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  1. - Top - End - #1
    Troll in the Playground
     
    Lateral's Avatar

    Join Date
    Apr 2010
    Location
    Boston, The World
    Gender
    Male

    Default For Gold & Glory OOC

    NEW IC thread!

    {table=head]Player | Character | Race | Class | Speech Colour
    Lix Lorn | Vivian | Lesser Cryophoenix | RHD 3/LA 3/Wilder 2//Radiant 9 | Navy
    Jeff the Green | Davhkur | Necropolitan Unseelie Illumian |Beguiler 7/Mindbender 1//Archivist 6/Swordsage 1/Shadow Adept 1| Sandy Brown
    BelGareth | Oberon | Pixie | LA 4/Rogue 4/Ranger 1//Warmage 9 | Dark Green
    GuyFawkes |Ravana | Rakshasa | Rakshasa 9//Swordmage 9 | Cafe Noir
    Derjuin | Titania | Gloura | RHD 7/LA 2//Ranger 2/Targeteer 4/Deepwod Sniper 2/Peerless Archer 1 | Dark Olive
    [/table]

    Nice job keeping it short, Jeff.
    _______________________

    Hello, and welcome to the OOC thread of For Gold & Glory! Everyone, use one post each to do the following:
    • Pick a speech colour
    • Give your character's background
    • Give a brief description of your character's appearance and personality
    • Give a brief description of your character's common general tactics.

    Wait until everyone has a post before you start chatting. Once everyone's reserved a post for this purpose, I'll get to work on the IC.

    Campaign Information and 16:
    Spoiler
    Show
    The caravan drops you all off at a small clearing in the middle of a thick, dark forest in the middle of the night. You do not know where you are, or why you have all been called together, but there is a hundred-platinum advance in each of your purses that tells you not to ask questions.

    In the center of this clearing, there is a great wooden table. A man at the head, clad in Karrnathi military dress, motions for you to come sit. When you have all taken your seats and partaken of some very expensive-tasting red wine, the man and begins to speak.

    "I'm sure you all know of the Glowing Chasm in the region formerly known as Cyre." He pushes a slip of paper over to your end of the table. "For those who do not, here is a sketch. It is a great canyon carved by the Mourning four years ago, from which a purple glow with a peculiar effect on the mutant fauna of the Mournland emits. Since that terrible day, many have tried to descend into the Chasm in hope of finding the cause of the Mourning, but so far none have ever returned."

    "The nation of Karrnath has an interest in this. A few weeks ago, our seers were able to uncover information regarding an ancient legend which tells of a powerful artifact, created by the progenitor wyrms over a hundred million years ago as a tool with which to learn the secrets of the universe. It is said that it was used to discover the Draconic Prophecy, and that it was removed from the world by Siberys in order to prevent Khyber from using it. Until recently, this was thought to be a myth; however, based on what our seers understand, the catastrophic event that caused the Mourning reopened the sealed rift through which this artifact was dropped."
    He hands you an envelope. "This contains much of the specific information that we have gathered regarding the nature of the chasm. Basically, it's a hole in the world, and we believe that you five are some of the only people in the world capable of exploring it."

    "I don't think you need to be told how incredibly dangerous this is. If you are successful, the government of Karrnath is prepared to pay each of you a sum of one hundred thousand platinum. In addition, we believe that this realm may have, over the eons, bled through and stolen other items of power throughout history; you will be paid an extra ten thousand platinum for any other relics, and you may keep anything else you find."

    ––––––––––––––––––––––––––––––

    Quote Originally Posted by Lateral View Post
    Spoiler
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    D&D 3.5. Pathfinder classes are allowed, but we're using all 3.5 rules- if there are compatibility issues, talk to me.

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    Eberron. Xen'drik. Abandoned giant temple. Mournlands. Khorvaire. Hole in the universe. Since we aren't really interacting with the world, though, it's not too important- it just gives some scenery and background. Plus healing is all screwed up.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    Up to six. I'm starting with requesting specific people, then if I don't get at least four I'll open it up to anyone.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS forum.

    5. What is the characters' starting status (i.e. experience level)?
    Flexible on this, depending on what you guys want. Just not epic or near-epic- I've only DMed once before.

    6. How much gold or other starting funds will the characters begin with?
    Wealth by level.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Homebrew is allowed on request, so long as you can link me to it. If there's something that is shaky on rules, talk with me about it. I'm flexible.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Same as classes. Again, I'm flexible on rules.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    4d6b3 seven times, drop lowest. If you don't like your rolls, then 32 point buy.

    10. Does your game use alignment? What are your restrictions, if so?
    Alignment is in play, but it's not too important. The golden rule is "Don't create intraparty conflict. Unless it's funny."

