Awesome epic gestalt recruitment thread continued (no new intrest)
New Thread!
Hello everyone, about half a year ago I opened recruitment for this before, and it's finally getting moving. Unfortunately most of the what, thirty or so players I had dropped Now it's normal for people to drop, but I'm feeling the world is a bit empty, after all the whole idea is to have lots of player-held nations, and set you all at each others throats. There will be NPC nations, unclaimed lands (such as the abandoned halls of Izeldus and any other left over land that nobody wants)
This game will likely be slower rate going for the long haul, but since mostly students use this site I'd appreciate that extra energy and time get thrown into getting all your stuff ready so you can jump in.
Since the plot's already in motion I'll give you a new starting plot hook.
Since I've tried to keep important info on the first post I'll be dropping that block on here, so go to town guys and gals!
first post
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So I started an epic gestalt sandbox to play in a bit back, it's still slugging along, but it's doing this horrible thing. It's giving me ideas ... yes that's right. If you ever get the chance don't ever give me ideas, because those ideas can be scary scary things. Anywho I decided to host an epic high op level 30 gestalt nations sandbox game where everyone can... well thy can do just about anything they want PVP is naturally allowed, so pack extra contingencies to keep at least one if not a hundred legs sticking out of your grave
Anywho no I don't really have time to host this, but you know what they say about making time right epic destinies besides true genius are allowed, homebrewed monster of legend isn't, paragon is whatever LA it is listed as in the ELH, and lets see about a good old 16:
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1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? D&D 3.5
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? Sandbox kingdoms.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many? Probably 6. no alts, no limit on players.
4. What's the gaming medium (OOTS, chat, e-mail etc.)? here
5. What is the characters' starting status (i.e. experience level)? level 30 gestalt flat, no extra xp, but I won't bug you about little things like spells to make you undead
6. How much gold or other starting funds will the characters begin with? WBL 4.3 million and a level 28 cohort gets 3.3 million which you can also use to buy an army, followers get NPC WBL (see the MIC for the full table)
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? Multyclassing is fine, but lets keep it within 9 classes to avoid over dipping, homebrew goes by me (dragon and 3rd party counts as homebrew)
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? You have free reign
9. By what method should Players generate their attributes/ability scores and Hit Points? roll
10. Does your game use alignment? What are your restrictions, if so? Anything, I want some across the board, though I expect it to favor evil just cuz it does
11. Do you allow multi-classing, or have any particular rules in regards to it?
answered
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system?
Roll here, I get some private ones
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. See below
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? Write out a healthy thing, though you can PM it if you don't ant others seeing publicly post all accessible knowledge others can access
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? RP is important, there will likely be hack and slash, minimal puzzling, but battlefield tactics with huge legions is it's own puzzle as is the game of politics quite naturally.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Epic spells are out, as are any infinate loops (they will be removed in game if you don't do so prior to the game) Though I will allow some 'large scale rituals' in special cases.
OK, there are three other nations besides you, you each get free leadership, epic leadership, and legendary commander.
We'll be using this system to get you a kingdom (I may tweak it tomorrow afternoon... yes I stole this from another game, keinnicht deserves the credit):
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-Subtract 50,000 GP from your starting wealth total. You're a noble of some sort. Not a king, but you have some influence in one country. You probably have a nice mansion. Any magical enhancements or protections on this mansion still cost gold.
This requires very little explanation. You could be born into it, strong-armed your way, etc.
-Subtract 100,000 GP from your starting wealth total. You are the high priest of a small religion. The deity's actual divine rank doesn't matter, only how many worshipers it has. Your religion is relatively unknown - few have heard of your god, you only have a few temples or underground cult chapters (If a seedier religion.) You worship a weak god, an imprisoned god, an elder evil, or other obscure divine force. You have access to 40 1st level clerics, 20 3rd level clerics, 10 5th level clerics, and one 10th level cleric. In addition, you have 300 nonclerics who have 1 level in a PC class, 150 2nd level nonclerics who have 1 level in a PC class, 50 of 5th level, and 2 of 10th level.
