Results 1 to 30 of 32
-
2013-11-19, 04:13 AM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Ruling Mordor
- Gender
Tyrants of Evil and Paragons of Good (Demons OOC)
"I would have thought more of you, calling yourself an Archangel? You call yourself Righteous? You say you know truth, and yet you stumble blindly at his beck and call, you betray me, your brother! For what? The lies of a false king? Pathetic."
This is ye olde OOC for my awesome group of peeps who actually managed to make characters for this game!Give yourselves a Hand!
No really, I have too many of them.
Anywho, Post anything relevant to your character, and make sure to pick a color/font!
IC will be forthcoming.
When I'm not passing out.
OP of my recruitment phase;
Last edited by ShadowFireLance; 2013-11-19 at 04:18 AM.
-
2013-11-19, 04:23 AM (ISO 8601)
- Join Date
- Nov 2012
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Make Egypt Great Again: Waking up as Cleopatra VII Philopator My ongoing attempt at writing a story.
My Homebrew for 3.5
-
2013-11-19, 04:26 AM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Ruling Mordor
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
I can tell, Pokemon is going to be a theme here now.
-
2013-11-19, 04:32 AM (ISO 8601)
- Join Date
- Nov 2012
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Make Egypt Great Again: Waking up as Cleopatra VII Philopator My ongoing attempt at writing a story.
My Homebrew for 3.5
-
2013-11-19, 07:21 AM (ISO 8601)
- Join Date
- Oct 2013
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
So, here's Lord Vrykas and his cohort, Queen Nebet.
I'll use Navy Blue.
-
2013-11-19, 08:18 AM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Areziel's sheet
I will use dark red for Areziel.
Areziel's fluff:
Spoiler: BackstoryAreziel's began her life as a cultist of Asmodeus, a half-elf obsessed with immortality and the perfection of form. Her drive led her to learn and perfect the art of profane rituals, a talent she used to further her goals and advance the cause of the Lord of the Nine. Over time, her devotion and skill allowed her to become a prominent member of the cult, while through her rituals she slowly rid herself of her mortal frailty, advancing towards a strange and more terrible existence.
Eventually, Asmodeus himself took notice, and at the culmination of a great sacrifice in his name, he granted his reward to her- a transfiguration that inducted her directly into the high infernal ranks. Spared the torturous climb from the lowly station of lemure, Areziel swiftly proved herself as a pit fiend, carrying out the wishes of her master with alacrity and ingenuity.
Yet even the strength of a pit fiend was not enough to satisfy Areziel, and so she continued her experiments and rituals, tinkering and altering with her body still further. She studied the most ancient and powerful planes and learned their workings, and incorporated their strengths into her own form. Of all the planes though, the Abyss most fascinated the arisen fiend. Through guile, stealth, and even violence she made incursions into Abyss again and again so that she might fully comprehend its nature. At the same time, she distinguished herself in the service of Asmodeus as a cunning negotiator, talented in the art of temptation and persuasion. Due to her continued loyalty and success, the Lord of the Nine gave her the position of ambassador, a liaison with the other realms imparted with a portion of his authority.
Due to her position and knowledge of the Abyssal realms, Areziel was an important figure in arranging the truce between Hell and the Abyss, and she continues to do her part to keep the peace between the infernal and abyssal planes. However, recently she has been turning her eye towards the Celestial realms as well- the war there is costly and in her mind, inefficient and wasteful, especially now that they have a strong advantage and bargaining position. Besides, in spite all of her work and power, she has yet to claim a layer of the hells... and after all, someone will have to take over the heavens once they have fallen.
Spoiler: CharacterThe unique route of Areziel's ascension to her current state has perhaps influenced her nature, for she is in many ways an unusual infernal lord. First, she is exceptionally honest and trustworthy, which she has ensured is well known. Areziel does not twist wording or include fine print, nor does she break her word or make promises that she cannot or will not keep. Yet this quality is to her benefit as an ambassador, because those who would normally distrust devils are still willing to negotiate with her. A deal with Areziel can be trusted to be exactly what it seems.
