Proposed Game: Desire and the Dead (Tome)

Stories about games that you run and/or have played in.

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Avoraciopoctules
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Post by Avoraciopoctules »

Kaelik wrote:Interested in a Totemist. Tome of Virtue Frank wrote up about when he did Soulborn.

here

Basically, Aasimar of the good types, channelling pretty soul animals.
Totemist is cool. The Respect for the Dead ability still makes me laugh. The Arcane Sight is really awesome and gives me something new to remember, but I think I can handle it. Ask if you want the details on what magic auras are in an area, but I'll make a note to mention anything striking.

EDIT: Talked to Akula on the phone, and he seems interested in playing a Summoner.
Last edited by Avoraciopoctules on Mon Jan 11, 2010 4:31 am, edited 1 time in total.
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Post by Akula »

Nicklance wrote:Here's a leadership feat I'd like you to approve.

Madam [Leadership, Skill]

You work in the oldest profession, which is all about the 'in the face'. Really.

This is a [Skill] feat which scales to your ranks in Bluff.
0 ranks: You gain a +3 competence bonus on Bluff checks. After all, those girls need convincing, and those customers too!
4 ranks: You gain followers. Your Leadership score is equal to your ranks in Bluff + your Cha modifier. You can figure out what THOSE are for.
Pimp [Leadership Skill]
This is a feat which scales to your ranks in Intimidate.
0: Keep yo' Pimp Hand Strong: Sometimes you just gotta smack a ho. You gain a slam attack as a Monk, you may elect to inflict subdual or lethal damage at your option.
4: Make My Money: You have a bunch of prostitutes which you can send out to stand on corners or something I don't want to know. You gain followers with a leadership score that is equal to your ranks in intimidate+Cha or Str mod, whichever is higher. in addition your wealth level is treated as one higher. (Not very much>Some>Lots>Mega Bucks>Scrooge Mcfuckenduck.)
9: It Just Got a Little Easier Out There For a Pimp: You in the big time now playa. You gain a a cohort, and a pimpmobile (Phantom stead, but looks like a gaudy car, seats four). Your wealth increases again.
14: Big Pimpin': Your size category increases, your ability scores do not.
19: All Them Haters Hatin': You know they tryin' to catch you ridin' dirty. You now have an army of hoes maken' money.
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Next up, the Pimp Suit Non-armor.
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Avoraciopoctules
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Post by Avoraciopoctules »

Hey, it looks like Pimp Krusk even has the fangs.
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Nicklance
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Post by Nicklance »

Gwendolyn "Twin Stings" de'Amerville

Character Image
Image

Background
"de'Amerville? No its not a nobleman's family name. I gave it to myself because it sounds good. Can't a woman have nice things?"

Unfortunately Gwendolyn is dead, was dead.

Gwendolyn's past died with her when she lay bleeding on the battlefield of 'The War', all she remembered then was a life with a martial artist mentor, and her first fight with village bullies ignited a tingling surge of euphoria as her focus sharpened and her senses heightened, a sort of battle rush that's almost like a climatic surge of pleasure. And it was that which Gwendolyn fell in love with fighting. And that was why she became a mercenary.

A veteran of 'The War', Gwendolyn's love of battle met its end with death, a fate common to any and all soldiers. Rising from the grave with the willpower born from the terrible lust for battle, Gwendolyn travels to Sigil in search of adventure, and to hone her skills in battle.
Statistics
Race and Type: Medium undead humanoid (augmented human, dark minded, unliving)
Class: Monk 1 / Barbarian 1 / Swordwraith Paragon 1
Speaks: Common, Celestial
Allegiances: Self-serving, love of battle, love of self-improvement and empowerment.
Background: Veteran of the War
Ability Scores
Str: 16 (+3)
Dex: 14 (+2)
Con: 14 (+2)
Int: 13 (+1)
Wis: 16 (+3)
Cha: 14 (+2)
Vital Statistics
BAB: +3
AC: 19, 19 flatfooted (uncanny dodge), 18 touch (10 +6 armor, +3 wis)
Speed: 30ft
Initiative: +5
DR: 5 subdual
Hit Points: 38/38
Saves: Fort +5, Ref +5, Will +6
Attack: +7/+7 twf spinning swords (1d6 +7blitz +1str +2con +1d6charge 19-20/x2), +7 masterwork throwing axes (1d6 +6blitz +2con /x2)
Types and Subtypes
Type: The character’s type changes to Undead and the character’s former type becomes a subtype with the “augmented” modifier. The character also gains the Dark Minded and Unliving subtypes.
Hit Dice: The character’s Hit Dice, BAB, Saves, and skills are all unaffected.
Skills: The character gains a +2 bonus to his Hide and Move Silently checks.
Alignment: The character’s alignment is unchanged.
Special Qualities: The character gains Turn Resistance +2.
Level Adjustment: +0