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    No multiclass penalties.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    You guys roll your stuff, I'll roll mine. The exceptions to that rule are saving throws that you don't know about and skill checks where hiding failure may be important. The relevant skills here are Appraise, Bluff, Decipher Script, Disguise, Forgery, Intimidate, Listen, Search, Sense Motive, Spot, and Use Rope. If you take 10 or 20, obviously it doesn't matter.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    Persuasion, not Diplomacy. Mostly useless, either way, but just in case. Also, since you're in the Mournlands, natural and magical healing do not work, but Goodberry Wine, Healing Belts, and any method of gaining temporary HP do. While you're outside of the universe, I reserve the right to make magic do crazy ****.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Just a short thing. It's not that important, it just helps me (and other players) gauge your character.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Puzzle-solving and hack-and-slash, plus traps and hazards. Often all at the same time.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    All 1st party sources are available. Dragon Magazine is on approval. Homebrew is on approval. Third-party is on approval if you can show it to me online; otherwise, it's a no.


    Incantations:
    Spoiler
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    Resurrections:
    Spoiler
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    Raise Dead
    Conjuration (Healing)
    Effective Level: 5th
    Skill CheckKnowledge (religion) DC 25, 5 successes
    Failure: Attack
    Components: V, S, B
    Casting Time: 4 hours
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

    Coming back from the dead is an ordeal. The subject of the incantation loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

    A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the incantation closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this incantation.

    A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

    Failure
    1d4+1 ephemeral swarms appear and attack the caster and any other living creatures nearby. The ephemeral swarms disappear after 1 minute or after they are destroyed.

    Backlash Component
    The caster suffers 1d4 points of Wisdom damage and 1d4 points of Charisma damage.

    Resurrection
    Conjuration (Healing)
    Effective Level: 7th
    Skill CheckKnowledge (religion) DC 25, 5 successes; Heal DC 25, 2 successes
    Failure: Attack
    Components: V, S, SC, B
    Casting Time: 6 hours
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

    Coming back from the dead is an ordeal. The subject of the incantation receives a negative level that cannot be removed by magic and the Fortitude DC to eliminate it naturally is 15 + 1/2 the subject's HD. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This Constitution loss cannot be repaired by any means, and any level loss from the negative level cannot be repaired by any means. Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

    A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect, or to resurrect an elemental or outsider.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

    Secondary Casters
    An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.

    Failure
    A nalfenshee appears and attacks the caster and any other living creatures nearby. The nalfenshee disappears after 1 minute or after it is killed.

    Backlash Component
    The caster suffers 1d4+1 points of Wisdom damage and 1d4+1 points of Charisma damage. Any secondary caster suffers 1 point of Wisdom damage and 1 point of Charisma damage

    True Resurrection
    Conjuration (Healing)
    Effective Level: 7th
    Skill CheckKnowledge (religion) DC 25, 5 successes; Heal DC 25, 4 successes
    Failure: Attack
    Components: V, S, SC, B
    Casting Time: 8 hours
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

    A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect, or to resurrect an elemental or outsider.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

    Secondary Casters
    An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.

    Failure
    A sorrowsworn appears and attacks the caster and any other living creatures nearby. The sorrowsworn disappears after 1 minute or after it is killed.

    Backlash Component
    The caster suffers 1d4+2 points of Wisdom damage and 1d4+2 points of Charisma damage. Any secondary caster suffers 2 points of Wisdom damage and 2 points of Charisma damage

    Magic Items:
    Spoiler
    Show
    Create Universal Unguent
    Conjuration (creation)
    Effective Level: 4th
    Skill CheckKnowledge (arcana or nature or religion) DC varies, 4 successes
    Failure: Destruction
    Components: V, S, M, F, SC, B
    Casting Time: 1 hour
    Range: 0 ft.
    Target: Vial of Universal Unguent
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By sacrificing magic or valuable items, you fill a vial with Universal Unguent, a magic substance that can replace expensive material components. A particular vial of Universal Unguent is tied to a particular spell. A prepared version of this spell (or a spell slot of a spontaneous caster that knows the spell) must be expended during this incantation.

    The skill checks required varies depending on what list or lists the spell appears on. If the spell appears on an arcane caster's list, Knowledge (arcana) may be used in this incantation; if the spell appears on the cleric or paladin spell lists, Knowledge (religion) may be used; if the spell appears on the druid or ranger spell lists Knowledge (nature) may be used. If the spell appears on multiple lists, any of the associated Knowledge skills may be used.

    The DCs of the check depends on the value of the spell's components as in the following table:
    {table=head]Material Component Cost|DC
    1-500 gp|25
    501-5000 gp|30
    >5000 gp|35[/table]

    The Unguent lasts a total of 4 days plus one day for each Knowledge check that beat the DC by 5 or more before becoming inert.

    Secondary Casters
    An extra caster may provide the prepared spell or spell slot expended during the incantation.

    Material Component
    Valuable items worth at least 1.5 x the value of the material component the Universal Unguent is to replace.

    Focus
    A glass vial.

    Failure
    The material component is destroyed in a cascade of magical energy, dealing 2d6 damage to all casters and creating a permanent 5-foot radius antimagic field in the location where the incantation was attempted.

    Backlash Component
    The caster is unable to cast spells, use spell-like abilities, or use incantations for 2d4 hours.

    Transfer Dweomer
    Transmutation
    Effective Level: 6th
    Skill CheckKnowledge (arcana) DC 25, 6 successes
    Failure: Delusion
    Components: V, S, M, F, SC, B
    Casting Time: 1 hour
    Range: Touch
    Target: Two magic items touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By sacrificing magic or valuable items, you transfer the magical properties of one permanent magic item to another. You first touch the item with the properties you wish to transfer—the "donor"—then the item you wish to transfer them to—the "recipient." Both items must be of the same type and occupy the same body slot, if any. When the incantation is completed, the donor is permanently rendered nonmagical, while any abilities it might have had are immediately bestowed on the recipient.

