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  1. - Top - End - #61
    Ettin in the Playground
     
    AssassinGuy

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by TankLaser007 View Post
    If you have a need for speed look into SoM Athletics sphere.
    So does it work like feats or what?
    I like the globe warm...

    If you live for people's acceptance you will die from their rejection.

    Remember, no matter how hot she is, someone, somewhere is tired of her crap.

  2. - Top - End - #62
    Troll in the Playground
     
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by Lioslaith View Post
    So does it work like feats or what?
    Depending on you class/classes you have a few options to access SoM Spheres. In addition to those listed in the link there are also SoM versions of various PF classes that can open the door to Spheres.

  3. - Top - End - #63
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    PirateWench

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by TankLaser007 View Post
    I apologise I did completely fail to answer your primary question last time. Guns are considered "Emerging". The weapons you mentioned are fine, be mindful of charges and the Null Blade would earn "Special attention" from Preservers as they're considered Magitech. (would want to brandish it openly in many areas.)
    I appreciate the Emerging guns part, but that limits things to advanced at best.

    So how will Monowhip, or anything else with a "Charge" - Recharge ?

    Power Cable that connects to a power generator.
    Power receiver that attaches to item’s battery slot.

    but I am not finding a generator or something that indicates charge X amount

    I am thinking something akin to indiana jones (whip and pistol)
    Last edited by samduke; 2024-01-06 at 12:44 PM.

  4. - Top - End - #64
    Titan in the Playground
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Originally Posted by TankLaser007
    There's already an option to make the race Medium size at a 10' reduction to speed. It's under alternative racial features I believe.
    Do you know which source this is from? I don’t see it in Heroes of Golarion or the ARG, and I can’t seem to find this on AoN.

  5. - Top - End - #65
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    So I have a couple ideas for this, I figured I'd post my interest and 3pp requests.

    My first is for a former Wreath Warden turned Warlocke, someone raised in the Wreath among the Wardens who never found the "natural order" particularly worth preserving. Steeped in Druidic tradition, he nevertheless sought out more personal and less religious means to power, and after a few expeditions to the Outreworld stumbled on a Protean Lord to whom he pledged service in return for control over the beneficial and powerful mutations he'd seen out there. Mechanically I'm thinking a Protean Shifter who uses the Fluid Soul prestige class from City of 7 Seraphs to gain more permanent benefits and more control over his own shapeshifting. Since you've OK'd some templates already, this class involves a feat chain that ends up letting you take templates, specifically calling out Half-Fiend, Half-Celestial, and Half-Dragon, with others requiring GM approval. My plan is to use this feat only once as a sort of capstone, and take the Spheres Half-Fiend template, which would allow him to progress his CL/magic talents despite Fluid Soul not having a casting progression. He would be an extremely strong Alteration specialist but lacking in most anything else, so he would be personally powerful and hard to put down, but not possess much in the way of offensive spellcasting except for harmful transmutations. He would be constantly in search of new and interesting forms, and be a bit of a aesthete and hedonist, luxuriating in the various feelings and senses he has access to.

    Alternately, if that's too much, I was thinking a former Wreath Ranger who took bribes to look the other way while expeditions from the city found places in the Wreath to exploit, or even took side gigs as a guide/muscle for these expeditions. He was banished from the Wreath on pain of death and so moved into the Endless City proper and made his living as a bounty hunter, putting the skills he'd learned to use in a new environment and trying to comport himself with a bit more honor than he had in the hopes of one day being welcomed back to the Wreath. Mechanically, my plan is a straight Mercenary Slayer with also the Spawn Slayer and Bounty Hunter 1st party archetypes, who's focused on bringing in any game no matter how large, dead or alive as specified in his contract. He would use mostly the weaponry Bounty Hunters are proficient with, and focus on the Alchemy/Scoundrel spheres of Might to poison or Dirty Trick targets into submission. A more mundane character, just trying to make his way in the universe, who'd like to be a better man but doesn't have a good idea of what that means.

  6. - Top - End - #66
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by samduke View Post
    I appreciate the Emerging guns part, but that limits things to advanced at best.

    So how will Monowhip, or anything else with a "Charge" - Recharge ?