Finally, you have 400 members of NPC classes, 90% of which are 1st level.
-Subtract 200,000 GP from your starting wealth total. You're the ruler of a small kingdom (less than 10,000 inhabitants). You have access to a military of a size you choose that cannot exceed more than 50% of the population. These are 1st level warriors, with one 5th level character per 1000 men. You may want to take the leadership feat in order to add more high-level people to your army. A general as a cohort might be a good idea. Or another PC could be your general.
You may have a castle, palace, or other royal dwelling of your choice. This is free once you buy this, but any enhancements or protections are not.
NOTE: If you take this, you're going to have to provide some explanation of your kingdom's government and how you got the kingdom. Inheritance is fine, but boring.
-Subtract 300,000 GP from your starting wealth total. You are the high priest of a medium-sized religion. Most people have probably heard of your god and probably of you too. You have access to 100 1st level clerics, 50 2nd level clerics, 25 3rd level clerics, 20 5th level clerics, and 2 10th level clerics. In addition, you have access to 200 1st level nonclerics with PC classes, 100 2nd, 25 3rd, and 5 5th.
There are 5,000 people with NPC class levels who follow your religion, and 90% of them are 1st level. You must be able to cast 8th level divine spells to take this.
-Subtract 500,000 GP from your starting wealth total. You rule a medium sized kingdom, with approximately 50,000 inhabitants. You may have a military composing no more than 45% of the population, most of them 1st level warriors with a one 5th level character per 1000 men, and one 10th level character per 5000 men. Again, consider taking leadership and explain how you got it.
NOTE: Add CRx100,000 GP if you wish to rule a kingdom of beings with a challenge rating 1 or higher. For example, if you want to rule a medium kingdom of elves, it costs 500,000 GP. If you want to rule a medium kingdom of Drow, it costs 600,000 GP.
-Subtract 1,000,000 GP from your starting wealth. You are the high priest of a well known god. You have access to 1000 1st level clerics, 500 2nd level clerics, 500 3rd level clerics, 100 5th level clerics, 20 10th level clerics, and 3 15th level clerics. In addition, you have access to 1000 1st level nonclerics, 1000 2nd level nonclerics, 500 3rd level nonclerics, 400 fifth level nonclerics, 100 tenth level nonclerics, and 20 fifteenth level nonclerics. In addition, there are 50,000 members of NPC classes who follow your religion. You must be able to cast 9th level divine spells to take this.
-Subtract 1,300,000 GP from your starting wealth. You are the ruler of a large kingdom containing 500,000 inhabatants. You may have a military consisting of up to 40% of these inhabitants in which the standard soldier is a level 1 Warrior, there is one 5th level character per 1000 men, one 10th level character per 5000 men, and one level 15 character per 50,000 men
-Subtract 1,000,000 GP from your starting wealth. You are the high priest of a well known god. You have access to 1000 1st level clerics, 500 2nd level clerics, 500 3rd level clerics, 100 5th level clerics, 20 10th level clerics, and 3 15th level clerics. In addition, you have access to 1000 1st level nonclerics, 1000 2nd level nonclerics, 500 3rd level nonclerics, 400 fifth level nonclerics, 100 tenth level nonclerics, and 20 fifteenth level nonclerics. In addition, there are 50,000 members of NPC classes who follow your religion. You must be able to cast 9th level divine spells to take this.
-Subtract 7,500,000GP from your starting wealth. You are the high priest of a major religion devoted to one of the domonant gods. You have acess to 10,000 1st level clerics, 5,000 2nd level clerics, 1000 3rd level clerics, 500 5th level clerics, 100 tenth level clerics, 20 15th level clerics, 10 20th level clerics, and 4 25th level clerics, you also have acess to 10,000 1st level nonclerics, 5,000 2nd level nonclerics, 1000 3rd level nonclerics, 500 5th level nonclerics, 100 tenth level nonclerics, 20 15th level nonclerics, 10 20th level nonclerics, and 4 25th level nonclerics, in addition there are 100,000 follower of your religion out in the world willing to aid you.
