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  1. - Top - End - #1
    Bugbear in the Playground
     
    HalflingPirate

    Join Date
    Dec 2009

    Default Isekai: Dragons of Alnia World [PF.5 Tristalt]

    The Premise:
    A new Virtualized MMORPG is in CBT take II, this time hundreds of players have sign up for this testing season. You've played the take I and had progressed your character to high levels, collected many magical items, grinded tons of gold, also, you're a member of one of the strongest guilds in this world.

    CBT Server is up and running, everyone hurried up to login and submerge into the virtual world, system is doing the connection process and then something happened....You open your eyes and found yourself in the temple of the initial zone, where all new characters appear after finishing the creation process. You check yourself and own stats, you still higher level, all your items you wear last time you logged are still with you, few gold left, your Guild crest is no more...you turn your head and see few other players that looks confused same as you....


    The Request:
    Requesting a DM and other fellow players to get into an Overlord/Black March/SAO/Log Horizon/etc sandbox setting on where a group of players get stuck in a virtual world. It will be decision of the players to either figure out what happened(SAO), survive(Black March, Log Horizon), or try to conquer this virtual world(Overlord, sign me here!), maybe check out old guild places, etc...

    I suck bad on doing character background so I intentionally made it to not matter because it's a virtual world that had been reset

    It will be up to the DM the big 16 but it have to be picked up by default + number of players chosen (yeah I want to play in it, seen many other games where OP wasn't picked up ).

    High Level game (I prefer Lv 20th), no mythic or epic (at least at the beginning)

    No heavily homebrewed classes (with tristalt + customizations we will have plenty of room for creativity)

    all 3.5 official matterial allowed + Dragon Magazine

    all material published in d20pfsrd site allowed

    Also I want to have customization to the game rules:


    The Customizations:
    - PF Rules + All 3.5 stuff (Classes, Feats, Items, etc...)

    - Custom Archetypes = You can Substitute/Alter your features following the Archetype guidelines (including ACF/Racial Substitutions from 3.5), but you can pick features from all archetypes within the class + one free feature from a Class Archetype/ACF/Racial Substitution

    - Only one tier 2+ Class per character, If you choose a second and/or third tier 2+ class, you must archetype out the spellcasting/psionic feature. Not sure about the tier power of Spheres of Power, maybe we should avoid it?

    - Feat per level

    - I'm Ok with other Rule modification such as Christmas tree Low magic item rules and minor class fixes like the unofficial Shadowcaster fix or the Warblade fix for the 2nd stance choosen, we can work out more rule customizations.


    Sooo, who is up to play?!?!

    EDIT: My Initial plan is to play some sort of Paladin//Oracle//Cleric(Crusader) and substitute Cleric spellcasting

    EDIT: We have a DM!, here are the patch notes:

    Spoiler: Patch Notes
    Show


    DRAGONS OF ALNIA
    Patch Features 0.35.P

    Greetings adventurers! Welcome to the first patch of Dragons of Alnia's second Closed Beta Test!

    We've had a long journey to get to this point and I am consistently amazed by the attention that this game has gotten over the course of its life. From the musings of a few girls in our college dorm to the colossal team that we've gathered now, I never would have guessed how much popularity and support we would have gotten from our player base. Before I go in detail on this patch, I'd like to take a moment and thank everyone who's helped us make our game, everyone who supported us financially through Patreon and Kickstarter, and everyone who's played our game and made the community what it is today.

    Now, we've got some massive changes for this first patch. We're consolidating everything that we've tested bit by bit over the course of the first Closed Beta and have revamped a great many things. While most of the core systems and subsystems are staying the same, we are greatly increasing the amount of customization that players have access to via race and class additions. There's a ton of these changes, so we won't go much into detail about them up here. And of course, we're finally including some of the quality-of-life updates that were requested on the forums (yes, this does mean that multiclass base bonuses will no longer be (as much of) a meme).

    As with our first Closed Beta, we will be releasing a character creation tool prior to the main release, which will be in a few weeks. As the complexity of our character creation system far outstrips many other games, we feel having this time to test out ideas and tweak your characters will be very valuable for those wishing to be the best they can. Existing characters from the first Closed Beta may be transferred in using the same tool, but due to the multitude of changes featured in this patch, we will allow for a full rebuild using each character's existing resources (so a level 20 character with maximum gold will have access to the same level and gold, but now with new options available).

    And without further ado, the Patch Notes!
    Aster "Morcleon" Islington


    General Updates

    Level Cap Raised
    As the first patch in this closed beta, we are raising the maximum player level from 20 to 30. This is in preparation for a future release that will be showcasing some new epic content. Note that existing characters will still remain at level 20.

    Class Tracks Increased
    In addition to the level cap increase, we are adding another track to the Parallel Class System, from 2 to 3. This should allow for a greater degree of customization and alleviate a few of the concerns that some players were having about characters feeling too similar.

    Gold Cap Removed
    Previously, each character could have a total of 880,000 gp in gold and equipment value. As we were still in the process of balancing some items, this limitation allowed us to play around with cost-effectiveness as balancing tool. However, with the level cap increase and the increasing complexity of both premade and player-made items, we have decided to remove the gold cap altogether.

    Ability Score and Hit Point Generation Normalized
    We have decided to remove the random nature of ability score and hit point generation. Instead, ability scores will use a point buy system, while hit points will be at the maximum amount that could be randomly obtained. These changes are due to some of the imbalances that can happen early on through either exceptional or abysmal luck, which is not something we wish to encourage. All existing characters will also be changed to fit these standards, though all other bonuses will still apply. If, like us, you want to start theorycrafting immediately and play around with potential point buy arrays, HawthorneCircle has created a basic calculator here (Hint: characters will start with 25 points).