Dark Minded (subtype)
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:
Not immune to mind affecting affects.
Immune to morale and fear effects.
Heals normally
Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.
A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.

Unliving (subtype)
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:
Unliving creatures have a metabolism of sorts, and thus have a Constitution score.
Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.
Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).
Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.
Subject to subdual damage, but can benefit from the Regeneration ability as normal.
Class Features
Swordwraith Paragon
Hit Dice: D12
Class Skills: The Swordwraith Paragon’s class skills (and the key ability for each skill) are Climb (Str), Craft(Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride(Dex), Spot (Wis), and Swim (Str).
Skills/Level: 2 + Intelligence Bonus
Weapon and Armor Proficiencies: The Swordwraith Paragon gains no new armor or weapon proficiencies.
Strength Damage (Su): Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.
Alertness: A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.

Barbarian
Hit Dice: D12
Class Skills: The Barbarian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills/Level: 4 + Intelligence Bonus
Weapon and Armor Proficiency: Barbarians are proficient with simple weapons, martial weapons, light armor, medium armor and with shields.
Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/– with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 3/– while Raging and a 10th level Barbarian has DR 7/– while Raging. While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.

Monk
Hit Die: d8
Class Skills: The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge
(all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
Weapon and Armor Proficiency: Monks are proficient with all simple weapons, as well any weapon defined as a special monk weapon, such as the sai, the nunchuka, the kama, the shuriken, and the triple staff. Monks are not proficient with any armor or shields of any kind.
Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and
has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that
enhancement bonus applies to his Armored in Life Armor Bonus.
Willow Step (Su): A true monk does not seek to outrun the fist, but to anticipate it. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class, he may add his Wisdom bonus (if positive) instead.
Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A monk’s slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size.
Fighting Style (Su): At levels 1, 3, 5, and 7, the Monk learns a Fighting Style. Each Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Fighting Style Abilities:
While Active, your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with anyweapon.
While Active, your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage.
Skills
Balance +4 (2)
Climb +6 (3)
Diplomacy +8 (6)
Escape Artist +6 (4)
Hide +10 (6)
Knowledge (Nature) +3 (2)
Knowledge (Religion) +3 (2)
Listen +12 (6)
Move Silently +11 (6)
Perform (dance, song, acting, rhetoric, mimicry, ventriloquism) +8 (6)
Sense Motive +8 (6)
Spot +9 (6)
Survival +9 (6)
Tumble +8 (6)


Feats
Blitz [Combat]
You go all out and try to achieve goals in a proactive manner.
+0: While charging, you may opt to lose your Dexterity Bonus to AC for one round, but inflicting an extra d6 of damage if you hit.
+1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.

Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your offhand.

Danger Sense [Combat]
Maybe Spiders tell you what’s up. You certainly react to danger with uncanny effectiveness.
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be “actively searching”.
You also get Uncanny Dodge.

Alertness [Skill]
Your ears are so sharp you probably wouldn’t miss your eyes.
Listen Ranks:
0: You gain a +3 bonus to Listen checks.
4: You can make a Listen check once a round as a free action. You don’t take penalties for distractions on your Listen checks.