-Subtract 100,000 for a small information network through which you hear the going ones of other nations, or subtract 1,000,000 for a large one that has far reaching influences with spies wherever they can possibly gain access.
-Subtract 6,000,000 GP from your starting wealth. You are the ruler of a major kingdom containing 3,000,000 inhabitants. You may have a military consisting of up a third of these inhabitants as level 1 warriors, There is one 5th level character per 1000 men, one 10th level character ofr every 5000 men, one 15th level character per 50,000 men, one 20th level character per 250,000 men, and one level 25 character per 500,000 men.
-Subtract 2,000,000 GP From your staring wealth, you have managed to magically lift a chunk of land from the ground, it moves at a speed of 5', and can suport a civilization.
OTHER ORGANIZATIONS: Basically, take the listed costs and rules for the high priest ones, change them so they read appropriately. I.E. A wizarding organization has access to wizards rather than clerics, and where it reads "noncleric" it should now read "nonwizard." You must then be able to cast 9th level arcane spells, rather than 9th level divine spells.
You cannot be the high priest of more than one religion. Being a high priest or runner of a wizarding ordrer is different from having a kingdom. Most of the clerics just run temples or secret cults, and the followers are followers of the religion, not minions. You can rally some of them together or task them with a specific mission once in awhile, but they do not solely do your building. Basically, you don't have an army, you have a support base. You may have one paladin type (Slaughter/Tyranny, Antipaladin, etc.) per 500 members of your religion. These aren't in addition to your followers, you may simply have them among your followers. These guys are your champions, and actually do do your bidding.
If you wish to create an organization that would require more modification than swapping out a few words, like a group of high-level antipaladins, you should just take the leadership feat.
The ELC of your most powerful followers cap out at 30 just in cas people were looking forwards to a small kingdom of ELC40 creatures
Taxes: 1cp/HD/week of follower with 5GP=1xp equivalent for crafting xp that your people are willing to spend in exchange for the equivalent tax breaks
I'll toss up a map tomorrow where people can fill themselves in. I am open to bizarre awesomeness, and the plot (if it's enough to call it that):
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Thursday was an odd day. Not only that the sun did not set the night before, but also in that rumors had been circulating about a strange man. He calls himself the for-bearer of the eye. An odd name to be sure, but this alone was not what was troubling you.
A message had arrived, it had suddenly appeared this morning beside you and singed the attendant sent to fetch it. Upon it was a golden image of an eye swerving about, closing the instant it saw you. As it closed the magical energies around it faded... shocking that you hadn't noticed them Within was a message that read
You ____________ are cordially invited to attend dinner with the for-bearer of the eye this sunday. Come alone. and than the oddest thing happened. Your mind locked onto that last part demanding obedience (DC70 will save to resist following it's orders) This naturally smells of a trap, and yet this for-bearer whomever he is has never been heard of, and you can only hope he knows as little of you as you do of him... perhaps you can use this to your advantage... ... but dare you leave your throne with your neighbors as they are...?
More on the plot:
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the eye:
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this kind
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not this kind
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The three nations are as follows:
The witches of Gaiad Forest have always been a mysterious lot. Nobody ever knows what they're thinking, and any who wander into their woods are never heard again. These forests are filled with fey folk and mighty forces of nature long asleep.
Stone Mountain as it is known by the world is a large mountain to the north in which the 'nation of the stone' suddenly appeared. It is often speculated on exactly how they came to the mountain, but all the same thy have quickly fortified it and now nobody but traders enter, emerging with the most wonderful of works.
The final nation is the great empire created long ago by Izelus, a great and mighty dragon king with the help of a wanderer known as the medicine man. The wanderer has long since vanished melenia ago, but not before plaguing the world with undeath and carving Izelus a hefty slice of the world. The great red is the most open of the three believing himself above mortal affairs, and yet constantly hosting feasts for the benefit of various nobles. He has not yet taken the world, but he often brags that this is only on account of his mountains being the only land worth taking.
In your first OOC post when we get there you may state weather you go or not.