    Homebrew System Released
    For the first time, players will be able to create their own content in-game! Despite the already massive content base this game has, there is always room for more and the developers only have so much time. Therefore, we will be taking player-submitted content and implementing the best ones. For the purposes of this selection process, "best" means that it is balanced to the existing content, fits the genre (sorry, no lightsabers or starships), and is well-made in general.

    Races

    Race Selection Limitation Removed
    Rejoice, children! We are lifting the restrictions on races set in previous patches. While in previous patches we were testing specific parts of our game, we now feel confident to allow full access to all races. Note that this still does not allow for playing monsters as characters. For a list of all of these previously restricted races, check out the wiki, maintained by players like you!

    Level Adjustment System Update
    Level adjustments now only take one track of a Parallel Class, down from two. Due to our increase of Parallel Classes to three, continuing with this would unfairly punish those who have selected less-humanoid races.

    Classes

    Class Selection Limitation Removed
    Rejoice (again), children! We are lifting the restrictions on classes set in previous patches. This is for the same reason as the races. For a list of all of these previously restricted classes, check out the wiki.

    Caster Class Limitation
    Due to the sheer power of casters, we are now limiting all characters to a single flexible casting class. These are classes like the [Wizard] and [Sorcerer] who have full choice over their spells prepared or spell lists. This change does not affect classes like the [Incanter] and [Beguiler], who use a different casting system or a fixed spell list, respectively.

    Fractional Base Attack Bonus and Save Bonus
    As we see more and more characters multiclassing, we have realized that the current BAB and save system is outdated. Therefore, we have implemented a fractional version, where each level gives a fraction of one of these stats rather than +1 every few levels. Note that the initial +2 at the start of each class no longer applies for each class. For a more detailed explanation of how this system work, check out the wiki.

    Archetype Unlocks
    Players may now select any feature from any archetype within each class, so long as all other conditions are satisfied (prerequisites met, feature being replaced hasn't already been replaced, etc). This changes comes as part our attempt to increase diversity and customization within the class system.

    Feats and Skills

    Skill Point Increase
    All classes with a Base Skill Point value of 2+Int now have 4+Int instead.

    Retroactive Skill Points
    As a quality of life change, we are standardizing skill points so that increasing your Intelligence modifier increases your skill points for previous levels.

    Feat Gain Increased
    As the size of our game grows, the number of feats grows as well. At the start, we had no idea that we would end up with the number of feats that we have today. However, we also realize that the feat system in place often requires a significant chunk of a character's allotted feats. Instead of reworking the entire feat system and forcing everyone to rebuild their characters, we're simply increasing the number of feats you get to one per level.

    New Flaws Released
    In order to account for disadvantages that a character may have, we have released a large number of new flaws for character to take, now featuring more varied and diverse ones than the initial batch. Check out the wiki page for more details on these flaws.

    Extra Flaws and Traits
    Players may now select 2 each of flaws and traits, up from 1 each. The release of so many new flaws means that characters may have several flaws that may fit and even synergize (un-synergize?) with each other.

    Items

    Item Stacking Tax Removed
    Enchanting a magic item with another enchantment no longer costs an additional 50%. This was done to promote creativity in item builds, as we have found that having more gold encourages players to use utility and non-stat boosting items more.

    Character Creation Crafting Removed
    Taking crafting feats during character creation no longer allows you to craft items during character creation. This feature was giving casters and crafters an unfair advantage over their less artisanally talented counterparts.

    Magic

    Teleportation and Force Effects
    Due to the unforeseen strength of teleporting, all [Force] effects now block [Teleportation] effects. To prevent unrelated [Force] effects from affecting long-range teleports, there is a backend coverage-to-distance calculation that determines if a specific [Force] effect would affect a specific [Teleportation] effect.

    Gate Limitations Changed
    [Gate]'s Planar Travel function now allows for transportation on the same plane. We realized that this limitation was overly restrictive and prevented a number of interesting uses with the spell.

    Bugfixes and Minor Changes

    • Sarrukh's Manipulate Form Ability has been removed pending balance changes.
    • Throwing an object now resets its velocity rather than adding to it.
    • [Szaronik the Despoiler] now devours players who attempt to cheat his riddles.
    • Crafting objects with no market value is no longer instantaneous.
    • Removed legacy alignment tags on most base classes and spells.
    • Fast Healing no longer prevents drowning.
    • Bard's Fascinate no longer increases targets' affection levels to maximum.
    • Casting Charm Person while standing in the center of Lantai's East Tower no longer teleports you underneath the world.
    • Reduced half-dragon spawn rate
    • Apples no longer smell and taste like sawdust.
    • Grass textures no longer clip into each other at a distance.

    New Cosmetic Items

    To celebrate the progress we've made so far, we've released a number of new cosmetic items in our store. These include a variety of glamours for armor, weapons, and magic items, as well as new spell, power, and maneuver effect skins!

    As a thank you, all players in our original closed beta have a one-time opportunity to fit out one character with as many cosmetic items as they want for free. New players, and players wanting to outfit a second character, can find them in our in-game store.


    Spoiler: The Player Base
    Show

    Player Character Sheet Completion Status
    Drako_Beoulve Aya Hanzo Complete
    Drako_Beoulve no name yet WIP
    Kaouse Han Dae-Wi, Sage of the East Complete w/ build notes here
    Quantumphear Myrsirim Completed, build notes here
    Anti-Eagle Armand Eight-Blades Complete, Submission Post, build notes in "Additional Information"
    Denomar Lothwen Complete
    redfeline Ninja//investigator//conscript finished
    MinotaurWarblad Jasper Complete
    samduke Naomi Complete
    samduke Dr. Julie Craine Complete
    Suzune Reiun Shiroyama Complete
    Aegis013 Aegis - aka "Sir Smite-a-Lot" Complete
    Warlawk Thorne - Submission Post WIP - Nearly complete
    Jack_Simth Masaaki Yasuhiro Getting Close
    Epinephrine_Syn Rachel, Professional Sky-Mage Spell-Thief Essentially Done
    Taelas Elazen Crunch done pending tweaks, fluff is WIP
    ThreadNecro5 Poor Sodden Complete, I think
    Gunhaven The Best Chef in the World, Brottor Burrowfound Just gotta plate it (bits of crunch left).
    Lix Lorn Elixia dis gonn take a while
    JNAProductions No name yet WIP
    greenpotato Lord Bison WIP
    Heavenblade Alex, AKA Scion of the zodiac dragons WIP
    Stevesciguy Zak Firebrand WIP
    Scarlet Thirst Pinaka Kodandam WIP
    Harkness Retzai Stringstrider WIP
    Last edited by Drako_Beoulve; 2019-07-04 at 08:49 AM.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