Equipment
+1 Spinning Sword x2, +1 Masterwork Breastplate (ACP -3), 6 masterwork throwing axes, bandoleer of 6 ILW oils, everburning torch, misc adventurer gear.


Common Tactics and Behavior
Constantly taking free Listen checks (with Alertness bonus)
Constantly searching, looking and listening (Danger Sense)

Combat:
-Always activate fighting style whenever possible.
-Always activate Rage (or in this character's case, Combat Euphoria ;) )
-Surprise/First Round - Blitz + TWF, aiming to deal as many Str and Con damage as possible.
-Always strike from 10ft reach with spinning sword.
-Always take any AoO risks in favor of striking
-Always take any and all available AoOs.
-Throwing axes for ranged option
Last edited by Nicklance on Fri Jan 15, 2010 2:31 am, edited 12 times in total.
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
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Avoraciopoctules
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Post by Avoraciopoctules »

Nicklance wrote:My character runs a famous brothel. And blood is accepted as a discount on services.
Wat?

And... what would bring such an individual to go around beating up thugs in the Hive? Is this famous brothel within walking distance of the Grey District? If you want a PC with real estate in Sigil, would you pledge not to take out a mortgage on it to hire some adventurers three times your level to do everything?

This seems more like a character goal than something a PC limited to "some money" would start with.
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Nicklance
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Post by Nicklance »

Avoraciopoctules wrote:
Nicklance wrote:My character runs a famous brothel. And blood is accepted as a discount on services.
Wat?

And... what would bring such an individual to go around beating up thugs in the Hive? Is this famous brothel within walking distance of the Grey District? If you want a PC with real estate in Sigil, would you pledge not to take out a mortgage on it to hire some adventurers three times your level to do everything?

This seems more like a character goal than something a PC limited to "some money" would start with.
I assume the Grey District is very close to any available red light districts. And hence any thug activity would threaten her operations.

Plus, when is there any need to find an excuse for an adventurer to beat up thugs? She has no real lifespan, and very little need to run the orphanage or a brothel personally. She has plenty of free time. :)

And no she prefers to do it herself rather than hire anyone to.

Worry not boss. Flavor is very mutable. Anything can be toned down to suit the requirements of the game.
Last edited by Nicklance on Mon Jan 11, 2010 5:44 am, edited 2 times in total.
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befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
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Post by Akula »

Pimp Suit
Non-armor Armor bonus +1 Max Dex +6 ACP 0 ASP -2
This armor scales based on your ranks in Preform.
4: You get a +2 bonus to your leadership score for having fancy pants. This does not stack with the bonus provided by the Royalty of a Fallen Nation background.
8: You gain concealment from all your gaudy jewelry.
13: You gain a gaze attack that forces your enemies to make a save or be shaken DC 10+1/2 Level+Cha.
18: It hurts to look at you, you gain total concealment.
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Nicklance
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Post by Nicklance »

Akula wrote:Pimp Suit
Non-armor Armor bonus +1 Max Dex +6 ACP 0 ASP -2
This armor scales based on your ranks in Preform.
4: You get a +2 bonus to your leadership score for having fancy pants. This does not stack with the bonus provided by the Royalty of a Fallen Nation background.
8: You gain concealment from all your gaudy jewelry.
13: You gain a gaze attack that forces your enemies to make a save or be shaken DC 10+1/2 Level+Cha.
18: It hurts to look at you, you gain total concealment.
Nice work.

Is the Pimp Cane next?
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
Akula
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Post by Akula »

Nicklance wrote:I assume the Grey District is very close to any available red light districts. And hence any thug activity would threaten her operations.
This is Sigil, any "famous brothel" would be far removed from the Hive. Say in the Clerks Ward.
Plus, when is there any need to find an excuse for an adventurer to beat up thugs? She has no real lifespan, and very little need to run the orphanage or a brothel personally. She has plenty of free time. :)
But you would be working for the super poor, for a room and coppers per day. Why would you work for these people given that compensation?
Last edited by Akula on Mon Jan 11, 2010 5:51 am, edited 1 time in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Nicklance wrote:
Your Highness of the Palace of Shadowy Delights, Madam Gwendolyn de'Amerville

Technically a 3rd level character can't be a vampire. Characters under 5th level who would otherwise become vampires instead become vampire spawn. I guess that you could come up with an explanation that involved level draining, but I'm not sure that there's a way to level drain undead.

