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Old 09-23-2012, 02:56 AM   Top  -  End  -  #31
Erik Vale
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Default Re: Matter That Matters (3.5)

Ok, For followers/Cohort would you prefer me to roll stats or use a lower level point buy (will ignore stats for now)?

Also, would you like to give me a number cap for maximum number of Swarmlings? I'm planning on 2-3 to start with.

On Followers:

Okay, I have 50 Lvl 1 followers, 5 lvl 2, 3 lvl 3, 2 lvl 4 and 1 lvl 5 as far as followers go.
My Cohort I'm having as a body guard and just need a stat reply.
I'm going to build my Level 5-3, but for my level 1 and 2's:

My Level 1 and 2's are split into 5 groups as guards/workers (Level 1 are infested with 1 point in Armourd Hide, Level 2 are Assimilated (Devoted to the hive to remove level adjustment) with all points in hive node, making groups of 10 lvl 1's controlled by a level 2, which will probably never be important, just here in-case)

For my Level 5+4's, I plan on making what is basically a body double that makes decisions while I sleep + 2 bodyguards.

With my 3 level 3's I plan on making a combat group for when wherever I keep my level 1+2 groups is attacked, probably as 'hive' wardens.

Also, for simplicity I will assume they aren't Gestalt.

Last edited by Erik Vale : 09-23-2012 at 06:54 AM.
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Old 09-23-2012, 11:19 AM   Top  -  End  -  #32
Fishy
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Default Re: Matter That Matters (3.5)

So I don't see a skill monkey yet, and with the amount of grappling and Mind Blasting that's going on, it's going to be a Sneak Attack paradise. And I'm also looking at the Fast Tentacles ability and cackling maniacally.

What do you think of Illithid/Nomad/Flayerspawn Psychic//Spellthief? The plan is to take the Illithid Heritage tree to get a silly number of tentacles, psychoport behind a dude and attack with all of them, omnomnom-ing his spells, SLA's and power points?

Also, what are your thoughts on Spellfire Wielder? Spellthieves can use Absorb Spell and a Ring of Invisibility to supply themselves with first and second level spell slots in their downtime- and if one of their spells takes a swift action to cast, they can ready an action, cast it on themselves, and refresh their Spellfire pool. Too much cheese?
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Old 09-23-2012, 11:36 AM   Top  -  End  -  #33
Escheton
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Default Re: Matter That Matters (3.5)

I don't think taking aberrant feats for face-tentacles works if you are already a tentacle-faced aberration.
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Old 09-23-2012, 01:41 PM   Top  -  End  -  #34
Silver Night
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Default Re: Matter That Matters (3.5)

The class description seems to imply that you get more tentacles as your HD increases, though:

Quote:
The mind flayer becomes able to use one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect).
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Old 09-23-2012, 01:47 PM   Top  -  End  -  #35
Escheton
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Default Re: Matter That Matters (3.5)

Yeah, it's a poorly written class if you ask me. For instance, you need not progress it for those extra natural attacks. Which means you just get an extra attack every 3 lvls. Twice the normal attack progression.

I'm all for it if it's that kinda campaign though.
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Old 09-23-2012, 02:05 PM   Top  -  End  -  #36
Manly Man
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Default Re: Matter That Matters (3.5)

Well Fishy, if you read the mind flayer class, you'd know you end up getting far more attacks with your tentacles than you'd get already with your regular Base Attack Bonus. ending with eight tentacle attacks at level twenty. I'd say that you don't need anymore than that, even by that level. Also, yes, that is quite a bit much cheese, since gestalt alone makes characters potentially devastating already (Warblade and/or Crusader//Bard? Nucking futs in team synergy). The Mind Flayer monster class already opens up room for much more cheese anyway (find thirty-one arcane spellcasting classes, any by the time you're level twenty, you'll have the spells of a level nine character in all of those classes at once, though even if it's legal as the class is written, I'd hit you with a book if you did that), so you don't need much more. Perhaps switch out the Flaywerspawn Psychic for a level of Rogue, if only to get that extra bit of Sneak Attack (more like Snack Attack amirite?) and whatever other class skills you might not get from the Spellthief half.

As for your ideas Erik, I like them a lot. Make them a twenty-five-point buy without gestalt and I'll be good. Just remember that I do work with a lot of fluff and flavor here, putting a lot of emphasis on characters and their behavior, and (I know your character's Neutral Good, so I don't imagine s/he'd be a huge ass about it) if you start infesting a lot of mind flayers that were taken prisoner and potentially could have been, as the group calls it, 'Enlightened', Abstersine probably wouldn't like you much, and having a scornful alhoon on your case tends to be a very, very bad thing. For your question about the templates and level adjustment, I'd say you're perfectly fine to apply it on both sides, since that's two classes' worth of features you're giving up in that, even if it's just for one level. Seems fair enough to me. As well, just think of what the average player would be able to get by this level. Player characters tend to get more than what the NPCs of the same level do, so having a sprinkling more of magic items than usual, and for the maximum enchantment on weapons and armor, you can have up to two weapons, one piece of armor and one shield that are enchanted as such (up to +5 in enchantment slots), enchanting them with whatever you can cram into that. If you'd like anything more in terms of magical equipment keep it low, things like having a +1 adamantine dagger as an all-purpose tool or something.

As a sidenote, here's a certain material I'd been developing that may be an interesting and useful investment, and it kind of makes sense for a mind flayer to use it, since they're all into sliminess anyway. Mentioned mostly because of its effects when enchanted.

And, that little bit about the tentacles you asked, you can add them and apply all the effects of a mind flayer's tentacles to them, but only if the damage dice is reduced to the 1d4 that the rest of the tentacles are, otherwise they're to be treated as separate tentacles.

Saidoro, I think your character is the one that appeals most to me for a meleer, though maybe taking levels as a Psychic Warrior instead of a Fighter is something to consider.
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Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
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Old 09-23-2012, 04:39 PM   Top  -  End  -  #37
Erik Vale
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Default Re: Matter That Matters (3.5)

Quote:
Originally Posted by Manly Man View Post
As for your ideas Erik, I like them a lot. Make them a twenty-five-point buy without gestalt and I'll be good. Just remember that I do work with a lot of fluff and flavor here, putting a lot of emphasis on characters and their behavior, and (I know your character's Neutral Good, so I don't imagine s/he'd be a huge ass about it) if you start infesting a lot of mind flayers that were taken prisoner and potentially could have been, as the group calls it, 'Enlightened', Abstersine probably wouldn't like you much, and having a scornful alhoon on your case tends to be a very, very bad thing.
Don't worry, I'm not a maniac (and my area of controll is only 90 ft, the hoard that is at home is being controlled by some VERY busy level 2's). These will all be previous slaves that survived the escape that were under me or creatures that intruded on the groups lair. (Turn useless animals to semi-useful workers)

Quote:
Originally Posted by Manly Man View Post
For your question about the templates and level adjustment, I'd say you're perfectly fine to apply it on both sides, since that's two classes' worth of features you're giving up in that, even if it's just for one level.
Seems fair enough to me. As well, just think of what the average player would be able to get by this level. Player characters tend to get more than what the NPCs of the same level do, so having a sprinkling more of magic items than usual, and for the maximum enchantment on weapons and armor, you can have up to two weapons, one piece of armor and one shield that are enchanted as such (up to +5 in enchantment slots), enchanting them with whatever you can cram into that. If you'd like anything more in terms of magical equipment keep it low, things like having a +1 adamantine dagger as an all-purpose tool or something.
So Followers/Cohort are 25 point buy for stats.
The LA thing, I'm a little lost, I was applying a LA of +2 to both sides, and your saying I just apply a LA of +1 to each side?
Meh, minor XP gain, not enough to level.
And Equipment, that is go wild but for notables:
2 +5 Weapons, 1 Armour and Sheild up to +5. Well, I'll pipe up with any major others.
From this, Is my Cohort equiped similarly or WBL and a smattering of smaller (that I pass on) (Will be passing on Weapon)
And for Followers, I'll assume my notables are WBL and a smattering of smaller that I simply pass on if they need it.


Quote:
Originally Posted by Manly Man View Post
As a sidenote, here's a certain material I'd been developing that may be an interesting and useful investment, and it kind of makes sense for a mind flayer to use it, since they're all into sliminess anyway. Mentioned mostly because of its effects when enchanted.
Ok, Looking at.

Quote:
Originally Posted by Manly Man View Post
And, that little bit about the tentacles you asked, you can add them and apply all the effects of a mind flayer's tentacles to them, but only if the damage dice is reduced to the 1d4 that the rest of the tentacles are, otherwise they're to be treated as separate tentacles.
Many Thanks

Last edited by Erik Vale : 09-23-2012 at 04:51 PM.
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Old 09-23-2012, 04:50 PM   Top  -  End  -  #38
Manly Man
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Default Re: Matter That Matters (3.5)

Your cohort should have only a couple of magical items, and that's if any at all. Maybe a +1 or +2 weapon, and armor that's similar.
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Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.
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Old 09-23-2012, 06:28 PM   Top  -  End  -  #39
THEChanger
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Default Re: Matter That Matters (3.5)

Alright. I've decided to go with a Swordmage, because I like my Ithilids getting up close and personal with their enemies, and I've wanted to play a Swordmage for a really long time.

Now for a couple of questions.

First, a flaw from the list you linked. Blood Frenzied. Since a Swordmage's Invocations are attacks, would I still be allowed to use them during a Blood Frenzy?

Second, a thought on Jade Phoenix Mage. Techincally, a Swordmage does not have the spell slots to power things like Mystic Phoenix Stance. Would giving up a Invocation Slot for the day be an acceptable substitute? It would permanently reduce the number of Invocations I could ready by one for the day. While I understand if that isn't acceptable, Jade Phoenix Mage is the only PrC which advances both Arcane Spellcasting and Maneuvers, and I'd love it if I could access it's class features.

Third, are we using the Wealth By Level for a 10th level character, or another number? Just asking for clarificaiton.
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Old 09-23-2012, 06:59 PM   Top  -  End  -  #40
Erik Vale
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Default Re: Matter That Matters (3.5)

Ok, changing the idea to smatterings, got it.

And I've been playing around with LA for my follower, just with the pact templates and (finally) deciding to let him keep his personality, and with those (3) templates his stats are only slightly less ludicrous then mine.
Fortunately for opponents my guy plans on standing far back with his bodyguard while manifesting through his swarmlings.
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Old 09-23-2012, 07:06 PM   Top  -  End  -  #41
Manly Man
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Default Re: Matter That Matters (3.5)

If they were Invocations I'd say yes to the slot thing, but them being Incantations, which are apparently in a category of their own, I'm not so sure. Eventually, they get infinite usage of fourth-level incantations, which would render a lost slot kind of null and void. Find a way to justify it to me, and I'll easily give you the go-ahead on this, since I otherwise actually like the Swordmage class. As for the flaw, I'm not too sure either, but I'm leaning towards no on that. Again, give me a good reason and I would be perfectly fine with it.

The items, as I've said before, simply have a limit on how much enchantment you can have on your equipment, and you can have a few extras based off of what you think would be good. Use this fellow here for an example of how much magic items your character should have. Note that I haven't picked all of his mundane items yet, and I have the Portable Hole only because I plan on him venturing alone for the most part; other than him being a mind flayer, he's totally unrelated to this campaign. Replace the Hole with a Bag of Holding of some kind, and it would be roughly about as much as you should have.
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FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.

Last edited by Manly Man : 09-23-2012 at 07:49 PM.
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Old 09-23-2012, 07:10 PM   Top  -  End  -  #42
Erik Vale
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Default Re: Matter That Matters (3.5)

Thanks.

Also, lack of knowledge brick wall, Skills for creatures with levels in Monstrous Humanoid, I know how many points they get but I cant seem to find a skill list, can I get a hand as to what skills are/aren't cross class?
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Old 09-23-2012, 07:21 PM   Top  -  End  -  #43
Manly Man
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Default Re: Matter That Matters (3.5)

Monstrous Humanoids get 2+Int modifier, and unless it's a skill listed in the monster's entry, it's cross-class for them.
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FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.
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Old 09-23-2012, 07:32 PM   Top  -  End  -  #44
Erik Vale
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Default Re: Matter That Matters (3.5)

No list so all are cross class for them, thanks.
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Old 09-23-2012, 07:46 PM   Top  -  End  -  #45
THEChanger
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Default Re: Matter That Matters (3.5)

Quote:
Originally Posted by Manly Man View Post
If they were Invocations I'd say yes to the slot thing, but them being Incantations, which are apparently in a category of their own, I'm not so sure. Eventually, they get infinite usage of fourth-level incantations, which would render a lost slot kind of null and void. Find a way to justify it to me, and I'll easily give you the go-ahead on this, since I otherwise actually like the Swordsage class. As for the flaw, I'm not too sure either, but I'm leaning towards no on that. Again, give me a good reason and I would be perfectly fine with it.

The items, as I've said before, simply have a limit on how much enchantment you can have on your equipment, and you can have a few extras based off of what you think would be good. Use this fellow here for an example of how much magic items your character should have. Note that I haven't picked all of his mundane items yet, and I have the Portable Hole only because I plan on him venturing alone for the most part; other than him being a mind flayer, he's totally unrelated to this campaign. Replace the Hole with a Bag of Holding of some kind, and it would be roughly about as much as you should have.
Ah-ha! Yes, see, this is how I would handle it were I a DM. At the point where I would be able to use a level of Incantation(Why do I always confuse the two?), I wouldn't be able to use it to power JPM abilities any longer. Yes, at the highest level that means I would only be able to use 5th level slots to power JPM abilities. But I have no problem with that. Is this acceptable?

Then tentacles while Frenzying it is!

Thank you for the link.
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Old 09-23-2012, 07:54 PM   Top  -  End  -  #46
Manly Man
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Default Re: Matter That Matters (3.5)

I suppose that it would be acceptable then. When you finally get to use infinite incantations on a particular level, just move the sacrificed slot up one level, and you should be fine then.
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FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.
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Old 09-23-2012, 08:24 PM   Top  -  End  -  #47
Erik Vale
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Default Re: Matter That Matters (3.5)

Ok, just making Swarmling Crunch.

ANNND Done. My Swarmlings are less powerful then I would like, but hey, it happens.

Here are all the links for the crunch I deem worthy of making, now I have to go to make another swarmling set.



Feel free to point out errors, I enjoy it.

Last edited by Erik Vale : 09-23-2012 at 08:39 PM.
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Old 09-23-2012, 10:06 PM   Top  -  End  -  #48
Escheton
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Default Re: Matter That Matters (3.5)

So...is Slayer allowed? Figuring it might be nice to not have my own brain eaten, or doesn't that sorta thing happen?
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Old 09-23-2012, 10:20 PM   Top  -  End  -  #49
Chambers
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Default Re: Matter That Matters (3.5)

Which of the ideas is the game going forward with? Enlightened or the Inquisition?

I've always loved that mind flayers were aliens from the future. I'd like to play a Mind Flayer priest wizard that has sacrificed much in order to peer into the future. Unfortunately, his astral projected brain thoughts had to travel through the Far Realm on the way to the future and on the way back it get infected by unknowable and unspeakable things. So he's more than a little unsane right now.

Something like....Mind Flayer 4/Half-Farspawn 4/Warshaper 2//Wizard 5/Alienist 5.

Thoughts?
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Last edited by Chambers : 09-23-2012 at 10:39 PM.
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Old 09-23-2012, 10:41 PM   Top  -  End  -  #50
Escheton
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Default Re: Matter That Matters (3.5)

Here is my "unfinished for now" character: Totem Hunter

I stuck with 1 "caster"-class as it gets silly to indeed stack on all of them and suddenly have 9 cl with em.

Build is: Illithid8/Crusader1/psion1//Barbarian1/factotum3/totemist2/totemrager4

If anyone have any homebrew suggestions on how to improve this I am open to it, as I don't know much homebrew on these boards.

btw, roll for hp?

and how much xp above lvl 10 are we? Aka, how much is free for crafting, LA buy-off etc?
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Old 09-24-2012, 01:17 PM   Top  -  End  -  #51
Manly Man
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Default Re: Matter That Matters (3.5)

All things having been considered, I'd say we're going through with The Enlightened. For that reason, the Slayer class is reasonable, since I believe there are cases of mind flayers eating the brains of their own kind. Use it to play up different aspects of your character, perhaps making him have a certain paranoia about being alone with evil mind flayers, Enlightened or not.

Your hit points start out with the maximum for the first roll, adding your Constitution as normal, and then for your other levels, you roll for each level but only keep anything that's in the upper half, i.e. 1d4 = 3-4 hp, 1d6 = 4-6, 1d8 = 5-8, 1d10 = 6-10, 1d12 = 7-12.

As for experience, we will start ultimately at the minimum experience to be level ten, level adjustments included. If you want to have crafted a couple of items yourself, go ahead, but again, remember to be reasonable. Don't go and have spent three levels' worth of experience to make some kind of arsenal. A few sprinklings of extra items will suffice, a couple extra potions here and there, or some minor wondrous item, even a wand if you'd like, but again, don't think this means you can just go hog-wild and give yourself more magic items than the U.S. Army has guns. Maybe a Dispel Magic wand, or something along that level of power.
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FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.
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Old 09-24-2012, 01:45 PM   Top  -  End  -  #52
Escheton
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Default Re: Matter That Matters (3.5)

Nah, for me personally it's just that I want to learn a power or 2. As psi-warrior fits better, but is wis-based, and only have 6th lvl powers. So I am going erudite that uses some psi-war powers. Rather than going both and tricking out 200+ powerpoints :p
12+5d8+4d10

(15d8)[8][5][2][3][8][3][8][6][7][1][4][6][2][7][1](71) so...8+5+8+8+6 for d8's
(12d10)[2][4][4][3][7][5][10][7][3][1][5][4](55) 7+10+7 + moar rolls needed for d10's
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Old 09-24-2012, 01:52 PM   Top  -  End  -  #53
Escheton
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Default Re: Matter That Matters (3.5)

Better safe than sorry: (200d10)[7][5][2][4][9][5][4][3][4][7][9][10][8][3][7][7][1][10][1][10][4][10][2][5][10][5][1][2][8][7][2][1][4][10][5][10][1][6][6][5][5][2][4][9][10][9][8][1][4][3][1][9][3][5][9][6][6][6][4][5][3][9][5][6][4][1][9][6][2][7][4][6][4][10][8][5][6][4][2][4][7][3][9][9][9][2][9][7][4][4][7][5][9][1][5][1][10][9][8][9][7][3][3][6][9][1][2][6][6][5][1][3][10][4][3][9][2][3][5][8][10][9][9][1][5][7][7][4][1][9][2][5][3][6][1][10][7][6][5][8][8][10][2][8][2][2][2][5][8][2][2][9][3][8][10][2][3][10][10][9][2][9][3][7][4][5][1][6][3][6][10][8][3][6][3][7][1][4][3][5][8][7][7][8][1][5][7][5][10][9][10][6][1][3][9][8][5][8][7][9](1116)

That should be it for rolls for now :p

Can we be expecting traps btw?
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Old 09-24-2012, 02:30 PM   Top  -  End  -  #54
Re'ozul
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Default Re: Matter That Matters (3.5)

Quascorian in progress of being constructed.

hp rolls: (30d8)[6][7][2][7][3][2][3][6][4][7][6][3][7][6][3][2][3][7][4][6][7][6][5][8][5][2][7][2][2][8](146)
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Old 09-24-2012, 05:13 PM   Top  -  End  -  #55
Manly Man
Dwarf in the Playground
 
 
Join Date: May 2012
Gender: Male
Default Re: Matter That Matters (3.5)

Of course, traps should always be expected. This is a race of genii, of creatures powerful enough to take over the universe at some point in the future (likely when they realize just how wasteful, gluttonous add lazy they are), and so deterrents to those that wish to intrude are practically mandatory. Considering the abilities that mind flayers have, there are just as many ingenious ways to get around those traps as there are ways to set them up. For example, there is a wooden door that you know to be trapped, and so one of the team's Psions has everyone back off enough for him to use Matter Agitation, set the door alight and destroy the trap, all while staying at a safe distance.

On the other hand, I play it that psionics and magic are both different kinds of energy, i.e. Dispel Psionics will not work on magical devices, and considering the nature of mind flayers, they will likely have some of both, so as to repel any and all sorts of unwanted guests. Luckily for us, we have examples of both.
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FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.
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Old 09-24-2012, 08:41 PM   Top  -  End  -  #56
Erik Vale
Troll in the Playground
 
Join Date: Mar 2011
Location: 
Australia
Default Re: Matter That Matters (3.5)

I've been using average, so I'll roll now.

Mind I'f I keep my averages for followers, mostly because it should never come up. Also, I think swarmlings are supposed to have average, but I'll roll for em.

My Guy
Spoiler


Cohort
Spoiler


Swarmling 1
Spoiler


Swarmling 2
Spoiler
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Old 09-24-2012, 08:57 PM   Top  -  End  -  #57
Manly Man
Dwarf in the Playground
 
 
Join Date: May 2012
Gender: Male
Default Re: Matter That Matters (3.5)

You can go ahead and use averages for your followers. It makes things much easier anyway.
__________________
FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.
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Old 09-24-2012, 10:46 PM   Top  -  End  -  #58
Tacitus
Ettin in the Playground
 
 
Join Date: May 2005
Location: 
Sin City
Gender: Male
Default Re: Matter That Matters (3.5)

The HPs
Spoiler
__________________
Never can find my towel...

So it goes.

Healing is like accounting, but with life and death.
-Self


>.> So, yeah, I'm like, married now.

Last edited by Tacitus : 09-24-2012 at 10:49 PM.
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Old 09-25-2012, 12:22 AM   Top  -  End  -  #59
Escheton
Ogre in the Playground
 
Planetar
 
Join Date: Mar 2010
Location: 
Netherlands
Default Re: Matter That Matters (3.5)

Oeh, I am liking the ultra-illithid as a further progression beyond the 8 lvls.
Would anyone mind if I too took this prestige?
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D&d; Calibrating your expectations
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Old 09-25-2012, 12:54 AM   Top  -  End  -  #60
Manly Man
Dwarf in the Playground
 
 
Join Date: May 2012
Gender: Male
Default Re: Matter That Matters (3.5)

So long as you qualify, you're more than welcome to be an ulitharid. Just remember to know your place.
__________________
FOUR QUEENS. HMM. THAT IS VERY HIGH.
Death looked down at his cards, and then looked up into Granny's steady, blue-eyed gaze.
Neither moved for some time.
Then Death laid the hand on the table.
I LOSE, he said. ALL I HAVE IS FOUR ONES.

Last edited by Manly Man : 09-25-2012 at 12:55 AM.
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