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  1. - Top - End - #1
    Titan in the Playground
     
    BelGareth's Avatar

    Join Date
    Nov 2008
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    Default Counterweight [OOC]

    Counterweight[OOC]


    IC

    Character Creation
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    System: 3.5
    Player Count: 5-6
    Style of Play: combat-RP
    Allowed Content: Pretty much anything, I'm pretty open to content (see below for more info)



    Character Creation:
    • Backstory: Skirt Length, plus a pic (for map tool)
    • Experience: Top of 50th
    • Wealth: 32,000,000 gp
    • Ability Scores: 28 point buy
    • Hitpoints/Health: Roll every level
    • Alignment: In play, but I'm morally gray so I can be flexible.

    Other Notes:

    Houserules
    Spoiler
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    Open ended rolls (attacks and saves)
    If you roll a 1, you roll again and -20 to the result.
    If you roll a 20, you roll again and +20 to the result.
    You keep on rolling if you roll another 1 or 20.

    Extended Deaths door
    Your character dies at negative HP's equal to 1 + his level. (-51 for this game)

    Time Stop Spell Resistance
    Spell resistance applies to any spell you cast while in Time stop that would effect a creature after the Time stop. If you fail to penetrate the Spell resistance, the creature is pulled into your time stream and your Time stop turns into a Time start. (it ends)

    No double down
    No stat can be applied as a bonus to the same secondary stat(Ac, saves, HP's, etc...) more than once.

    Immunities no more
    Immunities are no longer a flat immunity, instead they grant an untyped bonus to your saves based on your level vs anything of your immunity.
    If the immunity is for an energy type, it grants you an enhanced version of resistance based on your level, which does not stack with resistances.
    (See table)

    Custom Items
    Custom items are fine, the 150% price for additional effects is in play. No new items with new spells.

    Misc
    • Gate can work on the same plane as the Royals Royce of traveling.
    • Force effects pretty much stop anything.
    • retroactive skill points
    • 1 flaw
    • 2 traits
    • Fractional saves/BAB
    • Psionic-Magic Transparency
    • No leadership
    • No crafting XP
    • No LA buy-off



    And the ban hammer cometh
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    • Gramarie - sorry this is not a Magitech game
    • Epic Spellcasting
    • Ozodrin
    • Evolutionist
    • Chosen PRC



    Tables, Tables, Tables!
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    Main Table (Save bonuses, BAB, etc)
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    {table=head]Level|Energy Immunities|Save bonus|BAB bonus|Generic Immunities|WBL
    21|105|+0|+1|+10|975000
    22|110|+1|+2|+11|1200000
    23|115|+1|+2|+11|1500000
    24|120|+2|+3|+12|1800000
    25|125|+2|+3|+12|2100000
    26|130|+3|+4|+13|2500000
    27|135|+3|+4|+13|2900000
    28|140|+4|+5|+14|3300000
    29|145|+4|+5|+14|3800000
    30|150|+5|+6|+15|4300000
    31|155|+5|+6|+15|4900000
    32|160|+6|+7|+16|5600000
    33|165|+6|+7|+16|6300000
    34|170|+7|+8|+17|7000000
    35|175|+7|+8|+17|7900000
    36|180|+8|+9|+18|8800000
    37|185|+8|+9|+18|9900000
    38|190|+9|+10|+19|11000000
    39|195|+9|+10|+19|12300000
    40|200|+10|+11|+20|13600000
    41|205|+10|+11|+20|13800000
    42|210|+11|+12|+21|16600000
    43|215|+11|+12|+21|18300000
    44|220|+12|+13|+22|20000000
    45|225|+12|+13|+22|21700000
    46|230|+13|+14|+23|23600000
    47|235|+13|+14|+23|25500000
    48|240|+14|+15|+24|27600000
    49|245|+14|+15|+24|29700000
    50|250|+15|+15|+25|32000000
    [/table]

    Weapon/Armor/shield costs
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    {table=head]Weapon enhancements|cost|Armor Enhancement|Cost
    +1|2000|+1|1000
    +2|8000|+2|4000
    +3|18000|+3|9000
    +4|32000|+4|16000
    +5|50000|+5|25000
    +6|72000|+6|36000
    +7|98000|+7|49000
    +8|128000|+8|64000
    +9|162000|+9|81000
    +10|200000|+10|100000
    +11|278000|+11|139000
    +12|396000|+12|198000
    +13|554000|+13|277000
    +14|752000|+14|376000
    +15|990000|+15|495000
    +16|1268000|+16|634000
    +17|1586000|+17|793000
    +18|1944000|+18|972000
    +19|2342000|+19|1171000
    +20|2780000|+20|1390000
    +21|3258000|+21|1809000
    +22|4136000|+22|2428000
    +23|5414000|+23|3247000
    +24|7092000|+24|4266000
    +25|9170000|+25|5485000
    +26|11648000|+26|6904000
    +27|14526000|+27|8523000
    +28|17804000|+28|10342000
    +29|21482000|+29|12361000
    +30|25560000|+30|14580000
    ||+31|18799000
    ||+32|25018000
    [/table]

    Amulet of Natural armor/Rings of Pro
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    {table=head]Bonus|Cost
    +1|2000
    +2|8000
    +3|18000
    +4|32000
    +5|50000
    +6|108000
    +7|206000
    +8|344000
    +9|522000
    +10|740000
    +11|1358000
    +12|2376000
    +13|3794000
    +14|5612000
    +15|7830000
    +16|14048000
    +17|24266000
    [/table]

    Cloak/Vest of Resistance
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    {table=head]Bonus|Cost
    +1|1000
    +2|4000
    +3|9000
    +4|16000
    +5|25000
    +6|54000
    +7|103000
    +8|172000
    +9|261000
    +10|370000
    +11|679000
    +12|1188000
    +13|1897000
    +14|2806000
    +15|3915000
    +16|7024000
    +17|12133000
    +18|19242000
    +19|28351000
    [/table]

    Stat Items
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    {table=head]Bonus|Cost
    +2|4000
    +4|16000
    +6|36000
    +8|640000
    +10|1000000
    +12|1440000
    +14|19600000
    +16|25600000
    [/table]

    Amulet of Mighty Fists
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    {table=head]Bonus|Cost
    +1|6000
    +2|24000
    +3|54000
    +4|96000
    +5|150000
    +6|324000
    +7|618000
    +8|1032000
    +9|1566000
    +10|2220000
    +11|4074000
    +12|7128000
    +13|11382000
    +14|16836000
    +15|23490000
    [/table]

    Tomes
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    {table=head]Bonus|Cost
    +1|27500
    +2|55000
    +3|82500
    +4|110000
    +5|137500
    +6|412500
    +7|687500
    +8|962500
    +9|1237500
    +10|1512500
    +11|4262500
    +12|7012500
    +13|9762500
    +14|12512500
    [/table]

    Belt of Magnificence
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    {table=head]Bonus|Cost
    +2|34000
    +4|136000
    +6|306000
    +8|5440000
    +10|8500000
    +12|12240000[/table]





    Application list


    Notes (READ)
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    This game will be starting in about a month or so, I have a current project I need to finish, and then a vacation to handle. Afterwhich, this will be engaged full gear. I have a steady post rate, and can drop of the boards occasionally, but I always come back, there are players who can attest to that. So no hard date right now.

    A note on power/numbers: You should have an AC of 10+your to hit mod. Aim for that and I'll be happy. If you can't hit yourself, well thats an issue.

    If you got this far, you get a cookie, put this line somewhere on your sheet: Chosen of Belgareth
    I'm serious, *shrugs shoulders* or not, whatever, you can do what you like.


    P.s I'm going to sleep now....'zzzzzzz'


    {table=head]Player|Character|Color
    greenpotato|Ahuasauriv Uskgix , the Hag of Hunswood (Ahu)|
    Psymple|Chaos Knight|
    Reozul|Sindil|
    The Shadowmind|Flux|
    Zarthrax|Aurin|
    THEChanger|Captain Kieran O'Bryan|
    ben-zayb|Traumgeist|
    [/table]

    Please choose color and feel free to talk about tactics, ways of killing each other and balancing out stats and items, feel free to edit your char too.

    The Calibration will be sometime next week, so bring your A game peeps!
    Last edited by BelGareth; 2013-08-06 at 09:18 PM.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
    Threat, Timer, Treat
    Discord

  2. - Top - End - #2
    Titan in the Playground
     
    BelGareth's Avatar

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    Default Re: Counterweight [OOC]

    Characters

    Quote Originally Posted by THEChanger View Post
    This is a repost, but I found a picture, so I figured I'd just bring it back, along with editting it to this new-fangled template people are using.

    Captain Kieran O'Bryan
    Master of the Unnamed Ship, Cartographer of Reality, King of the Planar Seas
    Appearance:
    Spoiler
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    Abilities:
    • Captains the Unnamed Ship, a plane-hopping ship of unparalleled power.
    • Wields arcane power and master of his own body.
    • Commands a crew of vicious swashbucklers and scallywags.
    • Possesses the divine spark of travel, rendering him almost invulnerable.
    • Is master of his own destiny, and of the destinies of others, making others feel the wrath meant for him.
    • The most handsome human in the whole of the Great Wheel, as rated by a council of planar princesses and the ruler of the Court of Stars(may or may not be true).


    Spoiler
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    Crunch Information
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    Level Layout: Sorcerer5/Unarmed Swordsage5/Jade Phoenix Mage10/Shadow Hand-Adapted Martial Sacred Fist10/Auran Pirate10/Illustrious One10
    With the Chosen of Journeys Epic Destinty

    Casting as a Level 24 Sorcerer.
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    Spells Known:
    0: Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
    1: Shield, Blood Wind, Grease, Enlarge Person, Unseen Servant
    2: Mirror Image, Glitterdust, Invisibility, Baleful Transportation, Wraithstrike
    3: Nondetection, Detect Ship, Haste, Repair Serious Damage
    4: Detect Scrying, Bestow Curse, Repair Critical Damage, Assay Spell Resistance
    5: Wall of Force, Greater Blink, Mage's Private Sanctum, Dream
    6: Greater Anticipate Teleport, Greater Dispel Magic, True Seeing
    7: Greater Arcane Sight, Etheral Jaunt, Control Weather
    8: Mind Blank, Moment of Prescience, Antipathy
    9: Mage's Disjunction, Foresight, Time Stop


    Initiator Level 40
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    Maneuvers Known:
    Flashing Sun
    Drain Vitality
    Moment of Perfect Mind
    Mountain Hammer
    Action Before Thought
    Clinging Shadow Strike
    Shadow Jaunt
    Mind Over Body
    Strength Draining Strike
    Obscuring Shadow Veil
    Assassin's Stance
    Divine Surge
    Tide of Chaos
    Rallying Strike
    Castigating Strike
    Greater Divine Surge
    Five-Shadow Creeping Ice Enveration Strike
    Mountain Tombstone Strike
    Shadow Blink
    Ancient Mountain Hammer
    Giant's Stance
    Death in the Dark
    Mystic Strike
    Strike of Black Fire
    Time Stands Still
    Avalanche of Blades
    Hydra Slaying Strike
    Enervating Shadow Strike
    One With Shadow

    Maneuvers Readied:
    Moment of Perfect Mind
    Action Before Thought
    Mind Over Body
    Strength Draining Strike
    Tide of Chaos
    Castigating Strike
    Ancient Mountain Hammer
    Enervating Shadow Strike
    One With Shadow
    Rallying Strike
    Shadow Blink
    Time Stands Still
    Mountain Tombstone Strike
    Strike of Black Fire
    Five-Shadow Creeping Ice Enveration Strike

    Stances Known:
    Island of Blades
    Aura of Chaos(Initiated)
    Balance On Sky
    Ghostly Defense
    Mystic Protection Stance(Initiated)


    Captain Kieran is a highly mobile combatant. Most of his power comes from his Initiating. With Signature Move, he can unleash a continous barrage of debilitating strikes. He is also backed up by some spellcasting, which provide him with a myriad of combat buffs. He also has some incredibly powerful active defenses from the Illustrious One PrC-two of the biggest being Divine Rank 6, and Karmic Backlash, which makes any being that uses a spell, power, invocation, spell/psi-like, maneuver, or supernatural ability take the same effect.
    Kieran is also a master Captain, in command of the Unnamed Ship, a vessel of legendary power. He has a Leadership score of 70, but commands only a small crew of elite followers. His Cohort is his First Mate(to be decided on by BelGareth), has an ECL of 40, and Kieran is also attended by a 25 HD Bronze Dragon. While his crew normally remains with the Unnamed Ship, in any combat aboard the Unnamed Ship, they could prove invaluable.