  2. - Top - End - #2
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

    Join Date
    Feb 2015
    Location
    Canada
    Gender
    Male

    Default Application - Armand Eight-Blades v0.35.6.1

    I'd be interested in this as a player, and would prefer if dreamscarred press psionics was allowed. I never get into these games and if I do I'd like to run a Psion/Soulknife/Aegis...

    And I'd like to advance into psion uncarnate and thrallherd. How do prestige classes/multiclassing work in gestalt/tristalt?

    -- Updated Application Below --

    Spoiler: Character Pic
    Show

    Player Character Sheet Character Build
    Anti-Eagle Armand Eight-Blades Fey Elan, Psion/Aegis/Monk, Psion Uncarnate/Elocator/Soulknife

    Armand (The Eight Blades of the Glorious Jade Pyre) is a party face, tank, jack of all trades, and overall friendly sort who spent his time before the latest update as a guild leader for the Regulars of Alnia. As an elder of the guild he helped low level and less active players make it to a point that they could either begin shepherding others or move on to higher content and other guilds, mostly the latter as the guild existed for the most part to establish itself for the coming of new players later. He RPs an ancient sage and teacher of the curious and young and a definite believer in mind over matter. Settling in the minor city of the Republic of Mont (a city founded by Halflings about a hundred years ago on the ruins of the ancient city of Mont, torn down by Dragons hundreds of years ago for daring to wage war against the local Ancient), he became a political figure in the world and sought to establish lasting order amongst the kingdoms and guilds. After years of supporting and guiding low level characters and the politics of town life he's unused to high level content and things going wrong but is still prepared for it as he always has been.

    Before the latest update he was a Thrallherd responsible for the city he calls home with agents across the lands, but with the patch he's been forced to rework his character gaining combat ability in exchange for his leadership abilities. He still cares for his NPCs but for the moment they remain out of his control, he even gave up his psicrystal, converting it into an ioun stone.

    He's specced for diplomancy, but is a powerful psionic monk. He's strong, fast, and capable of tearing your mind apart. He should be quite capable.

    Character Theme: Confucianist-esque (philosophy not religion) Monk Tradition | Indomitable River Style | Jack of All Trades | Charismatic Leader of Men

    Spoiler: Appearance
    Show

    The insubstantial form of the character of Armand Eight-Blades is most often by all appearances an Elven Aasimar-like man of a Haggard though Middle Age with silver hair and a slight beard. His eyes are wide and almond shaped, coloured a shade of dark green Jade. His hair is cut short and professional and his skin is tanned as one would see in someone who has spent their life in the sun, and is absolutely covered in fire ink tattoos in turn carefully covered by his clothing. His tattoos are religious and inspired by his time in the monastery and amongst the cerebremancers, in theory tied to his Ki and intended to enhance the flow.

    The clothing of the apparition is usually a deep Jade green coloured "Regular" (as he calls it) style suit and an overcoat The suit is made of a combination of windshimmer silk and darkleaf cloth; The outfit's overcoat is an adamantine plated and stitched sable fur coat colored in cream with jade spirals spread across it. He spends most of his time in the latter outfit and it is what he is most comfortable in. He is often seen wearing a bamboo dǒulì hat and smoking one of his pipes.

    He can of course change his form at any time in any way he sees fit...
    ---
    His current true form is a Humanish-shaped Insect-like creature. A warped aberrant creature with long gangly limbs, a gaunt form, colourful dusky insect wings, and long bladed talons for fingers. He has a mix of skin and chitin with short silver hair covering his body, and a pair of feathery antennae. His eyes are large glowing Jade green compound eyes resemblant of a moth and below them an insectoid mouth.

    Given enough time and preparation he could revert his shape to that of a human or elf without illusions, but that would rob him of some of his effectiveness and so he relies upon and wears his elf guise constantly finding the current fey/aberration appearance gained from character experimentation and alteration odd and off putting to others.
    Spoiler: Personality
    Show

    Armand Eight-Blades is a friendly chap, who seems to be interested in the best for everyone. He is kind, compassionate, and earnest by all appearance and seeks purpose in things and people, trying to put people on the right path. This runs from players to NPCs and he holds his followers in high regard, taking personal interest in the lives and patterns of the NPCs scripted to follow him and encourages the guild to do the same with the NPCs in the world.

    In person, as an actual human being, he's a tired and bored translator dealing with shady types on a daily basis and is often disgusted by those around himself, but he was an intelligent sort and had a knack for language and so it's only natural where he ended up with his low projection in life. He dives deep into the world of Alnia and its characters as his escape and tries to be present during important milestones and on a weekly basis perform community functions as part of the lower level content.
    ---
    He's a bit overprotective of his charges and his NPCs and tends to become distraught when things go wrong, especially when people get hurt. The same can be said of when people disagree with him... he's a bit self righteous and he tends to expects people to follow what he says. He'll hear them out but he thinks people will eventually see his way. It bothers him a bit when they don't.

