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

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    Nov 2008
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    ಠ_ಠ
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    Male

    Default Those that were - OOC

    Those that were OOC


    IC




    Nomenes batobot re chiana vur woari

    Hook
    You are new upon the planar scene, your motley crew of companions having formed from a myriad of worlds, planes and even realities. Looking back, you can barely understand how you survived everything you did, but you have, and here you are.

    Sigil.

    What a crap hole.

    It's easy to see why every plebe in the verse admires the place, but to your trained eye, its awash in the political red tape that myres even the lower of the planes. Angels and demons shuffle around with barely contained hatred, while beholders and vampires skulk in the shadows. And it's easy to see why the groups that did prevail here, have gone extinct, and you can now see the edgings of those new groups, the ones who live outside the smoke and mirrors of sigil.

    Shaking your head you focus on the task at hand, the collection, and protection of a certain lordling on some distant backwater world...it was an in an out mission, and proved to help your team gain a foothold of a reputation, one that was apparently needed before being tasked with anything larger than...well escorting little lordlings.
    Spoiler: ooc
    Show

    You are a group of adventurers who have just entered the planar scene and trying to make a name for yourself, you are barely aware of the larger groups, and they are barely aware of you (see the setting link).


    16
    Spoiler
    Show

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

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

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    7-/+ players

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    The game will be on these forums.

    5. What is the characters' starting status (i.e. experience level)?
    Bottom of 24th level, no LA buyoff

    6. How much gold or other starting funds will the characters begin with?
    1.8 million gp

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    I am open to brew, but it will be limited. (request them)
    No shenanigans/cheese.
    I want mid power characters, more fluff, less stuff.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Anything is allowed, but I have a strong aversion to characters who are not humanoid'ish.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    32 point buy, Hp's are max at first level and then rolled every other or average (you may roll then take average)

    10. Does your game use alignment? What are your restrictions, if so?
    Alignment is in place for spells and spell affects. I'm lenient on Alignment restricted classes and Paladins have a more grey area.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Have at, no penalty.

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

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    Several.
    • Teleportation is blocked by force effects.
    • Gates work on the same plane
    • Retroactive skill points
    • no flaws
    • Fractional Saves/BAB
    • up to 2 traits
    • 1 xp = 5 gp for crafting
    • My houserules
    • Cohorts/special cohorts etc are as follows:
      Spoiler
      Show

      elite array: 15, 14, 13, 12, 10, 8
      Average HD per level
      NPC WBL (pg 231 MC)
      No cohort chaining/leadership shenaningery.
      You will control your cohort
    • Epic Spells
    • This VoP
    • 100% Psionic-Magic transparency
    • Pathfinder feat progression


    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Yuppers, a 10 Minute background is a minimum.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    all 3 if I have my way

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    WotC published books/articles/materials, including Dragon Magazine compendium.
    Individual dragon mags must be requested, d20srd.com, dndtools.eu.


    Approved brew:


    Denied brew:
    Spoiler
    Show


    Class fixes:
    Spoiler
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    • Duskblades spell list is changed to Sorc/wiz & can channel at range
    • Barbarians HD is changed to 2d6
    • Spontaneous casters using metamagic do not increase spell casting time
    • Fighters gain warblade maneuver/stance progression


    Characters
    Player Character Speech color senses
    Zanos Kelris Ra'dari light salmon for Kelris and plum for Aerin. Darkvision 60ft, Low Light Vision, Permanent Heightened(SL 9, CL 31) Arcane Sight, True Seeing(SL 6, CL 18)
    Kazyan Ellipsis ice-colored Blindsight 30 ft, low light vision, true seeing
    Kusimandro Pae Teal. Blindsense out to 30 feet, true seeing.
    Torgarn Marco Silkstep Bold Dark Gray Darkvision 60 ft. (Full Color) Superior Low-Light vision 60 ft., True Seeing CL5 Perm, 360 degree vision perm
    Ryuuk Saath of Ka'Mure(1) Indigo for Saath and Fire Brick for Krata Darkvision 60ft for Saath, Mindsight on his psicrystal and Lowlight vision / Darkvision 120ft / Blindsense 60ft on Krata
    ben-zayb 'Goodwin' Chebyshev Golden Rod L5 True Seeing, L2 See Invisibility, L3 Arcane Sight
    Mishkov Jargun the Remade Green unlimited darkvision, true seeing, blindsense 30
    Last edited by BelGareth; 2014-04-22 at 06:44 PM.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
    Spoiler
    Show

    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
    Threat, Timer, Treat
    Discord

  2. - Top - End - #2
    Ogre in the Playground
     
    Ryuuk's Avatar

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    May 2006
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    MX
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    Default Re: Those that were - OOC

    Alright, here's to a good game guys. If it's alright, I'll grab Indigo for Saath and Fire Brick for Krata.

    Senses: Darkvision 60ft for Saath, Mindsight on his psicrystal and Lowlight vision / Darkvision 120ft / Blindsense 60ft on Krata.

    Spoiler: Post from the Recruitment Thread
    Show
    Saath and Krata of Ka'Mure

    Background
    Spoiler
    Show
    Background Concepts
    Spoiler
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    Saath is a decorated Githyanki commander who fled from his people in dishonor after being summoned before his queen.

    Saath was born in a small fortress in the outskirts of the Githyanki domains, Ka’Mure. He never gave much thought to Tu’Narath and the central leadership of Githyanki. Instead, the word of the warlord of Ka’Mure was law, and the local raiders were heroes.

    Talented in psionics since young, though those in his age group saw him as weak and frail because of that. Would constantly get into fights with them, to the amusement of all involved.

    Not content with staying back as support. He wanted to be in the thick of the fight, cutting down weaklings, matching steel against champions, terrifying the prey from the back of a dragon. He wanted glory and worked hard to achieve it.

    He became who he is now in a 7 year expedition to the material plane. During this venture he learned the credo of the illithid slayer, the loss of comrades propelled him through the ranks, there that he finally rode into battle on Krata and learned to fight alongside him. Daino was his finest hour.

    Though he sees most others as possible prey and little else, he is fiercely loyal of those who fought alongside him. It was the Githyanki against the planes, after all. He never considered fighting others of his race, and even now he can’t bring himself to kill those who hunt him.

    He was curious about their methods during the expedition, but now he truly wonders what the Illithids had mastered. He returned to their ruined hive, hoping to find anything of value and hide. The idea of studying their records was blasphemous at the time, but now? His own gift came from them, implanted on his race so many eons ago. If he could learn something of use from their madness...


    Goals
    Spoiler
    Show
    Ultimately he wishes for the life he had before the summons. Raiding the astral seas with his comrades, leading them to gold and glory, cutting down the threat that must not be ignored. This may be impossible now though, as he has been branded a traitor for defying the queen.

    Revenge on the queen? He saw as she killed and assimilated 2 of his comrades. They each rivaled him in strength, but to her they were like flies. The queen ruled through power, that was what won her loyalty, a coop may be possible, but having already been defeated and branded a traitor, he could expect no help from his kind, nor to match her, not yet.

    The idea of participating in a second githyanki civil war seems interesting, if kind of farfetched. At least, I think some kind of contact with the Children of Gith might be cool, and see what their opinion on Vlaakith CLVII is.


    Secrets
    Spoiler
    Show
    The expedition lasted much longer than it should have. In part this was due to the strength of the illithid infestation, but also because of Tu’Narath’s interference. Their veteran warriors would be summoned to the capital for positions of powers, but in doing so the warband weakened as it had to restructure. At one point, Atam, the leader of the warband was summoned, but he refused, as his leave would likely cost the lives of more of his men. The other captains, Saath included, agreed, and all further summons were ignored for the duration of the expedition.

