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Posted: Mon May 28, 2012 8:00 pm
by Avoraciopoctules
Thanks for the clarification.

Posted: Wed May 30, 2012 8:28 am
by Dominicius
So does anyone have any complete character sheets?

Posted: Wed May 30, 2012 5:06 pm
by Avoraciopoctules
I've got a partially done character, but it isn't the weekend any more and I'm still in school. I might be able to finish the character today, but then again, I might not.

Posted: Wed May 30, 2012 8:40 pm
by Avoraciopoctules
Here's some feats I was considering for the first PC. They aren't core Tome or written by Dominicius, so I figured I should ask approval first.
Stand Still [Combat]
You can stop enemies in their tracks.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll(the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
+1: When you hit a foe with Stand Still and they fail their Reflex save, you may move them up to 5' in any direction.
+6: Any opponent you threaten and have the Edge against that takes any sort of movement, including a 5-foot step or tumble, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the Withdraw action to treat the square they start in as no longer threatened by you.

Lance of Heaven and Earth [Combat]

You stab people in the face with a large length of wood grasped firmly in your hands.

Benefits: This is a [Combat] feat that scales to your BAB.

+0: You may use any lance, as well as any weapon with 'staff' or 'spear' in its name in one hand. Additionally, whenever you throw one of these weapons, it automatically returns to your hand after the throw is resolved.

+1: Opponents entering an area you threaten provoke AOOs from you. Additionally, every time you hit with an AOO, your opponent must make a Reflex save (DC 10 + 1/2 your character level + your Strength modifier) or be unable to move until their next turn.

+6: As a standard action, you can throw your spear, which transforms into lightning as it flies. This creates a 120ft long, 5ft wide line. Anyone under the line is dealt 1d6 electricity damage per character level, with a Reflex save (DC 10 + 1/2 your character level + your Strength modifier) for half damage. Additionally, each individual that fails their Reflex save must make a further Fortitude save at the same DC or become dazed for 1 round.

Posted: Thu May 31, 2012 8:52 am
by Dominicius
Sounds fine really. Stand Still kinda needs to be cooler since it is pretty lame compared to some other Tome feats but balance wise I have no gripes with it.

Posted: Thu May 31, 2012 9:00 am
by koz
Holy shit @Lance of Heaven and Earth. It's always nice to see people bringing up my work.

Posted: Thu May 31, 2012 4:55 pm
by Avoraciopoctules
It's a nice feat.

And not only does it make the first PC into more of a ridiculous turtle for enemies without reach, it adds a powerful option for long ranged offense.

Also, I think I've finally figured out the houseruled skill list for this game.
Skills:
(8+4 skills for Outsider HD, 6+4 for Fighter)
Acrobatics +15 (10 Ranks +5 DEX)
Athletics +14 (10 Ranks +4 STR)
Awareness +24 (13 Ranks +3 WIS +8 Racial)
Concentration +8 (5 Ranks +3 WIS)
Deception +24 (13 Ranks +11 CHA) (+10 Circumstance for shapeshifted disguises)
Diplomacy +24 (13 Ranks +11 CHA)
Disable Device +17 (13 Ranks +4 INT)
Handle Animal +12 (1 Ranks +11 CHA)
Knowledge (Geography) +17 (13 Ranks +4 INT)
Knowledge (History) +17 (13 Ranks +4 INT)
Linguistics +5 (1 Ranks +4 INT)
Psicraft +17 (13 Ranks +4 INT)
Spellcraft +17 (13 Ranks +4 INT)
Stealth +18 (13 Ranks +5 DEX)
Survival +11 (8 Ranks +3 WIS)
EDIT: Does a bonus to character level affect the lightning damage from Lance of Heaven and Earth's 3rd ability?

