping* pain:
Dread Necro raising level x (4+cha bonus) undead
Add Leadership
Add Undead Leadership
Add Dragon Cohort
Add Arcane Disciple
Add Sacred Exorcist
Add PrC Paladin
You get:
Lots of undead
1x Familiar
1x Normal cohort + lots of little mooks
1x Undead cohort + lots of little undead mooks
1x Dragon cohort
1x Special mount
The result:
Your character's "possessions" will fill a telephone book.
And your DM will hate you for life (all that bookkeeping!) and you'll probably die by DMG.
:P
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You forgot Wild Cohort. :P
And I prefer to use other methods to DMGs to kill irritants :P
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:flirt
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ROFLMAO! Hey, guys:
Dynamic Priest - Use Cha instead of Wis for all your spellcasting needs (req.: 13+ Cha)
Academic Priest - Use Int instead of ... (req.: 13+ Int)
From Dragonlance (Legends of the Twins)
As if the clerics need more bumps...
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Anyone who tries that is getting stuck with the Domain Cleric.
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More evidence that the Dragonlance 3.x setting os borked.
Also, Mr. Unlucky (http://www.myth-weavers.com/sheets/view.php?id=84236).
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Nerfed? You really are acting more and more like Guthfrith :P
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Hmm, now I'm really caught between two sides. AndyJames and TheWordSlinger's good-oriented Utopianism, and AfterCrescent and EjoThims's evil-oriented battle-horde. I'll have to consider pretty carefully what side I take! :D
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You should join us, we still need a Mordred!
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There's always the option to start your own side, too :D
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Nerfed? You really are acting more and more like Guthfrith :P
It's so I can keep the two separate on my list.
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Anyone who tries that is getting stuck with the Domain Cleric.
LoL! I am guessing that that is bad? :P
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Take a look. (http://brilliantgameologists.com/boards/index.php?topic=677.msg16171#msg16171) It'll put a cramp in cleric casting.
-
You might as well make that Spontaneous casting. It is worse than the Favoured Soul.
By the way, have you seen the Shaman in OA? Pretty bad ass.
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There's always the option to start your own side, too :D
Assuming more people join up soon! When were you hoping to start the game up?
I've been wanting an excuse to play a Bariaur (from PlH, not the 'exalted bariaur' from BoED) for a while. Seems like a good melee/charger character, but there are some other options to play off of as well. Bariaur Monk would be good, but the basic monk doesn't come close to "moderate optimization." The race fits in with the whole viking angle, but evil characters of the race are rare.
I could go with warblade or swordsage if I went with Bariaur, but I'd probably want to try something I haven't been using for characters lately, just to get new play experiences.
You should join us, we still need a Mordred!
You really want me to join your side just to ultimately betray you? Quite the masochist, aren't we? :lol
Maybe I could be the Lancelot of the group, and sleep with AJ's hot wife. :P
I do like the idea of playing a character questing to restore glory, but I'm not as keen on making an Arthurian kingdom as such.
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I'll probably do the start post/request on Monday, as I'm generally AFK during the weekend. Given the nature of the campaign, people will be free to join at any point, although as separate groups once things get too far apart. Don't really want a level 4 and a level 8 in the same party, makes it hard to balance encounters.
So, current names are AC, Ejo, X-codes, AJ, TWS, Venn, and Shadow.
X-Codes, Venn, and Shadow are unassigned, while we have Bandits (AC/Ejo) and Arthur Wannabes (AJ, TWS).
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You should join us, we still need a Mordred!
You really want me to join your side just to ultimately betray you? Quite the masochist, aren't we? :lol
Maybe I could be the Lancelot of the group, and sleep with AJ's hot wife. :P
I do like the idea of playing a character questing to restore glory, but I'm not as keen on making an Arthurian kingdom as such.
I was thinking of ways you could be on both sides. :D
Maybe AJ should name his cohort Mordred...
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You really want me to join your side just to ultimately betray you? Quite the masochist, aren't we? :lol
Maybe I could be the Lancelot of the group, and sleep with AJ's hot wife. :P
I do like the idea of playing a character questing to restore glory, but I'm not as keen on making an Arthurian kingdom as such.
Restoring glory and bringing peace and prosperity through a code of honour and chivalry is the pull of the Arthurian legend. I think you might fit in better than you think...
The hot wife is likely to fry your rear if you are not careful. Yes. She's the cohort... ;)
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You really want me to join your side just to ultimately betray you? Quite the masochist, aren't we? :lol
Maybe I could be the Lancelot of the group, and sleep with AJ's hot wife. :P
I do like the idea of playing a character questing to restore glory, but I'm not as keen on making an Arthurian kingdom as such.
Restoring glory and bringing peace and prosperity through a code of honour and chivalry is the pull of the Arthurian legend. I think you might fit in better than you think...
The hot wife is likely to fry your rear if you are not careful. Yes. She's the cohort... ;)
See, that's just in keeping with continuity. It's just a lot more literal than it was in the legends. XD
So, where does a Half-Ram Warrior fit into the Arthurian Court? :)
I can certainly go with a different race, I'd just like to try something different. Of course, I've got to find some Race/Class combination that fits well, too.
-
I am aiming for egalitarian, so he would be fine. Might have some issues with steep stairs and/or ladders, but otherwise, he'll be good to go.
-
OK. Gotta ask here, Strat:
What is considered Tier 2-3?
I mean:
Beguiler 1/Wizard 4/Ultimate Magus x
Sorcerer 5/Sandshaper 1/Frostmage x
Dread Necro 6/Rainbow Servant x
Favoured Soul 4/Church Inquisitor 4/Sacred Exorcist 1
Psion 5
??
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I'm just happy I've been noticed!
Ok, seriously, we've got a country ravaged by the empire falling, wars breaking out between provinces, and bandits running wild, and NOBODY wants to start a Cult of the Damned with me!?
-
I'm just happy I've been noticed!
Ok, seriously, we've got a country ravaged by the empire falling, wars breaking out between provinces, and bandits running wild, and NOBODY wants to start a Cult of the Damned with me!?
Bah, cults these days are just all about the politics! :P
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I'm just happy I've been noticed!
Ok, seriously, we've got a country ravaged by the empire falling, wars breaking out between provinces, and bandits running wild, and NOBODY wants to start a Cult of the Damned with me!?
Bah, cults these days are just all about the politics! :P
Unlike in many other situations, though, in a Cult of the Damned you're allowed to kill the politicians. :D
-
Well, what do you plan for your character, exactly?
-
Sorcerer 5/Sandshaper 1/Frostmage x
That'll be Frostmage 4, since the levels above that grants very little ;)
Have a small infatuation with the PrC, to be honest.
-
OK. Gotta ask here, Strat:
What is considered Tier 2-3?
I mean:
Beguiler 1/Wizard 4/Ultimate Magus x
Sorcerer 5/Sandshaper 1/Frostmage x
Dread Necro 6/Rainbow Servant x
Favoured Soul 4/Church Inquisitor 4/Sacred Exorcist 1
Psion 5
??
Sorcerer 5/Sandshaper 1/Frostmage x
Dread Necro 6/Rainbow Servant x
would probably be the two closest. Psion is also fine, since that's a class that depends very much on build and sourcebook.