    Power Cable that connects to a power generator.
    Power receiver that attaches to item’s battery slot.

    but I am not finding a generator or something that indicates charge X amount

    I am thinking something akin to indiana jones (whip and pistol)
    Batteries are basically 100gp p/ 10 charges. Generators are artifacts and should be there. There's an ACF for Gunslingers that let's you use grit to make temporary charges think by 15 you can get 2 charges per grit. w/o access to a generator treat batteries like "ammo".

    I like the idea of pistol and whip. Style points.

  7. - Top - End - #67
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    PirateWench

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by TankLaser007 View Post
    Batteries are basically 100gp p/ 10 charges. Generators are artifacts and should be there. There's an ACF for Gunslingers that let's you use grit to make temporary charges think by 15 you can get 2 charges per grit. w/o access to a generator treat batteries like "ammo".

    I like the idea of pistol and whip. Style points.
    yeah I saw the battery same issue (Recharge)..

    ahh Techslinger found it

    edited
    Last edited by samduke; 2024-01-06 at 01:22 PM.

  8. - Top - End - #68
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by Palanan View Post
    Do you know which source this is from? I don’t see it in Heroes of Golarion or the ARG, and I can’t seem to find this on AoN.
    Might have been 3PP think I saw it in the PFSRD link of your post, when scrolling down. I have been looking at a lot of races/classes/links so I may have confused wyrwod info with another race's options.

    Quote Originally Posted by Da'Shain View Post
    So I have a couple ideas for this, I figured I'd post my interest and 3pp requests.

    My first is for a former Wreath Warden turned Warlocke, someone raised in the Wreath among the Wardens who never found the "natural order" particularly worth preserving. Steeped in Druidic tradition, he nevertheless sought out more personal and less religious means to power, and after a few expeditions to the Outreworld stumbled on a Protean Lord to whom he pledged service in return for control over the beneficial and powerful mutations he'd seen out there. Mechanically I'm thinking a Protean Shifter who uses the Fluid Soul prestige class from City of 7 Seraphs to gain more permanent benefits and more control over his own shapeshifting. Since you've OK'd some templates already, this class involves a feat chain that ends up letting you take templates, specifically calling out Half-Fiend, Half-Celestial, and Half-Dragon, with others requiring GM approval. My plan is to use this feat only once as a sort of capstone, and take the Spheres Half-Fiend template, which would allow him to progress his CL/magic talents despite Fluid Soul not having a casting progression. He would be an extremely strong Alteration specialist but lacking in most anything else, so he would be personally powerful and hard to put down, but not possess much in the way of offensive spellcasting except for harmful transmutations. He would be constantly in search of new and interesting forms, and be a bit of a aesthete and hedonist, luxuriating in the various feelings and senses he has access to.

    Alternately, if that's too much, I was thinking a former Wreath Ranger who took bribes to look the other way while expeditions from the city found places in the Wreath to exploit, or even took side gigs as a guide/muscle for these expeditions. He was banished from the Wreath on pain of death and so moved into the Endless City proper and made his living as a bounty hunter, putting the skills he'd learned to use in a new environment and trying to comport himself with a bit more honor than he had in the hopes of one day being welcomed back to the Wreath. Mechanically, my plan is a straight Mercenary Slayer with also the Spawn Slayer and Bounty Hunter 1st party archetypes, who's focused on bringing in any game no matter how large, dead or alive as specified in his contract. He would use mostly the weaponry Bounty Hunters are proficient with, and focus on the Alchemy/Scoundrel spheres of Might to poison or Dirty Trick targets into submission. A more mundane character, just trying to make his way in the universe, who'd like to be a better man but doesn't have a good idea of what that means.
    I really like both ideas, but think the second would work better in this game.

  9. - Top - End - #69
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    RedWizardGuy

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Very interested!

    I have an idea for an Astreidi who once served on a vessel in the Sky Sea, now deeply interested in how his species are "born". He explores the Underdepths to find other aberrations and farms/performs experiments in a small section of the Girdle

    Was thinking to use the Stormbound class with the Stormclast archetype, mostly focusing on Alchemy and Traps for the spheres side

  10. - Top - End - #70
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    PirateWench

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    @TankLaser007
    RE: MonoWhip
    "An inactive monowhip looks like a short metal baton"

    I need to ask If I bean someone with this in the inactive form does it do damage as per improvised weapon, or would you say closer to a club 1d6 x2 B ?