Second and far less public is her strong loyalty to Asmodeus. She does not serve him out of fear, nor does she seek to topple him from his position or take his place. Asmodeus has continued to reward her well, and she admires his perseverance and intellect. Though like any devil she covets greater power and authority, she will only consider betraying Asmodeus if he has first betrayed her.
More broadly, Areziel is a social creature, inclined to get what she wants through bargains and deals rather than by force, and as a hedonist, there are many things she wants. Desire is an essential part of her nature, and it is the force that motivates her to ever greater heights. Money, beautiful companions, power, and immortality all interest her, and her schemes always serve to advance her own interests, if only indirectly.
Spoiler: DescriptionTrue to her roots, Areziel's appearance is unusually humanoid, though she has added a number of inhuman traits along the way. She appears as a tall, unearthly elf with golden eyes and long crimson hair and wings of wind and flame. Her skin is pale and smooth, but turns aside blades and weaponry more effortlessly than adamantine. Four serpentine beings seem to slither around her constantly, but in truth they are an inextricable part of her, simply oddly shaped limbs.
However, Areziel is a shapeshifter of some skill, capable of reshaping her body as she desires, even to the point of splitting apart her body into many pieces, or abandoning flesh altogether. Her exact features change with her whims.
Spoiler: Default EffectsImmunities
-Polymorphing, petrification all other form altering abilities
-Fire
-Ability damage, drain, and energy drain
-Mind-Affecting
-Massive Damage
-Daze, Stun
-Critical hits and sneak attack
-Divine spells, and all supernatural/spell-like abilities of extraplanar creatures and deities.
Self-Imposed Evolutionary Touch
-Elemental Attack (Acid) 9
-Symbiosis
-Anomalous Mutation Teratomorph
-Elemental Potency Teratomorph
Anomalous Mutation Configurations
-Elemental Attack (Acid)
-Overdrive 2Last edited by AmberVael; 2013-12-03 at 03:33 PM.
-
2013-11-19, 08:36 AM (ISO 8601)
- Join Date
- May 2011
- Location
- material & internet plane
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Thanks for choosing the Benevolent Father!
Kyr'Archia will speak with a warm Dark Orange, with thoughts italicized and unquoted like this.
Ekaton will speak/think using a simple Arial Narrow.
1Kyr'Archia - Level 30 - Pit Fiend EvolutionistEkaton - Level 28 - Legion Devil Hexblade Fiend of PossessionSpoiler: Quick Stat Lookup Box:Portfolio: Unseen Powers, Groupthink, and Blind Faith
Domain: Community, Family, Force, Mysticism
HP 1380/1380, AC 88, Touch 68, Flat-footed 68, Fort 94, Ref 89, Will 98, Initiative +25
Speed Land:80ft. Flight(perfect):340ft., DR15/good&silver, Regen15/good&silver, SR41
Ability Score STR 46, DEX 50, CON 49, INT 67, WIS 56, CHA 86
Common Skills
Bluff +111, Diplomacy +123, Disguise +115, Gather Information +85, Intimidate +115
Listen +96, Martial Lore +39, Psicraft +66, Search +101, Sense Motive +96, Spellcraft +66, Spot +96
Balance +87, Escape Artist +93, Hide+93+153, Jump +90, Move Silently +93, Tumble +117
Skill Tricks
Assume Quirk, Never Outnumbered, Second Impression, Social Recovery, Swift Concentration
Clarity Of Vision, Listen To This, Point It Out, Collector Of Stories, Easy Escape, Quick Escape
Current SLA, PLA "Spell" Buffs
Defensive Precognition (ML42)
Current Supernatural "Spell" Buffs
Mind Blank, Superior Resistance, Masochism, Sadism
Alter Reality Permanent "Spell" Buffs
Body Outside Body (6 bodies, PC-Cohort Fused Entity), Superior Invisibility, Selective-Metamagic Antimagic Field
1question is already resolved
-
2013-11-19, 02:07 PM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Ruling Mordor
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Generally, the SDA Alter reality is just a free wish, and should be treated as such.
