DracoDei
2013-12-14, 04:36 PM
The request:
Spheniscine recommended me to you to be introduced to a table-top RPG. I am new to role-playing and am a furry looking for a place to express his "horror" side freely. Do you have an ideas?
I can probably help you to one extent or another.
There are "play by post" games on these boards.
The key to them working is that everybody keeps up with them regularly rather than treating them casually. In other words, check them at least once a day if there is even a small possibility you will be needed, and tell people if you are going to be unavailable and for how long. Truthfully, most games fall apart rather rapidly due to this, but I don't want to be bothered with you if YOU can't avoid being "the weak link".
Do you need to play as a furry? If so, tell me about your character. Species? Size? How animal like are their abilities? Can they see in very dim lighting? Is their sense of smell more like a dog's than a humans?
Are they heroic and powerful enough that you think they could work out in a fantasy adventure setting? If not, I can easily fix that.
Define "horror side" more please?
I apologize for not replying for I have been busy with work recently. I understand and would like to give it a try. This is a brief explanation of my character.
Species: Phantom (Spirit) Lion; Bipedal
Height: 6'
Abilities: Ghost Powers (Invisibility, Intangibility, Possession; short amount of time: 10-30 seconds), Moderate Enhanced Senses (dimlight some)
Alignment: Anti-hero (Good alignment, yet devious personality.)
*Ghost abilities consume energy. Purposely given short duration for balance.
I would be pleased with a darker tone with some gore. If the atmosphere is around a horror-type movie setting or contains such creatures, it would be perfect. :smallbiggrin:
The first round of questions
Do you need to float through the air, or is drifting/walking along the ground sufficient? In other words do you HAVE to fly while incorporeal?
Do you bite and/or claw?
ANSWERED!
The starting place. (http://www.giantitp.com/forums/showpost.php?p=4532654&postcount=7)
Silence's "Ghostfolk" entry in the "We the People" Monster Competition XXIII. I have sent him a private message telling him about this thread.
The product so far:
Ghost-lion Racial Traits (incorporeal(but see below))
* No strength score, as they are incorporeal.
* Incorporeal
* Humanoid
* Size: Medium
* Ghostlion land speed is 30ft. Ghostlions can not fly, and their own movement acts as if they had weight in all cases, including sinking/swimming in liquids and taking damage from falling. Despite this, they exert no pressure on solid objects. Thus they would not set off a pressure plate, can hang from the most frayed of ropes (or even a horizontal thread, although it would cut their paws badly), etc. Despite this, their interaction with creatures, is as per an incorporeal creature, and this overrides the previous rule, thus, for instance, they can not bull-rush or be bull-rushed by corporeal creatures, can move through enemies freely, and vice versa.
* Automatic Language: Common
* Favored Class: Sorcerer
* Level Adjustment: +2
Ghostlion Racial Traits (Corporeal)
* -4 strength, as they have a difficult time manipulating objects.
*-2 to attacks and any skill check involving manipulating objects other than you, such as swim, use rope, or climb.
* Natural Weapons: A ghost-lion has a primary bite attack dealing 1d6 plus strength modifier damage, and two secondary claw attacks, each dealing 1d4 plus one half of their strength modifier damage.
* Humanoid
* Size: Medium
* Ghostlion land speed is 30ft.
* Automatic Language: Common
* Favored Class: Sorcerer
* Level Adjustment: +2
* Deflection bonus to their AC equal to their wisdom modifier
* +4 to all hide and move silently checks due to their semi-corporeality.
* (ex.) Incorporeal shifting: Ghostlions can shift closer to the material plane, and back into their own through will. It takes 10 minutes of concentration, during which they can be preforming no other actions, and if interrupted, they must succeed in a concentration check (15+damage dealt, or 15 if no damage was dealt) to ignore the interruption and continue. When in their own realm, they are considered incorporeal, but when back in the material realm, they become corporeal, mostly. When they shift, they can bring up to 10 pounds of objects with them, and they also become incorporeal, and when they shift back, so do the objects.
Age, Height, and Weight
Adulthood: 40 years
Simple Classes: +1d8
Moderate Classes: +2d12
Complex Classes: +4d12
Height: (6'0" in this case)
Weight: 115 + 3d6(lbs)
Middle Age: 100
Old Age: 150
Venerable: 200
Maximum Age: +10d6
Ghost-lion feats
Fast shifting
Some Ghost-lion have practiced shifting to the point that they can speed up the process, making it faster and easier.
Prerequisites: Improved shifting.
Effect: The amount of time that it takes you to shift is cut to one minute.