  11. - Top - End - #71
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by TankLaser007 View Post
    I really like both ideas, but think the second would work better in this game.
    Alright, I'll get to working on him then, thanks.

  12. - Top - End - #72
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    BlackDragon

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by Xavion View Post
    You ever looked into spheres? It has an easy way to do basically B but mechanically better. There's a small feat line which allows you to just like, be a whatever. It's Eternal Transformation. The two follow on feats of hybrid transformation and improved transformation are just ways to get extra abilities for being in cat form. This wouldn't give you the cat sith abilities specifically, instead basically be a way to build your own race.

    This idea also made me chuckle because spheres actually has a literal psychic cat class, that turns you into a cat with psychic powers. Not that you're planning on using it from the sounds of things, just reminded me of it.
    Are you referring to the Matagot Class, or was there something I missed?

  13. - Top - End - #73
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by Ancient View Post
    Are you referring to the Matagot Class, or was there something I missed?
    Matagot yeah. Spheres did a cat themed book once as an April Fool's tie in, so just like a normal book but everything was cat themed, so a surprisingly large amount of cat themed content.

  14. - Top - End - #74
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    MindFlayer

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Since I'm looking at making a character who gets by on skills as well as martial prowess, would you be open to my Slayer character using Spheres of Guile, specifically through the feat to talent progression and a Trade Tradition? If that's too much new system, no problem, it just has some very nice tracking and item-usage abilities that I'd like to experiment with.

  15. - Top - End - #75
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    Chambers's Avatar

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Here's my sheet in progress for my character. A few things to run by you.

    - Advanced Talents? I've taken Size Mastery but it's not essential to the character.
    - Leadership? I think I want my character to be an important person within a small cult. Not the main religious person, but someone high up in the hierarchy. Cohort would be a stay at home Cohort, wouldn't want to bring them adventuring (the deep gnome ally).

    The character turned out to be more thief than druid which is kinda interesting. His main stuff for combat is to either hang back and drop hostile darkness effects OR turn into an ooze and engulf people.

    Spoiler: Spherecasting
    Show
    Alteration Sphere

    Shapeshift [Standard, Concentration] Spend 1 Spell Point when Shapeshifting self to last for 10 minutes per CL.
    Transform into medium Ooze, gain 4 traits. All listed speeds increased by +10ft enhancement via Boots of Polymorphous Alacrity.

    Base Ooze Form
    • No limbs, incapable of speech, may not add limbs or natural attacks
    • 20ft land speed, Slam deals +1d4 acid, Natural Armor +7
    • Move through 1/4th size space without squeezing, 1/8th while squeezing.
    • Gain Amoeba, Gelatinous Cube, Jelly, or Pudding package
    • May spend 1 Spell Point to gain 100% Fortification but renders blind, granting blindsight out to 60ft.


    Ooze Packages
    • Amoeba: 20ft swim speed, 10ft climb speed, breathe underwater.
    • Gelatinous Cube: Transparent, +5 Stealth, Resist Electricity 15.
    • Jelly: Acid only affects organic material, Reflex DC 22 or targets clothes are affected, bypasses hardness. Resist Electricity 15.
    • Pudding: Acid only affects organic material, same Reflex save. 20ft climb speed, suction to climb at half speed on any surface, +10 circumstance CMD vs forced movement.


    Available Traits
    • 0 Cost: Acid Spit
    • 0 Cost: Acidic Body
    • 0 Cost: Acidic Nature
    • 1 SP: Advanced Change Size
    • 0 Cost: Change Size
    • 0 Cost: Engulf
    • 0 Cost: Gibbering
    • 0 Cost: Many eyes
    • 0 Cost: Mucus
    • 0 Cost: Roper Strands


    Acid Spit: Standard, ranged touch attack within close range (60ft) deals 7d6 acid damage, then 7 acid damage for 7 rounds. Move action to remove the acid.

    Acidic Body: Unarmed/slam attack that deals damage increases damage by one size.