Posted: Thu May 31, 2012 5:50 pm
by Avoraciopoctules
Character document looks mostly done, and I'm out of time for now, so I'll post it. There may be errors.
==========================================
Assumptions:
- Generating monster PCs with Method 2 can increase their hit dice.
- All spell-like abilities have their DCs determined by character level, not spell level.
- In the thread where Dominicus introduced Dominion and Mind Reaver, he said you could get access to the Spellcasting feats by having SLAs of an appropriate or higher level. Assuming that applies in this game.
Here is the first character. This is a mid-to-late-game boss from one of the campaigns I am working on (rewritten into PC format), and I give fair warning that it is a horrible puzzle monster. As a boss, the PCs would be expected to have some forewarning so they could pick up the mental wards and other countermeasures to bypass its “I win” buttons and fight on even terms, but it's probably going to be kind of unfair in a battle where neither side has significant foreknowledge.
-=-=-=-=-=-=-=-=-=-=-
Apate, Demon Knight of Ramat

Sprite: (In case we are playing with a map)
Image

Background
Ramat is a nation on a Prime Material plane that was conquered by demons roughly 3 decades ago. Multiple warbands of fiends worked together to topple the weak and unpopular government, fomenting rebellions among the mortals to bolster their own numbers. Ramat was returned to an earlier social equilibrium, with few rulers controlling more terrritory than they could ride across in a day and violent feuding between settlements becoming not only acceptable, but encouraged by many of the bloodthirsty new rulers. There is a nominal Overlord of Ramat, but it is debatable how much power someone in the position would have to compel one of the lesser princes into doing something they weren't already amenable to.
Apate is an elite warrior of Ramat, one of a group five known as the “Hand of Terror” who serve the Overlord directly. Like most of her companions, she finds the relative peace of modern Ramat to be stifling, and she lives as an adventurer when the Overlord has no tasks for her. Apate is known as “Dreadwhisper” in her homeland for her powers to influence the minds of others, which are feared over both her not-inconsiderable martial skills and her array of tricks for making fair fights more one-sided. Many of the highest officials of the old government were made worse than useless once she seized the opportunity to plant subliminal messages in their minds.

Equipment:

Ether Needle (Lesser)
Sharpened along nearly its entire length, this blue-tinted adamantine lance is an awkward-looking weapon difficult to handle out of the saddle. The metal is always cold to the touch, and it sometimes shimmers as though it were being looked at through water.

+4 (1/3 level) Enhancement bonus to Attacks and Damage
1d8 (x3/20) damage, deals double damage on a mounted charge, can be used single handed while mounted. Adamantine. Reach.

Exotic Weapon Property: May be used as both a normal melee weapon and a Reach weapon. Deals Slashing/Piercing damage.
Ghost Touch: A ghost touch weapon spans the material and ethereal planes. It can be wielded by any standard, incorporeal, or ethereal being and can be used to attack any standard, incorporeal, or ethereal being with no miss chances due to the difference (if any).

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Demon Armor of the Hand of Terror (Lesser)
Blackened to the point that it seems to make the area around it slightly darker, this suit of heavy armor has souls and the spirits of lesser demons bound into it. Occasionally, their whispers are strong enough to be audible. Carved into the breastplate is a symbol depicting a splayed hand with a grinning monstrous face inside the palm.

+4 (1/3 level) Enhancement bonus to AC
+13 (9+4) AC, +5 Max Dex, -10 ACP, -3 ASP

4 Intimidate Ranks: All of your attacks are Evil-aligned.
8 Intimidate Ranks: You can see souls, allowing you to see all living and undead creatures within 120' of you, regardless of current illumination or intervening objects
13 Intimidate Ranks: Every time you kill a living creature, you heal 10 hit points.
Speed: Iconically placed on boots and shoes, this enhancement allows the wearer to move faster. She gains a 5 ft. bonus to all her modes of movement for every two hit dice she has.

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Crystal Shield of the Watchers (Lesser)

A shield crafted out of a single solid crystal. It's transparent, but the refraction of the crystal can make things appear differently on the face of the shield than they are. In addition, the face of the shield is covered in images of stylized eyes which are constantly in motion, blinking and sliding across the surface.

+4 (1/3 level) Enhancement bonus to Shield AC
+7 (3+4) AC, -3 ACP, -1 ASP

4 Awareness Ranks: You gain a +2 bonus to any saving throw vs. a spell-like ability.
8 Awareness Ranks: The DC of any spell-like ability you use while using this shield is increased by 1.
13 Awareness Ranks: You may Feint once per round as a free action.
Grants See Invisibility as an SLA

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Signet of Ensorcelment (Lesser)
A golden signet ring compact enough to be worn inside a large gauntlet, this object shines with an unnatural luster. The seal depicts a splayed hand with a grinning monstrous face inside the palm. If moved quickly through the air, it leaves a faint trail of light.