At any rate, it's not especially unbalanced...
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Nicklance
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Post by Nicklance »

Akula wrote:
Nicklance wrote:I assume the Grey District is very close to any available red light districts. And hence any thug activity would threaten her operations.
This is Sigil, any "famous brothel" would be far removed from the Hive. Say in the Clerks Ward.
I see. What about covert criminal activity? I'm sure the thugs ain't going to quietly practice their bad ways solely within their district.
Plus, when is there any need to find an excuse for an adventurer to beat up thugs? She has no real lifespan, and very little need to run the orphanage or a brothel personally. She has plenty of free time. :)
But you would be working for the super poor, for a room and coppers per day. Why would you work for these people given that compensation?
She runs an orphanage out of some form of compassion. Taking care of thugs is a duty of any Sigil citizen. Plus she has not gotten into her head that this job could be dangerous. Compensation is never and issue, and she's bored.
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
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Nicklance
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Post by Nicklance »

CatharzGodfoot wrote:
Nicklance wrote:
Your Highness of the Palace of Shadowy Delights, Madam Gwendolyn de'Amerville

Technically a 3rd level character can't be a vampire. Characters under 5th level who would otherwise become vampires instead become vampire spawn. I guess that you could come up with an explanation that involved level draining, but I'm not sure that there's a way to level drain undead.

At any rate, it's not especially unbalanced...
Could an accident happen and she turned vamp anyway? I could also forgo the ability score adjustments from the vampire template as payback.

Anyway the character is not done yet, so everything can still be adjusted.
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
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Post by Akula »

Nicklance wrote:Is the Pimp Cane next?
Sure why not.

Pimp Cane: Moderate Magical Club.
Acts as if a Greater Mighty Wallop was cast on it CL=Character level.
If you hit an enemy with the Pimp Cane you may elect to bullrush them as a free action, you do not travel with them.
Anytime an ability of yours would cause an enemy to be shaken they are frightened instead.
You reek of misogyny.

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Avoraciopoctules
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Post by Avoraciopoctules »

CatharzGodfoot wrote:
Nicklance wrote:
Your Highness of the Palace of Shadowy Delights, Madam Gwendolyn de'Amerville

Technically a 3rd level character can't be a vampire. Characters under 5th level who would otherwise become vampires instead become vampire spawn. I guess that you could come up with an explanation that involved level draining, but I'm not sure that there's a way to level drain undead.

At any rate, it's not especially unbalanced...
One could make the argument that the character's skills have atrophied from lack of use, and she is looking for bottom-rung adventurer work to build them back up again...

I might be convinced that the vampire is just wearing a ring of sustenance, and she came here through a portal. That would eliminate the ridiculousness of owning a major business in walking distance. It could be understood that, if destroyed, she will get revived back in whatever Material Plane she calls home. Now she just has to take care not to get rebuked.
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Nicklance
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Post by Nicklance »

Avoraciopoctules wrote: One could make the argument that the character's skills have atrophied from lack of use, and she is looking for bottom-rung adventurer work to build them back up again...

I might be convinced that the vampire is just wearing a ring of sustenance, and she came here through a portal. That would eliminate the ridiculousness of owning a major business in walking distance. It could be understood that, if destroyed, she will get revived back in whatever Material Plane she calls home. Now she just has to take care not to get rebuked.
A Ring of Sustenance is that powerful?

And yeah sure, I like that reasoning too. I can wipe out everything related to the brothel and orphanage of now and make it a goal for long term living in Sigil instead.