    Tu’Narath and the queen began to doubt the loyalty of Ka’Mure after its warband repeatedly refused the summons. The queen’s paranoia saw only signs of revolt. Saath’s escape cemented this belief, and Tu’Narath’s elite have begun to hunt down those that had refused the summons, considering them enemies of state and possible revolutionary leaders. At the same time Ka’Mure is seen as a possibly hub for rebels. Saath fled because he refused to die and knows little of these charges, his contact with other Githyanki since has been practically nonexistent.


    People
    Spoiler
    Show
    Krata: A red dragon he has been caring for since birth, Saath sees him as family. He gifted the dragon its most prized possession on the day it hatched, his psicrystal, the small red gem though which they keep in touch. Of a covetous and aggressive nature, the dragon trusts Saath for his decisions have made his hoard grow.

    Alexander Vasayo: A human lordling and military leader. His war band’s expedition into the material plane brought the two into conflicts multiple times. The war band was there for the illithid hive, and once Alexander learned of its existence, an uneasy truce was managed. The githyanki’s complete disregard for human life during the assault on Daino, made him curse the day he accepted those terms. Vowed to bring an end to Saath and his reavers for their betrayal and the atrocities they committed.

    Atam: Led Saath’s warband during most of the expedition. A veteran illithid slayer, he handpicked those with potential and taught them his art. Saath was amongst them and took his role as field commander after age became too much of an obstacle. He retired after the campaign, refusing Tu’Narath’s call and going elsewhere.


    Memories, quirks, etc
    Spoiler
    Show
    Watching Krata’s egg hatch. He wasn’t even old enough to hold a proper sword when he snuck into the den where the eggs were kept. He was drawn to it, and felt it warm to the touch. When the time came, he was the only one there to watch it. He remembers the smell, and how clumsy it was at first. It seemed to know about the gem he had in his pocket, so he gave it to him before leaving. He felt nothing but pride when he learned that as the others hatched the wyrmlings tried to fight over the little stone, but none could take gem from it. He and his psicrystal were of one mind then, this was the one.

    When they were both younger, Saath and Krata would wrestle and spar, trying their best to come out on top and often leaving each other greatly injured. It may have been a game at first, but both remember the old record. 21 to 15, Saath’s favor. It wasn’t until he had a clear lead that the dragon began to respect him.

    The assault on the city of Daino. A prosperous settlement on some small world on the prime, a large Illithid hive had been expanding underneath for decades and had subtly enslaved at least half of the surrounding population. Saath and his warband had spent years hunting its spawn and finally cutting it down was like the culmination of a grand work. Looting what remained of Daino just made it all the sweeter; as did the thought of the war these humans would start against his people to ‘avenge’ it. More blood, more riches, more glory.

    Do not be afraid, for even if your time is over, you will continue to bring glory to my people through me. Do not resist, do as your brother and lay down your arms, lest your last moments are nothing but agony. Very well. You… Learn from his mistake, for I assure you, he suffered. No? Perhaps we are best rid you. There, is this better? You brought it upon yourself, now join me. That will not hel--- // --- for I assure you, he suffered. No? Foolishness. Run, it matters not, I will find you and you will pay for your cowardice…

    Two months under Daino’s ruins, hiding within the remains of the illithid hive. It was a troubling time, where Saath’s curiosity on illithid methods became almost an obsession.


    Personality
    Spoiler
    Show
    He considered himself unparalleled. He feared nothing on the battlefield and proved himself as a commander. This all changed when he fled from Tu’Narath and much of the image he had built around himself shattered.

    His queen would have killed him to sustain herself, when he resisted he was crushed, and only through pushing his mind to the limit was he able to undo his mistake and simply flee instead. In doing so, the betrayal and his weakness took hold of him.

    He continues to present his ‘unparalleled’ face, a quiet sellsword, practical, cautious and brutal, the price for his service always clear. However, he harbors deep fears. After his encounter with the queen, he feels he can only trust Krata, but as the dragon ages he may find himself alone. With no comrades around him and enemies that will surely hunt him down, how far can he go?

    Not far if he is alone, despite how much he wants to believe otherwise. Ka’Mure is still in the domain of the queen, and he dare not run there as a traitor with his tail between his legs. Although the idea sickened him at first, he needs may need to acquire allies elsewhere, away from fellow Gith.


    Epic Manifesting
    Spoiler
    Show
    Greater Fusion
    Psychometabolism
    Level: Epic, DC 31
    Display: Auditory, material, and visual
    Manifesting Time: 1 hour
    Range: Touch
    Target: You and one touched willing creature of your type and your size or smaller
    Duration: 1 hour/level (D)

    You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the manifester, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.

    The fused being has your current hit points plus the other creature’s current hit points. It's size category and type is that of the largest of the two creatures. The fused being knows all the powers you and the other creature know, has the sum of your and the other creature’s power points, and knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). If the component creatures have different types, derive the fused being's traits from its final type. For example, if a psion manifests this power to fuse its psicrystal with another creature and the final being is not of the construct type, the fused being does not acquire construct traits. Other abilities, such as Hardness 8, psicrystal granted abilities and the ability to take 10 on climb checks are still passed on, as these are not derived from the construct type.

    For each of the six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that you or the other creature possessed before becoming fused.

    You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends.

    When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.

    Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.)

    If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being.

    20 - [Fusion] Base
    +10 - 1 hour / Level
    +20 - Special (No Type or Size restrictions between the manifester and target)
    +20 - Special (Eliminate 50XP component on base)
    -10 - 1 hour manifesting time
    -28 - 56 HP Burn
    Manifester level 22
    DC 31 and 310000 GP

    Changes to Krata's stats when fused with the psicrystal can be found in the additional information section.
    Will be edited by Ryuuk : Sometime in the future.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Sep 2011

    Default Re: Those that were - OOC

    The woman who insists she doesn't have a name will speak in ice-colored text.

    Senses: Blindsight 30 ft, low light vision, true seeing.

    Spoiler: Ten Minute Background
    Show
    Step 1

    1) “Ellipsis” doesn’t actually have a name. She doesn’t answer when people ask, and when one in necessary for a legal document or something, she just puts three dots (…). “Ellipsis” seems to have stuck, but she discourages people from actually referring to her with that name.
    2) As a baby, Ellipsis was given as a tribute to a white dragon--Ganralsix--who ruled over a settlement of arctic elves near the south pole of a Greyhawk-like world. She grew up under his care, and he simply declined to hame her because he didn’t care about mortal names.
    3) Having developed a close bond with the dragon in adolescence, she was mortified when a league of dragonslayers came crashing in to Ganralsix’s lair. She was stashed in one of the deep ice corridors of the cave at the time, so by the time she ran out to go aid him, he was already dead.
    4) Ellipsis blames Ganralsix’s death on being too slow to catch up to him, so she has been training ever since to become faster.
    5) It’s not like she doesn’t have parents, though. Ellipsis went back to the settlement after Ganralsix’s death and met up with her parents, and developed an adult relationship with them to heal the loss of her dragon father figure.
    6) Once she outgrew the little settlement in power, she left it and began a long Heart of Water-powered swim across the oceans. Along the way, she was taken in by a group of water fey, who were amused enough by her to bring her into a fey circle—to be toyed with by the fey courts
    7) Ellipsis lived among the fey for a while, honing her skills, while being a huge monkey wrench in fey manipuations. Basically, since she didn’t have a name, fey contracts and magics couldn’t specifically designate her. She more-or-less ran rampant in the fey courts for a while, making friends and carefully avoiding naming herself.
    8) After saving the fey court from an invasion of Cold Iron Warriors, she was gifted with her Grasshopper Bracers and Cloak of Moonless Nights. She’d later track down other powerful magic items, but these were her first.
    9) Ellipsis is inhumanly fast, these days.
    10) Physically, Ellipsis is a small, wiry woman with powerful-looking legs. She has snowy white hair and matching eyes, and usually wears a revealing-yet-tasteful gymnast’s outfit. The overall vibe is “everyone’s little sister”.

