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Realms of Chaos
2012-08-19, 01:19 PM
Okay, guys, let's continue here until all of the characters are fully analyzed and the IC thread can go up. If you want to look back at the recruitment thread, here (http://www.giantitp.com/forums/showthread.php?t=251105&page=50), you can see if there were any last page questions or issues concerning yourself.

If you have a character summary post or something similar on the recruitment thread, please carry it over so that it won't be lost.

Lastly, in the grand tradition of OOC threads, feel free to pick the color you speak in (with 31 members, I'd say that we can have 2 to a color so feel free to double up).

Characters
{table=head]Player|Character|Archetype|Ethic|Moral|Examined Y/N
Strainseir|Alden The Wanderer (http://www.myth-weavers.com/sheetview.php?sheetid=428857)|Perfected Martial Artist|L|G|Y
greenpotato|Melina Haakenstad (http://www.myth-weavers.com/sheetview.php?sheetid=430168)|Paladin of Monstrosity|?|?|Y
Maugan Ra|Erika Dreamweaver (http://www.myth-weavers.com/sheetview.php?sheetid=429143)|Shapeshifting Warrior|C|G|Y
Vael|The Harvest Queen (http://www.myth-weavers.com/sheetview.php?sheetid=428742)|Sidhe Queen|C|E|Y
Starsign|Usabhar Sigurhavok (http://www.myth-weavers.com/sheetview.php?sheetid=429212)|Dwarven Crusader|L|G|Y
MasonDon|Admiral Moqorro (http://www.myth-weavers.com/sheetview.php?sheetid=428859)|Gunslinging Airship Captain|C|N|Y
MikelaC1|Celestica (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=61873)|Paladin of Hanali Celanil|C|G|Y
Dramiscius|Grobnar Shadowsliph (http://www.myth-weavers.com/sheetview.php?sheetid=428834)|The Unseen|C|N|Y
AShadowofLife|Tyrian (http://www.myth-weavers.com/sheetview.php?sheetid=430507)|Thief Merchant|N|E|Y
Emperor Ing|Lord Werosomething (http://www.myth-weavers.com/sheetview.php?sheetid=426497)|Dragon Mageking|L|E|Y
Chambers|Ethaniel Underborough (http://www.myth-weavers.com/sheetview.php?sheetid=433290)|Wayward Warden|L|G|Y
Toska Moriarty|Sebastian Dettotoro (http://www.myth-weavers.com/sheetview.php?sheetid=430358)|Shadowy Assassin|L|E|Y
DeusMortuusEst|Tekkal (http://www.myth-weavers.com/sheetview.php?sheetid=429098)|Spellblade|L|N|Y
hpboy111|Daniel (http://www.myth-weavers.com/sheetview.php?sheetid=428950)|Guy with a really normal name|L|G|Y
meemaas|Lord Nesbythe (http://www.myth-weavers.com/sheetview.php?sheetid=428895)/Gunther (http://www.myth-weavers.com/sheetview.php?sheetid=428896)|Alchemist|N|N|Y
RadicalTurnip|Sir Tomas (http://www.myth-weavers.com/sheetview.php?sheetid=430122)|Troll Berserker|N|G|Y
SketchPanic|Po Rai So (http://www.myth-weavers.com/sheetview.php?sheetid=430284)|Martial Artist|L|N|Y
Lionheart|Balmung Fezalion (http://www.myth-weavers.com/sheetview.php?sheetid=428697)|Angelic Champion|L|G|Y
Zarthrax|Captain Merriweather Price (http://plothook.net/RPG/profiler/view.php?id=11131)|Pirate|C|G|Y
Silphael|Slinar (http://www.myth-weavers.com/sheetview.php?sheetid=431790)|Celestial Tiger of Disaster|N|G|Y
Ridai|Rahja Dawncaller (http://www.myth-weavers.com/sheetview.php?sheetid=430379)|Reluctant Divine|N|G|Y
InfernallyClay|Gidae (http://www.myth-weavers.com/sheetview.php?sheetid=429343)|Former Goddess|N|G|Y
doko239|Xael (http://www.myth-weavers.com/sheetview.php?sheetid=432303)|Demonic Berserker|C|E|Y
Metroid33|Fang of the Shadows (http://www.myth-weavers.com/sheetview.php?sheetid=429608)|Nightsong Assassin|N|N|Y
Matamane|Kitty/Saix (http://www.giantitp.com/forums/showpost.php?p=13722886&postcount=1185)|Demon Lord|?|?|Y
Cardea|Fear (http://www.myth-weavers.com/sheetview.php?sheetid=434967)|Fear|?|?|Y
Xerinous|Voren Hellbreaker (http://www.myth-weavers.com/sheetview.php?sheetid=430602)|Abyssal Warrior|C|N|Y
TwoHeadedBoy|Yamamoto Masanari (http://www.myth-weavers.com/sheetview.php?sheetid=432714)|Chosen of Ishmael|N|G|Y
THEChanger|Legion (http://www.myth-weavers.com/sheetview.php?sheetid=429447)|Voice of Tenebrous|L|E|Y
Aluroon|Nasu-Eblin (https://docs.google.com/document/d/1y5uaCl-TMSRaCDQBW2A8E_2J-6T2IN-3YCGv243WYx4/edit)|Master of Many Magicks|N|N|N
Tarrmarr|Raz Ruswing (http://www.myth-weavers.com/sheetview.php?sheetid=433141)|Draconic Juggernaut|C|E|Y
[/table]

Group One (Of Havens and Empires):
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253620) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253596)
Group Two (Of Gods and Royalty):
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253622) OOC Thread (www.giantitp.com/forums/showthread.php?t=253597)
Group Three (We're on a Boat)
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253624) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253599)
Group Four (Beyond Good and Evil)
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253626) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253600)
Group Five (A Solitary Road)
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253628) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253601)
Group Six (Of Darkness and Demons)
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253630) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253602)
Group Seven (Team Awesome)
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253631) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253604)
Group Eight (A New Sort of Adventure)
IC Thread (www.giantitp.com/forums/showthread.php?t=253632) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253608)

A Simple Matter of Cohorts: It just occurred to me that I don't really know the rule of thumb for how cohorts are typically handled in games (as far as who controls them) so I figured I'd give my perspective on this matter just in case and see any opposing views on the matter:

Though I view Cohorts as NPCs, I have no problem with you controlling their every action (barring mind control) while you're with them or while they're in the company of other PCs. When they're on their own, however, I'd say that they're fairly independent (though of course loyal to you and your interests). This means that I won't force you to role play as your cohorts if you intend to leave them behind as mostly background characters. On the other hand, if you send a cohort alone to do a task, you won't know how they're fairing until they contact you again (or until you scry on them).

Does this sound fair?



Contents of recruitment thread OP (saved just in case):
The Ultimate Conflict

To weed out the few players who may have completely lost track of the thread and hopefully slim down the group size a bit, please post before the deadline on Wednesday to confirm your continued interest.

After spending half a year writing homebrew epic stuff and scribbling random notes and ideas to myself, it seems like it is only right that I should actually use what I have learned (or at least believe that I've learned). It's time to end my long epic kick with an epic campaign to round it all out, large and expansive enough to hopefully contain multiple simultaneous groups. It is time to make something epic occur. :smallamused:

The Big 16:
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

For the most part, we will be fitting pathfinder (if unfamiliar, PRD is Here ( http://paizo.com/pathfinderRPG/prd/). With that said, we are using 3.5 gestalt and epic rules and feel free to squeeze on whatever other 3.5 material you want into the pathfinder framework so long as it hasnít been replaced in pathfinder and it doesnít interact with pathfinder rules in ways that make no sense. If such an incident does look imminent, the problem will be solved on a case-by-case basis (keep in mind that I will almost always go for the least powerful interpretation of inserting 3.5 into pathfinder, though).

ē 2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

This is going to be in a heavily homebrewed campaign, starting out quite typical and hopefully becoming more stylized towards epic play as time goes on. The only thing that you need to know from the start is that Deities, Archdukes of Hell, Demon Lords, and all similar figures are receiving a power boost so to make it less likely youíll just steamroll them.

Also, you are free to incorporate your character into the world so long as you don't end up squeezing out the creativity of others. If you want to have received titles, to possess a great or terrible reputation, to have songs and ballads sung about you, or even to have rulership over towns, empires, or worlds, you've probably earned it by level 30. Similarly, including names of people, towns, and organizations into your backstories gives you more of a steak in the world and gives me more possibilities to branch out from so feel free to help invent the world with me.

ē 3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

This is going to be a large campaign. Large enough, in fact, that it will hopefully be possible for me to break it up into multiple groups with their own IC threads (though all groups will coexist in the campaign world and may meet, fight alongside each other, or simply fight each other). I donít think I could quite give you a number for players but I will be seeing how many looks manageable to work with.

If youíre taking the time to make and post a character, however, please make sure that youíre available in at least the immediate future for regular posting and that you can stand to play your character (Iíve seen players who overwhelm themselves with casters and others who bore themselves to death with straightforward combatants. Stay in your comfort zone).

Unless your character is VERY weird, not to worry too much about not fitting in. Though youíre free to ignore these forces, Iíll be trying my best to nudge people into compatible parties so that a diplomatic character, for example, wonít be dragged out on dungeoncrawls.

ē 4. What's the gaming medium (OOTS, chat, e-mail etc.)?

Weíre playing right here on this forum.

ē 5. What is the characters' starting status (i.e. experience level)?

Level 30 gestalt with 10,000 extra XP for epic spell development. If youíre not familiar with Pathfinder, know that items no longer require XP to craft (similarly, all spells with XP costs now have material components instead).

ē 6. How much gold or other starting funds will the characters begin with?

Everyone is starting off with 20,000,000 gp to spend however they wish.


ē 7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?


In this arena, most things are perfectly fine. Most homebrew is okay and my Librim Eternia (http://www.giantitp.com/forums/showthread.php?t=247756) is wide open for use. In fact, as that project was built with the understanding that everyone would be using one of the classes, feel free to make or ask for a new class or negotiate with me for some alternate boon if you choose not to go with them. I may not give you infinite money or spheres of annihilation but Iím pretty flexible otherwise (just be sure that you wonít regret it later). If you want to make super secret requests, I'll start emptying out my PM Inbox just in case.

As Librim Eternia is in play here, you can continue to build your BAB after level 20 (though you don't gain any additional attacks) instead of the normal epic attack bonus (unless that epic attack bonus would give you a better result).

Alternate class features and archetypes can be used freely, so long as they donít conflict.

Monster classes are allowed on a case-by-case basis as many are quite powerful and most scale with HD (meaning that epic levels probably werenít in mind when they were created).

Also, as a special exception to gestalt rules, Iím allowing the gestalting of 2 PrCs at epic levels.

Epic destinies, including those made by krimm blackleaf and the demented one, are permitted so long as they donít obviously break the entire game and you meet the prerequisites. If you take an epic destiny, you gain a single epic feat from levels at level 29 (paying the first 4 as normal).

In case people are wondering, you may use traits from pathfinder or 3.5 (but not both) and flaws so long as you list their sources and effects. With flaws, however, they are only allowed if they are somewhat relevant (no meager fortitude before gaining immunity to everything fortitude related, as an easy example).

You may start the game having crafted items or researched epic spells.

There is no LA buyback and no rituals (UA).


ē 8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

Well, weíre in PF and the advanced races guide is out so I guess thereís stuff to actually get out there. First of all, Alternate racial traits can be used. Next, everyone without a racial class is going to have 40 race points. If you have advanced races, you can find how much your race of choice is worth and augment it independently (please note what you add, though). Otherwise, feel free to list a race and I or others with the book can provide suggestions on how the race can be upgraded to the proper level of power with racial traits.

If you want a race that doesnít appear in pathfinder, feel free to list it and I can tell you if itís powerful enough or needs to be toned down (or replaced with a less powerful race). If youíre not familiar with advanced races, you can also choose a race of creature with both RHD and an LA and basically get the LA replaced with Race Points (you have 40, as mentioned above) while replacing the RHD with normal class levels. If you want a general estimate to work with, playing as a gargoyle has a base cost of 36 RP while something like a hill giant with massive ability score bonuses and natural armor costs around 110 RP. You may not apply the static feat trait to a race.

If you want to go whole hog and create your race, I expect you to provide all of the relevant information on your race necessary to use them. Not going to be accepting last survivors of a lost species, scientific cloning experiments gone wrong, or wondrous polymorphing experiments gone right. If you want to make a race, I want a full race instead of a pile of stats.

On the topic of race, you have an additional option open to you. You have 3 virtual non-gestalt levels to spend on a Bloodline and/or Templates (the bloodline does not scale into epic levels). For example, you might end up as a Wizard 30//Erudite 20/Thrallherd 10 who has the Shadow (LoM) and Draconic (RotD) templates (horrible example mechanically but you should be able to see how it works). If you want bigger or more templates, they start digging into your actual gestalt as normal. By sacrificing all three of these virtual levels, you may instead possess a divine rank of 0. Be aware, however, that moving from rank 0 to rank 1 is equally hard as moving from no rank to rank 0.

ē 9. By what method should Players generate their attributes/ability scores and Hit Points?

All ability scores start at 18 before racial modifications and other bonuses and penalties. You lot are the best of the best of the best. Only the rare child born or built under ideal conditions has even a shot at reaching epic levels after all, much less reaching your destinies. Hit Points are similarly maximized.

ē 10. Does your game use alignment? What are your restrictions, if so?

Alignment exist normally and you can be almost any alignment so long as you portray an alignment instead of a cartoonish stereotype. For base classes, however, I am pretty lenient with alignment restrictions. If you want to be a good necromancer, a lawful bard, or a chaotic monk, go for it.

ē 11. Do you allow multi-classing, or have any particular rules in regards to it?

I, for one, donít particularly hate multiclassing or dipping. What drives me mad, however, is the insane amount of cross-referencing involved when this type of thing is taken to its most logical extreme. As such, I am putting a limit of 10 classes between both sides of the gestalt. There is not a multiclassing XP penalty for what dipping you do decide to do, however.

ē 12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

Dice rolls will be made here on the forum with the dice roller.

ē 13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

To keep things relatively sane, weíll be using 4 easy steps to more balanced epic spells (http://www.giantitp.com/forums/showpost.php?p=13462049&postcount=55). In the same post, youíll find the Cryptic Essence and Withstand Blow feats, both of which you gain as bonus feats.

In addition, to save you a good lot of math with your skill points, any skill thatís a class skill for at least 5 of your levels (combined from both sides of the gestalt) is treated as a class skill for all of your classes.

One final homebrew rule Iím bringing back from a previous campaign Iíve run is how I intend to run encounters. I intend to go with a standard of at least 1 round every other day (Iíd normally say one per day but the extreme presence of immediate actions and contingent effects makes that unlikely to work that often). How it works will hopefully make sense after an encounter or two.

Step 1: After the results of a round have been posted, all players have around 24 hours to post their actions for the next round. At the end of that time, I will put together a tentative course of combat that involves all of these actions occurring in initiative order in bullet-point format, specifically high-lighting characters who can still decide or change their original actions in the next step. If you donít post your actions during this round, you will be treated as if your character had delayed (but see step 2).

Step 2: During the following 24 hours, anyone may use their immediate actions, make decisions for contingent effects, and perform other actions that you didnít or couldnít declare before. If you missed your action during the first 24 hours, you can post it now, though it will occur at the end of the initiative order. If an action someone took in step 1 made your own impossible since the time of your posting (such as if you declare a melee attack against a creature who walks away before you could make the attack or who dies before the attack it made), you may similarly revise the action to work or change to a new one. Other than in these two scenarios, however, none of your original actions can be changed. At the end of this stage, the final results for that round will be posted. If everyone posts in the OOC that they wish to skip step 2 for a round (or if it seems entirely unimportant for a group in a given round), we might skip straight through this step. If everything goes faster than expected in a group, I may speed things up as well if I have the time.

ē 14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

Even if youíre here to explore a new character mechanic (and thereís no shame in that), Iím on the lookout for fleshed-out and unique characters. Your backstory is your big first chance to show that the two are not mutually exclusive. Iím not asking for a novel or anything but if your backstory shows me your character has a past while giving me ideas for the future, you are likely in a very good place.

ē 15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

As mentioned above, Iíll be doing a bit of work trying to corral characters into compatible groups so that they donít end up doing all of the work or getting dragged around like a sack of potatoes. If you end up in one group but want to switch things up, it may be possible to swap you into a new group later on. If you want to engage in a specific type of campaign but donít know how to express it in the mechanics of your character or his/her/its backstory, feel free to verbalize what youíre looking for. Hell, if you want to make this easier on yourselves and on me, try networking with players youíd want to end up with. Feel free to come up with your own groups in this recruitment thread for me to unite later on. If you want to build relationships friendship, rivalry, hatred, love, or what-have-you between characters or add commonalities that would help them fit better together, that makes my job of trying to get you together much easier.

Also, Iíll just say this right now. Though you guys may find yourselves on different groups and you may fall on opposite ends of the alignment pool, that doesnít mean that this game is or should be a single drawn-out arena match. Each and every one of your characters (except perhaps for any void incarnates that slip in there) are the type of people who bards write of in epics. You have more accomplishments under your belts than most could ever hope to obtain and even if you live on different worlds or planes, most of you have probably at least heard of each otherís reputations. Letís try to cut the backstabbing down to a minimum and avoid picking in-fights with a high chance of death (or worse) for someone.

ē 16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

I possess most official 3.5 books and pretty much all of Paizoís pathfinder books, though Iíll note that I own no third-party material for pathfinder except for Rite Publishingís 1,001 Spells.


Addressing Cheese (What to Avoid):
Let me be honest here. Lots of epic play ends up being pretty cheesy. No matter what I try to list here, you guys are likely to confront me with combos I didnít even really know were combos (especially where homebrew is concerned). Though Iíll list a few specific things that I wonít allow here, I canít possibly list everything and much of the cheese in this game involves alternate uses of otherwise safe mechanics. After making a short list of materials off of the top of my head that I positively wonít allow (or that I will required changed), I will take more time to address troublesome behaviors rather than troublesome materials. After all, problems tend to come from specific uses of materials rather than being the default for those materials.

With that said, the banhammer list (a relatively short list thatís likely to grow):

Memory jars have not and will never exist.
The creature of legend template/racial class is banned.
The true genius epic destiny is banned.
Metamagic reducers never result in negative metamagic modifiers.
Ice Assassin doesnít exist (Simulacrum is okay).
So the good guys have a chance, Mind**** doesnít exist.
True Creation doesnít exist.
If a spell in 3.5 had an XP cost, ignore material components only halves the material component cost for the pathfinder version.
Iron Heart Surge can only end targeted effects.
Custom Item Creation requires DM permission and the item may malfunction if it turns out to be overpowering, though some collector would undoubtedly want to buy it to even get a glimpse of such powerful magic (getting you back half of your money investment).
We are using the pathfinder approach to polymorphing, not the one used in 3.5e. This applies for every form of shapeshifting in existance and even homebrew will be altered to fit into this design when necessary.
No spheres of annihilation. No, not even for entropomancers
Please no tainted scholars. Even if you plan of being and staying mortal.


Regarding Disruptive Behaviors: In general, there are only 4 behaviors that I wish to discuss here. If you are in play and donít know if something constitutes as one, feel free to ask in spoilers on the OOC thread or through a PM.

Behavior 1: Infinite anything for personal profit: For the record, I donít have a problem with you controlling a vast number of undead or followers. I am indifferent towards the use of simulacrum to build armies of permanent soldiers. I donít even have too much of an issue with the concept of wish chains in and of themselves. What I have a problem with is when infinite limits or processes are used to make oneself far more powerful relative to other players. If you build up an huge army of zombies that the other PCs can plow through or you use infinite wish chains to care for and provide for your followers, that is perfectly fine by me. If you start accruing incredibly potent armies of unlimited maximum size, start down the track towards infinite moneys for your own gear, or turn yourself into a certain infamous kobold, we probably have a problem. Even trying to pay for an infinite stream of material components is highly frowned upon.

Behavior 2: Timey Whimey Shenanigans: This one is thankfully simple as not much falls into it. Iím okay with timestop, haste, celerity, contingency, and contingent spells. What I donít like are the following sorts of behavior: psionic save game tricks (if they can even be done without thought bottles), utilizing flowing time to gain bounties of extra actions, actual time travel, or any means by which you can take about 10 rounds of actions in a single round (even if that means spending all of your resources for the encounter or for the day).

Behavior 3: God-Mode: Making an epic character, the instincts to create ironclad blocks of immunities or to create new attacks that either canít be stopped are strong ones. In the interest of having opponents last long enough for encounters, pose a decent threat, and not require the joint efforts of a CO board to build, Iíd appreciate some degree of self-control. As things are, Iíll already be fixing every supposedly epic monster Iíll throw at you from the ground up. Please donít force me to make those creatures into dirty rotten cheaters.

Behavior 4: Donít End All of Existence: This one is probably the most specific of the behaviors named here. If an epic character (or at least an epic caster) gets sufficiently bored, I am more than confident that he/she/it has hundreds of ways to bring on the end times. Even if your character is nihilistic and/or depressed, however, please donít end all of existence. Itís just kind of a jerk move.

As one last note, I'm on vacation with my family this week. Though I'll do my best to post when available and to respond to everyone, I may only have time for morning and evening posts until I get back home.

My Guarantee:A good many campaigns (especially epic ones) on this campaign tend to either collapse under their own weight or fizzle out before they even get started. What on earth would make this campaign any different, you may wonder. Well, I'm willing to make a guarantee to each and every one of my players.

If this game doesn't manifest or fails within the first 2 months of play, well, you get to decide what happens then. :smallbiggrin: I won't break any forum rules or impose internet exile on myself (or, of course, do the impossible) but other than that, you can pretty much name the price for my failure. I already owe one potential player a war ballad dedicated to their character if the campaign should fail, for example. If real life throws a roadblock in my way, fulfilling my end of the deal may naturally be a bit delayed (though I won't needlessly dawdle) but if I fail to do good on my promises, I lose all credibility here and that's one thing that I personally care about.

Only conditions placed by players who get into the campaign (everyone if it doesn't even take on) and who are still there when a hypothetical failure occurs are guaranteed but feel free to submit whatever conditions you see fit (I'll try not to discriminate who gets in based on these conditions).

Also, I promise not to drive away players to avoid getting "punished" if you agree not to force the game into a nosedive just to make me do silly things (which would be unfair to your fellow players as well).

Give me your best shot, oh forum. :smallamused:

Edit: If this type of thing isn't allowed on the forum for whatever reason, please let me know and I'll take it down.

Additional Rulings:

As this thread has gone on, additional rulings have been required. As these rulings are made, they will be assembled here.
Yes to retroactive skill points from intelligence boosts.
Though it's stated above, let me say again that there's no use of the static feat ability when crafting/augmenting your race.
this (http://www.giantitp.com/forums/showthread.php?t=108178) is the version of the improved spell capacity feat we'll be using.
Due to the rules of pathfinder (giving you a +3 bonus to each skill in which you have at least one rank, maximizing the number of ranks at your class level, and not multiplying skill points at level 1), all skill rank requirements are reduced by 3 for feats and prestige classes and the like.
Calculating the costs for belts of magnificence follows the following formulae: (Non-epic = bonus^2 x 1,000 x 6; Epic = bonus^2 x 1,000 x 10 x 6)
The fortify seed may not grant bonuses greater than half of your character level to anything.
All bonuses from the fortify seed are of the most common type to that area (Competence to skill checks, deflection to AC, Resistance to saving throws, Insight to attack rolls, enhancement to ability scores, etc).
The maximum bonus you can gain from spells of the armor seed is capped at your character level.
Rods of excellent magic do not possess their normal effect of replacing the XP you'd spend researching an epic spell.
cohorts and other similar beings do not get the gestalt.
Racial Player Classes take the place of Race Points for those who take levels in one.
Starting at level 29 with more developed epic spells is an option
You may have a magic item effectively take any number of additional item slots, denying you the ability to wear magic items on them. For each item slot occupied in this way, you may add an additional ability to the item by simply adding their costs together. In this way, the limit is not on item slots but on the effective number of magic items you possess.
If you are creating a tool (as in the MIC) like Elminster's pipe, every ability worth under half of the most expensive ability simply adds its cost to the total price of the item rather than multiplying it.
Multiple cost/xp reductions from librim eternia PrCs for a single seed don't stack.
No cancer mages or vermin hiveminds.



My Timeline for Submission: Expression of interest is due by Monday the 6th. A "final" draft of the character with backstory is due by the following Wednesday the 15th (right before it turns to the 16th PST). After that, I intend to spend a week combing through each and every one of your backstories and character sheets, fixing up any lingering issues, assembling the last groups, learning what you're capable of individually and together, and working on how to integrate such different individuals into the titular conflict of the campaign.

Chambers: It comes from her (evil) epic destiny.

Starsign
2012-08-19, 01:27 PM
I'm here, would like for Vael to respond to my last post on the recruitment thread please. :smallsmile:

Also Group 2 looks rather large, any way someone from there might be able to move to Group 4? Harvest Queen seems bunched with quite a few Good-aligned characters in Group 2; I'm not sure if that's a good idea to be honest. That's just my suggestion though.

Realms of Chaos
2012-08-19, 01:31 PM
Honestly, It was part of my original plan to use the Harvest Queen as the fourth player there (seeing as she is another old entity to kind of match fear, has a certain amount of moral ambiguity to her, and was built rather strongly). If she's happy where she is, though, I'd be happy to run for a group of 3 and another of 6.

Ridai
2012-08-19, 01:32 PM
With her connections to Shelyn, I think Rahja will speak in dark red.

Still haven't come up with a replacement for that "Reluctant Divine" description for Rahja, which by now is just completely wrong.

Used homebrew/other material
Healer base class (http://www.giantitp.com/forums/showthread.php?t=133118)

Energy Bow (http://www.wizards.com/default.asp?x=dnd/ask/20061227a)

Spells are either from SRD, PFSRD or Spell Compendium

hpboy111
2012-08-19, 01:34 PM
Well, I'm over to the OOC now. I'd like to call Red on my team, however, I notice that there are actually several evil people on my team for once. Instead, I shall be claiming Blue.

Infernally Clay
2012-08-19, 01:35 PM
Are we declaring colours already? Then I stake claim to the Colour of Awesomeness. :smallwink:

Toska Moriarty
2012-08-19, 01:38 PM
I'm here, would like for Vael to respond to my last post on the recruitment thread please. :smallsmile:

Also Group 2 looks rather large, any way someone from there might be able to move to Group 4? Harvest Queen seems bunched with quite a few Good-aligned characters in Group 2; I'm not sure if that's a good idea to be honest. That's just my suggestion though.

It's not that large. Just divide it by syllables. Use Wero's full name and you'll see that we're one of the smaller groups.
Besides, she'll only be with TWO good characters, one of which is CG ( A polar opposite on two fronts, but presumably not dedicated to anything as thoruoghly as an LG) and a GREY GUARD who can pretty much get away with working with anyone, and Gidae, whose already said that there shouldn't be any major issues.The next closest to 'Good' is Fang, whose only neutral because alignment restrictions have been waived and apparently 'Assassin' no longer means 'Underhanded devious backstabbing throat-slitting soulless sinning death bringer, solely for monetary gain or political reasons' (DAMN YOU ASSASSIN'S CREED SERIES!) He's a 'Good guy' Assassin. Then there's Sebastain, who is also LE in that group*, so this should all work out.

Oh, and colors...Lets see...Ooohhh..How's this look? Shady enough? Nah. Well, Might aswell grab red if Hpboy doesnt want it. Better red than dead, I guess!!Ooh! Let's put it in ITALICS! Red Italics! Sinister enough for me!

*I Swear that none of this has anything to do with not wanting to be the only evil character amongst a former god, a spinning dervish blade'o'death, a 'noble' assassin (ha!) and a freaking paladin. Really.

Starsign
2012-08-19, 01:39 PM
Honestly, It was part of my original plan to use the Harvest Queen as the fourth player there. If she's happy where she is, though, I'd be happy to run for a group of 3 and another of 6.

Actually I can see why she wouldn't be in Group 4. I'm not sure if anyone else would fit in with them. :smalleek:

And I'll call Slate Gray for Usabhar and Yellow Green for Nasiri.


It's not that large. Just divide it by syllables. Use Wero's full name and you'll see that we're one of the smaller groups.
Besides, she'll only be with TWO good characters, one of which is CG ( A polar opposite on two fronts, but presumably not dedicated to anything as thoruoghly as an LG) and a GREY GUARD who can pretty much get away with working with anyone, and Gidae, whose already said that there shouldn't be any major issues.The next closest to 'Good' is Fang, whose only neutral because alignment restrictions have been waived and apparently 'Assassin' no longer means 'Underhanded devious backstabbing throat-slitting soulless sinning death bringer, solely for monetary gain or political reasons' (DAMN YOU ASSASSIN'S CREED SERIES!) He's a 'Good guy' Assassin. Then there's Sebastain, who is also LE in that group*, so this should all work out.

*I Swear that none of this has anything to do with not wanting to be the only evil character amongst a former god, a spinning dervish blade'o'death, a 'noble assassin (ha) and a freaking paladin. Really.
I'll let Vael decide honestly, just make sure you all don't try to kill each other during the game, I've seen it happen before and it isn't pretty.

Dramiscius
2012-08-19, 01:41 PM
Well maybe the pm systems being wierd, so ill post my cohert here.

http://www.myth-weavers.com/sheetview.php?sheetid=436050

And ill take flying plane hopping spherical adamantine objects with pocket dimensional living space for 400,000 realms ;D Might tack a few more things onto it in the sheet notes from the stuff listed in the stronghold builders to if that's alright. Thinking probably anti scrying runes, stuff for food and air production (workers gotta eat!), and perhaps a few other things. Could probably use it as a base of operations for wherever i end up.

DeusMortuusEst
2012-08-19, 01:45 PM
Claiming desert Orange :smallsmile:

Tekkal, legendary Spellblade. (http://www.myth-weavers.com/sheetview.php?sheetid=429098)


Fluff, the Quailia

A desert dwelling people, the quailia are said to be the result of a competition between two ancient gods, not only remembered as the ĎMotherí and the ĎDeceití. According to quailian myth the two Powers had a great argument regarding who was the better caretaker of their respective people, and it is said that in their anger they nearly destroyed the world. Before such a thing could happen a third Power, called ĎTemperanceí stepped in and suggested a solution to the fight. Mother and Deceit would each create a new species that would compete over the harshest living area in the world, the Hatysh desert. The one that survived the longest would be the victor.

Through time the quailia have forgotten what race it was that Great Danger created to be their competitor, and their Motherís name has also been lost. It is unknown whether any of the three gods mentioned in the origin story still remain, or if they have all been replaced by younger Powers.
The quailia still follow their teachings closely though, guarding the desert fiercely against any intruders that might be Deceitís race.

The quailia are a nomadic people who live as hunters and herders, following their chosen animal, be it wild or domesticated, over the Hatysh dunes. They trade freely with other civilizations that live on the edge of the desert, allowing caravans and lone travelers to pass through their land. Any attempt to settle inside the desert proper, or bring an army through will provoke the quailia to war though.

While not a warlike people like goblins or orcs tend to be, the quailia are known for their grace and skill in combat, and quailia mercenaries are often highly prized as scouts or commandos, using their burrowing capabilities to confuse and terrify their enemies.

Few of the quailia ever leave the Hatysh desert, those who do are almost always traders of members of the Seventh Company, a unit in the quailian army that sell their services to other lands in exchange for trade agreements and similar favors to the quailian people. All those who die in battle while serving in the Seventh are regarded as saints and saviours of the quailia.

A burrowing race, the quailia build their homes and live much of their lives underground. Their elders know of thousands of caves scattered beneath the desert where they lead their people when they need shelter. If there are no caves nearby the quailia often dig down a couple of feet in the sand to rest.

The quailia have a close tie to their ancestors, and worship them as gods and sacred children of the Mother. When each quailia turns thirteen it goes through a holy ritual that forever ties that individual with a single ancestral spirit. This spirit grants the quailia knowledge of ages past, protects them from harm and strengthens their bodies.

Appearance: The quailia are long and thin with a thick dark brown or red skin. They have no hair on their bodies, instead they have bone ridges that start on the top of their head and run down along the neck towards the back. These ridges continue to grow throughout the quailianís life, growing longer. The males also have ridges on their face, often starting above their eyes and then curving down over the cheeks and ending in a mustache-like way. Some quailia trim these ridges, keeping them short, while others let them grow naturally. They have red or yellow eyes, and a pupil similar to that of a snake, the quailia have double eye lids to protect their eyes when the burrow through the ground.

The quailia dress in large flowing garments in various colors. Their merchants prefer white and yellow, while the hunters and herders are more commonly seen in light brown or ochre. In battle their warriors wear crimson and black.


Personality
Personality: Having been brought up as the great hope of his people and told time and again that heís the long awaited Hero can make strange things to people and Tekkal is no exception. His sense of duty is incredibly strong; some would even call it too strong, bordering mental disease. He never breaks a promise, and will go to extreme lengths to fulfill what he perceive is his duty.