    Acidic Nature: Acid affects and can dissolve metal armor and weapons in addition to wood and cloth.

    Advanced Change Size: Fine or Gargantuan

    Change Size: Diminutive, Tiny, Small, Large, or Huge.

    Size AC/Attack CMB/CMD Stealth Space Non-Squeezing Squeezing
    Fine +8 -8 +16 1/2 ft 1 and 1/2 inches 3/4ths of inch
    Diminutive +4 -4 +12 1 ft 3 inches 1 and 1/2 inches
    Tiny +2 -2 +8 2 1/2 ft 7 and 1/2 inches 3 and 3/4 inches
    Small +1 -1 +4 5 ft 15 inches 7 and 1/2 inches
    Large -1 +1 -4 10 ft 30 inches 15 inches
    Huge -2 +2 -8 15 ft 45 inches 22 and 1/2 inches
    Gargantuan -4 +4 -12 20 ft 5 ft 30 inches

    Engulf: Standard action, move up to speed and engulf anything in path, see text.

    Gibbering: All creatures within 30 feet of the target take a -5 penalty on concentration checks.

    Many Eyes: Cannot be flanked.

    Mucus: Standard, 20ft radius mucus cloud that persists for 15 rounds. Usable every 1d4 rounds. Fortitude save DC 22 or lose ability to breath air, gains ability to breath underwater for 15 rounds. Standard action to remove mucus. Suffocate if they can't breathe air and are not in water.

    Roper Strands: One roper strand per trait. Standard/Full-attack, one ranged touch attack per strand at target within close range (60ft). Strands deal Strength damage when attached, see text.


    Light Sphere

    Lens [Standard, Concentration] Spend 1 Spell Point to increase duration to 1 hour per caster level without concentration.

    • Infravision: See heat. Ignore miss chance for less than total concealment vs living creatures. Track creatures within 1 hour based on heat trails.
    • Telescope: +5 Circumstance bonus to visual Perception checks; Change distance penalty to +1 per 10ft/CL (+1 per 160ft).
    • Periscope: Place scrying sensor within medium range (260ft), requires line of sight to placement location.



    Nature Sphere

    Geomancing
    • Tremor (1 SP): Standard action. Create a 30ft radius tremor within 60ft. Targets standing within the area must make a Reflex save DC 25 or fall prone. Flying creatures within 210ft elevation must make a Fly check DC 31 or fall and suffer falling damage. The tremor area grows spikes that last 21 rounds. Spikes make a melee touch attack against anyone stepping into affected square (Caster Level + Dexterity Modifier). Deals 21 damage on hit and they are slowed by half until healed. Charging/running creatures must stop. Any creature may move at half speed through the area without risking damage.


    Spirit
    • Stoneskin (1 SP): Move action, self only. DR 10/Adamantine for 21 minutes. Absorbs 210 damage.
    • Speak with Animals (1 SP): Standard action. Speak with animals for 21 minutes.
    • Speak with Stone (1 SP): Standard action. Learn Terran, speak with stone for 21 minutes.



    Dark Sphere

    Darkness [Standard, Concentration]
    Create a sphere of darkness with up to a 60ft radius or 24 10ft contiguous cubes. Must stay within medium range of darkness.

    Effects of Darkness
    • Bright light become dim light
    • Normal/dim light become absolute darkness. Normal lights produce only 5ft of dim light. Dim light sources disappear. Darkvision penetrates.
    • If cast as Blot: light level does not change. Area is two-dimensional darkness on a surface. May overlap blot with natural shadows to hide the magical effect (functions with any natural shadows present). Obvious Darkness effects reveal the ruse (Snagging Darkness, Obscure Passage).


    Darkness Talents (one effect per use of Darkness)
    • Tenebrous Legedemain: Once per round use Sleight of Hand as free action against target within area of darkness/blot. May instead retrieve one unattended item within area of darkness/blot as free action. Item appears in hands or adjacent space, max weight 105lbs.