    Step 2

    1) Ellipsis wants to be able to outrace sound itself, on foot.
    2) I’d like to see Ellipsis’s complexes about needing to be faster and stronger get resolved. She blames herself for things rather often; that’s linked to those same complexes she developed on the day Ganralsix died.
    3) It would be kind of cool for her speed to be able to solve an otherwise very difficult problem.

    Step 3

    1) No one in Sigil knows she had a close relationship with a capital-E Evil dragon, right? Right?
    2) Besides the obvious, Ellipsis isn’t the fastest person in Sigil…

    Step 4

    1) Ganralsix. Ancient white dragon who loved near the south pole of her world. Father figure to Ellipsis. Now dead.
    2) Klinthi, a nixie from the fey courts, and one of those who first brought Ellipsis there. They’ve maintained a relationship of good-natured back-and-forth pranks. (Ellipsis’s complexes don’t extend to her entire life—she can have fun, too!)
    3) Tyses Amarillo. Tyses was part of the original group of dragonslayers that killed Ganralsix, and later became a Cold Iron Warrior and invaded a fey court—only to see most of his troupe struck down by Ganralsix’s adopted daughter. He’s kind of bent out of shape about this and wants to “finish the job” by killing off the nameless woman.

    Step 5

    1) Ellipses constantly “bounces” on the heels of her feet. If particularly agitated or bored, she zips around the room.
    2) Ellipses really doesn’t like those who get pushy about her lack of a name. She allows them to use epithets, though, like “the girl with the spear”.
    3) Even when trancing, she doesn’t let go of her Wind Spear.
    4) Sometimes she'll summon something just to have someone to talk to.


    I'll figure out what her prepared spells are when I have time. Forgot to do that beforehand...

    EDIT: Here's a typical spell list.

    0th – Create Water, Flare, Mending, Light, Detect Magic x2
    1st – Entangle, Impeding Stones, Healthful Rest, Sandblast, Snake’s Swiftness, Lesser Vigor, Wall of Smoke, Wood Wose
    2nd – Summon Nature’s Ally II x2, Fog Cloud, Linked Perception x2, Saltray, Mass Snake’s Swiftness
    3rd – Circle Dance, Icelance x2, Neutralize Poison, Wall of Vermin
    4th – Giant Vermin, Sheltered Vitality, Scrying, Wall of Salt, Boreal Wind x2
    5th – Panacea, Stoneskin, Control Winds, Owl’s Insight x3
    6th – Antilife Shell, Energy Immunity, Heightened Icelance, Greater Dispel Magic x2
    7th – Heightened Sandblast, Heightened Icelance, Heightened Baleful Polymorph, Master Earth
    8th – Summon Nature’s Ally VIII x3, Reverse Gravity
    9th – Foresight, Tsunami, Undermaster, Heightened True Seeing
    Last edited by Kazyan; 2014-04-16 at 10:15 PM.

  4. - Top - End - #4
    Halfling in the Playground
    Join Date
    Mar 2014
    Location
    California
    Gender
    Male

    Default Re: Those that were - OOC

    Hey folks. Pae will be speaking in Teal.

    Blindsense out to 30 feet, true seeing.

    Spoiler: The Warforged with a heart of gold
    Show

    Pae
    Image
    Paladin 14/Protector 10
    Spoiler: Fluff
    Show

    Spoiler: 10-Minute Background:Pae
    Show

    Spoiler: Step 1; Facts
    Show
    1. Pae was created by a wizard who was working to unravel every mystery of magic. He needed an assistant. Why not create a Warforged? Hard to do, certainly...but he both wanted to prove he could do it, and have a thinking assistant.

    2. Pae's creator, Jaxoles, was not evil, but he was not ethical. Pae was set to tasks that others would call torture, in order to ascertain certain magical effects on living beings. Pae's sheltered life didn't give him much insight into how these experiments would be viewed by good people.

    3. Pae was given complete autonomy when a group of adventurers came along, searching for those people abducted and experimented upon. They found Jaxoles and Pae. Pae was quickly subdued, but not destroyed. Jaxoles was given no such mercies. There were long conversations between Pae and the cleric of this group.

    4. It wasn't long after Pae was let loose to wander the world that he realized exactly what he had been doing under Jaxoles' orders. And he was both horrified and terribly angry with himself. So he makes a pledge. He must work to balance the wrong he has done.

    5. Pae is generally slow to speak, thinking over everything he says and does before enacting them. His vocal cords (or equivalent for a Warforged) were damaged in the fight that slew his creator, and he has opted not to repair them. This results in a clicking sound often during his speech.

    6. Pae does what he can to help others, but has made an absolute vow of never hurting a creature that cannot be proven to deserve any such punishment.

    Spoiler: Step 2; Goals
    Show
    Possible goals: 1. Meet the adventuring party that slew his creator, particularly the cleric: A half-elf named Talem Lisle.

    2. Free any number of people from slavery, whether obvious or implied (contractual bindings and such).

    3. ULTIMATE LONGTERM GOAL: Actually forgive himself for things he did when he knew no better.

    Spoiler: Step 3; Secrets
    Show
    Secret known by the character: Even for the purposes of magical experimentation, Pae is pretty damn good at causing pain in others, no matter how much he'd rather not be. He tries to keep it quiet.

    Secret not known by the character: Jaxoles lives! He has also taken a turn down Evil alignment lane after his near-death experience. ...he also has a new Warforged assistant.

    Spoiler: Step 4; Contacts
    Show
    1. The adventuring party which freed Pae would be glad to help him, should he ever be able to find any of them. After all, it seems as though they redeemed someone lost in the clutches of evil.

    2. A wandering Monk, who wandered a bit too far from home. Pae found him unconscious in a forest, and carried him back to his monastery. The monk, Isidro, thanked him profusely, and the monks of the monastery, focusing on the healing of mind and body, offered their assistance, should he ever need it. ...though they weren't quite certain if they could heal a Warforged body.

    3. Jaxoles would be quite displeased were he to ever come across his old assistant, now very thoroughly working for the forces of good. ...that is not to say that assistance could not be wrangled out of him, for the right amount of magical bribery.

    Spoiler: Step 5; Memories
    Show
    1. Pae remembers the moment he first woke. The Wizard Jaxoles stood in front of him, cloaked in a dark red robe, and leaning on a gnarled wooden staff. His eyes sparkled with an obsessive nature that Pae would not realize for years to come.

    2. Pae remembers the fight that slew his creator. Walls of stone raised throughout the large laboratory the confrontation ended in. Fireballs thrown everywhere. A raging barbarian sending shattered glass and destroyed magical artefacts everywhere with every missed swing. A cleric rebuffing summoned undead fighters, a paladin in golden armor swinging a large mace down onto his creator, before Pae's vision goes dark, and he remembers no more.

    3. Pae remembers the day he made his oath to work as a force of good. When he stopped in the middle of a forest clearing during his own wandering; having stumbled upon a line of thought that lead to his realization of the nature of his creator's tasks. He remembers his immediate conclusion that he must set this right, and the many hours spent staring into the night sky, thinking of only one thing. "How?"


    Spoiler: Description
    Show
    Pae is a dark grey Warforged, constructed from overlapping layers of metal plates, infused with the magic to give him life. His soulmelds give the appearance of blue forearms and feet with patterns up his biceps and lower legs. A clear-white crystalline helm sits over top of his head, a cyan vest appears to be merged with his torso, blue goggles cover his eyes at times, and a silver-blue belt with a large sapphire in the middle is around his waist. An amulet of a scarab holding a sapphire lays around his neck. All of this is covered by the form of an angel that can occasionally be seen superimposed over Pae. Especially in combat.