This side of him, which many naturally finds stiff and annoying, clashes somewhat with his general laid back attitude. Tekkal has always had a natural ability not to worry about things and never to feel stressed, no matter how dire a situation might seem, and since he went into exile this particular side of the Spellblade has grown much stronger.

The former general is still a force to be reckoned with, but he doesnít go looking for conflicts any longer, as he did when he was younger. Tekkal is content with his search for the truth behind his goddess and the quailia prophecies, and little else interests him. Perhaps it is due to his ascension to divinity, but the former Bringer of the Final Days is not the fighting hero he once was. When facing conflict he is just as likely to use his speed, intelligence and magical ability to evade his opponents as he is to draw his blades and leave a bloody mess behind.


Appearance
TBD


Background in timeline form
Timeline
0: Born

13: Goes through the ritual of adulthood, and returns from the temple with three guardian spirits. Declared the Bringer of the Final Days, Hero of the quaila and is given the name Tekkal.

22: Accepted into the Elder Council, despite his young age, becomes the unofficial leader of the quaila people. Begins military and social reforms of his people, making the Seventh Company into the core of the quailian army and writes the first draft of the Desert Law, making the <temple> the new seat for the Elder Council and the now larger departments supporting them.

26: Takes formal command over the Seventh Company and immediately leads the unit onto the continent in the First Qualian Crusade.

27-30: Fights in over a hundred battles during the siege of the Twelve Cities and never loses a single one. The Seventh Company gains the nickname Desert Ghosts for their commando like tactics.

31: Having conquered the Twelfth Wall and through that gained access to the rest of the continent, Tekkal and the Seventh marches for the ocean.

34: After two years of waiting the quailian army becomes sea borne for the first time, and the Sand Navy leaves shore in search for their promised land.

35-38: After three years of sailing and fighting the Seventh Company lands on the Tarmian continent and are immediately attacked by the goblinoid tribes controlling the coastal lands. It takes three years for Tekkal and his troops to establish a secure foothold and force the tribes back into the jungle. The fortress Great Hope is built, becoming the first secure harbor in Tarmian in a millennia.

39-45: Tekkal and his troops strike out into the jungle several times, each expedition failing after just a few weeks due to weather, disease and the constant harassment of goblins.

46: Tekkal creates a teleportation circle between Great Hope and <temple> and his troops back to the desert, leaving only a small contingent behind.

47: Returns from the failed crusade along with the decimated Seventh Company, admits defeat and meditates at the <temple> for a year.

48: Leaves the desert behind again after having assured his people that his quest wonít be over until he has found what the prophecies promise. The spellblade leaves the material plane behind to search the planes for his goal.

50: Fights his way through a legion of demons on his way through the abyss, gaining his reputation as one of the fastest swordsmen in the multiverse.

55: Leads a successful assault on the City of Brass, conquering the city and spends several years in its extensive libraries, searching for a clue to his goal.

59: Leaves the plane of fire and disappears to the lower planes for nearly a decade. Little is known of Tekkalís doings during this period, but he returns with greater powers and a strange amulet.

60: Appears in Limbo, hunted by a large force of Devils. Makes a stand on the dead body of a god, which is destroyed in the following battle. Tekkal absorbs what is left of the divinity in the smashed corpse, ascending to godhood.

65: Appears outside Sigil and apparently tries to negotiate with the Lady of Pain for entrance to the city, but with no luck. After years of fruitless attempts of trying to gain an audience with the Lady Tekkal disappears once more.

71: Makes a brief appearance on the material plane where he battles with the ancient red dragon Tazzíreídon. The duel lasts for several days before the great beast admits defeat. It is unknown what Tekkal gains from the victory, but he spends the next three years in the Vaults of the Dead on the elemental plane of earth searching for a scroll of unknown origin or power.

75: Returns to his people in the desert and is met with first great celebration and later horror as it is revealed that Tekkal is no longer mortal. The ancestral worshiping quailia force their former hero into exile.

76: Leaving the desert for the third and perhaps last time Tekkal heads for the neighboring lands at first. While staying at a temple of the local god of knowledge he stumbles upon some of the quailia prophecies, but these seem to be older than the ones contained within the Holy Texts he has previously read. Further, the text differs in several ways, never mentioning a sacred land or the Bringer of the Final Days. Further research revealed several old manuscripts describing the quailia arriving to the desert but never mentioning their gods, or the fabled rival race their mythology speaks of. Tekkal sets out to find the truth behind the prophecies that has caused his exile.



Crunch for the quailia
Stats:
Type: Medium Humanoid (0 RP)

Speed: Normal (0 RP)

Ability Score Modifier: Advanced: +2 str, +2 dex, +2 con, +4 int, -2 wis (4 RP)

Language: Standard (0 RP)

Ability Score Racial Traits: Advanced Dexterity (4 RP), Advanced Intelligence (4 RP)

Defense Racial Traits: Defensive Training, Greater (4 RP), Natural Armor (2 RP), Improved Natural Armor (1 RP), Improved Natural Armor (2 RP)

Feat and Skill Racial Traits: Shards of the past (4 RP), Nimble Attacks (2 RP),
Quick Reactions (2 RP), Camouflage: Desert (1 RP)

Magical Racial Traits: Enclave Protector (2 RP)

Movement Racial Traits: Burrow (3 RP)

Senses Racial Traits: See in Darkness (4 RP)

Offense Racial Traits: Reach 10 ft. (1 RP)

Emperor Ing
2012-08-19, 01:47 PM
I have 3 characters so I pick three colors
Bold Indigo for the High Lord
Slate Gray for Prince Zurkar
Bold Dark Orange for Praetorian Korshim

AmberVael
2012-08-19, 01:52 PM
Well, Toska seems very enthusiastic about my inclusion in the group, and I think the Queen's interaction with Gidae and Erika should be quite interesting, so I'm rather reluctant to change groups now, especially since they've taken great pains to reassure me that we should be able to work together, after I repeatedly voiced the same concern you're voicing now.

I'm probably going to tone down her obviously eeevvviiiil nature just a bit and make her a bit more subtle, and play up her clever and charismatic self a bit to keep people on her side.


Gotcha. Part of my worry is you using Bitter Sweetness of Betrayal on PCs outside of your group.
The reason I don't want to use it on PCs is because it is rude to the players. Whether or not you're in my group does not change this. It may change whether or not we get into conflict... but most conflicts aren't likely to give me a chance to use a minute long ability, and if you get into a fight with epic PCs, being left alive with some personality tweaks is frankly better than say, I dunno, death.


To be honest, the whole problem with this is that I don't really trust you completely. I always thought you are a rather dominating person; one who wants to win which works fine in one group, (unless their goals contradict each other) but can be very problematic when there are multiple groups working with or against each other...
I take offense your wording and tone, but I do understand what you're getting at. That said, I'm pretty sure Reams has very clearly said that there won't be PvP. And frankly, if there is PvP, you have a lot more things to worry about than an ability that takes ten rounds to perform and can be interrupted at any time by sword to the face.


That and I kinda worry how you always play an evil character. (or at least most of the time)
:smallconfused:
I don't think this is accurate. Granted, I do like playing the villain, but evil characters are hardly the only thing I play. At most, half of my current characters are evil, but frankly I like blurring the lines of morality so much that even that is questionable.
(And I specify current for a reason- this is an unusually heavy evil PC load for me).

Starsign
2012-08-19, 02:05 PM
Well, Toska seems very enthusiastic about my inclusion in the group, and I think the Queen's interaction with Gidae and Erika should be quite interesting, so I'm rather reluctant to change groups now, especially since they've taken great pains to reassure me that we should be able to work together, after I repeatedly voiced the same concern you're voicing now.

I'm probably going to tone down her obviously eeevvviiiil nature just a bit and make her a bit more subtle, and play up her clever and charismatic self a bit to keep people on her side.
Should be interesting then. :smallsmile:


The reason I don't want to use it on PCs is because it is rude to the players. Whether or not you're in my group does not change this. It may change whether or not we get into conflict... but most conflicts aren't likely to give me a chance to use a minute long ability, and if you get into a fight with epic PCs, being left alive with some personality tweaks is frankly better than say, I dunno, death.

I take offense your wording and tone, but I do understand what you're getting at. That said, I'm pretty sure Realms has very clearly said that there won't be PvP. And frankly, if there is PvP, you have a lot more things to worry about than an ability that takes ten rounds to perform and can be interrupted at any time by sword to the face.
Alright, I'll leave it at that and see how the game goes. I personally more worry about what happens to a PC when mind controlled than when dead. Some fates are just much, much worse than death.

And I apologize for being very rude on my last post. I felt that I need to say it and won't be repeating it again. I know Realms has stated PvP won't be a thing (unless someone tries forcing it, which I don't expect that player to last much longer) but sometimes my over-excessive worrying likes to forget that.


:smallconfused:
I don't think this is accurate. Granted, I do like playing the villain, but evil characters are hardly the only thing I play. At most, half of my characters are evil, but frankly I like blurring the lines of morality so much that even that is questionable.
My last comment regarding that comes from paranoia. I've known a few people who are absolute evil-lovers and uh... I don't get along with most them. (I'm not including you in this btw) This is generally more because they aren't very social and don't roleplay well with others, (I know an exception though) even if their writing is top notch. There's also the fact that I don't seem to understand the appeal of enjoying evil and frankly find the idea of loving evil villains as completely horrifying. :smallredface: Sorry for the confusion.


(And I specify current for a reason- this is an unusually heavy evil PC load for me).
You wouldn't be the first. I've known people with nothing BUT evil PCs.

MikelaC1
2012-08-19, 02:09 PM
Well Blue has been claimed by someone else, but they are not in my group, so I will be taking Blue for Celestica.

MasonDon
2012-08-19, 02:09 PM
I think I'll be claiming the adventurous and envious Bold Green, and just Regular Green for my cohort.

silphael
2012-08-19, 02:10 PM
@ RoC: you didn't answer last time I asked, can we bypass the prerequisites on templates? If yes, then I'm CG instead of NG.

AmberVael
2012-08-19, 02:15 PM
The Harvest Queen

Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=428742)

Class and Racial Abilities
Base Race Customization
Race: Human
Type: Undead, 16 points
Ability Score Modifier: Human (+2 cha), 0 points
Ability Advancement: Upgraded Charisma +6, 15 points
Languages: Linguist, 1 point
Flexible Bonus Feat, 4 points
Skilled, 4 points
Divine Rank 0
60ft Base Land Speed
Fly speed increases to 200ft
Deflection bonus to AC equal to Charisma
Immune to Polymorphing, petrification, and form altering attacks
Immune to energy drain, ability damage, and ability drain
Immune to mind-affecting effects.
DR 10/epic
Fire Resistance 5
Spell Resistance 32
Immortal

Templates
Half-Fey
Fly Speed
A half-fey gains a fly speed equal to twice their base speed, with good maneuverability.
Spell-Like Abilities
At Will: Charm person
3/day: Detect law, protection from law
1/day: Calm emotions, enthrall, eyebite, glitterdust, hideous laughter, hold monster, hypnotism, irresistible dance, mass charm person, mass invisibility, mass suggestion
Immune to enchantment spells and effects.
Low-light vision.
Ability Adjustments
Dex +2, Con -2, Wis +2, Cha +4

Pact Descendant
Gains Planetouched Subtype
Eldritch Blast
Adds 1d6 damage to eldritch blast, plus an additional 1d6 for every five levels. (+7d6 at level 30)
Dark Blessing (Charisma)
The pact descendant increases an ability score by 2. Increase this ability score by 1 for each 5 HD the pact descendant has. (+8 at level 30)
Natural Invocation
A pact descendant innately knows one least invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact descendantís Charisma modifier. The pact descendant learns an additional least invocation for each 6 HD it has. (6 at level 30)
Ability Adjustments
Dex +2, Wis -2, Cha +2

Pact Heir
Frightful Presence (Ex)
When the pact heir attacks it inspires fear in all creatures within 30 feet that saw the attack. A potentially affected creature that succeeds at a Will save (DC 10 + Ĺ pact heirís hit dice + pact heirís Charisma modifier) becomes immune to that pact heirís frightful presence for 24 hours. On a failure, creatures with 5 or less HD than the pact heir become panicked for 3d6 rounds, creatures with 1-4 less HD than the pact heir become frightened for 2d6 rounds, and those with HD equal to or greater than the pact heir become shaken for 1d6 rounds.
Dark Insight (Su)
The pact heir gains a +1 profane bonus to all its attack rolls. Increase this bonus by 1 for each 5 HD it has. (+7 at level 30)
Inhuman Speed
All modes of movement the pact heir has increase by 5 ft. per 2 HD it has. Increase the distance of the pact heirís 5 foot step by 5 ft. for each 6 HD it has. (+75ft and +25ft at level 30)
Natural Invocation
A pact heir with 8 or more HD innately understands some of the deeper powers of its legacy. It knows one lesser invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact heirís Charisma modifier. The pact heir learns an additional lesser invocation for each additional 8 HD it has. (3 at level 30)
Ability Adjustments
+2 Dex, +2 Int, +2 Cha


Bloodlines
Major Hero-Born (Warlock)
Skill Boosts
+2 to Knowledge (Arcana), Knowledge (The Planes), Spellcraft, and Use Magic Device
Ability Boosts
+1 Dex, +1 Con, +1 Cha
Eldritch Blast
If the Hero-Born has levels in Warlock, increase the amount of damage dealt by their Eldritch Blast by 3d6
Invocation
If the Hero-Born has levels in Warlock, they learn additional Invocations of up to the highest level available to them at levels 8th and 16th. (This grants me one lesser and one dark.)
Damage Reduction
DR 1/Cold Iron
Fiendish Resilience
One per day as a free-action the Hero-Blood may enter a regenerative state for two minutes during which he gains Fast Healing 1.
Destiny 5
The hero-born gains a "Destiny Pool" equal to the rating of their Destiny ability. They may use these points to gain rerolls for themselves or force opponents to reroll. In the latter case the opponent's roll must have been directly related to the Hero-Born (Such as an attack roll targeted at them or a saving throw to resist a save). These points regenerate at a rate of 1/day and one is recovered when in particularly dramatic circumstances, such as facing an arch-rival.
Heroic Affinity +6
You gain a bonus on all interaction rolls with characters with one or more levels in Warlock.


Major Efreeti
Skill Boosts
+2 Bluff, Concentration, Intimidate, Knowledge (The Planes)
Ability Boosts
+1 Strength, +1 Dexterity, +1 Charisma
Bonus Feats
Dodge, Improved Initiative
Spell-Like Abilities
1/day: Produce Flame, Scorching Ray
1/week: Wall of Flames
Natural Armor
+2 natural armor bonus.
Immunity to Fire
Efreeti Affinity +6
You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with efreet.

Invoker
Invocations (Sp)
The invoker has seven least invocations, six lesser invocations, five greater invocations, and four greatest invocations. They further gain the Magic Insight invocation for free.
See spell list for Invocations chosen. Invoker invocations are marked with 'i,' with 1 representing least, 2 representing lesser, 3 representing greater, and 4 representing greatest.

Summon Familiar
As the Sorcerer or Wizard class feature. An Invoker may use the Share Spells feature to share Invocations with his Familiar, even though they are not technically spells. He does not gain the ability to share other types of Spell-like Ability.

Alchemist
At 2nd level, an Invoker gains Brew Potion as a bonus feat, and furthermore can create any potion without being able to cast the spell it requires by having a Caster Level of at least twice the Spell's level, and succeeding on a Craft (Alchemy) check equal to 10 + the Spell's level. Success means that the Invoker is treated as if he had successfully cast the spell; the Invoker still must provide all other resources for the brewing.

An Invoker with the Alchemist feature may also brew Spellvials, special potions which are used as thrown weapons. Spellvials are brewed using spells of no higher than 3rd level, just like potions, and the spells must furthermore function either on a ranged touch attack, a single specific target, or in an area that may be placed at range (not an area that must be centered on the caster). Throwing and hitting with a spellvial is ranged touch attack: for single-target spells, this means the spell hits (and in the case of spells that offered a Reflex save, they automatically fail this save since the Invoker has actually hit them with the attack), for area-effect spells it means the spell is essentially cast centered on the area where it was thrown (and any targets within the area are allowed any applicable saving throws, including Reflex saves). As weapons, spellvials have a range increment of 10 ft. Ingesting a spellvial has no effect.

Scribe
At 4th level, an Invoker gains Scribe Scroll as a bonus feat, and furthermore can create any scroll without being able to cast the spell in question by having a Caster Level of at least twice the Spell's level, and succeeding on a Forgery check equal to 10 + the Spell's desired Caster Level. Success means the Invoker is treated as having successfully cast the spell; the Invoker must still provide all other resources for the scribing.

The Invoker may also substitute a Forgery check for his Use Magic Device check to attempt to activate scrolls.
Paragnostic Apostle
Lore (Ex)
You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your Paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. This stacks with similar abilities from other classes.

Backhanded Attack
If you success*fully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect, add 1 to the DC of the saving throw.

Call of the Worlds
Call of Worlds: Each creature you summon with a conjuration (sum*
moning) spell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels (maximum +5 at 15th caster level).

Manifest Ethos (Evil)
Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against a creature with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immuni*ty.

Mind Over Matter
Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2.

Penetrating Insight
You gain a +1 bonus on caster level on checks made to overcome spell resistance, or to successfully dispel another caster's spell.
Mindbender
Telepathy (Su)
At first level, a mindbender gains the ability to communicate telepathically with any creature within 100ft that has a language.
Warlock
Eldritch Blast (Sp)
Standard action ranged touch attack with 60ft range. Deals 15d6 damage (1d6 at every odd level). May be altered with one Eldritch Essence and one Blast Shape.

Invocations (Sp)
The Warlock has three invocations and two eldritch essences or blast shapes for each four invocation grades (Least, Lesser, Greater, Heritage).
See spell list for Invocations chosen. Warlock invocations are marked with 'w,' with 1 representing least, 2 representing lesser, 3 representing greater, and 4 representing heritage. 'we' designates eldritch essences and blast shapes.

Detect Magic (Sp)
At 3rd level a warlock can use detect magic as the spell at will with caster level equal to class level.

Deceive Item (Ex)
At 5th level a warlock can can take 10 on a UMD check, even if distracted or threatened.

Identify Item (Su)
When a warlock of 8th level casts detect magic on an item, he may then spend 1 minute concentrating on the item to also learn the properties of the item as if he had cast identify.

Eldritch Volley (Su)
At 9th level, if a warlock uses his eldritch blast in a round he may launch an additional eldritch blast at his full base attack bonus as a swift action. When the warlock reaches 18th level he may launch up to two additional eldritch blasts instead of only one.

Eldritch Soul (Su)
At 13th level the magic that infuses a warlock wells up in an incredible fount of power. His warlock caster level and the caster level of any magical item he uses is considered to be 2 higher.

Greater Arcane Sight (Ex)
By 15th level the worldís magic is laid out before a warlockís senses, as clear to him as the color of the earth or sky. Like his other senses, so intrinsic is this ability that not even an anti-magic field can disrupt it. He is permanently under an effect similar to greater arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may suppress or resume this ability as a free action.

Renew Item (Su)
A warlock of 20th level can utilize his eldritch abilities to recharge magical items that have been temporarily drained. He may concentrate intently on an item that has a limited number of uses that recharge each day and replenish some or all of the charges. If an item has no charges left, he may concentrate uninterrupted for 5 minutes to restore a single charge. Alternatively, he may focus on an item uninterrupted for an hour to fully recharge the item.

Destructive Energy
At 2nd level a demonic warlock wields his arcane might with ferocity, growing more destructive. His eldritch blastís damage dice increases to a d8. At 10th level the damage die increases to d10, and at 14th level, it increases to a d12.

Demonic Resilience (Su)
At 4th level a demonic warlock gains fast healing 3. This improves to fast healing 6 at 10th level, and fast healing 10 at 16th level.

Demonic Resistance (Su)
At 6th level a demonic warlock gains resistance 10 against electricity and is immune to poison. At 18th level a demonic warlock's energy resistance improves to resistance 20 against electricity and he gains resistance 10 against acid, cold, and fire.

Demonic Restitution
At 20th level a demonic warlock unlocks the final power of his blood. He becomes immune to electricity and his attacks are considered both chaotic and evil aligned for the purpose of overcoming damage reduction. Finally, when you die the destructive energies you contain explode outward violently, dealing 10d12 damage to everything within 100 feet (Reflex 20 + Cha mod for half). Treat this as an eldritch blast that has every eldritch essence you know applied to it. Half the damage is always raw untyped energy, while the other half is appropriately modified by your eldritch essences. Your body and anything you are wearing or carrying is utterly destroyed. Your energies will slowly coalesce, reforming your body, restoring you and your equipment at full health. Use the following tables to determine if, when, and where you reform.
[b]Table: Reforming
d%|Effect
1-5|You reform in 1d10 rounds
6-15|You reform in 1d10 minutes
16-30|You reform in 10d6 minutes
31-70|You reform in 1d12 hours
71-90|You reform in 1d20 days
91-95|You reform in 1d12 months
96-99|Reroll, ignoring a result of 96+. You reform then, but your equipment does not.
100|You remain dead and do not reform.

Table: Location
d%|Location
1-69|You reform where you died.
70-95|You reform at a random location within 10 miles of where you died.
96-97|You reform on a random layer of the Abyss.
98-99|You reform on the outer plane that mirrors your alignment.
100|You reform on another random outer plane.[/List]
Chosen
Epic Spellcasting
Even without the Epic Spellcaster feat, a chosen can still develop and cast epic spells using any four seeds of his or her choice seeds. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. If the chosen doesn't cast spells, he or she uses his or her highest ability score modifier to determine epic spell save DCs.

Bonus Feat
At every odd level, a chosen may select any feat that he or she qualifies for as a bonus feat.

Chosen Advancement
At each level, a chosen selects two different base classes and gains class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in those classes. You need not have previously possessed levels in that class and may choose different classes at each level. You do not gain the benefit of chosen classí Hit Dice, attack progression, or skill points, however. At each even level, the chosen may select a third base class to advance in this way.

Advanced Class: Warlock
+10 effective warlock levels, gaining levels 21-30 of the Epic Warlock Progression.
Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations.

Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every odd-numbered level higher than 20th (11d6 at 21nd, 12d6 at 23th, and so on).

Bonus Feats: The epic warlock gains a bonus feat every even level higher than 20th (22rd, 24th, 26th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.

Advanced Class: Swordsage
+10 effective swordsage levels, gaining level 1-10 of Swordsage.
Maneuvers (8 readied)
A 10th level swordsage knows 15 maneuvers and can ready 8 at once. The available disciplines are: Dancing Leaf, Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, and Tiger Claw

Maneuvers Known: Baffling Defense, Counter Charge, Dance of Falling Leaves, Distracting Ember, Heart of Elderwood, Inferno Blast, Leaping Flame, Mirrored Pursuit, One with Shadow, Phantasmal Elegance, Shadow Blink, Shadow Stride, Turn Back the Wind, Walk the Thorn Strewn Path, Wind Stride, Zephyr Dance

Readied: Dance of Falling Leaves, Heart of Elderwood, One with Shadow, Phantasmal Elegance, Shadow Blink, Turn Back the Wind, Walk the Thorn Strewn Path, Zephyr Dance

Stances
A 10th level swordsage knows four stances.

Stances Known: Child of Shadow, Holocaust Cloak, Shifting Defense, Walking on the Wind

Discipline Focus
Weapon Focus: Setting Sun
At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.
Insightful Strikes: Desert Wind
At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th levle, you can choose a second discipline to which this ability applies.
Defensive Stance: Diamond Mind
At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.

Quick to Act (Ex)
You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level. (+3 at level 10)

AC Bonus
Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.

Evasion (Ex)
At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful reflex saving throw against an attack that normally deals damage on a successful save, you can instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.


Advanced Class: Warblade:
+5 effective warblade levels, gaining level 1-5 of warblade.
Maneuvers (4 readied)
A 5th level warblade knows 6 maneuvers and can ready 4 at once. The available disciplines are: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.

Maneuvers Known: Action Before Thought, Iron Heart Focus, Iron Heart Surge, Moment of Perfect Mind, Quicksilver Motion, Wall of Blades

Maneuvers Readied: Action Before Thought, Moment of Perfect Mind, Iron Heart Surge, Quicksilver Motion

Stances
A 5th level warblade knows two stances.

Stances Known: Pearl of Black Doubt, Stance of Alacrity

Battle Clarity (Ex)
As long as you are not flat-footed, you gain an insight bonus equal to your intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex)
You qualify for feats that usually require a minimum number of fighter levels as if you had a fighter level equal to your warblade level -2. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon. You can adjust any of your feats in this way, and you don't have to adjust them all in the same way.

Uncanny Dodge (Ex)
At 2nd level you gain the ability to react to danger before your sense would normally allow you to do so. You retain your dexterity bonus to AC even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your dexterity bonus to AC if you are immobilized.

Battle Ardor (Ex)
The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your intelligence bonus on rolls made to confirm critical hits.

Bonus Feats
At 5th level, you gain a bonus feat from the Warblade list. You must meet the prerequisite for the feat you select. Every four levels thereafter, you choose another bonus feat from the list.

Eldritch Paragon
All the features of Eldritch Paragon are listed in character specific homebrew below. This will serve only to list which choices I took.

Invocation Knowledge
2 lesser, 2 greater

Invocation Secret
Enduring Invocations, Piercing Invocations

Homebrew/Other Sources Used
General Homebrew

Invoker Base Class (http://www.giantitp.com/forums/showthread.php?t=153863)
Warlock Fix (http://www.giantitp.com/forums/showthread.php?t=226021)
Demonic Lineage
Chosen Prestige Class (http://www.giantitp.com/forums/showpost.php?p=13461676&postcount=18)
Hero-Born Bloodline (http://www.giantitp.com/forums/showthread.php?t=203394)
Major, Warlock
Pact Descendent, Pact Heir templates (http://www.giantitp.com/forums/showthread.php?t=182566)
Moonshadow Caste Epic Destiny (http://www.giantitp.com/forums/showpost.php?p=5805552&postcount=6)
Bitter Sweetness of Betrayal cannot be used as a standard action, and does not use a skill check, but instead provokes a Will save (DC = level + charisma modifier).
Dancing Leaf Discipline (http://www.giantitp.com/forums/showthread.php?p=4580319)
Heart of Elderwood, Phantasmal Elegance, Turn Back the Wind, Walk the Thorn Strewn Path, Walking on the Wind
Necromantic Invocations (http://www.giantitp.com/forums/showthread.php?t=244815)
Black Omen Aegis, Bonerip Blast, Crypt Blast, Death Mask, Eldritch Affliction, Hungry Spirit, Poltergeist, Predatory Perception, Vampiric Blast, Wraith Shroud
Elemental Invocations (http://www.giantitp.com/forums/showthread.php?t=232064)
Master of Earth and Stone, One with Earth, Riverflow Blast, Sing the Winds, Ward Torch, Wind Force, Work the Waters
Celestial Invocations (http://www.giantitp.com/forums/showthread.php?t=245205)
Circle of Peace, Eldritch Wrath, Guiding Spirits, Transcendent Language, Valiant Martyr
More Warlock Invocations (http://www.giantitp.com/forums/showthread.php?t=26394)
Annihilating Blast, Daemon's Whisper, Ethereal Abduction, Eyes of the Dead, Rebuking Blast, Stoneshape Blast
Even More Invocations ( http://brilliantgameologists.com/boards/index.php?topic=12244)
Major Image
Epic Warlock Feats (http://www.wizards.com/default.asp?x=dnd/ei/20061027a)
Eldritch Sculptor, Epic Extra Invocation, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadow Master


Character Specific Homebrew

And I Shall Know Them (Epic Feat)
Prerequisites: Telepathy special quality, Mindsight
Benefit: You may telepathically speak to anyone within twice the normal range of your telepathy. This does not extend the range of your Mindsight.

Your Mindsight now works closer to blindsight, pinpointing intelligent creatures with such precision that they do not gain total concealment against you.

Lastly, any creature on the same plane can deliberately call out to you, conveying empathic information as if they had an empathic link with you. Detailed information cannot be conveyed, but general emotional content and vague concepts can be. Any creature that does this reveals their location in such a way that you can be counted to have seen it once for the purposes of teleportation, though you are given no real knowledge or understanding of the place in question. You are also treated as having at least secondhand knowledge of the creature for the purposes of scrying.
Force of Will (Epic Feat)
Prerequisites: Spellcraft 24, impenetrable barrier, poltergeist, repelling blast
Benefit:If your impenetrable barrier is destroyed, you do not take any damage. Also, you may have an additional barrier active at the same time for every six caster levels your possess.

You may affect any incorporeal or ethereal entity as if they were solid, effectively granting the ghost touch quality of force descriptor to all spells, weapons, and armor you touch.

Lastly, you may manipulate your environment at a range, and sustain such efforts with only a modicum of concentration. In essence, this power grants you two extra arms with reach equal to 100ft + 10ft per caster level and an effective Strength equal to your Charisma. You cannot use this extended reach to make AoOs. You require line of effect in order to use these arms to manipulate anything, but can use them in any way you would normally use your arms. This is a supernatural ability.
Innate Eldritch Power (Epic Feat)
You have become one with the powers you wield, making them a part of you and increasing their strength as you grow stronger.
Prerequisites: Spellcraft 21 ranks, ability to use dark invocations or their equivalent.
Benefit: The DCs for your Invocations are calculated as if they were normal spell-like abilities, increasing them to 10 + 1/2 HD + casting statistic (or Charisma, if it is greater).
Spell Vampire (Epic Feat)
You feed off the power of magic.
Prerequisites: Spellcraft 20 ranks, Caster's Lament, Devour Magic, Voracious Dispelling
Benefit: Your invocations no longer have a maximum caster level bonus for break enchantment and dispel magic type effects.
When using Devour Magic, the temporary hit points you gain stack up to a maximum of five times your caster level. Temporary hit points gained in this way fade after 24 hours.
Caster's Lament can be used to counterspell a spell of any level, and may be used to counterspell as an immediate action once per encounter.
You may also remove all kinds of powerful magical effects. The break enchantment effect of Caster's Lament may be effectively used against any appropriate non-epic spells, even ones that would normally require wish or miracle to remove. This does not change the type of spells Caster's Lament may be used to remove, only its power to remove them.
Lastly, you gain spell resistance equal to 11+caster level. This is an extraordinary ability.
Eldritch Paragon (Epic Prestige Class)
Entry Requirements
Skills: Knowledge (arcana) 20 ranks, Knowledge (the planes) 20 ranks
Invocations: Ability use dark invocations (or their equivalent, such as Ancestry, Greatest, etc.)

Hit Die: d6
{table=head]Level|BAB|Special|Invocations
1st|+0|Eldritch Thought, Quick Invocation (1)|+1 level of existing invocation-using class
2nd|+1|Invocation Knowledge|+1 level of existing invocation-using class
3rd|+1|Bonus Feat|+1 level of existing invocation-using class
4th|+2|Invocation Secret|+1 level of existing invocation-using class
5th|+2|Eldritch Persistence (+4)|+1 level of existing invocation-using class
6th|+3|Quick Invocation (2)|+1 level of existing invocation-using class
7th|+3|Invocation Knowledge|+1 level of existing invocation-using class
8th|+4|Bonus Feat|+1 level of existing invocation-using class
9th|+4|Invocation Secret|+1 level of existing invocation-using class
10th|+5|Eldritch Persistence (+6)|+1 level of existing invocation-using class
[/table]

Class Skills (4+ Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)


Eldritch Thought: A true invoker need not waste time with gestures, for their magic is one with their will. The Eldritch Paragon no longer suffers arcane spell failure, and does not need to provide somatic components for their invocations- they evoke them with their will. In addition, using an invocation no longer provokes an attack of opportunity.

Quick Invocation: Once per round, an Eldritch Paragon can use an invocation (or eldritch blast) with a casting time of 1 standard action or less as a free action. At 6th level and every 5 levels afterwards, this ability can be used one additional time per round.

Invocation Knowledge: At second level and each five levels after that, the Eldritch Paragon learns a number of new invocations. Each time they gain this feature, they gain six eldritch points, which may be spent to learn new invocations as according to the following table:
{table=head]Grade|Point Cost
Least|1
Lesser|2
Greater|3
Dark|4[/table]

Bonus Feats: At 3rd level and every 5 levels afterwards, an Eldritch Paragon can select a single bonus feat from the following list: Dark Transient, Eldritch Sculptor, Epic Eldritch Blast, Epic Extra Invocation, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Souleater Incarnate, Spell Vampire Verminlord

Invocation Secret: At fourth level and every five levels after that, an Eldritch Paragon may choose one of the following abilities:
Eldritch Echo
Whenever you use an invocation, you may choose to have it automatically cast again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second invocation originates from the same location and affects the same area as the original spell. If the original invocation designates a ranged target, the repeated invocation affects the same target if it is within 30 feet of its original position; otherwise, the second invocation fails. If the original invocation has a range of touch, the repeated invocation affects the same target if it is within 5ft of its original position; otherwise, the second invocation fails.

Enduring Invocations
All personal range invocations with a duration of 24 hours are now permanent duration, though you may choose to dismiss or restart the effect as a free action. Any effect that would dispel them instead suppress them until the beginning of your next turn.