    You may alternatively transfer only some of the abilities from the donor to the recipient by voluntarily increasing the Knowledge (arcana) DC by 5. In this case the donor does not become permanently nonmagical, but it does permanently lose the abilities transferred to the recipient.

    Material Component
    Valuable items worth at least twice the difference between the sum of the donor's and the recipient's original value and the recipient's new value, minimum 1000 gp. A caster with the appropriate [Item Creation] feat requires only half this value.

    Failure
    Both the donor and recipient magic items have their magical properties suppressed for 2d4 days, but unless the caster succeeds on a DC 15 Will save he believes he succeeded until faced with irrefutable proof or after the suppression ends.

    Backlash Component
    The caster is exhausted.

    Recharge Wand
    Evocation
    Effective Level: 4th
    Skill CheckKnowledge (arcana) DC 25, 4 successes
    Failure: Backfire
    Components: V, S, M, XP, B
    Casting Time: 1 hour
    Range: Touch
    Target: Wand touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By sacrificing magic or valuable items as well as your own vitality, you restore charges expended from a wand. You must restore all of the charges expended from the wand, leaving it with 50.

    Material Component
    Valuable items worth at least the wand's spell level x the wand's caster level x 30 x the number of charges restored. A caster with the Craft Wand feat requires only half this value.

    XP Component
    (Wand's spell level x the wand's caster level x 3) XP per 10 charges restored, minimum 1 XP.

    Failure
    1+1d6 charges, up to the number of charges remaining, burst forth from the wand in an eruption of magical energy dealing 1d6 damage per charge to the caster. If the wand is thereby left with zero charges, it is destroyed.

    Backlash Component
    The caster takes a penalty to Use Magic Device checks equal to the level of the spell contained in the wand and cannot activate spell trigger items without a Use Magic Device check, even if the spell appears on his class list. This penalty and restriction lasts for 24 hours.

    Automagic Tailor
    Transmutation
    Effective Level: 2nd
    Skill CheckKnowledge (arcana) DC 20, 2 successes
    Failure: Mirrorcast
    Components: V, S, B
    Casting Time: 5 hours
    Range: Touch
    Target: Weapon, shield, or armor touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You resize a weapon, shield, or piece of armor to fit a character of a different size than it currently does. For each change in size category beyond the first, the spell increases in level by 2 and requires two additional successful Knowedge (arcana) checks against DC 20.

    Failure
    The size change is reversed. For example, if the caster intended to resize a small +1 chain shirt to medium, it would instead become tiny, while if the caster intended to resize a huge +2 longbow to small size, it would become fine. An item cannot become smaller than fine or larger than colossal because of this. In addition, the caster cannot attempt to cast this incantation on the same item until 24 hours have elapsed.

    Backlash Component
    The caster suffers a -1 penalty to AC if the target is a shield or piece of armor or a -1 penalty to attack rolls if the target is a weapon. Backlash from multiple castings of automagic tailor stack.

    Obviated Artificer
    Transmutation
    Effective Level: 6nd
    Skill CheckKnowledge (arcana) DC 25, 3 successes, Use Magic Device DC 25, 3 successes
    Failure: Impotence
    Components: V, S, B
    Casting Time: 2 hours
    Range: Self
    Target: Personal
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You feed raw magical energy into the creation of a magic item. This ritual is conducted immediately prior to crafting a magic weapon. You may ignore any spell prerequisites for creating a single magic item so long as you have at least twice as many HD as the highest level spell's level. To craft a spell completion magic item, you must make an additional successful Use Magic Device check. To craft a spell trigger magic item, you must make two additional successful Use Magic Device checks.

    Failure
    The caster cannot craft any magic items for 2d6 days.

    Backlash Component
    The caster is incapable of casting spells or mysteries, using SLAs, or binding vestiges of the same level as the highest level spell obviated in this way for 24 hours.


    IOU: -4230 GP (-846 GP apiece).
    Running XP Tally: 36,643 (31,416 for Davhkur).
    Last edited by Lateral; 2013-09-09 at 07:41 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Missing her mistress
    Gender
    Male2Female

    Default Re: For Gold & Glory OOC

    As I'm sure you predicted, I'm gonna claim... navy, for the midnight blue colour.

    ===> [S] Apocalypse: Occur.

    Personality/Background/Appearence (From Sheet)
    Spoiler
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    Before anything else, Vivian is sarcastic. A little self-obsessed, rather narcissistic, and endlessly curious, she's difficult to get along with.

    Which is what shocks people who see her in her home town. A small mountain village, its inhabitants all Savayan and mostly Harpies, they worship the moon-and consider Vivian the moon's prophet. Under her 'leadership', they've become less popular with nearby villages, but far more successful. She has promoted raiding of non-allied trade, and expeditions to local towers, dungeons, and other areas supposedly full of treasure. Recently, she's been trying to create an elite force of zealous harpies, able to wield the moon as well as she can, but is having a little trouble. She remembers the old days, before she was called back for her duties as the priestess, and decides to go treasure hunting herself. She's due a break.