I'm just happy I've been noticed!
Ok, seriously, we've got a country ravaged by the empire falling, wars breaking out between provinces, and bandits running wild, and NOBODY wants to start a Cult of the Damned with me!?
Cult of the Damned would be rather interesting, but what are the long term goals? Kill everyone? Make them all zombies?
-
Cult of the Damned Goal Sourcebook:
1. Kill Everyone.
2. Feed their souls to demons and raise their bodies as zombies.
3. ???
4. PROFIT!
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That'll be Frostmage 4, since the levels above that grants very little ;)
Have a small infatuation with the PrC, to be honest.
I have a build that is Sorcerer 5/Sandshaper 1/Frostmage 4/Fiendblooded 9/Frostmage +x
The only problem is that in this game, that is probably too many feats required. That game gave Eschew Materials to Sorcs for free, nixed all Touchstone feats, and Know: the Planes was folded into Know: Arcana.
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Sorcerer 5/Sandshaper 1/Frostmage x
Dread Necro 6/Rainbow Servant x
would probably be the two closest. Psion is also fine, since that's a class that depends very much on build and sourcebook.
OK, then. No Heighten/Versatile cheese for level 2 RS. I'll go standard stuff.
-
Finalized the list of civilizations and areas. There are 26, and I'll try and work on a map. If anyone has a recommended continent mapping program, let me know.
-
Civ 4 world builder. Good visual representation, and you can zoom in and out as needed. Take a screenshot and crop out the other bits.
Also, can you place us somewhere north-ish, and but away from the ravening hordes for now, please? :P
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There's three other northern 'Civs'. Helfarn (Woodlands), The Crying Mountains (cold, bitter mountains), and Hania (Flying Cities, decrepit civilization).
-
You may want to head south, AJ. The ravening hordes populate like bunnies. There will be raping and pillaging galore! ;)
-
Who would be interesting in me working on starting area specific benefits ? Not all of them will be applicable to all classes. Generally, warrior societies will be martial, arcane, arcane, and divine, divine. I'd be basing them off of the eras the names were taken from.
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You may want to head south, AJ. The ravening hordes populate like bunnies. There will be raping and pillaging galore! ;)
Not if we are in the flying cities. You can walk all over the ground if you want.
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Take your flying city. Enjoy it while you can, until we bring it crashing to the ground. And then there shall be raping and pillaging!
-
Who would be interesting in me working on starting area specific benefits ? Not all of them will be applicable to all classes. Generally, warrior societies will be martial, arcane, arcane, and divine, divine. I'd be basing them off of the eras the names were taken from.
Regional Benefits are always fun. :D
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Take your flying city. Enjoy it while you can, until we bring it crashing to the ground. And then there shall be raping and pillaging!
What are you going to bring them down with? Spit? :P
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Got to ask if this is within the optimization scale of the game:
Preliminary character:
[spoiler]Lawful Neutral Mongrelfolk Dragonfire Adept 4
Strength:10 (+0)
Dexterity:10 (+0)
Constitution:23 (+6)
Intelligence:12 (+1)
Wisdom:10 (+0)
Charisma:8 (-1)
BAB: 2
Saves:
Fort/Ref/Will
+10/ +1/ +4
HP:32+3d8 AC: 16 (2 armor, 2 shield, 2 natural; 12 touch, 14 flat-footed)
Initative: +0 Land Speed: 30
Feats:
1: Entangling Exhalation, Ability Focus [Breath Weapon], Dragontouched
Flaws: murky-eyed
3: Endurance
Skills:
Concentration 5
Knowledge (Arcana) 4
Knowledge (History) 4
Knowledge (The Planes) 4
Listen 4
Sense Motive 7
Use Magic Device 7
Languages:
Common, Draconic, Dwarven
Breath Weapon DC: 21
10 +½ class level (+2) + con mod (+6) + ability focus (+2)+ 1 (Dragon Spirit Cincture)
Damage: 4d6
Entangling Exhalation damage: 2d6+1d6, +1d6 each turn after for d4 turns.
Invocations:
Least
Endure Exposure
Magic Insight
Breath Effects:
2nd level:
Frost Breath
Items:
[spoiler]Masterworked dagger with least fire
assault crystal.
Darkwood Shield
Leather Armor
everlasting rations
Cloak of Restistance +1
Dragon Spirit Cincture
Explorers Outfit
Backpack
50ft silk rope
Assortment of different gems worth 30 gp each, 13 of them. 390 gp.
13 gp
5 sp
10 cp[/spoiler][/spoiler]
I second regional benefits, those are charming little things.
Though I would pefer if they didn't end up beeing feats but rather something else.
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Take your flying city. Enjoy it while you can, until we bring it crashing to the ground. And then there shall be raping and pillaging!
What are you going to bring them down with? Spit? :P
Harpoons. >.> Or magic. Or hell, giant rocks. We'll get a hulking hurler if we have to. ;)
-
Your harpoons and rocks can reach 1000m in the air ???
-
Your harpoons and rocks can reach 1000m in the air ???
With the right Hulking hurler build.... :lol
-
Got to ask if this is within the optimization scale of the game:
Preliminary character:
[spoiler]Lawful Neutral Mongrelfolk Dragonfire Adept 4
Strength:10 (+0)
Dexterity:10 (+0)
Constitution:23 (+6)
Intelligence:12 (+1)
Wisdom:10 (+0)
Charisma:8 (-1)
BAB: 2
Saves:
Fort/Ref/Will
+10/ +1/ +4
HP:32+3d8 AC: 16 (2 armor, 2 shield, 2 natural; 12 touch, 14 flat-footed)
Initative: +0 Land Speed: 30
Feats:
1: Entangling Exhalation, Ability Focus [Breath Weapon], Dragontouched
Flaws: murky-eyed
3: Endurance
Skills:
Concentration 5
Knowledge (Arcana) 4
Knowledge (History) 4
Knowledge (The Planes) 4
Listen 4
Sense Motive 7
Use Magic Device 7
Languages:
Common, Draconic, Dwarven
Breath Weapon DC: 21
10 +½ class level (+2) + con mod (+6) + ability focus (+2)+ 1 (Dragon Spirit Cincture)
Damage: 4d6
Entangling Exhalation damage: 2d6+1d6, +1d6 each turn after for d4 turns.
Invocations:
Least
Endure Exposure
Magic Insight
Breath Effects:
2nd level:
Frost Breath
Items:
[spoiler]Masterworked dagger with least fire
assault crystal.
Darkwood Shield
Leather Armor
everlasting rations
Cloak of Restistance +1
Dragon Spirit Cincture
Explorers Outfit
Backpack
50ft silk rope
Assortment of different gems worth 30 gp each, 13 of them. 390 gp.
13 gp
5 sp
10 cp[/spoiler][/spoiler]
I second regional benefits, those are charming little things.
Though I would pefer if they didn't end up beeing feats but rather something else.
don't forget that your base Breath Weapon Damage will be in d8s rather than d6s because of the Dragon Spirit Cincture. That won't extend to the bonus damage, I believe.
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Venn takes it for the win, so I won't bother pointing out your random distance that you pulled outta your ass. :P
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Venn takes it for the win, so I won't bother pointing out your random distance that you pulled outta your ass. :P
You haven't played Neverwinter Nights: Shadows of Undrentide, have you?