Intensify Invocation
Choose a single invocation you know that deals a variable amount of damage. It deals twice the normal amount of damage. If you possess Eldritch Blast or an equivalent ability, you may apply this ability to it.

Piercing Invocation
You can use your invocations against targets that are sheltered behind a wall or force effect. You may bypass one foot of barrier per five caster levels. If the invocation requires line of sight, you cannot cast it unless you can somehow see the target.
In addition, your invocations have full effect on incorporeal and ethereal creatures, and does not suffer the normal 50% miss chance against them.
If you possess Eldritch Blast or an equivalent ability, you may apply this ability to it.

Swift Invoking
You may choose to cast any invocation that would normally only take a full round or standard action as a swift action instead.


Eldritch Persistence: Invocations are drawn from the raw flow of magic and power, and are not fragile constructs like spells to be so easily torn apart. At fifth level, the Eldritch Paragon gains the ability to cast his invocations and maintain the benefit of her epic warlock feats even in antimagic and dead magic. To cast an invocation or use one of her epic warlock feat abilities in such an area, the Eldritch Paragon must make a successful caster level check against a DC equal to 11 + the caster level of the effect (for dead magic zones the DC is generally 25, though some may be stronger than others). The Eldritch Paragon further gains a +4 bonus to caster level checks for this purpose, as well as overcoming spell resistance and determining the DC to dispel their invocations. This bonus increases by +2 for every five levels after this.
Revised Warlock Progression (Epic Progression)
Hit Die: d6

Skill Points at Each Additional Level: 4 + Int modifier

Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations.

Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every odd-numbered level higher than 20th (11d6 at 21nd, 12d6 at 23th, and so on).

Bonus Feats: The epic warlock gains a bonus feat every even level higher than 20th (22rd, 24th, 26th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.

Epic Warlock Bonus Feats: Additional Magic Item Space, Augmented Alchemy, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Dark Transient*, Efficient Item Creation, Eldritch Sculptor*, Energy Resistance, Epic Eldritch Blast*, Epic Extra Invocation*, Epic Fiendish Resilience*, Epic Spell Penetration, Extended Lifespan, Extra Epic Invocation*, Fast Healing, Improved Combat Casting, Lord of All Essences*, Master of the Elements*, Morpheme Savant*, Paragon Visionary*, Scribe Epic Scroll, Shadowmaster*, Souleater Incarnate*, Spell Vampire Spellcasting Harrier, Superior Initiative, Verminlord*.
The Acropolis Chthonios (Magic Item)
The Harvest Queen's home is beneath the earth, down among the graves, and it is in the shadows that deepen in the night. It can be found in paths of moonlight, and among grain prepared for the scythe. The great castle of the Queen does not deign to settle itself in one place- that is the province of a mortal's domain.

For every location it appears in it has new entrance, yet all eventually lead down into the earth into long inclined tunnels of dark wood and carefully worked stone. Illuminated by flickering lights of red, orange, yellow, and silver, the walls show countless years of traditions and ceremony, from mad dances at the full moon, to the somber burials of log forgotten heroes.

If one goes far enough down these tunnels, they will eventually reach a grand cave composed not of stone, but of shadow. It is within the earth, and yet it is not within the earth, a black cloud within the heart of a world that none can reach save by its Queen's will. High above shines a red moon, and far below a silver lake, and between them, built upon a spire-like island, is the home of the Harvest Queen.

Darkness, light, wood, stone and metal are all twined together inseparably as its walls, complimenting and contradicting one another. Doors vast enough that even a giant might struggle to shift them stand open, welcoming all who find their way here into the courtyard.

Total Cost: 8,000,000

Universal Conveniences

The walls (outer and inner) are Hardness 40, and have 1000 hit points. What is more, they repair themselves at a rate of 10 damage per round even if reduced to 0 or below, so long as the Harvest Queen still lives. While intact, the walls cannot be passed through, even by ethereal, incorporeal, or gaseous creatures.

Teleportation and Plane Shifting effects cannot reach the Acropolis, no have any effect inside of it, unless they are created by the Harvest Queen.

Every task that might arise in such a place is tended to by spiritual servants. There are hundreds of them, but ultimately they are identical. They are treated as Unseen Servants, though they can range anywhere within the Acropolis, and have mental scores of 10, though they are treated as mindless for all adverse effects. They only obey commands given by the Harvest Queen, though she may delegate her authority to other entities if she wishes.

Things that need to be disposed of simply seem to disappear. Anything designated as trash, placed within bins or other such areas are simply disintegrated, leaving nothing behind.

Lights can be found and created anywhere within the Acropolis, and are capable of changing into any warm colors, or silver. All of them shed light as a torch, and may be commanded to move, light, or extinguish as a free action.

No matter their method of entry, the Harvest Queen senses the arrival of newcomers into her domain, as per the mental version of the greater alarm spell, except there is no distance limitation.

The entrance to the Acropolis Chthonios is wherever the Harvest Queen wishes, even on other planes. This works as the planar travel version of the gate spell, except it can be used to connect to areas on the same plane, it may be held open indefinitely, and the entrance may be expanded large enough to accept even large vehicles. The Queen may open an entrance if she is in the Acropolis, or if she is outside of it. If she so desires, the Harvest Queen may open the entrance to a random location, though such locations tend towards themes as mentioned in the description.


Argent Harbor

On the silver lake far below the main castle there is are rows of dock made from black wood. When the entrance opens near water, it leads here, a lake deep enough to allow even large ships to find harbor. Should one find reason to arrive, this harbor could be used by an entire fleet.

Further on land there are stables of similar size, mostly proportioned for horses, though a few stranger steeds might find a place there.


Banquet Hall

This hall changes to suit its number of occupants and the mood, ranging from a small room suitable for no more than four, to a grand chamber that can hold hundreds. The spirit servants can simply conjure good food from nothing, serving up to three hundred each day.
It also encompasses a bar area with similar size properties that can create alcohol or any other non-magical beverage to serve the same number of people.


Crypt of the Speaking Dead

A dark and winding labyrinth, the crypt is home to countless biers. Any corpse placed within the crypt does not rot or decay, and is instead perfectly preserved as per the gentle repose spell. In addition, once per week, each corpse will answer 10 questions per week, as per speak with dead.


Lost Library

Artfully designed shelves are far taller than a man, and are extended in long rows. Yet, finding knowledge is easy, as the items on the shelves whisper where to go, calling out to those who seek them, and speaking of their secrets to those wandering without direction. Research done here has its time cut in half, and all knowledge checks are granted a +5 circumstance bonus.

Those who come seeking books will be surprised to find far more here. The shelves are crowded with historical artifacts, and trinkets that meant a great deal to those who once carried them. One can find the sword of an old warrior next to a tome of necromantic secrets, and next to that, a bright red scarf only significant by the secret love it once represented.

In addition, a row of black books record every question ever asked and answered by the corpses within the crypts below.


Guest Wings

Much like the rest of the Acropolis, the guest wings are designed to accommodate hundreds. The rooms are vast and spacious, large enough that they might fit a small house, and filled with minor magical wonders. Among other things, they clean themselves, provide supplies of fresh water, and furniture slowly rearranges itself on command.


Sanctum

This room cannot be touched by divination of any kind. Within the it are the Queen's private chambers, which include living space, a study, a small storage area, and a ritual chamber. Within the study is a vast map which depicts the current state of the Acropolis, including all the territory outside the castle. It is a perfectly accurate 3d map that may be manipulated at the user's whim, created of illusions projected from arcane diagrams inscribed into the floor with countless gems. While consulting the Sanctum map, the range of the Harvest Queen's Mindsight expands to encompass the entire Acropolis.


Throne of Rings

This room is designed to emphasize the throne of the Harvest Queen. All within the hall can comprehend and speak in other languages as a continuous tongues effect. In addition, if a creature willingly kneels before the Harvest Queen while she sits in her throne and makes an oath to her, she may bind their oath with a lesser geas effect, except there is no hit die limitation, and it lasts until the Harvest Queen dismisses it, the oath is fulfilled, or the next full moon rises.

Vaults

Warded against all divination, much like the sanctum, the vaults are lead lined and hidden directly under the castle. There are no doors or passages to them, or any indication that they exist. There are numerous separate vault rooms, allowing for storage of various items without mixing them. Generally, the vaults go unused, except for a few items of great importance placed there by the Queen.

Blessings of Rebirth (Magic Item)
The reincarnation of the Harvest Queen into her current form granted her many powers, raising her above the common man, reinforcing her body, and heightening her powers of perception.

+5 Inherent Str, Dex, Int, Wis, Cha
+2 to Dexterity
Iron Will
60ft darkvision,
+4 to perception
Cannot be flanked.
+4 bonus to initiative, acrobatics, and escape artist


This is just Manuals, Flexible Spine, Silithar Tendons, Otyugh Hole, and Crown of Eyes all smashed together for fluff purposes only. All are effectively slotless, and I gain no benefits or penalties from doing this. It's all flavor.

Total Cost: 814,000
Mark of the Turning Season (Magic Item)
Everything moves, everything changes and fades. Autumn becomes winter, and once the harvest is complete, the time of lack approaches- the fields are barren, the trees and vines withering in cold, dying away.

A tattoo in earthy browns and blacks weaves along the left side of the Harvest Queen, coyly spreading thin designs onto her face, and tracing all the way down the arm and leg of the same side of her body. Its shape changes though, from moment to moment and season to season, but it retains the same hints and themes- vines and branches, flowers and leaves, heavenly bodies and bleached bones.

This item takes up the face slot, feet slot, one ring slot, and the throat slot, and possesses the following capabilities:

+12 enhancement bonus to Dexterity
Adds +1 Aiming, Collision, Defending, Eager, Merciful, Spellstrike, Transmuting, and Warning to a single natural weapon.
Further, this single natural weapon is a Spellblade weapon, capable of reflecting Greater Dispel Magic.
Three times per day as a swift action, reflects the next 9 spell levels directed at you as if by the spell turning spell.
Three times per day as a swift action it may be invoked to invoke an effect identical to temporal acceleration. The apparent duration is three rounds.
Two times day as a swift action, renders the wearer immune to all forms of damage from any source for one round.
Four times per day as an immediate action, you may reroll a saving throw, before you know the outcome of your roll. You cannot use this if you have already rerolled the save for any reason.
Four times per day as an immediate action, may be invoked to negate any of the following conditions before it affects you: confused, dazed, fascinated, stunned.
Four times per day as an immediate action, may be invoked to reduce all variable effects of the next spell or spell-like ability that affects you to minimum value. Only you are protected by this effect. This protection lasts until the end of your next turn.


Total Cost: 4,691,180

Moonlight Harvest Crown (Magic Item)
This crown is made of carefully woven fallen autumn leaves edged with precisely folded silver. Crafted only in the light of the harvest moon, the crown absorbed the bright moonlight and still sheds it from the veins of the leaves and reflects it from its mirror-like silver edges. During the day it is a beautiful ornament, but by night the aura of power it sheds is easily seen drifting around its wearer as motes of silver light. All who look upon it feel the majesty and weight of its wearer's presence and magic.

The Moonlight Harvest Crown takes up the head and torso slots, and bestows the following powers on its wearer:
+12 enhancement bonus to Charisma and Wisdom.
+10 competence bonus to all Charisma and Wisdom checks and skill checks.
The aura of the crown can be folded and layered around its wearer to form whatever apparel they might desire, creating even the most expensive and beautiful raiment, including jewelry. Anything separated from the wearer simply fades into silver light and disperses, without harm to the crown. Creating, changing, or dismissing such garments is a free action. Nothing so created can be used in any other way than clothing. The garments are made of quasi-real shadow stuff and while their shadowy nature can be noted with true seeing or similar effects, they still obscure the wearer.
The crown can use its shadow-stuff to create extraplanar pockets that can only be accessed by the wearer. The wearer can only store items that they can hold in one hand, but may store as many as they desire, so long as their total weight is no more than 1,000lbs. They may retrieve or store any item as a free action.
While sheathed in the moonlight of her crown, the wearer is protected from positive energy effects. She can ignore the blinding effect of positive-dominant planes, and does not gain fast healing or additional hit points from such places. Furthermore, spells and effects that channel positive energy (such as cure spells) have no effect on the wearer.
This power further grants a +5 resistance bonus to saving throws.
Lastly, the moonlight shadow-stuff can illuminate the surrounding area. As a swift action, the wearer can shed light as a torch. This light may also be extinguished as a swift action.
+1 bonus to caster level, and +4 effective caster level for determining the difficulty for another character to dispel or counter one of your spells.
In addition, the wearer can automatically sense all spellcasting that occurs within 60ft, and can identify the spell with a successful spellcraft check (DC 15 + spell level) even if she can't see the casting or effect. In addition, once per day you may affect an identified spell, either choosing to counterspell it as if with dispel magic, or change the target of the spell to any valid target within 60ft.
Constant Freedom of Movement effect.
The crown gives the wearer preternatural reaction speeds: She may roll twice for initiative checks and take the better result, and further adds a +2 competence bonus to it. In addition, she gains 3 charges that are renewed each day at dawn. Spending 1 or more charges as a swift action grants a single extra action that must be taken immediately.
{table=head]Charges|Action
1|Move Action
2|Standard
3|Full Round[/table]

Total Cost: 3,293,750 gold.

Toska Moriarty
2012-08-19, 02:22 PM
@ RoC: you didn't answer last time I asked, can we bypass the prerequisites on templates? If yes, then I'm CG instead of NG.

RoC already waived the alignment restrictions for classes, so I think that templates should be justifiable, if you can explain it.

Realms of Chaos
2012-08-19, 02:29 PM
Silphael: Sounds okay. Feel free to go chaotic

Emperor Ing
2012-08-19, 02:32 PM
Vael, i've think you've made a lot of people nervous with your ability that is arguably as strong if not stronger than Mindrape (a spell which is banned) and at one point had a DC that only something from the Immortals Handbook could succeed in making.

and 10-round prep time isn't a huge limitation. There are ways around it.

doko239
2012-08-19, 02:45 PM
Xael the Destroyer

Edit: Warning to my team, if you still require food/drink, do not bring it within 20 feet of me. Just sayin'.

AShadowofLife
2012-08-19, 02:52 PM
Unless it's piercing or some such, there are ways to avoid rolling altogether.


For mine..

Tyrian will speak in Bold Dark Orange


Isabella will speak in Italic Dark Green

Contingencies PM'd, will work on cohort spells today, I had GenCon to attend :P

Realms of Chaos
2012-08-19, 02:55 PM
Toski Moriarty: Sebastian is now fine.
Regarding Mindwiping: Let's let the matter rest for now. If it should become an issue in the course of play, actions will be taken (again, reasoned OOC discussions rather than hackneyed IC nerfs).

AmberVael
2012-08-19, 02:57 PM
Regarding Mindwiping: Let's let the matter rest for now. If it should become an issue in the course of play, actions will be taken (again, reasoned OOC discussions rather than hackneyed IC nerfs).

Thank you.
I assure you, if it does prove problematic, I will be the first to volunteer fixes and suggestions for it.

Starsign
2012-08-19, 03:04 PM
My last comment regarding that comes from paranoia. I've known a few people who are absolute evil-lovers and uh... I don't get along with most them. (I'm not including you in this btw) This is generally more because they aren't very social and don't roleplay well with others, (I know an exception though) even if their writing is top notch. There's also the fact that I don't seem to understand the appeal of enjoying evil and frankly find the idea of loving evil villains as completely horrifying. :smallredface: Sorry for the confusion.


You wouldn't be the first. I've known people with nothing BUT evil PCs.

Vael, if it's alright, I'd like you to respond to this please. :smallsmile: They don't involve your character's mind control... At least these shouldn't.

Chambers
2012-08-19, 03:51 PM
Name: Ethaniel Underbough [Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=433290)]
Race: Halfling
Alignment: Lawful Good
Class: Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter) (Phalanx Soldier (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/phalanx-soldier)) 20/Guardian Paramount (http://www.giantitp.com/forums/showpost.php?p=13461598&postcount=8) 10//Paladin (http://www.d20pfsrd.com/classes/core-classes/paladin) (Hospitaler (http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo---paladin-archetypes/hospitaler)) 20/Divine Emissary (http://www.giantitp.com/forums/showpost.php?p=13461585&postcount=6) 10

Cohort: Aya Rosethorn [Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=433775)]
Race: Halfling
Alignment: Neutral Good
Class: Oracle (http://www.d20pfsrd.com/classes/base-classes/oracle) (Seer (http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo---oracle-archetypes/seer)) 20/Eternal (http://www.giantitp.com/forums/showpost.php?p=13461710&postcount=22) 9

Image
http://24.media.tumblr.com/tumblr_lp9axyWfat1r0hx8lo1_400.jpg

Notes
"Life isn't always about doing what you want and the gods rarely take your petty desires into consideration. They want dutiful followers that obey their commands, and if you're lucky they might reward your faithfulness with more burdens."

Beliefs.
- The Provider and Protector has the best interests of the Hin in her heart.
- Do what's right, now.
- Duty above all. Hin first, Clan second, Family third, Self last.

Instincts.
- Always suspect duplicity.
- Always fight cautiously.
- Never disrespect Hin elders.

Traits.
- Loyal. Ethaniel has dedicated his life to the protection of the Halfling race and his name is known as one that is steadfast and strong of will. All good Halflings know they can call on him for defense and justice and that he will respond as best he's able to.
- Blessed. Yondalla has marked him as one of her favorite children for his service to her creations. The clergy recognize him as a living saint and revere him as a paragon of Halfling virtue.
- Wayward. Ethaniel doesn't belong to any official paladin order, being instead allied with the Wayward Wardens. The loose organization of traveling paladins and rangers has no central leadership but are highly respected by the Halfling people and clergy.

Flaws.
- Bitter. Ethaniel has been doing his best to protect and defend the Hin from the world for dozens of years and he's frustrated that all of his efforts seem merely to maintain the status quo. He's resentful of the other races that look down on Halflings and wants his people to become a great nation, something that is against their nature.
- Love Denied. Ethaniel has a true love that he is forbidden to marry. Aya Rosethorn is a halfling prophet, prohibited by her order and mystical abilities from marrying. Those of her order live outside of time and the burden prevents them from living normally, requiring constant protection and assistance. Ethaniel earned the right to be her guardian and while she did love him once, as she's grown stronger in abilities she's been losing her personality.


Ethaniel Class Features
Phalanx Soldier.
Stand Firm (Ex)
At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Phalanx Fighting (Ex)
At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

Ready Pike (Ex)
At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed.

Deft Shield (Ex)
At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by Ė1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by Ė2.

Shield Ally (Ex)
At 17th level, he can provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn as a move action, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally.

Irresistible Advance (Ex)
At 15th level, a phalanx fighter gains a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield.

Shielded Fortress (Ex)
At 20th level, a phalanx fighterís shield cannot be disarmed or sundered. He gains evasion (as a rogue) when using a shield (improved evasion when using a tower shield). As a move action, a phalanx fighter can provide evasion to all adjacent allies until the beginning of his next turn. As an immediate action, he can provide improved evasion to an adjacent ally against one attack.

Hospitaler
Halfling Favored Class
Add +1/2 hp to the paladinís lay on hands ability (whether using it to heal or harm).

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Fatigued: The target is no longer fatigued, Dazed: The target is no longer dazed, Exhausted: The target is no longer exhausted, Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level, Paralyzed: The target is no longer paralyzed, Stunned: The target is no longer stunned.

Channel Positive Energy (Su)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level Ė3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.

Divine Bond (Sp)
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a Ė1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Healing (Su)
At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

Aura of Faith (Su)
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Righteousness (Su)
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion (Su)
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Guardian Paramount
Eternal Guardian (Ex):
At 1st level, a guardian paramount starts to hone the skills required to guard their sacred charges effectively. The guardian paramount gains a bonus equal to his or her class level x 5 on spot, listen, and sense motive checks and gains blindsense out to 10 feet per class level. While the guardian paramount is within 1 mile of at least one sacred ward (see below), he or she does not age, can see invisible and ethereal creatures, and need not eat, drink, sleep, or breathe.

Sacred Ward (Su):
At 1st level, a guardian paramount gains the ability to bond to a creature or to a location occupying up to a 100-foot cube (this space need not be bounded by walls) by spending one hour in meditation. After meditating in this way, the guardian paramount is bonded to this creature or location, henceforth referred to as the guardianís ward. A creature designated as a ward gains uncanny dodge and evasion and gains improved uncanny dodge and/or improved evasion if you possess said abilities. Furthermore, that creature is bonded to the guardian by a status effect. A location designated as a ward is protected by a forbiddance effect, all structures within it have their hardness doubled, and the entire periphery of the area acts as an alarm effect (silent alarm only). These effects last until the guardian paramount chooses a new ward to replace the old one. At 6th level and every 5 levels afterwards, a guardian paramount may select an additional ward. One area or creature canít be selected multiple times as a ward by a single guardian paramount at the same time.

True Guardian (Su):
A guardian paramount would be of little use if he or she were incapable of protecting his or her sacred ward from harm. Starting at 2nd level, a guardian paramount can negate any amount of hit point damage that his or her sacred ward (if a creature) or a structure/feature of his or her sacred ward (if a location) would take from a single source once per round as a free action. If the guardian paramount successfully damages the creature who would have dealt this damage within the next round, the guardian paramount adds the amount of damage prevented as a bonus to the damage roll. Otherwise, the guardian paramount takes nonlethal damage equal to the amount of damage prevented at the end of his or her next round. At 7th level and every 5 levels afterwards, this ability may be used an additional time each round (track damage dealt by different creatures separately).

Close At Hand (Su):
At times, it may be necessary for a guardian paramount to part from one or more sacred wards. Starting at 4th level, however, the guardian paramount is always near when a sacred ward is threatened. While within 1 mile of a sacred ward, a guardian paramount can teleport back to a sacred ward as a standard action. If the ward is a creature, the guardian paramount appears in the nearest open space, interposing him or herself between the ward and harm if at all possible. If the ward is a location, a guardian paramount appears in any square of that location of his or her choice (if the square is occupied, he or she appears in the nearest unoccupied space instead). At 9th level and every 5 levels afterwards, the distance over which a guardian paramount can teleport is multiplied by x 10.

Restore Ward (Su):
Even if the ward of a guardian paramount should seem to fall, a guardian of at least 5th level may be able to bring them back. As a full-round action, a guardian paramount can bring back a sacred ward. If the ward was a creature, they are restored as if through true resurrection. If the wardís soul was harmed or destroyed by non-epic sources, it is fully restored. Even if the ward is not slain, the guardian paramount may instead elect to teleport the ward to any open square within 30 feet of him, ignoring any non-epic spells or effects that would prevent this transfer, while clearing the ward of all petrification, polymorph effects, diseases, poisons, curses, insanity, ability drain, ability damage, charms, compulsions, and energy drain that the ward may be suffering from.

If the ward was a location, all structures and features that were around when the location was designated as a sacred ward are rebuilt, destroying or displacing new structures as appropriate. Any active spell effects tied to such structures and features whose durations wouldnít have ended by the time this ability is used are restored along with the structure. Structures and features merely transported or teleported immediately return to their original spaces, ignoring any non-epic effect that would prevent this and destroying or displacing new structures as appropriate.

No single ward may be affected more than once by this ability when used by a particular guardian paramount, plus one additional time at 10th level and every 5 levels afterwards.

Divine Emissary
Final Judgment (Ex):
A divine emissaryís supply of smite evil or smite good usages are measured per encounter instead of per day and divine emissary levels stack with other class level to determine uses of smite per encounter and the extra damage dealt by a smite. When using such a smite, a targetís damage reduction (if any) is reduced by twice the divine emissaryís class level (minimum 0) and the extra damage automatically overcomes regeneration.

Perhaps most impressively, when such a smite attack is used to slay a creature, the divine emissary passes judgement on the targetís soul. He or she learns all of the good deeds and evil deeds that the target has committed and the creature is sent to the divine realm of the divine emissaryís deity (or extraplanar patron) in place of the normal destination for their soul. At the divine emissaryís option, the target of such a smite may be granted an atonement effect (redemption or temptation only) right as the creature dies, guaranteeing the target a pleasurable afterlife if they accept or damning them to eternal torture if they deny. Either way, the target canít be restored to life or reanimated as an undead via non-epic means.

Aura of Divinity (Su):
Just as a god, a divine emissary carries around an aura that influences the emotions of those within. All creatures within this aura can make a Will save (DC 20 + Class level + Cha mod) to resist this effect and are immune for 24 hours afterwards if they succeed. The divine emissary may change the effect of this Aura as a Swift Action and can grant any number of creatures immunity from this aura for 24 hours as a free action. The radius of this aura is 10 feet at 1st level and is multiplied by x10 at 6th level and every 5 levels afterwards.
Aura of Awe: Affected beings stare in fascination at or towards the divine emissary, taking no other action but to do so. A divine emissary can give any number of affected creatures a suggestion, as the spell, as a standard action (use the same save DC). Whether the save succeeds or fails, no creature can receive more than one suggestion in this way per 24 hours at 1st level, plus one additional suggestion at 6th level and every 5 levels afterwards. This is a piercing mind-affecting compulsion effect.

Aura of Fear: Affected beings are frightened, fleeing from the divine emissary if possible. Whenever the divine emissary takes an offensive action against one or more affected creature, all such creatures must make another saving throw against the same DC or die of fear. Whether the save succeeds or fails, a creature is only at risk of death in this way once per 24 hours at 1st level, plus one additional chance of death at 6th level and every 5 levels afterwards. This is a piercing mind-affecting fear effect.

Aura of Resolve: Affected allies gain a +4 morale bonus to attack rolls, saving throws, and skill checks while affected enemies take a -4 penalty to attack rolls, saving throws, and skill checks. As a standard action, the divine emissary may grant any number of affected allies a move action to be taken immediately or restrict any number of affected enemies to taking only a single move or standard action during their next round. In either case, a Will Save against the same DC negates this effect and a creature can only be affected in this way once per 24 hours at 1st level, plus once at 6th level and every 5 levels afterwards.

Domain (Sp):
At 2nd level and every 5 levels afterwards, a Divine Emissary may choose a cleric domain. The divine emissary gains that domainís granted power (using his or her class level + 20 as his or her cleric level if necessary) and may use all spells on that domain up to 7th level at will as spell like abilities.

Divine Insight (Su):
At 4th level, a divine emissary gains the ability to harness the divine power within them to accomplish incredible tasks. Once per encounter, plus an additional time each encounter every 5 levels afterwards, the divine emissary may do one of the following.

Treat the result of any roll the divine emissary makes as a natural 20 (automatically hitting a target and threatening a critical hit or succeeding on a saving throw as normal).
Negate all damage and secondary effects that would be taken from a single attack, spell, or ability.
Take a full round of actions at any time.


True Miracle (Sp):
At 5th level, a divine emissary can channel true deific energy through them as a full-round action. In effect, this allows a divine emissary to cast an epic spell that they have not researched without needing the epic spellcasting feat or even requiring a spellcraft check. The spell cast, however, canít use mitigating factors or possess a spellcraft DC over his or her class level x 5. Furthermore, the divine emissary takes damage equal to the spellís normal spellcraft DC and this damage canít be lowered, redirected, or prevented in any way (not even through the emissaryís divine insight ability). After using this ability, a divine emissary canít use it again until he or she spends 8 hours in prayer to regain the favor of his or her patron(s). At 10th level and every 5 levels afterwards, the divine emissary can use this ability one additional time between these prayers.

Dawn Caste Exalted
Essence Triumphant (Ex)
The Unconquered Sun wishes to see his chosen act as champions and exemplars, standing above their mortal brethren, and thus he gifts them with the sunís own prowess. At the beginning of each encounter, you gain a single temporary action point that lasts for the duration of that encounter. At 24th, 27th, and 30th levels, you gain one additional action point each encounter.

Solar Hero Supremacy (Ex)
Your solar essence flows through every crushing blow you deliver, driving back the forces of darkness. Any weapon you wield (including unarmed strikes and natural weapons) gains the holy special quality, and ignores the damage reduction of evil creatures, except for epic damage reduction and damage reduction that no form of damage overcomes. Evil creatures that have regeneration are damaged normally by your attacks.

Iron Whirlwind (Ex)
The generals and warriors of the Dawn Caste master the battlefield, their blades striking faster than mortal eyes can see. At 24th level, whenever you make a full attack, you make all attacks at your highest base attack bonus. In addition, as long as you have the Two-Weapon Fighting feat, you take no penalties on attack rolls for attacking with two weapons.

Heavenly Guardian Defense (Ex)
The Unconquered Sunís champions can ward off any blow. Whenever you are attacked with a melee or ranged attack, you may make an attack roll at your highest base attack bonus as an immediate action. You may use the higher of your AC or the result of your attack roll when determining if that attack hits. You use the same result against all other attacks made against you until the beginning of your next round. You cannot use this ability if you are flatfooted or helpless. In addition, there is no limit to the number of attacks of opportunity you may make each round.

Invincible Fury of the Dawn (Ex)
Not even the most powerful lords of Hell itself can withstand the onslaught of an enraged Dawn Caste. Any attack you make automatically hits unless you roll a natural one on the attack roll (you still make attack rolls as normal). Only deities and enemies who have an AC greater than twice your character level are unaffected by this ability.

Domains
Cleric level is 30 for domain powers.

Travel (Exploration)

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Nobility

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).



Advanced Halfling
Halfling, Type Humanoid (halfling) 0 RP
Size Small 0 RP
Base Speed Slow Ė1 RP
Languages Standard 0 RP

Ability Score Modifiers Standard (Ė2 Str, +2 Dex, +2 Cha) 0 RP

Racial Traits

Advanced Charisma (4 RP)
Advanced Dexterity (4 RP)
Advanced Wisdom (4 RP)

Defense Racial Traits

Fearless 1 RP
Lucky, Greater (4 RP)

Feat and Skill Racial Traits

Flexible Bonus Feat (4 RP)
Quick Reactions (2 RP)

Skill bonus (Acrobatics) 2 RP
Skill bonus (Climb) 2 RP
Skill bonus (Perception) 2 RP

Offense Racial Traits

Weapon familiarity 1 RP
Kneecapper (1 RP)

----
Base 9, Improvements 27: 40/40.


Aya Rosethorn Class Features
Oracle (Seer)
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and spaceóin effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if itís worse than the original roll. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Time Hop (Su): As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.

Counterspelling
Aya has a number of feats and spells related to counterspelling. Here's a brief overview.


Can counterspell as a free action any number of times per round (Epic Counterspell feat)
Can counterspell while flat-footed (Epic Counterspell feat)
Can counterspell with a spell of the same school that is one or more spell levels higher than the target spell (Improved Counterspell feat)
Upon successful counterspell, spell returns to caster exactly like spell turning (http://www.d20pfsrd.com/magic/all-spells/s/spell-turning) (Parry Spell feat)
+5 competence bonus on Spellcraft to identify spell as it is being cast (Battlemagic Perception)
Able to sense the use of any spell or spell-like ability within 100ft, line of effect required (Battlemagic Perception)
Sense all spellcasting within 60ft, no LoS or LoE required (Ring of Spell-Battle)
Once per day redirection target of spell to any target within 60ft as immediate action (Ring of Spell-Battle)
Once per day counterspell without Spellcraft check, use any level of spell and with +20 counterspell check (Ring of Greater Counterspells)



Bold Olive for Ethaniel / Bold Navy for Aya

AmberVael
2012-08-19, 04:15 PM
My last comment regarding that comes from paranoia. I've known a few people who are absolute evil-lovers and uh... I don't get along with most them. (I'm not including you in this btw) This is generally more because they aren't very social and don't roleplay well with others, (I know an exception though) even if their writing is top notch. There's also the fact that I don't seem to understand the appeal of enjoying evil and frankly find the idea of loving evil villains as completely horrifying. :smallredface: Sorry for the confusion.

You wouldn't be the first. I've known people with nothing BUT evil PCs.

This gets long, and other people may not be interested. Hopefully some will find it interesting, but I'm gonna spoiler it so as not to clog the thread. It does contain a fair bit of thoughts on the Queen and what I see her as and why I want to play her specifically though, so Realms and people in my party might find it useful.

Parts of this may seem unrelated at first, but I think it paints a coherent picture that gives a more full idea of why I play evil characters and have an interest in them. Before anything else, I want to state that often I work with flavor and mechanics simultaneously, both influencing the other. I may decide my character acts in a certain way because of powers or lacks they have, or I may give my character certain flaws or powers because of what else I have determined of them so far. I find that the process of push and pull, of twining them together in such a way and limiting myself by certain solid, predetermined points allows me to make a character better. When handed a blank slate, it can be hard to get started- but if you have some limitations or presuppositions in mind, it gets easier, and often I find I can make more elaborate things.

Now onto the rest of my ramble.

I'm sort of an armchair philosopher- not trained, and not nearly as well read as I'd like to be, but I think about philosophy and ethics a lot all the same. What I tend to love about villains is that villainy, to me, is a clear problem to tackle when making a character- the problem being 'How do they justify what they do?' or 'What compels them to act in such a way?' They tend to do things and consider things that most people would instinctively not like, and so the driving question of why helps make a compelling and well thought out character- one who has a fascinating way of interacting with and perceiving the world. Often I title a character evil when another person might look at them from the outside and consider them neutral or even good. Much of why I will consider certain characters evil is because of why they do things, not what things they do.