    Spoiler: Personality
    Show
    Pae is someone trying to do as much as good as it is possible to do. He is quiet in the way of someone that thinks of every word they will say. But his great altruism is hiding a deep contempt for himself, spawned from actions taken in ignorance.

    His nature often leads to following someone almost to a fault, as long as he believes he can do some good in the process, and his previous experiences make it a simple matter to take advantage of him at times. Pae refuses to do any harm to a living being unless it cannot be avoided, and this often results in conflict with those who would rather kill the problem and be done with it. Ultimately, though, Pae realizes that he cannot force his philosophy on others. He will do what he can to provide a peaceful outcome, but attempting to stop the actions of others when they've reached a certain point...causes more harm than good.

    ...don't expect leniency from him in all situations, though. Even Good has a breaking point, from time to time.


    Spoiler: Traits
    Show
    Pae is brutally honest in all conversations, borne from living in a situation where there was never a reason to lie. This can be...awkward, at times. Especially with concepts that the warforged may not understand fully.

    Pae is unlikely to give an opinion of his own accord, unless it involves any unknown information. If asked, he will provide any and all thoughts he has on the matter, but if not...

    If he sees you as a friend, or even just a good comrade, Pae will likely defend you to his death. His compunctions from actions under his creator mean he has no problem with martyring himself.


    Spoiler: Flaws
    Show
    As mentioned, it can be fairly simple to take advantage of Pae, as he is young (compared to other races, being a Warforged), and was sheltered for much of his early life. He is also very easily guilt-tripped, even when someone hasn't necessarily meant to.

    When given a task, he can very easily spend far too much time and effort on it, to the detriment of near everything else, out of his desire to help in any way.


    Spoiler: Example of Roleplay
    Show
    At a first glance, it appears to be a typical forest clearing. Idyllic, even. Birds chirp and flutter in the trees, beams of sunlight filter through the leaves. Sounds of woodland creatures can be heard in the distance. The image is damaged by the unconscious form underneath a tree. The form reveals itself to be a man, on a closer look. A shaven head, loose-fitting brown robes, sandals...and nothing else. A first assumption would be a monk of some sort, and that would be correct. His breathing is shallow, chest only barely rising and falling with each cycle. By all counts, the man is not well.

    The serenity of the scene is shattered completely by the separation of branches on a side of the clearing, and the appearance of a man made of metal. The grey head turns from side to side for a moment, green eyes examining the clearing coldly, before settling on the monk. They rest on the man for a few moments.

    Human. Male. Unconscious, possibly sleeping. Attire consistent with monasteries.
    Pae crosses the distance of the clearing with a few long strides, after a moment of hesitation. He kneels down to further examine the monk, leaves crunching under a metal boot-like foot. Breathing shallow. A metal hand is placed on the monk's shoulder, and lightly shakes. Does not respond to stimulus. Unconscious from lack of sustenance most likely. Pae turns to look around the clearing for any sign of where the monk came from. The breeze through the trees offers nothing.

    Green eyes slowly turn back to the unconscious monk. ...what should I do? If left here, the man will die. There may be other monks searching. But...they will not find him in time. I do not know where any healers or doctors are. I do not know where his monastery is, if he has one. The warforged lifts the man's hand from where it lays on the ground. He holds it up for a moment, staring at the hand, and thinking. A few moments later, Pae pulls the man's arm over his shoulder, and picks him up off the ground. The monk is dangerously light in his arms. Green eyes look around the clearing for whichever side seems the least disturbed, before moving into the trees. Pae navigates the branches in such a way that he gains many new scratches, but the monk is never touched. I will search for help. If none is found, I will keep him alive, however I can.

    In the clearing, the sounds of crunching leaves and bending branches slowly dies, and the forest is quiet once more.


    Spoiler: Party Role
    Show
    Pae is a tank. Not literally, as cool as that would be, but still. His main job in the party is to hold off the melee combatants and use himself as a literal shield for those squishier than him. He'll typically be sitting in the best position to keep enemies from getting to the ranged combatants, through endless (literally, he has Improved Combat Reflexes) AoOs and bull-rush attempts. He can hit fairly hard, too. But because of how he is...it'll typically be non-lethal damage.

    Outside of combat, expect him to look for peaceful solutions to EVERYTHING.
    Spoiler: Find the full-sized version of my avatar here!
    Show

    Just 'cause you're crazy
    Doesn't mean that you're free

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

    Join Date
    May 2011
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    material & internet plane
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    Male

    Default Re: Those that were - OOC

    I'm going to try this new color called Golden Rod.
    Spoiler: the guy who shoots allies and enemies alike:
    Show
    "Goodwin" Chebyshev
    Concept Image

    LN Male Illumian Monk 3 / Cleric 1 / Fighter 2 / Arcane Archer 7 / Church Inquisitor 1 / Eldritch Knight 10

    Spoiler: FLUFFY BITS
    Show
    Spoiler: Ten-Minute Background
    Show
    Step 1: Background
    1. Chebyshev is a jerk with a heart of jerk, but apparently doing a really fine job of being the best team player ever makes lesser intelligent peers misconstrue this attitude as that of a misunderstood jerk with a heart of gold.
    2. He was raised to be a conqueror in whatever field he pursues. He doesn't hold any particular set of morals, for sure, but he does keep his ethics well-disciplined. REMEMBER: You do, in fact, can get what you what by playing nice, just as long as you also know how to hide playing dirty.
    3. While he enjoys exploring the world's infinite paths to attaining success, he is not averse to be bound by them. Chebyshev wields the power granted to Cyndor's servants and the martial prowess of the Goodwin monks, but he only champions his own cause.
    4. Chebyshev's first claim to fame is based on the esoteric technique that he unearthed, which managed to reconcile his fondness for shooting, and the innate responsibility of being a cooperative team player of not simply shooting on sight. A lesser known claim to fame was the earlier Chebyshev Chain, in which he assassinated an army captain on the latter's own turf from miles away... using one lowly spell and a hundred lucky shots.
    5. While Chebyshev is admittedly lives his life based on the Goodwin philosophy, he distanced himself away from the cabal the moment he "completed his education". Unfortunately, the catchy cabal name caught up, and so was he forever referred to as "Goodwin" Chebyshev.

    Step 2: Goal(s)
    1. His goal is to immortalize himself. No, that doesn't mean he wants to live forever. Life is cheap, and is just a few incantations away. He wants to weave the tale of the most renowned, powerful, and disciplined man who perfected the art of marksmanship. The most far-spanning cragtop archers come and go; so do the most elusive snipers, the swiftest skirmishers, and the most insightul of soulbows. Chebyshev wants to set himself far above generic archetypes and become the paragon of archery himself.
    2. To seek information and finally know what happened to his long-estranged grandfather, the former High Priest of Cyndor himself. Even with his most powerful divinations, this simple quest led him nowhere; but now, finally at the heart of the planes, he may just find the right people to ask.

    Step 3: Secret(s)
    1. His immediate agenda upon setting out to Sigil is to find information concerning his grandfather. It had already been two decades since he left, back when Chebyshev was still a runt, untainted by the pride and unquenchable ambitions of the Cabals.
    2. He never really was a strong devotee of Cyndor, but felt that he needed to serve the god to erase the dishonor caused by his Grandfather and to bless him with the power to find the latter. That, and the Cloister having a wealth of tomes to peruse and learn.
    3. His grandfather is a member of the Pendulum, and definitely not one of the small fries on the field.