    As for his character, he's a man living multiple identities simultaneously, He acts as one, but as a being apart from that he was born taking on the identity he ascended into as an Elan. He is the "The Eight Blades of the Glorious Jade Pyre," a heroic figure and protector of the people of Mont and beyond. He is the scholar teaching the young how to outlast all odds. He is also the strange Moth creature prowling the wilds at night. And he is the beggar at the corner, watching and waiting. But he is not Tahir Variel, and he wants to keep it that way.
    ---
    Beyond his clothing he only carries with him a wayfinder, and with most of his equipment hidden in extradimensional spaces, he appears unprepared for most things and seems out of place outside of cities to those who don't know him.

    His favourite quest is the investigatory "Portsmouth Horror" chain set in the fog choked streets of the eponymous town, mysteriously empty even of other players.
    ---
    His enemies are the Player Killers living in the wilds and those who take advantage of his NPC followers and harm them.
    Spoiler: Biography
    Show

    Armand Tahir is a 43 year Old Slovenian economist and translator who since the day he left the French University he had called home and went into business for the European tech firms he's been tossed around has sought comfort in video games, VR was the next step and when his ticket was drawn after the Kickstarter to test for the alpha for Dragons of Alnia it became his nightly routine to log in, occasionally testing and providing language notes for the translator software when he encounters bugs in his spare time.

    He has over the years been saving up for a new vr rig and he sees the new patch as the perfect time to test the new parts he's ordered and the fresh out of the bag haptic suit he's purchased. He has plans to log in at launch of the new patch and has taken the day off in advance...
    ---
    Armand Eight-Blades, an elder of the "Regulars Guild of Alnia," a guild founded by a player early on for the average player who came to have a good time whether or not they made it to the end of the Betas. The shepherds of the ignorant and the self made pc guides of the mostly unused starter zones. Armand brimming with power, after he killed the Balor and so looking to relax from the grinding and get some purpose into his free time beyond the office began working as a guide and player aid of the Regulars Guild in his spare time as he explored the map. His particular haunt is the Republic of Mont, where he helps "new" players through their first quests and boss encounters taking a particular interest in the NPCs of the land. Occasionally joining a raiding party or two to help out old friends in need of a stable organizer.

    With the changes in the patch he has for the moment lost his abilities as a Thrallherd and his pet NPCs are beginning to break free from the patterns he had established for them....
    ---
    Born approximately 450 years ago in the Northlands as an Elven man under the name Tahir Variel, Armand has never been satisfied with his lot in life. His merchant parents died on the road to corrupted wolf-like creatures and he was taken in by a tribe of nomads who knew little in the way of elves. He spent the next 80 years amongs them until he finally became an adult in body and mind. He left his adoptive parents with the promise of returning to them with knowledge and treasure to repay them for their kindness and to bring them greatness. He wandered the lands for four hundred years, first notably finding a cerebremancer college and talking his way in and then a monastery seeking perfection away from the intellectualism of the college. Over the years he occasionally tracked down the nomads and taught their shamans of the secrets he had learned he believed would help them. When he achieved a marked amount of power and age he began seeking out a better way of living and immortality in his wandering, fearing the afterlife and desiring to improve himself with more than knowledge. He studied and meditated and underwent ritual after ritual, eventually finding a cult of Elan bodyshapers who agreed to teach him of their ways.

    Taking a new name after his eventual transformation into the strange Elan creature he had become he sought to recover his memories and for a time returned to the tribe who had sheltered him in his youth. He left after a decade of wandering with them and teaching them as he fought to recover memories of his youth, and continued his journey of self improvement. He sought out libraries of unbodied and uncarnate knowledge, building upon his knowledge from his days in the monastery and quickly surpassing his body through meditation and after revelling in his new form began a new journey. One of honour and good to serve his patron Desna and honour his clan. He moved as a scholar and agent of the divine quelling threats to the lands and seeking knowledge, continually undergoing new and altered rituals devised by himself to improve himself further. He joined the nascent Regulars Guild in its founding, bringing with him his experience and the vast resources he has developed over the years through his psionic gift for bringing the purposeless together. He has taught and shepherded the young in his work and is a respected elder of the guild and the century old Republic of Mont, a community of Halflings he had taken a shine to. He has spent a great deal of time in the past year guiding the young agents of the guild and seeing it prosper, and seeing to affairs in the minor city of the Republic of Mont and the establishing of it as a guild stronghold.

    His followers and the agents in direct service to him are spread across the cities of the lands, though most call the Republic of Mont home. They can be seen in about any trade but are mostly the farmers, merchants, and guardsmen who attend his strange Desnan mass in the Cathedral of the Monarch that he holds every Monday at dusk. Of course as of late his powers over the mind seem to be a bit muddled as of late and his followers are breaking a bit from his will, however his "Indomitable River" style is beginning to reach his converts and his influence remains...
    Spoiler: Lore
    Show

    The Regulars Guild of Alnia was a guild built by late game players and their best characters to help early game characters get past tough quests and bosses. They became the self appointed guardians and guides of the starter zones and established outposts within them, recruiting new characters and either teaching them or shepherding or organizing them until they're able to move on to higher level content and higher level guilds. Some stay and become shepherds themselves, but most of the shepherds are people who've already completed everything to the content wall and have effectively retired to the starting zones. Though they have little in the way of work to do with most players being max level themselves, they are organizing for the day when new players finally begin to trickle in and spend most of their guild resources preparing for this by constructing small outposts in starter zones and low level towns.
    ---
    The Republic of Mont, or rather the city of Mont, is a tiny halfling republic in the South constructed on the ruins of the ancient city of Mont. The previous city of Mont was the home of a Human king who in his time angered the local Ancient of the dragons and saw his kingdom then his castle sacked with little he could do stop them. Roughly a century ago the land was reclaimed by adventurers and an army of halfling farmers, and the republic was constructed on the ruins, a city erected over ancient stonework and long overgrown lands. Though they style themselves as a republic there's only really the one city and it's more a hamlet than anything else. It's largely composed of farmers and merchants attempting to grow the land under the direction of the Regulars Guild and Armand. Their largest point of interest is the Cathedral of the Monarch and it and its gardens are somewhat out of place in the rural community.

