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  1. - Top - End - #1
    Ogre in the Playground
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    Default [War of the Magi :: The Exiles] [OOC]

    PARTY

    {table=Head] Player | PC Name | race | discipline | Casting Class

    ben-zayb | Klotilde of House Ferrir | Human | Steel Aegis | Egoist

    White_Drake | Tynan "the Autumn Wind" | human | Dancing Leaf | Druid

    only1doug | Gyllirial | Elf | Mystic Cobra | Beguiler
    [/table]


    We can start discussing back stories, world dynamics, and the opening scene soon.

    Sorry about not posting too much, work schedule changed around and I have zero free time for the near future. I will try to edge some time in as much as possible.
    Last edited by cameronpants; 2013-08-25 at 01:24 AM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    HalflingRogueGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Well, this should be fun! If anyone wants to attempt to link backstories, I'm uncertain as to how well Tynan's would lend itself to the matter, but would be happy to try.
    I assume that we are sort of an elite infantry unit or special operations team for Dominia? Could we get a bit more information about our current status?
    Spoiler
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    Like one, that on a lonesome road
    Doth walk in fear and dread,
    And having once turned round walks on,
    And turns no more his head;
    Because he knows, a frightful fiend
    Doth close behind him tread.
    The Rime of the Ancient Mariner -- Samuel Coleridge Taylor

    Spoiler
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  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    You are a specialised black-ops team. Sapping, guerilla tactics, assassinations, and other wetwork. You are almost continually behind enemy lines, trading information with spies and turncoats. You gain allies and contacts within enemy provinces to destabilize their military, econony, and infrastructure. Sometimes you are sent to the front lines, missions concerning enemy command units.

    The game will start not far from the front lines with Jaghal. Your target is Commander Darius Heart. From there you will have a choice between three missions. I will get more specific with the mission later.

  4. - Top - End - #4
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    When Gyllirial was young his parents would often tell him that the war would soon be over, the restrictions placed upon him would only be for a few more years. Adulthood came and still the war progressed, becoming ever fiercer and Gyllirial came to accept that the only way to become free of the war was to help to end it.

    Gyllirial's somewhat relaxed attitude towards army discipline hasn't won him any favor in the army, but his abilities with blade and spell made up the lack.
    Doug

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  5. - Top - End - #5
    Ettin in the Playground
     
    PirateCaptain

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Based on the fluff of it and the presence of a floating feat, I was thinking of changing Klotilde's race to Elan if it's okay.

    Just thought she truly is a frontliner, soldier-type character that fits with the Elan fluff, along with being not a regular human (of noble birth). The CHA hit will hurt considering her skill choice, but more defensive Su abilities should balance that.

    EDIT: I hope you don't mind me calling dibs on the (self)lovely Magenta.
    Last edited by ben-zayb; 2013-08-19 at 05:55 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

  6. - Top - End - #6
    Barbarian in the Playground
     
    BornValyrian's Avatar

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    For a slightly more in depth character background, check Cade's character sheet. Otherwise, suffice it to say that Cade had always been lucky, but the tear has shown him why and how. Claiming Dark Orange for mine own

  7. - Top - End - #7
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Dark Green for me.
    Doug

    Currently GMing :
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  8. - Top - End - #8
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Long ago, before the Age of Reason, before the Age of Vines, even before the Great Comet fell to the ground; there was a great war. It consumed hundreds of thousands, and lasted for scores of years. Entire generations of the shorter-lived races were consumed in battle, from birth to death. Nations were in tatters, churning out as many soldiers and weapons as they could to fight on the front lines. Things were chaotic.

    Then came the Tears. Frozen pieces of starlight fell from the sky. They held the secrets of magic- divine, arcane, even psionic energy cascaded through them and into those around them. Governments clambered for them, climbing over each other and stockpiling them.
    A few universal knowledge questions:


    How long has the war been going on for now?

    How long since the Tears fell?

    How long have we had our Tears (character development wise)?
    (are they military issue or can they be found?)

    How many (roughly) tears are there out there?
    1 per 100 population, 1 / 10, 1 / 1000?

    Is there any (general knowledge) known effect from a single person having multiple Tears?

    What happens if we are seperated from our tears?
    (timescale of effect of loss)?
    (and results when they are regained)?

    What happens if two people with tears swap them over?
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by only1doug View Post
    A few universal knowledge questions:


    How long has the war been going on for now?
    The oldest easily-accessible records of the war date it at 200 years ago. Domina has been involved in the war as a contender for the last 60 or so years. There are rumors that the war has been going on for far longer, but proof is difficult to find.

    How long since the Tears fell?
    It is believed that the Tears have always been falling. They just usually fall south of the Blasted Lands, or so the stories go. They have been falling in your and neighboring countries for about 15 years, but they have become more common lately.