One of the things that really got me thinking about evil characters was the concept of enlightened self-interest, (http://en.wikipedia.org/wiki/Enlightened_self-interest) which really struck home the idea that someone could be entirely self centered and greedy, while helping others and conforming to the laws of society and honestly appearing to be a good person.

I'm also incredibly fond of tricks, mysteries, and secrets. When I run a game, there are generally twists and secrets around every corner, various little things I've squirreled away to surprise my players with. I get a lot of glee out of hiding things in plain view- but honestly, when you're a player, such things tend to be more the province of the antagonist and the villain more than the hero. The brave knight values honesty and fairness, while the villain plots secretly and always has an escape plan. It doesn't have to be this way, but the fact that it tends to be that way and the fact that villains honestly have more options for it does help my interest in them. Successfully pulling something off like that has a certain thrill to it, and is a class of intellectual entertainment along the lines of strategy and puzzle games.

These are the kinds of reasons I always consider an evil character an option, and why my mind is open to them- it's not always why I play them, but it is the kind of thing that got me started, and some of the major things that keep me going. I don't always (or most of the time) empathize with them or take joy in all the things they do, but I find them to be a challenge, and fascinating to watch how they work. For example, I really liked the Joker as portrayed in The Dark Knight. He was crazy and wild, the way he thought was completely different- and the things he managed to do were the product of his devious, insane mind. I didn't agree with the way he thought, didn't want him to win- but I appreciated the role he played, the terrifying figure he was, and even the coherence of his admittedly horrible world view. (Maybe coherence isn't entirely the right word to use for the Joker, but I can't think of anything better).

Now, for the Harvest Queen in particular, I think my reasoning for playing her as evil really stems from my passion, mythology. When I conceived of her, she seemed unmistakably fey, one of the wild and dangerous spirits that haunted the nightmares of men long ago. Her ties to shadows and chthonic (for at this point I had decided I wanted to use a number of invocations related to the earth and the dead, and also had given her the shadowmaster feat) seemed to enforce a darker nature, and I thought of her as an unseelie, which hinted at a more malicious nature, which began to influence the other things I chose (such as the epic destiny that has been discussed here).

But secondly, and this ties into my love of philosophy, I like persuasive arguments, and social characters. I like long discussions of 'why' and 'what should be' and 'what is,' I like learning new views, expanding my own, and changing and expanding the views of others.

You mentioned earlier that I am a dominating person, and that is probably true. I strive and want to respect other people and their opinions, to be polite and and allow others a chance to shine, but even if I do that, and even if I want to do that, doesn't mean I don't also like to win, and to be in control. And I don't think there is anything wrong with wanting such things, really- there are problems that might arise, but there are benefits too, just as with everything else. Admittedly, I might go a little overboard in character optimization at times, but that is but a small flaw in the grand scheme of things. :smalltongue:

But in combining like to win, be in control, and changing the minds of others... that's why I want to play the Queen as evil. I tend to think the default position of people is 'good' or at least trying to be- so if I want to enjoy taking control, in changing someone's mind and winning such an argument, my character has to have a different point of view, a different value with which to change others too. So... evil- not so much because I like evil itself, as because it allows me to take the opposite side of the board. You can't play chess if both players are on the same side, after all.

This is why I made the Queen highly charismatic and social, why I relish the opportunity to have her convince and try to persuade people with or without use of her crazy Epic Destiny power. To have her actually sway someone over to her side completely (particularly a PC) would be something I'd find very entertaining, and entertainment is of course what I'm signing up for. Of course, I also recognize that other people may have different ideas, which is why I have tried to make very clear that I don't intend to target PCs with the ability in particular (as it would force my preferences on them, which would be quite disrespectful- I will be more free with simple IC arguments, though clearly I don't want to get annoying and preachy :smallwink:). If I do use the ability on PCs, I will not do it without discussing it and the results with them first, and reaching an agreement that they foremost are happy with. I say this because at least one person has told me that they wouldn't mind me using it on them under such circumstances, so you know, not going to write it out entirely.

Anyway, I think this explains a lot of my thoughts and interests, and hopefully is a suitable response to your post and if it doesn't- well, too bad, I've written enough and I need to go eat dinner. :smalltongue:

Metroid33
2012-08-19, 04:17 PM
Well if we are claiming colors then i shall post in.........Italicized Dim Gray to fit my ture neutral alignment.

Oh yeah RoC are we doing dice rolls in the IC or the OOC?

hpboy111
2012-08-19, 04:35 PM
@Metroid33, Generally speaking rolls are done in the IC in Spoiler tags.

@Vael, thank you for that insight into both your thought process and that of the Harvest Queen. I believe I have a newfound respect for you. By the way, I agree with you entirely. As a DM, one of the things I enjoy doing the most is creating plot twists and hooks, little things that can surprise, shock, astound, or catch my players off guard. I can completely agree with your reasoning for playing an Evil character and now look forward to playing with the Harvest Queen even more. Still, Daniel will at times disagree with your tactics, and at some point near the end of this, like he's going to do with Sedbastian, Daniel may try to make you pay for what you've done in the past. At the same time, he will be trying to work you over to his own point of view, given that he would prefer not to kill anyone, especially once he's gotten to know them. I think that this might work out after all.

Metroid33
2012-08-19, 04:38 PM
Ok Hpboy and Vael he's telling the truth he's DMed some games i've been in. (though he hash't DMed many.)

Cardea
2012-08-19, 04:42 PM
Fear will take Slate Gray.

Herald will take Dark Green.

Incarnation of Fear: Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=434967)

Background
Warning
The misconception is that he was made. That through a series of events, he came to be, he reached what he is now. But that isn't the right way to think of it. He has no mother or father. He has no siblings or next of kin. He has simply always been. He isn't a real person. That's whats messed up. He isn't truly real.

Even if you don't acknowledge him, he exists. Even if you never see him, he exists. He's been around a lot longer than you or I, and he's going to exist for a long time afterward. He's never going to stop existing. Not until everything in this whole universe ceases to exist. You can't stop him from existing.

He's that first drop of adrenaline. He's that movement out of the corner of your eyes. When you're on edge, that's him. That's him! Its not his doing, but that's still him! Every nervous glance, every time you've walked a bit faster. Claw. Fang. Wolf. Savagery.

You can feel him before every bad thing that has happened. Every consequence you've tried to avoid, he came before that. Every bad ending you've ever thought of or could see happening, he was there. I don't know how else to say this. I don't know how to tell you. I'm sorry, but I can't, I'm... I'm just...

I'm just so damn afraid you won't know why you should be.

History
There are all kinds of things that exist in this universe. All kinds of strange things, and you know me, you know I like reading. So, yeah, I've learned about all kinds of strange things. And sure, he's... he's not as powerful as some of the biggest things that are, that doesn't mean you shouldn't be... St. Cuthbert bless me, I don't even want to say it again. It... you just need to be aware when you try and find out things like this.

Now there's mortals like us, and then there's Outsiders. These are things like the Celestials and Fiends, sure. But there's also things like the Slaad or the Inevitables. If the Celestials and Fiends represent good and evil, respectively, then you need to know that the Slaad and Inevitables represent chaos and order, respectively. But you need to understand that things like him, things similar to him? They're outside of this scope.

Gods exist, right? We know this. Its by St. Cuthbert's own doin' that we have some damn sense of balance. But the point is, they exist, and they have a hand in the world. They get some power from worship, sure, this is also proven, but they're also just... powerful. For no other reason then the fact that they simply are. Well, this thing, this man, if you can call him that? He's like that. He's powerful simply because he is.

Some things come to be by ways of consequence or by hard effort or time. But imagine if you were almost at the level of a God. That kind of power, imagine just... just imagine that for a second. Think of how much you could do, how much you can do, all simply because you exist. That's where he's at. That's where he's at.

And he's old, too. You got to where you are, but so many people can trace back your history. No one can remember how long he's been around. He's been around so damn long. He's old as dirt; that's not a joke, that's literal. The ground beneath our feet? He's as old, or even older, than it. That's what you're dealing with. Something very powerful, and with so much bloody time to improve.

I've got this old journal, even, see? Because, like you, I was curious too. And I spent years learning about him. I got him marked down and being seen in all places in the world, spanning so many generations and memories. And rarely he does anything. Most of the time? Most of the time he's just there, with no explanation. And everyone is so afraid of him, and they never say why. They say how they feel. And yeah, I had that same look on your face. That disbelief.

Well you know what? I met him.

That's right, I met him once. Think what you will of me, but I met the damn thing once. I was just a few years older than you are. And I was opening my shop, and it was the first month. I was closing down for the night, and a man walks in, like nothing's wrong with showing up a few minute before I close up. But I let him stay, since its still open hours. And I stay still. I can't move. I don't want to move. I hear his footsteps. I just need to be sure of where he is.

And he starts walking up to the counter, taking his sweet bloody time, and places a couple books on the counter. And he says something to me. He asks it again, impatiently this time. And I hear this crick, from where his head should be, and the man places a couple of pieces of coin on the counter. And I grab them, and look up to him, and there's no skin on the man's face. He ain't got no skin, and I'd see the muscle and blood on his skin, but he ain't got none of that either. Just a damn skull, grinnin', oh, boy, like it could be doin' anythin' other than that. And his voice, his damn voice, is just so... tired and worn and I can't help but remember as a boy, of hearin' a man I met once, who was just so damn angry and sad, raisin' a fuss at a tavern I used to go to.

And I'm rememberin' this, and the man just asks if I'm the one that's been keepin' a record of him. I nod, and say I do, and I show it to him when he asks me for it. He looks through it, and takes a pen off the counter, and starts correctin' some of the dates, and some of the pronunciations. Like he weren't some incarnation of power. And he takes his books, just... makes 'em disappear, and walks out. And even when he's outta sight, I don't feel good. I feel so damn bad. I feel relieved when he's gone, but only an hour after the fact.

I locked that book away. Just him... touchin' it... made me feel wrong. Something about it put me on edge. That's why it costs why it does. It'd cost more for its sentimental value, but I'm cuttin' you a deal, because you seem like a nice kid, and I just want the damn thing gone.

Just take it, so I can try to forget my fears.

Walk Home
The young student walks back home, irritated with how long that took, and how much that bookkeeper talked. Like there was anything wrong with curiosity. It was just research into myths. Honestly, whats so scary about a figure that's spoken about in such vague terms?

The hair on the back of the student's neck stands on end. Sweat drips. Adrenaline kicks in. The instinct to run kicks in. A voice, an old, tired, sad, angry voice speaks up behind the student.

"I think I've seen that journal somewhere before."

Prowess
Cosmic Librarian (http://www.giantitp.com/forums/showthread.php?t=30609): Used as Divine Entry.
Emperor Lich (http://www.giantitp.com/forums/showthread.php?t=50317): Modifies and improves existing Lich capabilities.
Dread Emperor (http://www.giantitp.com/forums/showpost.php?p=13461696&postcount=20): Undead focused Libris Eternia PrC.
Harbinger of Endings (http://www.giantitp.com/forums/showpost.php?p=13461759&postcount=27): Apocalypse focused Libris Eternia PrC.

Shroud of Inevitability
"As he walked into existence, the shadows of the room seemed to flock to him, hugging him as if he were a lover or a long lost kinsmen. They wrapped his body, taking form. He looked like a duke or a king, wrapped in the shadows of the terrified men before him, dressed in his robe of darkness. As he moved, they drifted behind him, unused to physical form, but they soon reunited with their new master, as they clung to his body. And as he admired his new clothing, he left. But still, even with him gone, they burned down the Inn as a kindness to the Innkeeper: That room never felt the same. Never felt safe.

Benefit:

Takes up the Torso slot.
Grants its wearer a constant Freedom of Movement effect.
Grants a +30 Competence Bonus on Escape Artist checks.
The Shroud of Inevitability changes the wearer's locomotive skills. The wearer gains any form of movement it did not previously have (Flight, Swim, Burrow) equal to its Base Land Speed. If it had more than one form of movement previously, its new forms of movement are equal to the highest movement rate it previously had.
Grants its wearer +5 Enhancement to Natural Armor.
Grants its wearer +5 Dodge Bonus.
Grants its wearer the ability to regrow lost body parts, as if it were under the effects of Regenerate.
Grants its wearer Fast Healing 10.
+10 Resistance Bonus to all Saving Throws.
The Shroud itself only recognizes one owner in its entire existence. Once worn, it bonds to its wearer, and can never be bonded to another again. Once bonded, it cannot be removed except by the wearer. Even then, however, the Shroud can be called back to its master as a free action at any given point. Only the bonded wearer can benefit from any of the effects granted by the Shroud.
Additionally, the Shroud of Inevitability has one other property. When and if its wearer is slain, it envelops the body, wrapping it as a burial shroud. It destroys the body, and disappears into a pocket dimension, taking any belongings of its slain owner with it. It only comes out of this dimension if its wearer is returned to life, or any equivalent thereof, and beckons it from the pocket dimension. No spell or action done by others can stop the Shroud from performing this task, and no spell or action can be done to take the Shroud out from its pocket dimension.


Cost: 3,198,000gp.


Regal Armor of the Approaching Nightmare
"He walked for years, collecting bits and pieces of things. The heart of a creature far below the sea, where none were meant to tread. He took from a creature beyond the realm of madness its very own eyes, plucked as the creature screamed: but to be accurate, it wasn't the taking of its eyes that made it scream, but what he did to it beforehand. He took from a dragon from an era before this one its scales, plucked as if he were sheering a sheep. And lastly, he took from the Astral Plane a pure piece of quicksilver and a pure chunk of astral driftmetal, forcing a Gith to hold onto it for him for the forging.

"It took him a month to take the secrets of crafting from so many men, but eventually, he found one to make him his armor. His regalia. A thing of terror and beauty. A thing that was never meant to be forged, and yet, it was. It bloody was. The process of the hammer hitting these things were bad enough without the forger holding back screams and cries.

"It was bad enough that that damn skull was smiling the entire time."

Benefits:

+12 Enhancement Bonus to Dexterity.
The Regal Armor of the Approaching Nightmare takes up its wearers Body, Hand, Wrist, waist and Feet slots.
Grants its wearer a +15 Armor Bonus. This applies to its Touch AC as well.
Grants its wearer a +10 Shield Bonus. This applies to its Touch AC as well.
Grants its wearer the ability to make one additional attack per round at its highest attack bonus if making a full attack action. This does not stack with haste.
Two times per day, can cast Time Stop as a swift action.
All movements done by the wearer seem slow and calculated, each hit doing far more than it seems it should, all results happening faster than expected. This manifests as +5 bonus to all attack rolls made by the wearer.
Additionally, the armor contains five charges. These charges, once used, are renewed each day at dawn. These charges may be used as described by the Belt of Battle (MiC, pg. 73).


Benefit: 5,563,000gp.


Crown of the Forms of Terror
"When he was formed, he took gems from the very soil, and held them aloft in his hands. He crushed them, turning the jewels of unfathomable wealth into a dust, their once sparkling and diverse colors now mixed, turning into a black powder. He took from the now dead man his soul, and mixed it with the powder, creating an ever shifting mass of black jewel. With it in hand, he put it in his mouth. It swam up, entering its skull. It screamed, the only time he ever did, and a circle of spikes jutted out from his head, forming a crown.

"After that, he would often speak to himself in favorable tones, as if speaking to an old friend."

Benefits:

+12 Enhancement Bonus to Intelligence, Charisma and Wisdom.
The Crown of the Forms of Terror takes up both the face and head slots.
As a free action, the Crown of the Forms of Terror can bleed out from inside the wearer's skull. At all times, the circle of spikes is present, but it can also form a set of spiked teeth or a set of larger horns, for a bite or gore attack, each dealing 1d8 points of damage.
Grants a +30 Bonus to Intimidate checks, as the Crown can form horrible, nightmarish faces.
The Crown also grants its wearer a Breath Attack of black gem powder, dealing Xd6 damage, where X is half their character level (DC Fort 10 + 1/2 Character Level + Cha Mod). Any creatures harmed in this manner takes a penalty to Perception checks equal to 1/2 the damage dealt, as the Black Powder seeps into eyes and ears. After using this attack, the wearer must wait 1d4 rounds before it can use it again.
Additionally, five times a day, without any effort by the wearer, the Crown negates the effects of the following conditions if they wearer would normally be affected by them: confused, dazed, fascinated, stunned.
Blindsense out to 100 ft.
Constant Detect Thoughts, but always as if the wearer had been studying a subject or area for three rounds. The wearer is not stunned if a creature has an intelligence higher than 26 or has an intelligence 10 higher than its own. If a creature has a type of defense that would harm or otherwise deter the wearer from detecting their thoughts, they simply get a +6 bonus on their Will Save to resist their minds being read, rather than what would normally would have happened. Whenever the wearer detects the thoughts of a creature, the wearer is also informed of what terrifies the creature, if anything. If it is a creature or person, the faces produced by the Crown appear to that creature as what it fears, granting an additional +10 to the wearer's intimidate checks against that creature. Additionally, if the wearer successfully reads the mind of a creature that is speaking telepathically with another, the wearer may listen in to the entire conversation, and can join in if the wearer so chooses. Treat this as a piercing effect.


Cost: 4,220,750gp.


Acts of Fear
Every action you take inspires fear in those who you act against.
Pre-requisite: Capable of casting five different fear spells as well as Spell Focus (Necromancy) and Greater Spell Focus (Necromancy), Master of Necromancy.
Benefit: The DC of any Fear spell or Effect you produce increases by 4.

Additionally, whenever you attack or cast a spell, creatures within thirty feet of you must make a Will Save (DC 10 + 1/2 Character Level + Cha Mod) or be Shaken for one minute. If a creature is already Shaken, the duration of this is extended by another minute.

Any spell with the [Fear] descriptor you cast becomes a piercing effect.

Lastly, the HD limit of your fear spells increases by your character level.

Embrace Divinity
You have forgone any form of worship to a Deity, instead gaining Divine Power from your own bleedout.
Pre-requisites: 9th-level Divine Spells, Turn/Rebuke Undead.
Benefit: Upon taking this feat, you gain five additional uses of Turn/Rebuke Undead. Additionally, any Devotion feat you possess now costs one action step less (Full-action to standard, standard to swift, swift to free), however you cannot use more than one Devotion feat as a free action per round.

Lastly, you may expend a Turn/Rebuke Undead attempt to gain the following bonuses:

As a free action, you may increase the Caster Level check to overcome Spell Resisstance of your next spell by ten.
As a free action, once per round, you may make an additional attack at your highest attack bonus.
As an immediate action, you may increase your AC by an amount equal to your Charisma Modifier against one attack.
As an immediate action, you may increase your next Saving Throw by an amount equal to your Charisma Modifier against one spell or effect.
As an immediate action, you may increase any existing Spell Resistance you possess by an amount equal to your Charisma Modifier against one spell.


Beyond Mortal Concerns
The realms and reasons of Chaos, Evil, Good and Law have no bearing on your being. No Deity guides your powers, and you are more innate in your reasoning than that of Elementals or Animals. You are beyond the conventional methods of understanding.
Pre-requisite: Int, Wis or Cha 30+, Turn or Rebuke Undead.
Benefit: You become beyond the understanding of conventional morals and ethics, forgoing any alignment you previously had. Your alignment becoems nonexistent. You are treated favorably by spells and effects that target alignment, always giving you full benefit and least draw back. (Ex: Holy Ward treats you as if you were good, and Blasphemy treats you as if you were evil.) Any item also treats you as if you were an alignment it favored. (Ex: You may wear any type of Robe of the Archmage without incurring penalties.) Additionally, you become able to channel both positive and negative energy, becoming able to cast any spells that work off of either one, and becoming able to both Turn and Rebuke Undead.

Harbinger of Endings: Fear
Aura of Fear: Those within your aura perceive light as one step lower, as it begins to fade, and as shadows grow. Those within your Aura must make a Will Save (DC 20 + Class Level + Cha Mod) or be affected be Shaken. The Harbinger is aware of anyone in the aura who fails their save, and can communicate with them as per the Message spell. However, the Harbinger need not whisper aloud to communicate in this manner, and can communicate with any number of creatures who have failed their save against the Aura.

Dread Emperor Variant: Dread Nightmare
Trauma: As an incarnation of fear, you know best how to make the fear of you everlasting. Any creature that has previously failed a save against any spell or effect that causes any stage of fear, or any spell or effect with the [Fear] descriptor, finds it hard to look at you, let alone harm you. Starting at 2nd level, 1/round, whenever such a creature attempts to harm you with an attack, spell or likewise effect, you may take advantage of the fear you have inflicted on them by pressing further into the fear you have already inflicted. When you use this ability, you can ignore any such attack, spell or likewise effect. This replaces Dark Tactician.

Pandemonium: Starting at 4th level, your control over any Undead you control becomes disturbing, at best. As a standard action, you can cause any number of Undead you control to take on your appearance; any equipment stays the same. You can perceive through any Undead affected this way. This is not an illusion; this is a physical shift in appearance, and as such, effects such as True Seeing will still perceive the newly altered Undead as the Dread Nightmare's form. There is no limit on how far you can alter an Undead you control, and the duration lasts until you choose to switch the Undead back. At 9th level, you can communicate through and with any Undead altered this way, as well as directly control their actions (on their respective turns). This is a free, mental action to do so. This replaces Emperor's Plague.

Everlasting Nightmare: At 5th level, a Dread Nightmare learns how to weave fear in all he does. Once per round, whenever a Dread Nightmare casts a spell, he may cast any spell he has already prepared (If he prepares spells) or any spell he already knows (If he spontaneously casts spells) with the [Fear] descriptor alongside the spell as a free action. At 10th level, a Dread Nightmare may do this twice per round. This replaces Undying Avatar.

Starsign
2012-08-19, 04:59 PM
Highly detailed explanation
Thanks for the honest response Vael. To be honest, I have difficulty understanding evil. I can try to figure out WHY one acts as they do, but I can never completely understand why.

See, something about evil for me is that I think of it as an addiction. I enjoy villains for being villains, but I never go to actually LIKE or LOVE them. I believe that as you like villains, you may want to cheer them on or root for them. This could extend to wanting to BE like that villain; not just in games but in real life. It gets to the point where the person decides that it's BETTER to be evil than good and fully embraces their villainy in real life... Where it's no laughing matter.

It's why I've always shy away from the option of playing evil. I don't want to fall into that addiction of actually becoming an evil villain. My beliefs are already frail as-is. I don't want to enjoy villainy and have it become my lifestyle. :smallfrown: Does that make sense to anyone? Like, can anyone imagine wanting to really become the Joker for example?


---

Now Vael, when you mention how the reason you play the Harvest Queen is "in combining like to win, be in control, and changing the minds of others." This worries me, as it seems to say you want to overshadow the DM and take control of the entire game for yourself. You don't want to be a player, you want to be a DM and trick players into doing your bidding. This is the message I'm getting from that line. Can you please explain yourself and correct me on that part?


---

Also winning solely through persuasion and trickery is overrated. Courage and a weapon always beats those who try to use words and I will prove all those who say otherwise wrong! :smalltongue:

PS: I did not like The Joker's plan in The Dark Knight simply because it was so intricate and luck-centric that it shouldn't have gotten even halfway through the film. Heath Ledger did an amazing job regardless; bless his soul.

Ridai
2012-08-19, 05:10 PM
While yes, mindwipe is scary, I don't see any issues with the Harvest Queen, who looks like a well-thought out character and I, personally, would rather like to wait and see how things turn out ingame rather than going nuts over what might (maybe, perhaps, kinda-sorta) happen.

Also, Rahja can mindwipe, too.

Realms of Chaos
2012-08-19, 05:18 PM
Vael/Starsign: While you are both more than entitled to your own opinions and philosophies, it looks like the thread is getting a bit derailed. Let's table this philosophical debate, at least for now.

doko239
2012-08-19, 05:19 PM
PS: I did not like The Joker's plan in The Dark Knight simply because it was so intricate and luck-centric that it shouldn't have gotten even halfway through the film. Heath Ledger did an amazing job regardless; bless his soul.

The problem with that argument is that it assumes he had a plan at all. He said himself in the movie, he doesn't plan anything, he just does stuff and watches what happens. Joker's biggest strengths are adaptability and unpredictability; you never know what he'll do, and once he does it you'll never guess what he'll do next, because even he doesn't know.

hpboy111
2012-08-19, 05:20 PM
My turn for spoilers, although this isn't as long as Vael's post.

@ Starsign, I can see where you are coming from as well. I can't say that I've ever really viewed Evil as an addiction before, but I can understand your concerns. Personally, evil is a word. A strong word under most circumstances and one that is used a little too freely in my opinion. I find it difficult to play an evil character, but that's because I find that my own personallity bleeds into the character when I'm playing the character. Crafting a villain who you know is going to be defeated, (meaning creating and DMing a villain that is designed to challenge and eventually be killed by the PC's if everything goes to plan), is far easier. However, occasionally, stepping out of my comfort zone and doing something that I would never normally do is fun. It lets you explore the other side of the spectrum and as long as you can confidently say, "I understand the difference between a game and real life", then why not let loose on occasion?

Starsign, if you had to assign your self an alignment on the D&D scale, what would it be? I'm a true neutral with very lawful and good tendencies. Really, Daniel is a great personification of my inner beliefs and feelings. I'm a good guy by nature, but I do what needs to be done, even if no one else is willing to do it, especially if no one else is willing. I take it upon myself to do this crap so that others don't have to suffer the consequences.

The point that I'm trying to make, in a very round about manner, is that you should be confident in what you believe. You aren't going to agree with everyone and people are going to have opinions that challenge your own beliefs, Vael is an example of this. But it's jsut her opinion. There is no right or wrong in what a person believes, (Please don't contradict me here, anyone. I know it's a lot more complicated than that but I don't want to rant for hours. I can't afford to right now.) It all depends on how you were raised and where you grew up. Just respect that others have their view of the world, but to you, yours is the important one.

I think I failed epically in getting across what I wanted to get across when I started typing this, but I put enough effort into that I'm going to post it anyway because I don't have time to go back and rewrite it.

Crap, sorry Realms, got ninja'd by you. I'll stop.

Starsign
2012-08-19, 05:22 PM
The problem with that argument is that it assumes he had a plan at all. He said himself in the movie, he doesn't plan anything, he just does stuff and watches what happens. Joker's biggest strengths are adaptability and unpredictability; you never know what he'll do, and once he does it you'll never guess what he'll do next, because even he doesn't know.
I'd love to see someone try that in real life and convince me that his 'strategy' is realistic and actually doable outside of fiction. Cause I know SOMEONE in this world would be willing. (ending conversation here)


Vael/Starsign: While you are both more than entitled to your own opinions and philosophies, it looks like the thread is getting a bit derailed. Let's table this philosophical debate, at least for now.

Shall we take this to PMs Vael? :smallsmile:

AmberVael
2012-08-19, 05:25 PM
I'll put a pause on the philosophy stuff for now, but this particular question/worry seems important for other reasons and to more than just Starsign, so I want to clarify it at least:


Now Vael, when you mention how the reason you play the Harvest Queen is "in combining like to win, be in control, and changing the minds of others." This worries me, as it seems to say you want to overshadow the DM and take control of the entire game for yourself. You don't want to be a player, you want to be a DM and trick players into doing your bidding. This is the message I'm getting from that line. Can you please explain yourself and correct me on that part?

The DM determines the narrative, he controls the world, and its reaction to the PC. He creates hooks and stories, and the PCs react to them. I'm not taking that spot, or seeking to take that spot- I'm only saying that playing the Queen is fulfills a desire to control and to rule. That urge is satisfied in having her rule over her worshipers, and expanding her base of power, and from conversing with and influencing the PCs and NPCs. None of this usurps the DM's position.

Now, her desires and goals may alter and influence the storyline, but a character with goals that have no impact on it is simply bland and dull. D&D is a cooperative game, after all. The DM has a story and setting in mind, the players react to it, and the DM reacts to that. It's how it goes, and how it should go. Other people might play in other ways, but this is the game I'm expecting, at least.


Now, if you want to discuss this further, do feel free to PM me.

Starsign
2012-08-19, 05:30 PM
The DM determines the narrative, he controls the world, and its reaction to the PC. He creates hooks and stories, and the PCs react to them. I'm not taking that spot, or seeking to take that spot- I'm only saying that playing the Queen is fulfills a desire to control and to rule. That urge is satisfied in having her rule over her worshipers, and expanding her base of power, and from conversing with and influencing the PCs and NPCs. None of this usurps the DM's position.

Now, her desires and goals may alter and influence the storyline, but a character with goals that have no impact on it is simply bland and dull. D&D is a cooperative game, after all. The DM has a story and setting in mind, the players react to it, and the DM reacts to that. It's how it goes, and how it should go. Other people might play in other ways, but this is the game I'm expecting, at least.

Alright, thank you for the clarification. And sorry for the confusion. :smallsmile:

I'll send a PM to you in a moment.

greenpotato
2012-08-19, 06:37 PM
I'm here and I'm happy with my party.
I'd like to use green

Melina Haakenstad (http://www.myth-weavers.com/sheetview.php?sheetid=430168)
Human Ozodrin/Fighter*

*
Ozodrin 20/ Chosen 9/ Eternal 1 // Paizo Fighter (Savage Warrior) 20 / Legendary Dreadnought 10

Chosen Progression:
9lvls of Continued Ozodrin
9lvls of Continued Paizo Fighter (Savage Warrior)
3lvls of Paizo Paladin
1lvl of Paizo Cavalier(Standard bearer, order of the Star)

Homebrew:

Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536) Base class and feats
Casteless (http://www.giantitp.com/forums/showthread.php?p=5806635) Luna Epic Destiny
Inherent (http://www.giantitp.com/forums/showthread.php?t=213704) (Aberrant) Bloodline
Legendary Dread (http://www.giantitp.com/forums/showpost.php?p=13461609&postcount=10) Epic PRC
Chosen (http://www.giantitp.com/forums/showpost.php?p=13461676&postcount=18) Epic PRC
Eternal (http://www.giantitp.com/forums/showpost.php?p=13461710&postcount=22) Epic PRC

Background

Raised in an impoverished noble house as the daughter of the chief maid Melina had a close relationship with charity at the benevolent example of the lord of the manor. When it came time for her to move on she chose to help others in the fine example of virtuous knights like the lord who employed her mother and so she took on the mantle of a knight of the church, choosing a faith that worshipped a good aligned god with the portfolio of the sky, magic and wisdom called the "Nameless Star"
Her apprenticeship was a period of great reward and recognition as the superior abilities of Melina both physically and mentally helped her shine above the other paladins.
And so she was given a mighty task, an evil wizard was attempting to steal the power of lesser gods like the one that Melina served and he had to be stopped.
Melina set off with two masters and another three apprentices but she was the only one to survive the arduous task and make it to the wizards inner sanctum.
When she confronted him the wizard had a world shattered secret to reveal to her. He had discovered that the god she worshipped was not the holy being she had been taught he was by her church but a horrific, otherworldly, eldritch horror. She slew the wizard to silence his blasphemy but the proof he had shown her was irrefutable.
With her moral compass gone and questions about her faith rocking her to the core the young paladin came to the conclusion that she had done good in the name of this strange god-like creature so maybe she should continue to worship him/it
And so she did, she became a paladin of a nameless creature that exists in the cold void. As her connection to this being grew and she continued to gain marital experience she nurtured a strange talent that was a gift from her master. She grew this strange power until she became something rather monstrous in her own right and could no longer be called human.
As she grew more and more powerful in she began to drift apart from her order; 'the Brothers of the Nameless Star', she still tried to cling to her old ideals but as her body became more alien so did her mind and her ideas of right and wrong. Eventually it got to the point where she was doing much what lesser beings called 'evil' and so the order began to hunt her down. In a moment of insanity she gained a true enlightenment and made a decision to kill the false god that had given her her power, she would kill 'the Nameless Star'
A mighty duel ensued but Melinas devotion to martial prowess gave her an edge over the slovenly beast which had grown complacent in it's position of power. In slaying the beast Melina unlocked eternal life, took on a new name, Syeptuagul the blasphemer, and began down a path to something truly epic...

SketchPanic
2012-08-19, 07:06 PM
I punch things, or throw arrow-fists...

Strainseir
2012-08-19, 07:13 PM
Since I am on To my knowledge we are the only all good team, I shall choose Royal blue

RadicalTurnip
2012-08-19, 07:52 PM
So RadicalTurnip, I notice your character is a War Troll. I remember you once mentioning how you sent PMs to Realms about secret backstory things, but I was wondering why he might be Neutral Good if I may ask. :smallbiggrin:

Long story short, Maternal bonds led him to disagree with his tribe, and then a Paladin found him while he was vulnerable (emotionally).

And I choose Dark Green if that's okay.

Realms of Chaos
2012-08-19, 08:24 PM
Examine Your Teammates: As a general note, the initial teams I put in the first post were based solely on considerations of alignment (and occasionally fluff). Power levels were not examined in any real depth so please be sure to make sure that I put you on the right team. I'll try to fix errors as they pop up but I'd rather do so earlier rather than later.