    Backstory:
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    The Legends of Kieran O’Bryan

    It was said that long ago, there was a man who sailed the oceans of the world. He was master of his ship, and he was skilled both in magic and in combat. His fist was sharper than any sword, and no man could strike him. The man gathered gold from every kingdom, and his hoard was said to rival that of the mightiest dragons. His ship had sails black as night, and his flag was a bloody raven. It was said that his ship was blessed with the power of wind and freedom, and could travel between worlds. He was the greatest pirate who ever lived, and they called him the Black Raven Captain. But his first mate, a powerful Rakshasa sorcerer, grew jealous, and sowed mutiny amongst his crew. Not wanting anyone to have control of his ship but him, the Black Raven Captain lit his ship aflame, and sunk it to the bottom of the ocean, along with all his treasure. The Rakshasa cursed his captain, causing his soul to never find peace. But it is said the ship with the bloody raven flag still lies beneath the waves, waiting for its captain to return.

    It was said that long ago, there was a man who wandered the land. He was skilled in both combat and magic, and he fought injustice and deception where he found it. His greatest rival was a mighty Rakshasa sorcerer, who ruled a mighty kingdom with illusions and trickery. The man had hair black as coal, and his eyes burned with an emerald green fire. The man gathered thirteen disciples to him, who fought against the Rakshasa and his forces. The fourteen men sealed the Rakshasa deep within the earth, and the master of them all sacrificed himself to finish the seal. The other thirteen made a pact to never cease in their vigil, and took their name from the emerald green fire their master wielded. And by the will of the Black Raven, the Jade Phoenix Mages were formed.

    It was said that long ago there was a scholar, whose hair was dark as night and whose eyes burned with the desire to know. The scholar learned of the ancient words of power, of the tongue of angels, the speech of devils, and the moaning of the elements themselves. He was the first to set the words down in writing, and he gave the power of magic to the runes. To each was given a different power, but highest among them all were the words of the wind and air. To them was given the power of freedom, and it was this power the scholar coveted more than anything. But try as he might, the scholar could not claim the power for himself. The scholar spent his entire life working to take the power of the wind, but he died without claiming it. But he wrote his knowledge on a mighty stone, in hopes that another would find a way.

    It was said that long ago there was a man who wanted to sail over the edge of the world. A skilled navigator, he had already sailed to every port and island, and wanted to find a new place. But as he was sailing, his ship was caught in a mighty storm, and it crashed upon a reef. The man woke upon an island he had never seen before, and before him was a ship with no name. It was carved with runes of an old and forgotten tongue, and he climbed aboard. And the ship whispered to him of its power, of the old magics woven into its hull and mast. All it required was his command, and it would take him wherever he wanted to go. So the man took his knife, and carved the ancient runes into his hands, to bind the ship to him. Upon one he carved the rune of the great captain who first built the ship, and on the other, the rune of the evil spirit whose power was bound to the ship. And life was breathed into the ship, and the man sailed to the edge of the world, and beyond, into the stars themselves.

    It was said that long ago, a man searched for meaning. First he looked for meaning in learning magic, but he found no true answers there. Then he looked to skill with a blade, but he found no truth there either. The man tried to perfect his body, but did not find truth. He tried to perfect his mind, but found no truth. He explored the far reaches of the world, but he found no truth…
    UNTIL, he came across another man, who was also seeking the truth, and sat underneath a tall, gnarled tree. One man who sought to find truth, and one man who wished truth to come to him. The two sat for a very long time, and spoke at great length. The wanderer shared the stories of his travels, of his studies, of all the great and mighty things which he had seen. The one who sat beneath the tree spoke of the march of the ants, of the passing of the seasons, of the growth of mountains and the whispers of the wind, of all the small and tiny things which he had seen. The two deliberated at great length, but neither could say who was closer to the truth. So the wanderer left the man by the tree, and promised to return with more stories of the world, and beyond. And he who sat promised to wait there for the wanderer’s return, and they would talk more. It is said the man sits there still, and that the wanderer still seeks truth in the world. It is also said that when the wanderer has seen all there is to see, and returns to the man at the tree, the truth will be found and the world will end.

    But people say a lot of things. Who am I to say which are true, and which are just stories?


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    The Unnamed Ship

    The Unnamed Ship, when not attuned to a captain, appears to be a non-magical and derelict greatship (Stormwrak Pg. 100). The sails are rotted through; there are great holes in the sides, and dust and cobwebs lie everywhere. In its dormant state, the Unnamed Ship cannot move by wind or oar, though something strong enough could conceivably pull it.
    The wheel, however, is inscribed with runes in Auran, Aquan, Celestial, and Infernal, in glowing gold. The inscriptions each say the same thing: “Freedom”. If a person with the Great Captain feat, or who has 23 ranks in Profession: Sailor and either Knowledge: Geography or Knowledge: The Planes takes hold of the wheel and speaks the word in any of those languages, they attune to the Unnamed Ship and become its captain (if the speaker does not possess the requirements to attune, it instead intrinsically understands the requirements and knows the position of the nearest creature who meets them on the same plane). The Unnamed Ship immediately becomes fully repaired, and takes on an appearance according to the new captain’s tastes. No one but the attuned captain can command the ship without his permission, and the ship is antagonistic towards those who board without the captain’s permission. While no overt mechanical effects can be discerned, luck tends to work against uninvited guests and stowaways.

    The Unnamed Ship is a planar ship, designed to explore the outmost reaches of the Great Wheel. The ship is surrounded by a planar bubble effect, keyed to the home plane of its current captain. In addition, three times per day the Unnamed Ship can produce a Gate effect which is large enough to encompass the entire ship. The entire ship is also under a constant Prestidigitation effect, which cleans the ship and keeps it at a comfortable temperature. In addition, the inside of the ship is larger than the outside, under an effect similar to a Mage’s Magnificent Mansion spell. There is always room for the entire crew (though not necessarily comfortable room), the galley is always fully stocked (though not always of high quality food). The ship grows to accommodate new people and new loot. Those who sleep in the Unnamed Ship gain the same benefits as sleeping in a Magic Bedroll (those who sleep in the bunks are under the effect of an Endure Elements spell, and eight hours of rest heals an extra hit point per character level).

    The Unnamed Ship possesses twelve light bombards, two heavy bombards, and two firespouts. The weaponry can operate without a crew, and never runs out of ammo, though it takes twice as long to reload without a crew.

    Finally, the Unnamed Ship and its captain are bound together on a very deep level. If the ship is under attack, the captain is automatically made aware of it. In addition, the captain and the Unnamed Ship are able to share their power. They each may use any of the following stats of the other, if advantageous:
    -AC
    -Saving Throw Modifiers
    -Attack Bonus
    Any beneficial spell, spell-like ability, supernatural ability, psionic power, psi-like ability, or similar effect which affects one is duplicated on the other, under the same restrictions as the Share Spells ability of the Sorcerer’s Familiar.

    As an Auran Pirate, Kieran has made further modifications to the ship via the Runes he has knowledge of, as listed below.
    -When Kieran is not using your ship, he may spend ten minutes contentrating on Yalfah. At the end of those ten minutes, the ship fades away, remaining in a pocket dimension and following him spiritually. At any other location at any time after that, he may spend ten minutes to re-summon his ship to his current location. At any time, a crew member may grasp the ship's wheel and concentrate on Yalfah, and be able to speak to him telepathically. He may not summon his ship into a place where it would either not fit or not be able to sail.
    -He can fly the ship at 350 ft. per round with perfect maneuverability, and may take advantage of the Flyby Attack and Improved Flyby Attack feats. Finally, it may make turns during a ramming attempt.
    -He never run out of cannonballs, and the damage dealt by them counts as force damage. Further, all cannons gain a +2 to their attack roll to hit targets. Finally, when the ship physically rams objects, any damage that it itself would take as a result of the ram is halved.
    -It gains 5 hardness and 5 AC. Creatures on board gain a +2 natural armor bonus to AC. The ship seems to be protected by a repulsion effect (DC 20) to any creature who tries to board it without permission.
    -All friendly creatures on board gain a +5 bonus to resist disease and poison, and the ship is invulnerable to all natural and damaging situations, such as wood rot or barnacles getting stuck to the hull. Friendly creatures on the deck of your ship gain a +5 on saves against harmful weather, and ignore all effects of ordinary rain.
    -He may name any location or person and the ship will cast discern location on it, and then begin sailing to get as close to the location you specified as possible. He do not receive the result of this spell, only the ship does. Even the most rudimentary protection against divinations will fool this spell.
    -At will, he may surround your ship with a permanent Obscuring Mist effect stretching out to 1 mile away from the ship. Any friendly creatures standing in the ship can see through the mist, but other creatures cannot.
    -All creatures who board the ship must make a DC 20 will save or be under the effects of a charm person spell with regards to Kieran In addition, all who watch the ship while it is sailing must make a DC 10 will save or be fascinated that round.
    -Any creature who sees the ship witnesses a horrifying sight, a ship out of nightmares, with bloodstained wood and rotted sails. They must make a DC 15 will save or take a -3 morale penalty to all rolls.
    -The ships interior is twice as big as it should be. Many rooms appear which wouldn't normally be seen on a ship, some of which seem to have no purpose. In addition, the interior is kept spotless, as if someone was constantly using prestidigitation to clean it, and food does not spoil while belowdecks on the ship.
    Quote Originally Posted by Zarthrax View Post
    Aurin, Scion of the First

    I've finished up the skills right now, but honestly? I'm rather set in terms of items as is. I can make some shadowcrafted stuff to change my numbers if necessary, but really, I'm kinda happy with the lack of Christmas Tree effect.

    Appearance
    Spoiler
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    If you make it to the middle of the miles of darkness surrounding him, and into the thirty feet radius of the black that surrounds him, and were you actually able to see, you would see a small child with an expression of adult bemusement on his face. His ruined eyes see nothing, but he still pushes his dark hair our of his eyes in a practiced manner.


    Background
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    The lore of Pelor states that In The Beginning, There Was Light.

    This is false.

    In the beginning, there was a vast and endless darkness. With the shriek of a mortal wound, light spilled forth from it and started the various things that made life.

    The dark did not like this.

    In retaliation, the dark would steal bits and bobs and make them its own. For every elf, a drow. For every dwarf, a duergar. For every gnome, a kobold. Some of these would create gods for themselves, but the dark cared not for this. It wasn't about antagonism or jealousy.

    It was about balance.

    For every one of the varigated sentients that sprung from the land, the dark created their reflection, and things were good. The dark was pleased at its splendor.

    Then the LeShay returned.

    The immortal arrogance of their planar 'restructuring' infuriated the dark to no end. They sought to take from it all the things that cast reflections into it and leave only dark versions of themselves!