    How long have we had our Tears (character development wise)?
    (are they military issue or can they be found?)
    You could have had them your entire life, or just a few weeks. The Tears don't transmit their powers immediately- some take longer to sync with, others give it out like candy. Some of the PCs have already stated they found theirs, so it's up to each of you.

    How many (roughly) tears are there out there?
    1 per 100 population, 1 / 10, 1 / 1000?
    About 1 tear per 5,000 population. They have been collected, farmed, and hoarded by military and political leaders for years. Finding individuals who are both A) Loyal to you or your country and B) Can sync with the Tears made their distribution somewhat slow.

    Is there any (general knowledge) known effect from a single person having multiple Tears?
    There have been rumours of men exploding into fire, ascending to Sainthood, the ability to astrally project, to jump between planes, getting atomized, and many other things, both boons and banes. No PC has any direct, first-hand experience with anyone ever being synced with two Tears.

    What happens if we are seperated from our tears?
    (timescale of effect of loss)?
    (and results when they are regained)?
    Merely being separated dampens powers; depending on distance and intervening material can damage the connection. This is shown in a decrease in slots, caster level, DCs, and durations. They will be case by case. If another entity Syncs with the Tear while you are separated, you lose your casting and are considered Scoured- your soul is magically lacerated from the inside out.

    What happens if two people with tears swap them over?
    There is a chance that they will trade powers- this is a slim chance unless both can Sync with each other's Tears. What is likely to happen is nothing- though if they keep them traded, their powers will slowly dwindle and there's no guarantees of re-syncing later.
    I have more information about the history of the war and the other countries in the works.

  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Vedelik Varava (Vedelik Varava)
    Spoiler
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    Twin city states, Vedelik to the north and Varava to the south. They are founded, governed, and policed by a guild that represents them in the War. They control the bay and over 90% of the products and wares that come from other parts of the world.



    Minjask (Minjask Government)
    Spoiler
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    Minjask is a communist state which conflicts with its neighbour Nadilsast on every front- from the method they run the country, how their citizens are treated, and their civilian's general outlook on life.



    Twin Rivers/Nadilsast (Tharan'kell)
    Spoiler
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    The Land of Twin Rivers has the most potent and widespread magic in all of Rivain. Most, if not all, of its natural inhabitants are gifted with a base level of arcane power. It is represented by Tharan'kell, a super-guild of mages and elites of the society.



    Keq and Catale (Guild Hybrid)
    Spoiler
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    Keq and Catale, different small non-signatory countries, recently went through a massive all-inclusive merge to become one large state. While their government system is weak and their landowners currently run the country like a thousand queen bees, Keq and Catale (Soon to be Katale or Cateq?) is one of the most aggressive warmonger countries.



    Assossa (Guild)
    Spoiler
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    Assossa is a country run through fear and threat, torture and death. Some time ago, a shadowy guild, The Traveller's Guild, staged an elaborate coup that brought the country's power centre to its knees. Since then, the guild has been running everything from the military to the economic market and everything in between. Often called the Land of Thieves.



    Ereponia (Tribal Strength)
    Spoiler
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    Ereponians are sometimes said to be a part of the Tribes of the Worg. Legend has it that long ago a great warlord rose to power. He danced in the blood of his enemies and ate and drank the finest of meals. He lived in a stone home with impenetrable walls and had a second castle just for his harem. He trained packs of worgs to be his enforcers, lieutenants, and spies. Rumour has it that, long ago, somehow these worgs evolved into something almost human- but far greater in every other way. It is said this is how the Ereponians were born- human when it comes down to it but far greater physically. The Ereponians' system of government is one founded on strength, cunning, and combat. Only the strong lead and only while they are the strongest. Yough Ereponia is often considered a single country, it is in fact thousands of nomadic warbands paying tribute to various warlords as they go. This is how, even though Ereponia has little organized army-might, they can expand and conquer nearby nations with little impact on their status.




    The Empire of Jaghal (Oligarch of War)
    Spoiler
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    The Commonwealth of Jaghal is located on the south eastern border of the continent of Rivain. It started, long ago, as a single militaristic state run by the family Opetch as monarchs and lawmakers. The Jaghal family line, a cousin-close relation to the Opetch line, staged a massive coup and took control. They then started singling out neighbouring communities and taking them over. Slowly at first, adapting new magics and technologies as they went, improving farming capabilities to keep their armies fed to furthur their massive war effort. Years went by, and Jaghal grew and grew. Soon they found a third of their borders next to the Wildlands of the Ereponians, and their expansion ceased- at least westward. Jaghal now expands south into the deadlands and deserts, hoping to find strange wealth in the blasted landscape.




    Sundal (Mecharcane Guild)
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    Sundal was one of the first nations to employ gramarie to power their towns and cities. They started designing rudimentary factories to increase the productivity of weapons, clothing, armour, and other necessities of war. Realizing they didn't need to stop there, development went into designing and crafting weapons of great power- and soon the Mecharcane guild was founded. They run the country's army and school as well as having representatives in the Council, a long-termed elected government. Sundal blends magic, gramarie, science, and martial prowess into a single, deadly war machine.