    Vivian has black hair, her feathers a matching colour, and eyes of midnight blue. She's attractive, wearing light armour of carefully made scales, covering her torso, but leaving her legs free about where they turn to blackened scales. She wears a satchel at her side, far larger than it appears, and a glimmering collar of blue-white about her neck. A small earring hides under her hair, a tiny cerscent of golden white, and a silver anklet sits on her right foot.


    In a battle, Vivian is most likely to reply on a long range bombardment, using her Radiance to boost the strength of her frost. If necessary, she can create short lived undead as expendable minions, and she's a skilled liar.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  3. - Top - End - #3
    Ettin in the Playground
     
    Jeff the Green's Avatar

    Join Date
    Feb 2010
    Location
    The Great PNW
    Gender
    Male

    Default Re: For Gold & Glory OOC

    I'm going to pick, appropriately enough, forest green.

    Like I said in recruitment, I won't have 'Teia's background short story ready for a few days. It's over 700 words now and probably only a quarter of the way done. Here's the introduction and the synopsis:

    Spoiler
    Show
    It was the first day of Atalanteia's 225th birthday and Art had taken her to The Oak and Grape, a bar in the Platinum Heights of Sharn that made up for its hopelessly obvious name with the best wine in Breland and a view of the Dagger River rivaled only by the towers of the richest of the city's plutocrats. 'Teia—the full five syllables were far too cumbersome for everyday use—would enter her bisequicentenial in style if her friend had anything to say about it. Granted, neither of them were affected much by the alcohol, but the taste was rich with the notes of chocolate and raspberries and melon that they had learned to distinguish since their retirement. They also derived an almost perverse enjoyment from the shocked stares of the other patrons.

    "Ah," 'Teia sighed contentedly after her third glass, "this, Art, is why I started adventuring. I'm glad you found this place."

    "Strictly speaking," the warforged answered, "I started adventuring because you owned me."

    "I didn't own you, I set you free as soon as I was discharged."

    "You can't set a hammer free, or a sword, or even that bow of yours. Until two years ago, you owned me."

    "Do you really resent me that much, Art?" She pouted just slightly, enough for Art to know he was only teasing.

    "I could never resent you, 'Teia. The Cyrian army, maybe, but not you."

    "Well, good."

    'Teia glanced around the room at the young men—and even a few women—who had been altogether obviously ogling her in her green dress with the short hem and plunging neckline. A predatory grin spread across her face. "What do you think, should I break a few hearts tonight?"

    Strictly speaking Art couldn't grin back, but he tried. "You always do whether you try or not. I'm going to see if they've managed to discover a drink that works on those of us without brains of meat."

    As 'Teia fluttered about the bar flirting shamelessly and promiscuously, Art downed liquor after liquor. With his booming business and inorganic brain he could afford it. No one flirted with him, though. Not that he minded—he didn't have the equipment required to act on lust even if he felt it—but it gave him time to think. And as it often did the cogs and springs and mithril and wood that made up his brain drifted to his first memory.

    There was pain. Momentarily. His thoughts moved jerkily, like he had been pulled into existence against his will. And then he saw two people standing over him, one a man, tanned and wrinkled and the other a woman with skin of birch bark. If he had known anything but war he would have thought it strange, but he didn't. The woman waved her hand in front of his face. "Did it work? He hasn't moved." She said.

    "I don't know. Can you hear me, Designated 3?" the man said from out of sight. Designated 3. That was what Art was called before he was Art.

    "I can." Designated 3 responded.

    There was a whoop of joy as the man leaped into sight and twirled the dryad around the room in an awkward jig. Designated 3 tried to sit up, but found that he was restrained at his forehead, chest, arms and legs. For some reason he was okay with that. It seemed right.

    Once the man released the bark-skinned woman from the dance she came to Designated 3's side and stroked his arm appraisingly. "So what's next, Aaren?"

    Aaren suddenly reappeared with a curious contraption of lenses and gears across his face. He peered at Designated 3's head through some of the lenses. "Now we test him, my dear."

    The tests were hardly enjoyable. The first were tests of his senses: could he see, could he hear, did he have proper "nociception," as the moderately deranged artificer called it. The last one mostly involved blasting Designated 3 with various painful magics and then repairing him. Throughout these tests only the bark-skinned woman showed concern for Designated 3's pain. Aaren was simply too engrossed in the data he was collecting from the magical sensors he'd attached to Designated 3's head.

    Next came tests of agility, strength, weapon use, endurance, and skills. He apparently succeeded, if the two experimenters' reactions were any reflection. The tests went on for several weeks, and Aarven and 'Teia—Designated 3 had learned her name in the first few days—were unguarded in their conversations around the construct.