    The dark searched for a solution, and it found one.

    A small, ruined human child, one who had never seen the light, cast from its mother's arms and its father's house for its 'imperfections'.

    The dark knew what to do.

    It sent the dark reflection of the child's mother out to collect him, and brought him back to it.

    There, nurtured for years by the darkness, the child grew powerful in the magics of the dark, stolen from it long ago by challenger gods.

    Finally, the Weapon of the Dark was ready.
    Quote Originally Posted by The Shadowmind View Post
    Flux

    Appearance
    Spoiler
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    Reposting the sheets:
    Quick look sheet: myth-weaver for easy number display:
    http://www.myth-weavers.com/sheetvie...sheetid=534011

    Google Doc sheet: for all the math and abilities:
    Flux

    Since everyone else is doing it:
    Abilities:
    Able to redirect attack to self, in order to prevent damage to others.
    Able to reflect many spells back on the attacker.
    Countless number of ability options to select each day/encounter.


    Might add more later, but this should do.
    Story
    Quote Originally Posted by Re'ozul View Post



    Appearance:
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    Backstory:
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    Flowers are such fragile things. Most races disregard them entirely for any use other than decoration. Some acknowledge the thorns that can adorn them and a few more find ways to siphon their components into poisons and perfumes.
    But to us petals, flowers are so much more. Not surprising, as we are born of them. Like the dryad, we are one with an integral part of nature, defined by it and living with it. We rarely wander far from whatever glade or flowerbed we are created from. We are content in simply living without goal, enjoying the very presence of life. Even our few means of defending ourselves are so sickeningly sweet that it hurts to think about them. We sing songs. No really, we sing songs to put enemies to sleep. Our protection is temporary at best and incredibly useless at worst. Luckily, I have other options available. I still put those that would harm me to sleep, put said sleep is rather more permanent and of a metaphorical nature.

    My name is Sindil, and among my own kind I am known as 'The Broken'.

    It is a funny name, considering that I have none of the limitations that others of my kind posess. I am free to move wherever I want and my power dwarfs that of virtually any fey that I know. Which leads me to my involvement in this current debacle.

    But let me start at the beginning. As with many stories of beings that somehow became entirely different from their own kind, "A wizard did it." is very apt in describing my creation. Though it was a warlock in my case. I'm still not sure what he had hoped to create when he infused and combined the birth-flowers in my eventual birth-glade. The only thing I was told and could piece together was that he was unsatisfied with the breadth of his own abilities and hoped to create a living focus that he could combine into himself to widen the thaumathurgic resonance bands ... he wanted more versatility in his powers.

    Somehow though, he missed the point in time that he would have had to harvest me and so I was born from the very abomination he created. Overall this didn't make me hated or distrusted among my kind, the others aren't even really capable of those emotions. But sooner or later I caught myself questioning a lot of things, something the others also don't do. We also aren't taught that we can't generally leave far from out birthplace, so everyone was rather surprised when I started exploring, leaving for days at a time, only to come back and having to explain to the others that 'No, I wasn't dead or a ghost'. Ultimately their imbecilic nature became too much for me and I left.

    Thats when I noticed that being very small and wielding lots of power and spells was something that could easily be spun to your advantage. Lots of people trusted you far easier if you looked 'cute' by their definition. It also meant people didn't really trust you to be powerful, but that could be easily fixed. Being hard to make out and not looking out to become a great icon also helps in building a reputation.

    After a while though, you see very little that is totally new though. Sure, other casters of the arcane can be fun to talk to and travel with, but most of them sooner or later feel threatened by a tiny little thing that can outperform them, especially if most of its repertoire makes things go boom. Really, I wish the warlock had had less of a fixation on that particular field of spells.

    Ultimately, my interest fell more and more in line with my own kind, Fun. Unfortunately, fun for me meant wreak destruction upon things for the most part. I found myself on the sidelines of many great wars, usually curtailing my own impulses to protection forests and nature at large from undue wideining of battlefields or exploitation by other forces. It even got me a name among most humanoid races, "Force of Nature". A pun on my favour for spells based around the strange non-integral energy that most arcanists have dubbed force. It came so far that even summer and winter court decided I was not worth the trouble and stopped interfering with me.

    So, now I am regarded by many as the big power among the beings of nature and balance. The thing that will break you if you mess with those concepts too much. And through some manipulation I even managed to push the image that I am unbound fey, that I report to none other of my kind. I like that part, thumbing my nose at the courts.

    And here come the LeShay, destroying entire planes of existance and exerting so much power its sickening to even think about it. And the worst part, while their very nature should exclude them from being classified in a system that was designed for beings of this universe, the imbecilic beings that found them first decided that they are fey. So now not only do they threaten everything I hold dear. They also threaten the reputation I have built. I have heard whispers that maybe the unseen force was a scout for the LeShay, that it was simply part of them and only unbound in the same way they are. The LeShay are usurping my 'name'. That will not stand. Oh sure, I will fight them simply because they threaten my very existance, but once I'm done with that I will teach them to not, even only by association, take away someone's hard-earned fame.
    Quote Originally Posted by Psymple View Post
    Epic template - Steals! (Imitation is the most sincere form of Flattery!)

    Also remember that the "To the Last" Feat from Legendary Dread requires 20 levels in the class to take. :)

    Chaos Knight , The Many Horsemen of the Apocalypse
    Unstoppable Juggernaut of Chaos


    Abilities:
    • Calling forth a fiery duplicate of themselves to fight by their side.
    • Calling forth more temporary duplicates of themselves.
    • Fateless and Unaligned.
    • Can rise to continue fighting multiple times.
    • Call the Apocalypse.
    • Embed savage hooks in his enemies.
    • Consume the souls of those he kills.


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    Crunch:
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    LA+2/Monstrous HD 4/Crusader 1/War Blade 2/Masked Daemon 10/Thrall of Demigorgon 4/Deava 10/Legendary Dreadnaught 14/Master of the Nine 3
    with the Oni no Kamen epic destiny

    The Chaos Knight will mostly be rolling as a front line bruise brother with his fiery duplicate, his manoeuvres in army of one allow each to create temporary duplicates of themselves each turn and twice a day each of them can make two full actions in a single turn allowing there to be a considerable number of Chaos Knights on the field.

    Despite his lack of magic; the arsenal of weapons carried, the variety of manoeuvres and the sheer number of actions they are capable each turn should give him a diversity and punch required to keep up with the mages.


    Fluff:
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    Background:

    It is said that all books containing knowledge on the Chaos Knight have become unreadable: that speaking his name aloud can strike a person dumb and attempting to write it down have even more dire consequences.

    His history has literally been ripped from the tapestry of time and his fate no longer visible to even the gods. Occasionally the Chaos Knight will share part of his story with a creature, these tit bits and scraps of knowledge are all that is know about him and small circles of druids and clerics who chose to embrace Chaos and teach it are the only source of information on this mysterious force.

    They speak of a truly ancient creature, once just a humble creature of the forest, whom made a deal with a dragon to extend his life. Then in his ancient and decaying draconian form he made a deal with Demigorgon to extend his life further.
    It is said that the Chaos Knight speaks of Demigorgon, his teacher, as a father and that these centuries in his life, despite rotting his mind truly into insanity, taught him that through chaos life is equal.
    Demigorgon used the knight as a weapon, spreading chaos so to weaken his opponents, confuse them and hide his true motives and despite his horrifically evil nature the Chaos Knight often saw good happen due to this chaotic side of his master.
    Eventually the Chaos Knight grew in power where he was able to escape his masters bond and through his devotion to Chaos he truly transcended to a new form of existence: the Chaos Knight became a force of nature and unstoppable Avatar of chaotic energy.

    Very little is known about how the Chaos Knight was able to become as powerful as he did but what is known is that he consumes the souls of those he kills. Inside him he traps them where they are forced to observe life through his eyes until they become as twisted and warped as he did serving Demigorgon. If the Chaos Knight should fall in combat another of the souls simply take their turn controlling the Avatar of Chaos and he rises again to continue fighting. Some of the most elaborate stories speak of the Chaos Knight releasing souls to create duplicates of himself in the heat of combat and one such story claims that he has even been able to create a permanent duplicate of himself out of elemental fire.

    ---

    The Chaos Knight has not heard of what has happened, he has not been told and no divine insight draws him to this gathering of superpowers: he merely arrives at just the right time and takes his place in the proceedings.

    Two identical Daemonic-Draconian-Centaurs in full battle gear, around them a sea of other identical knights phase between illusions and physical states. The most striking feature of these Knights is their armour, each one them is covered from head to toe in the most robust and heavy armour imaginable but the true striking feature of this armour is the faces that warp and swim across its surface screaming and clawing at their faces in agony.

    Personality:
    The Chaos Knight has a great sea of souls inside him, each of them scream as they lay trapped inside his mind and body.
    His mind is fractured yet his dedication to his task is resolute. He will strike down all that stand in his way and believes that nothing is great enough to stand in the way of his horsemen.
    Appearance:
    A huge Centaur covered from head to toe in thick black armour: its edges glowing red hot and its surface swimming with screaming faces. His face covered in a grim skeletal mask seemingly made of bone. Protruding from the armour is a huge reptilian tail and red leathery wings.


    Quote Originally Posted by greenpotato View Post
    Consolidating submission as the deadline approaches:

    Ahuasauriv Uskgix , the Hag of Hunswood
    Venerable sorceress and servant of law.
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    Ahu with her familiar, Kothar. Crashing a party.


    Abilities:
    • Summon hordes of moronic devils to do her bidding
    • Transform into creatures of imagination that have never existed
    • Curse the fairest of Princesses
    • Resist physical attack and rise from the dead
    • Crash royal parties
    • Hurl bolts of [Evil] fire at her foes
    • reduce enemies saves and attack rolls with a passive aura


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    Crunch:
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    Ahu: Binder 1 (ToM p9)/ Battle Sorcerer 4 / Anima Mage 10 (ToM p50/ Factotum 1 (Dungeonscape p14)/ Master Transmogrofist 10 (CA p51)/ Warshifter 3 (CW p90)/ Epic Hero 3 / True Archmage 5 / Legendary Dreadnought 13

    Kothar: 2.25 Racial HD / Factotum 2(Dungeonscape p14) / Marshal 11 / Dragon Shaman 11 / Epic Hero 3 / Legendary Dreadnought 8 / Incantitrix 9

    with the True Genius epic destiny

    With a good chunk of levels in legendary dread Ahuasauriv should be pretty hard to kill. She is mostly about single target save or die/sucks that have the [Evil] descriptor and has a rather limited spell list apart from that; "No time stop, no contingency!?"

    Option two is to roll up her sleeves and get stuck into melee using polymorph and her master transmogrofist levels in conjunction with the True archmage's uncapping of spell levels to turn into something big and mean like a great wyrm dragon. She should have a solid damage output that combined with her hard to kill nature will make her a good backup for a parties front line melee.

    Note that while Kothar has incantitrix levels he mostly uses it for the co-operative metamagic feature, sitting on Ahu's shoulder and bolstering her spellcasting. I think this is a great mechanic for a familiar to have and when it is combined with his other passive auras and party buffs he is a great force multiplier for the entire party.

    Also, Ahu has a cohort but no followers.