    Cathalia (The 12 and 1; Children of Aylin)
    Spoiler
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    Rumours claim that if there is something you want to find you can find your answers in Cathalia. It is a nation where people guard themselves politically and verbally. It is very hard to read someone's emotions if they are from Cathalia- they let nothing slip. However, this is not seen as a bad thing. Cathalia has some of the finest festivals in all the land and openly invite their neighbours to enjoy these holidays with them. There are 13 holidays in total per annual and many require about a week of prep time.




    Ch'Terrin (The Klq'd'kurn, Guild)
    Spoiler
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    The Nation of Thri-Kreen. Ch'Terrin has a very large population of other psionic races, such as giants, illithid, maenads, and the gith. Until recently, Ch'Terrin has been docile and peaceful- now they are aggressive, angry, and resentful.


    Age'ray'run (The Lotus Tribe)
    Spoiler
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    As long as people can remember, Age'ray'run has been around in one form or another. An underworked nation filled with dreamers and decaying cities, the majority of inhabitants here are changelings, pixies, sprites, petals, and dopplegangers. They prefer to keep to themselves as about 40% of the nation can read the thoughts of others.



    Firistia (Fire specialists)
    Ardria (Ice and Wind specialists)
    Quarria (Stone specialists, strange backwards-magic)

    Spoiler
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    Parts of a three-way war dating back to the start of the war. Currently, in a state of cold war as they are all vying for the upper hand with Vedelik Varava's trade arrangement. Very recently, after a (staged) suspected coup, Quarria declared open war on Varava, the southern city. They have also claimed land just north of Vedelik and east of Firistia's northern borders in an attempt to quell any retaliation from them. It has been going well thus far for Quarria.




    Domina (Behexobani; how the rest of them see you)
    Spoiler
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    Domina has a very powerful sense of honor- for a price. However, if you pay them to be deceitful, well, you get what you bargained for. The people of Domina are policed heavily and terms in the military are mandatory for the first two children of every family before the age of 14. However, due to procedural laws and likewise, it is difficult for any family except the most wealthy to have more than one or two children.



    Mos'Drau (Named after Moskilamadramu)
    Ash-Raka (Named after Ashlynn and Toraka of Malihesh)

    Spoiler
    Show
    Long ago a powerful demigod fought an archmage of great renown. Their battle seemed endless and spanned generations- both could hop through time, space, and planes, and eventually found themselves in Rivain. Realizing they were in a stalemate, the archmage proposed an alternative: train mortals and their beasts to fight for them and see whose ingenuity, tenacity, and arcane power is greater. The demigod agreed, and so began to teach and train any who would listen. Soon, the demigod's nation of Mos'Drau (named after himself) and the archmage's nation of Ash-Raka (named after his mother and father) emerged from a violent, war-torn dark age lost to the collective archive of man. Their countries would war, bicker, and compete. Advances came quickly and without ever being fully realized or implemented. Many years passed, and the demigod and archmage ran the countries from the shadows, both playing a patient waiting game while they set up the perfect attack. More years passed, and the War of the Magi came to be. Both refused to participate- they would not allow other countries to interfere with their endless war. With a high level of gramarie, magic, artifice, and machinery, both nations seem like patchwork duplicates of the other.



    Zesen (Mountain ridge is considered the nerve center of the planet)
    Spoiler
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    Zesen is, was, and always will be a spiritual nation governed by church. In the center of their territory is the Spine of the World, a series of mountains, mounts, and fissures said to be the very core of the planet, that every stone in and on the planet is connected to this place. The mountains sing, animals are more calm and aware, and some say even the trees that grow upon the slopes are in fact guardians of this strange and beautiful place. However, Zesen does not allow trespassers who are not previously sanctioned to walk upon any of their land except the roads. It is punishable severely, and Zesen has displayed its effectiveness in dealing with transgressors on many occasions. Even the Ereponians tread lightly when they know they are on Zesen soil.

  11. - Top - End - #11
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Any questions yet? About the game, maneuvers, stories?

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

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Are we supposed to brew maneuvers before the game starts, or can we do it later? And how big is Domina compared to other lands/territories? Is it a highly urbanized place, or does it have its share or untamed lands?
    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

  13. - Top - End - #13
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by ben-zayb View Post
    Are we supposed to brew maneuvers before the game starts, or can we do it later? And how big is Domina compared to other lands/territories? Is it a highly urbanized place, or does it have its share or untamed lands?
    You may do so if you wish; self-created maneuvers are not mandatory.

    Domina is about half the size of Minjask or Twin Rivera in terms of territory, but only about a third to a quarter in population. You have a puny standing army. But you also have the most Tears per capita in the entire world, and the most mercenaries and swords-for-hire.

    No untamed lands, but a good amount of flat nothing between towns and cities.