+4 (1/3 level) Enhancement bonus to SLA save DCS
Counterspelling (Suggestion): Iconically placed on protective items, this enhancement will always counter one spell (chosen at creation time) that would effect the wearer.

-=-=-=-=-=-=-=-=-=-=-=-=-=-

Emerald Broach of Power (Lesser)
Carved into the shape of a monkey's head, this emerald broach is about the right size for it too. The stone shines with a vivid green light. When the wearer performs a feat of strength or casts a spell, sparks fly off.

+4 (1/3 level) Enhancement bonus to Character Level
Counterspelling (Charm Monster): Iconically placed on protective items, this enhancement will always counter one spell (chosen at creation time) that would effect the wearer.

-=-=-=-=-=-=-=-=-=-=-=-=-=-

Azure Warding Cloak (Lesser)
A lightweight cloak of blue silk with runes of protection subtly stitched into it in a slightly darker fabric. A few lesser enchantments are integrated into the garment along with the main protections. The cloth sheds water effortlessly and when the hood is up, it casts the face of the wearer into magical shadow.

+4 (1/3 level) Resistance bonus to Saving Throws
Grants Gaseous Form as an SLA

-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ring of Spell Shielding (Lesser)

+4 (1/3 level) Enhancement bonus to Spell Resistance (must already have Spell Resistance)
Missile Shield: Iconically placed on shields, this enhancement negates all magic missiles and similar missile spells targeted at the wearer.

-=-=-=-=-=-=-=-=-=-=-=-=-=-

Medallion of Charisma and BEARS (Lesser)
Etched into this round bronze medallion is an image of a large bear wearing royal regalia resting upon a throne. It is a gift sometimes granted by the King of the Bears to heroes who perform a great service to him.

+4 (1/3 level) Enhancement bonus to Charisma
Natural: This enhancement allows the user to summon one animal up to her CR -2 at any time. The user can only have one such animal at a time, and the enhancement works in all other respects like a summon nature's ally spell.
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-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-==

Race and Type: Medium Succubus (Chaotic, Demon, Extraplanar, Evil)
Class: Outsider 8, Fighter (Tome) 2
Background: Veteran of the War

Str: 16 (+3) [With Inherent bonus: 18 (+4)]
Dex: 18 (+4) [With Inherent bonus: 20 (+5)]
Con: 16 (+3) [With Inherent bonus: 18 (+4)]
Int: 16 (+3) [With Inherent bonus: 18 (+4)]
Wis: 14 (+2) [With Inherent bonus: 16 (+3)]
Cha: 24 (+7) [With Enhancement, Inherent, and level 4+8 bonuses: 32 (+11)]
Vital Statistics BAB: +10
AC: 40, touch 15, flat-footed 35 (10 Base +5 DEX +9/2 Natural (halved from worn armor) +13 Armor +7 Shield)
Speed: 30 ft. (in armor 45), fly 50 ft. (average maneuverability, in armor 75 ft.)
Initiative: +5
Hit Points: 89/89
Saves: Fort +16, Ref +17, Will +15
Attack: Ether Needle +20 melee/reach (1d8+10 piercing/slashing + Daze) or Claw +14 melee (1d6+4) Lightning Blast DC 19 Reflex (10d6 Lightning + Daze)
Skills: (8+4 skills for Outsider HD, 6+4 for Fighter)
Acrobatics +15 (10 Ranks +5 DEX)
Athletics +14 (10 Ranks +4 STR)
Awareness +24 (13 Ranks +3 WIS +8 Racial)
Concentration +8 (5 Ranks +3 WIS)
Deception +24 (13 Ranks +11 CHA) (+10 Circumstance for shapeshifted disguises)
Diplomacy +24 (13 Ranks +11 CHA)
Disable Device +17 (13 Ranks +4 INT)
Handle Animal +12 (1 Ranks +11 CHA)
Knowledge (Geography) +17 (13 Ranks +4 INT)
Knowledge (History) +17 (13 Ranks +4 INT)
Linguistics +5 (1 Ranks +4 INT)
Psicraft +17 (13 Ranks +4 INT)
Spellcraft +17 (13 Ranks +4 INT)
Stealth +18 (13 Ranks +5 DEX)
Survival +11 (8 Ranks +3 WIS)
Class Features +9 natural armor, Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 10+14, telepathy 100 ft., tongues
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 26 Will save to negate the effect of the suggestion. The DC is 26 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities (DC: 32, 34 for Enchantment effects): At will—charm monster, detect good, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion, greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.
Change Shape (Su): A succubus can assume the form of any Small or Medium humanoid.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks. *While using her polymorph / change shape ability, a succubus gains a +10 circumstance bonus on Disguise checks.
Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons. Fighters are proficient with light, medium, and heavy armor, and with shields and great shields.
Weapons Training (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon he is not proficient with for a day, a Fighter may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check).
Combat Focus (Ex): A fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a fighter keeps his head better than anyone. If the fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a swift action to gain Combat Focus. A Fighter may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus.
Bonus Feat: The Fighters gets a Combat feat every even-numbered class level. If Races of War (3.5e Sourcebook) material is not being used, one could substitute Fighter Bonus Feats.