    Fluff:
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    Background:

    To the imagination of a humanoid a dark cool forest is a place of fairy tales and monsters and both spring in abundance from the shadows of Hunswood, a forest of pines skirting the foothills and valleys of an unremarkable mountain.
    The villages and towns around Hunswood are populated by simple farm folk, people who have lived with the forest at their door for all of their lives and are very much aware of the dangers that can lurk in it's shadows.
    One cautionary tale told to the children of these villagers to scare into them dangers of the wood is that of the Hag of Hunswood, a foul old woman who steals children and eats them to power her evil magic. Most of the parents that tell their children this tale believe that the hag is about as real as any other myth or fairy tale, that it is simply a story that was told to them by their mothers and fathers to warn them and they tell it now to their children with the self same purpose.
    Unbeknownst to everyone that tells the stories is that they hold a kernel of truth, the woman called the Hag of Hunswood is very much real, very much alive and has been for hundreds of years.
    Called "witch" and "hag" and "crone" the woman that dwells within the heart of the Hunswood was named Ahuasauriv Uskgix many centuries ago and has lurked in the shadows of the forest for generations of men. She was once a promising young sorceress who turned her arcane talent to evil, making dark pacts and secret deals with abominable beasts and unknowable forces from beyond the very stars. Her arcane talents made her a powerful warrior and so she fought many battles for the cause that she beleived in becoming a great champion of law and order fighitng alongside many other such heroes. Her arcane power was a terrible thing to behold, she could fell even the mightiest warrior with a single evil word and at the height of her power it was said she could not be killed by any mortal creature.
    But it all fell apart with some long forgotten conflict when Ahuasauriv's unshakably stubborn adherence to the law caused the deaths of her closest companions with a single decision, people she had been on grand adventures with for most of her life snuffed out by her choice and her mistake.
    The usually callous Ahuasauriv was shaken to the core and fled from the world, shutting herself away in the dark shadows of Hunswood, shunning responsibility and hiding from the consequences of her actions.
    Now the coming conflict with the chaotic and spiteful Le'Shay has her returning from exile to champion law and order once again, a little rusty from her self imposed exile but hopefully up to the task.....

    *Secret:
    No one knows that Ahuasauriv maintains her youth by stealing the life force of other living creatures in a ritual performed once every full moon.

    Personality:
    Ahuasauriv is stubborn, sensitive, callous and trustworthy. Ritualism and faith make up a large part of her history so she has great respect for clerics and holy men even if she does not agree with their views. She despises chaos and lawless beings even more than she hates those without faith. Shes lived alone in the Hunswood for the past 200 years so shes a bit out of the loop in terms of current politics as well as being rusty at social interactions.

    Appearance:
    A tall thin human woman dressed in heavy robes of some course fabric dyed crudely to near black. She wears a black wimple with two horn like protrusions. Despite her plain garb the woman holds her unattractive, angular featured head as high and proud as any pompous nobleman.
    She carries a metal staff with a wide glass orb set in its elegant bladed head.



    Quote Originally Posted by ben-zayb View Post
    TRAUMGEIST
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    Abilitiesmany of these are just fancy descriptions to describe familiar effects
    • Negation of reality-warping spells including (but not limited to):
      • ones conjuring creature, objects, raw energy, to or from any distance
      • ones manipulating and channeling latent magical energies
      • ones altering the normal flow of time
      • ones altering properties of matter
    • Phase in and out of material existence at will
    • Tear the fabric of space to travel anywhere
    • Send someone to his own private dimension
    • Trapping and torturing someone's mind outside the bounds of reality
    • Replicate spells that are recently witnessed

    Role
    • Utility/Toolbox: with spells, skills, and class features
    • Melee Support (as debuffer): with debilitating melee-triggered status/penalties


    Crunch
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    Level 50 LE Male Fire Elf Factotum 20/ Domain Wizard 1/ Spellblade Elite 10/ Psion 3/ Mind Mage 10/ True Archmage 4/ Epic Hero 2
    Str 28, Dex 32, Con 34, Wis 50, Int 50, Cha 28
    HP 877/877; DR 40/epic silver; SR 86
    AC 86, Touch 49, Flat-footed 75; Saves Fort +48, Ref +47, Will +56
    Initiative +24; Speed 60ft. Land, 180ft. Perfect Flight
    Skills 53 Ranks All, take 20 Bluff, Disguise, Spellcraft, Sleight of Hand; Skill Tricks All

    Wizard Spells (crap-ton due to VoP/Domain Wizard/Elf Generalist benefits)
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    1: Nerveskitter; Scholar's Touch; Improvisation(epic feat); Ray of Enfeeblement; Ray of Clumsiness; Tripping Hand; Rot of Ages; Shocking Grasp; Shock & Awe; Scramble True Position; Hail of Stone; Disguise Self; True Casting; True Strike; SM 1; Silent Image
    2: Alter Self; Cr. Magic Tattoo; Glitterdust; Heroics; Dimension Hop; Suppress Magic; Insight of Good Fortune; Misdirection; Chain of Eyes; Gust of Wind; Invisibility; Wracking Touch; Earthen Grasp; Combust; Scourge of Force; Quick Potion
    3: Alter Fortune; Explosive Runes; Spellcaster's Bane; Blade Of Pain And Fear; Dispel Magic; Evil Glare; Slow; Adoration of the Frightful; Ferocity of Sanguine Rage; Nondetection; Major Image; Sonorous Hum; Unicorn Arrow; Displacement
    4: Assay Spell Resistance; Polymorph; Phantasmal Killer; Celerity; Detect Scrying; Dimensional Anchor; Orb of Force; Firestride; Firestride Exhalation; Ray Deflection; Forceward; Impressing Field; Ruin Delver's Fortune; Indomitability; Voice of the Dragon
    5: Dragonsight; Draconic Polymorph; Fabricate; Dimension Door, Greater; Blink, Greater; False Vision; Wall of Force; Shadow Evocation; Gelid Blood; Telepathy Block
    6: Dispel Magic, Greater; Ghorus Toth's Magnetism; Heroism, Greater; Contingency; Geas; Anticipate Teleportation, Greater; Shuffle; Telepathic Bond, Interplanar; Mislead
    7: Arcane Spellsurge; Rebuke, Final; Invisibility, Mass; Body Outside Body (epic feat), Forcecage; Ethereal Jaunt; Limited Wish; Arcane Sight, Greater; Awaken Undead
    8: Dimensional Lock; Maddening Scream; Discern Location; Maze; Moment of Prescience; Polymorph Any Object; Prying Eyes, Greater; Trap the Soul; Scintillating Pattern
    9: Disjunction; Crushing Hand; Instant Refuge; Foresight; Time Stop; Undermaster; Mindrape; Perinarch, Planar; Shapechange; Shades; Replicate Casting; Reaving Dispel; Wish

    Factotum Spells
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    1: Cure Light Wounds; Entangle
    2: Barkskin; Augury
    3: Deeper Darkness; Haste
    4: Death Ward; Restoration; Minor Creation
    5: Major Creation; Wall of Stone; Break Enchantment
    6: Heal; Find the Path; Analyze Dweomer

    Telepath Powers
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    1: Prescience, Off.; Precognition, Off.; Precognition, Defensive; Synchronicity; Control Light; Vigor; Eidetic Lock
    2: Share Pain; Control Sound; Bestow Power
    3: Time Hop; Touchsight; Sense Danger; Glibness, Psionic
    4: Trace Teleport; Dominate, Psionic; Schism
    5: Mind Probe; Psychic Crush; Psychotic Break; Major Creation, Psionic
    6: Ethereal Abduction; Retrieve; Psychometry; Temporal Acceleration
    7: Energy Wave; Insanity; Divert Teleport
    8: Mind Seed; Bend Reality
    9: Mind Switch, True; Microcosm; Reality Revision; Stygian Conflagration; Timeless Body

    NOTE: If the Spell list is unacceptably wide, I'm open to reducing it further.


    Last edited by BelGareth; 2013-06-01 at 09:14 PM.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
    Threat, Timer, Treat
    Discord

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Dec 2009

    Default Re: Counterweight [OOC]

    Oh, you already posted our characters again.

    I will finish up Sindil's chosen of secrets spells as soon as I can get a feel on what we need. Mostly taking suggestion on buff spells that greatly benefit from being uncapped.

    Here are some I already suggested and comments I had for them:

    Spell - level - what it does (including bonuses I have)

    Fires of Purity (6) Buff 1d6+61 fire damage on melee, guaranteed half, non-reach enemies take the damage when they hit the buffed, (SR:Yes +106 bonus to break check)

    Electric Loop (2) - up to 16 target, all must form an uninterrupted line, 25d6 electric, guaranteed half (Downside: Reflex Half)
    Upside: Reflex is normally someones weakest save!

    Darkbolt (5) - 25 bolts, ranged touch, 2d8 damage + save vs daze for 1 rd. (a way to force a nat-1 on a save maybe)

    Moon Bolt (4) - 1 or 2 enemies within 15ft of each other. 20d4 Strenght damage. Fort Halve. minor ability versus undead
    Most things are probably going to be immune to Ability Dmg... :(
    Although Bel said immunities would be + to saves, not immunities, however... Fort is normally someones best save...


    Kelpstrand (2) - Grapple up to 16 targets without counting for it.

    Greater Magic Weapon - +12 bonus
    Magic Vestment - +12 bonus
    Honestly probably gonna be pretty useless, all VoP already get this free on every single weapon they have... Everyone whom doesn't have VoP should probably be buying something ...
    Actually... wait... VoP was altered so the +AC is Force not Ench bonus I think.. Which means Magic Vestement + VoP bonus to AC should now stack... lol... thats cheesy... but yeah...


    Conviction (1) - +10 Morale Bonus on saves
    Everyone loves Moral Bonuses

    Hail of stone (1) - 10ft burst (widenable) 50d4 untyped, no save, no SR (downside 1rd casting)

    Ray of clumsiness/enfeeblement (1) 1d6+25 str/dex penalty (SR check +95)

    Owl's insight (5) - +25 insight bonus to wisdom (1hour)
    Yowzah... People with Wis to AC/Wis to Knowledge Checks/Wis as their castings stat/Other gonna love this...

    Shield of warding (3) - +11 sacred bonus to AC and reflex (needs corporeal shield)

    Kelgore's Grave Mist (2) - 40ft spread, Instant fatigue in area (+95 vs SR)

    Amber Sarcophagus (7) - ranged touch. Target is encased and in stasis in cocoon. cocoon has 610hp, hardness 5. SR check +106
    Freedom of Movement (most our enemies should have it) will make this useless, perhaps a spell that does something similar but specifically states it is a force effect (pretty much unbreakable in this game) would be more suitable. This may or may not be the case due to the stasis part of the spell. Our DM said that the spell can be awesome in epic.

    EDIT: Oh right colors: Sindil will go with Purple, because screw it I've been using that for every character for a while now.
    Last edited by Re'ozul; 2013-06-01 at 01:36 PM.
    My first foray into homebrew: The Circuit Mage

      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

    Pudgy kitty needs more views

    Active Characters:
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    Bonehoarder - Necromantic Skeleton Shapeshifter
    Tahrven Millos - Arcane Hierophant
    Hordemaster Kordan - Ebon Initiate ... mostly
    Keldan Tamron - Trivoker
    Rooshkdor - Arrow Demon Archer
    Galen Medon - Batman?

  4. - Top - End - #4
    Orc in the Playground
     
    PirateWench

    Join Date
    Nov 2011
    Location
    Britain, Leeds
    Gender
    Male

    Default Re: Counterweight [OOC]

    *Waves*

    Hello, feel free to use Psy if you wanna shorten my name.
    CK ill use bold orange.

    So you all have cohorts, CK has an Ice Assassin dupe of himself so probably just as powerful (or more powerful) than a cohort.

    Actually wanted to ask a few questions about that: does Legendary Dreadnought "revive if he dies in combat" work on the Ice Assassin?
    And can it gain temporary hit points?

    Think that was all, but I am sure other discrepancies will probably pop up.