    Synopis:
    • Atalanteia started life bound to a birch tree in the Karrnwood in Karrnath.
    • Her grove was cut down to build war machines, but she managed to bind herself to a livewood tree, which though felled was still alive.
    • She stole away the lumber from her bound tree and hid in the forest, shaping her tree into a bow.
    • She took her bow and slew the lumberjacks to the man.
    • Became a wandering adventurer, and eventually met Aaren d'Cannith, who was intrigued by the possibilities of using livewood in constructs.
    • Atalanteia helped him perfect the warforged using livewood for certain crucial components.
    • Aaren d'Cannith joined the Cyrian army shortly thereafter as a mercenary captain, and Aaren d'Cannith gave the first successful warforged to her as a bodyguard/slave.
    • Both she and the warforged, whom she named "Art" for his skill with creating magic items, acquitted themselves well, and she was discharged with high honors at the end of her service.
    • She freed Art and began adventuring again, but he refused to accept his manumission because, until the end of the Last War, warforged were property, so Art followed and protected her.
    • Over the course of their adventures, 'Teia stopped so many logging and mining operations and saved so many villages and farms from ravaging beasts, a few of the less stable people of Khorvaire began worshiping her as an avatar of Arawai.
    • Her worshipers started to endanger themselves by following her into e.g. Khyber and to annoy her with poorly written hymns, so she appointed Art to be her Head Priest and command them to leave her alone. He was not happy with his elevation to hierarch.
    • They became exceedingly wealthy adventuring throughout Khorvaire, Xen'drik, and even Aerenal.
    • They retired in Sharn where Art set up a shop and 'Teia became a socialite and lover of a number of powerful figures.
    • Someone connected to another member of the party* contacted Art about the adventure to Xen'drik, and Art told 'Teia.
    • Art decided to stay in Sharn to take care of his shop, while 'Teia travelled to Xen'drik


    Her physical description, copy/pasted from the sheet:

    Atalanteia ('Teia to those who know her well) cuts an impressive figure. She towers over even the tallest warforged, and the bow she carries across her back is even longer. Unlike most dryads, her skin resembles the pale bark of birch trees and in autumn her hair burns a fiery orange. She wears simple leather thonged sandles and leather armor that only barely covers her impressive body. Despite her considerable age, her skin is flawless and she attracts a considerable following of young (and not so young) men and even some women.

    And her personality, likewise:
    Intelligent, strong-willed, competent, graceful, a competent strategist, charismatic, brave, narcissistic, flighty, vengeful.

    Her strategy is, basically, to buff and shoot. She mostly prepares buffing cleric spells like Tyche's touch and good hope, though she also has dispel magic and bewildering substitution prepared and of course can shift day-to-day. She also has a climb speed, which she can use to fire on her enemies from the ceiling in three ways. If there's a corner she can climb up, she can use the skill trick Corner Perch to brace herself with her legs and fire for a round. She also has two girallon's blessings prepared which will let her hang out on the ceiling and fire. Finally, if those are used up, she also has a spider kit which she can use to mount herself to a wall or ceiling, though that takes a full-round action.

    She's not great in melee, but not useless either. She has decent strength and her bow doubles as a quarterstaff. She also has decent damage reduction and so-so AC.

    If there are any particular buffs your character would benefit from, let me know.

    *Need someone for that part of the story.
    Last edited by Jeff the Green; 2012-09-04 at 08:40 PM.

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    Dark Red for my evil character.

    Ek'ann Xar'cha

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    Once, Scorpion sought to cross a mighty river, but had no means of traversing it. He approached the Turtle and implored him, "Master Turtle, bear me across your back so that I might cross the river." The Turtle refused, "No, Scorpion, for once you are upon my back you will sting me, and I shall die." Scorpion replied, "I shall not sting you, friend Turtle, for if I do, I shall drown and we both die." Turtle thought on this, then realized that Scorpion told the truth, and agreed to take him upon his back. When they were halfway across the river, Scorpion raised his tail, and stung Turtle right between the eyes. As the poison began to tear through Turtle's veins, he cried out, "Why, Scorpion? Why did you break your promise? Why did you sting me, though it kills us both?"

    Scorpion simply replied, "Because I must."


    Ek'ann was a fool before he died and darkness took him. His party of Sulatar warriors had tried to ambush the Inspired who encroached upon their territory, but the psions had set a trap for them. They haunted their minds with illusions, and the Drow war party was easily captured and subdued. One by one, they pried secrets from the dark elves, tearing them from their minds with nightmares and pain. Each night, another warrior was selected from the drow party and tortured, and each dawn he was returned drooling and ruined to the makeshift prison they occupied.

    The attack came at night. Ek'ann knew it was his fellow Drow, but they were somehow foreign. They slew the Inspired in near silence, and freed the captives. One of the prisoners drew breath to thank his liberator, but a long knife flashed and tore open his throat. Speaking was forbidden until they were safe. These were not Sulatar elves, they were the Umbragen.

    The Umbragen brought Ek'ann and his comrades down into Khyber, The Dragon Below. There, they restored them to health while relating the story of their war against the daelkyr and other monstrous aberrations in the darkness. They told him of the quori and their mad goals, and the ancient might of the Qabalrin elves. He learned the full breadth and meaning of the wars between giant and dragon and quori, and the fouler things below. He learned of his insignificance. He learned that sacrifice was necessary to ensure the freedom and safety of his people, and that no cost was too great.