  14. - Top - End - #14
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Looking for inspiration for manueovers I found this:

    From Cobra Kung Fu
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    The cobra has the fastest strikes of any of the fighting animals. It is known for fang strikes, hood strikes, and percussionary strikes. It uses what is called a circling pagoda motion, a motion totally unique to the cobra. The fact that the strikes of the cobra rebound from one to the other makes them incredibly fast. Each strike adds more power to the next as energy is rebounded off of the opponent into the next strike

    Because the cobra has no feet, the cobra shifu has no stances. He utilizes a floating foot motion at all times. Because he has no stances, he typically uses the opponents mass to move him where he wants to go. Rather than set into a stance and drive like most other beasts, he will use his strikes to change his direction. He maintains an attack on an opponents centerline by shifting with the motion of the opponent.

    The strikes are propelled with a whipping motion. Often times the body will snap and project the chi in a whipping fashion out the strike. Much of the energy is created as the strike pushes off of the opponent to be fed into the next strike. Because the cobra has no legs, he must have a constantly shifting centerline. If he did not, he would be balanced and neutralized at center and unable to strike. While the crane can easily strike from a centered position, the cobra cannot. A crane sits flat footed enabling him to center on that foot, a cobra sits arched on his tail and therefore must stay in motion to be effective.

    A cobra shifu is capable of hitting his opponent twelve or more times per second. Actually, it is more accurate to say six or more times per half second as the cobra shifu will rarely sustain an attack longer. But do not be fooled that because of the speed, the power is diminished. Every one of those strikes is a devastating blow. But together they are even more destructive in that they force the opponent into the next blow.

    Because the circles of the cobra are tight, the cobra tends to be a head hunter. This is because the head is small enough to allow for very small circled fast strikes. This does not mean that he never attacks the body, he can just as easily attack the body. He just generally finishes by attacking the head as his circle tightens. This bouncing percussionary motion rattles the brain and causes a punch drunk reaction in the opponent in mere seconds.

    The chi of the cobra flows in small circles. It may enter the body in one place and exit another. Or it may circle around inside of the body and attack various organs with one strike.


    So here's a homebrew stance, what do you think?

    Circling Pagoda Stance
    Mystic Cobra (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    Each strike adds more power to the next as energy is rebounded off of the opponent into the next strike.

    While in this stance each consecutive successful hit against a single opponent adds a cumulative +1 damage against that opponent, to maximum equal to your initiator level. If you go for a round without attacking an opponent then this benefit ends for that opponent.
    If you miss with any attack this benefit ends for that opponent.
    Spoiler
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    It uses what is called a circling pagoda motion, a motion totally unique to the cobra. The fact that the strikes of the cobra rebound from one to the other makes them incredibly fast. Each strike adds more power to the next as energy is rebounded off of the opponent into the next strike



    Whipping Cobra
    Mystic Cobra (Strike)
    Level: Sohei 2
    Initiation Action: 1 swift action
    Range: Melee attack
    Target: One creature

    The cobra strikes and rebounds, only to strike again.

    As part of this manueover make a melee attack, if this attack hits your opponent you may immediately make a second attack at the same BAB.
    Last edited by only1doug; 2013-08-21 at 04:09 PM.
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by only1doug View Post
    Looking for inspiration for manueovers I found this:

    From Cobra Kung Fu

    So here's a homebrew stance, what do you think?

    Circling Pagoda Stance
    Mystic Cobra (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    Each strike adds more power to the next as energy is rebounded off of the opponent into the next strike.

    While in this stance each consecutive successful hit against a single opponent adds a cumulative +1 damage against that opponent, to maximum equal to your initiator level. If you go for more rounds than your initiator level without attacking an opponent then this benefit ends for that opponent.
    If you miss with any attack this benefit ends for that opponent.
    Spoiler
    Show
    It uses what is called a circling pagoda motion, a motion totally unique to the cobra. The fact that the strikes of the cobra rebound from one to the other makes them incredibly fast. Each strike adds more power to the next as energy is rebounded off of the opponent into the next strike



    Whipping Cobra
    Mystic Cobra (Strike)
    Level: Sohei 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    The cobra strikes and rebounds, only to strike again.

    As part of this manueover make a melee attack, if this attack hits your opponent you may immediately make a second attack at the same BAB.
    I like them a lot! The stance is well balanced because as soon as you miss it resets. I would also change it to going a single full round between attacks on an opponent would reset the damage, not IL rounds. You would lose the momentum after six seconds, not thirty.

    The strike is under-powered. There are first level maneuvers that allow an attack with each hand or against two opponents. This one grants a second attack as long as the first hits- I'd either make it first level, or make it a swift action.

    Stance learn DC: 15, 1 day

    Strike learn DC: (As a 2nd level swift action strike) 34, 2 days

  16. - Top - End - #16
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by ben-zayb View Post
    Based on the fluff of it and the presence of a floating feat, I was thinking of changing Klotilde's race to Elan if it's okay.