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Nope. Tried playing one NWN that a friend burned for me. Got bored about 30 minutes in and deleted it from my computer. I'm picky about what games I play.
-
That is why you didn't get it :P
The smart-arsed rat familiar was the funniest thing in that expansion.
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That is why you didn't get it :P
The smart-arsed rat familiar was the funniest thing in that expansion.
As far as DnD computer game rodents go, none quite measure up to Boo. And how could they? He's a Miniature Giant Space Hamster.
"Go for the eyes, Boo! Go for the eyes!" :D
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Yes. But Boo wasn't in NWN:SoU, was he? :P
Obligatory "Butt-kicking for Goodness!!!"
-
That was the game I could never play. The one with Boo and the retarded ranger.
-
You are missing on one of the best computer DnD games in history.
-
That's your opinion. Mine is that it sucks so bad that it's not even worth playing for half an hour. :P
-
:lol
Graphics is a bit dated, but the storyline is real good. We are talking about BG2, of course.
-
I think this line of discussion is better served out of the PbP forum. :P
-
What? He started it! *gives AC a kick in the shins* *hums innocently* :D
-
I'm just happy I've been noticed!
Ok, seriously, we've got a country ravaged by the empire falling, wars breaking out between provinces, and bandits running wild, and NOBODY wants to start a Cult of the Damned with me!?
Cult of the Damned would be rather interesting, but what are the long term goals? Kill everyone? Make them all zombies?
Didn't think that far through, honestly... I've just been wanting to play this idea for a Bardic Necromancer for a while, but the precise execution of said plan is giving me trouble. The idea of giving a horde of undead Inspire Courage bonuses is appealing to me, but actually getting Animate Dead is a problem. The only really good option I see is the same, old Bard 8/Virtuoso 2/SC 2/Virtuoso 8.
Perhaps I should just wait and see what other people come up with in terms of nations. Maybe something will inspire me to change my ways.
...of course, a decaying world without a Cult of the Damned seems...empty.
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I'm just happy I've been noticed!
Ok, seriously, we've got a country ravaged by the empire falling, wars breaking out between provinces, and bandits running wild, and NOBODY wants to start a Cult of the Damned with me!?
Cult of the Damned would be rather interesting, but what are the long term goals? Kill everyone? Make them all zombies?
Didn't think that far through, honestly... I've just been wanting to play this idea for a Bardic Necromancer for a while, but the precise execution of said plan is giving me trouble. The idea of giving a horde of undead Inspire Courage bonuses is appealing to me, but actually getting Animate Dead is a problem. The only really good option I see is the same, old Bard 8/Virtuoso 2/SC 2/Virtuoso 8.
Perhaps I should just wait and see what other people come up with in terms of nations. Maybe something will inspire me to change my ways.
...of course, a decaying world without a Cult of the Damned seems...empty.
Easy enough, just go Dread Necro and take Leadership. You'll be maxing your Cha, so your Leadership score should be pretty good, and you'll have some survivability and a ton of undead minions. Your cohort can be a bard. An eeeeeeeevil bard! Or, even better, your cohort could be a Sublime Way Variant Marshal, as I suggested to AJ earlier, for auras and white raven's ally-boosting maneuvers.
As for me, I'm thinking of going with a Dark Lesser-Zenythri Unarmed Swordsage 3, making a pretty darn good infiltrator/spy for hire, and getting a boost to my two key stats. There are a few roguish skills/abilities I'd be lacking, but what I'd lack there, I'd gain in awesome stealthy maneuvers. I could always choose to pursue Shadowsun Ninja, but I'd have to find some way to counteract that 10th level ability if I took it that far (otherwise I could just take it part way instead of until 10).
I could technically join any group that way, though if I were to join X-Codes' evil, undead cult group, or the Bandits, I wouldn't be able to pursue SSN (not a huge loss, really).
This is just one possible path, of course. There are several options!
-
Marleath: Buried underground, in deep subterranean crypts, the kingdom of the Marleath thrived and grew, constantly digging and creating new buildings and tunnels. Armed with an array of dead servitors, raised from the body of every citizen of the city who passed the age of fifty, only the Patriarch Ve Angau stood eternal, a cold and restless Lich, who felt no love for the living, and viewed them as broodcattle to birth more to be slain. The kingdom resides under the northwest core of the empire, forbidding and difficult to reach, hidden and guarded by the unliving monsters.
^^ There's the perfect cult of the damned land.
And btw AC, I'm going to horribly outvote you on the NWN issue, since I've spent 5-6 years programming for it :P
And Shadowhunter, that looks fine. Which group are you with though?
-
Ah, something I should toss out there: I'm completely open to custom content or 3rd party material, provided that I get to vet said material before it gets used. I write enough of my own, it's not really fair to block others from using theirs.
-
There still an open slot or two? I'd love to join, this seems like it could be a lot of fun.
Teir 2-3 eh? I'd probably be interested in playing a completely skill based character (Changeling Rogue 1/Factotum 9/ Exemplar 10), or a Chronomancer.
-
Right now, there's no upper limit on players. Feel free to join up, try starting your own group or hanging on to one of the three already in existence (Bandits, King Arthur, Cult of the Damned).
-
Well, do any of the existing groups want to try and recruit Mr. Skills or a Chronomancer?
Edit: And what roles are filled in the different groups?
-
Got to ask if this is within the optimization scale of the game:
Preliminary character:
[spoiler]Lawful Neutral Mongrelfolk Dragonfire Adept 4
Strength:10 (+0)
Dexterity:10 (+0)
Constitution:23 (+6)
Intelligence:12 (+1)
Wisdom:10 (+0)
Charisma:8 (-1)
BAB: 2
Saves:
Fort/Ref/Will
+10/ +1/ +4
HP:32+3d8 AC: 16 (2 armor, 2 shield, 2 natural; 12 touch, 14 flat-footed)
Initative: +0 Land Speed: 30
Feats:
1: Entangling Exhalation, Ability Focus [Breath Weapon], Dragontouched
Flaws: murky-eyed
3: Endurance
Skills:
Concentration 5
Knowledge (Arcana) 4
Knowledge (History) 4
Knowledge (The Planes) 4
Listen 4
Sense Motive 7
Use Magic Device 7
Languages:
Common, Draconic, Dwarven
Breath Weapon DC: 21
10 +½ class level (+2) + con mod (+6) + ability focus (+2)+ 1 (Dragon Spirit Cincture)
Damage: 4d6
Entangling Exhalation damage: 2d6, +1d6 each turn after for d4 turns.
Invocations:
Least
Endure Exposure
Magic Insight
Breath Effects:
2nd level:
Frost Breath
Items:
[spoiler]Masterworked dagger with least fire
assault crystal.
Darkwood Shield
Leather Armor
everlasting rations
Cloak of Restistance +1
Dragon Spirit Cincture
Explorers Outfit
Backpack
50ft silk rope
Assortment of different gems worth 30 gp each, 13 of them. 390 gp.
13 gp
5 sp
10 cp[/spoiler][/spoiler]
I second regional benefits, those are charming little things.