Anyone may opt out of being a leader, but I hope to see alliances forming, so I will declare as supreme DM of the game that all players wishing to participate must RP a peace treaty with at least one other player before the start of the game.
Accepted box: has been removed
Additional rulings:
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No, you may choose to not even attract followers via your free leadership if you'd like
Your op is your call, but the bar is at high op
lets say 7d6b3, it keeps stats high (1 reroll, keep the final result, or 40PB)
Also cohorts are gestalt and get PC WBL, followers are equipped through the kingdom or your pocket
Also lets go with no flaws, and feat purchasing will be allowed, magic transparency will be set to all affecting each other.
assuming no infinite loops all wizards D&D3.5 sorcebooks are allowed (though some things like taint I'm not as much a fan of... it's allot to keep track of )
keep in mind you have 4.3 million, your cohort has 3.3, you're allow to use both, VoP means it's gone not invested, and if you want 'pets' we can talk about what would be reasonable (for instants worgs go well with tasty goblins, but great wyrm dragons... not so much. )
The gold/xp listed at the bottom of buying a place in politics is your daily revenue from taxes and what not as well as the max xp that your people can devote to magic without destroying themselves Also important notice
I feel vary silly for forgetting to mention this, but you may and are encouraged to PM your sheet to me so that others can't metagame against you. Ditto for your army's stats, ect. I will keep a big ugly word doc of this stuff myself. (recall you are still expected to post a backstory here of what others know about you regardless of weather you PM me your backstory or post it here) feel really silly for not remembering to say this earlier
Maps
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Quote:
Originally Posted by Morganatic
Hmm, I can't post the map, and the possible scale, yet, since there are a couple of secret things that Drack is planning for us all, but I'm putting forward an argument for major kingdom being ~70,000 square miles (why, Morgan, yes that is 300 miles in diameter).
That gives the other nation sizes at
Major - 300 miles - ~ 71,000 square miles.
Large - 150 miles - ~ 17,700 square miles
Medium - 75 miles - ~ 4,4100 square miles
Small - 38 miles in diameter - ~1,100 square miles.
Worldly fluff
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Aussir
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Name: AussirKhuno Nicknames: Wyrm of Frost, Winterdrake Divinity Rank: Lesser Deity Symbol: Icy reptilian eye centered over a white snowflake Home Plane: Stygia Alignment: NE Portfolio: Winter, Cold, White Dragons Worshipers: White Dragons, inhabitants of cold climates Cleric Alignments: NE, CE, LE Domains: Winter, Cold, Dragon, Evil, Trickery Favored Weapon: Scimitar (Claw)
Most if not all White Dragons pay homage to AussirKhuno; either out of respect or fear.
Other dragons of different colors more often look to Tiamat more readily, and often times look down at those Whites that worship AussirKhuno. Of the good dragons, only Silvers pay any real attention to him.
AussirKhuno is a fickle, vain, evil dragon deity with a heart of ice that once was a mortal that ascended into divinity largely due to well placed favors with other evil dragon gods.
In his natural form, AussirKhuno resembles a white dragon with scales made of ice, and is constantly letting off a fog of cold air even in the coldest of temperatures.
Dogma:
Cover all the lands with ice. Quench fire wherever it is found. Let in the winds and the cold; cut down windbreaks and chop holes in walls and roofs so that my cold may come in. Work darkness to hide the cursed sun so that the chill the AussirKhuno brings may slay. Take the life of an arctic creature only in great need, but slay all others at will. Make all fear the Winterdrake. Revere the Wyrm of Frost and sing his praises into any chill breeze or winter wind. Do not raise your hand against any other cleric of AussirKhuno.
Clergy:
AussirKhuno accepts only evil clerics and druids. AussirKhuno's clerics and druids, like AussirKhuno himself, seek to place the world under the domination of winter.
AussirKhuno claims to not need allies, though most believe he has bargains and favors with many other evil deities such as Iborighu. His enemies are numerous including deities of the Sun and Good like Pelor and Bahamut, with occasional conflicts with interestingly Levistus of Stygia.