Zarthrax
2012-08-19, 08:33 PM
Character Sheet (http://plothook.net/RPG/profiler/view.php?id=11131)!

Complete Tally of Homebrew
Warlock Base Class, Titan Heritage (http://www.giantitp.com/forums/showthread.php?t=226021)
Warlord Base Class (http://www.giantitp.com/forums/showthread.php?t=83559)
Bullet Hellbringer PrC and Eldritch Blade Feat (http://www.giantitp.com/forums/showthread.php?t=152016)
Iron Calamity PrC (http://www.giantitp.com/forums/showthread.php?t=118130)
Homebrew ToB Gunslinger Base Class (http://www.giantitp.com/forums/showthread.php?t=174415&highlight=gunslinger)Invincible Sword Princess Epic Martial Discipline (http://www.giantitp.com/forums/showthread.php?t=134459)
Black Rain Martial Discipline (http://www.giantitp.com/forums/showthread.php?p=5471518)
Auran Pirate PrC (http://www.giantitp.com/forums/showpost.php?p=11279871&postcount=12)
Dawn Caste Solar Exalted Epic Destiny (http://www.giantitp.com/forums/showpost.php?p=5802263&postcount=2)
Chosen Epic PrC (http://www.giantitp.com/forums/showpost.php?p=13461676&postcount=18)
Mythic Commander Epic PrC (http://www.giantitp.com/forums/showpost.php?p=13461842&postcount=36)
Lord of Nine Blades Epic PrC (http://www.giantitp.com/forums/showpost.php?p=13461807&postcount=32) - Haven't picked the maneuvers granted by Master of Nine, but honestly, I have loads of 'em as it is, so all I took was the additional nine readied. Since I had three initiating classes, I split three into each. I hope that's okay. If it's not, I'll fix it.
Orichalcum Epic Weapon and Armor Material (http://www.giantitp.com/forums/showthread.php?p=5836926)

Captain Merryweather Price (Played by Brian Blessed.)

"All hands to battle stations! Move yer carcasses, lads! There be devilry afoot!"

The Freedom's Key made swift progress down onto the Cheliaxan frigate from the one direction noone at sea ever looks. Their first notice of their peril was the sounds of cannons from above as the misty ship divebombed their decks, firing all cannons with a mighty roar.

The first two shots holed the masts, while the third blew the captain's cabin into splinters.

The Cheliaxan captain looked up with a sneer that was mostly facade, for all in Cheliax knew that the Freedom's Key meant death to slavers and summoners of the infernal alike. His sneer quickly fell away as a large man plummeted from the deck of the ship above his and, right before his feet touched the deck of the frigate, slowed to a halt.

The man stood at least 7 feet tall, and sported a set of armor that was remarkable even from where he was standing for its ornateness. The tricorne on his head played counterpoint to his great bushy beard, while the twinkle in his eyes let all and sundry know that here was a man who enjoyed what he did.

With but a smile, the man drew what appeared to be two golden planks from his back, but were in fact incredibly large cutlasses, larger than the man by a lot!

He crossed his swords and made an announcement.

"I Am Captain Merryweather Price, And Your Ship Is Mine. Cease All Devilry, And You Will Be Spared."

Naturally, a Cheliax naval captain never surrenders. With his sneer becoming manifest once more, the captain summons a mighty beast from the Nine Hells of red hide, sharp teeth, and unholy cunning. With a roar, it springs at Price....

....only to be cut apart in mid-air, falling to the deck as expert cuts of meat.

The Large man grins down at the small captain.

"That Counts As Yer Warning Shot, Laddie. Now, Hand Over The Booty."

--------
Back at Freedom's Key's home port of Calien's Vineyard, the cheers arose once more as Captain Price pulled the ship into port.

At the end of the dock, a stern woman watched the Captain stride ashore, hauling three chests on each arm. Finally, as he drew to a halt before her, she scowled and started speaking.

"Merryweather Montague Price! What in Sarenrae's twisted teats have you been up to?!? You were supposed to only be going out to fetch another few casks of wine for last night's dinner party! Do you have any idea how much embarassment you put me through when not only was there nothing decent to drink to offer the other Captains, but you weren't even here to acknowledge them?!!?"

The large man bows his head in shame and quickly gathers the human woman up into his arms.

"I'm sorry, Sarah, but there was devilry afoot, and you know how I never let a Cheliax ship go once I spot 'em. Besides, with what I took from their holds, you can put in that vineyard you've been wanting for ages."

The stern woman loses the scowl, and offers him a small smile.

"You know I worry about you, Monty, especially when you don't have me there to counter enemy mages. What if they'd sent an archmage after you again?"

The big man offers her a tender kiss.

"Then I thrash 'em, same as before. Besides, that was a bloody decent workout that day. I dare say that if that's an indication of what they can do when properly motivated, I might have to take the lads and just invade the whole country!"

The blond woman slaps him upside the head.

"You WILL NOT!"

The Captain just laughs it off.

"You never know, sweetie. Besides, it could be interesting..."



Moved to the new thread for posterity.

Sarah is going to be his cohort, but since she's going to monitor his 'hideout', I wasn't in a big hurry to define her at the moment. Honestly, she'll probably be straight Wizard/Archmage when I do build her.

RadicalTurnip
2012-08-19, 08:57 PM
One thing I just remembered Realms that I never cleared with you. I'm wearing Mithral Medium Armor. Mithral's description says "Most mithral armors are one category lighter than normal for purposes of movement and other limitations" Emphasis mine. However, Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=247756) from your Dreadnought remake says "You gain all immunities that constructs possess so long as you wear medium or heavy armor." I take this to mean that I'm wearing medium armor, for the purposes of this. If that isn't the case, then I'll probably just say "screw the arcane spell failure (for Dragon Magic (http://www.giantitp.com/forums/showpost.php?p=13461685&postcount=19))" and go for some heavy armor or something.

Also, I was looking at Kyuss and was a little worried about the comparable OP compared to the rest of the group. I really like the airship though, lol. I noticed he doesn't have an animated shield or a Dusty Rose Prism Ioun Stone (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) for AC. Other than that, he could spend more gold to increase the Natural armor, the deflection, and the saves bonuses into epic. And for only 330k he can make his armor give him resistance 30 to all types of elemental attacks (like fire, cold, acid etc). Not sure if he wants to buy those or not (not my place to decide at all), just giving suggestions. Also not sure if you're willing to let him in this stage of the game.

Realms of Chaos
2012-08-19, 09:02 PM
If mithral says that it counts as lighter for the purpose of limitations, I'd let it count as heavy armor where beneficial.

AmberVael
2012-08-19, 09:08 PM
Various musings on the balance of the group I'm in. Most of this was done pretty quickly and at a glance, so thoughts from my group and Realms would be most appreciated, especially things that would drastically alter the numbers (such as continuous buffs and whatnot).

{table=head]Player|Character|HP|AC|Fort|Ref|Will
Vael|Harvest Queen|1070|82|46|43|39
Toska Moriarty|Sebastian|620|38|34|40|31
hpboy111|Daniel|720|92|44|49|48
Infernally Clay|Gidae|640|81|35|42|36
Maugan Ra|Erika|720|75|43|41|32
Metroid33|Fang|560|57|25|35|15
|AVERAGE|722|72|39|42|34
|MEDIAN|680|78|39|41|34
|TARGET|720|80|40|40|40
[/table]

Some very clear outliers- The Queen's hit points are very high. Toska's armor class is miniscule compared to the others.
Saves are generally pretty erratic, hitting some high points (53 and 49) and some really low points (15 and 25).

If we wanted to get out numbers closer together (which I would advocate as a good idea), the target section of the table is what I would suggest we aim to center around, with about five points of leeway on either side of the target number, for AC and Saves.

Hit points I honestly find less worrisome- variance there is harder to control, and it is ultimately a bit less influential. It's also harder to measure accurately, given the capability of DR, fast healing, and other such things to completely mess with its real value. Maybe if we got everyone to pool together all information that would affect HP (such as the aforementioned DR, fast healing, regeneration, class abilities for swift healing, temp hp, etc), we could get a better grasp on it, but I'm not too concerned about it honestly.

Our attack bonuses seem relatively similar- Gidae is lowest with 41, and Erika appears to be the highest with 56. Differing party roles make me less interested in attack bonus variance, however. Our average appears to be around 50 though, just to note.

It might be nice to calculated damage per round, but the amount of variables in that makes it hard for me to measure without knowing the characters better.

I also want to note that these are just raw numbers pulled from sheets, and don't count potential buffs and boosts which may alter numbers consistently, or render them more or less irrelevant. Further, I am unfortunately incapable of determining who has more or less versatility and capabilities- effective tiers, so to say. My guess is that Daniel, Sebastian, and Fang are rather more limited, while Erika's Effortless Reshaping, Warp World, and Omnicopense make her much more adaptable, and Gidae and the Queen's spellcasting (or spellcasting-ish) abilities provide similarly versatile benefits.

RadicalTurnip
2012-08-19, 09:14 PM
Also, I was looking at Kyuss and was a little worried about the comparable OP compared to the rest of the group. I really like the airship though, lol. I noticed he doesn't have an animated shield or a Dusty Rose Prism Ioun Stone (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) for AC. Other than that, he could spend more gold to increase the Natural armor, the deflection, and the saves bonuses into epic. And for only 330k he can make his armor give him resistance 30 to all types of elemental attacks (like fire, cold, acid etc). Not sure if he wants to buy those or not (not my place to decide at all), just giving suggestions. Also not sure if you're willing to let him in this stage of the game.

I was trying to sneak this edit in, but I think you saw it before I edited.

hpboy111
2012-08-19, 09:47 PM
I've spoken with Toska on the subject of his low AC. His priority was not on his AC, but rather on miss chance. I don't remember what it all adds up to, but under theright circumstances, enemies attacking Sevastian have over a 50% chance of missing. Therefore, he didn't think that AC was particularly important.

doko239
2012-08-19, 09:51 PM
I've spoken with Toska on the subject of his low AC. His priority was not on his AC, but rather on miss chance. I don't remember what it all adds up to, but under theright circumstances, enemies attacking Sevastian have over a 50% chance of missing. Therefore, he didn't think that AC was particularly important.

The issue there is, it becomes more of a 50% chance to hit instead, since the only way they'll miss if they make the % roll is on a 1.

Miss Chance and AC are complimentary, one can't replace the other unless you get it insanely high.

Starsign
2012-08-19, 09:51 PM
Various musings on the balance of the group I'm in. Most of this was done pretty quickly and at a glance, so thoughts from my group and Realms would be most appreciated, especially things that would drastically alter the numbers (such as continuous buffs and whatnot).

{table=head]Player|Character|HP|AC|Fort|Ref|Will
Vael|Harvest Queen|1070|92|53|46|42
Toska Moriarty|Sebastian|620|38|34|40|31
hpboy111|Daniel|720|92|44|49|48
Infernally Clay|Gidae|640|81|35|42|36
Maugan Ra|Erika|720|75|43|41|32
Metroid33|Fang|560|57|25|35|15
|AVERAGE|722|72|39|42|34
|MEDIAN|680|78|39|41|34
|TARGET|720|80|40|40|40
[/table]

Some very clear outliers- The Queen's hit points are very high. Toska's armor class is miniscule compared to the others.
Saves are generally pretty erratic, hitting some high points (53 and 49) and some really low points (15 and 25).

If we wanted to get out numbers closer together (which I would advocate as a good idea), the target section of the table is what I would suggest we aim to center around, with about five points of leeway on either side of the target number, for AC and Saves.

Hit points I honestly find less worrisome- variance there is harder to control, and it is ultimately a bit less influential. It's also harder to measure accurately, given the capability of DR, fast healing, and other such things to completely mess with its real value. Maybe if we got everyone to pool together all information that would affect HP (such as the aforementioned DR, fast healing, regeneration, class abilities for swift healing, temp hp, etc), we could get a better grasp on it, but I'm not too concerned about it honestly.

Our attack bonuses seem relatively similar- Gidae is lowest with 41, and Erika appears to be the highest with 56. Differing party roles make me less interested in attack bonus variance, however. Our average appears to be around 50 though, just to note.

It might be nice to calculated damage per round, but the amount of variables in that makes it hard for me to measure without knowing the characters better.

I also want to note that these are just raw numbers pulled from sheets, and don't count potential buffs and boosts which may alter numbers consistently, or render them more or less irrelevant. Further, I am unfortunately incapable of determining who has more or less versatility and capabilities- effective tiers, so to say. My guess is that Daniel, Sebastian, and Fang are rather more limited, while Erika's Effortless Reshaping, Warp World, and Omnicopense make her much more adaptable, and Gidae and the Queen's spellcasting (or spellcasting-ish) abilities provide similarly versatile benefits.



Yeah... Honestly I think no matter WHO you are with, you're going to be able to effortlessly carry the entire team by yourself. No one here is better at optimizing than you are so I think a better idea is to NOT factor in the Harvest Queen when looking at group balance.

That or just take every sheet and optimize them yourself :smalltongue:

AmberVael
2012-08-19, 10:09 PM
I've spoken with Toska on the subject of his low AC. His priority was not on his AC, but rather on miss chance. I don't remember what it all adds up to, but under the right circumstances, enemies attacking Sevastian have over a 50% chance of missing. Therefore, he didn't think that AC was particularly important.

A viable option. I might suggest trying to get that miss chance a little bit higher, maybe adding in another source, but that's just me.


The issue there is, it becomes more of a 50% chance to hit instead, since the only way they'll miss if they make the % roll is on a 1.

Miss Chance and AC are complimentary, one can't replace the other unless you get it insanely high.
Eh. 50% is pretty good. It might be nice to have them hit your AC 50% of the time and also suffer miss chance 50% of the time... but essentially cutting damage in half is fancy.


Yeah... Honestly I think no matter WHO you are with, you're going to be able to effortlessly carry the entire team by yourself. No one here is better at optimizing than you are so I think a better idea is to NOT factor in the Harvest Queen when looking at group balance.

That or just take every sheet and optimize them yourself :smalltongue:

Look... I understood your concerns on the mind-affecting ability. I didn't mind you voicing your uncertainty over the party choice for her. I let you question me philosophically, and insult me, and question whether I would be taking control from the DM. I like to think I have been very patient with you.

But honestly I am getting a little tired of you commenting and picking at every single thing I do and then some, especially since we won't even be playing together. I would like to strongly suggest that focus your attentions elsewhere, like your own character and group.

Starsign
2012-08-19, 10:12 PM
Look... I understood your concerns on the mind-affecting ability. I didn't mind you voicing your uncertainty over the party choice for her. I let you question me philosophically, and insult me, and question whether I would be taking control from the DM. I like to think I have been very patient with you.

But honestly I am getting a little tired of you commenting and picking at every single thing I do and then some, especially since we won't even be playing character. I would like to strongly suggest that focus your attentions elsewhere, like your own character and group.

Alright, I do apologize as I missed the part that mentions about "your group and Realms" when you asked for thoughts. I'll stop nitpick and complain about every single post, idea, and opinion you make. Sorry again.

Also my group does our conversations on Skype, Steam, and PMs so we're working hard too! :smalltongue:

Dramiscius
2012-08-19, 10:17 PM
No one here is better at optimizing than you are so I think a better idea is to NOT factor in the Harvest Queen when looking at group balance.

That or just take every sheet and optimize them yourself :smalltongue:

Well you're also forgetting that alot of people here that intentionally ignored a good deal of optimization options.

On another note, my party mates look like they'll make for an interesting adventure :D

Toska Moriarty
2012-08-19, 10:22 PM
That or just take every sheet and optimize them yourself :smalltongue:

I'm fine with that!!
Really though, there are several factors playing against me here. First, I'm brand-spanking-new to Pathfinder. Second, I'm brand freaking new to gestalt. Third, I'm brand freaking new to Epic, let alone 30th level. Did I mention that I'm, you guessed it, brand-freaking new to homebrew, as well. So the fact that I've thrown together the overall worst character in the group surprises me the least. I'd PM'd several people for help with various things, items, etc, to get this character going, and I think I did quite well with that. I also happen to like the way the character feels, personality wise.

On the other hand, the flaws and such hurt. He's useless without his deathattack and sneak attack, and if you get through his concealment ( which most of the other PC's can do from various effects) then Sebastian may as well be served with a side of chips. I would love to know all these apparently 'Industry standard' tricks for homebrewing and epic-level construction of characters. I really do wish I knew the 'list of things everyone at 'x' level needs to have to 'compete'" I got the tomes/manuals. I got the +12 everything Belt, and I thought I did alright getting armor that doesn't waste the +14 or so Dex. I didnt get an Ioun stone. I didn't get the 330k 'resist-a-tron-ic-elemental antigen device' and I didn't manage to make him invulnerable.
What I did do was make him really good at showing up out of nowhere (Plane shift 2/day) Hitting someone REALLY HARD (20+d6's plus two poisons [Thanks Nesbythe] plus death attack, TWICE from dual wielding) and then staying concealed long enough to get the hell out of there. If I'm on the front lines going toe-to-toe with big*ss monsters that rip through concealment and my 'miniscule' armor like the paper it is, then I'm doing my job wrong. If I'm targetable for enough spells to make my crap saves a big factor, I'm doing my job wrong. Hell, half the reason I tried to get the Dervish, The Paladin, and other assassin is so I dont have to settle all melee disputes, and half the reason I tried so adamantly to grab the Bard-god and the fey-god together is so that the most potent magic would be on our side. Any fixes anyone has, tell me. I'd love to be less crappy.

THEChanger
2012-08-19, 10:27 PM
A Simple Matter of Cohorts: It just occurred to me that I don't really know the rule of thumb for how cohorts are typically handled in games (as far as who controls them) so I figured I'd give my perspective on this matter just in case and see any opposing views on the matter:

Though I view Cohorts as NPCs, I have no problem with you controlling their every action (barring mind control) while you're with them or while they're in the company of other PCs. When they're on their own, however, I'd say that they're fairly independent (though of course loyal to you and your interests). This means that I won't force you to role play as your cohorts if you intend to leave them behind as mostly background characters. On the other hand, if you send a cohort alone to do a task, you won't know how they're fairing until they contact you again (or until you scry on them).

Does this sound fair?

What if we actually are in constant mind control of our Cohorts? :P

Toska Moriarty
2012-08-19, 10:31 PM
Ah, and while we're on the subject, Miss chance: If you get miss chance from multiple sources (Like Sebastian constantly does) Do they stack (Fifty plus 35 is 75), do they overlap ( You got through the 50, now get through the 25, now get through the ten etc) or do the overshadow eachother, with only the largest mattering ( I have a 55, a 25, and a 15, my miss chance is 55)?

Dramiscius
2012-08-19, 10:33 PM
I'm fine with that!!
Really though, there are several factors playing against me here. First, I'm brand-spanking-new to Pathfinder. Second, I'm brand freaking new to gestalt. Third, I'm brand freaking new to Epic, let alone 30th level. Did I mention that I'm, you guessed it, brand-freaking new to homebrew, as well. So the fact that I've thrown together the overall worst character in the group surprises me the least. I'd PM'd several people for help with various things, items, etc, to get this character going, and I think I did quite well with that. I also happen to like the way the character feels, personality wise.

On the other hand, the flaws and such hurt. He's useless without his deathattack and sneak attack, and if you get through his concealment ( which most of the other PC's can do from various effects) then Sebastian may as well be served with a side of chips. I would love to know all these apparently 'Industry standard' tricks for homebrewing and epic-level construction of characters. I really do wish I knew the 'list of things everyone at 'x' level needs to have to 'compete'" I got the tomes/manuals. I got the +12 everything Belt, and I thought I did alright getting armor that doesn't waste the +14 or so Dex. I didnt get an Ioun stone. I didn't get the 330k 'resist-a-tron-ic-elemental antigen device' and I didn't manage to make him invulnerable.
What I did do was make him really good at showing up out of nowhere (Plane shift 2/day) Hitting someone REALLY HARD (20+d6's plus two poisons [Thanks Nesbythe] plus death attack, TWICE from dual wielding) and then staying concealed long enough to get the hell out of there. If I'm on the front lines going toe-to-toe with big*ss monsters that rip through concealment and my 'miniscule' armor like the paper it is, then I'm doing my job wrong. If I'm targetable for enough spells to make my crap saves a big factor, I'm doing my job wrong. Hell, half the reason I tried to get the Dervish, The Paladin, and other assassin is so I dont have to settle all melee disputes, and half the reason I tried so adamantly to grab the Bard-god and the fey-god together is so that the most potent magic would be on our side. Any fixes anyone has, tell me. I'd love to be less crappy.

Honestly man, don't worry about it, just make something you want to play, if you've got a good handle on 3.5 you'll do fine with pathfinder characters. Gestalt can be a little tricky the first time, but it's a simple enough concept to grasp.

Realms of Chaos
2012-08-19, 10:55 PM
Vael: Personally, those comparisons don't scare me as much as they could be. Nobody on your team really looks like a bigger and better version of another from what I've seen so far (which has been my biggest concern).

The biggest problem we face right now is that none of those values (other than HP) can differ more than 20 within a party without auto-successes and auto-failures creeping into play. I could try to enact a forceful fix to this (rolling additional d20s, for example) but I doubt you guys came here to watch me make the d20 system cry.

Barring such a change in the future, The obvious solution is simply to patch all of your weaknesses with immunities and pseudo-immunities while focusing on strengths. Sebastian's relatively low AC, for example, is kind of offset by his 3 sources of miss chances, his ring of sequestering, hide in plain sight, and his darkstalker feat. Fang's character, meanwhile, still has 3,000,000 gp that he could invest in a mind blank effect and a separate death ward effect (with plenty to spare for a plain old cloak/vest of resistance effect). While these defenses might not be as foolproof as big numbers and I can exploit weaknesses on occasion, they'll work as well (or even better) much of the time.

Edit: Toska Moriarty: Your approach to combat is perfectly all right. As typed above, enemies will have a hard time attacking you in the first place so comparing raw ACs is a bad measurement for you.

THEChanger: If you have mental control and a telepathic link, I'd say that you could roughly control your minions to do stuff over a distance when you need them, though the feedback you'll receive might be a bit weird. If you have actual sensory input from them, however, you can manipulate them like the flesh puppets that they are. :smallbiggrin:

Zarthrax
2012-08-20, 12:15 AM
Also, I was looking at Captain Pryce and was a little worried about the comparable OP compared to the rest of the group. I really like the airship though, lol. I noticed he doesn't have an animated shield or a Dusty Rose Prism Ioun Stone (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) for AC. Other than that, he could spend more gold to increase the Natural armor, the deflection, and the saves bonuses into epic. And for only 330k he can make his armor give him resistance 30 to all types of elemental attacks (like fire, cold, acid etc). Not sure if he wants to buy those or not (not my place to decide at all), just giving suggestions. Also not sure if you're willing to let him in this stage of the game.

Yeah, I don't really build characters for optimizing. As it stands, I wanted to splash quite a few PrCs for the concept, but just couldn't justify doing so, sadly. Maybe with Chosen, I'll pick up a few more things here and there via other base classes.

As for the item critiques, I do appreciate it. I stopped where I was honestly because I wanted to make my deadline. Everything else was a secondary concern, really. I might make some changes like you suggest, but if I do, I'll wait until after RoC looks over my sheet.

Strainseir
2012-08-20, 12:19 AM
(>o.o)>*disco dance time*<(o.o<)

Dramiscius
2012-08-20, 01:32 AM
Ah, and while we're on the subject, Miss chance: If you get miss chance from multiple sources (Like Sebastian constantly does) Do they stack (Fifty plus 35 is 75), do they overlap ( You got through the 50, now get through the 25, now get through the ten etc) or do the overshadow eachother, with only the largest mattering ( I have a 55, a 25, and a 15, my miss chance is 55)?

I don't know how realms wants to play it, but from what I've always understood with the way common dnd stacking logic goes you'd only benefit from the highest concealment source (miss chance).

silphael
2012-08-20, 06:09 AM
@ Strainseir: It's time to see what we do best. Personnaly, I'm a frontlining battlejumper, with some versatility due to feat changing. I may charge anything trying to attack any ally unobserved, and we will ever act in surprise rounds (with a 20 rolled on this rounds). I may heal neary allies for a small amount each time I hit someone (I'm not a crusader!), and I give neaby allies fast healing 15 during battle.

Additionnaly, I may steal any ennemy that I hit their ability bonus to anything, they will be considered as having 10, and may lose their immunities "based" on those abilities. I may sneak, but... I'm not so good at it.

So strong striking and debuffing.

Strainseir
2012-08-20, 06:28 AM
@silphael: This shall be interesting

Alden in a tank with a cannon. He is a very very hard melee dpser. Any damage he takes is divided by 3 before applying dr and twice per round that is cut in half a second time. He has a little bit of spellcasting like abilities but he can only choose 2 spells per encounter he can cast. He can also heal but barely more than half his hit points once a day. Oh and he can remove the one of defenses of a creature including regeneration or invulnerabilities 3 times a day for 3 rounds each. Oh and to kill him you have to bring him down to half his hp bellow zero and twice per encounter if he drops to that level or lower an Ex ability he has casts true Resurrection on him. He also has a lot of cmb feats and a high bonus.


Edit: Oh and also any enemy in my threat range that attacks anyone but me takes a -4 to attack.

AmberVael
2012-08-20, 08:29 AM
The biggest problem we face right now is that none of those values (other than HP) can differ more than 20 within a party without auto-successes and auto-failures creeping into play. I could try to enact a forceful fix to this (rolling additional d20s, for example) but I doubt you guys came here to watch me make the d20 system cry.

Yeah, you'll notice that's what I focused most on. If we can get a variance of five around the target numbers I suggested (or a different set if someone else has a suggestion), then things will be a lot simpler for us all. I don't think it should be too horribly difficult to do, either. For some things (like Sebastian's AC) the numbers can be ignored more, of course.

On that note, I'd like to propose the following changes for the Queen (since most of it is just removing stuff, I've made the assumption that it will be okay, and have already gone ahead and made the changes- but they're all simple, so if you have objections I can change it right back pretty quick).

I'd like to take the Meager Fortitude (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm#meagerFortitude) flaw. By swapping feats around, I can use this to pick up another least invocation, which I'll use to pick up Omen from the Invoker class (basically gives me Omen of Peril from the spell compendium, it's a handy but limited divination).

I'd like to replace my Indomitable Faith trait with Plucky. (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm#plucky) This will mean the Queen has a mix of pathfinder and 3.5 traits, but the only difference between what it is now and what it will be is actually a -1 to fortitude, so it should probably be okay. :smalltongue:

I think I'll also be dropping my resistance bonus on her crown to +5. This will refund me a lot of gold, but it will bring my saves to 46, 43, and 39, which should be a bit more in line with the others.

Also, I'll drop out Chitin Plating from Blessings of Rebirth, and the natural armor enhancement from her Mark of the Turning Seasons, which will bring her armor down to 82.

All this will bring her numbers to the levels I'd want them at, with only minimal fuss. Of course, it also leaves me with nearly 3 million gold left to spend, so I'll probably be looking for other things to buy.


Stuff for Toska:

I'm fine with that!!
Really though, there are several factors playing against me here. First, I'm brand-spanking-new to Pathfinder. Second, I'm brand freaking new to gestalt. Third, I'm brand freaking new to Epic, let alone 30th level. Did I mention that I'm, you guessed it, brand-freaking new to homebrew, as well. So the fact that I've thrown together the overall worst character in the group surprises me the least. I'd PM'd several people for help with various things, items, etc, to get this character going, and I think I did quite well with that. I also happen to like the way the character feels, personality wise.

On the other hand, the flaws and such hurt. He's useless without his deathattack and sneak attack, and if you get through his concealment ( which most of the other PC's can do from various effects) then Sebastian may as well be served with a side of chips. I would love to know all these apparently 'Industry standard' tricks for homebrewing and epic-level construction of characters. I really do wish I knew the 'list of things everyone at 'x' level needs to have to 'compete'" I got the tomes/manuals. I got the +12 everything Belt, and I thought I did alright getting armor that doesn't waste the +14 or so Dex. I didnt get an Ioun stone. I didn't get the 330k 'resist-a-tron-ic-elemental antigen device' and I didn't manage to make him invulnerable.
What I did do was make him really good at showing up out of nowhere (Plane shift 2/day) Hitting someone REALLY HARD (20+d6's plus two poisons [Thanks Nesbythe] plus death attack, TWICE from dual wielding) and then staying concealed long enough to get the hell out of there. If I'm on the front lines going toe-to-toe with big*ss monsters that rip through concealment and my 'miniscule' armor like the paper it is, then I'm doing my job wrong. If I'm targetable for enough spells to make my crap saves a big factor, I'm doing my job wrong. Hell, half the reason I tried to get the Dervish, The Paladin, and other assassin is so I dont have to settle all melee disputes, and half the reason I tried so adamantly to grab the Bard-god and the fey-god together is so that the most potent magic would be on our side. Any fixes anyone has, tell me. I'd love to be less crappy.

List of Necessary Magic Items. (http://www.giantitp.com/forums/showthread.php?t=187851)
You can really call this one 'list of necessary effects.' They don't have to come from items. But I really recommend thinking about all the things on this list.

X stat to Y bonus. (http://www.giantitp.com/forums/showthread.php?t=125732)
It's not always necessary, nor is it always useful... but it can be very useful a lot of the time. This is a very useful resource for getting large boosts to your numbers where you need them.

Note that a lot of the time at this level, adding your ability modifiers is going to be a lot more potent than getting a static bonus from elsewhere. For example, while you did a good job picking out armor, you could boost your armor class by a ton if you dropped the armor and picked up Bracers of Armor +8, (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bracersofArmor) and a Monk's Belt. (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#beltMonks) This would grant you your wisdom modifier +1 and a +8 enhancement bonus to your armor class.
If you did this, I'd highly suggest asking if you could put special armor abilities on your Bracers of Armor, which is a common (and reasonable) house rule. Losing your fortification and soulfire would be sad. This is similar to how I got the Queen's AC so high- most of her armor class comes from adding her Wisdom and her Charisma to her armor class, which come from Swordsage and Divine Rank 0, respectively.

Speaking of Swordsage... I'd highly suggest some kind of Tome of Battle dip on Sebastian, if you'd feel comfortable with that. If you can rework your build a little, I think you might be able to put Chosen on one side of your gestalt without losing too much, and it would be able to progress multiple things at once. You might also consider replacing Ranger with Swordsage or Warblade, or looking into a Ranger Fix that gains maneuvers instead of spells or other abilities. The reason for this is that versatility and breadth of options is really the key to power in D&D, and it is especially important in epic level play, as this is where the different classes have the widest power gap. Tome of Battle is a really good source of nifty and useful powers for the martial character, and the Shadow Hand discipline (and Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614)) could be a good addition to Sebastian's capabilities.

Also, I don't immediately see this on your sheet (but if could be hidden away somewhere and I wouldn't see it), but if you could get a method to bypass immunity to critical hits and sneak attack, Sebastian would really benefit from it. I think there's a weapon crystal that can do it for constructs, at minimum. (It'll be in the Magic Item compendium).

As a random note, an epic destiny could also give some nifty abilities to help you out. Day Caste Abyssal (http://www.giantitp.com/forums/showpost.php?p=5802300&postcount=5) or Night Caste Solar (http://www.giantitp.com/forums/showpost.php?p=5802300&postcount=5) might be appropriate for Sebastian.


Ah, and while we're on the subject, Miss chance: If you get miss chance from multiple sources (Like Sebastian constantly does) Do they stack (Fifty plus 35 is 75), do they overlap ( You got through the 50, now get through the 25, now get through the ten etc) or do the overshadow eachother, with only the largest mattering ( I have a 55, a 25, and a 15, my miss chance is 55)?

Miss chances never stack, as far as I'm aware.

Miss chances of the same kind overshadow (if you have 50% concealment and 20% concealment, only the 50% will get used).

Miss chances of different kinds overlap (if you have 50% concealment, and also 20% miss chance from Entropic Shield, your enemies will check against them both, but separately). Note that there is a difference between effects that say they give concealment, and effects that say they give a miss chance similar to concealment. Similar is not identical. Blur and Displacement give concealment. Entropic shield just gives miss chance.

Note that pretty much every kind of miss chance that isn't concealment is basically untyped, so those are all going to overlap, so long as they don't come from an identical source (no having three castings of entropic shield!)

If you can get a method to constantly Greater Blink, a form of 50% concealment, and Entropic Shield, you should be pretty set. Here's what an item of constant Greater Blink would look like:

Spell level x caster level x 2000 x duration mod
5 x 11 x 2000 x 4
Final Price: 440,000.

Greater Blink can be found on pages 32 and 33 of the Spell Compendium. It is basically just Blink except you don't suffer any miss chance, you can ready an action to blink away from attacks, and you can essentially be ethereal or material all round long as you desire.

RadicalTurnip
2012-08-20, 08:46 AM
I don't know how realms wants to play it, but from what I've always understood with the way common dnd stacking logic goes you'd only benefit from the highest concealment source (miss chance).