Feats Combat School (Lances, Spears, and Longswords)
You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.
Benefits: This is a [Combat] feat that scales to your BAB.
+0: First, name your fighting style (such as "Hammer and Anvil Technique" or "Crescent Moon Style", or "Way of the Lightning Mace"). This fighting style only works with a small list of melee weapons that you have to describe the connectedness to the DM in a half-way believable way. Now, whenever you are using that technique in melee combat, you gain a +2 bonus on attack rolls.
+1: Your immersion in your technique gives you great martial prowess, you gain a +2 to damage rolls in melee combat.
+6: When you strike your opponent with the signature moves of your fighting school in melee, they must make a Fortitude Save (DC 10 + ½ your level + your Strength bonus) or become dazed for one round.

Dominion [Spellcasting]
Talk about control freaks.
0th level spell access: You cast enchantment spells at +1 CL.
1st level spell access: The DC Sense Motive check to see that a creature is charmed or dominated is increased by 10.
3rd level spell access: Creatures under the effect of a charm, dominate or suggestion type spell must make a second save at the end of the spells duration. If they fail this save then the spell continues for another full duration. This ability only functions once per spell.
6th level spell access: Creatures no longer receive a bonus to their save when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).

Lance of Heaven and Earth [Combat]
You stab people in the face with a large length of wood grasped firmly in your hands.
Benefits: This is a [Combat] feat that scales to your BAB.
+0: You may use any lance, as well as any weapon with 'staff' or 'spear' in its name in one hand. Additionally, whenever you throw one of these weapons, it automatically returns to your hand after the throw is resolved.
+1: Opponents entering an area you threaten provoke AOOs from you. Additionally, every time you hit with an AOO, your opponent must make a Reflex save (DC 10 + 1/2 your character level + your Strength modifier) or be unable to move until their next turn.
+6: As a standard action, you can throw your spear, which transforms into lightning as it flies. This creates a 120ft long, 5ft wide line. Anyone under the line is dealt 1d6 electricity damage per character level, with a Reflex save (DC 10 + 1/2 your character level + your Strength modifier) for half damage. Additionally, each individual that fails their Reflex save must make a further Fortitude save at the same DC or become dazed for 1 round.

Mind Reaver [Spellcasting]
No mind can deny you entry.
0th level spell access: You can learn spells with the [fear] descriptor as enchantment spells.
1st level spell access: Your enchantment spells have their DC increased by 2.
3rd level spell access: If a target saves against one of your enchantment spells it must make another save against the same DC or take a number d6 subdual damage equal to your HD.
6th level spell access: You can stop the effect of an enchantment spell before its duration end as long as the duration is longer than one round. In this case the spell lies dormant within the creature and you can reactivate it as a free action at any time. While inside the creature your spells are completely undetectable and allow you to freely read the hosting creatures thoughts.

Stand Still [Combat]
You can stop enemies in their tracks.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll(the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
+1: When you hit a foe with Stand Still and they fail their Reflex save, you may move them up to 5' in any direction.
+6: Any opponent you threaten and have the Edge against that takes any sort of movement, including a 5-foot step or tumble, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the Withdraw action to treat the square they start in as no longer threatened by you.

Posted: Thu May 31, 2012 7:53 pm
by Dominicius
Alright. Do you have a Myth Weaver account?

Posted: Thu May 31, 2012 8:12 pm
by Avoraciopoctules
Yes, but it will probably be a while before I can access it. I'd have to look up my password, which isn't on this computer.

Posted: Sat Jun 02, 2012 1:25 am
by Bigode
I've been Internet-less. Edited the bard spells in, will have sheet on MW next time I've access.