Though I would pefer if they didn't end up beeing feats but rather something else.
don't forget that your base Breath Weapon Damage will be in d8s rather than d6s because of the Dragon Spirit Cincture. That won't extend to the bonus damage, I believe.
You're partially right.
At least my version of the MiC say it adds a die, not increases die size. So my base is 3d6, +1 for DSC.
Entangling E. halves it to 2d6+1d6 each turn after that, I missread it and thought the bonus damage kicked in at the same time as the rest of the damage.
So it should be:
Normal damage 4d6
EE. 2d6, +1d6 for d4 rounds.
And Stratoviarius, I'm with King Arthur.
-
The Cult of the Damned is, as of yet, hazy and insubstantial. Whats more, it seems that I'm the only person looking to start one. Perhaps undead should be a more peripheral feature of the group where the core is stealing souls and selling them to demons for power and influence. Perhaps even recruiting a few specific ones along with capturing slaves and starting a little liquid pain factory.
-
It's not a vote, strato. You're all entitled to your poorly constructed opinion. ;)
But for those interested, Ejo is playing Mr. Unlucky, a Cha focused intimidator, with a secondary skill focus. I'm playing a totem rager with a focus on tearing shit apart. :D All who want to pillage, plunder, and rape the innocent are welcome to come along. :D
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It's not a vote, strato. You're all entitled to your poorly constructed opinion. ;)
But for those interested, Ejo is playing Mr. Unlucky, a Cha focused intimidator, with a secondary skill focus. I'm playing a totem rager with a focus on tearing shit apart. :D All who want to pillage, plunder, and rape the innocent are welcome to come along. :D
Well if I join your group I won't be playing an adjusted Frozen Brawler build then. Don't need two people with a focus of tearing shit apart. :P
-
Got to ask if this is within the optimization scale of the game:
Preliminary character:
[spoiler]Lawful Neutral Mongrelfolk Dragonfire Adept 4
Strength:10 (+0)
Dexterity:10 (+0)
Constitution:23 (+6)
Intelligence:12 (+1)
Wisdom:10 (+0)
Charisma:8 (-1)
BAB: 2
Saves:
Fort/Ref/Will
+10/ +1/ +4
HP:32+3d8 AC: 16 (2 armor, 2 shield, 2 natural; 12 touch, 14 flat-footed)
Initative: +0 Land Speed: 30
Feats:
1: Entangling Exhalation, Ability Focus [Breath Weapon], Dragontouched
Flaws: murky-eyed
3: Endurance
Skills:
Concentration 5
Knowledge (Arcana) 4
Knowledge (History) 4
Knowledge (The Planes) 4
Listen 4
Sense Motive 7
Use Magic Device 7
Languages:
Common, Draconic, Dwarven
Breath Weapon DC: 21
10 +½ class level (+2) + con mod (+6) + ability focus (+2)+ 1 (Dragon Spirit Cincture)
Damage: 4d6
Entangling Exhalation damage: 2d6, +1d6 each turn after for d4 turns.
Invocations:
Least
Endure Exposure
Magic Insight
Breath Effects:
2nd level:
Frost Breath
Items:
[spoiler]Masterworked dagger with least fire
assault crystal.
Darkwood Shield
Leather Armor
everlasting rations
Cloak of Restistance +1
Dragon Spirit Cincture
Explorers Outfit
Backpack
50ft silk rope
Assortment of different gems worth 30 gp each, 13 of them. 390 gp.
13 gp
5 sp
10 cp[/spoiler][/spoiler]
I second regional benefits, those are charming little things.
Though I would pefer if they didn't end up beeing feats but rather something else.
don't forget that your base Breath Weapon Damage will be in d8s rather than d6s because of the Dragon Spirit Cincture. That won't extend to the bonus damage, I believe.
You're partially right.
At least my version of the MiC say it adds a die, not increases die size. So my base is 3d6, +1 for DSC.
Entangling E. halves it to 2d6+1d6 each turn after that, I missread it and thought the bonus damage kicked in at the same time as the rest of the damage.
So it should be:
Normal damage 4d6
EE. 2d6, +1d6 for d4 rounds.
And Stratoviarius, I'm with King Arthur.
While you wear a dragon spirit cincture, your breath weapon damage is increased by one die (or by 1 point if your breath weapon doesn't deal damage expressed in dice).
I always interpreted it to be similar to Improved Natural Attack, moving it up a die (or die step). However, I can see how it can be interpreted in multiple ways. I guess in this case it's up to Strato to adjudicate.
So, Well, do any of the existing groups want to try and recruit Mr. Skills or a Chronomancer?
Edit: And what roles are filled in the different groups?
So far, AJ's Arthurian group has a Skald and a DfA, and AJ is unsure exactly of his character. I think he said he wanted to play a caster of some sort, particularly a Cha-related caster.
The Bandits, AfterCrescent and EjoThims, are going by Viking standards of Decimation and Plunder. (Seems this one was answered while I was writing)
I'm currently planning out a stealth-oriented Swordsage (focusing on Setting Sun and Shadow Hand, primarily), going with a Dark templated Lesser Zenythri to get more sneak-oriented abilities and bonuses to Dex and Wis, though I'd be open to Whisper Gnome for uber-sneaking. I'm not in any of the groups yet. The only skills I'm good at though are hiding, moving quietly, tumbling, Jumping, balancing, and sensing motives.
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I've also planned out a few other builds focusing on other disciplines, none of which focus on stealth. I'm familiar with stealthy characters, and it seems fun, but I want to keep my options open.
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In 2 and a half hours I'll be home from work, and will have all of my theoretical build outlines available. I don't think I'm going to go Chronomancer, want something I'm more familiar with.
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...too many options, and there are some that don't fit with either group, might have to join the cult or make my own group altogether...
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...too many options, and there are some that don't fit with either group, might have to join the cult or make my own group altogether...
What are the options? I'm not in a group either, and I think there might be one or two others who were interested in the game but weren't in groups.
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...too many options, and there are some that don't fit with either group, might have to join the cult or make my own group altogether...
What are the options? I'm not in a group either, and I think there might be one or two others who were interested in the game but weren't in groups.
Let me look through some third party stuff that I have and I'll make a list of my options.
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Edit: Ideas.
Changeling Rogue 1/ Factotum 9/ Exemplar 10. Ultimate skill user, Knowledge Devotion will help in combat.
Illumian Monk 2/ Warlock 3/ Ur-Priest 2/ Sacred Fist 10/ Enlightened Fist 3. Lots of monk goodies, some invocations, and good spells. No DMM cheese.
Human Monk 4/ Paladin 6/ Argent Fist 10. Fairly self-explanatory.
Human Paladin 5/ Boneknight 10/ Blackguard 5. Could take Undead Leadership, could be quite interesting. I'd have to RP the fall though since we're starting at 4th.
In reference to this, Stratovarius I have a question. Does my Skeletal Steed have an Int score, and thus feats?
That's all I can think of for now.
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Eh, I'm looking through all of my books and I'm not sure just what I want to be. Hopefully I'll figure out something tonight.
Well, I've been having the same problem. I'm not a huge fan of playing full-casters, despite being able to do just about anything, as I've got more experience playing more . I'm also trying to find something that can be "moderately optimized" so I can match the power-level of everyone else. Thirdly, I want something that's fun to play. Not necessarily in that order.