Quests:
The followers of AussirKhuno are sent on a variety of quests to further his grand plan of an eternal ice age. Some are easily understood, such as aiding one of his white dragons against a worshipper of Fire who seeks to destroy it and its progress. Others are less obvious such as hunting down specific icebergs for a rimefire eidolon.
Prayers:
AussirKhuno urges his cold followers to go forth and chill the world, fill it with snowy blizzards, and destroy or enslave all others. Prayers to him focus on the goal of the eternal winter.
Temples:
Though most white dragons honor AussirKhuno, few keep shrines dedicated to him in their lairs because they don't want AussirKhuno's vanity to gaze at their treaure hoards. Instead, they dedicate vast, icy caverns or icebergs to their deity and keep them stocked with treasure and sacrifices.
Rites:
To commemorate a victory such as burying a normally tropical climate under snow, or kidnapping a number of sun worshipers, the followers of AussirKhuno celebrate by indulging in great wickedness, including torturing prisoners or sacrificing a summoned fire elemental.
Herald and Allies:
AussirKhuno's herald is an white dragon. His allies include various evil cold deities, and other cold creatures such as frost giants in times of need.
Iamorphe
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Name: Iamorphe
Nicknames: The Prideful, The Iron Staff, He Who Plots
Divinity Rank: Lesser Deity
Symbol: An iron staff on a purple background
Home Plane: The Outlands
Alignment: LE
Portfolio: Tyrrany, Conquest, Tactics, Magic
Worshipers: Tyrrants, Conquerers, nobles, mages
Cleric Alignments: LN, LE, NE
Domains: Law, Evil, Planning, Pride, Magic
Favored Weapon: Staff
Many who would wish to conquer worship Iamorphe. He is especially attractive to those who plan to use magic to do so. The worship of Iamorphe revolves around discipline and foresight, which makes for excellent additional incentive for a general's soldiers, and many magical generals find that the worship also helps them think about their plans. Many monks also find themselves drawn to him.
Iamorphe is a prideful deity who is vain about his priests; they must all maintain a good appearance at all times, as He does. They also need to be ready for battle fairly quickly, although they need not be personally skilled in battle, as the focus is on tactics and leadership.
In his natural form, Iamorphe resembles a human with red hair and red eyes, wearing a crown, and wielding a staff that glows with unholy power.
Dogma:
Plan the downfall of your enemies. A victory had by chance is only marginally better than defeat. Have a reason when you kill, but never shy away from it. Rule belongs to those who can control the country and manage their resources; those who cannot, should not. Do not raise your hand against any other cleric of Iamorphe.
Clergy:
The clergy of Iamorphe tend to also be in government in some capacity as well, often either being directly in a command structure, or serving as advisors to those who would conquer ... as this lets the cleric control things fairly effectively, without being quite as much of a target - and after all, what ruler doesn't give others tasks?
Quests:
The followers of Iamorphe are often found engaged in various tasks of conquest - be that locating an artifact useful in conquering, raising armies, undermining a country that has grown weak, or maintaining an empire, conquering everything is the ultimate goal.
Prayers:
Iamorphe urges his followers to go forth and conquer the world, bringing it under his rule. Prayers to him focus on the goal of conquest.
Temples:
The temples of Iamorphe tend to be built on the site of great battles. In fact, that is how land for him is consecrated - by the spilled blood of a carefully planned victory. Simple sacrifices will not do, but simple shrines do not need to be so dedicated... and thus, shrines are far more common than temples.
Rites:
To commemorate a victory in battle, the followers of Iamorphe celebrate by putting the captives to work - digging moats, building walls for fortifications, gathering large stones for use with catapults, and so on.
Herald and Allies:
Iamorphe's herald is a young human Sorcerer. His allies include Hexxtor and St Cuthbert, his enemies include Oldimarra and Kord.
Grog's place
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"Nobody knows much about Grog... he's a goblin in a planes near a haunted forest, and that's more than anyone ever really wanted to know about Grog." The goblin nation is "Grog's place" go find your own place and thus it was named.