    Just thought she truly is a frontliner, soldier-type character that fits with the Elan fluff, along with being not a regular human (of noble birth). The CHA hit will hurt considering her skill choice, but more defensive Su abilities should balance that.

    EDIT: I hope you don't mind me calling dibs on the (self)lovely Magenta.
    Approved change to Elan.


    Okay, I am currently combing through sheets, and then I will start posting bits about the start of the game. IC should be up by tonight or tomorrow.

  17. - Top - End - #17
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Everyone: Name of your discipline/its maneuvers on your sheets (so I can NPC them if need be, and so I have a quick reference place)


    Kilotide (ben-zayb)
    -Change to Elan?
    -Remove Devoted Spirit maneuvers from list


    Malcolm (The Dragon)
    -Skill points (only 7 spent)

    Rillon (only1doug)
    -Spiked chain with scaling feature: I didn't account for spike chain. You lose the ability to attack adjacent targets unless you give up your enhanced reach until the beginning of your next turn.

    Sir Elric Von Hallow (Lore232)
    -Bracers of Armor +1 only cost 1,000gp
    -You've got over 3,000gp left to spend based on my calculations.
    -You need to spend all your skill points
    -Spells in your 'spell book'.
    -All spell/maneuver information on your sheet


    I'll read through backgrounds as I find them (if they aren't on character sheets) and start to draw together an interaction web.
    Last edited by cameronpants; 2013-08-22 at 10:33 AM.

  18. - Top - End - #18
    Ettin in the Playground
     
    PirateCaptain

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by cameronpants View Post
    Klotilde (ben-zayb)
    -Change to Elan?
    -Remove Devoted Spirit maneuvers from list
    Background (10-minute style) is now available, along with the approved changes.
    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

  19. - Top - End - #19
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    SwashbucklerGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by cameronpants View Post
    Everyone: Name of your discipline/its maneuvers on your sheets (so I can NPC them if need be, and so I have a quick reference place)
    maneuvers listed in other notes section of sheet.

    Quote Originally Posted by cameronpants View Post
    Rillon (only1doug)
    -Spiked chain with scaling feature: I didn't account for spike chain. You lose the ability to attack adjacent targets unless you give up your enhanced reach until the beginning of your next turn.
    noted on sheet now.

    Scaling:
    At 2nd and 6th, you gain an additional 5ft step usable during your turn. You may use these steps in between attacks if you possess more than one.
    At 4th and 8th, your reach increases by 5ft when wielding a reach weapon. If you choose to attack an adjacent space (by using the Short Haft feat, the Coiled Bite stance or until the beginning of the next round if you attacked an adjacent space with a spiked chain) you lose this bonus reach.
    Quote Originally Posted by cameronpants View Post
    I'll read through backgrounds as I find them (if they aren't on character sheets) and start to draw together an interaction web.
    background... yes, must write one of those....

    brb...
    aha, there it is *looks at 4th post in this thread* I have written at least a basic background.

    I may well write more tomorrow. (9:45pm here now).
    Last edited by only1doug; 2013-08-21 at 03:49 PM.
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  20. - Top - End - #20
    Barbarian in the Playground
    Join Date
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    I'm sorry to say I think I wil have to withdraw. I'm not feeling Malcolm at all.

  21. - Top - End - #21
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by The Dragon View Post
    I'm sorry to say I think I wil have to withdraw. I'm not feeling Malcolm at all.
    Understood. Next time, then?

    Also, I will be temporarily removing Lore232's character until it is touched up and/or he responds here. No word from them yet and the sheet is only about half done.

    That leaves you four- same as the other game.

    If you can, can you each post your backgrounds in spoilers in this thread? I can't see myth-weaver threads too well with my phone.

  22. - Top - End - #22
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by cameronpants View Post
    I like them a lot! The stance is well balanced because as soon as you miss it resets. I would also change it to going a single full round between attacks on an opponent would reset the damage, not IL rounds. You would lose the momentum after six seconds, not thirty.

    The strike is under-powered. There are first level maneuvers that allow an attack with each hand or against two opponents. This one grants a second attack as long as the first hits- I'd either make it first level, or make it a swift action.

    Stance learn DC: 15, 1 day

    Strike learn DC: (As a 2nd level swift action strike) 34, 2 days
    is DC 34 a typo? thats going to be very hard to achieve for a few levels yet.
    Last edited by only1doug; 2013-08-21 at 04:21 PM.
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  23. - Top - End - #23
    Barbarian in the Playground
     
    HalflingRogueGuy

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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Grumble, grumble. Well, I can't type so well on my kindle. Grumble, grumble... Reinstalling OS, grumble. The formatting might be a bit off.

    Spoiler
    Show

    Tynan cuts a gaunt, almost skeletal figure which looms ominously over most. His face is a mask of harsh lines and angles, with cold, green eyes, which his shock of reddish-brown hair does nothing to soften. Tynan wears loose-fitting clothing in autumnal colors.