Also, gotta try and find something that fits in the world. It does seem moderately open-ended, for what it's worth.
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Nonshork, if you're wanting to RP your fall, might I point out that Team Arthur is still without a Mordred?
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The 'Arthur' group is egalitarian in nature. We don't give a toss who you are or the like. We only care what your actions are. So if you are a half-way decent person at heart, and can at least respect the tenets of chivalry, honour and compassion, then we would be happy to accept you into our fold.
Right now, my vision (don't know about the others) is a place with lots of snow and ice, a lot like the setting of Beowulf, Sigfried and Brunahild, and Ring of the Nibelung. It will be a frontier type of place and the people will reflect that. Hunters, scouts, warriors, rangers, etc., would be fairly common, and druids and shamans would be more numerous than arcane casters or clerics of non-nature gods. Undead will be used whenever required. In fact, I would think that to have one's ancestors raised to help with either defending the nation or helping it in its time of need would be a source of pride for the people.
My character would be either NG or LG, and a Cha-based caster with a twist. What the twist will be will depend on Strato approving my build concept. I will be submitting it either tonight or tomorrow.
But whatever it is, Venn, I am pretty sure you'd be welcome whatever you play. You will be judged on your actions, not what you are.
Yeah, Nanshork. What TWS said is a doable concept.
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Ohhhhhh, I could make a very good Mordred. The fall, and the betrayal. But no conflict inside of a party!
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That's the part that doesn't fit. Evil characters generally aren't very chivalrous or egalitarian, so while he'd fit in to start, once the conflict starts things get ugly.
Anyway, if Nanshork goes with the uber-skilled build and joins up with you, it wouldn't matter that my sneak didn't have many skills or trapfinding. Though, I was considering at some point taking a level or two of rogue, or some other class with trapfinding and/or other roguish class features. Depends on where I ultimately take the character.
If I stick with an overall Swordsage build, I've found going with the stealthy build or a Diamond Mind build (which I've started building for kicks) seem the most appealing.
On the other hand, I'm doing something with swordsage in my SoA character, so I'm definitely open to trying something else. On the one hand, the difference in Discipline focus makes for different flavors, but on the other, there's a lot more out there.
Any ideas? Any roles you want filled?
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No matter what I think I've decided to either form my own group or to join the Camelot wannabe's. Just don't have anything that fits with a viking theme in my head.
Edit: Or start a cult with X-Codes.
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No matter what I think I've decided to either form my own group or to join the Camelot wannabe's. Just don't have anything that fits with a viking theme in my head.
Edit: Or start a cult with X-Codes.
Teaming up with X-Codes and his Cult might give you a start on a fallen paladin. You two could be forced together, and over a bit of time he could corrupt you enough to start you down the rest of your character path.
If that's the character you most wanted to play.
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That's the part that doesn't fit. Evil characters generally aren't very chivalrous or egalitarian, so while he'd fit in to start, once the conflict starts things get ugly.
Anyway, if Nanshork goes with the uber-skilled build and joins up with you, it wouldn't matter that my sneak didn't have many skills or trapfinding. Though, I was considering at some point taking a level or two of rogue, or some other class with trapfinding and/or other roguish class features. Depends on where I ultimately take the character.
If I stick with an overall Swordsage build, I've found going with the stealthy build or a Diamond Mind build (which I've started building for kicks) seem the most appealing.
On the other hand, I'm doing something with swordsage in my SoA character, so I'm definitely open to trying something else. On the one hand, the difference in Discipline focus makes for different flavors, but on the other, there's a lot more out there.
Any ideas? Any roles you want filled?
If you want to play an untraditional stealth character with Trapfinding, the Beguiler is right up your alley.
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No matter what I think I've decided to either form my own group or to join the Camelot wannabe's. Just don't have anything that fits with a viking theme in my head.
Edit: Or start a cult with X-Codes.
Teaming up with X-Codes and his Cult might give you a start on a fallen paladin. You two could be forced together, and over a bit of time he could corrupt you enough to start you down the rest of your character path.
If that's the character you most wanted to play.
Not sure which one I most want to play really. I also got ahold of a copy of Untapped Potential today and am contemplating a psionic character.
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That's the part that doesn't fit. Evil characters generally aren't very chivalrous or egalitarian, so while he'd fit in to start, once the conflict starts things get ugly.
Anyway, if Nanshork goes with the uber-skilled build and joins up with you, it wouldn't matter that my sneak didn't have many skills or trapfinding. Though, I was considering at some point taking a level or two of rogue, or some other class with trapfinding and/or other roguish class features. Depends on where I ultimately take the character.
If I stick with an overall Swordsage build, I've found going with the stealthy build or a Diamond Mind build (which I've started building for kicks) seem the most appealing.
On the other hand, I'm doing something with swordsage in my SoA character, so I'm definitely open to trying something else. On the one hand, the difference in Discipline focus makes for different flavors, but on the other, there's a lot more out there.
Any ideas? Any roles you want filled?
If you want to play an untraditional stealth character with Trapfinding, the Beguiler is right up your alley.
I've played a Beguiler, so I'm comfortable with it, but I'm also not sure of where to take it. I set the last one up for Shadowcraft Mage, though I never got the chance to get there.
If I went with it, I'd have to take it all the way, I couldn't really just dip with it (though having just a few illusion spells and such can be useful. Just not a very optimized dip).
Beguiler is pretty much a perfect fit for ScM, so it seems the likeliest choice if I took that path. Beguiler's very good for non-combat options, and takes smart moves to avoid getting into combat. ScM definitely expands the usefulness, but isn't available until much later. I definitely like the Beguiler, though I'm still not sure.
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Vikings are an example, not the catch-all.
We're starting as a low level gang and going to build a power base. Then eventually, assuming that works, we'll take over a region and eventually build a tyrannical empire. ;)
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Vikings are an example, not the catch-all.
We're starting as a low level gang and going to build a power base. Then eventually, assuming that works, we'll take over a region and eventually build a tyrannical empire. ;)
Ahh, in that case my evil spell-slinging monk would work in your group just fine. I just need to pick a character concept. :-\
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No matter what I think I've decided to either form my own group or to join the Camelot wannabe's. Just don't have anything that fits with a viking theme in my head.
Edit: Or start a cult with X-Codes.
Teaming up with X-Codes and his Cult might give you a start on a fallen paladin. You two could be forced together, and over a bit of time he could corrupt you enough to start you down the rest of your character path.
If that's the character you most wanted to play.
Dude, that's it! If you've played WC3, then we could be like Arthas and Kel'Thuzad!... well, except for the you killing me part. That would kinda bite, especially if I had to take the Lich template.
Anyway, when it comes to a build I'm guessing I'm just going to go with the simplest course of action to get what I want: Skald 20 with 13 Wisdom and Arcane Disciple (Undeath). Requiem to empower the devouring horde and a fallen paladin to champion the cause!
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No matter what I think I've decided to either form my own group or to join the Camelot wannabe's. Just don't have anything that fits with a viking theme in my head.
Edit: Or start a cult with X-Codes.
Teaming up with X-Codes and his Cult might give you a start on a fallen paladin. You two could be forced together, and over a bit of time he could corrupt you enough to start you down the rest of your character path.