Izeldus
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Izeldus, a great and mighty dragon king with the help of a wanderer known for his dark practices managed to form an empire that reigned over the whole of the plane. The wanderer had long since vanished millennia before the golden age of this empire, but not before plaguing the world with undeath and aiding in the forging of the great nation. The great red believed himself above mortal affairs, and yet constantly hosting feasts for the benefit of various nobles, often bragging that the only reason he didn’t crush the rest of the world was on account of his mountains being the only land worth taking. holding the world, Izeldus receded to the mountains. The actual history of Izeldus’ nation has been lost to the history books on account of the dragon’s views of the time deeming the teaching of the lesser races with their shorter lives a worthless pursuit. Izeldus somewhere along the line tired of a life of festivities, and one day he and all that followed him miraculously disappeared. Nobody knows where or how they vanished, but the small rebel nations grew and soon dragons were again a mighty force within the world.
Jones of the white fleet
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Jones grew up as an idle fisherman, after war claimed all his siblings his parents deserted in order to take him out of the wakes of war, and ultimately to the great pirate cove of Glen the pirate lord. Jones had a sort of natural affinity for the sea, and soon he found himself in charge of a large portion of the fleet. By pure chance it so happened that him and his fleet were out when Glen's cove was sieged. Honestly it's quite generous to call it a siege as it lasted only half an hour. While Glen had quite the name he had grown lazier in his age and fame, and had failed to even post proper sentries. Naturally the battle was over before it even began, and overnight Jones found himself with the single largest fleet in the world. Over the next year he managed to gather the remaining pirates to join him, and now he is the most fearsome pirate in all the three seas. (The west sea, The south sea which is somewhat east of the southern glaciers, and the north sea between the island cluster and the two larges land masses. No Pacific, Atlantic, Blood, Indian, Yellow, ect seas in this world )
Now his ships tear across the seas easily identifiable by the white wood of which they are built they sail freely through the sees, and all coast dwellers know what it means when a white ship rises above the horizon.
The Dark Storm
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Many myths and legends surround the wastelands plagued by elemental. The lands themselves are commonly referred to as "The Dark Storm" for a few centuries back the Elementals began actively tearing across the plans leaving everything from gales to trails of flames to slushy bogs of much which in turn are consumed by the ground it's self. The ruling body of The Dark Storm is a humanoid formed of various elements swirling throughout it's form named Titusarvin, and it's accompanying council of Elementsls. While none truly understand their goals They seem not to notice the outside world so much, and as time passes somehow the storm clouds overhead only seem to grow darker, thicker with the clashing elements.
Trolls and tolls
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Any self respecting world has bridges from which trolls collect tolls. Now the toll trolls are not so much a nation as a society, now generally it's not good to disrespect the trolls (like killing them) because there are allot of bridges that you'll probably end up crossing, and that's allot of trolls. That and they stimulate your market by buying local produce
The Road builders (sorry, another ancient idea I just had to pull out)
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Since ancient times... well actually t hasn't been that long at all. About fifty years ago they slipped through a rift in space and instantly set to work clearing their starting point and carving a rather wide and convincing road across the lands as they went. While nobody knows why they build their road, or to whence it reaches many unfortunate nations have fount that the road builders are willing to carve straight through towns, mountains, even building roads over the oceans themselves, resisting attack, building over the corpses of those before them, but overall ignoring the world around them..
The forest of Gi
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It is a well known fact that the Gaiad forest is among one of the worlds superpowers, filled with powerful druids, and creatures of the wilderness old beyond time, easily putting it on par with many larger nations. When Izeldus fell the Gaiad was split. Most of the woodlands wished to remain in their grove and continue their lives as they were, and yet a handful believed the Gaiad should seize this opportunity to spread across the world. As a result those few radicals left the Gaiad forest and founded the forest of Gi, a much larger and newer forest. As such they spread the woodlands across the world. Commonly the leaders of the forest of Gi that grow old beyond reckoning will "retire" to the Gaiad forest after they have found suitable leadership, and find their minds wandering to thoughts far more important and complicated then the everyday ordeals of leadership. While the Gi forest is well connected and at peace with many lesser nations, the Gaiad long ago vowed not to endorse their efforts, an as such they lack strength despite their size. The Gi forest occupied the woodlands south of Kaendalith, as well as the forest surrounding the stone mountain. At a later point in time the Gi spawned the Id forest surrounding Canidus which believed that a forest should not blow with the wind spreading endlessly, nor should it densely set down roots, but instead it should secure it's self for the inevitable siege when "civilization" again decides that the fey have no place in the world. The forest of Id Keeps to its self, and is controlled by evil druids, though they are unlikely to intervene as they have a rivalry of sorts with the forest of Gi.