    ---

    I might still tweak a few feats on CK but otherwise I am pretty sure he is done! :)

    ---

    Also congrats on everyone who got their char accepted.

    ---

    Also pretty sure we worked out that Amber Sarcophagus trumped FoM! :)
    Last edited by Psymple; 2013-06-01 at 12:54 PM.

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Dec 2009

    Default Re: Counterweight [OOC]

    Question:

    Assuming a chosen spell came from a list of a casting class that uses a different ability score for casting and the spell refers to this score. Do we keep that ability score for spell-realted effects or make it the current classes' ability score.
    Basic examples: Do druid spells aquired via chosen of secrets keep effects related to wisdom or are they rewired for charisma?
    My first foray into homebrew: The Circuit Mage

      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

    Pudgy kitty needs more views

    Active Characters:
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    Bonehoarder - Necromantic Skeleton Shapeshifter
    Tahrven Millos - Arcane Hierophant
    Hordemaster Kordan - Ebon Initiate ... mostly
    Keldan Tamron - Trivoker
    Rooshkdor - Arrow Demon Archer
    Galen Medon - Batman?

  6. - Top - End - #6
    Bugbear in the Playground
     
    greenpotato's Avatar

    Join Date
    Apr 2012
    Location
    Australia

    Default Re: Counterweight [OOC]

    Ahu will speak in Purple

    As for the ways of killing each other:

    Offensive spelll:
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    Save or Die:
    With Improved Heightened and that epic spell capacity feat I can bump the DC of a Gutwrench to 101 while also giving a -17 penalty to fortitude saves by using on of my 2 29th level slots.
    Then theres fun stuff like twinned avasculates

    Energy Damage:
    A twinned, intensified corrupt fireball will do (474 Unholy and 474 Fire)*2
    (I didn't really optimize energy damage with admixture or anything)


    Poly:
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    A Raw offense poly would be something like a very old force dragon with the tentacle rakes of a moonbeast for an attack routine of:
    Claws: +120/+115/+110/+105/+120/+115/+110/+105 (4d6+63+d6)
    Bite +115 (4d8+40+d6)
    Wings +115/+115 (2d8+40+d6)
    Tail +115 (4d6+40+d6)
    Tentacles +115/+115/+115/+115/+115/+115/+115/+115/+115/+115 (12d6+40+d6)
    with 24d6 precision damage off each hit and each critical chaining another attack.
    Without Precision damage or crits avg damage vs an AC 120 target is 1190
    Last edited by greenpotato; 2013-06-07 at 11:17 PM.

  7. - Top - End - #7
    Ettin in the Playground
     
    PirateCaptain

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    material & internet plane
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    Default Re: Counterweight [OOC]

    TRAUMGEIST
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    Level 50 LE Male Fire Elf
    Str 28 (+9), Dex 32 (+11), Con 34 (+12), Wis 50 (+20), Int 50 (+20), Cha 28 (+9)
    HP 1519/877; DR 40/epic silver; SR 86; AC 86, Touch 49, Flat-footed 75; Saves Fort +48, Ref +47, Will +56
    Initiative +24; Speed 60ft. Land, 180ft. Perfect Flight
    Skills 53 Ranks All, take 20 Bluff, Disguise, Spellcraft, Sleight of Hand; Skill Tricks All
    Immunities Divination, Mind-Affecting, Energy Drain, Ability Damage, Ability Drain, Transmutation, Critical Hits, Fire, Cold, Sonic, Rays, Force, Death, Negative Energy, Poison, Paralysis, Stunning, Fear

    Party-Buff
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    Combat Readiness: +21 (CL/3) insight bonus to initiative
    Nerveskitter: +5 bonus to initiative
    Blood Wind: activated; 20ft. range melee natural weapon and unarmed attacks
    Blade of Blood: next weapon hit deals +3d6, negative level, and shaken effect
    Mountain Stance: +65 (CL) bonus on checks to resist forced physical movement effects (grapple, trip, bull rush, overrun, etc.)
    Create Magic Tattoo: +1 spellcaster level, +1 luck and +2 competence bonus to attack
    Forceward: 15ft. aura of force effect immunity
    Battle Hymn: 30ft. aura of 1 Will Save reroll/round
    Starmantle: DC15 Reflex Save to reduce magical weapon damage by half
    Heroism, Greater: +4 morale bonus to attack/saves/skill, +65 (CL) temp. HP, fear immunity
    Fires of Purity: +65 (CL) fire damage to attack and melee-range attackers, one-time negative level and shaken effect per target
    Telepathic Bond, Interplanar: long-range communication
    Invisibility, Superior: invisibility only detected by true seeing (CL check or save to beat?)
    Death Ward: immunity to death, negative energy effects, and energy drain


    Self-Buff
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    Mind Blank: immunity to divination, mind-affecting ability
    Freedom of Movement: immunity to movement restriction
    True Seeing: immunity to false visual perceptions
    Improvisationfeat: activated; +32 (CL/2) luck bonus to check, skill check, or attack
    Divine Insightfeat: activated; +65 (CL) insight bonus to skill check
    Spell Flower: each limb holds one touch spell
    Vigor: 325 (5CL) temp. HP
    Masochism: for every 10 damage taken, get +1 luck bonus to saves, skill check, and attacks
    Sadism: for every 10 damage dealt, get +1 luck bonus to saves, skill check, and attacks
    False Life: 1d10+65 (CL) temp. HP
    Aid: 1d8+65 (CL) temp. HP
    Vampiric Touchfeat: 32d6 (CL/2) temp. HP
    Bladeweave: Will DC85 or 1 round daze to one attacked enemy per round
    Death Armor: 1d4+65 (CL) damage to melee attacker, one-time negative level and shaken effect
    Mirror Image: 1d4+21 (CL/3) clone illusions
    Chain of Eyes: Use other allies' sight
    Shadow Mask: +4 saves vs light/Darkness spells, 50% chance to avoid gaze effects
    Primal Instinct: +5 competence bonus to initiative/Survival
    Spellcaster's Bane: +2 insight bonus to dispel/counter, know CL of spells cast within sight
    Forced Dream: return to previous rounds
    Sense Danger: bonus immediate standard action on surprise/first round
    Primal Senses: +5 competence bonus to Spot/Listen, uncanny dodge
    Divine Retaliationvia Emulate Class Feature: force weapon retaliates attacks for +90 attack, 1d6+30 force damage, and a one-time negative level & fear effect per target
    Schism: +1 mental standard action/round, CL 59 (65-6)
    Ray Deflection: ray attack immunities
    Acid Sheath: 130 (2CL) acid damage to melee attacker, one-time negative level and shaken effect
    Fire Shield: 1d6+65(CL) cold damage to melee attacker, one-time negative level and shaken effect; evasion for Fire attacks
    Telepathy Block: 80ft. blocks telepathy
    Blink, Greater: half-damage to non-ethereal-affecting area attacks
    Dimension Door, Greater: 1/round move action 25ft+160ft (CL/2) teleportation
    Dragonsight: 650ft. (10CL) Darkvision; 325ft. (5CL) Blindsense; half-penalties for Spot checks
    Shuffle: 1/round move action 160ft (CL/2) allies teleportation
    Arcane Spellsurge: reduce cast time, full-round->standard->swift
    Ethereal Jaunt: be in the ethereal plane
    Elemental Body: immunity to poison, stun, paralysis, and extra damage from crit/flank; bull-rush without AoO
    Arcane Sight: see magical aura/buffs
    Body Outside Body: 52 (4CL/5) Clones
    Mysterious Redirection: Will DC81 or 50% chance to deflect attacks
    Undermaster: use many "earth" spells 1/round as SLAs
    Foresight: never surprised of flat-footed
    Choose Destiny:feat 2d20b1 on attack, skill check, ability check, and saves


    SPELLS/POWERS
    Spoiler
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    Wizard total spells known: 112/112
    Spoiler
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    {TABLE=head]
    Slots/Spell Level (+1 Domain Slot per Spell Level)