If that's the character you most wanted to play.
Dude, that's it! If you've played WC3, then we could be like Arthas and Kel'Thuzad!... well, except for the you killing me part. That would kinda bite, especially if I had to take the Lich template.
Anyway, when it comes to a build I'm guessing I'm just going to go with the simplest course of action to get what I want: Skald 20 with 13 Wisdom and Arcane Disciple (Undeath). Requiem to empower the devouring horde and a fallen paladin to champion the cause!
If that is what happens, we need a reason as to why a Paladin is hanging out with you in the first place. I want five levels of paladin after all. :P
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That's all RP (and DM provision). As I said before, some event could force you two to travel together. During this travel, X-Codes would no doubt find some way to get you to break your Paladin's Code (perhaps some other event provided by Strato).
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So, anyway, it seems that if AJ's going for a Cha-based caster, that we won't really need another caster such as a Beguiler. On the other hand, we don't have much source of healing. TWS's Skald could learn healing spells, though he won't be able to cast those while raging. I started considering trying to develop a version of the Duskblade with the same spell progression and instead of channeling spells through its blade, it could simulataneously cast one of its healing spells on a nearby ally.
Then of course, I found that that's just about exactly what the Devoted Spirit discipline's maneuvers are about. :o
The problem is that I don't particularly like the Crusader's class features, and the random access to maneuvers seems like a bit of a turn off.
I could go with the SWV Ranger, and in doing so I could have the sort of divine sneak character I've been trying to build for quite a while. I know the Ranger is like that already, shut up!
Has anyone here played the Crusader? Does the randomness get in the way, or does it end up making a fine feature?
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Actually, I can cast spells in a rage. Skald Rage doesn't have the restriction.
I have a Healing Belt (750 gp, MIC) for most healing needs, but I don't know and don't intend to learn any healing spells.
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So, anyway, it seems that if AJ's going for a Cha-based caster, that we won't really need another caster such as a Beguiler. On the other hand, we don't have much source of healing. TWS's Skald could learn healing spells, though he won't be able to cast those while raging. I started considering trying to develop a version of the Duskblade with the same spell progression and instead of channeling spells through its blade, it could simulataneously cast one of its healing spells on a nearby ally.
Then of course, I found that that's just about exactly what the Devoted Spirit discipline's maneuvers are about. :o
The problem is that I don't particularly like the Crusader's class features, and the random access to maneuvers seems like a bit of a turn off.
I could go with the SWV Ranger, and in doing so I could have the sort of divine sneak character I've been trying to build for quite a while. I know the Ranger is like that already, shut up!
Has anyone here played the Crusader? Does the randomness get in the way, or does it end up making a fine feature?
Beguiler would be sneaky in a way my character won't be.
Also, don't let the Cha-based caster thing fool you. My character is likely to be less diplomacy oriented than defender oriented (i.e., I defend the people more than I am an ambassador).
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Actually, I can cast spells in a rage. Skald Rage doesn't have the restriction.
I have a Healing Belt (750 gp, MIC) for most healing needs, but I don't know and don't intend to learn any healing spells.
Ah, I see now. Didn't pay attention to all the features, haha. Anyway, as you said, you don't plan on using your limited spell selection on Healing spells, so the group could use some healing abilities.
I like the idea of healing while fighting, and going with most dedicated healing classes or classes with dedicated healing abilities (like Lay on Hands, Touch of Vitality, etc.) can't be standing in the front lines while also healing, since most are touch spells.
Beguiler would be sneaky in a way my character won't be.
Also, don't let the Cha-based caster thing fool you. My character is likely to be less diplomacy oriented than defender oriented (i.e., I defend the people more than I am an ambassador).
Well, which do we need more, healing or stealth? SWV Ranger would do both, though. :P
Also, how do you plan on being a defense-oriented character and a caster? Haven't seen any build ideas of your's yet.
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I am not too sure how TWS is going to play his Skald. If he is going scout style, then we have the Spot and Sneak sections covered. If he is going something else, we would need one of those.
I would think that Healing would be pretty secondary. It depends. I will be having a cohort of some sort, and if we live until level 6, we'll have a Level 4 Druid on our side.
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I posted my sheet a little back. I have spot and listen covered, but not sneak.
If you want to go Ranger (not sure what "SWV" means), Venn, there's a class substitution level that lets you trade your Track for trapfinding, something our group currently lacks.
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I posted my sheet a little back. I have spot and listen covered, but not sneak.
If you want to go Ranger (not sure what "SWV" means), Venn, there's a class substitution level that lets you trade your Track for trapfinding, something our group currently lacks.
SWV = Sublime Way Variant
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I see, excellent
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I posted my sheet a little back. I have spot and listen covered, but not sneak.
If you want to go Ranger (not sure what "SWV" means), Venn, there's a class substitution level that lets you trade your Track for trapfinding, something our group currently lacks.
I had planned on that.
Basically, Sublime Way Variant Ranger (http://forums.gleemax.com/showthread.php?t=738077) removes the weapon style feats and spellcasting in favor of the maneuver progression of the Warblade (from Tome of Battle). Its base martial disciplines are Shadow Hand (stealth, cold, sort of necromancy oriented maneuvers), Tiger Claw (wild, nature/barbarian style oriented maneuvers), and a homebrew discipline, Falling Star (http://forums.gleemax.com/showpost.php?p=12959291#post12959291), which is archery-oriented. However, it has the option to replace one of those disciplines with another one from a set list (pretty much giving access to any of the schools except Setting Sun and Diamond Mind). This would give me access to Devoted Spirit, which works similar to some of the Leader-role classes from 4E, in that rather than just outright healing their team members, they still make attacks and operate directly in combat, and secondary effects allow your allies to get some much-needed healing and bonuses, and there are some for debuffing enemies.
However, they only get a very limited amount of maneuvers to know at any given time. This is balanced by being able to recover expended maneuvers (like prepared spells that have been cast already) by spending a swift action. Unlike the Warblade, who needs to spend his standard action that round by attacking or by doing nothing, the SWV Ranger needs to spend its move action that round either moving at least 10', or by spending it to hide.
Mixing it with the Dark Template gives me just as sneaky a character as the swordsage I spoke of earlier, and using the Trap Expert variant, I can gain the trapfinding feature as you mentioned. I'd probably end up mixing Shadow Hand and Devoted Spirit maneuvers to make a sneaky character that can aid its teammates. Alternatively, I could go with a different blend of maneuvers, if there's no need for healing afterall.
AJ, did you have an idea of what you're going with for your character? Obviously you want to be a Leader, since you're building up an Egalitarian Kingdom. I was just wondering how you were going to achieve it. :)
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You realise that Dark template has an LA and this game doesn't have LA buyback, right? Just checking :)
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You realise that Dark template has an LA and this game doesn't have LA buyback, right? Just checking :)
Yes, which is why it would be better using it with a martial character than a caster, such as Beguiler.
I don't have to use a template, of course, but it's an interesting option. I'm fully aware of the consequences of templates. :P
In the case of the Dark template, it's like taking a level in a class that just doesn't give me hit points, and doesn't count toward my initiator level. It does, however, have good benefits, like bonuses to skills, a boost to speed, and also a cool, if sometimes limited, ability, etc. etc.