It's going to take weeks to cast all the permanent stuff I want to have, mostly because of restrictions on how many times I can ignore XP components. Won't exactly drain me for any singe day, will just do that if I want to use Gate to call in a nasty, the process will take longer.
My main reason to find that unreasonable is that it is completely illogical to not have all that stuff already. What are the odds of my permanencied comprehend languages to have disappeared? All those small little utilities go away because they fall down on the priority list. I usually go with the philosophy of not arguing much with the GM, he says no to something, I go looking for an alternative, but I think a bit more flexibility on this matter will make the game better.
OK, point taken, it'll be a pain, but every spell goes by me, every addition to your 'fortress', the basic geographical layout of your nations, and the base structure for your fortifications. Please excuse if I take quite some time to go through requests as I get this feeling many will be rather large, as usual feel free to PM them.
Base structure should be designed on some manner of grid. wards will be prefested in the following manner
spell name
Spoiler
spell level/class
duration
Any component/xp costs/how you intend to have covered them
location/number
general effect
Book, page #/link
I want a general map of your towns, a less general one of your capital, and one of your country with approximate locations of towns/populations/farmlands and the like as well as basic layout of fortifications for these towns. The geography should be included.
This may end up taking more than a week or two after all
I forget if I said or not, but the table is now in the first post, and gimme a min on tattoos
Edit on Ice assassin:
a) without hair/nails or the such you're creating an ice assassin of a nothing bravo.
b) they aren't under your control and maintain their narcissistic god complex and may smite you for even suggesting they hand over their power to you
c) the divine ranks are ultimately from the god Yes that means polymorph any object has 2 clocks ticking, and when the one buzzes out it just reduces the overall time of the first.
d) you're still out 5000xp
I apologize if my interpretations (you know, the ones that prevent infinite loops) throw a wrench in anyone's plans
I'll allow it if we can tone the killing blast down to a max of three times rerolling sixes, that looks painful, and maximize type stuff doesn't count
daybreak is a go
feats are OK except:
Arcane Necroshape: nah, there are undeads with mostly evocation spells/day out there already, so I'd rather not hand out free spell cards
Speedy Necroshape: single action are still single action.
Commanding Necroshape: gets silly with tiny things and flying things giving +200 to attack
Blinking Necroshape: gate in and command phantoms if you want corporal/not
Self-Replicating Necroshape: self explanatory
Lost traditions Feat (I think it is from 3.0 Bastards and Bloodlines)
Can we use Landlord feat, and can we use the funds for country building/ getting power?
No more ideas for now.
yo
lost traditions is fine, but restricted to mental stats
(changes a casting stat for a class to another stat, and can only be taken first level for everyone one else)
landlord: yes, but basic structures and mundane things, walls, tables, ect is free since I don't expect you to pay for tons of 1000 gp houses
Quote:
Originally Posted by MandibleBones
What Level Adjustment would you suggest for a Planetar? (Astral Deva is +8 for ECL 20, but at 14HD a planetar would be over 20, so the SRD doesn't have it).
lets call it LA10 RHD 14 (24 ECL)
Quote:
Originally Posted by WhiteKnight777
Are you familiar with the Soul Merchant and soul crafting from the Tome series? If so, what do you think?