    {TABLE=head]_0|_1|_2|_3|_4|_5|_6|_7|_8|_9|10|11|12|13|14|15|16 |17|18|19|20|21|22|23|24|25|26|27|28|29|30|31|32|3 3
    4|18|17|9|9|8|8|8|7|6|9|4|4|3|3|3|3|2|2|2|2|1|1|1| 0|0|0|1|1|1|1|1|1|2
    {colsp=34}via Arcane ManipulationLEoF feat: break down L24-26 Slots into 9 L1, 8 L2, and 5 L10 Slots[/TABLE][/TABLE]Level 0: Known(19/17); Slots(18+D) cast at will as Supernatural Abilities
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Ghost Sound|Hi Rp Tw|63|14th|0th|1/1|minor utility
    Light|Hi|63|21st|0th|1/1|minor utility
    No Light|Hi|63|21st|0th|1/1|minor utility
    Prestidigitation|Hi|63|21st|0th|1/1|minor utility
    [/table]
    Level 1: Known(19/17); Slots(18+D) cast at will as Supernatural Abilities
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Combat Readiness|||1st|1st|1/1|major mass buff (+21 insight to initiative!)
    Targeting Ray|Hi|63|22nd|1st|1/1|major mass buff (+21 insight to ranged attacks!)
    Nerveskitter|Ch|9|1st|1st|1/1|minor mass buff (+5 to initiative!)
    Blood Wind|Ch Ex|12|1st|1st|1/1|minor mass buff (20ft. range nat./unarmed)
    Arrow Mind|||1st|1st|1/1|minor buff "sideboard" (ranged perks)
    Improvisationfeat|Rp|9|1st|1st|1/1|major solo buff/utility (+32 luck to checks/etc.)
    Spell Flower|||1st|1st|1/1|minor mass buff (hold touch spells)
    True Casting|Rp|9|1st|1st|1/1|minor solo buff "sideboard" (+atk)
    True Strike|Rp|9|1st|1st|1/1|minor buff "sideboard"
    Dispel Magicfeat|Ch Hi Rp|63|46th|31st|1/1|major debuff (vs magic FX)
    Blade Of Blood|Ch FD FF Rp Tw|42|1st|1st|1/1|minor solo debuff (fell rider FX)
    Ray of Clumsiness|||1st|1st|1/1|minor solo debuff (dex penalty)
    Rot of Ages|Ex|3|1st|1st|1/1|minor solo debuff (sick/miss chance)
    Summon Monster I|||1st|1st|1/1|minor utility/debuff (flank)
    Disguise Self|||1st|1st|1/D|minor utility/buff
    Hoard Gullet|||1st|1st|1/1|minor solo utility (storage)
    Scholar's Touch|||1st|1st|1/1|minor solo utility
    Silent Image|||1st|1st|1/1|major utility
    Benign Transposition|Rp Tw|21|1st|1st|1/1|major offense/utility (attack trigger)
    Hail of Stone|FD FF Tw|24|1st|1st|1/1|major offense (untyped No Save/SR)
    [/table]
    Level 2: Known(23/12); Slots(17+D) cast at will as Supernatural Abilities
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Insight of Good Fortune|Ch Rp|18|2nd|2nd|1/1| major mass buff (reroll)
    Mountain Stance|||2nd|2nd|1/1| major mass buff (+65 to resist Trip, etc.)
    Create Magic Tattoo|||2nd|2nd|1/1| minor mass buff (assorted)
    Heroics|||2nd|2nd|1/1| minor mass buff (Fighter Feats)
    Quick Potion|Ch|9|2nd|2nd|1/1| minor mass buff (free CL65 potions)
    Alter Self|||2nd|2nd|1/1|major solo buff (gain Su)
    Masochism|||2nd|2nd|1/1| minor solo buff (assorted)
    Sadism|||2nd|2nd|1/1| minor solo buff (assorted)
    False Life|||2nd|2nd|1/1| minor solo buff (temp HP)
    Vampiric Touchfeat|FD FF Hi Tw|63|35th|22nd|1/1| minor solo buff (temp HP)
    Bladeweave|Hi|63|53th|32nd|1/1| major solo debuff (Will DC84 daze)
    Scale Weakening|||2nd|2nd|1/1| major solo debuff (-21 natural armor)
    Hideous Laughter(solo)|Hi|63|54th|33rd|1/1| major mass debuff (Will DC85 or do nothing)
    Hideous Laughter(group)|Ch Hi|63|51st|33rd|1/1| major mass debuff (Will DC82 or do nothing)
    Death Armor|FD FF Hi|63|19th|2nd|1/1| minor mass debuff (fell rider FX)
    Magical Backlash|Ch FD FF Rp Tw|63|10th|3rd|1/1| minor mass debuff (fell rider FX)
    Glitterdust|||2nd|2nd|1/1| minor debuff (-40 Hide)
    Chain of Eyes|Ch|9|2nd|2nd|1/1| minor utility (sight)
    Gust of Wind|||2nd|2nd|1/1| minor utility (vs. Fogs)
    Invisibility|||2nd|2nd|1/D| minor utility
    Shadow Mask|||2nd|2nd|1/1| minor solo utility (vs Gaze)
    Dimension Hop (solo)|Tw|12|2nd|2nd|1/1| major offense/utility (attack trigger)
    Dimension Hop (mass)|Ch Rc Rp Tw|36|2nd|2nd|1/1| major mass BFC (rearranger)
    Scourge of Force|FD Rp Tw Hi|63|42nd|30th|1/1| major mass offense (DC73?)
    Wracking Touch|FD FF Hi Tw|63|36th|23rd|1/1| major solo offense (SA trigger)[/table]
    Level 3: Known(7/11); Slots(9+D)
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Theller's Argauneau|Rp Tw|21|3rd|3rd|1/1|major utility
    Spellcaster's Bane|Pe|18|3rd|3rd|1/1|major buff (vs casters)
    Ferocity of Sanguine Rage|Pe|18|3rd|3rd|1/1|minor solo buff
    Alter Fortune|||3rd|3rd|1/1|major solo buff (reroll)
    Major Image|||3rd|3rd|2/D|minor utility
    Dimension Step|Rp Tw||3rd|10th||major mass BFC; spontaneous
    [/table]
    Level 4: Known(13/11); Slots(9+D)
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Polymorph|Ch Rc Pe|33|4th|4th|1/1|major mass buff (for BoB clones)
    Ray Deflection|Pe|18|4th|4th|1/1|major solo buff (vs Rays)
    Forceward|Pe|18|4th|4th|1/1|major solo buff (vs Force)
    Impressing Field|||4th|4th||major solo buff (vs any)
    Ruin Delver's Fortune|Pe Rp Tw|42|4th|4th|1/1|minor solo buff (saves, etc)
    Battle Hymn|Pe|18|4th|4th|1/1|major mass buff (rerolls)
    Dweomer of Transference|Ex|3|4th|4th|1/1|major utility
    Celerity|Rp Tw|21|4th|4th|1/1|major utility
    Detect Scrying|||4th|4th|1/1|minor utility
    Fire Stride|||4th|4th||major BFC;spontaneous
    Firestride Exhalation|||4th|4th||major BFC; spontaneous
    Dimensional Anchor|Rp|9|4th|4th|1/1|major mass BFC (no TP)
    Phantasmal Killer|||4th|4th||minor debuff
    [/table]
    Level 5: Known(10/11); Slots(8+D)
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Acid Sheath|Hi FD FF Pe|63|22nd|5th|1/1|minor debuff (fell rider FX)
    Fire Shield|Hi FD FF Pe|63|22nd|5th|1/1|minor debuff (fell rider FX)
    Dimension Door, Greater|Pe||5th|5th|1/1|major buff (attack trigger)
    Blink, Greater|Pe||5th|5th|1/1|major buff (reduce AoE dmg)
    Dragonsight|||5th|5th|1/1|minor buff (sight)
    Draconic Polymorph|Pe||5th|5th|1/1|minor buff
    Fabricate||16|5th|3rd|1/1|minor utility
    Telepathy Block|||5th|5th|1/1|minor utility
    Shadow Evocation|||5th|5th|1/D|minor utility
    Wall of Force|||5th|5th|1/1|minor BFC
    [/table]
    Level 6: Known(10/11); Slots(8+D)
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Contingency|||6th|3rd|1/1|major solo buff
    Starmantle|Ch Pe Rc|33|6th|6th|1/1|major mass buff (reduce damage)
    Spectral Touch|Rc Pe|24|39th|21st|1/1|major solo debuff (DC70 negative level)
    Heroism, Greater|Ch Pe Rc|33|6th|6th|1/1|minor mass buff (assorted)
    Fires of Purity|Ch FD FF Hi Pe Rc|63|12th|6th|1/1|minor mass buff (+fire damage)
    Anticipate Teleportation, Greater|||6th|6th|1/1|major mass BFC (stop TP)
    Shuffle||24|6th|3rd|1/1|major mass BFC (BF arranger)
    Ghorus Toth's Magnetism|||6th|6th|3/3|minor mass BFC (magnet fun)
    Telepathic Bond, Interplanar||24|6th|3rd|1/1|major mass utility (communication)
    Mislead|||6th|6th|3/D|minor solo utility (invis+decoy)
    [/table]
    Level 7: Known(10/12); Slots(8+D)
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Arcane Spellsurge|Pe|18|7th|7th|1/1|major solo buff (quicken)
    Ethereal Jaunt|Pe|18|7th|7th|1/1|major solo buff (catch me)
    Elemental Body|||7th|7th|1/1|major solo buff (immunities)
    Arcane Sight, Greater|Pe|18|7th|7th|1/1|minor solo buff (see magic)
    Rebuke, Final|Ch Ex|12|7th|7th|1/1|major mass debuff (die or daze)
    Forcecage|||7th|7th|1/1|minor mass BFC
    Body Outside Bodyfeat|Pe Rp Tw|39|7th|7th|1/1|major solo offense/utility (clones)
    Limited Wish|||7th|7th|1/1|major utility
    Invisibility, Mass|||7th|7th||minor utility
    [/table]
    Level 8: Known(8/11); Slots(7+D)
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Invisibility, Superior|Ch Hi Pe Rc|63|43rd|27th|1/1|major mass buff (invis for all)
    Mysterious Redirection|Hi Pe|63|50th|29th|1/1|major solo buff (Will DC81 or 50% atk deflect)
    Dimensional Lock|||8th|8th|5/5|major mass debuff (no escape!)
    Maze|||8th|8th||major mass debuff; spontaneous
    Scintillating Pattern|||8th|8th||minor mass debuff
    Maddening Scream|Hi|63|49th|28th|1/1|major solo debuff(Will DC80)
    Trap the Soul|Ch|9|8th|8th|1/1|major mass offense (w/ epic Bluff)
    Polymorph Any Object|Ch Rp Tw|30|8th|8th|1/1|major utility
    [/table]
    Level 9: Known(13/16); Slots(6+D)
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Instant Refuge||48|9th|9th|1/1| major solo buff (escape)
    Mindrape|Ch Hi|63|27th|9th|4/4| minor utility (Will DC58 info edit/retrieve)
    Undermaster|Pe|18|9th|9th|1/1| minor buff/utility (assorted)
    Foresight|||9th|9th|1/1| major solo buff (no FF)
    Shapechange|||9th|9th|1/1| major solo buff/utility
    Perinarch, Planar||48|9th|9th|1/1| minor solo utility
    Disjunction|||||| see "Others" below
    Time Stop|||||| see "Others" below
    Crushing Hand|||||| see "Others" below
    Reaving Dispel|||||| see "Others" below
    Wish|||||| see "Others" below
    Replicate Casting|||||| see "Others" below
    Shades|Hi Rp Tw|63|||25/D| major utility[/table]
    Others: Spell Slots for Spell Level 10-20
    Spoiler
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    {table=head]Name|Metamagic|PP|Adj|Slot|Prep|Comment/s
    Wish|Hi Rp Tw|63|24th|10th|9/9| major utility
    Time Stop|Hi Rp Tw|63|25th|11th|4/4| major utility
    Disjunction|Hi Rp|63|30th|12th|4/4| major mass debuff
    Crushing Hand|FD FF Hi Rp Tw|63|23rd|13th|3/3|major mass BFC (grapple, negative level, fear)
    Replicate Casting|Hi Rp Tw|63|28th|14th|3/3| major utility
    Rebuke, Final|Ch Ex Hi|63|32nd|15th|3/3| major mass debuff (Will DC63 die or daze)
    Reaving Dispel|Ch Hi Rp|63|31st|16th|3/3| major buff/debuff (steal spell)
    Crushing Hand|FD FF Hi Rp Tw|63|27th|17th|2/2|major mass BFC (grapple, negative level, fear)
    Replicate Casting|Hi|63|39th|18th|2/2| major utility
    Rebuke, Final|Hi|63|40th|19th|2/2| major solo debuff (Will DC71 die or daze)
    Reaving Dispel|Hi|63|41st|20th|2/2| major solo buff/debuff (steal spell)
    [/table]
    Psion total powers known: 36/36
    Spoiler
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    {TABLE=head]Level|Powers
    1|Precognition, Offensive; Precognition, Defensive; Synchronicity*; Control Light; Vigor; Eidetic Lock*
    2|Share Pain; Control Sound; Bestow Power
    3|Time Hop; Touchsight; Sense Danger**; Forced Dream**; Shrink Item, Psionic***
    4|Trace Teleport; Dominate, Psionic; Schism; Telekinetic Maneuver
    5|Mind Probe; Psychotic Break*; Psychic Crush
    6|Ethereal Abduction*; Retrieve; Psychometry*; Temporal Acceleration
    7|Insanity; Divert Teleport
    8|Mind Seed; Bend Reality
    9|Microcosm; Stygian Conflagration*; Timeless Body; Mind Switch, True; Reality Revision; Psychic Chirurgery
    {colsp=2}* Complete Psionic; **Magic of Eberron; *** Secrets of Sarlona
    [/TABLE]
    Factotum
    Spoiler
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    {TABLE=head]Level|Powers
    1|Ch Rc Rp Cure LW; Detect L/C/G/E; Ray of Enfeeblement; Rp Divine Insightfeat
    2|Ch Rc Aid; Ch Rc Barkskin; Ch Rc Darkness; Tw Cure MW; Tw Inflict MW; Tw Restoration, Lesser
    2|Augury; Mirror Image; Shatter; Silence
    3|Haste
    4|Restoration; Solid Fog; Ch Pe Rc Death Ward
    5|Control Winds; Wall of Stone;
    6|Heal
    9|Pe Choose Destinyfeat
    {colsp=2} 25 LVL9 Spell Slots
    [/TABLE]
    {TABLE=head]Legend|Metamagic|Spell Level Cost|Alt PP Cost
    Ch|Chain|+3|9
    Ex|Exend|+1|3
    FD|Fell Drain|+2|6
    FF|Fell Frighten|+2|6
    Hi|Highten(Improved)|+x|3x
    Pe|Pesist|+6|18
    Rc|Reach|+2|6
    Rp|Repeat|+3|9
    Tw|Twin|+4|12[/TABLE]


    REFERENCES (Homebrew/Dragon Mag)
    Spoiler
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    {TABLE=head]
    Default
    |
    Optional*

    {TABLE=head]Subject/Link|Type
    Factotum|base class variant
    True Genius|epic destiny
    Epic Hero|prestige class
    Spellblade Elite + feats|prestige class + feats
    True Archmage|prestige class
    Mind Mage|prestige class
    Master of Transmutation|feat
    Brainstorm|feat
    Solaris Arcanum|discipline
    Theller's Argauneau|spell[/TABLE]|{TABLE=head]Subject/Link|Type
    Monk + Sun School|base class + feat variant
    Heroic Rogue|base class variant
    Warlock|base class variant
    Teleporter|base class
    Arch-Psion|epic destiny
    High Mage|epic destiny
    Chosen of Secrets|epic destiny
    Chosen of Journeys|epic destiny
    Time Lord|epic destiny[/TABLE]
    * via Hero with a Thousand Faces
    [/TABLE]
    Last edited by ben-zayb; 2013-06-08 at 03:17 AM.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
    Extended Signature

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Sep 2010

    Default Re: Counterweight [OOC]

    Captain Kieran will speak in Navy Blue.