    Most of what they produce is consumed by the community, eventually and trade was mostly foreign to them before the Regulars guild established their outpost and Armand moved in. The population has doubled since said Regulars guild has moved in and innovation is high for the young community, their two largest exports being whiskey and tobacco with them having a minor name for themselves due to their quality.

    The Republic of Mont is a starting zone for halfling players and is readily accessed by others with little effort due to its proximity to the other more used starting zones. Its quests are mostly gather and fetch quests with the local cathedral posting exterminator and pest control jobs, with no major plot lines as of yet due to its relative size... Except of course for the secret Fey quest initiated by leaving an offering of sugar and cream at the base of an ancient statue near the eastmost watchtower.

    With Armand's input, a small monastic community has developed living out of the cathedral, born from the expansive library and Armand's magnanimity.
    ---
    Armand's some 361 followers compose what he calls the Children of the Monarch, a collection of devoted Desna worshippers operating out of the Republic of Mont, originally drawn in by Armand's psychic powers. For the most part the Children are composed of halfling farmers, their families, traders, priests, and a few Telepaths. Their agents operate across the lands but mostly live in Mont. They are heavily associated with the Regulars guild due to their leader being Armand and the outpost in the city. Their leaders are Armand and his Thralls, Cristina, Alina, and the Dryad Daphne however little is enforced in the way of a power structure or ranks. It is a faith based organization devoted to the betterment of communities and bringing people together to accomplish something greater than they would be able to do alone.
    Spoiler: Ex-Cohorts
    Show

    Pasăre was a sympathetic psicrystal shaved from Armand's consciousnes, with the patch removing leadership powers he was converted into an iridescent spindle ioun stone for the time being and implanted into Armand's wayfinder to remain with him. He commonly seeked purpose in others and to understand them, and spoke to Armand often about those he deals with, what their thoughts are, and how their lives could be improved.
    ---
    Cristina (Level 19 Ex-Thrall Psion Tactician) and Alina (Level 18 Ex-Thrall Vitalist) are two Half-Nymph sisters devoted to serving after Armand after following him for the past 40 years. Dark brown hair, dusky skin, and blue eyes he purports that the two women are his daughters and they don't disagree, often sent to lead the children of the Monarch in his absence.

    Cristina and Alina were two NPCs saved one day in a random encounter on the road that Armand took a shining to in the early days of the alpha, he gained program rights for them and set them to work before he gained leadership abilities. Eventually as a thrallherd he recruited them as followers and tasked them with following and healing him and any allies during quests. In his absence they maintain the Children of the Monarch and are scripted as their leaders alongside Armand. Over the years he has altered their appearance, abilities, and written and rewritten their backgrounds. In character he would introduce them as his daughters, and has written them as having been adopted by him forty years ago.

    His third cohort is an Epimeliad named Daphne, living in the gardens of the Cathedral, he took a liking to her in the local Fae questline and recruited her into his organization. She lives in an apple tree tended to by the local monks, and is a friendly woman though a bit lonely.

    Spoiler: Art
    Show


    Spoiler: Alternate Art
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    Spoiler: Alternate Alternate Art
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    There's a BB code version of his sheet available in the "Statistic Block" section of the character sheet as well as character notes, and there is an alternate version of the sheet replacing Telepathy with Psychometabolism. The alternate sheet can be found through this link.
    Last edited by Anti-Eagle; 2019-06-29 at 07:40 PM.
    Ascendancy [Mythopoeia, Only Ruins, 1900, Forum, Tumblr, and Discord]
    Characters [Armand Eight-Blades]
    Avatar by Cuthalion

  3. - Top - End - #3
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2014

    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    I'll throw my hat in as well. Some type of Occultist suits me. Not sure what the build will be.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Planetar

    Join Date
    Apr 2018

    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Throwing my hat into the ring!
    I currently have two possible ideas-the first is a mesmerist//rogue//something, who specializes in manipulating darkness and using it to hamper his enemies. the second one is a wildshaping grappler who specializes in damage dealing. I think the mesmerist is more appropriate for this "video game" feel, but Im honestly afraid that he will be a reall lucklaster in this game since his powers are not that imppressive...will wait for a GM.

  5. - Top - End - #5
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Posting interest as a player, thinking some dude that just wants to be a crafter (aka Blacksmith, maybe Great Mind if it's sufficiently high level, possibly Alchemist).

    Even SAO had players become NPCs.
    I done got my kids for the summer (until the end of July). Posting will happen when I have them successfully distracted with screens while at home (or maybe the two days I work).

    Your understanding is appreciated.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    interested as a player pending big 16

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Interested as a player, going to flurry of miss with a two-weapon fighting monk style. Unchained monk with probably all the ki I can abuse.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Haven't considered it yet, but I might also go with the kung-fu genius drunken master//magus//barbarian . who uses drunken ki with the magus arcana "ki arcana", in conjunction with the blade and tankard style (if the GM will allow it to work with drunken master), probably an aasimar.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Edit for concept

    Considering a Tiefling Archivist//Occultist//Warblade that would progress toward malkonvoker.

    Concept would be a kid who snuck access to the rated M version of the game and is a little bit weirded out by all the graphic violence and demon summoning/necromancy powers he ended up with.

    If that's too much I could always replace Archivist with Arcanist
    Last edited by ptrcz09; 2019-05-22 at 11:56 AM.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    I’m in., no clear idea.
    Game I am in:
    Giants and Graveyards Red Hand of Doom as Enn (3.5 Changeling Rogue//Dark template/Beguiler) using Grod's awesome Giants and Graveyards fixes
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Interested pending the 16.
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    I also would like to play this.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    We have a good pool of players, hope we can get a DM!!

    Anyone wanna discuss new customization you would like to be added?
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    Quote Originally Posted by Drako_Beoulve View Post
    We have a good pool of players, hope we can get a DM!!