    Blot Talents (one effect per use of Darkness)
    • Snagging Darkness (blot): Costs 1 Spell Point. Area is difficult terrain and shadow tentacles grapple creatures within, CMB = Caster level + Casting Ability Modifier. 10d6 damage on grapple, +5 bonus on subsequent grapple checks.
    • Obscure Passage (blot): Blot becomes a portal, passing through 5ft/CL (105ft). Multiple castings enlarge passage. May not penetrate hardness greater than 5 + CL (26 Hardness). Max diameter of 1 ft/CL, does not harm surface. Neither light nor darkvision may penetrate passage.
    • Tenebrous Legedemain: Once per round use Sleight of Hand as free action against target within area of darkness/blot. May instead retrieve one unattended item within area of darkness/blot as free action. Item appears in hands or adjacent space, max weight 105lbs.


    Melds [Swift, apply only to self]
    • Hide in Darkness: Cost 1 Spell Point. For 1 hour per CL, while in any dim light or darkness, attempt Stealth checks to hide while being observed. May spend 1 additional Spell Point to protect against non-visual senses and divinations, requiring Perception checks.
    • Feed on Darkness: Cost 1 Spell Point. Gain Fast Healing 3 for 1 minute per Caster Level while in my area of darkness.


    Other
    • Shadow Stash: Personal shadow may wear and carry equipment, up to 105 lbs.
    Last edited by Chambers; 2024-01-08 at 03:37 PM.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


  16. - Top - End - #76
    Bugbear in the Playground
     
    Zarthrax's Avatar

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Posting for interest before this closes to new applicants.
    Avatar by niezck1! Thanks!

  17. - Top - End - #77
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by Xavion View Post
    Matagot yeah. Spheres did a cat themed book once as an April Fool's tie in, so just like a normal book but everything was cat themed, so a surprisingly large amount of cat themed content.
    there also this race


  18. - Top - End - #78
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Just a quick update, I've tried to reply to some posts, and a few PMs but I am having issues with the server that keep eating my posts as I'm currently on mobile. Once I get back to my computer I'll save some replies in word (just in case) and respond. Really been inspired, impressed and excited about many of the ideas and characters I've seen.
    Last edited by TankLaser007; 2024-01-07 at 04:56 AM.

  19. - Top - End - #79
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    HereBeMonsters's Avatar

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    So Both Erudites and Easy Baked Wizard is banned for it. Paragon Surge Sorcerer it is.

  20. - Top - End - #80
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    PirateWench

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by TankLaser007 View Post
    Just a quick update, I've tried to reply to some posts, and a few PMs but I am having issues with the server that keep eating my posts as I'm currently on mobile. Once I get back to my computer I'll save some replies in word (just in case) and respond. Really been inspired, impressed and excited about many of the ideas and characters I've seen.
    Nod server has been busy lately, so while we wait here is a handy table for folks

    Player Character Race Classes Complete
    Samduke Lara Indiana Jones Human Gunslinger WIP
    - - - - -
    - - - - -

  21. - Top - End - #81
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    Post Re: Æterna Urbis : the Immortal City [Game Request]

    Night of the Ctrl+A, Ctrl+C, Ctrl+R ...

    Okay, 'ere we go! (again)

    Quote Originally Posted by Argus0 View Post
    Very interested!

    I have an idea for an Astreidi who once served on a vessel in the Sky Sea, now deeply interested in how his species are "born". He explores the Underdepths to find other aberrations and farms/performs experiments in a small section of the Girdle

    Was thinking to use the Stormbound class with the Stormclast archetype, mostly focusing on Alchemy and Traps for the spheres side
    I like the concept and am I am pleasantly surprised by the race. I really fancy it. I'm not 100% sure about the nebulous aspect of being "armour" but not counting as (worn) "armour", even if metal in terms of vows, ASF etc. but because the race itself is so charming I'm willing to hand-wave it for now see how it works. The class from SoP and the ACF are also approved.

    Quote Originally Posted by samduke View Post
    @TankLaser007
    RE: MonoWhip
    "An inactive monowhip looks like a short metal baton"

    I need to ask If I bean someone with this in the inactive form does it do damage as per improvised weapon, or would you say closer to a club 1d6 x2 B ?
    Yes braining someone with what is essentially a lightsaber hilt would count as using an improvised weapon. However I'd let you use you Pistol Whip Deed with it and you treat it as a single handed gun.