    Step 4: People
    • Ashveil Pasternak is the unusually nurturing and protective grandfather of Chebyshev, hailing from the small Ashveil Cabal. He left his position as High Priest of Cyndor after a surprising incident where he killed the Patriarch of the Goodwin Cabal, rumoured to be due to an argument concerning the way the Cabal raises Chebyshev. Pasternak fled their lands afterwards, never to be found again. The Ashveil Cabal gradually died out soon after the notorious incident and the black propaganda that ensued.
    • Goodwin DuPont is the current Patriarch of the Goodwin Cabal, who at one point, in his early days, was a direct superior of Chebyshev. He is now one of the most well-connected man in the land and even in the other planes, being one of the most skilled master of Artifice who makes weapons and other magical infusions for many powerful leaders. He is also the son of the man Pasternak killed. He has awfully aware of Chebyshev's growth and rising fame, but he has plans of his own, too.

    Step 5: Memories, Mannerisms, and Quirks
    1. He often dreams about a particular memory of his dear grandfather taking him on a walk to appreciate the beauty of nature. He no longer remembers the old man's words; perhaps it's about the plants, or the sky, or the fishes on the pond--a kid like him barely listens. He only knew that, it was the most, and one of the last, genuinely peaceful times in his mind.
    2. He was never particularly superstitious, but after months of teaming up with an occult Wu-Jen who spits on the ground after casting spells (because her mouth gets too salivated when casting, and holding spit is a taboo for her), he somehow assimilated the same behavior.
    3. He likes to practice his marksmanship, and he really can't seem to grasp what's wrong with doing it on his allies if he can heal them anyway.

    Spoiler: Description
    Show
    Chebyshev is clothed with something resembling the traditional attire of the Goodwin cabal: a simple, white double-breasted cassock, adorned with cross insignias, close-fitted through the torso and flaring out to the skirt.

    The two exceptions, being: the replacement of the high-collar with a collarless cowl, and that the cross insignias, including the large one at the torso, are dyed black instead of scarlet.

    He also sport wide, thick angular lenses that are somehow tinted, presumably to hide the scar running from his forehead, passing diagonally to the right across his eye and down to his ear. Around his head orbit five distinct shapes, upon closer inspection two of which are sigil and the rest being ioun stones.
    Spoiler: Personality
    Show
    Despite his formal attire, sharp stare, and a seeming enjoyment at shooting his allies, Chebyshev is a relaxed and bright spirit in person. Sure, he likes some healthy competition every now and then, and he has an unusual method of helping people by shooting them, but he is actually a cool cat.

    Wait. Stop. Actually, don't let THAT relaxed facade and killer smirk fool you. Chebyshev is the real deal. He is the quintessential businessman; he was reared as one! He knows fully well, and even exploits the fact that such silly gestures of cooperation and camaraderie will help him in building strong connections and a good reputation. After all, if he is just so damn good at helping his allies, who would dare complain?

    One thing, though: He truly doesn't enjoy shooting his allies. It's a waste of energy and magic.
    Spoiler: Traits
    Show
    For what constitutes as *normal*(i.e. what one sees after spending more than a few adventures with Chebyshev), he appears to be a reliable aid.

    On one hand, he is a bit on the lax and laid back side, probably far more eccentric with his obsession with marksmanship than is healthy.

    On the other hand, he always tries to give solid constructive criticisms in order to polish plans, and even offers alternative approaches in case anyone's interested.
    Spoiler: Flaws
    Show
    It's a rare occurrence, but he has a tendency to get caught up in the moment while "on the job".

    Uncovering bits of his true character--the product of years of ambition and power hunger--he sometimes shows off the full extent of his majestic magical and martial might; Gone is the complex jerk with the heart of gold, and out comes the very spirit of megalomania.
    Spoiler: PARTY ROLE
    Show
    Shoot people. No really, I'm serious!

    DPS: He can fulfill the role of blotting out the skies and raining hell down on the opposition. This tactic is good against a bunch of weaker mooks, but is often hard to utilize against tougher foes. With the right Maneuvers, he will likely overcome even tougher foes.

    Support: He can fulfill the role of support by providing party-wide (or more) buffing spells on demand, like healing, restoration, energy immunity, etc. He can also fill this role tactically, providing battlefield arrangement and freedom of movement in case of trouble. Take note that with the right setup (Chain of Eyes, and there is a direct arrow path between him and his allies), this can be also be done across ANY range.
    Example: One Full-Attack can channel a single support spell (e.g. Heal) to up to 7 people. Time Stands Still means double that amount of people affected.
    He is also a Scry&Die and Scry&Fly enabler. Scrying abilities and killer Spot modifier means he'll be able to see trouble from afar, and he can use his anywhere-in-sight-within-around-4000-feet teleportation abilities to either grant all his allies a surprise round or give them immediate evacuation if needed.
    Guys, here's your awesomeness bonus list:
    Spoiler: BUFFS (a.k.a. Chebyshev's Guide to Making the Party Happy)
    Show
    +2 morale bonus to Attacks, Skill [Admiral's Bicorne]
    +5 morale bonus to Saves [Conviction (9H)]
    +4 sacred bonus to Saves [Tyche's Touch (1D)] Lost Empires of Faerun,great spell!
    +2 luck bonus to Attacks, Damage, Saves, Skill [Recitation (2D)]
    +8 racial bonus to Spot [Eyes of the Avoral (9H)]
    +5 enhancement bonus to Weapons, Armors, and Shields
    +6 resistance bonus to Saves [Resistance, Superior (2D)]

    Senses: default L5 True Seeing, L2 See Invisibility, L3 Arcane Sight, and anything replicable with Shapechange if really needed


    @Bel: About the Hook, would this be the first time we are teaming up, or have we been doing stuff together for quite some time (only this time, heading for the big leagues)?
    Last edited by ben-zayb; 2014-04-16 at 07:14 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.
    Extended Signature

  6. - Top - End - #6
    Ogre in the Playground
     
    Torgarn's Avatar

    Join Date
    Feb 2011
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    Default Re: Those that were - OOC

    Spoiler: Background
    Show
    Spoiler
    Show


    "I was born of shadow, and when I pass, to shadow I will return. But not today, and not at your hand."

    Spoiler: Step 1
    Show
    1. Marco was born to a group of humans enslaved by a lich, Korrivar, who dwelt on the plane of shadow. Marco's group of humans were enslaved for generations leading to them gaining traits of the plane.

    2. Marco showed a great aptitude for stealth and mobile combat as a youth. He was taken in by Korrivar's elite guard and trained up as an elite assassin.

    3. Marco has a strict set of rules he follows when it comes to accepting contracts. He won't take any contracts on children. He also has a rule about making sure he doesn't only take contracts on good or evil characters, out of respect for the man who empowered him to break free of his bondage, he has promised to maintain an equal number of evil and good contracts for the first 5 years of his freedom. He has 1 year of service left. His last current rule is that he will never take a contract worth less than at least 5000 gold.

    4. Marco values his personal freedom above all else. After that comes his desire for stability and wealth.

    5. Marco works for material wealth, power or sometimes information. He is particularly likely to take information regarding large hoards of wealth that he can attempt to attain for himself.


    Spoiler: Step 2
    Show

    1. I would like Marco to have an opportunity to kill, by subterfuge and stealth, a powerful extraplanar being.

    2. I would like Marco to have an opportunity to break into some sort of amazing treasure hoard or vault, in order to obtain vast amounts of wealth.


    Spoiler: Step 3
    Show
    1. During Marco's first mission, his actions led to the death of a child, this is what led to his restriction on missions against children.

    2. The man who taught Marco how to craft magical masks and walk through the planes was in fact an agent of the Pendulum, seeking to undermine the growing power of Korrivar by corrupting his agents.


    Spoiler: Step 4
    Show
    1. Aram Zorath was Marco's instructor among Korrivar's guardsmen. When Korrivar's Shadow domain fell as a result of Marco and Loarth's meddling, he became the leader of the newly freed slaves.