That's true and untrue. You do only benefit from the highest concealment source. However, Blink (http://www.d20pfsrd.com/magic/all-spells/b/blink) would add another 20% miss chance (because some of it is concealment and some of it is etherealness). In this case you would roll the 50%, and then roll the 20% (or vice versa), they don't add together to make 70%. Greater Blink (iirc) would make this second roll a 50%.


Yeah, I don't really build characters for optimizing. As it stands, I wanted to splash quite a few PrCs for the concept, but just couldn't justify doing so, sadly. Maybe with Chosen, I'll pick up a few more things here and there via other base classes.

As for the item critiques, I do appreciate it. I stopped where I was honestly because I wanted to make my deadline. Everything else was a secondary concern, really. I might make some changes like you suggest, but if I do, I'll wait until after RoC looks over my sheet.

No worries. Honestly I saw that it looked like most people were optimizing pretty heavily, so I tried to set my bar somewhere inside of that. I certainly don't mind someone that doesn't, my concern is more difficulty for the DM and making sure the entire party has fun. I certainly don't think you *should* necessarily get these things, I was just making suggestions that I fall back on a lot. My Dire Bison would probably have an animated shield and a few ioun stones if PF Ioun stones specified that they don't work on animals, and Shields have to be able to be wielded, which a Bison wielding a shield seems awfully ridiculous.

Maugan Ra
2012-08-20, 09:02 AM
Sorry for the delay, Realms. BT are being useless, so I've had very little internet access. Here's Erika's sheet, now updated with fluff:

Erika Dreamweaver (http://www.myth-weavers.com/sheetview.php?sheetid=429143)

Description
There is an old saying - Beware what you wish for, lest you recieve it. Erika Dreamweaver, as she has become known, is a textbook example of the wisdom of that cautionary phrase. Once, long ago, she was an adventurer and treasure hunter without peer, who travelled across worlds and planes alike in search of ever-greater mysteries and wonders, driven by the twin urges of curiousity and a hunger for power. She sought the ability to remake the world as she saw fit, and on a nameless world at the very fringes of reality, she found it.

Unfortunately, no mortal can wield the might of a demigod and remain unchanged. In Erika's case, the raw elemental power she discovered scoured her very soul down to its base elements, obliterating all traces of the woman she had once been and creating, essentially, a blank slate. Her memories, her personality, even her very morals were all wiped clean.

Such a catastrophic change left her extremely impressionable, a wandering amnesiac with a burning desire to find some kind of meaning to her existence. She was found by a community of escaped slaves, fleeing oppression in their distant homeland, who took her in and raised her as though she were one of their own children, though they were rightfully afraid of the raw power that seemed to flow through her veins. From them, Erika took an appreciation of hospitality and a burning desire for liberation, and in repayment for their kindess she lead the group back to their homeland and overthrew the reigning despot in three days of furious violence and popular uprising. Then, her purpose concluded, she wandered once more.

Such feats and events have characterised her existence ever since, with each successive cause and alliance slowly building on each other to create Erika's total composite personality. Whenever she arrives in a new location, she tends to seek out the individual with the most fervent beliefs and passionate ambitions, adopting their cause as her own. In the majority of cases so far, those causes have been in pursuit of freedom, for few things will inspire someone to greater effort. Erika became, in a way, their greatest desires made manifest.

Such a history has created a woman both fanatically dedicated and loyal to her friends, while leaving her appalling vulnerable to manipulation by anyone with sufficient force of personality.

Realms of Chaos
2012-08-20, 11:46 AM
Sorry that my PM box suddenly filled up if anyone tried to reach me and failed this morning. I've just spend the past 3 hours responding to PMs and my inbox entirely filled while I wrote a particularly lengthy response.

Toska Moriarty: As stated in a PM to you, I'm going to allow for each of your miss chances to be checked separately as it's clear that's what you intended the character to do and because It'll help patch up your defenses. If you choose to make any additional changes, please let me know. :smalltongue:

Vael: Thank you for providing links and for voluntarily hitting your own character a bit. I know that it can be hard to do at times but know that it's much appreciated. Be sure to let me know how you intend to use the gold (if you're even using it before the game starts).

Maugan Ra: I've been waiting for that fluff. Now I can finally work on your character. :smalltongue:

AmberVael
2012-08-20, 12:03 PM
Vael: Thank you for providing links and for voluntarily hitting your own character a bit. I know that it can be hard to do at times but know that it's much appreciated. Be sure to let me know how you intend to use the gold (if you're even using it before the game starts).

I honestly don't view it as decreasing my character's power. Really, I look at in a much more clinical light- I'm not making my character less than what I wanted her to be, I'm simply balancing an equation and putting her where she needs to be to make the game function. There's no point in being "powerful" if it makes the game unstable and incoherent.

No, the real difficulty for me is looking at that unspent gold. Seriously, what am I gonna do with it? I have no friggin' clue. :smalltongue:
Seriously, if anyone in my party has ideas... maybe I'll find a bunch of interesting spells to get continually or something, if that's okay. Greater Blink does look enticing, and Ironguard would be hilarious.

Or maybe the Queen could use a really awesome ship to go in her harbor.

hpboy111
2012-08-20, 12:22 PM
I honestly don't view it as decreasing my character's power. Really, I look at in a much more clinical light- I'm not making my character less than what I wanted her to be, I'm simply balancing an equation and putting her where she needs to be to make the game function. There's no point in being "powerful" if it makes the game unstable and incoherent.

No, the real difficulty for me is looking at that unspent gold. Seriously, what am I gonna do with it? I have no friggin' clue. :smalltongue:
Seriously, if anyone in my party has ideas... maybe I'll find a bunch of interesting spells to get continually or something, if that's okay. Greater Blink does look enticing, and Ironguard would be hilarious.

Or maybe the Queen could use a really awesome ship to go in her harbor.

You can never go wrong with a grand vessel. Honestly, I don't have any suggestions. I still have 2.5 Mil lying around and I didn't have a clue what to do with it. Figure it can be saved for bribes, donations, handouts to little orphan girls, etc. (Crap, just realized I forgot to include something in my list of equipment...) However I'm not sure what the Harvest Queen would want to spend it on, or what she needs, (if anything). If I can come up with anything I'll let you know.

@Realms, With your permission, may I add Thirty wooden holy symbols of Iomedae to my inventory?

Cardea
2012-08-20, 12:26 PM
Is every team going to have a ship? I think it'd be an interesting thing to happen.

Toska Moriarty
2012-08-20, 12:35 PM
Is every team going to have a ship? I think it'd be an interesting thing to happen.

Interesting yes, but in a few cases redundant. I mean, Wero's group has, uh, Wero.

meemaas
2012-08-20, 12:37 PM
I don't know if the other members of my group have anything, but i do have an item that'll greater teleport us just about anywhere we need to go. Not quite ship quality, but it'll get us where we want nonetheless.

Edit: So, finally got the chance to look at the character sheets for my team, and i realized something. There is no Save that can challenge Xael that isn't an auto fail on the rest of the part, and Xael can autopass anything that'll challenge one of us. On the flip side, anything capable of hitting Gunthar will autohit other party members. I think this party is gonna be very hard for you to balance challenging encounters against.

Toska Moriarty
2012-08-20, 12:46 PM
And regarding my AC and concealment, Im working on a 'Cheat sheet' getting all Sebastian's info together, and so far Ive found a constant haste effect (+5 Dodge AC) and Invisibility ( Another +2). Ill put up edits on this post if I find more.

Also, a Rogue talent called Offensive Defence lets me add a +1 to AC for each sneak attack die rolled. I ASSUME this is up to my max sneak attack (+20), or +22 with Fang around, but if it stacks with each attack's (lol dual wielder) Sneak attack, assuming I'm hitting the enemies, my AC will be astronomical, so I doubt that works that way.

Xerinous
2012-08-20, 12:52 PM
Figure it can be saved for bribes, donations, handouts to little orphan girls, etc. (Crap, just realized I forgot to include something in my list of equipment...)

You forgot to add a little orphan girl to your list of equipment?

Was the first thing to cross my mind. I know, not what you meant.

While I'm posting, I should probably pick a color. I'm thinking Purple.

Dramiscius
2012-08-20, 01:15 PM
And regarding my AC and concealment, Im working on a 'Cheat sheet' getting all Sebastian's info together, and so far Ive found a constant haste effect (+5 Dodge AC) and Invisibility ( Another +2). Ill put up edits on this post if I find more.

You're thinking of D&D 3.0 haste, in 3.5/pathfinder it's +1 atk/+1 dodge ac/+1 reflex saves. Also Invisibility spell doesn't grant any ac bonus, although in pathfinder it grants +40 hide while stationary, and +20 hide while moving, only breaking on a combat action (unless it's greater invis).

Toska Moriarty
2012-08-20, 01:16 PM
The so-called 'Haste effect' is from an item, actually. Boots of the Tireless Crusader, from MIC, I believe. If thats pathfinders version Ill change it around.

Ridai
2012-08-20, 01:29 PM
The so-called 'Haste effect' is from an item, actually. Boots of the Tireless Crusader, from MIC, I believe. If thats pathfinders version Ill change it around.

I can't find those boots in the MIC. But I found the homebrew item online (http://www.dandwiki.com/wiki/Boots_of_the_Tireless_Crusader_%283.5e_Equipment%2 9).

Realms of Chaos
2012-08-20, 01:34 PM
meemaas, doko239, THEChanger, AShadowofLife, Matamane: Well, as meemaas points out, we have a couple of statistical outliers in the group. With this in mind, there are three obvious options that can be pursued.
1. We can can optimize others a bit more. If anyone possesses extra money on hand (or is willing to trade in one or more fluffish items), using the money for a bit of an AC/Save boost could help shrink the gap from one side.
2. We can certainly shrink the two biggest numbers, which may actually be the easiest fix of all. See the below for more information
doko239: Your incredibly high saves seem to be the result of taking 2 levels of antipaladin. As I'm guessing those levels were only taken to get the bonus in the first place and that bonus may cause problems in play, would you be willing to exchange those levels with 2 more barbarian levels?
meemaas: I'm actually going to go out on a limb here and say that Gunthar's extreme AC is incredibly problematic even if you didn't have any any party at all. The simple fact that Nesbythe and Gunthar differ in AC by 40 points causes similar problems to the one you face with the team. After all, anything I throw at you pretty much has to automatically hit you until you become Gunthar or else it would be totally useless against Gunthar. If you could come up with some way to minimize Gunthar's AC boost, that may be the easiest way to fix the problem. Just drop both of the Con to AC abilities and the AC drops to a manageable 86, for perspective. I'd even let you replace the fist of the forest bonus with DR 22/- and keep the rest of the class intact.
Option 3: If nobody wants to alter their character, see if there's any way that you guys could work together in the same combats. If not, see if there is some way to shuffle up the teams so that it is no longer a problem. Be aware that you probably won't find perfect fits out there, however, and some people will likely have to tweak at some point.

Edit: Made a small error but I corrected it.

Toska Moriarty
2012-08-20, 01:41 PM
I can't find those boots in the MIC. But I found the homebrew item online (http://www.dandwiki.com/wiki/Boots_of_the_Tireless_Crusader_%283.5e_Equipment%2 9).
Ah, THERE it is. Thanks Ridai!

meemaas
2012-08-20, 01:51 PM
If you'll allow me to trade some levels around, i can drop Deepwarden 2, which only gives me that Con to AC instead of Dex bonus, and i do agree with trading fist of the forests Con bonus for Damage reduction.

The reason why Nesbythe's AC is so much lower than Gunthar's is because i treated him as though he didn't benefit from either of the Con to AC bonuses.

If you'll also allow me, i'd like to change my race to a human, since dwarf was chosen for the ability to take Deepwarden.

Or as a counteroffer. I can trade just Deepwarden, the dwarf race, and the amulet of natural armor which lows Gunthar's AC down by 21, to 93, only a few points below our new highest in the group, being Saix at 96. Besides doing all that, i'd also drop a few points from my bracers of armor to get a few armor properties and drop it further.

It'll give Gunthar's AC a bit of room to wiggle, when raging, but even under giant size it'd still be manageable.

Finally, as for the levels i'd take, i'd probably move the levels for Deepwarden to the end of my progression and see what i can get out of Tome of battle for useful maneuvers. Nothing Diamond mind of course, Gunthar could never focus long enough to concentrate.

THEChanger
2012-08-20, 01:58 PM
Well, I have 3,960,716 Gold left. So if someone wants to go over my sheet and see what else I can put on Legion's main body to get me more in line with everybody else?

Dramiscius
2012-08-20, 02:06 PM
The so-called 'Haste effect' is from an item, actually. Boots of the Tireless Crusader, from MIC, I believe. If thats pathfinders version Ill change it around.

Well the boots say continuous "haste effect" which means it's the haste spell as a continuous effect. The effects of haste got toned down in 3.5, and pathfinder kept it there. I'd like to use 3.0 haste as much as the next guy but those boots he listed use the wrong haste version for both where the item is categorized and our current play setting (and since it's a wiki anyone can edit it).

Also, you can't add dodge ac to magical items normally and there are few spells that give you dodge ac.

Dodge Bonus

A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.

This is the main reason why dodge bonuses are ment to be kept scarce, the stack with each other.

Starsign
2012-08-20, 02:20 PM
So I notice some PCs have a class called "Invulnerable Rager." Is that a homebrew class or a variant of the Barbarian class?

EDIT: Nevermind, found it on the Pathfinder SRD.

Realms of Chaos
2012-08-20, 02:26 PM
Meemaas: What would Gunthar's AC be as a colossal bear if you replace the deepwarden and got some armor qualities? If it's still really, abominably high, the problem won't exactly go away (unless I use touch attacks in most encounters).

Starsign: It's a pathfinder archetype.

RadicalTurnip
2012-08-20, 02:52 PM
Well, I have 3,960,716 Gold left. So if someone wants to go over my sheet and see what else I can put on Legion's main body to get me more in line with everybody else?

Increase your charisma (isn't that what your saves are coming from?) with a cloak of Charisma +12. Additionally, you can save some money (I think RoC is allowing this) by increasing the Vest of the Archmagi's resistances instead of overlapping them with an epic resistance cloak, as resistance bonuses are one of the MiC things you can add onto an item. In addition, you could increase it's AC to +10 without going into epic. And of course, there's Ioun Stones (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) to increase saves and AC by 1 that stacks.

Ridai
2012-08-20, 03:46 PM
And of course, there's Ioun Stones (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) to increase saves and AC by 1 that stacks.

The one that boosts AC doesn't stack with itself, since it's an insight bonus. The one that gives a stacking bonus to saves only stacks up to +5 and it's still a resistance bonus, so you'll probably already have a higher resistance bonus from your cloak of resistance (or however you fluffed it).

meemaas
2012-08-20, 03:47 PM
Meemaas: What would Gunthar's AC be as a colossal bear if you replace the deepwarden and got some armor qualities? If it's still really, abominably high, the problem won't exactly go away (unless I use touch attacks in most encounters).

Replacing Deepwarden, changing race (removing my favored class bonus that increased Gunthar's natural armor bonus) and removing the amulet of natural armor, at Colossal size while raging, his AC would be 96. I don't know what properties i wanna add on just yet, but you can assume at its peak it'll still be even or less than the best in the party.

That'll put Gunthar at the same level as Tyrian and Saix, and although there will still be an AC gulf, i think it'll be more feasible. As for Nesbythe, if you're worried about his AC, i can apply his con mod to his AC like i rightfully should, in fact, i think i should, because his Ac is gonna drop by more than ten after these changes.

AShadowofLife
2012-08-20, 03:54 PM
..Should I worry about Tyrian's soul being eradicated in the future and plan to have a back up? xD

meemaas
2012-08-20, 03:56 PM
..Should I worry about Tyrian's soul being eradicated in the future and plan to have a back up? xD

For a small fee of 25k, Nesbythe will always keep a vial of Elixir of life to True Resurrection you upon death.

doko239
2012-08-20, 03:58 PM
doko239: Your incredibly high saves seem to be the result of taking 2 levels of antipaladin. As I'm guessing those levels were only taken to get the bonus in the first place and that bonus may cause problems in play, would you be willing to exchange those levels with 2 more barbarian levels?

There's actually more to my choice of Antipaladin than just the saves (although that was the primary reason). I wanted Smite Good.

If my saves being so high will create a problem, I can always drop the Vest of Epic Resistance to bring them down a bit.

Unrelated note: Is it too late to buy some additional equipment?

RadicalTurnip
2012-08-20, 03:58 PM
The one that boosts AC doesn't stack with itself, since it's an insight bonus. The one that gives a stacking bonus to saves only stacks up to +5 and it's still a resistance bonus, so you'll probably already have a higher resistance bonus from your cloak of resistance (or however you fluffed it).

Er, I meant stacks with other bonuses, not with itself. And the Saves one I was talking about was the Pale Green Prism (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/pale-green-prism-ioun-stone) which gives a competence bonus to saves, attacks rolls, skill checks, and ability checks.

Emperor Ing
2012-08-20, 04:07 PM
Apparently from Godking levels I have two additional cohorts.
In other words, I now single-handedly outnumber the rest of my group.

Realms of Chaos
2012-08-20, 04:15 PM
meemaas: Gotcha. Sounds fine. Just wanted to make sure that your 96 was taking all of that stuff into account.

doko239: Dropping the vest should work just fine. Also, you're free to purchase replacement items but please put your purchases up here so that I'll be sure to see them.

hpboy111
2012-08-20, 04:34 PM
Re-asking a question from earlier. Relams, may I add 30 wooden holy symbols of Iomedae to Daniel's inventory?

AShadowofLife
2012-08-20, 04:38 PM
For a small fee of 25k, Nesbythe will always keep a vial of Elixir of life to True Resurrection you upon death.


..Why would Tyrian pay for life restoring magic? His wife can do it, and when used on him, for free!

No, I meant things that actually stop True Resurrection magic in case it's necessary :P



Apparently from Godking levels I have two additional cohorts.
In other words, I now single-handedly outnumber the rest of my group.

..Stupid fake purple dragons..

:smalltongue:

(Teasing)



@Realms:
Requesting to drop off around 321,750gp of Tyrian's coin for Isabella's spellbook costs. (643,500gp is the cost for the ink.. no ink so I cut it in half to pay the wizards for their spells, as indicated in the books..)
May cost a little extra for FR / Eberron spells..

If not that's fine, but I might need to rework her into a Sorcerer (which will take less time really..) ^^;

Realms of Chaos
2012-08-20, 05:09 PM
AShadowofLife: Wait, after having so many spellbook talks with you thus far, I'm honestly losing track of what's even being asked. Would that cost you list include both the cost for ink and the cost to access all spells or just for the ink? Also, why precisely is the cost being halved.

Silphael: I actually got most of the way through making a character profile for you before I reached the feats. As a featomancer, I was aware that you'd have a lot of feats (hence the name). I'm familiar with many of the more popular fighter feats and didn't think this would be a problem. What I realized, however, was that pretty much every single feat had been rewritten, meaning that I'd need to refamiliarize myself with all of those feats pretty much from scratch every single time you switch out feats. I don't have a whole lot of time to do so right now so I'm sorry but I'll have to give you two options on this matter:
1. Could you PM me a list of precisely what all of these feats are doing (I can see your summaries in the sheet but some of them are a bit vague)?
2. If this doesn't prove plausible, I'm actually tempted to say that I'd actually feel more familiar with and better able to handle the maneuver option at the end of both classes. :smallsigh:

Whichever one you pick, I'm restricting the feats from that thread to your character as they're basically class features like spells and I really don't want to go through the process of memorizing what each of them does for every single person who wants to convert. :smallyuk:

meemaas
2012-08-20, 05:22 PM
As i'm changing my stuff, here's the new Human race upgrade i'm using.

Quick Reactions (2 RP)
Prerequisites: None.
Benefit: Members of this race receive Improved Initiative as a bonus feat.
Benefit: Members of this race receive a +2 racial bonus to Strength.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Advanced Strength (4 RP)
Advanced Dexterity (4 RP)
Advanced Intelligence (4 RP)
Advanced Constitution (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Constitution.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Lucky, Lesser (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 racial bonus on all saving throws.

Greater Spell resistance (3 RP)
Blindsense 30 foot (4 RP)
Darkvision 60 foot (2 RP)


Also, while fixing my changes to my saves, i found my will save was a few points low. So i had to fix that. I've also swapped out two levels in barbarian for the two levels in deepwarden. As such i'm adding a new rage power, and gaining improved uncanny dodge. The new rage power is going to be Auspicious.

So Gunthar's AC is 94, and i chose to apply the con bonus to AC to Nesbythe, who is now set at 80.

AShadowofLife
2012-08-20, 05:30 PM
AShadowofLife: Wait, after having so many spellbook talks with you thus far, I'm honestly losing track of what's even being asked. Would that cost you list include both the cost for ink and the cost to access all spells or just for the ink? Also, why precisely is the cost being halved.

*Face palms* Because my spellbook does not have ink costs. The cost listed is the cost to pay wizards for the use of their spellbook (to gain access to the spells)

Realms of Chaos
2012-08-20, 05:31 PM
On the Topic of Unsubmitted Cohorts: I know that I gave a bit of leeway to some people who really needed it but I seriously don't want to be adding new characters and their statistics until the final buzzer. If you have cohorts and for whatever reason haven't provided finished crunch for them by tonight at midnight, they are going to be background characters (albeit ones under your control). Emperor Ing gains an extension until noon tomorrow for the cohorts he only just realized he had but it's 5 days past the deadline for crunch and we should all be pretty done by now.

TheShadowofLife: I was confused about why you were referencing ink at all when you had that feat and thought you may have dropped it for some (crazy) reason. Misunderstanding aside, the price sounds fine.

meemaas
2012-08-20, 05:39 PM
Alright, character sheet fully updated. In addition to the changes i noted above, i've traded +5 on my bracers for a freedom property, therefore freedom of movement.

Realms of Chaos
2012-08-20, 08:26 PM
hpboy111: wooden holy symbols... accepted? Still interested in hearing the logic behind this one, though. Are they the focus for some type of spell? Did you suddenly choose to become very anti-vampire? Are you planning on shooting them like arrows? What?

Strainseir
2012-08-20, 08:28 PM
@Realms He is doing it as a fashion statement.

Metroid33
2012-08-20, 08:40 PM
I just thought about it but how much would a dagger that has a 1% chance of instantly killing some one cost? i'm wondering encase i want to by one later.

hpboy111
2012-08-20, 08:42 PM
I figured you'd ask why I wanted them. They have nothing to do with any kind of game mechanic. No spells, no vampires, no arrows, (althouegh now that you mention it, it would be cool to make shuriken out of my God's Holy Symbol, but I'll steer clear of that because of how ridiculous it sounds). No, the only reason I want them is to act as handouts. They are purely there for roleplaying purposes. I played with a Gnomish Paladin of Heironius in a RL group and he carried several extra symbols with him so that he could hand them out whenever he did a good deed or someone asked who he was. Point is, I want them on hand incase Daniel gets out of serious, semi-depressed funk long enough to get preachy.

Strainseir
2012-08-20, 09:06 PM
Ah and here I was hoping there was gona be a gnome covered in holy symbols.

Toska Moriarty
2012-08-20, 09:08 PM
I figured you'd ask why I wanted them. They have nothing to do with any kind of game mechanic. No spells, no vampires, no arrows, (althouegh now that you mention it, it would be cool to make shuriken out of my God's Holy Symbol, but I'll steer clear of that because of how ridiculous it sounds). No, the only reason I want them is to act as handouts. They are purely there for roleplaying purposes. I played with a Gnomish Paladin of Heironius in a RL group and he carried several extra symbols with him so that he could hand them out whenever he did a good deed or someone asked who he was. Point is, I want them on hand incase Daniel gets out of serious, semi-depressed funk long enough to get preachy.

You little thieving bastard. You're stealing my paladin's thing aren't you? Yes, you CLEARLY referenced him. I don't see many other HIERONIAN GNOMES around, so I have no doubt your ripping off Brillo. Sure, okay, fine. My paladin? He hand-carved holy symbols to pass around to orphans and whatnot (Alongside economy-de-stabilizing quantities of gold). So what? Rub the bad decisions in my face a bit more, would you? [/drippingsarcasm]

Although, as one of several party rogues, I'm quite proud of the theft. On the right track, Danny-boy.

Emperor Ing
2012-08-20, 09:24 PM
Lord Wero's additional cohorts

The Spellcores
Gyrus and Core
Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=436779) (yeah, two characters have the same sheet, i'm lazy)

Description

Gyrus is a gyroscope of immense porportions. A humongous golden ring spirals around in a spherical pattern, with numerous smaller rings rotating on an ever-shifting inconstant axis. All of it surrounding a white glowing sphere roughly basketball-sized with a powerful emission of black energy that eminates throughout the radius of the gyroscope. Arcs of black and white lightning shoot out from the gyroscope between itself and occasionally blasting the ground. To approach Gyrus is to not only risk being smashed by the Gyroscope's rings but to be bombarded with energy that is anathemic to life itself.

Core's form is an ever-shifting mass of plates moving in precise perpendicular directions in the shape of a cube. Chunks will be outlined by white perpendicular lines, and shift off. Move upwards into a position, and meld seamlessly back into the cube. The ever-shifting mass makes it easy to see the inside of the cube, which seems to house some sort of white mass of energy. Core seems to be able to use this mechanism of plates to manipulate objects. To approach the cube without aligning oneself with the Inevitables of Mechanus is to invite being the target of a destructive grid of Lawful energies.


Backstory

Following the accidental creation of Korshim, Prince Zurkar sought to replicate the technomancy needed to create an artifical dragon. As a result he began experimenting with arcaea and energy. One particularly unique event triggered the accidental creation of a destructive black sphere of energy that, while the size of a marble when first identified, was evergrowing, and wreaking havok. The clever technomancer then fashioned a magical containment ring around the rift. While this slowed its growth it didn't stop it. So the Prince figured additional rings would eventually stop it. An accident triggered one of the rings to swivel, which seemed to interact with the containment field in a positive way, experiments showed.
Subsequent rings were built to be animated, to spin and swing on the evershifting diameter of an invisible sphere, creating a humongous animated gyroscope. By the time the sphere was stopped, he had created a monstrously large gyroscope that hovered and swiveled under its own power. There was a change in the sphere as well. Prevented from growing, it seemed to close in on itself, changing color into a white sphere with a huge black emanation, that seemed to be harmless. Even stranger was when the gyroscope began to fly around on its own accord, and spoke to Prince Zurkar as his creator.
Seeking more controlled magics, Prince Zurkar practiced with some animating spells, and worked with the feedback it seemed to have with lawful grids of technomantic energy. Realizing he could create something truly remarkable, he prepared a more inspired containment field. This one was a single box, but with multiple redundant, evershifting plates that were programmed to vent and seal magic to create stability. He filled the box with as much energy as he could, and the result was not much different than with the sentient gyroscope he dubbed "Gyrus." The box flew of its own accord, albeit slowly and ominously, and recognized Prince Zurkar as its creator. He named this one "core."
Minor experiments a few weeks later revealed that Praetorian Korshim was not a Living Spell like Gyrus or Core seemed to be, simply a sentient golem with an artificial dragon soul.

hpboy111
2012-08-20, 09:26 PM
You little thieving bastard. You're stealing my paladin's thing aren't you? Yes, you CLEARLY referenced him. I don't see many other HIERONIAN GNOMES around, so I have no doubt your ripping off Brillo. Sure, okay, fine. My paladin? He hand-carved holy symbols to pass around to orphans and whatnot (Alongside economy-de-stabilizing quantities of gold). So what? Rub the bad decisions in my face a bit more, would you? [/drippingsarcasm]

Although, as one of several party rogues, I'm quite proud of the theft. On the right track, Danny-boy.

Not theft, parody. There's a difference. One is illegal, the other is protected under Free Speech. And Daniel will not personally be doing that kind of thieving, unless there is no other option avaliable. I do this out of love for Brillo. He's a great guy and I love playing with him. However, at least Daniel won't be negotiating with Hill Giants in what clearly should have been a combat encounter... Actually... no, that could be Daniel too... Regardless... lets move on.

silphael
2012-08-20, 10:19 PM
The flying weresmilodon will claim Dark Orange in his team ^^

Strainseir
2012-08-20, 10:22 PM
We need a team name. The good team, while correct, is not classy enough. Team hero? Team mega awsome? Team we are better than you? Oh I know Team Alden. That has a nice ring to it.

Realms of Chaos
2012-08-20, 10:53 PM
We need a team name. The good team, while correct, is not classy enough. Team hero? Team mega awsome? Team we are better than you? Oh I know Team Alden. That has a nice ring to it.

Team Virtue? *shrugs*

Strainseir
2012-08-20, 11:06 PM
Team Venture or Team Ad-venture

greenpotato
2012-08-20, 11:23 PM
@Cardea and Aluroon

In terms of getting to know the capabilities of the other party members I'm going to say a few things about my character.
Her primary abilities will be overcoming enemies with large amounts of physical damage or a tremendously big grapple modifier, while she has some versatility beatstick will be her primary function. She has access to a number of special abilities that while they have the potential to be quite powerful lack omph with DC's of 43.
Her other area of prowess is disguise and infiltration. With a mundane(so not overcome by true seeing) disguise check of +190ish and a bluff modifier of +180ish she should be able to trick and deceive even lesser dieties which can be very handy for avoiding a fight altogether.

As for your characters:
I think I get what Aluroon's is about, she looks like a pretty straight forward uber-caster with spelltheif casterlevel boosts, a chunk of theruge-ing and one hell of an epic spell (is this where your insane ability scores are coming from?). I'm going to guess that you'll be all about throwing out three quickened metamagicked out the wazoo 9th level spells a round in combat?
Also, how did you get 19th level spells? I thought improved spell capacity just gave you the next step up?
(ps holly hell, I though I was pushing it with my optimization level :smallbiggrin:. It confuses me that people bitch about my damage output and yet say nothing about Improved Metamagic, Multispell or Automatic Quicken :smalltongue: )

Cardea I'm not so sure about. Your character is based around fear so I'm assuming you have some sort of fear auras going on? It also looks like your quite the necromancer but it would be helpful if I could get some clarification about your character and what it is that he actually does. Will you be walking around with a million skeleton warriors? casting negative levels and death effects? never mind, you have edited your post on page 2 since I last looked :smallredface:

Forgive me if answers to the above lie somewhere in the 54 pages that this game has taken up but that seems like quite a journey to go searching for them


@Realms
Finally figured out what to spend the rest of my cash on:

added intelligent item rules to my dreads array:

Arthyol the Deceiver:
CE, Ego 19
Int 15, Wis 15, Cha 40 (7600gp)
Speech and telepathy (8000gp)
Grants Feat: Combat Reflexes (6000gp)
Blindsense 120ft (6000gp)
Can sprout limbs and move (5000gp)
Special Purpose Kill Gods and False Gods
-Purpose Power Chain Lightning at will (132,000gp)
=164,600gp

Finglthyil the Protector
CG, Ego 19
Int 15, Wis 40, Cha 15 (7600gp)
Speech and telepathy (8000gp)
Grants Feat: Armour Specilization (6000gp)
Grants Feat: Improved Tougness (6000gp)
Read Languages 60ft (2500gp)
Special Purpose Heal Innocents and Allies
-Purpose Power: Greater Restoration at will (182,000gp)
=212,000gp

added universal energy resistance to one of my rings for 215,000gp (I don't feel bad about this now that I've looked over some other sheets )

I only have 39,000gp left now

doko239
2012-08-21, 12:13 AM
Ok, here's the extra equipment I'd like to request:

3x Scroll of Greater Create Demiplane (3850 each, 11550 total)

300x Scroll of Contingency (1650 each, 495000 total) (Keeping extras in my Vault)

Ivory statuette of Xael (Focus for Contingency) 1500 gp

Spellblade (Banishment) weapon enchantment 6000 gp

Clear Spindle Ioun Stone (4000 gp)
Iridescent Spindle Ioun Stone (18000 gp)
Gamborge Nodule Ioun Stone (54000 gp)
Nacreous Gray Sphere Ioun Stone (10000 gp)

Total: 600050 gp

Plans for the scrolls:

Create Greater Demiplane
1st: Time property (Slow time): 1 day on the Demiplane = 1 round in prime material plane

2nd: Morphic property

3rd: Backup (In vault)
Contingency
Will maintain a Contingent Plane Shift. Target is my Demiplane, trigger condition is "Whenever my Eidolon is killed or otherwise removed from me without my consent"

UMD checks for the scrolls will be in the "Don't roll a 1" range.

Also, I saw on someone's sheet a while back that you can implant Ioun stones? how would I do that, what does it cost, and can I even do it at this point?

THEChanger
2012-08-21, 01:58 AM
Well, I managed to scrape together the last mechanical bits quickly enough, so I can say that the Left (http://www.myth-weavers.com/sheetview.php?sheetid=436854) and the Right (http://www.myth-weavers.com/sheetview.php?sheetid=436853) Hands of Legion will be joining us.