Fast shifting (improved)
Some Ghost-lion have practiced shifting to the point that they can speed up the process, making it faster and easier.
Prerequisites: Improved shifting. Fast shifting. HD 3 or over.
Effect: The amount of time that it takes you to shift is cut to one full round action (or complex action, for those Frenchies out there [inside joke; move along, this isn't the sentence you're looking for]).
Fast shifting (Greater)
Some Ghost-lion have practiced shifting to the point that they can speed up the process, making it faster and easier.
Prerequisites: Improved shifting. Fast shifting (improved). HD 7 or over.
Effect: The amount of time that it takes you to shift is cut to one standard action.
Improved item carrying
Some Ghost-lion have practiced shifting to the point that they can carry more items with them when they shift.
Prerequisites: Improved shifting.
Effect: You can carry 2 times as much weight in items as you normally could.
Special:This feat can be taken multiple times, up to three.. You round up to the nearest whole number. The first time you take it, the the limit is increased to 20, then to 40.
Improved shifting
Some Ghost-lion have practiced shifting to the point that they can manifest themselves better on the material plane..
Prerequisites: Incorpreal shifting.
Effect: Your racial -2 to attacks and skills involving manipulating objects other than you is void. That effect is removed.
Creature shifting
Through the mastery of the magical forces that comprise you, you have found a way to shift creatures.
Prerequisites: Improved shifting and improved item carrying.
Effect: You can bring one creature with you when you shift up to a total HD equal to your own. These creatures must be willing. When you shift with a creature, each HD it has adds one minute to the amount of time it takes to shift. When you shift back, so does the creature.
Special: If you have Fast Shifting, the extra time is cut to one round per HD. If you have Fast Shifting (improved), it is cut to an extra full round action, regardless of the HD. If you have Fast Shifting (Greater), the total time it takes you to shift becomes one full round action, regardless of HD.
Ghostfolk/Ghost-lion items
Ectoplasm
Ectoplasm is created by random residue of spells, and regularly pops up on the Ghostfolk's demiplane.
To find ectoplasm you have to search the plane. For a 24 hour search, roll one search check. Take the result, and subtract 25. Take half that number (rounding down), and if, positive, is how many units of ectoplasm you've found.
Ectoplasm behaves like water, except that each clump it tied to itself, and draws towards its counterparts.
A clump of ectoplasm is about the same size as your fist, and can't be seen or sensed by anyone except a Ghost-lion/Ghostfolk, or someone that a Ghostfolk/Ghost-lion has shifted. It looks like mist.
Many Ghostfolk/Ghost-lion items are made out of ectoplasm. They are as follows:
Ring of shifting
This ring allows those not able to shift between planes to do so like a Ghostfolk/Ghost-lion twice a day.
Faint enchantment; CL 8th; Forge Ring, creator must be Ghostfolk, Dimension Door; Price 10,500 gp. 500 units of ectoplasm needed. Consumed when made.
Ring of improved shifting
This ring only effects Ghostfolk/Ghost-lion, or those wearing a ring of shifting. It improved shifting, as a feat, to it's wearer.
Faint enchantment; CL 7th; Forge Ring, creator must be Ghostfolk/Ghost-lion, Dimension Door; Price 4,000 gp. 200 units of ectoplasm needed. Consumed when made.
Ring of fast shifting
This ring only effects Ghostfolk/Ghost-lion, or those wearing a ring of shifting. It grants fast shifting to it's wearer. If the wearer already has that feat, then it grants fast shifting (improved), and if they already have that one, then it grants fast shifting (greater). If they already have fast shifting (greater), then this ring has no effect.
Faint enchantment; CL 7th; Forge Ring, creator must be Ghostfolk or Ghost-lion, Dimension Door; Price 4,000 gp. 200 units of ectoplasm needed. Consumed when made.
Ring of shifting carrying
This ring only effects Ghostfolk and Ghost-lions, or those wearing a ring of shifting. It grants improved item carrying as a feat, and if the wearer already has that feat, it grants improved creature carrying. If they already have that feat, then it has no effect.
Faint enchantment; CL 7th; Forge Ring, creator must be Ghostfolk or Ghost-lion, Dimension Door; Price 4,000 gp. 200 units of ectoplasm needed. Consumed when made.
Knowledge check
DC 15 arcana or planes
You know that this creature is a Ghost-lion. They are connected to both the material plane, and another that runs adjacent to it.
DC 20 arcana or planes
You know that this creature is a Ghost-lion. They have the ability to shift between the material plane and another, effectively making him incorpreal.
DC 30 arcana or planes
You know this creature is a Ghost-lion. You also recall their history, and how they were created, and all other aspects about them.