    Tynan's fighting style is to simply waitout the enemy assault before making a quick, decisive blow as soon as he leaves an opening. Although one may fight and delay as much as one can, the reaper eventually claims all.

    Tynan is usually somewhat curt with those whom he does not know. When he does speak more than a few words to strangers, it is usually to construct an elaborate mask of languageto conceal his true feelings and intentions. When he does reveal his motives, it is often in coldly angryoutbursts, which he usually regrets. Although he calls few his companions, he is fiercely loyal to those whom he holds dear, and will defend them with his life. He has a sardonically cynical air, and a dry sense of humor, which he displays to his friends. As of late, too few have partaken of his wit.

    Tynan was raised as a soldier. Born to a savage tribe caught up in the war, he practiced with a sword since he could hold one. When he was seventeen, an enemy army came to the forest in which Tynan's tribe dwelt. It crushed the tribesmen, leaving Tynan and about a score of others as the only survivors. The small band continued to work together as swords-for-hire, profiting from the strife plaguing the land. Over the years, although the mercenary band grew to be quite powerful, its founders slowly dwindled. About a year ago, a stray arrow slew the last of Tynan's fellows, leaving only him remaining. In a fit of grief, Tynan fled into the wilderness, leaving one of his lieutenants in command. Sometime in the intervening months, Tynan found his tear.e Although a grief-maddened barbarian on the verge of suicide entered the deep, twisting forest, a cold, hardened
    reaper emerged from it. Taking the alias "The Autumn Wind",Tynan assumed the man
    tle of death. He sought out the band of sublime soldiers and hired on to throw in his lot. He intends to end the war once and for all, whether his humanity survives it or not.
    Last edited by White_Drake; 2013-08-21 at 07:43 PM.
    Spoiler
    Show
    Like one, that on a lonesome road
    Doth walk in fear and dread,
    And having once turned round walks on,
    And turns no more his head;
    Because he knows, a frightful fiend
    Doth close behind him tread.
    The Rime of the Ancient Mariner -- Samuel Coleridge Taylor

    Spoiler
    Show


  24. - Top - End - #24
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by only1doug View Post
    is DC 34 a typo? thats going to be very hard to achieve for a few levels yet.
    No typo. You get two checks, one each day. So DC 17 each day, or a 24 and a 10, etc. You add together all your results.

  25. - Top - End - #25
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Retaliating Cobra Fang Strike
    Counter 4
    Trigger: Attacked in melee
    Benefit: You get a +6 dodge bonus to AC against a single attack. If the attack misses, you may make a single melee attack as a free action against the opponent who attacked you. If you hit and deal damage, they also take a 1d4+1 penalty to their Strength or Dexterity score, your choice.
    Learn: DC 88, 4 Days


    Another example maneuver, showing the increased DC and days required to learn.
    Last edited by cameronpants; 2013-08-21 at 05:10 PM.

  26. - Top - End - #26
    Ettin in the Playground
     
    PirateCaptain

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    material & internet plane
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Fluff for Klotilde:
    Spoiler
    Show
    Description
    Spoiler
    Show
    A magnificent long jet-black tress flows freely on the sides, framing her beautiful face that rivals those of queens.

    Being of noble pedigree afforded her the best accouterments for war, although ever since gaining supernatural abilities to conjure armor, she traded her finely crafted crimson breastplate for a more flexible scarlet silken garb.

    She keeps her shield Vainglorious, her famed weapon of choice after acquiring the tear Lover's Folly, prudently polished and well-maintained at all times.
    Personality
    Spoiler
    Show
    Don't let her supreme visage and bewitching smirk fool you; Klotilde is just as strong as she is smart...and vain.

    She can be very egoistic & narcissistic, swooning over paintings and sculptures of her in her family mansion. Likewise, she has a tendency in battle to pause for a moment just to look at her reflection in her shield.