Now, the matter of an IC, I have a question on player preference;
Would you like to have separate beginnings/starts, and begin talking to each other over the course of the game, or start out already knowing each other?
(Prologue or first mission?)
-
2013-11-19, 02:44 PM (ISO 8601)
- Join Date
- May 2011
- Location
- material & internet plane
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
I think it's reasonable to assume that higher ranked Baatezu (Duke level and above) would know of each other, by reputation at worst and personal at best, at least because they would be wary of potential political or military assets/threats to further their own ends. I haven't read much about the Tanar'ri, but I wouldn't be surprised if the smarter or more conniving ones also operate like this.
The higher tier demons and devils might have known each other by virtue of the recent "IFCC" formation, or even back in the days as a previously hated or respected enemy in the Blood War.
-
2013-11-19, 02:49 PM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Prologues can be fun, but they do put a lot of pressure on the DM, and can therefore start the game off with a slow tempo. I can go for either, but I think I'd prefer to start off with everyone together.
It might be cool to start off in one of our domains- I haven't completely worked out the details of Areziel's, but I know that she has a demiplane of substantial size that serves as her godly realm. I was thinking it would be a fairly open place, suitable for someone who takes the role of ambassador and diplomat, and probably known as a neutral location. I could put some work into finishing it up if we wanted to start there.
-
2013-11-19, 03:42 PM (ISO 8601)
- Join Date
- Oct 2013
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
I prefer to start things in media res; mostly because I'd feel railroaded since the premise of the campaign is rock solid -which isn't a bad thing per se :)
Starting with a bang like during an assault at the gates of heaven makes for a great introduction, imho!Last edited by Vetril; 2013-11-19 at 03:43 PM.
-
2013-11-21, 07:32 AM (ISO 8601)
- Join Date
- Nov 2012
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
I also prefer to start already knowing eachother, then we can get right into the action of dealing with those "good" beings.
Make Egypt Great Again: Waking up as Cleopatra VII Philopator My ongoing attempt at writing a story.
My Homebrew for 3.5
-
2013-11-21, 11:32 AM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
-
2013-11-22, 10:27 AM (ISO 8601)
- Join Date
- Oct 2013
- Gender
-
2013-11-22, 10:38 AM (ISO 8601)
- Join Date
- May 2011
- Location
- material & internet plane
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Conversely, I'm not sure if it'll happen but I'm also looking forward to facing powerful "redeemed" fiends.
Now that I think about it, this little gem right here is what caught my initial interest in the first place:Implying someone could've submitted stuff like Lawful Neutral Balor or a Chaotic Good Pit Fiend.
-
2013-11-24, 12:07 AM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
So... what's the schedule looking like, Shady?
I'd really like this game to get some momentum, so if you need more time to get things set up on your end, maybe we could start off somewhere together and have some inter-character interaction before any plot and stuff starts?
-
2013-11-28, 09:41 AM (ISO 8601)
- Join Date
- Oct 2013
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Hmm, any news from SFL?
-
2013-12-02, 01:53 PM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Ruling Mordor
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Wow, That was a hectic week.
http://www.giantitp.com/forums/showt...3#post16536563
-
2013-12-02, 03:34 PM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Glad to see you're still with us. I made some assumptions about the current situation- I hope I'm not too off target. If it's problematic I can change it pretty quick.
-
2013-12-02, 10:41 PM (ISO 8601)
- Join Date
- May 2011
- Location
- material & internet plane
- Gender
-
2013-12-03, 07:12 AM (ISO 8601)
- Join Date
- Nov 2012
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
I hope that this works, the swords probably are holy anyways, and I don't like my opponents armed.