    Quote Originally Posted by Da'Shain View Post
    Alright, I'll get to working on him then, thanks.
    Good luck, looking forward to seeing what shakes out.

    Quote Originally Posted by Da'Shain View Post
    Since I'm looking at making a character who gets by on skills as well as martial prowess, would you be open to my Slayer character using Spheres of Guile, specifically through the feat to talent progression and a Trade Tradition? If that's too much new system, no problem, it just has some very nice tracking and item-usage abilities that I'd like to experiment with.
    I've skimmed through SoG a few times but haven't yet quite wrapped my head around things.I hate to be the proverbial "wet blanket" here but I'd rather not "jump into the deep end" of a new system at this time.

    Quote Originally Posted by Chambers View Post
    Here's my sheet in progress for my character. A few things to run by you.

    - Advanced Talents? I've taken Size Mastery but it's not essential to the character.
    - Leadership? I think I want my character to be an important person within a small cult. Not the main religious person, but someone high up in the hierarchy. Cohort would be a stay at home Cohort, wouldn't want to bring them adventuring (the deep gnome ally).

    The character turned out to be more thief than druid which is kinda interesting. His main stuff for combat is to either hang back and drop hostile darkness effects OR turn into an ooze and engulf people.

    Spoiler: Spherecasting
    Show
    Alteration Sphere

    Shapeshift [Standard, Concentration]
    Transform into medium Ooze, gain 4 traits.

    - May spend 1 Spell Point when Shapeshifting self to last for 10 minutes per CL.

    Base Ooze Form
    • No limbs, incapable of speech, may not add limbs or natural attacks
    • 20ft land speed, Slam deals +1d4 acid, Natural Armor +7
    • Move through 1/4th size space without squeezing, 1/8th while squeezing.
    • [DM Note]: When Diminutive, space is 1ft. Can fit through a 3 inch crack without squeezing, can squeeze through a space 1 and 1/2 inches). When Fine (costs 1 Spell point), space is 6 inches. Can fit through a space 1 and 1/2 inches without squeezing, can squeeze through a space 3/4's of an inch.
    • Gain Amoeba, Gelatinous Cube, Jelly, or Pudding package
    • May spend 1 Spell Point to gain 100% Fortification but renders blind, granting blindsight out to 60ft.


    Ooze Packages
    • Amoeba: 20ft swim speed, 10ft climb speed, breathe underwater.
    • Gelatinous Cube: Transparent, +5 Stealth, Resist Electricity 15.
    • Jelly: Acid only affects organic material, Reflex DC 22 or targets clothes are affected, bypasses hardness. Resist Electricity 15.
    • Pudding: Acid only affects organic material, same Reflex save. 20ft climb speed, suction to climb at half speed on any surface, +10 circumstance CMD vs forced movement.


    Available Traits
    • 0 Cost: Acid Spit
    • 0 Cost: Acidic Body
    • 0 Cost: Acidic Nature
    • 1 SP: Advanced Change Size
    • 0 Cost: Change Size
    • 0 Cost: Engulf
    • 0 Cost: Gibbering
    • 0 Cost: Many eyes
    • 0 Cost: Mucus
    • 0 Cost: Roper Strands


    Acid Spit: Standard, ranged touch attack within close range (60ft) deals 7d6 acid damage, then 7 acid damage for 7 rounds. Move action to remove the acid.

    Acidic Body: Unarmed/slam attack that deals damage increases damage by one size.

    Acidic Nature: Acid affects and can dissolve metal armor and weapons in addition to wood and cloth.

    Advanced Change Size: Fine or Gargantuan

    Change Size: Diminutive, Tiny, Small, Large, or Huge.

    Engulf: Standard action, move up to speed and engulf anything in path, see text.

    Gibbering: All creatures within 30 feet of the target take a -5 penalty on concentration checks.

    Many Eyes: Cannot be flanked.

    Mucus: Standard, 20ft radius mucus cloud that persists for 15 rounds. Usable every 1d4 rounds. Fortitude save DC 22 or lose ability to breath air, gains ability to breath underwater for 15 rounds. Standard action to remove mucus. Suffocate if they can't breathe air and are not in water.