    Ek'ann dedicated himself to the drow as a whole, blending the traditions of the martial Sulatar with the dark practices of the Umbragen. He worshiped the Flame, the Umbra, and The Scorpion God in equal measure. He learned the secrets of making pacts with unspeakable creatures and acquiring their power. These demons, unlike the enemies of his people, kept their word, and whatever pain the fell magics wrought, the trade was worth it. He would not allow those who sought to reduce his people to slavery win. The ends justified the means, no matter how terrible.

    Ek'ann has emerged from darkness of Khyber reborn. He and his brothers have raided their enemies for months, striking from darkness and disappearing again like ghosts. He leads his fellows against any who might oppose them, whether Inspired lord, quori monstrosity, daelkyr aberration, or imperialists explorer from Stormreach. Still, not all the fool adventurers seek to enslave his people, and some have proven useful allies against the madness that stalks the jungles. He has agreed to accompany three strange adventurers, acting as a guide through the jungles and diplomat among the dark elves, to an ancient temple. Therein, Ek'ann seeks to unearth ancient secrets and objects of power to aid him in the liberation of his people from their oppressors.


    Appearance
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    Ek'ann is a near zealot, though his unswerving devotion is tempered by an astute and reasonable mind. He is a striking force of personality, able to command a room with a glance. Though ruggedly handsome, unnerving cicatrices of ritual scarification mingle with flame-like tattoos across the entirety of his body. Though he is slight of build and lean, his body seems charged with an unnatural strength, as though some vile divinity has chosen him as its harbinger. His armor is a horrifying mass of spiky protrusions, and his glaive seems to moan with anguish while he wields it. Unwilling to surrender, he seems otherworldly in his nature; no doubt his enemies and the demon vestiges he binds promise worse punishment than death should he fail in his appointed task.
    Last edited by Postmodernist; 2012-09-04 at 05:00 PM.

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    I'll go with "Purple."
    Arapim
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    Arapim seems attractive, when seen from a glance, or from the other side of a dark library, or while moving through town. Flawless pale skin, smooth and perfect hair, a thin lithe form, and pretty even face.

    But what could otherwise make Arapim attractive somehow makes her unsettling. The flawless skin is unnaturally so, and has an unsettling slight hue of purple below the alabaster surface. The perfect hair is a deep purple with natural dark highlights, but it is almost like that of a doll with its perfect rows and sways rather than a person's. The lithe form is an uncomfortable tall, almost lanky with arms and legs that appear just barely too long for her torso. And the even pretty face is too much, eyes too even and nose too sculpted.

    Besides her odd features Arapim often smells of wax, aiding to her inhuman aura. She tends to stand with her hands entwined with each other, always seeming out of place no matter where she is. Her manner of speaking is almost blank, flat, without much infliction and absolutely no discernible accent. Overall, she's just unsettlingly odd.
    Personality
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    Arapim is there for the next challenge. She sees things as situations to overcome, including people, which leads to a rather blunt worldview than can be somewhat insulting. Often she'll speak without considering how the other person feels until it affects her, and her words still tend to be very direct and irritatingly straightforward. Her natural habit to point out of the obvious can make her seem condescending as well.
    Background
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    Arapim is a known treasure hunter and adventurer, traveling the world without a home.

    Originally from Cyre where she spent much of her youth trying to figure out just how she was linkd to Daanvi, Arapim's world was torn up during the Last War and her family either killed or scattered, Arapim still not knowing their full fate.

    During the War itself she spent most of her time as a scout, gaining renown as an able warrior though refusing any position of authority herself. She left the war a hero in her own right, though there was nowhere left to return and few left to celebrate her victories.

    Since the end of the war Arapim's just kept to the road, intent on finding some purpose through the challenges ancient ruins and the dangers of the world bring, almost self-destructively.
    With that, she would be a good key if any of you wanted a reason for being here specifically, she'd have invited you if she thought your skills would be valuable
    Common Tactics
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    Arapim is known for being fast, usually the first in the battle. She likes to attack and get out of range of an enemies' attacks, using her speed to avoid being hurt and bring extra momentum into her attacks.
    Last edited by Gnomish Wanderer; 2012-09-05 at 11:31 PM.
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    GREEN IS NOT A CREATIVE COLOR
    I Use My Hair To Express Myself!

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    AWAY FOR A WEEK SHOULD BE BACK SUNDAY

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    Background is complete. Still need to spend about 9k on gear. Otherwise, I'm pretty much ready to rock. Anything we desperately need for this party?

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    Quote Originally Posted by Postmodernist View Post
    Background is complete. Still need to spend about 9k on gear. Otherwise, I'm pretty much ready to rock. Anything we desperately need for this party?
    Utility wands/scrolls are nice. I've got lesser vigor, lesser restoration, and wieldskill, but I'm sure there are other low-level ones we could use. Considering we're on a smash-and-grab, maybe some more extradimensional storage?

    Nothing that we actually need, though. Maybe get an Amulet of Tears (MIC), weapon/armor crystals, +Strength/Constitution/deflection AC gear, Circlet of Persuasion, or other gear that improves your tankiness and melee ability. Maybe even consider some grafts.

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    I was contemplating a Haversack, for obvious reasons. Definitely considering some utility wands, since the Karsus vestige allows their use. Thinking about Alter Self, especially, though not sure about others. Open to suggestions.