    To be honest, Kieran's spellcasting isn't much to spit at. Only Caster level 24, with spells as a Sorcerer 20. Most of them are a smattering of self-buffs, and a few things to help take care of the ship. He does have some pretty smashing Initiating though-infiinite Five Creeping Shadow Enveration Strike thanks to the Signature Move Feat, and a few other cool things from Shadow Hand, Desert Wind, Devoted Spirit, and Diamond Mind.

    The cool thing is a bunch of DC 53 Will Save auras he has. Anything of a supernatural nature that isn't epic(IE, spells, powers, spell-likes, maneuvers, supernatural abilities levels 1-9) gets reflected back at the caster. Once per day, enemies in 100 feet who fail their save attack their allies to the best of their abilities for 10 weeks, active for 10 rounds, another which gives them -10 on any d20 rolls for action against the Captain and allies, and a 50% chance of failure on any action against the Captain for a year and a day-and a successful save only reduces this to a -2 on d20 rolls and a 20% chance of failure against the Captain. Add in two always active auras-one which forces anything which interacts with the Captain not of Divine Rank 6 or higher to become devoted to furthering his cause, and one which forces anything within 600 feet(or only enemies, at the Captain's discretion) to stare in awe, and only take actions necessary to defend themselves-and the good Captain is very good at crowd control.

    The good captain also has 4,858,000 Gold left to spend, if anyone would like to go over the sheet and make reccomendations. His first mate is also yet to be named and designed. In past experience, cohorts have been decided upon by the DM. However, creating a level 49 character is not easy. Nor would statting up the 2 level 35, 4 level 34, 6 level 33, 12 level 32, and 25 level 31 followers making up my crew. How you wish to handle this is your call BelGareth, and I will do whatever you need me to, however fast you need me to do it. I suspect the crew will be exceedingly non-magical. The first mate might not be.
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  9. - Top - End - #9
    Titan in the Playground
     
    BelGareth's Avatar

    Join Date
    Nov 2008
    Location
    ಠ_ಠ
    Gender
    Male

    Default Re: Counterweight [OOC]

    Just wanted to chime in for a moment

    The calibration will be a series of encounters, we'll probably start off with some Balors, Pit Fiends and solars and then go to Epic level stuff, just to see how you all handle it and to get used to your own character and how it all works together.

    I say this, as the main BBEG(s) are going to be uber epic, like...epic epic, so anything that doesn't effect epic things isn't...going to work, it will work against the non-epic stuff, for which there will be some, but not a bunch....
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
    Threat, Timer, Treat
    Discord

  10. - Top - End - #10
    Bugbear in the Playground
     
    BlackDragon

    Join Date
    Oct 2008
    Gender
    Male2Female

    Default Re: Counterweight [OOC]

    I guess color I'll pick is Cyan, it that is far enough from Navy Blue that it won't get mixed up.

    With the incarnum feats at max capacity Flux's stats increase to:
    HP:2297
    Fort:80,Ref: 71, Will:74
    +12 Dodge bonus to AC.
    And for Iris Pact
    Pseudocode,
    Not php.
    Spoiler
    Show

    PHP Code:
    for(i=0,i<25;i++){
    Ask for pactOption:-
    Switch:(
    pactOption)
    case(
    HP):
    setHP(getHP+5)
    break;
    case(
    Saves):
    setSaves(getSaves+1)
    break;
    case(
    AC):
    setAC(getAC+1)
    break;
    case(
    Attack):
    setAttack(getAttack+1)
    break;
    case(
    Damage):
    setDamage(getDamage+1)
    break;
    case(
    Initiative):
    setInit(getInt+2)
    break;
    default:break; 
    I am:
    Spoiler
    Show




  11. - Top - End - #11
    Titan in the Playground
     
    BelGareth's Avatar

    Join Date
    Nov 2008
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    ಠ_ಠ
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    Male

    Default Re: Counterweight [OOC]

    Quote Originally Posted by The Shadowmind View Post
    I guess color I'll pick is Cyan, it that is far enough from Navy Blue that it won't get mixed up.

    With the incarnum feats at max capacity Flux's stats increase to:
    HP:2297
    Fort:80,Ref: 71, Will:74
    +12 Dodge bonus to AC.
    And for Iris Pact
    Pseudocode,
    Not php.
    Spoiler
    Show

    PHP Code:
    for(i=0,i<25;i++){
    Ask for pactOption:-
    Switch:(
    pactOption)
    case(
    HP):
    setHP(getHP+5)
    break;
    case(
    Saves):
    setSaves(getSaves+1)
    break;
    case(
    AC):
    setAC(getAC+1)
    break;
    case(
    Attack):
    setAttack(getAttack+1)
    break;
    case(
    Damage):
    setDamage(getDamage+1)
    break;
    case(
    Initiative):
    setInit(getInt+2)
    break;
    default:break; 
    while I understand the code, I do not understand the context.
    Last edited by BelGareth; 2013-06-01 at 10:55 PM.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
    Threat, Timer, Treat
    Discord

  12. - Top - End - #12
    Ettin in the Playground
     
    PirateCaptain

    Join Date
    May 2011
    Location
    material & internet plane
    Gender
    Male

    Default Re: Counterweight [OOC]

    Quote Originally Posted by BelGareth View Post
    The calibration will be a series of encounters, we'll probably start off with some Balors, Pit Fiends and solars and then go to Epic level stuff, just to see how you all handle it and to get used to your own character and how it all works together.
    Hmm, let's see where Traumgeist's supposed non-aggression agreement with the Baatezu goes..
    I say this, as the main BBEG(s) are going to be uber epic, like...epic epic, so anything that doesn't effect epic things isn't...going to work, it will work against the non-epic stuff, for which there will be some, but not a bunch....
    Not sure what epic effects in particular won't work. Stuff with DC less than X, damage that can't penetrate DR, or specific status effects like fatigue, etc, are what I can think of, but I'm not so sure.

    EDIT: Also, what does this mean for the "no Immunities" house rule?

    Quote Originally Posted by BelGareth View Post
    while I understand the code, I do not understand the context.
    I think he was merely saying he can Bind up to 25 times, each with an option to choose which stat to increase (gets previous stat value, and increments it by a particular amount)

    Bleh, just realized I can turn into a Hecatoncheires. That's just dirty.
    Last edited by ben-zayb; 2013-06-01 at 11:49 PM.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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    Quote Originally Posted by BelGareth View Post
    while I understand the code, I do not understand the context.
    Pact Augmentation lets me pick between HP, Saves, Attack, Damage, AC, DR, Energy resistance, or Initiative for each pact augmentation I have, Iris Pact increase the number pact augmentations I have for each essentia invested it it.
    So since there is 26 selections of 8, there would be 8^26 options to choose from, I could not directly all possible stats after the Pact Augmentation/Iris Pact is invested it.

    Quote Originally Posted by ben-zayb View Post
    I think he was merely saying he can Bind up to 25 times, each with an option to choose which stat to increase (gets previous stat value, and increments it by a particular amount)

    Bleh, just realized I can turn into a Hecatoncheires. That's just dirty.
    Pretty much that, though Pact Augmentations only require that at least 1 vestige is bound. I'm tired and have no clue why writing it in a Pseudocode made more sense that try to put it into normal words.
    Last edited by The Shadowmind; 2013-06-01 at 11:18 PM.
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    Quote Originally Posted by The Shadowmind View Post
    Pact Augmentation lets me pick between HP, Saves, Attack, Damage, AC, DR, Energy resistance, or Initiative for each pact augmentation I have, Iris Pact increase the number pact augmentations I have for each essentia invested it it.
    So since there is 26 selections of 8, there would be 8^26 options to choose from, I could not directly all possible stats after the Pact Augmentation/Iris Pact is invested it.
    For-Loops, however, check the condition at the start of the iteration. Ergo, you will stop at i==25, and won't get the 26th iteration.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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    Quote Originally Posted by ben-zayb View Post
    For-Loops, however, check the condition at the start of the iteration. Ergo, you will stop at i==25, and won't get the 26th iteration.
    When I wrote it, I was only counting the ones I got from essentia, and I forgot about the base one from the actual binder levels.
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    Default Re: Counterweight [OOC]

    I managed to resist the temptation of Hecatoncheires as a favored form, but only just

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    Quote Originally Posted by greenpotato View Post
    I managed to resist the temptation of Hecatoncheires as a favored form, but only just
    Yeah, things tend to accidentally get broken in epic. Of course, not using that would be the right call, as doing otherwise is against the spirit of what Bel is trying to make us do.
    Quote Originally Posted by BelGareth View Post
    Please choose color and feel free to talk about tactics, ways of killing each other and balancing out stats and items, feel free to edit your char too.

    The Calibration will be sometime next week, so bring your A game peeps!
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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    Default Re: Counterweight [OOC]

    Aurin will take the font Terry Pratchett's Death speaks in.

    Telepathy will be italics, and used much more often.

    @Re'ozul- Aurin would benefit from the Owl's Wisdom. Thanks to Insightful Shadowcaster, I apply my Wisdom modifier as a competence bonus to my caster level for shadowcasting. I already count as a 40th level one for effects, so that will make my mysteries work that much better. About the only spell better than that would be the Charisma boosting one. All of my spells and mysteries are based off of it, so that would raise DCs rather high.

    But that can hold off until after Calibration. After all, with the rules I glanced at in the closing pages of the discussion thread, stat gains above all else can be fixed....lol

    Edit: Hey Bel? I find myself not wanting to mess with an actual weapon much. What would the pricing look like on an epic Chasuble of Fell Power? Y'know, the one that boosts Eldritch Blast damage?
    Last edited by Zarthrax; 2013-06-02 at 03:34 AM.
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    Quote Originally Posted by Zarthrax View Post
    But that can hold off until after Calibration. After all, with the rules I glanced at in the closing pages of the discussion thread, stat gains above all else can be fixed....lol

    Edit: Hey Bel? I find myself not wanting to mess with an actual weapon much. What would the pricing look like on an epic Chasuble of Fell Power? Y'know, the one that boosts Eldritch Blast damage?
    Yeah could we get a ruling on those rules, I have a non spell casting char... If I am honestly let loose allowed to make items with any +specific bonus to +anything I will have +30 everything and still have spare change...

    ---

    As for killing each other:
    CK can use AoO + any other 9th lvl strike each turn: the AoO's can then use 2x8 lvl strikes each. This is from both CK and his IA Clone. If push comes to shove he can use Dual Actions to do this all twice.

    They have rather nifty 48d6 blasts either of them can use every 5 turns.

    All his strikes based on alignments work against any and all alignments.

    Four stances at once (for 6 rounds/day)

    Has 10 Shatter mantle Flesh Grinding Heavy Picks for destroying the Spell Resistance of anyone our mages cant blast.