Spheniscine recommended me to you to be introduced to a table-top RPG. I am new to role-playing and am a furry looking for a place to express his "horror" side freely. Do you have an ideas?
I can probably help you to one extent or another.
There are "play by post" games on these boards.
The key to them working is that everybody keeps up with them regularly rather than treating them casually. In other words, check them at least once a day if there is even a small possibility you will be needed, and tell people if you are going to be unavailable and for how long. Truthfully, most games fall apart rather rapidly due to this, but I don't want to be bothered with you if YOU can't avoid being "the weak link".
Do you need to play as a furry? If so, tell me about your character. Species? Size? How animal like are their abilities? Can they see in very dim lighting? Is their sense of smell more like a dog's than a humans?
Are they heroic and powerful enough that you think they could work out in a fantasy adventure setting? If not, I can easily fix that.
Define "horror side" more please?
I apologize for not replying for I have been busy with work recently. I understand and would like to give it a try. This is a brief explanation of my character.
Species: Phantom (Spirit) Lion; Bipedal
Height: 6'
Abilities: Ghost Powers (Invisibility, Intangibility, Possession; short amount of time: 10-30 seconds), Moderate Enhanced Senses (dimlight some)
Alignment: Anti-hero (Good alignment, yet devious personality.)
*Ghost abilities consume energy. Purposely given short duration for balance.
I would be pleased with a darker tone with some gore. If the atmosphere is around a horror-type movie setting or contains such creatures, it would be perfect. :smallbiggrin:
The first round of questions
Do you need to float through the air, or is drifting/walking along the ground sufficient? In other words do you HAVE to fly while incorporeal?
Do you bite and/or claw?
ANSWERED!
The starting place. (http://www.giantitp.com/forums/showpost.php?p=4532654&postcount=7)
Silence's "Ghostfolk" entry in the "We the People" Monster Competition XXIII. I have sent him a private message telling him about this thread.
The product so far:
Ghost-lion Racial Traits (incorporeal(but see below))
* No strength score, as they are incorporeal.
* Incorporeal
* Humanoid
* Size: Medium
* Ghostlion land speed is 30ft. Ghostlions can not fly, and their own movement acts as if they had weight in all cases, including sinking/swimming in liquids and taking damage from falling. Despite this, they exert no pressure on solid objects. Thus they would not set off a pressure plate, can hang from the most frayed of ropes (or even a horizontal thread, although it would cut their paws badly), etc. Despite this, their interaction with creatures, is as per an incorporeal creature, and this overrides the previous rule, thus, for instance, they can not bull-rush or be bull-rushed by corporeal creatures, can move through enemies freely, and vice versa.
* Automatic Language: Common
* Favored Class: Sorcerer
* Level Adjustment: +2
Ghostlion Racial Traits (Corporeal)
* -4 strength, as they have a difficult time manipulating objects.
*-2 to attacks and any skill check involving manipulating objects other than you, such as swim, use rope, or climb.
* Natural Weapons: A ghost-lion has a primary bite attack dealing 1d6 plus strength modifier damage, and two secondary claw attacks, each dealing 1d4 plus one half of their strength modifier damage.
* Humanoid
* Size: Medium
* Ghostlion land speed is 30ft.
* Automatic Language: Common
* Favored Class: Sorcerer
* Level Adjustment: +2
* Deflection bonus to their AC equal to their wisdom modifier
* +4 to all hide and move silently checks due to their semi-corporeality.
* (ex.) Incorporeal shifting: Ghostlions can shift closer to the material plane, and back into their own through will. It takes 10 minutes of concentration, during which they can be preforming no other actions, and if interrupted, they must succeed in a concentration check (15+damage dealt, or 15 if no damage was dealt) to ignore the interruption and continue. When in their own realm, they are considered incorporeal, but when back in the material realm, they become corporeal, mostly. When they shift, they can bring up to 10 pounds of objects with them, and they also become incorporeal, and when they shift back, so do the objects.
Age, Height, and Weight
Adulthood: 40 years
Simple Classes: +1d8
Moderate Classes: +2d12
Complex Classes: +4d12
Height: (6'0" in this case)
Weight: 115 + 3d6(lbs)
Middle Age: 100
Old Age: 150
Venerable: 200
Maximum Age: +10d6
Ghost-lion feats
Fast shifting
Some Ghost-lion have practiced shifting to the point that they can speed up the process, making it faster and easier.
Prerequisites: Improved shifting.
Effect: The amount of time that it takes you to shift is cut to one minute.
Fast shifting (improved)
Some Ghost-lion have practiced shifting to the point that they can speed up the process, making it faster and easier.