    2. Loarth Ioval is the masked wanderer who helped free Marco from Korrivar's grasp and instructed him on the importance of trying to help keep the planes balanced. He may seek Marco out to help with missions regarding maintaining planar balance. Whether Marco assists or not is another matter.

    3. Korrivar has had it out for Marco ruined his domain. He plots to regain his power and desperately wants revenge for his loss of power and domain.


    Spoiler: Step 5
    Show
    1. I awaken to a dagger whistling into my pillow where my head would be if I hadn't moved it to the side. Aram stands over me, "Good, you are learning, get up we have work to do." I follow down to the dungeon, where my training course is located. I'll be here for several hours. Once he seals the door behind me, it won't open again until I have completed the course. I stretch a moment, cracking my knuckles. Time to get to work.

    2. I look across the throne room from my place in the shadows. Korrivar sits on his throne, the palace crumbling around us. The keystone that was anchoring this castle to the plan having been destroyed, it wont possibly stay together more than a hour or two. I close in upon him, my dagger drawn, ready to deal the final blow. Suddenly he stands, a doorway opening in the air before him. I rush forward, trying to close the distance, but he passes through the doorway before I can lay the final blow upon him. It disappears as soon as he is through it. Damn, at least his power base has been destabilized and more importantly, I am free.

    3. I stand in an alcove, looking down on the dragon's sleeping form. If I don't move with utmost caution, I could awaken the beast. I don't desire to slay it, just steal the magical blades it keeps in it's hoard. I slip a mask on, preparing for my work. I move like a shadow silently through the hoard, plucking the blades effortlessly from their place. I then make my way back to the alcove I entered through, slipping back into the night.


    I'll be speaking in Bold Dark Gray

    Senses: Darkvision 60 ft. (Full Color) Superior Low-Light vision 60 ft., True Seeing CL5 Perm, 360 degree vision perm,
    My awesome avvy by Ceika

    Previous avatars by terry576 and Derjuin

    My Homebrew

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

    Join Date
    Sep 2012

    Default Re: Those that were - OOC

    Oh hi!

    I will use green if that's ok. I'll get a more comprehensive post up later. Today is rough at work for me.

    Background

    Spoiler
    Show
    Step 1: 5 background and concept elements

    1) Jargun is a remade human. He was a high level human wizard who consorted with devils to gain more powers. He began a long a dark descent down the path of evil, but just when he was about to completely sign over his soul, he fled. Knowing he could not escape his demonic overlords, Jargun pleaded with the Elan council to transform him. They did at great cost to his power. He now uses his own personally derived magical powers instead of studying the arcane.

    2) In Jargun's previous life, he was known to have attained the book of vile darkness and had cast Apocalypse from the sky. He realized afterwards the horror that he had unleashed and that he had slain many of his own kin by doing so. This has left a lingering aura of evil still upon him.

    3) Jargun seeks to atone for his past life. He still struggles with his compulsions to go back to the darkness, but he strives to do good. He is especially wary of all sorts of spirits and more dangerous drugs. He especially disdains devils and tries to avoid them. However, he is still curious about spirits that lurk in the shadows, in the nether realms that he contacted before in his life as a wizard. He still sometimes will bind them to him to help him though he is wary of their powers.

    4) He joined up with other adventurers to try to effect some good upon the world. He travels frequently and tries not to stay in one place. As he grows in power, he worries that the devils may some day come back for him.

    5) He is friendly and outgoing. Jargun is somewhat arrogant about his intellect, but he tries not to let it show. Jargun is usually somewhat snappy and makes quips with the others in the party.

    6) Jargun fully embraces the chaos of life, though he may feel like he is the only one who truly understands it. He wishes to understand everything. Sigil is an amazing place for him because there is so much happening at once and he truly feels like this intersection of the planes will be delightful for him.

    7) Being enslaved to a devil before, he favors personal freedom above all else. He hates prisons and people who try to dominate others. Though he was enslaved to devils, he could not resist making pacts, which is more like making a deal, with other spirits...

    8) While not entirely predictable, Jargun is quite sane, and he makes rational decisions based on how he interprets the chaos to unfold. He is never entirely upset when he miscalculates but is instead fascinated.

    Step 2: Two goals

    1) I would like to see Jargun struggle with some choices between good and evil throughout the course of the game and ultimately move towards that alignment (either CG or CE)

    2) It would be cool to have Jargun end up confronting or encountering his previous devilish captors or people who were affected by the evil spell that he cast.

    Step 3: Two secrets

    1) Jargun still knows the location of the book of vile darkness. Few know that he even has the knowledge.

    2) There is a devil in Baator who is aware of his transformation and awaits the right moment to tell his master.

    Step 4: Three people

    1) Dispater, lord of the second, was the Arch-Devil who enslaved him. He had grown found of Jargun, or Tim Terroth as he was known, and wanted to convert him to his army in the hells before he disappeared. Now he is obviously furious.

    2) There is a planetar in Sigil known as Celistria who has been a contact for Jargun. He was the one who helped to inform Jargun of jobs and happenings, and he got Jargun the recent gig.

    3) Another mage named Ulyth is present in Sigil as well. Jargun knew this man and knows he has evil at his heart as they used to work together. He has been trying to avoid him. Being reborn as an Elan has changed him beyond recognition of even his soul but he never knows...

    Step 5: Describe three memories, mannerisms, or quirks that your character has.

    1) "I remember casting the storm," Jargun said in a hushed voice to the Elan council before he was transformed. "I remember it wracking my body and sending shocks up through my spike, a dance of agony playing out in my brain, but I remember it doing one thing for me. It finally allowed me to see clearly. I looked upon my home town, where I was born and raised as I destroyed it. I don't know how I was so blinded by power, by drink, by drugs, by the promises of devils, but please, I want none of that. I need a way out, I need a way to help this world undo some of what I have done..." He knew they knew of his crimes, he just hoped they could clear his mind, or decide to slay him. One way or another, he would be out of his misery soon enough.

    2) Jargun has the habit of laughing at horribly inappropriate times. He also will laugh as he manifests his spells. He has the nickname of the giggling psion.

    3) "Remember just a while ago when we first looked upon Sigil," Jargun said to his companions. "Overwhelming but beautiful at the same time. Open to new possibilities and wonders...I question that feeling now. Things are not right here, you can see it in the chaos, the uneasy peace. Something is ready to burst I fear..."


    In terms of party role, he brings some utility and a fair bit of magic damage assuming he can hit anything at epic levels

    Edit: For senses with tenebrous, unlimited darkvision, true seeing, blindsense 30
    Last edited by Mishkov; 2014-04-18 at 03:21 PM.
    No longer have time to participate in games. I apologize.

  8. - Top - End - #8
    Titan in the Playground
     
    BelGareth's Avatar

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    Nov 2008
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    Default Re: Those that were - OOC

    Ben, you guys already know each other quite well.

    Should be throwing up an ic shortly, maybe tomorrow, got one more player to join us.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
    Spoiler
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    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi”
    Threat, Timer, Treat
    Discord

  9. - Top - End - #9
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Sep 2012

    Default Re: Those that were - OOC

    ...I realize now that I took epic spellcasting and never made an epic spell. Would this be ok? I just want a defensive option to avoid getting gibbed by a melee or something or avoid sitting in an antimagic field. Feel free to tweak or deny it.

    Gettin' Outta Dodge
    Spoiler
    Show


    Seed[Hustle]
    Range: Personal
    Target: 1 extra move action

    You gain an additional move action at three times your movement speed at a specified time which you set contingency conditions for when this spell is cast. Gettin' Outta Dodge lasts until the contingency is spent. Having a contingency in place uses an epic spell slot so that the maximum number of contingencies in place cannot exceed that of your epic spells per day. For each contingency in place, you may not use that spell slot to cast another epic spell.