The twin Dubh Cloch who were once known as Ddua Chyllell and Ddua Arwyyda were among the first to answer Risus' call. They were a part of his first rebellion, and when he disappeared, the two went out to find their king. Chyllell was crafty, his many years working for less than kind masters having taught him how to stay out of sight and strike at foes unawares. Arwyyda had a sharp mind, and once the pair found Risus, now risen as King Risus the Everliving, he quickly took to the art of Binding, delving deep into the uncharted lore of the Vestiges.

Now, the Ddua twins exist as the Left and Right Hands of Legion. Their master rewarded their loyalty and ingenuity with increased power, and a connection to Legion which no magic thus far encountered can sever. The Left Hand of Legion serves as the knife of Legion, finding things in their hidden places, and delivering just the right cut. The Right Hand of Legion is a priest and a defender, a solid bulwark against those who would question the true path. Their reward is to truly be one with their god, the mind of Legion living within their own.

There is another, or so the rumors say. The Eyes of Legion remain ever in the city of New Hive, and though the Eyes are not as stealthy and quick as the Left Hand, nor possessing the knowledge of the Right Hand, are a valuable part of Legion's machinery. They keep watch over the city of New Hive, serving as Legion's spymaster. Nothing occurs within New Hive without the Eyes of Legion being privvy to it. Not much is known about the history of the Eyes, nor even if they truly exist. It may be that these are merely the manifestation of the Pact of Everdark, Legion taking in information of the multitudes of Dubh Cloch without their knowledge. Or maybe there really is something in the dark.

Strainseir
2012-08-21, 02:18 AM
@THEchanger The everLiving (http://www.youtube.com/watch?v=umU8vKRNnRw)

Aluroon
2012-08-21, 07:59 AM
1st: Time property (Slow time): 1 day on the Demiplane = 1 round in prime material plane

This is not how the time traits work on create demiplane, mostly because the PF designers aren't complete idiots.

Your options are fast time (time flows twice as fast (e.g. 1 day on demiplane - 2 on material), half as fast (1 day on material - 2 on demiplane), timeless (time passes normally, but you are unaffected by that passage of time), and erratic (it moves at variable speeds).

As laid out in the spell word for word and further explained in the link'ed section on planar adventures and time traits.

silphael
2012-08-21, 08:12 AM
The PF designers aren't complete idiots? Yes, didn't saw that on a large part of their creation XD

More seriously:

Strainseir, we have at least two solar exalted (one zenith and one dawn). Are you one too? Then team Solar Strike or something like that?

Strainseir
2012-08-21, 08:18 AM
No. I am he that kills those that cannot be killed. I am the blade of Ragnarok, and proud to say only one in all of the groups.

RadicalTurnip
2012-08-21, 08:40 AM
And RoC has very much vetoed planar time shenangians, both generally with his original post on the recruitment board (about extra actions):


Behavior 2: Timey Whimey Shenanigans: This one is thankfully simple as not much falls into it. Iím okay with timestop, haste, celerity, contingency, and contingent spells. What I donít like are the following sorts of behavior: psionic save game tricks (if they can even be done without thought bottles), utilizing flowing time to gain bounties of extra actions, actual time travel, or any means by which you can take about 10 rounds of actions in a single round (even if that means spending all of your resources for the encounter or for the day).

And a bit more specifically here (someone was wanting to use erratic time trait as if it were the flowing time trait).


As for the erratic time trait, I know that I only specifically listed the flowing time trait until now but this clearly calls into the same category. Even if we made a gentleman's agreement not to use that demiplane later on, it would create something of a plothole later on if I'd ever put you in a situation where time is of the essence and you choose not to use the demiplane... because (or to not just create a new one if we say it was destroyed during your backstory). Also, I do kind of agree that erratic time would kind of be random rather than convenient and set in stone.

Cardea
2012-08-21, 09:28 AM
No. I am he that kills those that cannot be killed. I am the blade of Ragnarok, and proud to say only one in all of the groups.

"Are you, now?"

Realms of Chaos
2012-08-21, 09:54 AM
On Improved Spell Capacity: It has recently come to my attention how abusable the revision of improved spell capacity truly is, as it runs off of your caster level (which one can punch through the roof) instead of actual levels to grant spell slots. As such, I'm ready to say that caster levels in excess of your character level don't grant spell slots. If there's any character who truly needs lots of additional spell levels for some reason, feel free to make your case and I'll listen.

Aluroon: Still awaiting updates to your sheet (or some response to the most recent PM).

greenpotato: Items approved.

Doko239: Using flowing time in that way doesn't work in this campaign, as described by Aluroon. All other equipment is fine

Cardea
2012-08-21, 10:06 AM
@greenpotato: I do a lot of things, but primarily: I do a lot of Fear. I can cast two additional Fear spells as a free action whenever I cast my first spell in a round. My Fear DCs are boosted. Every attack or spell I make produces a Fear effect. Most of my offense is based around an overwhelming number of saves against scaling effects of Fear. This is without taking into consideration my three Auras of Fear.

doko239
2012-08-21, 10:16 AM
This is not how the time traits work on create demiplane, mostly because the PF designers aren't complete idiots.

Your options are fast time (time flows twice as fast (e.g. 1 day on demiplane - 2 on material), half as fast (1 day on material - 2 on demiplane), timeless (time passes normally, but you are unaffected by that passage of time), and erratic (it moves at variable speeds).

As laid out in the spell word for word and further explained in the link'ed section on planar adventures and time traits.

D'oh, ok. It'll still work how I wanted it, just not quite as well. Half speed will work for my purposes.

Still wanted to know about implanted Ioun stones though. As it is, I'm gonna have 8 rocks floating around my head, which will somewhat detract from the "unstoppable demonic warrior" image.

RadicalTurnip
2012-08-21, 10:50 AM
They're on the Pathfinder Ioun Stones (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) Page at the bottom. Here is what it says:


Implanted Ioun Stones

Not all the secrets of the ioun stones lie with the Azlanti. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Thassilonians explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.

Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.

Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a Ė5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the ownerís skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the ownerís flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the ownerís consent while he is alive (barring complete removal of the implanted body part).

Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.

Toska Moriarty
2012-08-21, 11:32 AM
Well, Since we're discussing all this 'Stone' business and I have about 12 grand leftover, would I be able to snag one of these: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/nacreous-gray-sphere-ioun-stone
Little beauty is only ten grand, and protection from aging seems tasty enough. Unless, of course, someone has a 12500 gp or less solution to my AC and save issue?

AmberVael
2012-08-21, 12:00 PM
Well, I made some suggestions you could use to up your armor class earlier... either they didn't appeal to you or you didn't see them, I guess. But basically the observation I made was that you'd spend less money on a Monk's Belt than on purchasing +5 armor, but it would give you 7 extra armor class right there. You could then get Bracers of Armor for any special abilities you want (and the armor bonus of the bracers would stack with your monk's belt bonus). You'd actually save money AND increase your armor class significantly- maybe not to around 80, but you'd make a good stride towards that goal.

Boosting your saves isn't too hard. For one, did you take the two traits you are allowed? If not, I think Pathfinder has a trait for each save that gives +1. I know that Deft Dodger gives +1 to Reflex, and Indomitable Faith gives +1 to will.
Also, for 3,000 gold you can purchase the benefits of an Otyugh Hole (see locations in Complete Scoundrel), which you can use to get Iron Will as a feat. That would add +2 to your will save.
More bonuses than that will cost more money, of course, but that's a pretty minimal cost to get some bonuses.

Also, you can free up a ton of money (and thus have a lot of ways to boost your character) if you drop off a couple of things from your weapons. Epic pricing is stupid expensive, and epic pricing on weapons is just stupid. Look at bane- it gives you +2 attack and +2d6 damage against one very narrow class of enemy (humans). Given how many other enhancements you have on your weapon, you know how much that very small ability is actually costing you?
Here's your answer: 580,000 gold. For each weapon. You remove that, you suddenly have a million more gold.
Keen is similar. Do yourself a favor, take a flaw and pick up improved critical instead. Take Vulnerable, get a -1 to armor class, swap around your feats just a tiny bit and suddenly you have saved thousands of gold for that one small cost... and with that gold, you can boost your armor class. So it's effectively a net gain, no loss.
While we're on the subject of your weapons though, important thing to note about Speed weapons:

(This benefit is not cumulative with similar effects, such as a haste spell.)
You'll only benefit from one.

Toska Moriarty
2012-08-21, 12:10 PM
While we're on the subject of your weapons though, important thing to note about Speed weapons:

You'll only benefit from one.

Yeah, Ive only got one factored in, don't I?
See also, Right now you are my favorite person. *Hastily starts messing with items*

Metroid33
2012-08-21, 12:12 PM
For my AC problem i got a bracers of armor +10, amulet of natural armor+10 and a ring of Epic deflection +7 then the feat armor skin, and to help my saves i have dexterous fortitude/will. the items can help you but the feats not realy.

Realms of Chaos
2012-08-21, 12:14 PM
Take Vulnerable, get a -1 to armor class, swap around your feats just a tiny bit and suddenly you have saved thousands of gold for that one small cost... and with that gold, you can boost your armor class. So it's effectively a net gain, no loss.

Not this. I believe I made my stance regarding the taking of non-flaws in the original OP. I know that they are part of optimization mantra but I'd rather minimize that here. If you want a flaw, this is one of the rare times I'll point to dragon magazine and recommend the unorthodox ones that either force or prevent certain actions or carry similar restrictions. Better and more effective than most of the Unearthed Arcana ones, at least in my opinion.

Regarding The anti-aging ioun stone, you're free to take it but I believe I've made it similarly clear that aging your character for fun and profit is also off of the table right now.

Toska Moriarty
2012-08-21, 12:17 PM
Not this. I believe I made my stance regarding the taking of non-flaws in the original OP. I know that they are part of optimization mantra but I'd rather minimize that here. If you want a flaw, this is one of the rare times I'll point to dragon magazine and recommend the unorthodox ones that either force or prevent certain actions or carry similar restrictions. Better and more effective than most of the Unearthed Arcana ones, at least in my opinion.

Regarding The anti-aging ioun stone, you're free to take it but I believe I've made it similarly clear that aging your character for fun and profit is also off of the table right now.

If I go the feat route, Ill be sure to snag something as much for flavor as for function, so probably something nasty. The age thing for fun and profit? No. I'm starting off as 'adult' so dont worry. Keeping him pretty though; yes. That I'm doing.

Ill post any changes and all forseeable effects as I edit things too, for simplicities sake and for RoC approval.

AmberVael
2012-08-21, 12:25 PM
Not this. I believe I made my stance regarding the taking of non-flaws in the original OP. I know that they are part of optimization mantra but I'd rather minimize that here. If you want a flaw, this is one of the rare times I'll point to dragon magazine and recommend the unorthodox ones that either force or prevent certain actions or carry similar restrictions. Better and more effective than most of the Unearthed Arcana ones, at least in my opinion.

While I understand where you're coming from, I want to note that looking at it this way basically voids all of the UA flaws. None of them can't be overcome or effectively negated by use of the massive quantities of money we have at this level. Except maybe Murky Eyed and Slow, but even those are debatable.

So should we just avoid all of those? (It's quite reasonable, really, I just want to know for sure.)

Speaking of flaws, would it be okay if I took the Loner flaw for the Queen? I forget the source... I think dragon magazine? It gets rid of your capacity to have an animal companion or familiar (but you have to have such a thing to qualify- the Queen gets hers from Invoker).

doko239
2012-08-21, 12:32 PM
They're on the Pathfinder Ioun Stones (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones) Page at the bottom. Here is what it says:


Implanted Ioun Stones

Not all the secrets of the ioun stones lie with the Azlanti. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Thassilonians explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.

Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.

Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a Ė5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the ownerís skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the ownerís flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the ownerís consent while he is alive (barring complete removal of the implanted body part).

Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.


In that case, I'll also request a Headband of Vast Intelligence +2 keyed to Heal (4000 gp), and I'll perform the surgeries myself.

Metroid33
2012-08-21, 12:34 PM
Well then when is this game gunna start, I can't wait.


:roach: cause the roach is awesome...

AShadowofLife
2012-08-21, 01:22 PM
D'oh, ok. It'll still work how I wanted it, just not quite as well. Half speed will work for my purposes.

Still wanted to know about implanted Ioun stones though. As it is, I'm gonna have 8 rocks floating around my head, which will somewhat detract from the "unstoppable demonic warrior" image.

Pretty sure it states no time shenanigans. Which means, at all.

Realms of Chaos
2012-08-21, 01:43 PM
Xerinous: Working on your crunch and I notice that your off-hand weapon also has the speed property. I don't believe that wielding two speed weapons actually gives you two different attacks, though I may be wrong here.

Vael: Let's keep things as they are for now for the sake of simplicity. I'm mostly angered by the idea of, for example, using vulnerable to get a feat that gives +2 AC. What I've seen so far doesn't seem to be that bad, thankfully.

TwoHeadedBoy, MasonDon, Tarrmarr, Xerinous, SketchPanic: I just realized that I had somehow been assuming this far that your group was going to start the game pre-assembled with everyone riding across the planes with the good admiral. I honestly don't know where I got this assumption from but I'm more than happy to correct it. If any of you guys want to start separated or in smaller groups, let me know.

When the game starts: Glad someone asked so I could give an answer. I'm planning on getting all of the character on paper today and hopefully getting out the remaining character fluff. There are some minor RL obligations that I've been pushing aside to work on thread pretty much continuously for 15 hours/day for the past 5 days so I may need tomorrow to catch up with basic stuff and prepare for school (and get more setting information down in a document). The game itself will start on Thursday, though I can't quite be sure of precisely when. I have one class in the morning and one class in the late afternoon. I'll hopefully be able to put together all of the opening posts between the two with all of those character passages done but extending each of those posts a bit and doing all of the last-minute tweaks may take more time than I'm estimating.

tldr: either afternoon or night on Thursday.

Hell, while I'm on a roll, why not continue talking about the future.

Posting Schedule Expectations (for purposes of full transparency): Even with something like seven threads to run, I expect that I should be able to dedicate myself to an average of one big post a day per group and a run over the OOC for another big post (plus answers to PMs). I'm hoping that you guys will be able to get down a daily post as well.

Regarding Breaks: To be perfectly clear, I'm at the end of my summer break right now and College is about to start once more. My schedule is relatively easy and I never have the same classes on 2 consecutive days so I'll always have time to do homework. That said, I don't want to run myself perfectly ragged or to vanish for long periods of time whenever reality overtakes me. As running at full tilt simply isn't sustainable with a group this large, what I'd like to propose is the scheduling of regular short breaks so that I can remain predictable in my schedule without burning out or going crazy. I am thinking of using Sunday as a weekly break for homework and life, though I may still address PMs/OOC questions that day.

Mid-terms/Finals/Papers: With mid-terms and minor papers, I will make plans well in advance (probably as soon as I get my syllibi) to reserve an additional day (probably saturdays) for the studying of each mid-term. Finals/long papers will likely require several weekends. When everything is due at one time, I'll try to alternate post days and break days rather than ending up with some spontaneous huge week-long hiatus (unless people prefer the hiatus). Unwarned break days will only come up if I severely underestimate the difficulty of an assignment.

Job/Research: I am currently looking for both a part-time job and a research opportunity (hopefully not both at once, though :smalleek:). It is unclear if I will be able to get either. You will be kept up to date with related news and what (if anything) it means for my posting schedule.

The initial posts: Until I get you guys assembled into parties, each and every one of you is effectively on a solo mission. This will ironically make the opening posts probably the most difficult and time-consuming to produce out of all of them. If I find myself seriously pressed for time during this initial period, I may split your IC threads into two groups and alternate between updating a single group each day. Again, however, this would only be a last resort and should be mostly sorted out as soon as parties are formed if things even come to that.

The one thing I cannot do: This might go without saying for epic level campaigns but with as many groups as this and with such speedy characters (not to mention tons of flying ones), I'm not going to be keeping battle maps. Even in campaigns with one group, making a battle map has always been a slow process for me (taking around 30 minutes to fully update a largish map, upload it, and link to it). I'll try to look for images in general when I have time (and I'll answer environmental questions on the OOC thread) but actual maps would probably kill me.

If there are any concerns with any of the above, please let me know. :smallsmile:

On Demiplanes: Yeah, I'm pretty much against speeding up or slowing down the time traits in general. Timeless, normal, or erratic time is acceptable, however.

AmberVael
2012-08-21, 01:57 PM
Vael: Let's keep things as they are for now for the sake of simplicity. I'm mostly angered by the idea of, for example, using vulnerable to get a feat that gives +2 AC. What I've seen so far doesn't seem to be that bad, thankfully.
Fair enough. I think I could argue pretty eloquently that that wasn't what was going on (it really wasn't), but ultimately vulnerable is a pretty cheap flaw anyway, so you know, it's probably the better call as is.

The real point still stands to Toska though- feats may be rare, but if you can find a way to pick up Improved Critical and drop Keen, you'll get a lot of money back. A flaw can do the trick for you if you don't want to drop any of your other feats.

But, no thoughts on the Loner flaw? It'd be nice to pick up some minor feat instead of having a class feature I never intend or want to use. Granted, I'm not sure what feat I'd pick up... I suppose I could go for another invocation. :smalltongue:


The initial posts: Until I get you guys assembled into parties, each and every one of you is effectively on a solo mission. This will ironically make the opening posts probably the most difficult and time-consuming to produce out of all of them. If I find myself seriously pressed for time during this initial period, I may split your IC threads into two groups and alternate between updating a single group each day. Again, however, this would only be a last resort and should be mostly sorted out as soon as parties are formed if things even come to that.
I assume this doesn't apply to our group? Or mostly doesn't apply? All our character blurbs thus far have indicated that we'll all be starting in the Acropolis.


The one thing I cannot do: This might go without saying for epic level campaigns but with as many groups as this and with such speedy characters (not to mention tons of flying ones), I'm not going to be keeping battle maps. Even in campaigns with one group, making a battle map has always been a slow process for me (taking around 30 minutes to fully update a largish map, upload it, and link to it). I'll try to look for images in general when I have time (and I'll answer environmental questions on the OOC thread) but actual maps would probably kill me.
Heh, yeah, a map would be pretty crazy. It might make things a little sketchy for area attacks not to have more precision, but I'm sure we can roll with it.

MikelaC1
2012-08-21, 02:09 PM
I like the idea of Sunday being a break day as that is one day I rarely check the boards. Far too busy watching the NFL.

Starsign
2012-08-21, 02:27 PM
Hell, while I'm on a roll, why not continue talking about the future.

Posting Schedule Expectations (for purposes of full transparency): Even with something like seven threads to run, I expect that I should be able to dedicate myself to an average of one big post a day per group and a run over the OOC for another big post (plus answers to PMs). I'm hoping that you guys will be able to get down a daily post as well.

Regarding Breaks: To be perfectly clear, I'm at the end of my summer break right now and College is about to start once more. My schedule is relatively easy and I never have the same classes on 2 consecutive days so I'll always have time to do homework. That said, I don't want to run myself perfectly ragged or to vanish for long periods of time whenever reality overtakes me. As running at full tilt simply isn't sustainable with a group this large, what I'd like to propose is the scheduling of regular short breaks so that I can remain predictable in my schedule without burning out or going crazy. I am thinking of using Sunday as a weekly break for homework and life, though I may still address PMs/OOC questions that day.

Mid-terms/Finals/Papers: With mid-terms and minor papers, I will make plans well in advance (probably as soon as I get my syllibi) to reserve an additional day (probably saturdays) for the studying of each mid-term. Finals/long papers will likely require several weekends. When everything is due at one time, I'll try to alternate post days and break days rather than ending up with some spontaneous huge week-long hiatus (unless people prefer the hiatus). Unwarned break days will only come up if I severely underestimate the difficulty of an assignment.

Job/Research: I am currently looking for both a part-time job and a research opportunity (hopefully not both at once, though :smalleek:). It is unclear if I will be able to get either. You will be kept up to date with related news and what (if anything) it means for my posting schedule.

The initial posts: Until I get you guys assembled into parties, each and every one of you is effectively on a solo mission. This will ironically make the opening posts probably the most difficult and time-consuming to produce out of all of them. If I find myself seriously pressed for time during this initial period, I may split your IC threads into two groups and alternate between updating a single group each day. Again, however, this would only be a last resort and should be mostly sorted out as soon as parties are formed if things even come to that.

The one thing I cannot do: This might go without saying for epic level campaigns but with as many groups as this and with such speedy characters (not to mention tons of flying ones), I'm not going to be keeping battle maps. Even in campaigns with one group, making a battle map has always been a slow process for me (taking around 30 minutes to fully update a largish map, upload it, and link to it). I'll try to look for images in general when I have time (and I'll answer environmental questions on the OOC thread) but actual maps would probably kill me.

If there are any concerns with any of the above, please let me know. :smallsmile:

This all sounds good. Sunday is good for a break as I'll be starting college soon as well. So I'll need the time for homework too. And I don't suggest bothering with battle maps for a game as big as this. If we absolutely need them, I'd suggest asking someone for that.

One thing Realms, will you also have time to continue running the other game you've been doing for over a year now? When you first had this idea I've been worried about how the other game will do so I'm hoping that one will still be a go. :smallsmile:

TwoHeadedBoy
2012-08-21, 02:28 PM
TwoHeadedBoy, MasonDon, Tarrmarr, Xerinous, SketchPanic: I just realized that I had somehow been assuming this far that your group was going to start the game pre-assembled with everyone riding across the planes with the good admiral. I honestly don't know where I got this assumption from but I'm more than happy to correct it. If any of you guys want to start separated or in smaller groups, let me know.

I'm down with starting alongside everybody else in my group. Gentlemen?

Dramiscius
2012-08-21, 03:13 PM
Ya, I really take no issue in not having an individualized starting place, while they can be fun, they also take while (even more so with this huge of a group). So for the sake of time (and dm sanity) id opt for starting everyone together.

Starsign
2012-08-21, 03:18 PM
Ya, I really take no issue in not having an individualized starting place, while they can be fun, they also take while (even more so with this huge of a group). So for the sake of time (and dm sanity) id opt for starting everyone together.

I think I agree with this too, with an explanation on how our characters ended up meeting each other. This would likely make the first post even longer, but second DM post onward should be much shorter.

RadicalTurnip
2012-08-21, 03:20 PM
The whole weekend is a much more sparse time for me, so it's good to know that I really only need to do it once over the weekend rather than once a day. Are there any rules set up for if a person goes MIA for more than a day or two? Like when does the DM take over? When do they eventually get kicked?

tarrmarr
2012-08-21, 03:28 PM
Yeah I have no issue starting on the Admiral's ship.

Realms of Chaos
2012-08-21, 03:32 PM
I think I agree with this too, with an explanation on how our characters ended up meeting each other. This would likely make the first post even longer, but second DM post onward should be much shorter.


^^^^^Oh good lord this.^^^^^
(reading this, I literally had to fight back a sob of joy)

While it might not work for every single party (and I won't think less of those who want their own small establishing section), doing this would save me soooo much work. I may still start you in separate areas doing your own thing for some groups but the simplicity of not having to invent reasons for you to travel together and having your characters know to regroup when the going gets rough would make me... there are no words.[/histrionics]

Seriously, though, I would be quite thankful for any parties or parts of parties who are willing to be pre-established groups. It would save a lot of time on my end of the DM screen. If anyone wants to start off as a loner, however, I am still fully willing and capable of complying with this wish.

Maugan Ra
2012-08-21, 03:56 PM
Well, my group have been talking via PMs, and we're good with us starting in the Acropolis and knowing each other. Mostly we appear to be there because the Harvest Queen has invited and/or collected us for her own reasons, which is a nice common element.

Strainseir
2012-08-21, 04:12 PM
ok team good, how do we know each other? Have we simply been brought together by the forces of good and awesome?

doko239
2012-08-21, 04:13 PM
Regarding time on the demiplane: Fair enough. I can live with normal time, though Erratic time would be more flavorful... hmm...

For my party, how would we have come together anyway? My short-term goals are clearly stated, and I'd be looking for allies to aid me. He'd also be looking for a way to permanently remove Abraxas' influence, preferably without losing the soul-bound demon in the process. Beyond that though, he's pretty self-contained (or at least arrogant/deluded enough to think he is), so he wouldn't have much other motivation for seeking out potential allies (until the plot gets going at least).

Realms of Chaos
2012-08-21, 04:18 PM
Doko239: I for one am beginning to thing that Xael and Gunthar would get along almost frightfully well, all things considered.

meemaas
2012-08-21, 04:19 PM
Lets just hope Gunthar doesn't convince Xael to kill Nesbythe three or four times in an attempt to free him.

RadicalTurnip
2012-08-21, 04:32 PM
So, DeusMortuusEst, Dramiscius, Zarthrax...do we want to have already met? I'm fine with it, but I'm fine with not, too.

Emperor Ing
2012-08-21, 04:36 PM
I really don't think it's a good idea for Lord Wero and Sir Tomas to meet. :smallconfused:

Starsign
2012-08-21, 04:41 PM
I really don't think it's a good idea for Lord Wero and Sir Tomas to meet. :smallconfused:

Well Wero + any half-breed = Disaster. I'm hoping Realms doesn't have something like that planned for our group :smalleek:

doko239
2012-08-21, 04:42 PM
Doko239: I for one am beginning to thing that Xael and Gunthar would get along almost frightfully well, all things considered.

Well, Gunthar? Shall we be allies? Think of all we could destroy together!

AmberVael
2012-08-21, 04:43 PM
On that note, here's my collection of links with other characters. Some of it is from the thread, some of it hasn't been hashed out much and is more suggestions, and others was PM'd stuff, so it's probably a good idea to get it all collected and out in the open.


Gidae
The Queen has always had an eye out for unusual and significant things. So it was that when Gidae descended, The Queen swiftly took notice and interest. She knew not where Gidae came from, or why she could remember nothing- but the Queen knew Gidae was powerful, and something about her provoked an eerie wonder within the fey.

And so she sheltered the fallen divine, offering her protection and promising her to uncover her mysterious past. In truth, the Queen clings tightly and miserly to whatever scraps of secrets she learns of the former deity, while generously lavishing her with other gifts and aid- attempting to prolong her stay and pull her further into the Queen's debt. Each dear hint given over is used to keep the illusion of her help alive, and to reward Gidae for when she makes decisions of which the Queen approves.

For she dares not use magic or forceful powers upon this person- magic covers her like a shroud, and even were she not, the delicate mystery and blossoming character would be ruined and wasted by claiming her mind forcefully. No, she must do this carefully, and with only the softest words and gentle enticements.

One day, the Queen dreams, she will understand Gidae's past, and one day, she will win Gidae's full devotion.
Sebastian
Assassins are something the Queen has great interest in, for passing from life and the interred dead are within the domain she claims. No matter how it might seem, how can she ignore them? How can she turn them away, when they further her worship in some sense.

Most people know that assassins will give prayers and offerings to the Harvest Queen. To the common man, the Queen safeguards the dead, ensures they are respected, and inflicts terrible vengeance upon those who despise her protection and defile places and sites of death. An assassin, therefore, must protect himself by mollifying the Queen, ensuring that no matter who has been killed, or why, that they pass in the proper way- else they may find their death with their victim.

Yet the Queen has many faces- and to the assassins themselves, she is known as a cautious benefactor. They worship her, they feed her divinity with the blood that raised her, and so she aids them. Those that pray to her may find that she helps them, or saves them from sure death. Those in her debt, or trusted by her, may find a chance to gain her favor and great reward by removing but a few minor hindrances to her name and cause...

So it is not surprising that Sebastian found the Queen, in time. Those around them paid their respects to the fey of the harvest, and so he heard of her. He listened and learned that she might protect them, and he remembered that, when great danger came after him. He called in desperation- and she answered. She saved his life, and he offered his service. It was a small offer, comparative to what she had done for him, only once per harvest would he serve her as she wished. But the Queen smiled, and accepted his offer, and Sebastian found himself in greater debt than he knew.

After all, it is always the harvest somewhere.

Other characters aren't as worked out yet. Fang can probably know the Queen through Sebastian, and through her influence over various assassins though.

Perhaps Daniel learned of her first through her religion, which presents a very much nicer face than the Queen's actual nature. Her worship, rites, and tenets have a very Utilitarian bent to them (that is, it seeks the greatest good for the greatest amount of people and maximizes happiness and pleasure), which tends to make people happy and actually be rather positive in its effects. Or maybe he is simply an associate or friend of one of the others who came to know her that way.

Erika, meanwhile, I've made some suggestions about. But Maugan has yet to answer my PM on the subject (hint hint). :smalltongue:

Maugan Ra
2012-08-21, 04:54 PM
.

Erika, meanwhile, I've made some suggestions about. But Maugan has yet to answer my PM on the subject (hint hint). :smalltongue:

*grumbles, loads PM screen*

:smallwink:

silphael
2012-08-21, 05:12 PM
@ Strainseir: Team Apocalypse? The forces of awesome, maybe, the forces of good as well, but if you know me, that's probably as an old legend... either the worst tyrant ever born, or the liberator of whole nations, as all legend says "only" crap. The worst part of it is that Slinar isn't aware of that ><

Xerinous
2012-08-21, 05:13 PM
Xerinous: Working on your crunch and I notice that your off-hand weapon also has the speed property. I don't believe that wielding two speed weapons actually gives you two different attacks, though I may be wrong here.

I was basing that on Perfect Two-Weapon Fighting saying that you can make as many attacks with your off-hand as you can with your main hand, so the speed property was so I could get that attack without it seeming to come out of nowhere. I can drop it and add the +3 into the enhancement bonus, losing the extra attack if you'd like.


TwoHeadedBoy, MasonDon, Tarrmarr, Xerinous, SketchPanic: I just realized that I had somehow been assuming this far that your group was going to start the game pre-assembled with everyone riding across the planes with the good admiral. I honestly don't know where I got this assumption from but I'm more than happy to correct it. If any of you guys want to start separated or in smaller groups, let me know.


That was the assumption I was operating under as well. I've no problem with starting off together.

RadicalTurnip
2012-08-21, 05:15 PM
I really don't think it's a good idea for Lord Wero and Sir Tomas to meet. :smallconfused:

But I'm so interested to see it! I kept hearing about this Lord Wero's hatred of Half-breeds (in the Recruitment thread, granted) and was just wondering and savoring the RP possibilities.

Starsign
2012-08-21, 05:20 PM
But I'm so interested to see it! I kept hearing about this Lord Wero's hatred of Half-breeds (in the Recruitment thread, granted) and was just wondering and savoring the RP possibilities.

Ah... Um... I'd suggest you reconsider that. Wero is... Very merciless on half-breeds, even ones such as Tomas that are as immortal as the Tarrasque :smalltongue:

MikelaC1
2012-08-21, 05:46 PM
Celestica and Wero already know each other quite well, having worked together in the past, and I've had some PM discussions that put Celestica and Usabhar at least knowing each other. So the only group member not in that circle is Rahja, at least as far as I know.

greenpotato
2012-08-21, 06:36 PM
@Cardea
I think the two of us are going to be the epitome of good cop bad cop when it comes to NPC interaction, you with your fear DCs and me with charm DCs. Mine might be a lot lower but they want to fail mine when compared to yours :smallbiggrin:

Emperor Ing
2012-08-21, 06:37 PM
Celestica and Wero already know each other quite well, having worked together in the past, and I've had some PM discussions that put Celestica and Usabhar at least knowing each other. So the only group member not in that circle is Rahja, at least as far as I know.

I know Starsign and Ridai talk to each other on Skype all the time so I imagine there's some relationship between Rahja and Usabhar

Realms of Chaos
2012-08-21, 06:47 PM
Missing Days Policy: If you guys miss an occasional day or two, that's cool. If you let me know you have a huge thing that'll cause you to miss posts for a while, that's okay. If we're alternating between post days and study days around mid-terms and you get confused, I won't penalize you. If you go without posting for 5 days of continuous play without notice, though, I'm probably going to boot you (I'd demote you to NPC status but you own your characters and all that). While you're gone, you'll temporarily be an NPC who represents your personal interests (at least as I understand them). I'll be glad to catch up any player that has to miss play for a while on what they've missed via PM if it gets right down to that.

Strainseir
2012-08-21, 07:34 PM
I have a tabletop dnd game on saturdays.

MikelaC1
2012-08-21, 07:36 PM
I have a tabletop dnd game on saturdays.

I miss playing tabletop D&D

Strainseir
2012-08-21, 08:03 PM
Team Awesome, because I agree that is what we should go with, one of our members has yet to post on this board. Who feels brave enough to message the Lionheart?

Toska Moriarty
2012-08-21, 08:16 PM
Lets just hope Gunthar doesn't convince Xael to kill Nesbythe three or four times in an attempt to free him.

I wonder...What would happen if Sebastian tried to order poisons from Nesbythe while Gunther was in control?

Strainseir
2012-08-21, 08:25 PM
I miss playing tabletop D&D
1st addition like a boss.

meemaas
2012-08-21, 08:27 PM
He simply wouldn't answer. Nesbythe keeps the mirror in the portable hole that Gunthar would never bother reaching into.

Toska Moriarty
2012-08-21, 08:50 PM
He simply wouldn't answer. Nesbythe keeps the mirror in the portable hole that Gunthar would never bother reaching into.

Ahh. Oh well, I'm sure the chat would've been fun.