    Anyone wanna discuss new customization you would like to be added?
    As far as customization, something that isn't a hard requirement for me, but I've always liked the idea of, is finding material homebrewed by the DM for the setting. Specifically character thematic abilities, items, powers, and the like. So if someone is playing a character from Tome of Battle or Path of War, maybe they learn a unique, exceptionally powerful maneuver or stance. If someone is playing a Binder, they find ancient texts and learn to bind a powerful being unique to the setting. Wizards discover spells never before unearthed, etc. A Paladin learns to smite so hard that it blasts out radiance, instantly destroying weak evil creatures and doing massive damage in an area and even more to the specific target. Abilities like this could be either gained through gameplay or granted by the DM based on backstory.

    Of course, the challenge is making these things useful, thematic, and powerful enough to merit using actions on, without making them a headache to build encounters around.

    I'm not sure that's what you meant by customization, but it's something I've always really wanted to see in a game. In a game like this, that could emulate SAO's unique skills or newly developed skills in to Log Horizon.
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    Exclamation Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world


    DRAGONS OF ALNIA
    Patch Features 0.35.P

    Greetings adventurers! Welcome to the first patch of Dragons of Alnia's second Closed Beta Test!

    We've had a long journey to get to this point and I am consistently amazed by the attention that this game has gotten over the course of its life. From the musings of a few girls in our college dorm to the colossal team that we've gathered now, I never would have guessed how much popularity and support we would have gotten from our player base. Before I go in detail on this patch, I'd like to take a moment and thank everyone who's helped us make our game, everyone who supported us financially through Patreon and Kickstarter, and everyone who's played our game and made the community what it is today.

    Now, we've got some massive changes for this first patch. We're consolidating everything that we've tested bit by bit over the course of the first Closed Beta and have revamped a great many things. While most of the core systems and subsystems are staying the same, we are greatly increasing the amount of customization that players have access to via race and class additions. There's a ton of these changes, so we won't go much into detail about them up here. And of course, we're finally including some of the quality-of-life updates that were requested on the forums (yes, this does mean that multiclass base bonuses will no longer be (as much of) a meme).

    As with our first Closed Beta, we will be releasing a character creation tool prior to the main release, which will be in a few weeks. As the complexity of our character creation system far outstrips many other games, we feel having this time to test out ideas and tweak your characters will be very valuable for those wishing to be the best they can. Existing characters from the first Closed Beta may be transferred in using the same tool, but due to the multitude of changes featured in this patch, we will allow for a full rebuild using each character's existing resources (so a level 20 character with maximum gold will have access to the same level and gold, but now with new options available).

    And without further ado, the Patch Notes!
    Aster "Morcleon" Islington

    Mid-Patch Updates

    Changes
    • The feat Lost Traditions now functions for any class with a primary ability score. As we release more and more classes, we have realized the need for such a generalized feat.

    Approved Homebrew Content

    General Updates

    Level Cap Raised
    As the first patch in this closed beta, we are raising the maximum player level from 20 to 30. This is in preparation for a future release that will be showcasing some new epic content. Note that existing characters will still remain at level 20.

    Class Tracks Increased
    In addition to the level cap increase, we are adding another track to the Parallel Class System, from 2 to 3. This should allow for a greater degree of customization and alleviate a few of the concerns that some players were having about characters feeling too similar.

    Gold Cap Removed
    Previously, each character could have a total of 880,000 gp in gold and equipment value. As we were still in the process of balancing some items, this limitation allowed us to play around with cost-effectiveness as balancing tool. However, with the level cap increase and the increasing complexity of both premade and player-made items, we have decided to remove the gold cap altogether.

    Ability Score and Hit Point Generation Normalized
    We have decided to remove the random nature of ability score and hit point generation. Instead, ability scores will use a point buy system, while hit points will be at the maximum amount that could be randomly obtained. These changes are due to some of the imbalances that can happen early on through either exceptional or abysmal luck, which is not something we wish to encourage. All existing characters will also be changed to fit these standards, though all other bonuses will still apply. If, like us, you want to start theorycrafting immediately and play around with potential point buy arrays, HawthorneCircle has created a basic calculator here (Hint: characters will start with 25 points).

    Homebrew System Released
    For the first time, players will be able to create their own content in-game! Despite the already massive content base this game has, there is always room for more and the developers only have so much time. Therefore, we will be taking player-submitted content and implementing the best ones. For the purposes of this selection process, "best" means that it is balanced to the existing content, fits the genre (sorry, no lightsabers or starships), and is well-made in general.

    Races

    Race Selection Limitation Removed
    Rejoice, children! We are lifting the restrictions on races set in previous patches. While in previous patches we were testing specific parts of our game, we now feel confident to allow full access to all races. Note that this still does not allow for playing monsters as characters. For a list of all of these previously restricted races, check out the wiki, maintained by players like you!

    Level Adjustment System Update
    Level adjustments now only take one track of a Parallel Class, down from two. Due to our increase of Parallel Classes to three, continuing with this would unfairly punish those who have selected less-humanoid races.

    Classes

    Class Selection Limitation Removed
    Rejoice (again), children! We are lifting the restrictions on classes set in previous patches. This is for the same reason as the races. For a list of all of these previously restricted classes, check out the wiki.

    Caster Class Limitation
    Due to the sheer power of casters, we are now limiting all characters to a single flexible casting class. These are classes like the [Wizard] and [Sorcerer] who have full choice over their spells prepared or spell lists. This change does not affect classes like the [Incanter] and [Beguiler], who use a different casting system or a fixed spell list, respectively.

    Fractional Base Attack Bonus and Save Bonus
    As we see more and more characters multiclassing, we have realized that the current BAB and save system is outdated. Therefore, we have implemented a fractional version, where each level gives a fraction of one of these stats rather than +1 every few levels. Note that the initial +2 at the start of each class no longer applies for each class. For a more detailed explanation of how this system work, check out the wiki.