    This spell may only be used to use a move action to move. It may not be used to regain psionic focus or for other uses of the move action. Your movement continues to provoke attacks of opportunity. This does not reset your initiative timer but simply acts as a move action out of turn.



    Spoiler
    Show
    Base 20
    Contingent +10
    No somatic +2
    No verbal +2
    No focus +2
    Functions in an antimagic field +20
    Triple base movement affects +20(?)
    22 HP burn -11
    Specialist/domain -5
    4 con burn -20


    Costs
    Spoiler
    Show
    DC 40
    400,000gp and 20 days
    100% of working in antimagic
    No longer have time to participate in games. I apologize.

  10. - Top - End - #10
    Troll in the Playground
     
    Zanos's Avatar

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    Jun 2013
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    Default Re: Those that were - OOC

    Information from Recruitment reposted.

    Spoiler: Kelris
    Show

    "Perhaps you were taught that magic was the craft of the clever, or the tool of bookish elves. Some even think of it as a weapon of war. Your perceptions would be correct, if incomplete. You glimpse but the surface of a lake; the canopy of a forest; a shadow of what truly is. I will show you what casts that shadow."

    Spoiler: Concept And Background
    Show
    1. Kelris was a High-Arcanist of the ancient and defunct Netherese empire. From their floating cities, the High-Arcanists ruled Netheril as a loose collection of city-states.
    2.When all magic failed briefly, the cities of Netheril crashed into the ground, killing nearly the entire population. Kelris managed to save a small number of those in his enclave, but he lost his wife and eldest son.
    3.Kelris did manage to save his infant daughter, Aerin, from the collapse.
    4.After the fall, Kelris and his people retreated deep underground, where they spent centuries. Kelris placed many of his people, including his daughter, into temporal stasis so they would not have to experience the horrors that lie beneath the ground.
    5.Kelris completed a project to create a demiplane for his people to populate about 30 years ago. He removed his daughter from stasis, but his competence as a parent is rather limited.
    6. Kelris's appearance is tall, dark, and regal. He considers himself a rightful ruler, and looks the part. His skin is unearthly pale, as though it was crafted from marble, and his eyes stare out unblinkingly.
    7. Kelris's true body lies in stasis with the rest of the ancient Netherse. He transfered his consciousness to an artificial body to escape the ravages of time. His original body is crippled and nearly blind.
    8. Kelris always keeps himself composed, refusing to let emotions consume the better part of his judgement. While he takes no pleasure in killing, he does not hesitate in taking any measures that he believes will benefit his nation. If he believes it will further the goal of a reborn Netheril, there is very little he is not willing to do.
    9. Beyond any of his other personality traits, Kelris is just old. He sees the world in a way that is highly disturbing to most people. He works slowly and methodically, and is not above simply outliving his enemies.

    Spoiler: Goals
    Show
    1.Kelris would like to find the Nether Scrolls, the documents that originally taught the Netherse their method of casting spells. His divinations to find them has failed, and he has resorted to more mundane methods of acquiring information in order to reveal their location.
    2.I would like an opportunity to show how far Kelris is willing to go in order to see his dreams become reality.

    Spoiler: Secrets
    Show
    1. Kelris's birthplace and his younger years are something he keeps a closely guarded secret. He had little natural talent for magic when he was young, and it was only through the Scrolls and his long years that he became powerful. He does not wish for his daughter who the others he saved to know, fearing they may lose faith in him as a leader.
    2. Kelris is not the only survivor of the collapse. His eldest son also survived, and is now a powerful Lich. He resents his father for the death of his mother, but he believes Kelris died in the collapse.

    Spoiler: Relations
    Show
    1. Nymira Onathe Ra'dari, his wife. She was recovering from childbirth during The Fall, and died when the city struck the ground.
    2. Aerin Ra'dari, his daughter. Without the original scrolls his people learned magic from, Kelris was unable to teach her the methods of the Netherese, but she is a powerful spellcaster in her own right. Aerin has deep reservations about her fathers goals, believing that they should be looking forward, rather than clinging to a broken past.
    3. Jericho Ra'dari, his eldest son. Jericho was a prodigal arcanist before The Fall, but Kelris always felt that his swift rise to power was not tempered with wisdom or caution. They disagreed frequently, and Kelris assumes he was killed in The Fall.

    Spoiler: Memories
    Show
    1. The air was thick of the metallic bite of the cloud he had unleashed on the army. The ground was thick with bloated corpses, many of them grasping their necks or holding cloths to their mouths. It didn't matter. The spells poison would absorb through the skin as easily as the air. He looked at the nearest corpse, skin stained sickly yellow. Regret rose in him for a moment, but he focused, concentrated, and smothered it. Gone as swiftly as it had came. He had done what was necessary, after all.

    2. The view from the edge of the city was truly beautiful. Thousands of feet in the air, he could see the farmlands of Lower Netheril, the rivers of the country, and even the coastline. Behind him, thousands of arcanists worked, coming up with something revolutionary every day. It was a goldem age for magic, and he was spearheading it. Then the city buckled under him and he stumbled, and he fell and fell and fell...

    He woke up in a cold sweet. He grasped the hard stone of his throne. When was the last time he had slept?

    3. A brush stroke here, a brush stroke there. A bit of red, some bright silver. Perhaps Aerin would appreciate the painting, she was still young, but she could cast a spell or two now. He had failed her in some ways, but in others, maybe, he could still succeed.

    Spoiler: Notes
    Show
    Kelris is, at the core, a deeply troubled man. He's spent the past millennium trying to keep his people clinging to life, all while making promises to restore them to their former glory. As Kelris has grown more desperate in his efforts, his searches have extended outwards, and he and his daughter have begun making brief trips to other planes, mostly in search of ancient magics.

    Kelris still takes pleasure in his craft, and he truly enjoys being exposed to a new piece of magic or a magic item, especially those from older civilizations. He has some small solace in his paintings, although many of them gravitate towards the abstract if he is in a particularly foul mood.

    Newer arcane methodologies are largely looked down on by Kelris. While he can respect that a Wizard puts a large deal of effort into their craft, he still views them as "pretenders" or "shadows" of the Arcanists of old. Sorcerers he has little respect for, although he is particularly good at holding his tongue when it matters. Indeed, Kelris shares this opinion about things stemming beyond the Arcane. He disdains those with natural gifts, believing that they do not possess the years or experience to use them wisely. Since few beings are as old as him, he sets difficult standards to live up to.

    Cohort, a dedicated buffer:
    Spoiler: Aerin
    Show

    "My father? I had a teacher, not a father. After I could defend myself, he simply sent me to wander the planes. Said it wasn't his responsibility to shape who I was. You'd think somewhere with all his knowledge he would have remembered what it was like to have compassion or empathy, and you would be wrong. Whatever was left of that died when his damn city fell."

    Spoiler: Background
    Show
    Calling Kelris a bad father would be unfair; he simply wasn't one at all. Aerin has the fortune of being gifted with her mothers talent for magic and her fathers wisdom, but Kelris was not equipped to raise another person. He could teach her what he knew of magic, but he essentially cut her lose into the world and hoped she would form her own opinions and morals. She spent a long time contemplating the situation of her father and her people. At first, she blamed her father, believing that he and the other Arcanists were too overconfident, and did not have plans in the event of such a disaster. In time, she turned to blaming the gods. Kelris taught Aerin little of the gods other than that they were powerful, and that they had not helped when he needed them most. Aerins blame turned to hatred turned into something more after time, a desire to take what the Gods and withheld from them. She strives to protect what little they still have, believing that Kelris could not endure losing what he managed to preserve of Netheril. Aerin believes that her father should move toward building something new, rather than resurrecting what once was. Still, she looks out for him and is grate


    Spoiler: The Timeless Citadel
    Show
    The demiplane in which Kelris and his daughter reside is made of spotless white marble. The planes primary (and only) feature is the marble castle that occupies much of the plane. Under the castle sleeps those who Kelris managed to rescue from the fall, locked in temporal stasis. Among them lies his own body, crippled by the passage of time. Various styles of clocks from different cultures coat the walls of the main throne room, all frozen at the same time. Most of the rooms are furnished but unused, with only the throne and two of the bedrooms showing any sign of life. One of the bedrooms has paintings hanging from every wall. The other contains strange objects from nearly every corner of the planes, collected seemingly at random.