    Has the potential of throwing a crap ton of d3's (Blade of Malice) and reroll all 3's (Aura Of Chaos).

    ---

    Im thinking because of the Immunities are not Immunities stuff my saves might be a little low, currently CK has all Construct Immunities so that covers pretty much everything... but obveously this is only a +24 to saves.

    Also how do these Immunities work exactly, if for example its a DC Blah fort save or x Con dmg and CK has immunity to Con dmg. Do I get DC Blah+24 to avoid any con dmg and then if that fails a second DC Blah +0 to avoid half the dmg?
    Last edited by Psymple; 2013-06-02 at 04:42 AM.

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    Quote Originally Posted by Psymple View Post
    As for killing each other:
    Why are we killing each other? Or am I reading it wrong?

    Also how do these Immunities work exactly, if for example its a DC Blah fort save or x Con dmg and CK has immunity to Con dmg. Do I get DC Blah+24 to avoid any con dmg and then if that fails a second DC Blah +0 to avoid half the dmg?
    If I remember correctly from Bel's response it works like this:
    Fort/Ref/Will Saves but immuned
    +25 to one save; you better make it
    Fort/Ref/Will Half/Partial but immuned
    +25 to one save or suck; probably not as bad
    No Save but immuned
    +25 to one save (as appropriate); you get one free save, you better make it
    Last edited by ben-zayb; 2013-06-02 at 05:26 AM.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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    Quote Originally Posted by ben-zayb View Post
    Why are we killing each other? Or am I reading it wrong?
    Were not killing each other, were just talking about tricks and abilities that we have to get a feel for what each character does before the calibration takes place. It's probably also helpful for Bel to get combos and stuff out in the air, what with 50 levels and all sorts of homebrew.

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    Quote Originally Posted by ben-zayb View Post
    Why are we killing each other? Or am I reading it wrong?


    If I remember correctly from Bel's response it works like this:
    Fort/Ref/Will Saves but immuned
    +25 to one save; you better make it
    Fort/Ref/Will Half/Partial but immuned
    +25 to one save or suck; probably not as bad
    No Save but immuned
    +25 to one save (as appropriate); you get one free save, you better make it
    Danke.

    So essentially as long as CK has less than 1/2 hp he has a fort save of +104 to everything he is immune to? :D

    ---

    Also apparently my char does 1d4 Con drain on all attacks...
    Should be fun for anything with a bad fort save... :|

    ---

    Quote Originally Posted by greenpotato View Post
    Were not killing each other, were just talking about tricks and abilities that we have to get a feel for what each character does before the calibration takes place. It's probably also helpful for Bel to get combos and stuff out in the air, what with 50 levels and all sorts of homebrew.
    And yeah, this! :)
    Last edited by Psymple; 2013-06-02 at 05:59 AM.

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    Quote Originally Posted by greenpotato View Post
    Were not killing each other, were just talking about tricks and abilities that we have to get a feel for what each character does before the calibration takes place. It's probably also helpful for Bel to get combos and stuff out in the air, what with 50 levels and all sorts of homebrew.
    LOL. That sure scared me, since I was half-expecting part of the plot would be us fighting our clones. Oh wait don't read this Bel!

    Hmm... alright. "Killing" each other part then. Actually, I won't likely kill anyone with these alone, but then again I already said that I'm more of a support than a blaster.
    • He can make four attacks with each Sun School (Jiriku's approved version) teleportation trigger (1 main, 2 flurry, 1 snap kick). That's 4 triggers per turn (for a total of 16 attacks) with an at will Repeat Twin Dimension Hop, with still a move and standard action intact. His ability of Stow-ing Away other Greater Teleports can also boost this ability. While his damage leaves something to be desired (though open to optimization), each of his (16) weapon attack hit triggers the following:
      • -5 SR and -5 ER (all) until end of encounter
      • -2 SR until end of round
      • 1-3 CON and STR damage
    • Alternatively, in a Full-Attack, he can iteratively(~7-8) cast spells that require attack rolls instead. His default damage spells can each do the following
      • 2-4 negative levels
      • 2-4 fear stack (shaken->frightened->panicked)
      • 0-1 grapple attempt (that further deals 1 negative level and 1 fear stack on success)
    • He can, once per round, force someone he weapon attacked in melee that round a DC81 Will save or be dazed for one round
    • He can, twice per encounter, cast a number of single target spells equal to the number of his successful weapon attacks the previous round. Most of these damaging spells can end up bestowing up to 4 negative levels, and up to 4 fear stacks.
    • In dire situations at Uber-levels, his 13-26 Body Outside Body clones who normally patrol his native plane, might be called to aid him. They can also cast Greater Teleport at will, all of which can Stowing-Away on each others Teleports.


    BelGareth
    EDIT: More importantly, he might be the party utility guy and skill-monkey. Spams Improvisation and Divine Insight like he owns them spells, able to Detect Thoughts or instill mundane Suggestion on his targets (how does mind-affecting immunity work then, since it doesn't offer a save, a +25 to skill check DC? )
    Last edited by ben-zayb; 2013-06-02 at 09:52 PM.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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    Default Re: Counterweight [OOC]

    Quote Originally Posted by ben-zayb View Post
    LOL. That sure scared me, since I was half-expecting part of the plot would be us fighting our clones. Oh wait don't read this Bel!
    *Imagines Chaos Knight, his clones, and all his clones clones.
    Fighting his clone, and his clone's clone and all of his clone's clone's clones.*

    Ahhhhhh!!!! My mind!

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    Default Re: Counterweight [OOC]

    Since Flux, can change what he does each day, I'll post some possible sets:


    Jörmungandr:
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    Code:
    Vestiges bound-  
    Zagan, Duke of Disappointment(Waist)(Constrict)
    Ipos, The Prince of Fools(Totem,Brow)(Claws)
    Chupoclops The Harbinger of Forever( Totem[F1])(Bite)
    Acererak,
    Dahlver-Nar
    Tenebrous:
    Melds:
    Arms of the Rogue(Mind) Invested Essenita:24, Bonus feats selected each time, 9 feats:Fuse Soulmeld(+3), Extra Chakra Bind x3, Extra Soulmeldx3
    Clerical Vestment(Mind F2)
    Soul of War(Arms)
    Arcane Focus(Mind F3)
    Crystal Helm(Mind F4)
    Wormtail Belt Mind (F5)
    IMPULSE BOOTS(Feet)
    
    ANKHEG BREASTPLATE(Throat)
    DREAD CARAPACE(Arms F6)
    INCARNATE ARMOR(Crown)
    VITALITY BELT(Waist F7)
    With Zagan, Flux can increases size 13 size categorizes, so would be at Colossal + 9, what ever happens then. Wormtail belt gives me swallow whole to travel port beings into a pocket-plane that tries to dissolve them. Chupoclops would increase the damage from natural attacks by 7d6 before added essentia, Pact Augmentation Primary Bonus:+Attack rolls,
    Spells Persisted: Things that help with Movement, Grappling, and Hit that are on the Wizard/Sorc List. Any hour/level non-domain cleric spell below 8th can be picked as as a "persist-like" effect.

    Last edited by The Shadowmind; 2013-06-03 at 08:40 PM.
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    Default Re: Counterweight [OOC]

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    Ahu's best ability is probably her creative use of the infinite variety feature of master transmogrofist. She can turn into something big and mean and grab one (Ex) of any other creature she could turn into. I think a popular one for me to use will be the proteans shapechanging, which lets me then grab another 3-4 (Ex) from other creatures at the cost of being limited to 5 attacks a round. So Ahu can turn into an elder spawn of juiblex, grab a proteans shapechanging and use it to grab the disintegrating touch of an Umbral blot, Magic Immunity of an Arcane ooze and the dual actions of a thoon elder brain. So that would be a liquid sphere of annihilation that can take 2 standard actions a turn to cast spells.
    This ability has a lot of versatile uses as you can probably guess.


    Anyone have any suggestions for some better favoured forms?
    I'm pretty happy with the ones I have at the moment but if you've got something else to suggest fire away. ATM I have:
    -Phaethon (EpicSRD)
    -Infernal (EpicSRD)
    -Zern (MM4 p195)
    -Hagunemnon (Protean) (EpicSRD)
    -Spawn of Juibilux (MMV p162)
    -Shadow Dragon (Drac p191)
    -Dream Vestige (LM p96)
    Last edited by greenpotato; 2013-06-03 at 06:08 PM.

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    Quote Originally Posted by greenpotato View Post
    Imaginary forms:
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    Ahu's best ability is probably her creative use of the infinite variety feature of master transmogrofist. She can turn into something big and mean and grab one (Ex) of any other creature she could turn into. I think a popular one for me to use will be the proteans shapechanging, which lets me then grab another 3-4 (Ex) from other creatures at the cost of being limited to 5 attacks a round. So Ahu can turn into an elder spawn of juiblex, grab a proteans shapechanging and use it to grab the disintegrating touch of an Umbral blot, Magic Immunity of an Arcane ooze and the dual actions of a thoon elder brain. So that would be a liquid sphere of annihilation that can take 2 standard actions a turn to cast spells.
    This ability has a lot of versatile uses as you can probably guess.


    Anyone have any suggestions for some better favoured forms?
    I'm pretty happy with the ones I have at the moment but if you've got something else to suggest fire away. ATM I have:
    -Phaethon (EpicSRD)
    -Infernal (EpicSRD)
    -Zern (MM4 p195)
    -Hagunemnon (Protean) (EpicSRD)
    -Spawn of Juibilux (MMV p162)
    -Shadow Dragon (Drac p191)
    -Dream Vestige (LM p96)
    How about slaymate (MM5?) for free metamagic to necro spells?
    Or atropal (EpicSRD) for 10 megative level aura?
    Or xixecal (EpicSRD) for slow and con drain on most melee hits?
    Or force dragon (EpicSRD) for force protection?
    Or elder black pudding to effectively multiply yourself?
    Caveat: AFB, not sure what the favored forms creature type limits are.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
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    Default Re: Counterweight [OOC]

    Limit is 63HD atm, so those abominations are out.
    The dragons force immunity is (Ex) so I can just tack it onto other forms and so is the Split ability of oozes.
    As for the slaymate, would anyone describe them self primarily as a necromancer?

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    Default Re: Counterweight [OOC]

    Don't forget some of the simple ones!
    Earth Elemental can be bloody hard to catch, especially if you cant dig through the floor as quickly as they can effortlessly pass through it. :p

    Swallow whole? Because even freedom of movement cant trump that! :D
    (although you might need some sort of circle vs teleportation cast on you so they cant just teleport out...)

    Reguarding that, I have a question: Freedom of Movement essentially makes you immune to grapple checks, but ... does that mean it now only provides a +25 save, or does it still grant an immunity?
    Last edited by Psymple; 2013-06-03 at 08:44 PM.

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    Default Re: Counterweight [OOC]

    Quote Originally Posted by Psymple View Post
    Swallow whole? Because even freedom of movement cant trump that! :D
    (although you might need some sort of circle vs teleportation cast on you so they cant just teleport out...)
    The wormtail-mindmind give as swallow whole that teleports them into a pocket-dimension and mentions that they would not be able to use a teleport effect to escape, but planar travel effects would if they can beat a DC.

    Question:
    If Hero With A Thousand Faces ability is used to grant a domain from the cleric class, would that include the domain slots?
    Either way I might want to change one of my domains granted by VoP to the Incarnum Domain.

    Wonder what use I could get out of the Soul Crystal power (MoI), Mental Pinnacle spell(Srd), Share Soulmeld feat, Raiment of the Paladin [Mind] (PrC Contest), using Hero with a Thousand Faces to cast Body outside Body, then have the doubles using Hero with a Thousand Faces to do something.
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