Prerequisites: Improved shifting. Fast shifting. HD 3 or over.
Effect: The amount of time that it takes you to shift is cut to one full round action (or complex action, for those Frenchies out there [inside joke; move along, this isn't the sentence you're looking for]).
Fast shifting (Greater)
Some Ghost-lion have practiced shifting to the point that they can speed up the process, making it faster and easier.
Prerequisites: Improved shifting. Fast shifting (improved). HD 7 or over.
Effect: The amount of time that it takes you to shift is cut to one standard action.
Improved item carrying
Some Ghost-lion have practiced shifting to the point that they can carry more items with them when they shift.
Prerequisites: Improved shifting.
Effect: You can carry 2 times as much weight in items as you normally could.
Special:This feat can be taken multiple times, up to three.. You round up to the nearest whole number. The first time you take it, the the limit is increased to 20, then to 40.
Improved shifting
Some Ghost-lion have practiced shifting to the point that they can manifest themselves better on the material plane..
Prerequisites: Incorpreal shifting.
Effect: Your racial -2 to attacks and skills involving manipulating objects other than you is void. That effect is removed.
Creature shifting
Through the mastery of the magical forces that comprise you, you have found a way to shift creatures.
Prerequisites: Improved shifting and improved item carrying.
Effect: You can bring one creature with you when you shift up to a total HD equal to your own. These creatures must be willing. When you shift with a creature, each HD it has adds one minute to the amount of time it takes to shift. When you shift back, so does the creature.
Special: If you have Fast Shifting, the extra time is cut to one round per HD. If you have Fast Shifting (improved), it is cut to an extra full round action, regardless of the HD. If you have Fast Shifting (Greater), the total time it takes you to shift becomes one full round action, regardless of HD.
Ghostfolk/Ghost-lion items
Ectoplasm
Ectoplasm is created by random residue of spells, and regularly pops up on the Ghostfolk's demiplane.
To find ectoplasm you have to search the plane. For a 24 hour search, roll one search check. Take the result, and subtract 25. Take half that number (rounding down), and if, positive, is how many units of ectoplasm you've found.
Ectoplasm behaves like water, except that each clump it tied to itself, and draws towards its counterparts.
A clump of ectoplasm is about the same size as your fist, and can't be seen or sensed by anyone except a Ghost-lion/Ghostfolk, or someone that a Ghostfolk/Ghost-lion has shifted. It looks like mist.
Many Ghostfolk/Ghost-lion items are made out of ectoplasm. They are as follows:
Ring of shifting
This ring allows those not able to shift between planes to do so like a Ghostfolk/Ghost-lion twice a day.
Faint enchantment; CL 8th; Forge Ring, creator must be Ghostfolk, Dimension Door; Price 10,500 gp. 500 units of ectoplasm needed. Consumed when made.
Ring of improved shifting
This ring only effects Ghostfolk/Ghost-lion, or those wearing a ring of shifting. It improved shifting, as a feat, to it's wearer.
Faint enchantment; CL 7th; Forge Ring, creator must be Ghostfolk/Ghost-lion, Dimension Door; Price 4,000 gp. 200 units of ectoplasm needed. Consumed when made.
Ring of fast shifting
This ring only effects Ghostfolk/Ghost-lion, or those wearing a ring of shifting. It grants fast shifting to it's wearer. If the wearer already has that feat, then it grants fast shifting (improved), and if they already have that one, then it grants fast shifting (greater). If they already have fast shifting (greater), then this ring has no effect.
Faint enchantment; CL 7th; Forge Ring, creator must be Ghostfolk or Ghost-lion, Dimension Door; Price 4,000 gp. 200 units of ectoplasm needed. Consumed when made.
Ring of shifting carrying
This ring only effects Ghostfolk and Ghost-lions, or those wearing a ring of shifting. It grants improved item carrying as a feat, and if the wearer already has that feat, it grants improved creature carrying. If they already have that feat, then it has no effect.
Faint enchantment; CL 7th; Forge Ring, creator must be Ghostfolk or Ghost-lion, Dimension Door; Price 4,000 gp. 200 units of ectoplasm needed. Consumed when made.
Knowledge check
DC 15 arcana or planes
You know that this creature is a Ghost-lion. They are connected to both the material plane, and another that runs adjacent to it.
DC 20 arcana or planes
You know that this creature is a Ghost-lion. They have the ability to shift between the material plane and another, effectively making him incorpreal.
DC 30 arcana or planes
You know this creature is a Ghost-lion. You also recall their history, and how they were created, and all other aspects about them.