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OK :) Just that I won't touch that with a bargepole. Think about Shadowdancer if you want HiPS. I think they get it.
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OK :) Just that I won't touch that with a bargepole. Think about Shadowdancer if you want HiPS. I think they get it.
Except, for a single level of Shadowdancer, I'd need to spend 5 ranks of my skill points on Perform (Dance), and three feats on Dodge, Mobility, and Combat Reflexes. Those aren't bad feat, but my feats are a bit limited. And for all that, all you get is Hide in Plain Sight and that extra HD. Dark gives you HiPS, Resist Cold 10, +10 feet all speeds, +8 Hide/+6 Move Silently, Darkvision/superior-lowlight. For a +1 LA, that's not bad.
Now, on the flip side, there is an item that gives you the Dark template. It costs 10,800gp for 10min/day, or 22,000 gp for a continuous version. I don't currently have that much, and I don't know when or if I will.
Again, I can easily operate without the template. It's just an option, and one that is commonly viewed as a pretty good one. :)
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Also remember that Rangers get HiPS through natural progression. The normal version is only in natural environments, but there are variants that open that up. :D
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Alright, I think I've got my ideas narrowed down to a skill-monkey, an evil monk-gish, or the fallen paladin. Contemplating playing a historian just because it fits with the campaign setting so well, but probably won't.
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OK :) Just that I won't touch that with a bargepole. Think about Shadowdancer if you want HiPS. I think they get it.
Except, for a single level of Shadowdancer, I'd need to spend 5 ranks of my skill points on Perform (Dance), and three feats on Dodge, Mobility, and Combat Reflexes. Those aren't bad feat, but my feats are a bit limited. And for all that, all you get is Hide in Plain Sight and that extra HD. Dark gives you HiPS, Resist Cold 10, +10 feet all speeds, +8 Hide/+6 Move Silently, Darkvision/superior-lowlight. For a +1 LA, that's not bad.
Now, on the flip side, there is an item that gives you the Dark template. It costs 10,800gp for 10min/day, or 22,000 gp for a continuous version. I don't currently have that much, and I don't know when or if I will.
Again, I can easily operate without the template. It's just an option, and one that is commonly viewed as a pretty good one. :)
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Also remember that Rangers get HiPS through natural progression. The normal version is only in natural environments, but there are variants that open that up. :D
Go for it :)
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OK :) Just that I won't touch that with a bargepole. Think about Shadowdancer if you want HiPS. I think they get it.
Except, for a single level of Shadowdancer, I'd need to spend 5 ranks of my skill points on Perform (Dance), and three feats on Dodge, Mobility, and Combat Reflexes. Those aren't bad feat, but my feats are a bit limited. And for all that, all you get is Hide in Plain Sight and that extra HD. Dark gives you HiPS, Resist Cold 10, +10 feet all speeds, +8 Hide/+6 Move Silently, Darkvision/superior-lowlight. For a +1 LA, that's not bad.
Now, on the flip side, there is an item that gives you the Dark template. It costs 10,800gp for 10min/day, or 22,000 gp for a continuous version. I don't currently have that much, and I don't know when or if I will.
Again, I can easily operate without the template. It's just an option, and one that is commonly viewed as a pretty good one. :)
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Also remember that Rangers get HiPS through natural progression. The normal version is only in natural environments, but there are variants that open that up. :D
Go for it :)
Sorry if I sounded like an ass there. >_> <_<
It's very very late where I am right now.
Anyway, I'm still not entirely sure which path to take, so I'll have to think more on this soon.
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Nah. You didn't. I'm just tired of trying to debate with the howling ferrous cretinous that we have here and it showed.
Anyway, I would first sort out what is important to you. What you do really want to have in your character? Write out a list. Put the most important first at the top and then move down from there. Forget about the strength of the build for now. Once you ahve the list, then you can get somewhere. It's what I do with all my characters. That most important factor usually becomes the character's signature thing.
For example, I have a Sorcerer who can hide so well that it is almost impossible to see him (+19 to Hide before ranks, amongst other things).
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Nanshork, come to the dark side. [/jedi mind trick] It seems with AJ playing a full caster and getting a CoDzilla backup, we may be needing all the help we can get, if he's aiming at a higher op level. :P
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Nanshork, come to the dark side. [/jedi mind trick] It seems with AJ playing a full caster and getting a CoDzilla backup, we may be needing all the help we can get, if he's aiming at a higher op level. :P
Well, I suppose I could have a Sorcerer/Wizard cohort. Would that help?
PS., it's not my fault you want to attack our kingdom. Say hello to Hades for me ;)
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Nanshork, come to the dark side. [/jedi mind trick] It seems with AJ playing a full caster and getting a CoDzilla backup, we may be needing all the help we can get, if he's aiming at a higher op level. :P
If I go monk gish, I'm all yours. Will be a few levels before I come into my power though.
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Well, I never devoted myself to any of the groups as of yet, so I'm still open to whoever wants me. :D
Anyway, I like either the idea of an uber-sneaky Shadow Hand character, or the Frontline Healer/Righteous-Rogue (Crusader or SWV Ranger).
If I went with the Shadow Hand sneak, I could fit in easily with X-Codes' cult, or the bandits, but that would keep me from taking up Shadowsun Ninja since you have to be Good to take it.
On the other hand, forgoing the SSN would be fine as well (I'm sure there are some other nifty evil PrC's that would work with an evil swordsage).
On yet another hand (What am I, a thri-kreen?) I could go with the "Righteous Rogue" and go with any group, since Devoted Spirit healing isn't specifically positive energy (flavor text describes it as divine energy, but that's fluff) For an evil group, maybe call it instead a Heretic Rake :D.
So you see, there are several options here.
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Venn, listening to you ramble is giving me ideas. Now I'm thinking about a SWV Ranger/ Revenant Blade/ Eternal Blade. Stop thinking out loud. :P
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Venn, listening to you ramble is giving me ideas. Now I'm thinking about a SWV Ranger/ Revenant Blade/ Eternal Blade. Stop thinking out loud. :P
You're right. If I keep mentioning my ideas outloud, you're going to steal them all! :o
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Or build something to counter them :lol
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Venn, listening to you ramble is giving me ideas. Now I'm thinking about a SWV Ranger/ Revenant Blade/ Eternal Blade. Stop thinking out loud. :P
You're right. If I keep mentioning my ideas outloud, you're going to steal them all! :o
At the same time! One level of every class you mention just because! :D
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Venn, listening to you ramble is giving me ideas. Now I'm thinking about a SWV Ranger/ Revenant Blade/ Eternal Blade. Stop thinking out loud. :P
You're right. If I keep mentioning my ideas outloud, you're going to steal them all! :o
At the same time! One level of every class you mention just because! :D
Then it'll be easy to counter you. All I'll have to do is mention a few more choice classes and you'll have a build so unusable you'll have trouble making a five-foot step to withdraw. :D
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Yeah. We will have him lead the army ;)
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Pfft, I'm tired of making army leaders. I'll just twitch in a corner. :P
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Leading? I was thinking more Uriah the Hittite :D
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Leading? I was thinking more Uriah the Hittite :D
*googles* Awww, I feel loved. :P
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No... Your *wife* will feel loved :smirk
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Aaaanyway, back on topic...