Make Egypt Great Again: Waking up as Cleopatra VII Philopator My ongoing attempt at writing a story.
My Homebrew for 3.5
-
2013-12-03, 08:57 AM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Doesn't using Dimension Door end your turn?
-
2013-12-03, 09:06 AM (ISO 8601)
- Join Date
- Oct 2013
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Eh, you're right AV - thanks for pointing it out.
That's what I get for being cheap and not wanting to use up a level 9 spell slot. I guess I have to suck it up and use a quickened teleport or not attack. Editing right now.
-
2013-12-03, 09:09 AM (ISO 8601)
- Join Date
- Oct 2013
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Teleport roll: (1d100)[4].
-
2013-12-03, 11:40 AM (ISO 8601)
- Join Date
- May 2011
- Location
- material & internet plane
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Oops, that should be Crushing Hand instead of Grasping Hand as the grapple modifier suggests
Ls and Gs, the Symbiosis mutation that Kyr'Archia uses is detailed below, taken 6 times with access to Construct and Undead.
He generally leaves the control up to the recipient, unless of course when the actions taken are against him.SpoilerSymbiosis [Extraordinaire]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist can connect to other creatures to gain benefits from it. As a full-round action, the evolutionist can forge a symbiotic link with a willing creature within reach, belonging to the aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin types. Once this link is forged, it remains active for as long as the target stays within the evolutionist’s reach, or until the evolutionist takes a standard action to sever the connection.
While the symbiotic link is active, both creatures gain the other’s appropriate ability score modifiers (if positive) as a bonus on all skill checks. Furthermore, once per turn, the evolutionist can Aid another the linked creature as a free action, similarly, the linked creature can aid the evolutionist as a free action once per turn.
Symbiosis shows its true power when employed by multiple evolutionists who boast it. As a full round action, two or more creatures of the same creature type, all of whom must possess this mutation, may temporarily fuse together (all the limitations of creature type listed before apply, but the evolutionists need not be adjacent to each and everyone, being adjacent to a single other suffices). This fusion provides the following effects:
- The fused entity’s size category is equal to the size category of the largest participant, increased by one for every two participants of the same size category that enter the symbiotic fusion. If all participants are considered long creatures, the fused entity is a long creature, if all participants are tall creatures, the fused entity is considered a tall creature, if there are long and tall creatures among the participants, they may chose to make the fused entity tall or long, and may change this shape as a full-round action.
- The fused entity is treated as if it had the type and subtypes of all the participants. It can chose to be affected by spells and effects that check for subtype as best benefits it.
- The fused entity has an effective HD equal to the highest hit die of the participants. Its hit points are equal to the sum of the hit points of the participants.
- The fused entity’s armor class is set by its new size, ability scores and class features. If any of the participants has a natural armor (before considering mutations and class features), the fused entity uses the best natural armor available.
- The fused entity has the best movement modes of each of the participants.
- The fused entity has a single initiative modifier, set by its combined feats, ability scores, mutations and any other effects that modify it. It rolls initiative once for each participant in its creation and may act on each of these initiatives as normal, with a full complement of actions in each one. It may take one immediate action between each pair of turns it takes.
- The fused entity has the best base attack bonus among the participants.
- The fused entity has all the natural weapons of the participants. It is treated as if it had as many manipulating limbs as the total sum of the participants and as if it were wielding anything the participants were, even if its outward appearance would say otherwise.
- The fused entity uses the best base ability scores of the participants in its creation, with a bonus to said ability scores equal to the respective modifiers of the unused ability scores (if positive). Changes in constitution do not alter the fused entity’s hit point total. The base ability scores used in these calculations are the ability scores without any typed bonuses, such as enhancement, alchemical or inherent, all of which are added to the final ability scores according to their own limits.
- The fused entity uses the best base saves of the participants, modified by its new ability score bonuses. It can make one will save for every participant, and succeeds on will saves as long as any of the participants succeeds.