    She has no problem in using her charms as a leverage or distraction whenever necessary.
    10-minute Background
    Spoiler
    Show
    STEP 1: Concept
    Spoiler
    Show
    1. She is an adept at using a unique technique, exclusively taught to and paid for by the House Ferrir, for utilizing her shield both offensively and defensively.
    2. Despite her weapon of choice, she is an aggressive person who always lead charges, and attacks daringly.
    3. Being of noble birth (House Ferrir) and top-notch pedigree, she grew to be the type of person who keeps her appearance always highly presentable, whether in the battleground or at the ball.
    4. She likes to taunt her enemies to throw them off-balance, whether in the political arena or in the killing fields.
    STEP 2: Goals
    Spoiler
    Show
    1. She strives to reach the pinnacle of human potential in both mind and body, to be the perfect warrior.
    2. Hopefully her legacy as a great warrior will be well-renowned, remembered, and immortalized as tales of legend.
    STEP 3: Secrets
    Spoiler
    Show
    1. Despite an account of the two being ambushed ten years ago, she carries the guilt of accidentally causing critical wounds (due to the panic-driven aggression of young Klotilde) to her older brother, the absence of which would undoubtedly let the both of them survive the sudden attacks instead of her alone. Due to this, she developed an aversion for using bladed weapons.
    2. Her late brother was in fact working as a double agent for other enemies, and their ambush back then wouldn't have happened in the first place if it wasn't for a series of betrayal of her brother to his clients.
    STEP 4: People
    Spoiler
    Show
    1. Xenophon was Klotilde's late older brother who she idolized all her life. He was, in real life, just barely a decent warrior, and just shortly above-average in terms of black-ops, but he had always been a larger-than-life figure to her.
    2. Patria is Klotilde's childhood friend, who fled with her family to Zesen due to too much militarism in Domina. They were actually one of the lucky immigrants to get accepted in the spiritual land that normally disdains trespassers. Patria, a deeply pacifistic humble soul, used to be Klotilde's moral and common-sense compass.
    STEP 5: Memories, mannerisms, and Quirks
    Spoiler
    Show
    1. Klotilde has developed a minor aversion for using slashing weapons, due to her brother's death partly caused by her accidentally lacerating his achilles' heel with a sickle.
    2. Klotilde finds it hard to resist looking at herself in any nearby reflective surface, such as mirror, still water, or even her own polished shield.


    As for brew, I was just thinking of another low level stances so as not to waste the Permanent-stance ability I chose. This is basically taken from the Iron Tortoise discipline:
    Spoiler
    Show
    Stance of the Defending Shell
    Iron Tortoise (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    An Iron Tortoise initiate learns a valuable stance that forms the core of their discipline, that being the nature of the Defending Shell. By focusing one’s attention to defense with their shield, their martial skill improves their defense. The martial adept gains an additional +1 bonus to his shield AC bonus for every 2 initiator levels he possesses (minimum of +1 to a maximum of +10).

    If it's too much, then here are possible nerfs:
    • activates at every start of turn and deactivates after an enemy's first attack miss/success (not sure which one's more appropriate)
    • only active when Fighting Defensively, or Total Defense (not likely, considering the retributive theme)
    • starts at +1 bonus, but increase throughout the encounter for every successful attack of the enemy/player (not sure which one's more appropriate)
    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

  27. - Top - End - #27
    Ogre in the Playground
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    Jul 2011
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by ben-zayb View Post
    Fluff for Klotilde:
    Spoiler
    Show
    Description
    Spoiler
    Show
    A magnificent long jet-black tress flows freely on the sides, framing her beautiful face that rivals those of queens.

    Being of noble pedigree afforded her the best accouterments for war, although ever since gaining supernatural abilities to conjure armor, she traded her finely crafted crimson breastplate for a more flexible scarlet silken garb.

    She keeps her shield Vainglorious, her famed weapon of choice after acquiring the tear Lover's Folly, prudently polished and well-maintained at all times.
    Personality
    Spoiler
    Show
    Don't let her supreme visage and bewitching smirk fool you; Klotilde is just as strong as she is smart...and vain.

    She can be very egoistic & narcissistic, swooning over paintings and sculptures of her in her family mansion. Likewise, she has a tendency in battle to pause for a moment just to look at her reflection in her shield.

    She has no problem in using her charms as a leverage or distraction whenever necessary.
    10-minute Background
    Spoiler
    Show
    STEP 1: Concept
    Spoiler
    Show
    1. She is an adept at using a unique technique, exclusively taught to and paid for by the House Ferrir, for utilizing her shield both offensively and defensively.
    2. Despite her weapon of choice, she is an aggressive person who always lead charges, and attacks daringly.
    3. Being of noble birth (House Ferrir) and top-notch pedigree, she grew to be the type of person who keeps her appearance always highly presentable, whether in the battleground or at the ball.
    4. She likes to taunt her enemies to throw them off-balance, whether in the political arena or in the killing fields.
    STEP 2: Goals
    Spoiler
    Show
    1. She strives to reach the pinnacle of human potential in both mind and body, to be the perfect warrior.
    2. Hopefully her legacy as a great warrior will be well-renowned, remembered, and immortalized as tales of legend.
    STEP 3: Secrets
    Spoiler
    Show
    1. Despite an account of the two being ambushed ten years ago, she carries the guilt of accidentally causing critical wounds (due to the panic-driven aggression of young Klotilde) to her older brother, the absence of which would undoubtedly let the both of them survive the sudden attacks instead of her alone. Due to this, she developed an aversion for using bladed weapons.
    2. Her late brother was in fact working as a double agent for other enemies, and their ambush back then wouldn't have happened in the first place if it wasn't for a series of betrayal of her brother to his clients.
    STEP 4: People
    Spoiler
    Show
    1. Xenophon was Klotilde's late older brother who she idolized all her life. He was, in real life, just barely a decent warrior, and just shortly above-average in terms of black-ops, but he had always been a larger-than-life figure to her.
    2. Patria is Klotilde's childhood friend, who fled with her family to Zesen due to too much militarism in Domina. They were actually one of the lucky immigrants to get accepted in the spiritual land that normally disdains trespassers. Patria, a deeply pacifistic humble soul, used to be Klotilde's moral and common-sense compass.
    STEP 5: Memories, mannerisms, and Quirks
    Spoiler
    Show
    1. Klotilde has developed a minor aversion for using slashing weapons, due to her brother's death partly caused by her accidentally lacerating his achilles' heel with a sickle.
    2. Klotilde finds it hard to resist looking at herself in any nearby reflective surface, such as mirror, still water, or even her own polished shield.