    Archetype Unlocks
    Players may now select any feature from any archetype within each class, so long as all other conditions are satisfied (prerequisites met, feature being replaced hasn't already been replaced, etc). This changes comes as part our attempt to increase diversity and customization within the class system.

    Feats and Skills

    Skill Point Increase
    All classes with a Base Skill Point value of 2+Int now have 4+Int instead.

    Retroactive Skill Points
    As a quality of life change, we are standardizing skill points so that increasing your Intelligence modifier increases your skill points for previous levels.

    Feat Gain Increased
    As the size of our game grows, the number of feats grows as well. At the start, we had no idea that we would end up with the number of feats that we have today. However, we also realize that the feat system in place often requires a significant chunk of a character's allotted feats. Instead of reworking the entire feat system and forcing everyone to rebuild their characters, we're simply increasing the number of feats you get to one per level.

    New Flaws Released
    In order to account for disadvantages that a character may have, we have released a large number of new flaws for character to take, now featuring more varied and diverse ones than the initial batch. Check out the wiki page for more details on these flaws.

    Extra Flaws and Traits
    Players may now select 2 each of flaws and traits, up from 1 each. The release of so many new flaws means that characters may have several flaws that may fit and even synergize (un-synergize?) with each other.

    Items

    Item Stacking Tax Removed
    Enchanting a magic item with another enchantment no longer costs an additional 50%. This was done to promote creativity in item builds, as we have found that having more gold encourages players to use utility and non-stat boosting items more.

    Character Creation Crafting Removed
    Taking crafting feats during character creation no longer allows you to craft items during character creation. This feature was giving casters and crafters an unfair advantage over their less artisanally talented counterparts.

    Magic

    Teleportation and Force Effects
    Due to the unforeseen strength of teleporting, all [Force] effects now block [Teleportation] effects. To prevent unrelated [Force] effects from affecting long-range teleports, there is a backend coverage-to-distance calculation that determines if a specific [Force] effect would affect a specific [Teleportation] effect.

    Gate Limitations Changed
    [Gate]'s Planar Travel function now allows for transportation on the same plane. We realized that this limitation was overly restrictive and prevented a number of interesting uses with the spell.

    Bugfixes and Minor Changes

    • Sarrukh's Manipulate Form Ability has been removed pending balance changes.
    • Throwing an object now resets its velocity rather than adding to it.
    • [Szaronik the Despoiler] now devours players who attempt to cheat his riddles.
    • Crafting objects with no market value is no longer instantaneous.
    • Removed legacy alignment tags on most base classes and spells.
    • Fast Healing no longer prevents drowning.
    • Bard's Fascinate no longer increases targets' affection levels to maximum.
    • Casting Charm Person while standing in the center of Lantai's East Tower no longer teleports you underneath the world.
    • Reduced half-dragon spawn rate
    • Apples no longer smell and taste like sawdust.
    • Grass textures no longer clip into each other at a distance.

    New Cosmetic Items

    To celebrate the progress we've made so far, we've released a number of new cosmetic items in our store. These include a variety of glamours for armor, weapons, and magic items, as well as new spell, power, and maneuver effect skins!

    As a thank you, all players in our original closed beta have a one-time opportunity to fit out one character with as many cosmetic items as they want for free. New players, and players wanting to outfit a second character, can find them in our in-game store.
    Last edited by Morcleon; 2019-05-26 at 04:07 PM.
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    holy moly you went all in on making that look good

    Im love that OP. I definitely want to try it. As I said to you elsewhere, I wanna try using the Many As One for the first time, since this is an isekai just BEGGING for full self-insert mode.
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Yes please.

    Thinking on concept now...

    Edit: Thinking Warlord//Bard//Some excessive amount of templates and whatnot.

    Edit II: Warlord//Bard//Human Woodling/Half-Nypmh/Fire-Souled/Blooded One/Half-Janni/Greenbound Creature.

    Do NOT ask what the hell their parents were. :P
    Last edited by JNAProductions; 2019-05-25 at 11:27 PM.
    I have a LOT of Homebrew!

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    what were their parents? :O

    To clarify...
    I'm intending on playing an empath//many-as-one//(multiple)
    It's somewhat my thing nowadays to be many things and take many forms, so I want to use the idea that each of the Many-As-One forms represents a different character I had in the beta, with the Empath part being the one I'd originally logged in as. :)
    This should result in my being a supreme generalist, but not as effective as anyone who just goes 20 levels in something. The only thing I've nailed down for one of the (multiple) is this, which I wrote today specifically for the purpose. I'll be trying to avoid full-spellcasters and complicated classes; I might grab a Wilder since I love me some psionics, but other than that I'll prrrrobably aim for initiating, invoking, stuff like that.

    My character is going to go "fudge going home, I'm eight different beautiful women now.", and try to make a home of it. Maybe open a way home to bring her friends and family in. As I said, full wish-fulfilment self insert here. havent done that in a Long time.

    Race is somewhat irrelevant due to Many-As-One. Different one for each, of course.
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    Quote Originally Posted by Thanqol View Post
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Okay. Character Sheet in progress.

    Can't fit it all on Mythweavers. :P
    I have a LOT of Homebrew!

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Quote Originally Posted by Morcleon View Post
    The best Big 16 I think I've ever seen.
    I just want to be sure I'm getting a full understanding, everyone on the D20PFSRD is allowed including 3rd party? Does this include the extra content for Spheres and Akashic that are on the Spheres wiki but not on the PFSRD?

    I see that LA from 3.5 races/templates is allowed, are Pathfinder templates allowed?
    A man who dies fighting with his principles intact dies in glory. To expect enemies to follow the same code of honor defiles that honor, reducing it to a set of arbitrary rules.