*cough*
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Nanshork, come to the dark side. [/jedi mind trick] It seems with AJ playing a full caster and getting a CoDzilla backup, we may be needing all the help we can get, if he's aiming at a higher op level. :P
Well, I suppose I could have a Sorcerer/Wizard cohort. Would that help?
Yeah, because a full caster of ANY type with a Tier 1 cohort is clearly Op level 2-3... :rolleyes
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Yeah, because a full caster of ANY type with a Tier 1 cohort is clearly Op level 2-3... :rolleyes
Why do people always assume that I play casters as anything other than fireball and prismatic ray?
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Prismatic Ray is a SoD, dude. So what you're saying is you're playing 2 casters with SoDs? :P
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Bull. The last few times I used it, it took me 3-4 rays and I killed the damned things via hp... In fact throughout 3 years of using Prismatic Spray/Ray/etc., I have only ever killed 1 creature via SoD. It was a spider that got turned to stone, which is a total waste since it was so low level compared to me that I could have beaten him into the ground with my bare claws if I had to.
Sometimes, I hate my dice...
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I have my list of three build ideas and I refuse to change it, no matter how much the idea of psionics or one of Strat's homebrew classes might tempt me to do otherwise.
Skillmonkey, major int based, ultimately can take 10 on 20+int mod skills with the help of the Belt of Ultimate Athletisicm. Can go in any group.
Monk gish. Self-buffing fists of fury. Avoiding DMM. Full casting, though Ur-Priest so low CL. Evil.
Soon to be fallen paladin. Probably the most flavorful build, especially since the fall must be RP'd, though I've got quite a few levels before Blackguard comes into the picture so there's time. Can go in any group, with the potential for shenanigans.
I won't be swayed by Venn's ramblings for any longer!
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I have my list of three build ideas and I refuse to change it, no matter how much the idea of psionics or one of Strat's homebrew classes might tempt me to do otherwise.
Skillmonkey, major int based, ultimately can take 10 on 20+int mod skills with the help of the Belt of Ultimate Athletisicm. Can go in any group.
Monk gish. Self-buffing fists of fury. Avoiding DMM. Full casting, though Ur-Priest so low CL. Evil.
Soon to be fallen paladin. Probably the most flavorful build, especially since the fall must be RP'd, though I've got quite a few levels before Blackguard comes into the picture so there's time. Can go in any group, with the potential for shenanigans.
I won't be swayed by Venn's ramblings for any longer!
If my ramblings swayed you for any reason, that's your fault. Those ramblings were meant for my benefit! :)
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I have my list of three build ideas and I refuse to change it, no matter how much the idea of psionics or one of Strat's homebrew classes might tempt me to do otherwise.
Skillmonkey, major int based, ultimately can take 10 on 20+int mod skills with the help of the Belt of Ultimate Athletisicm. Can go in any group.
Monk gish. Self-buffing fists of fury. Avoiding DMM. Full casting, though Ur-Priest so low CL. Evil.
Soon to be fallen paladin. Probably the most flavorful build, especially since the fall must be RP'd, though I've got quite a few levels before Blackguard comes into the picture so there's time. Can go in any group, with the potential for shenanigans.
I won't be swayed by Venn's ramblings for any longer!
If my ramblings swayed you for any reason, that's your fault. Those ramblings were meant for my benefit! :)
I blame you! :P
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I blame you! :P
Must. Resist. Making. Pokemon. Referrence...!
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Oooook. I'm not really going to try and respond to everything that got posted over the weekend (which, as you may have noticed, I'm usually not around for).
I'm going to wait a little and let you lot sort out who's in what group before commenting in depth on builds and the like. I've replied to PMs and such from the weekend, and if I missed needed rulings, just trout me with them and I'll respond.
Also, as a warning, I'll be on vacation from the 15th to the 19th of Oct.
To the regional benefits, I'm going to make those up after the builds are chosen, for two reasons: so no one picks a build based on one, and so I don't royally screw anyone either.
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*got some rulings and has to think about things more*
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One other thing I should probably make clear: I'm not a fan of template stacking for PCs, hence the restrictions in the first post. I'm also thinking of a 1 template per PC rule, as well. Feel free to argue one way or the other.
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One other thing I should probably make clear: I'm not a fan of template stacking for PCs, hence the restrictions in the first post. I'm also thinking of a 1 template per PC rule, as well. Feel free to argue one way or the other.
I'm all for it, in all but the rarest cases. Too many templates just complicates things and mucks up progression and power at lower levels.
I typically avoid templates altogether, which is why I was interested in giving one a go, though I'd still rather find a way to do what I want without it.
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One other thing I should probably make clear: I'm not a fan of template stacking for PCs, hence the restrictions in the first post. I'm also thinking of a 1 template per PC rule, as well. Feel free to argue one way or the other.
I'm fine whichever way you want to rule. The only template I might be tempted to use is necropolitan.
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Strato, I was thinking of utilising the Unknown. Basic philosophy (in addition to the ones given above):
- Person dies, body remains, but the spirit is freed to continue on to the next cycle of life and rebirth.
- The body after death is worthless to the people. They revere the spirit.
- So, mindless Undead is accepted as a labour force and as soldiers. Intelligent Undead is accepted for other reasons (repositories of knowledge and wisdom, etc.).
- Their laws are harsh but fair, reflecting the mindset that this life is only a single step, and ending the life of a die-hard violent criminal would mean that he can be reborn in a better form.
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The Unknown don't actually exist as a civilization as of current. At best, they're a myth or a legend. You'd find them in a really old book, or maybe a stone tablet. Beyond that, there's nothing yet discovered about them. Or, if there is, no one has mentioned it. There's also nothing of the undead in their culture.
What you described is closest to the Marleath, but they are a LE/NE people, and not so honourable or noble in their intentions.
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It would have to be a homebrew then?
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Most likely.
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Strato, would it be possible to be a distant descendant of the Astral? I'm intruiged by the classes in Past, Present, and Future (even though they're all kind of complicated), and thematically they go together well.
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That would work, but what kind of mechanical benefit are you looking at, or just flavour?
Also, anyone interested in Lambs to the Slaughter classes (ritual magic) let me know and I'll provide the books right away.
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That would work, but what kind of mechanical benefit are you looking at, or just flavour?
Also, anyone interested in Lambs to the Slaughter classes (ritual magic) let me know and I'll provide the books right away.
I don't know. I'd go either Historian, which would be good for any realm really, or Chronomancer, which is where it would come in. I'm thinking about it for flavor, but I'm sure that some mechanical benefit could come about. Not looking for anything specific though.
And I'd be interested in looking. Might as well add a few more classes to my list, not like I'm near making a decision anyway except I think I'm going away from monk-gish. :P
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PM me your email, would you?
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Done.
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Quick, everyone migrate to the child board and flood it before Strato can do anything. ;)
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Quick, everyone migrate to the child board and flood it before Strato can do anything. ;)
So, for reference, what deities are you using? Custom ones, or standard set?
Also, if one were to play a Crusader, how would the random-reacquisition of maneuvers be handled in a PbP game?