    As for brew, I was just thinking of another low level stances so as not to waste the Permanent-stance ability I chose. This is basically taken from the Iron Tortoise discipline:
    Spoiler
    Show
    Stance of the Defending Shell
    Iron Tortoise (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    An Iron Tortoise initiate learns a valuable stance that forms the core of their discipline, that being the nature of the Defending Shell. By focusing one’s attention to defense with their shield, their martial skill improves their defense. The martial adept gains an additional +1 bonus to his shield AC bonus for every 2 initiator levels he possesses (minimum of +1 to a maximum of +10).

    If it's too much, then here are possible nerfs:
    • activates at every start of turn and deactivates after an enemy's first attack miss/success (not sure which one's more appropriate)
    • only active when Fighting Defensively, or Total Defense (not likely, considering the retributive theme)
    • starts at +1 bonus, but increase throughout the encounter for every successful attack of the enemy/player (not sure which one's more appropriate)
    Every successful shield bash improves the shield's AC by one vs that opponent, max of 1/2 IL. It does not improve any other feature based on shield bonus (DR, energy resistance, etc.), it is only a bonus to AC.

  28. - Top - End - #28
    Ogre in the Playground
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    Jul 2011
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    I am giving Lore232 another 36 or so hours before I start the IC thread and remove him from the game. Thank you for your patience.

  29. - Top - End - #29
    Ogre in the Playground
     
    SwashbucklerGuy

    Join Date
    Jul 2008
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    London, England

    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by cameronpants View Post
    Retaliating Cobra Fang Strike
    Counter 4
    Trigger: Attacked in melee
    Benefit: You get a +6 dodge bonus to AC against a single attack. If the attack misses, you may make a single melee attack as a free action against the opponent who attacked you. If you hit and deal damage, they also take a 1d4+1 penalty to their Strength or Dexterity score, your choice.
    Learn: DC 88, 4 Days


    Another example maneuver, showing the increased DC and days required to learn.
    I think I see:

    So this one would require an average check result of 22, (which as a 7th level initiator shouldn't be too hard to achieve).

    Martial Lore: 10 skill ranks + Int Bonus, leaving an average of (12 - Int bonus), that seems reasonable.
    Doug

    Currently GMing :
    Moonshae Mysteries IC / OOC / Central Map / west rooms map / east rooms map
    Moonshae Tales IC / OOC / Map
    Map of Area

  30. - Top - End - #30
    Ogre in the Playground
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    Default Re: [War of the Magi :: The Exiles] [OOC]

    Quote Originally Posted by only1doug View Post
    I think I see:

    So this one would require an average check result of 22, (which as a 7th level initiator shouldn't be too hard to achieve).

    Martial Lore: 10 skill ranks + Int Bonus, leaving an average of (12 - Int bonus), that seems reasonable.
    Right. Usually, unless a series of terrible rolls befall you, the formula stands strong.

    There is a way to get the DC massive- have a strike do lots and lots of little effects, so that the DC calculates high but the maneuver level stays low.

    Splitting Viper Strike
    Strike 4
    Full Round Action
    Make two attacks. Each attack must have a different target. The first attack deals bonus damage equal to half the result of a Balance check and the target takes a 1d4+1 penalty to Strength. The second attack deals bonus damage equal to half the result of a second Balance check and the target takes a 1d4+1 penalty to Dexterity. You are then flat-footed against the next attack delivered from both targets of this strike.
    Learn: DC 108, 4 days ( average of 27 per day!)

    Spoiler
    Show
    King Cobra Killing Coup
    Strike 9
    Full Round Action

    Make two attacks. Each attack must have a different target. Each attack gets +4 to hit and deals +2d6 damage. Targets who take damage from this strike also take a 1d4+1 penalty to each of its ability scores and grants the user 1d6+1 points of healing. Surplus healing becomes temporary hit points that last for an hour. The threat range for these attacks is doubled (this increase of threat range does not stack with any other increase).
    Learn: DC 351, 9 days (39 per day)

    This is one of the most difficult to learn maneuvers. However, by 17th level, one has around 20 ranks + other modifiers... so it isn't impossible.
    Last edited by cameronpants; 2013-08-22 at 11:28 AM.

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