    Roper Strands: One roper strand per trait. Standard/Full-attack, one ranged touch attack per strand at target within close range (60ft). Strands deal Strength damage when attached, see text.


    Dark Sphere

    Darkness [Standard, Concentration]
    Create a sphere of darkness with up to a 60ft radius or 24 10ft contiguous cubes. Must stay within medium range of darkness.

    Effects
    • Bright light become dim light
    • Normal/dim light become absolute darkness. Normal lights produce only 5ft of dim light. Dim light sources disappear. Darkvision penetrates.
    • If cast as Blot: light level does not change. Area is two-dimensional darkness on a surface. May overlap blot with natural shadows to hide the magical effect (functions with any natural shadows present). Obvious Darkness effects reveal the ruse (Snagging Darkness, Obscure Passage).


    Darkness Effects (one effect per use; Spend 1 Spell Point to apply two)
    • Pure Darkness: Negates low-light vision, Darkvision is reduced to 5ft. All other senses reduced by half (blindsight, etc). See in Darkness is unaffected.
    • Silent Darkness: Costs 1 Spell Point. Area of Darkness dims sound as well as light. Creatures within area cannot speak, verbal spells have 100% chance of spell failure. -21 to Perception checks from outside the area. Sonic spells require Magic Skill Check or they fail.
    • Tenebrous Legedemain: Once per round use Sleight of Hand as free action against target within area of darkness/blot. May instead retrieve one unattended item within area of darkness/blot as free action. Item appears in hands or adjacent space, max weight 105lbs.


    Blot Effects (one effect per use; Spend 1 Spell Point to apply two)
    • Snagging Darkness (blot): Costs 1 Spell Point. Area is difficult terrain and shadow tentacles grapple creatures within, CMB = Caster level + Casting Ability Modifier. 10d6 damage on grapple, +5 bonus on subsequent grapple checks.
    • Obscure Passage (blot): Blot becomes a portal, passing through 5ft/CL (105ft). Multiple castings enlarge passage. May not penetrate hardness greater than 5 + CL (26 Hardness). Max diameter of 1 ft/CL, does not harm surface. Neither light nor darkvision may penetrate passage.
    • Tenebrous Legedemain: Once per round use Sleight of Hand as free action against target within area of darkness/blot. May instead retrieve one unattended item within area of darkness/blot as free action. Item appears in hands or adjacent space, max weight 105lbs.


    Melds [Swift, apply only to self]
    • Hide in Darkness: Cost 1 Spell Point. For 1 hour per CL, while in my area of darkness, attempt Stealth checks to hide while being observed.
    • Feed on Darkness: Cost 1 Spell Point. Gain Fast Healing 3 for 1 minute per Caster Level while in my area of darkness.


    Other Dark Sphere Effects
    • Shadow Stash: Personal shadow may wear and carry equipment, up to 105 lbs.
    I've looked over both this and your sheet and both are looking good.

    Quote Originally Posted by niw18 View Post
    there also this race
    That was an educational and entertaining read. I wasn't expecting a write-up for a PC race for PnP RPG to contain so much detailed facts about "IRL" felines.

    Quote Originally Posted by HereBeMonsters View Post
    So Both Erudites and Easy Baked Wizard is banned for it. Paragon Surge Sorcerer it is.
    Yeah, sorry. I'm a fan of the class, and I think conceptually its a great idea,and can work, but overall its just a bit wonky "in the wild."

  22. - Top - End - #82
    Troll in the Playground
     
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Player Character Race Classes Complete
    Samduke Lara Indiana Jones Human Gunslinger WIP
    LairdMaon Pint'O'Ale Human Facsimile Dawn Zealot WIP
    - - - - -

  23. - Top - End - #83
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Very interested, and I have a character concept and build in mind, but access has been limited due to server issues so far this weekend. Will try to get the basics posted in the next day or two.

  24. - Top - End - #84
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Gonna try to change my build and request Monstrous Armiger, Binder, Improved Binding, Vestige Summoner, perhaps some multiclass feat such as effective level in monstrous armiger/binder increased by 4 for the purpose of monstrous armor/soul binding, but not beyond HD, and assuming there wasn’t already an issue, perhaps an alteration of Anima Mage so the features are relevant

    Essentially I’m trying to summon vestiges and bind summoned monsters

  25. - Top - End - #85
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Can Weapon Augment Crystals (MIC) hold weapon enchantments?
    Thinking of getting Wrathful Healing in one, if possible.