    Experiencing some severe flare up of health issues. Posting status could be slowed is heavily affected

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    PirateWench

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    *edited for specifics
    Quote Originally Posted by Morcleon View Post
    level 30
    trisault
    880,000 gp
    25 point buy
    able to create their own content in-game! - any source in 3.x thru pathfinder
    lifting the restrictions on races
    Level adjustments now only take one track of a Parallel Class, down from two
    lifting the restrictions on classes
    limiting all characters to a single flexible casting class
    Fractional Base Attack Bonus and Save Bonus
    select any feature from any archetype within each class,
    All classes with a Base Skill Point value of 2+Int now have 4+Int
    Retroactive Skill Points
    feats you get to one per level.
    wiki page for more details on these flaws 2 each of flaws and traits
    Enchanting a magic item with another enchantment no longer costs an additional 50%
    Taking crafting feats during character creation no longer allows you to craft items during character creation
    all [Force] effects now block [Teleportation] effects.
    [Gate]'s Planar Travel function now allows for transportation on the same plane

    the following are not allowed or changed
    Sarrukh's Manipulate Form Ability has been removed pending balance changes.
    Fast Healing no longer prevents drowning.
    Bard's Fascinate no longer increases targets' affection levels to maximum.
    Casting Charm Person while standing in the center of Lantai's East Tower no longer teleports you underneath the world.
    first I am going to say, awesome jumping into gm this Morcleon. kudo's
    next is the above edited info correct for character creation (big 16) ?
    and seconding this question
    I see that LA from 3.5 races/templates is allowed, are Pathfinder templates allowed?
    with the followup of is LA buy-off allowed
    from pathfinder are the "MYTHIC" class allowed
    can you give an idea of power scale OP wise where you would like to see characters?

    edit
    will you permit these?
    Oslecamo's
    Monster of Legend http://minmaxforum.com/index.php?topic=2723.0
    Paragon http://minmaxforum.com/index.php?topic=4204.0
    Miniature Creature (http://minmaxforum.com/index.php?topic=18215.0)

    Librium Eternia
    Chosen http://www.giantitp.com/forums/shows...6&postcount=18

    epic feats http://www.giantitp.com/forums/showt...pecific)-PEACH

    as you have indicated TRI-SAULT - will you allow multiple different PRC'S on the same level on all tracks, and pending RHD/LA or pathfinder RP CR will those be allowed across multiple tracks?
    will you allow stuff in 1 track to qualify for something else in an other track?
    Last edited by samduke; 2019-05-26 at 02:54 AM.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    *Foot inside door*

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    I am really iterested in this!! not really sure what Ill play though, but probably a shapeshifting grappler of some sort

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Posting interest - I'd like to play a Druid/Stalker/Draconic Exemplar

    I'd like to use the Draconic Exemplar homebrew class, as well as the associated homebrew race - Taninim

    The end goal is to play a dragon of some kind (the game is called Dragons of Alnia after all...), but if the homebrew isn't acceptable or if there are better options then I'm happy to look for an alternative.

    I'd also like to request Ki Feats/
    Last edited by Quantumphear; 2019-05-26 at 07:17 AM.
    Oh geez, this should probably be meaningful or something.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    My build is probably going to be that shapeshifting grappler....MoMF into the epic progression, black blood cultist with rogue+various dips, and an initiator/veilweaver side.

    The character is a "faceless horror" type, mechanichs wise. He can transform into almost anything that exists, with Ultra powerful grappling abilities, constantly surrounded by mists and scares everyone to death


    Question-if It is a "VR" game of some sort, does that mean that we Roleplay as the humans that play the characters? like, talk about XP, levels, special abilities, etc.?

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    GnomeWizardGuy

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    How powerful is an acceptable level of powerful?

    If I have a character who hurls 50 small bladed weapons within 30ft as a free action for thousands of damage, is effectively undetectable via stealth powers, and if they hit knives = to the enemies level or HD they instantly kill them, is that too powerful?

    My ideas right now are:
    A Master Shinobi who is nearly undetectable who can pincushion and kill just about any enemy insta-killing them, then they might rise a zombie to fight the shinobi's enemies.

    A magic knight type melee bruiser who is extremely tough.

    Or I might try to finagle a gish-like character that summons water elementals and uses them as power armor.
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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    I'll probably get started this week on, heck, a Blacksmith | Artisan | Golem maybe?

    It's that or I make Goblin Slayer.
    I done got my kids for the summer (until the end of July). Posting will happen when I have them successfully distracted with screens while at home (or maybe the two days I work).

    Your understanding is appreciated.

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    After thinking about that, the wildshaper-grappler is Kinda OP (pretty much at will shapeshifting into almost anything, coup da grace on anything I grapple in about one round of grappling, etc.)...so Ill probably go with a character focused on attacks of opportunity and tanking

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    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    Hello!

    Replying to this 90% to complement Morcleon on that big 16, and 10% to post interest.

    Not 100% sure on concept, but build is probably gonna be master martial character, maybe even... no magic

    Ok, probably a bit

    Requests:

    Nine-Petaled Lotus Epic Discipline:
    http://www.giantitp.com/forums/showt...Lotus-Epic-ToB

    Ziegander’s Way of the Warrior Stuff(mostly the feats on post 6):
    http://www.giantitp.com/forums/showt...-Blade-and-Bow

    Are we allowed to ask for class fixes? Thinking Grod's Fighter fix:
    http://www.giantitp.com/forums/showt...g-Team-Action!

    I think that's it.


    Hmm... an interesting question:

    We're playing as people in a computer game, right? Is roleplaying a That Guy the same as being a That Guy? It seems like a fun kind of meta joke, but I don't want to try for that if it's gonna be not fun
    Last edited by Stevesciguy; 2019-05-26 at 12:39 PM. Reason: Added a link to Grod's fighter

  30. - Top - End - #30
    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2013
    Location
    Australia
    Gender
    Male

    Default Re: DM & Players required for a Custom Tristalt PF.5 game in an Overlord-esque world

    I am marking this game for possible interest, though I need to ensure I have both the free time as well as a concept before being sure about that.

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