    What's the Amulet of Tears? Definitely grabbing the good, inexpensive augment crystals, probably a restful armor and least return weapon. Hadn't considered grafts, though they'd have to be inexpensive ones. I'm also going to probably grab a bit of poison, at it fits into the character's fluff nicely, and there's a vestige that allows poison use.

    Also, I'm torn about the second vestige. Open to suggestions.

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    Hmm. Direct approach, huh? You aren't going to go for magic tricks or anything?

    If anyone disagrees, speak now (IC) or forever hold your peace. If nobody objects, roll initiative- I'll be doing group initiative, so you guys can go in whatever order you like amongst yourselves. No surprise rounds for anyone.

    (Statue's initiative, if you guys do choose to attack: (1d20-2)[6])
    Last edited by Lateral; 2012-09-04 at 07:52 PM.
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    Yup, also, please note the slight changes in the character sheet. It's now LA/Pally4/Crusader1/RKV2//Binder 8.

    Ek'ann will likely want to remain between you guys. Lots of options, though. Any buffs would be nice, too.

    Still need a few more items to toss in before this fight really begins...

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    Rolling for Maneuvers (assume order on page, going down):

    (1d6)[2]
    (1d5)[3]
    (1d4)[1]

    EDIT: Looks like Defensive Rebuke, Douse the Flames, and Vanguard Strike. Not ideal, but I'll take it.
    Last edited by Postmodernist; 2012-09-04 at 08:07 PM.

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    Quote Originally Posted by Lateral View Post
    Hmm. Direct approach, huh? You aren't going to go for magic tricks or anything?
    I did say 'Teia was flighty.

    Quote Originally Posted by Postmodernist View Post
    What's the Amulet of Tears? Definitely grabbing the good, inexpensive augment crystals, probably a restful armor and least return weapon. Hadn't considered grafts, though they'd have to be inexpensive ones.
    Amulet of Tears has three charges per day, and you can expend them to get 12-24 temporary HP.

    Looking through the grafts, I see two that might be nice. One is the Silthilar graft Chitin Plating (LoM), which grants you a natural armor bonus that stacks with barkskin and the like and costs the same as a slotless natural armor-boosting item. The elemental graft Stony Plating is the same, but costs less (2800 gp), is limited to +1, and costs you 4 HP.

    For vestiges, Astaroth could be nice. Nauseated/sickened are pretty powerful, and suggestion is pretty nice. Arete is decent for boosting defense (+4 to a saving throw, DR 5/-, 13 PP to manifest a couple healing powers).

    FYI, I'm in Punishing Stance (-2 AC, +1d6 damage) and I've got the following long/medium-duration buffs up:
    • Tyche's touch (LeOF)
    • Divine insight (CC)
    • Lore of the gods, extended (CC)
    • Treestride (SLA)


    I can also provide a(n extended) barkskin to someone.

    Edit: Oh, and if someone does want to do something more strategic and less likely to get us killed on our first encounter, I have speak with plants as an SLA and we are in a jungle.
    Last edited by Jeff the Green; 2012-09-04 at 08:40 PM.

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    I'm assuming this thing is a construct?

    Knowledge Devotion: (1d20+17)[20] (+5 if Collector of Stories skill trick applies) -> +2/+2
    Identification: (1d20+22)[41]
    Last edited by Jeff the Green; 2012-09-04 at 09:23 PM.

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    Quote Originally Posted by Jeff the Green View Post
    I'm assuming this thing is a construct?

    Knowledge Devotion: [roll0] (+5 if Collector of Stories skill trick applies) -> +2/+2
    Identification: [roll1]
    Yes, it is, and yes, the +5 applies to Knowledge Devotion.

    You identify it as an animated statue of a storm giant. Whoopity-doo. The fact that it can speak is highly unusual, though.
    Last edited by Lateral; 2012-09-04 at 10:50 PM.
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    I knew I was forgetting something. Punishing Stance damage: (3d6)[6][3][4](13)

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    Where's that 2d6 bane on your first shot coming from?
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    Raptor arrows are automatically Bane (everything) if you've unlocked the relic power by sacrificing a 4th level spell.

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    Went ahead and bound Astaroth. Also, I'm in Iron Guard's Glare. Finishing last few purchases, then I'll post IC.

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    Minor thing, not mentioned IC: Ek'ann will also gain altitude during the charge, so as to acquire +1 to hit from higher ground. I didn't include that +1 in the IC rolls, but it shouldn't matter much.

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    Quote Originally Posted by Lix Lorn View Post
    I didn't realise how scary those two abilities would get when I gestalted them together. I'm sorry. D=
    Whoooboy. That's, what, 8d6+16? Which is 44±8, as a standard action, ranged touch attack, at will. I'm pretty sure I couldn't do that even expending maneuvers and spells. I might be able to match that damage as a full round action, but not as a touch attack.

    1. I wouldn't nerf them for a normal campaign, but if you want to (obviously up to you and Lateral) here are a couple ideas:
    2. Base Gift of Frost damage only on the phoenix side, which would drop you two dice and put you at 37±7.
    3. Only add Charisma once, which would bring you to 36±8.
    4. Don't make Gift of Frost a touch attack. Radiance assumes that adding it to a weapon makes it no longer a touch attack.
    5. Combine 1) and 2), for 29±7.