That cool?
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
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Avoraciopoctules
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Post by Avoraciopoctules »

Nicklance wrote:I see. What about covert criminal activity? I'm sure the thugs ain't going to quietly practice their bad ways solely within their district.
Nicklance wrote:She runs an orphanage out of some form of compassion. Taking care of thugs is a duty of any Sigil citizen. Plus she has not gotten into her head that this job could be dangerous. Compensation is never and issue, and she's bored.
Assuming that you don't go with the "skillz atrophied, gotta get them back" adventurer motivation and assume that all your stuff is back on some Prime Material plane, you should probably read these:

http://www.planewalker.com/pscs-chapter-6
http://www.planewalker.com/pscs-chapter-7

EDIT: Assuming that the PC's skills atrophied or other bizarre negative level explanations, the basic Vampire template bonuses can be kept.
Last edited by Avoraciopoctules on Mon Jan 11, 2010 6:15 am, edited 1 time in total.
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Avoraciopoctules
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Post by Avoraciopoctules »

Nicklance wrote:
Avoraciopoctules wrote: One could make the argument that the character's skills have atrophied from lack of use, and she is looking for bottom-rung adventurer work to build them back up again...

I might be convinced that the vampire is just wearing a ring of sustenance, and she came here through a portal. That would eliminate the ridiculousness of owning a major business in walking distance. It could be understood that, if destroyed, she will get revived back in whatever Material Plane she calls home. Now she just has to take care not to get rebuked.
A Ring of Sustenance is that powerful?

And yeah sure, I like that reasoning too. I can wipe out everything related to the brothel and orphanage of now and make it a goal for long term living in Sigil instead.

That cool?
Yes, I think that works. And if the ring doesn't do that normally, we'll just say that this is a special one.
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Nicklance
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Post by Nicklance »

Atrophy is the way to go. I'll run the exiled royalty backstory instead.
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befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.
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Post by Quantumboost »

The Core Ring of Sustenance makes you not need to eat or drink, and affects sleep - which doesn't matter to vampires. The ToN vampire template describes their feeding as relating to the normal eating rules, and so the RoS would totally apply to them.
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Post by ubernoob »

Sheet moved to page 1
Last edited by ubernoob on Tue Jan 12, 2010 1:37 am, edited 15 times in total.
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Avoraciopoctules
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Post by Avoraciopoctules »

ubernoob wrote:Human Soulborn 3
1 TWF
[snip]
Items
Magic Kusari Gama
Just a note: You can use 2 Soulblades, but each takes a different action to manifest.
ubernoob wrote: Mechanus Armor (Blood Steel)
That's pretty spiffy for a level 3 PC. I could see it being justified for a planar Veteran of the War, though. You are going to very close to unhittable. Unless something like a Ysgardian Ogre with a magic axe or one of the super zombies guarding the mortuary attacks you, I may very well just assume all normal attacks miss.
Last edited by Avoraciopoctules on Mon Jan 11, 2010 7:02 am, edited 1 time in total.
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Post by Judging__Eagle »

How about say... a Tiefling Assassin (or rogue), or a human with Infernal Dalliance (bite attack) Assassin (or rogue)?

It's been a long time since I've played Needleteeth.

Needleteeth
"Kyhea-heah-ha-ha-hahaha-khyeaha! Oh you bad boy, you hurt someone. That means I can hurt you now."

Background:

Restricting Curse: You did something, somewhere, now you're not able to do those things, to just anyone at least. You got caught, and now you're paying for your crimes. Mostly by only being able to do your thing against people who are guilty of what you did. Alternately, you're under a powerful compulsion that keeps you from acting like an random asshole and blowing up cities or murdering townsfolk for the lulz.

From now on, you cannot use one of your classes main ability (this can range from anything from attack, to cast spells, to use specific skills (pick one) unless the target has also done something that now makes them a 'legitimate' target of your abilities; usually commit something along the lines of the crime that you once committed, or threaten the life of your Warder if you're an Aes Sedai.

If attempted anyway, the character acts as if they broke a Geas placed on them.