    The majority of the plane is warded by forbiddance and mage's private sanctum, preventing external intrusion or any sort of scrying. Small parts of the castle are warded with selective forbiddance keyed to either Kelris or Aerin, allowing them to leave and enter the plane at those points. The planes greatest defense, though, is anonymity. Few people are aware it even exists.


    Senses are: Darkvision 60ft, Low Light Vision, Permanent Heightened(SL 9, CL 31) Arcane Sight, True Seeing(SL 6, CL 18)
    Speech color will be light salmon for Kelris and plum for Aerin.
    Last edited by Zanos; 2014-04-18 at 02:03 PM.

  11. - Top - End - #11
    Ettin in the Playground
     
    PirateCaptain

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    Default Re: Those that were - OOC

    I'm really digging all of these new speech colors! One of the best things the update made.
    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: Those that were - OOC

    Should have an IC thread up sometime today, depending on how much crack I smoke.
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    BelGareth's Avatar

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    "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”
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    Default Re: Those that were - OOC

    I am...not really sure what to make of this on my post.

    "* post roll count doesn't match database". Haven't seen that before.
    Spoiler: Find the full-sized version of my avatar here!
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    Doesn't mean that you're free

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    Ettin in the Playground
     
    PirateCaptain

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    Default Re: Those that were - OOC

    The other characters seems to either be complete professionals or serious-biz type (or at least that's how I understand the fluff), so I expected some retaliation of sorts. I'd change the first post if the PCs all turned out to be kosher with that (they were already a team, after all)
    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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    BelGareth's Avatar

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    Quote Originally Posted by Kusimandro View Post
    I am...not really sure what to make of this on my post.

    "* post roll count doesn't match database". Haven't seen that before.
    Usually means you've edited the rolls or something similar, its no biggy right now, just an intro and warm up
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    DruidGuy

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    Default Re: Those that were - OOC

    Bel, is the spell I posted ok?

    Wild surge +1 (1d100)[57] >5 to avoid ennervation
    Chaotic surge (1d100)[31]

    AC +16

    Shared with psicrystal.

    Bah! Chaos = +12
    Last edited by Mishkov; 2014-04-23 at 09:55 PM.
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    Quote Originally Posted by Mishkov View Post
    Bel, is the spell I posted ok?

    Wild surge +1 [roll0] >5 to avoid ennervation
    Chaotic surge [roll1]

    AC +16

    Shared with psicrystal.

    Bah! Chaos = +12
    Yeah, it's fine, did you pay for it?
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    DruidGuy

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    Default Re: Those that were - OOC

    Yup, now I have
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    PirateCaptain

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    Default Re: Those that were - OOC

    both spells are extended, so the Telepathic Bond should last a little more than 8 hours while the Chain of Eyes easily lasts for more than 2 days (in case we get a very lucky lead)
    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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  21. - Top - End - #21
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    DruidGuy

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    Default Re: Those that were - OOC

    So...we found him. Was the next part of our mission to bring him back or what? I'm not sure how to respond to his question.
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    Default Re: Those that were - OOC

    Same here, not sure how to react.
    My awesome avvy by Ceika

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    BelGareth's Avatar

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    Default Re: Those that were - OOC

    Your mission was to extract him. Unfortunately, little information or additional directions were provided.

    As of right now, you need to get him back to sigil, and because regular transportative magic won't work you need to get him to the closest portal.

    I'll write up a post when I get to work. (Lots of k checks)
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    Default Re: Those that were - OOC

    Here ya go:

    K. History
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    40 or >
    You remember a tale regarding a portal to sigil, one that used to belong to another race long lost to time and memory, most likely re-purposed for sigil transportation. It is located somewhere in the astral plane, tales speak of a dead gods head.

    50 or >
    The portal is located on a monastery of Ascetics who inhabit the dead corpse of a long dead deity.

    60 or >
    The dead god is a remnant of a long lost civilization of elves, perhaps even one of them who attained godhood, his name is lost to the winds of time, the Sidereals barring any mention of him anymore, but his body floats the jetsam of the Astral, stuck in an eternal rigor mortis of death with but a flickering of its former divine flame.


    K. Arcana
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    40 or >
    You know of several portals in the area, but the one you need is in the Astral plane.

    50 or >
    The portal is an ancient creation of another time and race, housed in the nose of a dead god.

    60 or >
    You will need the blessing of the residing Grandmaster to successfully transport through the portal


    K the Planes
    Spoiler
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    30 or >
    You know of several portals in the area, but the one you need is in the Astral plane.

    40 or >
    The portal is located in the nose of a dead god, housed over by a group of ascetic monks.

    50 or >
    You will need the blessing of the residing Grandmaster to successfully transport through the portal.


    K Religion
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    50 or >
    You have heard of a dead god whose body floats in the Astral, and has become the home to a group of ascetic monks. The deity is rumored to have come from a long lost civilization, whose remnants can be found throughout the verse, but seldom are.

    60 or >
    The dead god is known as Dal'Seldari, the last surviving leShay deity, and is rumored to have passed his divine flame onto several greater gods of creating them formerly as the Seldarine.

    70 or >
    Dal'Seldari is father to Corellon Larethian, Araushnee, Fenmarel Mestarine and Labelas Enoreth and technically, the entire Elvish race. The implications of this information is obvious. The Elvish race is descendant from the Accursed LeShay.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    DruidGuy

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    Default Re: Those that were - OOC

    Gonna use guidance of the avatar on the k planes check because that's what Jargun would do.

    K Planes (1d20+59)[60]
    K Religion (1d20+39)[51]
    K History (1d20+39)[40]
    K Psionics (aka Arcana by the transparency rules?) (1d20+39)[57]

    Edit: 2 natural one rolls, 1 post, I see the dice are treating me the same as always.
    Last edited by Mishkov; 2014-05-29 at 12:57 PM.
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    DruidGuy

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    Default Re: Those that were - OOC

    The residing grandmaster of the monk's order who guard the dead god's nose or is he somewhere else on the plane?
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    Quote Originally Posted by Mishkov View Post
    The residing grandmaster of the monk's order who guard the dead god's nose or is he somewhere else on the plane?
    The Monastey is on the dead god, the portal just happens to be in the nose. And yes, the residing grandmaster is within the halls of the monastery.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    Arcana(1d20+42)[50]

    History(1d20+42)[50]

    The Planes(1d20+42)[61]

    Religion(1d20+42)[51]
    If any idiot ever tells you that life would be meaningless without death, Hyperion recommends killing them!

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    PirateCaptain

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    frown Re: Those that were - OOC

    Arcana (1d20+40)[48]
    Religion (1d20+40)[50]

    Don't forget your +4 bonus to skills (or +5 if you worship Cyndor for some weird reason)
    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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    DruidGuy

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    Default Re: Those that were - OOC

    Just to clarify...

    We can get to a portal to go to the Monastery but can't shift back Sigil?
    Once at the Monastery, we need to get permission of the Grandmaster to shift/take a portal off?
    These guards do look like they're mooks, they don't appear epic level heavily armed, do they?
    Last edited by Mishkov; 2014-05-30 at 10:18 AM.
    No longer have time to participate in games. I apologize.

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