    Though I think this raises a bigger problem, though. We're all spec'd for damage. Maybe I should have gone with Davkhur...

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    Quote Originally Posted by Jeff the Green View Post
    Whoooboy. That's, what, 8d6+16? Which is 44±8, as a standard action, ranged touch attack, at will. I'm pretty sure I couldn't do that even expending maneuvers and spells. I might be able to match that damage as a full round action, but not as a touch attack.

    1. I wouldn't nerf them for a normal campaign, but if you want to (obviously up to you and Lateral) here are a couple ideas:
    2. Base Gift of Frost damage only on the phoenix side, which would drop you two dice and put you at 37±7.
    3. Only add Charisma once, which would bring you to 36±8.
    4. Don't make Gift of Frost a touch attack. Radiance assumes that adding it to a weapon makes it no longer a touch attack.
    5. Combine 1) and 2), for 29±7.


    Though I think this raises a bigger problem, though. We're all spec'd for damage. Maybe I should have gone with Davkhur...
    It's not a touch attack. I'm pretty sure it wasn't a touch attack. It wasn't meant to be a touch attack!
    Edit: It is not a touch attack.
    Last edited by Lix Lorn; 2012-09-05 at 06:38 PM.
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    Quote Originally Posted by Lix Lorn View Post
    It's not a touch attack. I'm pretty sure it wasn't a touch attack. It wasn't meant to be a touch attack!
    Edit: It is not a touch attack.
    Aye. It's not a touch attack.

    ...Damn, you guys have great damage output. I'm just a little worried that you specialized on combat a bit too much and may have trouble with less straightforward fights, but we'll see.

    So, we're just waiting on Gnomish, and then I'll post IC.
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    Quote Originally Posted by Lix Lorn View Post
    Edit: It is not a touch attack.
    Ah, the effect confused me a bit; I assumed it was like an orb of x. My bad.

    In that case, we have about the same damage output, with the difference that yours is spammable and mine is more nova-y. PoMo can reach our damage every five rounds, but he's also more tanky.

    Quote Originally Posted by Lateral View Post
    ...Damn, you guys have great damage output. I'm just a little worried that you specialized on combat a bit too much and may have trouble with less straightforward fights, but we'll see.
    Eh, I think we're fine. We've got good Knowledges, climb and fly speeds, UMD and a way to make wands, and nearly full cleric casting. It may require waiting for the next morning occasionally so I can prepare utility spells since I have significantly fewer low-level spells than normal, but we can get it done.

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    Quote Originally Posted by Lateral View Post
    Aye. It's not a touch attack.

    ...Damn, you guys have great damage output. I'm just a little worried that you specialized on combat a bit too much and may have trouble with less straightforward fights, but we'll see.

    So, we're just waiting on Gnomish, and then I'll post IC.
    And here I thought I was intentionally toning things down....

    I think we'll be ok, too. A little creativity goes a long way.

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    How tall are the trees, how high off the ground do they start branching, and are the branches strong enough to sit on?

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    Quote Originally Posted by Jeff the Green View Post
    How tall are the trees, how high off the ground do they start branching, and are the branches strong enough to sit on?
    Good question. You're in a jungle, so the trees are extremely tall. They start branching pretty high up (about 80-100 feet, probably; if anyone knows more about rainforest trees, let me know if that figure is reasonable.) They should be pretty much covered in vines, so you could probably climb up them if you wanted to. Climb DC 15, I'd say. Once you get up in the canopy ('bout 100-150 feet up), it'll hold you easily.

    ...'Course, it's a long way to fall.
    Last edited by Lateral; 2012-09-05 at 10:30 PM.
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    Quote Originally Posted by Lateral View Post
    ...'Course, it's a long way to fall.
    Yeah, with a climb speed and a +20 Climb modifier, I can make an accelerated climb on a ceiling with no chance of failure.

    Well, with branches that high up there's not much point in climbing unless it's really necessary. I'll just have to rely on you guys and entangle to keep the statue away from me.

  29. - Top - End - #29
    Barbarian in the Playground
     
    Gnomish Wanderer's Avatar

    Join Date
    Nov 2007
    Location
    As often as possible
    Gender
    Female

    Default Re: For Gold & Glory OOC

    Sorry, my character is now finished [See above]. The background gave me problems for some reason >.> I'm posting in IC now.
    Ms. Creative by me! You can find more of my work here!!! Also, my Tumblr, if you're into that
    Spoiler: Green?
    Show
    GREEN IS NOT A CREATIVE COLOR
    I Use My Hair To Express Myself!

  30. - Top - End - #30
    Troll in the Playground
     
    Lateral's Avatar

    Join Date
    Apr 2010
    Location
    Boston, The World
    Gender
    Male

    Default Re: For Gold & Glory OOC

    Gnomish, you can't land three squares east and one square southeast. You'd crash into the door.
    AWAY FOR A WEEK SHOULD BE BACK SUNDAY

    Latatar by Crimmy. May his bonfires blaze eternal.

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