Also, you wear a mark on your body that identifies you as an agent of the people who put this curse on you, and all Outsiders of a specific type, or all creatures from a specific plane, or all agents of an organization, are treated as automatically Friendly if you show them your identifying mark. If you don't regularly meet with people who you could talk with, your Mark allows some sort of Star Wars holo-communication, so you can find new targets, or random info on someone you're after. If they find out who you are, and what you did, they'll be notably cautious however.

[Yes, you can Rube Goldberg things so that you can attack/kill the people you're forced to work for, after all, a criminal is still a criminal.]

In this case, Needleteeth is seriously a cold-blooded killer; and got the following:

-Cannot attack targets that have not physically harmed someone in a lethal manner. If attempted anyway, you suffer as if you broke a Geas. So, murdering a little boy could work, but it's not going to be good, or fun afterwards
-Can talk to the local Outsiders of Good/Law and look for viable/legal targets. This is mostly dual purpose, 1) to get to kill people and 2) get the 'good guys' to help him find people to kill.
Last edited by Judging__Eagle on Mon Jan 11, 2010 7:10 am, edited 1 time in total.
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ubernoob
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Post by ubernoob »

Avoraciopoctules wrote:
ubernoob wrote:Human Soulborn 3
1 TWF
[snip]
Items
Magic Kusari Gama
Just a note: You can use 2 Soulblades, but each takes a different action to manifest.
ubernoob wrote: Mechanus Armor (Blood Steel)
That's pretty spiffy for a level 3 PC. I could see it being justified for a planar Veteran of the War, though. You are going to very close to unhittable. Unless something like a Ysgardian Ogre with a magic axe or one of the super zombies guarding the mortuary attacks you, I may very well just assume all normal attacks miss.
Well, in that case that frees up one of my three items. And yeah, that was *exactly* the kind of justification I was going for with the armor. Not do a whole lot of damage, but be able to wade through combat and knock people down was the intention.
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Avoraciopoctules
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Post by Avoraciopoctules »

Judging__Eagle wrote:How about say... a Tiefling Assassin (or rogue), or a human with Infernal Dalliance (bite attack) Assassin (or rogue)?

It's been a long time since I've played Needleteeth.

[snip]

In this case, Needleteeth is seriously a cold-blooded killer; and got the following:

-Cannot attack targets that have not physically harmed someone in a lethal manner. If attempted anyway, you suffer as if you broke a Geas. So, murdering a little boy could work, but it's not going to be good, or fun afterwards
-Can talk to the local Outsiders of Good/Law and look for viable/legal targets. This is mostly dual purpose, 1) to get to kill people and 2) get the 'good guys' to help him find people to kill.
Could be interesting, but the curse might need a bit more leeway. Say, if someone is obviously threatening another person, and you can get someone else to agree that this is the case, justifying intervention, the PC shouldn't need wait around until someone is bleeding.

Also some justification for nonlethal attacks needs to exist. Say, if Needleteeth carries around a Merciful shortsword, he can take some initiative that would otherwise activate the curse because he can't significantly harm targets. This is important, because there could a number of encounters where killing people rather than just roughing them up is probably a bad idea.

==============================
First draft of a feat I discussed with Akula for his summoner.

Rift Summoner [Metamagic]
Your summoning spells leave small tears in reality that your conjured minions can use to move through space in unnatural ways.
Benefits: Creatures you summon may use Benign Transposition with each other at will.
1: Creatures you summon may each teleport 10 feet as an immediate action once.
5: Creatures you summon may each use Dimension Door once.
10: You may elect to have creatures you summon start with the spell Blink cast upon them.
15: Creatures you summon may each use Greater Teleport at will.
ubernoob
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Post by ubernoob »

I'm tweaking my concept to fit a bit better with my ideas of how this character would behave, and I came up with a problem.

How the fuck are the overrun rules supposed to work? As written, it seems to be that you can't combine them with charging (which is stupid) and if the enemy doesn't get out of the way you use up your standard action to overrun them (instead of trampling them as you move). It seems with the 3.5 rules you can't overrun more than one person (due to it taking a standard action to overrun).

Can we make overrun just be part of movement or something that isn't headache inducing?
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