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by LairdMaon View Post
    Can Weapon Augment Crystals (MIC) hold weapon enchantments?
    Thinking of getting Wrathful Healing in one, if possible.
    @TankLaser007
    Are we able to use (3.5 version) Weapon / Armor Crystals?

  27. - Top - End - #87
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by LairdMaon View Post
    Can Weapon Augment Crystals (MIC) hold weapon enchantments?
    Thinking of getting Wrathful Healing in one, if possible.

    I'll allow it as such:
    • All Carrier Crystals are Lessor or Greater, which means they can only be attached to weapon/armour that have at least a +1 or +3 respectively as per the rules for Augmentation Crystals
    • The Crystal itself must be "+1" in order to carry the enhancement so it's base cost is 2,000 gp (however this only allows the crystal to carry enhancements and does NOT provide a +1 to hit/dam)
    • Lessor Crystals cannot carry more than a single enhancement and nothing over +5 in bonuses (including the initial +1)
    • Greater Crystals can carry two enhancements and up to +7 in bonuses (including the initial +1)
    • Enhancements added to a Carrier Crystal can only be one with an +X value and not flat gp cost.
    • The total value of all enhancement bonuses on the attached armour/weapon and the Carrier Crystal cannot not exceed +10


    Also you can use these crystals as well.

    Quote Originally Posted by Dakrsidder View Post
    Gonna try to change my build and request Monstrous Armiger, Binder, Improved Binding, Vestige Summoner, perhaps some multiclass feat such as effective level in monstrous armiger/binder increased by 4 for the purpose of monstrous armor/soul binding, but not beyond HD, and assuming there wasn’t already an issue, perhaps an alteration of Anima Mage so the features are relevant

    Essentially I’m trying to summon vestiges and bind summoned monsters
    No, sorry. Neat idea for a class but not appropriate for this game.

    Quote Originally Posted by Palanan View Post
    Very interested, and I have a character concept and build in mind, but access has been limited due to server issues so far this weekend. Will try to get the basics posted in the next day or two.
    Yes that has been a bit of an inconvenience, but seems to be a better better today, looking forward to see your idea.

    Quote Originally Posted by samduke View Post
    @TankLaser007
    Are we able to use (3.5 version) Weapon / Armor Crystals?
    We are now.
    Last edited by TankLaser007; 2024-01-08 at 12:16 AM.

  28. - Top - End - #88
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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    I'd like to request the Kensei of the Five Rings, which is like the uber samurai-spirit class. Very philosophical and cool, imo. I'm interested as, like, a well-known duelist who people hire to fight on their behalf for political duels and the like. Also would like to use the Oversized Two-Weapon Fighting feat from Complete Adventurer so I can dual-wield katanas.
    Saber avatar courtesy of Prime32

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    Default Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by TankLaser007 View Post
    Also you can use these crystals as well.
    Wow that's a blast from the past. Please modify as you see fit, looks like there were some good critiques that weren't implemented.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
    Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.


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    Thumbs up Re: Æterna Urbis : the Immortal City [Game Request]

    Quote Originally Posted by Thokk_Smash View Post
    I'd like to request the Kensei of the Five Rings, which is like the uber samurai-spirit class. Very philosophical and cool, imo. I'm interested as, like, a well-known duelist who people hire to fight on their behalf for political duels and the like. Also would like to use the Oversized Two-Weapon Fighting feat from Complete Adventurer so I can dual-wield katanas.
    Class is approved and also the O2WF. I was going to tell you to get something like Monkey Grip instead and fight with a nodachi and katana as the class feature specifically says main hand weapon must be larger than the off but decided against it. Two-weapon fighting is pretty cool and not often employed so have at it!

    Quote Originally Posted by Chambers View Post
    Wow that's a blast from the past. Please modify as you see fit, looks like there were some good critiques that weren't implemented.
    One of the great things about GitPG is all the "classics" you find in the GitPG "vault".

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