EDIT:

So many good ideas

Okay, so retooling armor. This is what I had, right, way back?
Gnomish Twistcloth: 150 gp
+10 Enhancement bonus: 100,000 gp
Comfort: 5,000 gp
Shadow, Greater: 33,750 gp
Glamered: 2,700
Determination: 30, 000 gp
Signature Crest: 50 gp
Total: 171, 650

On the sheet, though, its at +5 Comfort Glamered Soulfire Gnomish Determination Light fortification Twistcloth of Greater Shadows w/ Signature Crest.

Costs were the same, I think, since I grabbed Soulfire (a +4) and Light fortification (+1) instead of the +10.

So instead of that I should grab a Monk's belt? From what source? I thought it gave the AC bonus of a 5th level monk. That's only a Plus One, even in Pathfinder.

And could someone link me to whichever version of 'Bracers of Armor' we're using? As I recall from an argument in another game, there are several...

Dramiscius
2012-08-21, 10:33 PM
So, DeusMortuusEst, Dramiscius, Zarthrax...do we want to have already met? I'm fine with it, but I'm fine with not, too.

I'm up for anything that makes life easier on the dm, I'd like to have the ball rolling sooner :)

meemaas
2012-08-21, 10:37 PM
So instead of that I should grab a Monk's belt? From what source? I thought it gave the AC bonus of a 5th level monk. That's only a Plus One, even in Pathfinder.

And could someone link me to whichever version of 'Bracers of Armor' we're using? As I recall from an argument in another game, there are several...

The AC bonus of a 5th level monk includes its Wisdom to AC. Thats why so many people have them, and why its such a powerful suggestion

Toska Moriarty
2012-08-21, 10:44 PM
The AC bonus of a 5th level monk includes its Wisdom to AC. Thats why so many people have them, and why its such a powerful suggestion

Oh, Sh*t, right! That would mean a monk's belt on Sebastian would be a *Click click click* Plus one for monk and Plus twelve for wisdom? A freaking plus THIRTEEN? Does it REALLY work like that? I am absolutely grinning right now.

doko239
2012-08-21, 11:16 PM
Oh, Sh*t, right! That would mean a monk's belt on Sebastian would be a *Click click click* Plus one for monk and Plus twelve for wisdom? A freaking plus THIRTEEN? Does it REALLY work like that? I am absolutely grinning right now.

Hmmmm, I'd forgotten about Monk's Belt :smalleek:

...

Chaos, I'd like to go on another shopping trip please :smallbiggrin:

Strainseir
2012-08-21, 11:30 PM
Oh, Sh*t, right! That would mean a monk's belt on Sebastian would be a *Click click click* Plus one for monk and Plus twelve for wisdom? A freaking plus THIRTEEN? Does it REALLY work like that? I am absolutely grinning right now.

That only works if you are not wearing armor as it would be with a monk.

Ridai
2012-08-21, 11:44 PM
I know Starsign and Ridai talk to each other on Skype all the time so I imagine there's some relationship between Rahja and Usabhar

Nope. Couldn't really of something that made sense or felt right, so Rahja will probably stay the odd one out.

Toska Moriarty
2012-08-21, 11:45 PM
That only works if you are not wearing armor as it would be with a monk.

Do bracers of armor (With armor enhancements like Glamered and Comfort) count as armor in this case?

Starsign
2012-08-21, 11:50 PM
Nope. Couldn't really of something that made sense or felt right, so Rahja will probably stay the odd one out.

It isn't gonna stop me from trying to make Rahja feel like one of the group. That's the important part. :smallbiggrin:

Zarthrax
2012-08-21, 11:52 PM
So, DeusMortuusEst, Dramiscius, Zarthrax...do we want to have already met? I'm fine with it, but I'm fine with not, too.

I'm up for anything that makes life easier on the dm, I'd like to have the ball rolling sooner :)

I'm cool with that as well.

Dramiscius
2012-08-21, 11:57 PM
Do bracers of armor (With armor enhancements like Glamered and Comfort) count as armor in this case?

No, they were made specifically with monks in mind.

Basically, armor is only shields and actual body armor with an armor category, bracers of armor have no armor category.

Strainseir
2012-08-22, 12:48 AM
Do bracers of armor (With armor enhancements like Glamered and Comfort) count as armor in this case?

nope. Neither would clothing enchanted to give a magical armor bonus.

DeusMortuusEst
2012-08-22, 01:29 AM
So, DeusMortuusEst, Dramiscius, Zarthrax...do we want to have already met? I'm fine with it, but I'm fine with not, too.


I'm up for anything that makes life easier on the dm, I'd like to have the ball rolling sooner :)


I'm cool with that as well.

Yup, works for me as well. I haven't read through your fluff yet, so I'm not sure why we're hanging out yet, but I'll try to go through it today and see if I can come up with a reason. Tekkal would probably team up with you guys if he believed that they would be able to help him get somewhere or find something really obscure.

SketchPanic
2012-08-22, 04:23 AM
TwoHeadedBoy, MasonDon, Tarrmarr, Xerinous, SketchPanic: I just realized that I had somehow been assuming this far that your group was going to start the game pre-assembled with everyone riding across the planes with the good admiral. I honestly don't know where I got this assumption from but I'm more than happy to correct it. If any of you guys want to start separated or in smaller groups, let me know.

Had a lot of things to deal with this week, plus moving. My backstory practically has me written on the ship with the rest of the crew, so I don't mind already being there. Probably makes your job easier anyways.

RadicalTurnip
2012-08-22, 08:50 AM
Yup, works for me as well. I haven't read through your fluff yet, so I'm not sure why we're hanging out yet, but I'll try to go through it today and see if I can come up with a reason. Tekkal would probably team up with you guys if he believed that they would be able to help him get somewhere or find something really obscure.

Well...Tomas is mostly a do-gooder, trying to make up for the sins of his kindred so-to-speak. He has some secret hopes for and secret connections with Dragons, but he doesn't like to advertise those too much. But if there are Trolls doing anything bad to anyone (especially if "anyone" is more like a city or something) then Tomas will be happy to try to stop them. He doesn't like Trolls much.

Realms of Chaos
2012-08-22, 09:41 AM
Xerinous: I'd say that PTWF let's you get the speed attack from your main weapon without having it on your secondary weapon. I was just checking if you'd wasted a chunk of cash on actually getting the speed property for your secondary weapon when it wouldn't be doing anything.

Toska Moriarty/Doko239: You now know the secret of monk belts. Feel free to invest in them. :smallbiggrin:

Team Awesome: Unless this has been resolved via PM and I just haven't seen it, it looks as though Chambers may be at least starting out in a solo game to give him a chance to see where he belongs. Epic Destiny aside, he is one of the more down-to-earth and ordinary characters in the campaign. Also, I hear that lionheart has been lurking.

DeusMortuusEst: It isn't too horrible if you can't come up with a reason to know the others so don't feel too pressured. Introducing a single new character to the group isn't nearly as bad as coalescing an entire group.

MikelaC1
2012-08-22, 09:46 AM
I just want to get something straight...are ALL the groups going to start together and be told to come at this "problem" from different angles or are we all going to start in our own little group...and be told that there are unknown others working on it as well.

Xerinous
2012-08-22, 11:14 AM
Yeah, looks like I did waste a small fortune on that second speed enchantment. Is it alright if I change it to a +15 longsword instead of a +12 speed one?

Realms of Chaos
2012-08-22, 12:46 PM
Everyone in their own little groups

+15 enchantment is fine.

AShadowofLife
2012-08-22, 01:28 PM
Tyrian could use a Monk's belt.. would gain 16 AC out of it, I originally didn't take one due to the cheeseyness factor of it, but if Realms is okay with it, I'd like to add it into my Epic Belt of Magnificence +12.

Projected cost: 13,000gp * 1.5 = 19,500gp tacked on to the belt's cost and deducted from my mountain of coin.. (which reminds me, need to tack off the coin for Isabella's spellbook, and write down which spells Venerated Sage grants her.)

Any spell suggestions? Mass Heal and True Resurrection are at the top of my list.. <<

Starsign
2012-08-22, 01:39 PM
Just to ask everyone in my group, will it be alright if Usabhar can start with Celestica and Wero, or at least join up with them a few posts in? It'd be easier for Realms that way.

TwoHeadedBoy
2012-08-22, 01:51 PM
I've decided my Silvanshee familiar looks like this:

http://www.geekologie.com/2012/08/pretty-kitty-chimera-cat-is-its-own-frat.php

Toska Moriarty
2012-08-22, 02:29 PM
So where would one find the right pricing for Bracers of Armor? So I can do that. Ooh, and Monk's belt? I'm just going to completely refund the original armor and go for those two little beauties.
And I know it's in the recruitment thread somewhere, because I thought it was a cool idea when I saw it, but how much does it cost to enchant non-armor items with armor enchantments? By non-armor items, I mean like a suit, but if it comes down to one really pimped out shirt and generic vest/pants, then I'm fine with that. Regardless of what has what, do I just price it as armor?

MikelaC1
2012-08-22, 02:30 PM
Just to ask everyone in my group, will it be alright if Usabhar can start with Celestica and Wero, or at least join up with them a few posts in? It'd be easier for Realms that way.

Im fine with it, and if I remember rightly, Wero and I were dealing with some dwarves anyway, so having him there would make sense.

Realms of Chaos
2012-08-22, 03:13 PM
My idea for Wero's group start: This may be a bit of a spoiler, kind of, but here is how I had at least planned to start out the campaign.

My idea was that a once-respected dignitary of Usabhar's nation, one of the people whose souls now resided within him, had been revived half to lead the army in Usabhar's absence and half to see if all of the warriors within Usabhar were truly gone forever. The dwarf came back as a half-made shadow of his former self. Not long ago, crazy dwarf ran off. The dwarf was later found on one of Wero's less tactically significant worlds.

As part of his campaign to be seen more among his people (or to begin currying favor with a culture that doubles as an army... or because he and/or Celestica know Usabhar), everyone has gathered to turn the crazy dwarf back over to Usabhar. In addition, as a sign of good faith (or because Celestica insists upon it), a powerful healer (Rahja) has been contacted to see if she is able to restore the poor dwarf's soul (a rather unique ailment). Alternately, Rahja may be someone that someone else already knows.

Of course, that was just what I was planning and is completely subject to change if some or all of it seems illogical or unreasonable.

Armor added to clothing: same cost as magical armor without additional cost for masterwork and the armor itself. It's really not that much of a reduction or anything.

TwoHeadedBoy
2012-08-22, 03:23 PM
Armor added to clothing: same cost as magical armor without additional cost for masterwork and the armor itself. It's really not that much of a reduction or anything.

Does wearing armored clothing mean you lose a Monk's AC bonus? Additionally, does its bonus stack with other stuff?

Realms of Chaos
2012-08-22, 03:26 PM
Armored clothing does not turn off monk's belt any more than bracers of armor would. Also, armored clothing gives you an armor bonus (which won't stack with other armor bonuses).

Ridai
2012-08-22, 03:30 PM
I can see that working. They could've passed a message through Haven (maybe they are already present on Usabhar's world) to contact her, along with information what they need help with and the coordinates where they are. Alternatively, Rahja could have already heard of what is going on (+137 in Diplomacy and thus gathering information) and is pretty much arriving shortly after the message has been sent (or even right before).

Starsign
2012-08-22, 03:33 PM
Yeah, sounds good to me. However I'm going to need to hear from Ing and Mikela first just to see if they are alright with it. :smallsmile:

Emperor Ing
2012-08-22, 04:43 PM
:smallconfused: I...really don't see where you're going with that.

Infernally Clay
2012-08-22, 06:08 PM
I'm pretty stupid for not having posted this already...

Hope and fear, Gidae and Yirah. Ever since the first creature to crawl upon the world's surface drew breath, these two Gods have existed. Unlike many Gods, they were not once mortals and, in some ways, they are more than Gods. The embodiments of hope and fear themselves, Gidae and Yirah have watched over the living, giving hope when it is needed and instilling fear when it is necessary. During times of war, both had their place, never directly interfering with the mortals but giving them their blessings. What began as a fierce rivalry eventually became a curious kinship as the two realised that without the other, they would not exist. As there could be no hope without fear, there could be no Yirah without Gidae.

Yet things would not remain so placid.

When the Gods found out about what was soon to happen, when they found out what was about to engulf the mortals and their world, Gidae demanded that they prevent it. That they step forward and protect the mortals. That giving them blessings and sitting idly by while they kill each other was one thing, but to do nothing as a conflict brews that they cannot survive would be a horrible misuse of their power. None agreed with her, not even Yirah. He reasoned that the oncoming storm would put such fear into the mortals, and that he would not disturb that even if he could. Yet this was not good enough for Gidae, who moved to help the mortals regardless of the rules that forbade divine intervention of any kind - and with no other choice, Yirah and the other Gods had to strip her of her divine power to prevent the law from being broken.

When Gidae awoke in an abandoned farm, she could remember nothing. Her body felt strangely new, as if it had never been used before, and no amount of effort could conjure a memory. With no knowledge of who she was or even where she was, Gidae wandered aimlessly. It was then that she met the one who calls herself the Harvest Queen. Uncertain of just why the woman was so fascinated with her, yet not so unsettled as to understand the need of someone who knows who they are - and more importantly, where they are - Gidae decided to follow when she was asked if she would.

Unbeknownst to her, however, the Paladins and Clerics who worshipped Gidae could no longer receive their magic. Even the profane Ur-Priests felt the loss of a God from which they could draw power. While the amnesiac Bard travelled with the Harvest Queen, an attempt on both their parts to jog her memories, she heard a name repeated often - Gidae. It sounded nice, oddly familiar, and so she took it for herself since she couldn't remember what her real name was. Yet, as time wore on, Gidae heard rumours of how the Goddess had betrayed her people and abandoned them...

Who was this Goddess that the people spoke of? Why did she abandon them? Who was Gidae? Where did she come from? Where did her power come from? ...and most importantly, what is this feeling of urgency? What is it that Gidae had to do?

MikelaC1
2012-08-22, 06:12 PM
The idea seems okay with me

Realms of Chaos
2012-08-22, 06:32 PM
Emperor Ing: The above is merely the set-up, my friend. What happens next may be entirely unrelated. :smallamused:

Maugan Ra
2012-08-22, 06:34 PM
Emperor Ing: The above is merely the set-up, my friend. What happens next may be entirely unrelated. :smallamused:

....and then, the Dwarf exploded?

Realms of Chaos
2012-08-22, 06:38 PM
....and then, the Dwarf exploded?

...and out popped face huggers for everyone. :smallbiggrin:

Seriously, though, I'm going to keep it as a bit of a surprise. I warn you now that it'll probably be a bit cliche (what isn't) but trust me when I say that there's a bit more to it than things appear. :smallwink:

Starsign
2012-08-22, 06:55 PM
....and then, the Dwarf exploded?


...and out popped face huggers for everyone. :smallbiggrin:

Ugh... Thanks for the mental image.

:smalltongue:

Strainseir
2012-08-22, 06:59 PM
Now to craft an epic spell to cause a dwarf to explode into facehuggers It can be done!

doko239
2012-08-22, 07:41 PM
Now to craft an epic spell to cause a dwarf to explode into facehuggers I can be done!

Hmmmm... Summon seed to summon a creature... +10 to Summon DC to be able to summon a CR2 Humanoid (Dwarf)... Energy seed to have the dwarf explode... then Animate Dead seed to make Zombie Facehuggers out of the remains.

Dwarf-bomb

Summon seed + 14
Summon Humanoid (Dwarf) +10
Energy seed (Fire) (20' radius sphere, centered on the dwarf) +19 19
+20d6 damage +40
Animate Dead seed (Create 20 Zombie Facehugger (Stats as Zombie Viper)) DC23-12 for Zombies = +11
Single-Round Action +20

Total DC: 114

Description: Summons an unlucky Dwarf from some far-flung corner of reality. Before this poor soul has any chance of understanding what just happened, it explodes in a gory mess, dealing 30d6 fire damage to all enemies within 20 feet. Afterwards, its remains reanimate, coalescing into blind, fleshy, entrail-covered serpent-like creatures that mindlessly attack anything within range.

...

Eeew.

Emperor Ing
2012-08-22, 08:15 PM
Now what do you do if the unlucky dwarf survives the explosion or is immune to fire damage somehow? :smallamused:

Starsign
2012-08-22, 08:20 PM
Now what do you do if the unlucky dwarf survives the explosion or is immune to fire damage somehow? :smallamused:

Well trying to summon Usabhar as a "bomb" will very likely just result in one infuriated dwarf.

...Also, I REALLY hope this Dwarf Bomb does not actually happen. Frankly I see this as prime PvP material in terms of trying to get the ire of a character in-game. :smalleek:

doko239
2012-08-22, 08:22 PM
Now what do you do if the unlucky dwarf survives the explosion or is immune to fire damage somehow? :smallamused:

Well, I highly doubt that a random CR2 dwarf is gonna be fire-immune or have more than 30 HP.


Well trying to summon Usabhar as a "bomb" will very likely just result in one infuriated dwarf.

...Also, I REALLY hope this Dwarf Bomb does not actually happen. Frankly I see this as prime PvP material in terms of trying to get the ire of a character in-game. :smalleek:

...you know that this was a joke, right? :smallconfused:

Starsign
2012-08-22, 08:26 PM
...you know that this was a joke, right? :smallconfused:

...Not exactly. I've heard worse things that were serious and honestly in epic it seems pretty feasible to make such a spell viable. :smallredface:

meemaas
2012-08-22, 10:02 PM
Now i know what Nesbythe is going to do once he has experience to spare. (Its gonna be a gnome football bomb)

Cardea
2012-08-22, 11:32 PM
Now what do you do if the unlucky dwarf survives the explosion or is immune to fire damage somehow? :smallamused:

Giggle madly.

SketchPanic
2012-08-23, 02:24 AM
At one point or another, MasonDon's character built this and it's stored on his airship. Had the number crunch/details somewhere. Whole party has a nice amount of gold left over, why not do something nice with it? :D

Iron Maiden (http://sketchpanic.deviantart.com/art/Epic-Gestalt-Campaign-Vehicle-of-Awesome-322857987)

Emperor Ing
2012-08-23, 09:46 AM
Hmm, insufficient rockets.

Realms of Chaos
2012-08-23, 10:02 AM
Well, today is finally the day. This afternoon (or tonight if there is not enough time before class), all of the IC threads will finally be posted.

-Chambers will be starting on his own, though he might join a group later on as it becomes clear how groups are going to play out.

-Team moral ambiguity will start with just Cardea and Melina. Aluroon, when ready, will join in the action.
Edit: Aluroon will be able to start (or instantly join in) today after all.

TwoHeadedBoy
2012-08-23, 10:08 AM
At one point or another, MasonDon's character built this and it's stored on his airship. Had the number crunch/details somewhere. Whole party has a nice amount of gold left over, why not do something nice with it? :D

Iron Maiden (http://sketchpanic.deviantart.com/art/Epic-Gestalt-Campaign-Vehicle-of-Awesome-322857987)

You know, I could model this in 3D for you. I think I'm gonna, as I have to re-model my tower and I could use a break from that project.

doko239
2012-08-23, 10:13 AM
Well, today is finally the day. This afternoon (or tonight if there is not enough time before class), all of the IC threads will finally be posted.

-Chambers will be starting on his own, though he might join a group later on as it becomes clear how groups are going to play out.
-Team moral ambiguity will start with just Cardea and Melina. Aluroon, when ready, will join in the action.

http://www.youtube.com/watch?v=AyggY_R3jU8

MikelaC1
2012-08-23, 11:58 AM
Well, today is finally the day. This afternoon (or tonight if there is not enough time before class), all of the IC threads will finally be posted.

Does this OOC thread continue to stand as generic OOC thread or will you be creating separate ones for each?
Do we do our rolls in here or spoilered in IC?

Maugan Ra
2012-08-23, 12:42 PM
Also, which time zone is Realms in? Because it's closing on 7pm here, but I think he's not working off the same clock I am.

Emperor Ing
2012-08-23, 12:43 PM
Also, which time zone is Realms in? Because it's closing on 7pm here, but I think he's not working off the same clock I am.

Pacific Standard Time. Basically, just google the time for Los Angeles, California and that's his time.

Matamane
2012-08-23, 01:10 PM
@realms, I don't understand you're earlier comment. Is there a problem with my guy? I still need to update my equipment, so I can fix it. To save time, I've been considering VoP to make it easier, would you prefer that?

Realms of Chaos
2012-08-23, 01:39 PM
Matamane: No, your character is fine. Just a bit hard to parse out an epic level stat block at times in general. :smalltongue:
You can go VoP if you wish but it's not strictly necessary.

On that topic, let me put something up:
My policy on VoP: VoP as a concept is kind of strange for several reasons so I tend to apply 2 real changes to it.
1. Instead of magic items on your person making your entire feat go away, your VoP powers simply suppress any magic items (not soulmelds) that you attempt to wear or activate as your body absorbs the magic. This means no paranoia about someone slipping something into your pocket. :smallyuk:
2. Instead of a "you must donate" clause, the party simply receives fewer rewards and splits it fewer ways. If the former donating clause sounds appealing for your character design, let me know and I'll make sure you get money to donate.
...Not that this really matters when the game is about to start. :smalltongue:

MikelaC1: rolls in IC thread in spoilers.
I'll probably make separate OOC threads for each group for group-specific stuff while maintaining this thread for stuff that affects everyone or that everyone needs to see (a hub OOC thread, as it were).

Cardea: Undead in PF add Charisma to Fortitude Saves. Be sure to add that.

Edit: OPs for 8/8 parties done but class is starting. I'll put everything up in about 90 minutes from when this post was last edited.

Realms of Chaos
2012-08-23, 07:48 PM
I apologize for the double post but I wanted to separate this out so that people would see it. After all, they'd want to see that the time has come

First, a couple perfunctory matters:
Looking at other games/spoilers of others: I wish I could say don't and treat the subject as finished but I'm not quite that naive. What I will say is this. I will not answer any of your questions on matters your character should not know. Also, try to avoid using OOC knowledge (even if only to know that there is something worth learning). If you can't trust yourself to do this, don't look where you shouldn't be looking. :smalltongue:
About the Opening Posts: Some of these posts were altered or slightly lengthened from the blurbs you've all seen. Others haven't been touched in the slightest (but please check in case :smalltongue:). Some of them provide more of an obvious direction than others. All of them are intended to give you a short chance to express your character before stuff starts happening.
If You Run Into Other Groups: First of all, I will be putting a good deal of thought into how groups meet (if/when that happens) to avoid groups of totally different power levels fighting unless you actively pursue them. Next, whenever a PvP seems imminent, all involved groups will temporarily pause until we can figure out a way around this problem on this OOC thead. Finally, even if you run into another group, everyone will continue posting on their own IC threads. I'll simply be copying and synthesizing much of what other groups are doing onto your thread.

So now, the IC/OOC Threads (If anyone hasn't found them already):

Group One (Of Havens and Empires):
Emperor Ing, MikelaC1, Starsign, Ridai
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253620) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253596)
Group Two (Of Gods and Royalty):
Toska Moriarty, HPBoy111, Metroid33, Infernally Clay, Maugan Ra, Vael
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253622) OOC Thread (www.giantitp.com/forums/showthread.php?t=253597)
Group Three (We're on a Boat)
tarrmarr, MasonDon, Xerinous, TwoHeadedBoy, SketchPanic
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253624) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253599)
Group Four (Beyond Good and Evil)
cardea, greenpotato, aluroon
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253626) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253600)
Group Five (A Solitary Road)
Chambers
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253628) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253601)
Group Six (Of Darkness and Demons)
doko239, AShadowofLife, meemaas, THEChanger, matamane
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253630) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253602)
Group Seven (Team Awesome)
Silphael, Strainseir, Lionheart
IC Thread (http://www.giantitp.com/forums/showthread.php?t=253631) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253604)
Group Eight (A New Sort of Adventure)
RadicalTurnip, Dramiscius, DeusMortuusEst, Zarthrax
IC Thread (www.giantitp.com/forums/showthread.php?t=253632) OOC Thread (http://www.giantitp.com/forums/showthread.php?t=253608)

Let's do this. :smallbiggrin:

MasonDon
2012-08-23, 08:10 PM
Starting a petition to change our group's name to Gold Team Rules.

Realms of Chaos
2012-08-23, 08:12 PM
If you get the approval of your team, by all means. I just put in the first name that sprung to my head (especially as I didn't want anything too close to team awesome). :smalltongue:

Cardea: Since your PM box is full, I'll allow you to get a very old one with the template or an ancient one without it. Hope you see this.

Maugan Ra
2012-08-23, 08:52 PM
Yay, game time! *bounces around like a hyperactive child*

Ahem. Sorry about that. Mature, yes, that was the idea...

Incidently, Realms, you are utterly insane. Eight games at the same time, possibly interwoven? Madness. Brilliant madness. Love you for it anyway, in a totally platonic fashion.

Starsign
2012-08-23, 08:55 PM
Yeah, here's just hoping he doesn't burn himself out...

Realms of Chaos
2012-08-23, 09:51 PM
I'm not going to burn myself out. Just make sure that you guys don't either. I'm aware the most campaigns move a bit faster than the daily post I've set but I'm trying not to work myself into a frenzy and to give those with odd posting hours a chance to react before new stuff happens. I may speed up and put extra posts for the purpose of stupid non-rolls and essentially insubstantial stuff (making you wait 3 days to cross a hallway that requires 3 skill traps would be pretty nightmarish, for example).

Starsign
2012-08-23, 09:56 PM
I'm not going to burn myself out. Just make sure that you guys don't either. I'm aware the most campaigns move a bit faster than the daily post I've set but I'm trying not to work myself into a frenzy and to give those with odd posting hours a chance to react before new stuff happens. I may speed up and put extra posts for the purpose of stupid non-rolls and essentially insubstantial stuff (making you wait 3 days to cross a hallway that requires 3 skill traps would be pretty nightmarish, for example).

Don't worry, I won't be burning out. With a game such as this kicking off, I'm going to do my best that my group stays afloat. :smallwink:

meemaas
2012-08-23, 10:38 PM
I'm not going to burn myself out. Just make sure that you guys don't either. I'm aware the most campaigns move a bit faster than the daily post I've set but I'm trying not to work myself into a frenzy and to give those with odd posting hours a chance to react before new stuff happens. I may speed up and put extra posts for the purpose of stupid non-rolls and essentially insubstantial stuff (making you wait 3 days to cross a hallway that requires 3 skill traps would be pretty nightmarish, for example).

I'm going to warn you right now. Some days i may come home burnt out from work, and hardly find the energy to post hardly anything. This is one of those days, and i'm going to bed right now. I apologize if i end up holding the game up by doing so, but a man can't deny his body the greatly needed sleep it deserves.

Realms of Chaos
2012-08-23, 11:02 PM
Nah, it shouldn't cause any great holdup. I'm trying to give everyone about 24 hours to respond (maybe a little more or little less on some days) and unless you're in the middle of a big conversation, things should move along relatively smoothly (and even in that type of situation, don't force yourself). :smalltongue:

Chambers
2012-08-24, 12:19 PM
I posted in the IC & OOC threads but got server errors each time. The posts are there but it probably won't register in your subscription.

Edit: And yet again!

RadicalTurnip
2012-08-25, 09:26 PM
Well, that got cool fast. I told myself I wouldn't read any of the other threads...

But I REALLY want to now!

Toska Moriarty
2012-08-26, 01:08 AM
Well, that got cool fast. I told myself I wouldn't read any of the other threads...

But I REALLY want to now!

Hey, I've managed to resist thus-far. Despite that, I subconsciously assume any unexplained problems are just omens that the Purple Dragon Empire is invading.

Realms of Chaos
2012-08-28, 02:39 PM
As combat looks imminent for several groups in the near future, I wanted to bring back up the combat system that we'll be using, summarized from the OP of the recruitment thread:

In high/epic levels, combat on PbP becomes something of a nightmare. So many people have access to immediate actions and contingent effects and the like (monsters and PCs alike) that each round drags on forever as we wait for everything to resolve (which takes even longer if everyone is posting in initiative order). To somewhat standardize this delay, I am splitting each round of combat into an action step and reaction step as listed below:

Action Step: After reaction step of one round ends, players have around a day to post their actions for the next round. You need not post in initiative order but your actions will occur in initiative order. Do not worry if your action is effectively nullified by someone else's in this way. The reaction round gives you a chance to fix this type of bug. At the end of that time, I will put together a tentative course of combat that involves all of these actions occurring in initiative order in bullet-point format, specifically high-lighting characters who can still decide or change their original actions in the next step. If you donít post your actions during this round, you are treated as delaying (but see the reaction round).

Reaction Step: During the following day or so after an action step, anyone may use their immediate actions, make decisions for contingent effects, and perform other actions that you didnít or couldnít declare before. If you missed your action during the first 24 hours, you can post it now, though it will occur at the end of the initiative order. If an action someone took in the action step step made your own impossible since the time of your posting (such as if you declare a melee attack against a creature who walks away before you could make the attack or who dies before the attack it made), you may similarly revise the action to work or change to a new one. Other than in these two scenarios, however, none of your original actions can be changed. At the end of this stage, the final results for that round will be posted.

If everyone involved in an encounter posts in the OOC that they wish to skip the reaction step for a round (or if it seems entirely unimportant for a group in a given round), we might skip straight through this step. If everything goes faster than expected in a group, I may speed things up as well if I have the time.

If something about the above doesn't make sense to you, don't be afraid to ask questions.

AmberVael
2012-08-28, 02:44 PM
A big thing that I want to make clear about the Queen's actions before anything else goes down- as of the current moment, she is not calling down her blasts anywhere that she can sense an intelligent being (and she does have true seeing and mindsight 100ft, so it seems a safe bet that she'd notice). She's not hurting anyone right now, even if she IS throwing around giant annihilating columns.

Realms of Chaos
2012-08-28, 02:49 PM
Vael: Understood. :smallsmile:

Starsign
2012-08-28, 02:58 PM
Nothing I see confusing about these rules. Of course then again I'm not exactly one who can do much so I probably won't be making too much use of the Reaction Step :smalltongue:

I am a little worried about Wero and his half-dozen companions, but I think he knows how to organize everyone well so it isn't a nightmare for our group. :smallwink:

Maugan Ra
2012-08-28, 03:07 PM
Those combat rules look understandable enough. And I'm most likely to make quite a bit of use out of the reaction step, due to evasive repositioning and warp world.

Actually, on that note, for Evasive Repositioning (the Unmatched Dervish ability), I just want to double check. Say someone shoots Erika with a bow, or perhaps with a Ray effect spell. As I read it, I can use the Repositioning move to shift five or ten foot to the left and be utterly untouched by the attack. Is that correct?

(I appreciate the limiting factor is I only get so much move per encounter, but since it's one of my primary defensive abilities, it seems wise to clarify this in advance)

Emperor Ing
2012-08-28, 03:20 PM
Seems reasonable enough, though I won't know any questions I might have until its put into practice.

MikelaC1
2012-08-28, 06:10 PM
Celestica is another one who likely wont be making much use of the Reaction phase unless people kill her target.

greenpotato
2012-08-28, 06:29 PM
Ditto, I don't think I have any immediate action stuff at all.. *racks brain*

RadicalTurnip
2012-08-28, 09:57 PM
Those combat rules look understandable enough. And I'm most likely to make quite a bit of use out of the reaction step, due to evasive repositioning and warp world.

Actually, on that note, for Evasive Repositioning (the Unmatched Dervish ability), I just want to double check. Say someone shoots Erika with a bow, or perhaps with a Ray effect spell. As I read it, I can use the Repositioning move to shift five or ten foot to the left and be utterly untouched by the attack. Is that correct?

(I appreciate the limiting factor is I only get so much move per encounter, but since it's one of my primary defensive abilities, it seems wise to clarify this in advance)


"If this movement is made in response to an attack or area spell or effect, the unmatched dervish remains utterly untouched if this movement takes his or her out of the attackerís reach (if a melee attack), out of the attackerís range or path of attack (if a ranged attack) or beyond the area of the effect."

I understood that to mean that you have to move out of the range of the attack, although it does say "Path". I assumed "Path" was for cones and lines and that sort of thing. But yes, clarification is a good idea =P

Realms of Chaos
2012-08-28, 10:01 PM
Actually, I believe that "range" was specified for ray effects with maximum ranges, though I suppose that sidestepping makes a lot more sense. So, yeah, basically unlimited ranged attack evasion (seems fair what with the sheer number of people who have unlimited deflection).

Strainseir
2012-08-29, 06:23 PM
I thought immediate actions were just swift actions that can be used outside your turn which uses up the swift action of the next turn.

Maugan Ra
2012-08-29, 09:08 PM
Actually, I believe that "range" was specified for ray effects with maximum ranges, though I suppose that sidestepping makes a lot more sense. So, yeah, basically unlimited ranged attack evasion (seems fair what with the sheer number of people who have unlimited deflection).

Ah, cool.

Also, I have a sneaking suspicion I might have just met another party. I am judging this based on the fact that I can see a small group of unusual and distinctive looking indviduals united by a common purpose hanging around speaking to plot-important NPCs :smalltongue: