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Your items are off, additional abilities cost 1.5 the standard market price.
So your cloak would cost:
4000 + (2000 x 1.5) = 7000 (or you could just buy a Vest of Resistance +2 and a cloak of Cha +2
and your amulet costs:
4000 + (900 x 1.5) = 5350
And then there's your mask...
Ahh, I see, I'll fix that, thanks.
What's wrong with the Mask? It's not a custom item, it's the Mask of Lies on page 115 of the Magic Item Compendium.
EDIT: I fixed it by ending up buying all the items separately. I'm still not sure what was wrong with the mask though, but I'd be happy to change it if I made an error.
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My first and only piece of homebrew, the Pact Bargainer.
What's wrong with the Mask? It's not a custom item, it's the Mask of Lies on page 115 of the Magic Item Compendium.
EDIT: I fixed it by ending up buying all the items separately. I'm still not sure what was wrong with the mask though, but I'd be happy to change it if I made an error.
Ah, Thought it was custom. Carry on, nothing to see here.
Cohorts are also gestalt, but I will enforce the not too high tier combination rule even more strongly that normal.
I went with devoted spirit as to keep bard in it's party role of backup healer. Most of devoted spirit is explainable as inspiring your allies to keep fighting.
I would accept a shadow hand substitution if requested.
Also, if players can ether steer clear of custom magic items, or at least walk through the costing you did to make them for approval.
Abyssal, Infernal, Orcish, and Goblin are all dialects of hellish (the language group derived from hell). Celestial, Elvish, Dwarvish, and common are dialects of heavenly (the language group derived from heaven).
Most groups speak common, or at least have a translator who can speak common. Goblin is the evil equivalent of common.
All characters may select any language as a bonus language by the way.
Orcish and Elvish are a mixture of a lost language spattered into their respective language group. Though most elves gained souls after the war they originality where the same race as orcs, but the orcs became twisted by hell. The fact that both fought each other less than 500 years ago is the reason for the racial hatred between the two races. The fact that the elves consider the orcs twisted abominations doesn't help.
Celestial and Infernal are the languages of dogma for the two alignments. When an angel or powerful daemon speaks, it will speak in this language. That doesn't mean they don't understand another language, but it would demean it's mouth to speak a lesser tongue. Also, take care in speaking ether language. Angels have been known to take offence to a "impure" person uttering celestial. Daemons aren't any better.
Abyssal is like demonic slang. While angels prefer to build their armies out of mortals, daemons prefer to use lesser daemons. Most of these lesser daemons speak abyssal rather than Infernal.
Last edited by Fouredged Sword : 11-17-2012 at 07:52 AM.
I interested in having a Satyr cohort for my "Devoted Assisstant" class feature but have noticed that the Satyr starts at an effective level of 7, making it unavailable as a cohort of a 8th level character.
Could I postpone the acquisition of my cohort? I would still make the character sheet for the Satyr companion, and Inaius would know the Satyr as part of his background, but he wouldn't have him as a Cohort. The Satyr would be elevated to that position once Inaius reached level 9.
Or I could make a sixth level cohort, and then have him tragically die in an "accident" when Inaius reached 9th level. After all, with all the plots going on in Inaius' head, sometimes the loose strings have to be . . . "taken care of".
This would permanently lower my leadership score, but that's not a big deal as I have a fairly high leadership score anyway.
Either method works for me, I just wanted to ask which you would prefer.
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My first and only piece of homebrew, the Pact Bargainer.
I have always wanted to play an incarnum game. A bunch of heros saving the world with the power of there very souls. That sounds epic. By chance is there any more room?
I will allow those classes, though you will be very good at killing things. I may have to review your character build more closely when actually built though.
More on islands later.
As for the game itself, I hope to get it running early December. I happen to be moving houses right now, so the game will have to wait until the move settles down.
EDIT: More on islands now.
Greystone - Greystone is the main city on Purgis. Purgis is the island that the accord was stuck at and on. It is a large, semi forested and heavily farmed island that mostly produces food and wood for other islands. It also has a fairly robust port for the docking of airships as foodstuffs are bulk goods and thus are best shipped by air. They build ships in the arcane style with bound elementals powering the spellengines. They import metal and stone from iron-hold and shatter-hearth, two closely linked dwarven cities.
More later
Last edited by Fouredged Sword : 11-18-2012 at 03:55 PM.
I'm not sure I understand what's going on in this link.
It seems to provide that standard Satyr race, with five RHD of Fey, as usual, but with the level adjustment removed. It does this without removing any of Satyr's attribute bonuses or abilities.
They provide a racial progression table, but it lists two abilities that don't have explanations as to what they do.
I really appreciate you finding this for me, as I'd love to have a Satyr/Faun cohort, but I'm having trouble understanding this option. Perhaps I'm missing something?
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My first and only piece of homebrew, the Pact Bargainer.
Yes, it looks kinda messy. It looked to me like a racial progression and I didn't read too far into it.
Really you can have the cohort at full satyr progression so long as it isn't an issue that he overshadows party members. It will eat one entire side of his gestalt and give him less than some good stats and the charm ability of a warlock.
- Ships a brief interlude
Flying vehicals come in four types and four sizes. Skiffs, boats, ships, and greatships are the sizes and they come in incarnum, psionic, arcane, and divine flavors.
Skiffs are small vessals that can carry one to six people. These are the smallest flying ships one can buy. They are at most 20ft long and are narrow hulled and have no internal spaces. They are little more than hulls and a spellengine. They are unable to fly safely past the edge of an island due to an inability to handle winds. What they are is cheep and fast.
One can reasonably obtain a skiff for a few hundred gold (based on size and craftsmanship) Skiffs are abnormal because the spellengine is set to be on or off, rather than controlled. They are flown with the balance skill rather than a skill based on power source.
Boats are the vessels that are workhorse ships. They are up to 100ft long and are defined by the existence of a deck and hold. These are used to ferry goods and people around islands. They are still small ships, and are only used for short hops through good weather. They can still be flown by one person and use the skill required by the spell-engine.
A boat will normally run one to three thousand gold, based on craftsmanship and size.
A ship is a larger than a boat with multiple decks. They are very large and massive enough to weather storms and carry enough supplies for extended flights. Ships also are where you start to see mounted weapons. A ship requires crewing, and can be flown with as few as two or require as many as twelve people based on the size and style of ship.
Ships can cost thousands of gold, and warships can easily run into the tens of thousands.
A greatship is a flying castles. They have many decks and massive hulls. They are rare and are the prize ships of armadas. Most are leftover ships of the great war. They are flown by many crew members and are virtually unfazed by any weather. They take many dedicated crew just to power the spellengines.
A greatship is not for sale. Building one would require the largest of shipyards and hundreds of thousands of gold.
Ships have four possible spell engines.
Incarnum ships require essence to run. A skiff will fly with one essence, a boat takes 3, a ship takes 7, and a greatship needs 13. Each point of essence beyond that required grants a +2 to all piloting rolls of the helmsman and +10ft to the maximum speed of the ship. Incarnum ships are piloted through concentration and the pilot must have at least one essence invested in the ship. As many crew as needed can dedicate essence to the ship, with limits based on the ship size. Skiffs can hold 3, boats can hold 7, ships can hold 13, and greatships can hold 25.
Azur wings and rings wrap the ship as it is powered and incarnum ships gracefully float through the sky.
Psionic ships are powered with a cogeicence crystal. They require power points to fly. A skiff will float with a single power point for four hours. A boat requires 3, a ship 5 per two hours, and a greatship 13 per hour. As many manifesters as needed can power a ship together and contributing is not required to pilot the vessel. A psionic vessel is piloted ether through auto hypnosis or Use Psionic Device. If autosypnosis is used the helmsman must be psionicly focused.
A psionic ship is a blocky thing, jutting with crystal masts in all directions. Psionic ships generally are less quick than most, but are more agile and maneuverable. There are no known psionic greatships, though they could be built in theory. Powering the vessel would be exorbitantly costly on the crew.
Arcane ships are very different than other vessels in that they contain their own power supply rather than relying on the power of the crew. This makes them more expensive, but they are seen as more reliable. They are powered by a enslaved elemental. This requires adimantium and mythral, and in large quantities for large ships. Once built these ships last, in theory, as long as the elemental lives. The act of powering the ship is draining on them though, and while a skiff will work forever on a single medium elemental, larger ships are forced to ether burn through batches of weak elementals or, rarely, have a powerful enough one trapped to fully sustain the ship. A skiff require a medium elemental or can be powered by a small elemental for a week. A boat requires a large elemental, but can run off a medium for a week or a small for a day. A ship requires a huge elemental, but will run off a large for a week, a medium for a day, or a small for an hour. A greatship requires a greater elemental. A huge elemental will power one for a week, a large for a day, and a medium for an hour. A small will barely flicker the power readings.
There are two arcane greatships in the air at this time. Both have been built by the Redguardian republic. One is fully powered, the other is still considered under construction as a monolith to power it has yet to be found and captured.
Flying an arcane ship is normally just a matter of the use magic device skill. The problem is that when threatened the elemental panics and attempts to rest control of the ship from the pilot. A willpower save is required to control the ship with an opposed willpower saves. On a failed save the elemental takes control of the ship and attempts to act on it's own, ether attacking blindly through ramming or fleeing combat, based on the size of the elemental and the temperament, with air and water more likely to flee and fire and earth more likely to attack. Each round the pilot may attempt to reassert control of the ship, and once he succeeds on the opposed will save he can control the ship for the remainder of the scene.
When not threatened the elemental can also simply be cowed into service by an arcane spell caster. The spell caster makes a caster level check opposed by the HD of the elemental that is to be controlled. A failure causes the elemental to act as if threatened. An arcane spell caster may chose to use this method to control a panicking elemental rather than a willpower check if he so desires, and once an elemental is cowed the spell caster can use his caster level to pilot the ship so long as he has passed a caster level check to control the ship previously.
- divine ships later
Last edited by Fouredged Sword : 11-18-2012 at 09:20 PM.
Yes, it looks kinda messy. It looked to me like a racial progression and I didn't read too far into it.
Really you can have the cohort at full satyr progression so long as it isn't an issue that he overshadows party members. It will eat one entire side of his gestalt and give him less than some good stats and the charm ability of a warlock.
I won't be bringing hin on adventures anyway, and I won't be using powerful classes either (unoptimized bard and masrhal), so his power level definately won't be a problem. I'm assuming that I should just build him as a level seven gestalt character, and then not have him level up to eight until I'm at least level ten (I say level seven because that's the minimum for Satyrs). Would this be correct?
Thanks again for being so lenient and for allowig me to have a Satyr cohort.
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My first and only piece of homebrew, the Pact Bargainer.
How much would it cost to have a custom Skiff built? I was thinking something along the size of say a horse or a cycle. A one or two person maybe even three can fit on this. Something designed for stability and speed that could possibly travel to other islands in good weather.
How much would it cost to have a custom Skiff built? I was thinking something along the size of say a horse or a cycle. A one or two person maybe even three can fit on this. Something designed for stability and speed that could possibly travel to other islands in good weather.
If we bought the psionic variety Inaius could power it.
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My first and only piece of homebrew, the Pact Bargainer.
A skiff is dangerous to take past the wind break of an island. Once out in open air a skiff would be a the mercy of the weather.
Not to say people don't attempt such things, or that it has been done successively, but it would be akin to taking a jetski between islands. It can be done if you know what you are doing and nothing goes wrong. If something goes wrong you are screwed.
I will be busy for a while getting ready to move. I move the 3rd of October, followed by a wait for the internet to be connected at my new residence. After that I will do a final character approval and we can start the game.
Medium size - can be piloted by a medium creature.
Space 10ft x 5ft
Actual size - 5ft long
20Hp
Speed - 40ft fly average for incarnum, 50ft fly average for arcane
Passenger capacity 1
150gp for incarnum, 300gp for arcane (as arcane ships are more expensive.)
Weight 30lb for incarnum, 40lb for arcane
More Hp is no problem. You can order armor plating and such, as well as other enhancements. Masterwork also has an effect on speed and HP.
Masterwork ships cost 250gp per ship size. This grants +5hp per ship size, +2 to all piloting checks, and +10ft move speed.
A darkwood hull is also an option. It costs 10gp per pound of ship to be made of darkwood. It halves the weight of the ship, and if at least 1/2 of the wood in the ship is darkwood the ship gains +5ft to it's move speed and . If 3/4th of the ship is darkwood the speed increase is +10ft.
Mind you that the skiffs are wooden objects, giving them a hardness of 5.
Making a ship of iron makes it heavy and slow, so it is not commonly seen outside of specialty warships. It multiplies the hp of the ship by 1.5 and makes the hardness 10. This doubles the weight and halves the speed.
A ship may be made of mytheral, but it is prohibitively expensive as you mush buy it per pound of the iron ship equivalent. It acts as a wooden ship made of darkwood though, and gains 1.5x the wooden ships hp and 15 points of hardness.
In theory one could make an Adamantine ship, but nobody has.
Last edited by Fouredged Sword : 11-22-2012 at 09:46 PM.
Interest in playing an Azuran half-Dragon3/totemist2/sorcerer1/abjurant champion2//Crusader8
Given the floating island world I was considering ways to be large, as half-dragons get a fly speed when large.
The simplest and cheapest levelwise are half-ogre and half-minotaur.
I figure both to be somewhat overpowered, but half-dragon is widely considered underpowered. As such an azurin half-minotaur/half-dragon (fluffed as simply a large half dragon specimen) at LA4 should be fine.
Will start on the crunch, and hope to hear from the dm regarding the roleplay implications and if this is allowed.
A paladin without actual paladin levels.
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