Posted: Sun Jun 03, 2012 3:23 am
by Kaelik
You didn't specify what level we were supposed to be, so I made them level 10:

Stone
Snow
Storm
Force

Took a Leadership feat for the fear effects on Stone, and decided in return for giving up the Cohort and followers I would allow one of my bonus feats to take a feat outside the normal scope of it's limits.

Obviously Leadership is the 4th most powerful feat in the universe, and only fourth because people made feats that give Leadership + other things, so Master of Terror is super broken, but obviously giving up the Leadership aspects and only gaining "the ability to take a slightly better feat in your feat slot" is me intentionally nerfing it.

I also used my item rules including for a staff. I didn't use the +1/3rd CL bonus or +1/3rd save DC bonus in my construction because those should only be used if the DM intended them to be.

Posted: Sun Jun 03, 2012 7:28 am
by Dominicius
I get the reasoning behind it. It is totally up to you.

Anyway, the CR for battles are...
One CR 10 dude
One CR 12 dude + CR 10 cohort
One CR 12 dude + 2 CR 8 dudes + 10 CR 3 dudes

Which one would you like to fight first?

Posted: Sun Jun 03, 2012 8:54 am
by Kaelik
Dominicius wrote:I get the reasoning behind it. It is totally up to you.

Anyway, the CR for battles are...
One CR 10 dude
One CR 12 dude + CR 10 cohort
One CR 12 dude + 2 CR 8 dudes + 10 CR 3 dudes

Which one would you like to fight first?
Right, I just meant that you didn't specify what level you wanted us to be when we fought each. But I guess just start with the CR 10 and work our way up to the EL 13 and EL 13.5

Posted: Sun Jun 03, 2012 12:53 pm
by Dominicius
I trust that people from the den are able to set their own levels in acordance to the CR.

Anyway, here is your thread Kaelik: http://www.myth-weavers.com/showthread. ... ost5693223

Posted: Wed Jun 06, 2012 12:59 am
by Bigode
I've been failing to parse
You wrote:Any magic item must have at least 1 minor effect.

1 minor effect makes a minor item. 4 minor effects make a major item.

Effects on items work like this:
1/3 - lesser
2/3 - moderate
3/3 - greater

So a moderate and a lesser effect make a greater item.

Posted: Wed Jun 06, 2012 10:39 am
by Dominicius
Um... so what are your questions? What exactly don't you understand?

Posted: Wed Jun 06, 2012 6:19 pm
by Bigode
The terms for item grade and item ability grade seem both applied inconsistently. Also, you seem to suggest a max-grade item could have either 3 or 4 first-grade abilities.

Posted: Wed Jun 06, 2012 8:25 pm
by Dominicius
Yea, you could have an max grade item with 3 lesser abilities and 1 minor bonus or you could have a max grade item with four minor bonuses. They are applied inconsistently because a magic item must have at least one minor bonus, so it is essentially free. All other minor bonuses beyond the first one count as lesser effects.

Hope this clears up any confusion.

Posted: Thu Jun 07, 2012 1:18 am
by Bigode
So: you get a bonus for free, plus 1, 2 or 3 first-grade abilities depending on item grade, which can be traded by bonuses at 1:1, mid-grade abilities at 2:1 or max-grade abilities at 3:1?

Posted: Thu Jun 07, 2012 8:02 am
by Dominicius
Yup.

Edit: In other news Kaelik hasn't been posting so either he is busy or he is not interested anymore. As such I am ready to run the the battles for anyone else.

Posted: Thu Jun 07, 2012 2:51 pm
by Kaelik
Dominicius wrote:Yup.

Edit: In other news Kaelik hasn't been posting so either he is busy or he is not interested anymore. As such I am ready to run the the battles for anyone else.
I am busy, sorry. Lot going on, will probably only be able to really commit on weekends. For sure don't let it get in the way of running other people's games.

Posted: Sat Jun 16, 2012 5:02 pm
by Dominicius
So I assume that nobody is interested else is interested?

Not really sure if Kaelik is still playing.

Posted: Sat Jun 16, 2012 5:12 pm
by Kaelik
Dominicius wrote:Not really sure if Kaelik is still playing.
Said no. Meant it.

Posted: Sat Jun 16, 2012 5:40 pm
by Dominicius
Then why did you waste my time arguing afterwards?