- The fused entity has access to all skills and feats of the participants, modified by its new ability score bonuses. Any repeated skills have their ranks added up to the maximum allowed by the fused entity’s HD and are treated as class skills if they are class skills to any of the participants. Any repeated feats provide no additional benefits unless the feat can normally be taken multiple times.
- The fused entity has access to all special attacks and special qualities of the participants.
- The fused entity has access to all of the mutations, teratomorphisms, ascendancies and perfections of the participants, up to their caps as set by its mutator level. The fused entity has a mutator level equal to the sum of the mutator levels of the evolutionists involved, up to a maximum of its HD. Repeated teratomorphisms gained in this manner provide no benefit unless they can be taken repeatedly normally, size altering teratomorphisms do not change the fused entity’s size (as it is set in a different manner).
- The fused entity has access to all other class features of the participants. The benefits granted by repeated class features do not stack (as per gestalt rules).
- The fused entity has access to all of the body slots and magic items (and chakras and soulmelds if applicable) worn by the participants and benefits from all of them as normal.
- The fused entity is affected by any condition that affects the participants, be it active spells, poisons, diseases etc. If the condition is prevented by a will save, the other participants have the option to make a save against the effect in order to end it. When the original bearer of the condition leaves the fused entity, it remains affected by it, as do any participants that leave it afterwards.
The overall appearance of the fused entity is up to the participants.
The participants can remain fused for as long as they wish. Any participant can extricate himself from the fused entity as a full round action at any time he desires. When one participant removes himself from the fused entity, the whole being’s characteristics must be recalculated to account for the removal. The removed participant exits the fused entity with an amount of hit points equivalent to the percentage of hit points the fused entity had when the split was performed.
The fused entity requires as much sleep as the creature involved that needs the most sleep, it can prepare spells, shape soulmelds and otherwise ready any class features that need such readying immediately following this rest. The fused entity requires daily nourishment equal to one and a half times what the participants would need.
Further Mutations: This mutation can be taken once per four mutator levels. For each time it is taken, the evolutionist and the linked creature may make an additional aid another check as a free action per turn, only one such aid another attempt can be made for any given roll on a turn. Additionally, an evolutionist can only take part in a symbiotic fusion with a maximum number of participants beyond himself equal to the number of times he has taken this mutation.
Special: The evolutionist can forge a symbiotic link with creatures of the construct, elemental, outsider, plant or undead types if he has access to the appropriate special mutation lists.
-
2013-12-03, 11:41 AM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Ruling Mordor
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
-
2013-12-03, 11:48 AM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
Since everyone else is posting their first combat turns, should I roll initiative and have Areziel do something more relevant, or would you rather I assume that my previous post is her first turn and be a bit more serious and detailed about it?
In any case, Charisma roll... lemme think if there are any modifiers I get to that. I know I get Superior Grace, but I don't think anything else.
(1d20+37)[40]
-
2013-12-03, 11:50 AM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Ruling Mordor
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
-
2013-12-03, 11:51 AM (ISO 8601)
- Join Date
- May 2011
- Location
- material & internet plane
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
You meant this? (1d20+125)[139]
EDIT: i.e. Areziel (37) + Cruarta (25) + Kyr'Archia (38) + Vrykas (25)
Or is it each one's Base Charisma + Racial + Inherent + Enhancement + etc.? (in which case, Kyr'Archia gets 38+14 from the above roll = 42)
-
2013-12-03, 12:37 PM (ISO 8601)
- Join Date
- Apr 2006
- Gender
Re: Tyrants of Evil and Paragons of Good (Demons OOC)
I deleted my old post and reposted it with full mechanics laid out. Areziel has a complicated turn, but hopefully I've made it relatively clear what is going on.
I would've just edited it all in, but I needed to make the damage rolls for Breach.Last edited by AmberVael; 2013-12-03 at 12:37 PM.