soul merchant: saw a homebrew one, it's denied
Quote:
Originally Posted by Lexin
Requests:
For now: Evolutionist + Can I use Cyst spells as SLA? And continue the SLA table into epic? Hellfire Lord + question if instead of Summon Demon could it be Summon Outsider? Savage
Edit: One more, it seems. There is a custom class system and even though I don't think I would use whole class, I would like to dip for Soul Armor (For full plate with no dex limit) and Soul Weapon (For weapon with attack and damage based on Cha)
Edit2: Is Paragon Creature +15 LA? (in SRD LA isn't listed, but it is CR+15) or is it just banned?
evolutionist: sure, cyst: sure, epic sla advancement: no
hellfire lord: I'd rather not...
savage: dropping the attach totematic power
otherwise savage accepted, new feats denied.
custom class system looks OK so long as you don't triple dip for companions or the like
gestalt feats: nah, these are pretty powerful, and some of them favor things that are common anyways, or offset most of the min in a min max build...
Quote:
Originally Posted by riccaru
Right, it's in the compendium on page 21 if you have that but it's also copied verbatim to D&Dwiki. It's the exact same as in dragon compendium though so it 's not like it's actually from D&Dwiki.
Also, the hordemaster as is depends to some extend to an allowance made for it. It allowed for him to get the +Cha to animated HD/CL from the Dread Necro as an epic feat.
one who kills: denied (spontaneous of all necro spells)
what's the hordemaster?
And no +Cha*level to control HD limit as an epic feat
Quote:
Originally Posted by Kazyan
Drack, what is your policy on two PrCs at a time?
I want to say go for it, but gimme a min and I'll see what my other players did
nope, looks like we're going the standard only one at a time gestalt
minus the capstone, which is essentially incantrix minus the limitations
disenchant will take one day to preform, otherwise accepted
Ocel's suggestions: http://www.giantitp.com/forums/showthread.php?t=235268 accepted, but both the combating players must agree as it can give unfair advantages. For instance a large part of battlefield tactics is your interaction with the terrain (both magically and non-magically), similarly it doesn't cover all classes, all special abilities, or even all uses for the classes and abilities it does detail. http://www.giantitp.com/forums/showthread.php?t=153536 was already accepted last time you requested it http://www.giantitp.com/forums/showt...57#post9539457 ... I am not reading all that, pick a few and get back to me
Epic destiny- It is one of original ones (I think) I will look through homebrew later.
Spoiler
Eternal Hero
Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you always return again, as a new hero. You might be very different in each form, but a common thread binds one soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off death itself.
Requirements: 21st level.
Eternal Hero
Level Benefit
21st Continual resurrection, death denied
24th Quickening
27th Eternal renewal
30th Nexus of many lives
Continual Resurrection: At 21st level, you gain the ability to return from the dead. At dawn each day, if you are dead, you are restored to life (as true resurrection). You can set a place where you want to be resurrected. (You must be standing in that place when you make the choice.) When you are resurrected, you can choose to be resurrected in the place you choose or in the place you died. You can choose a new location for your place of resurrection once per level.
Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect.
You gain a +10 luck bonus on saving throws against death attacks and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die.
Quickening: At 24th level, your body begins to heal at an amazing rate. At the start of your turn, you gain a number of temporary hit points equal to your level. If you already have any temporary hit points when you gain these temporary hit points, they do not stack -- use only the higher value.
Eternal Renewal (Su): At 27th level, you gain the ability to immediately come back from death's door. When you take damage that reduces you to below 0 hit points (even if you go below -10 hit points), you can use this ability as an immediate action. You go to 0 hit points, then regain a number of hit points equal to half your maximum hit points. You can use this ability twice per day, increasing to four times per day at 30th level.
Nexus of Many Lives: At 30th level, you can tap into the power of one of your past incarnations. You can use this ability once per day. When you do, choose which incarnation to activate and use the effect listed. Upon gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation.
The Warrior (Su): Make a full attack as a standard action. For the purpose of this attack, you have a +25 base attack bonus, a +11 Strength modifier, and a magic weapon with up to a +8 enhancement bonus and special properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks.
The Arcanist (Sp): Duplicate the effect of any 7th-level arcane spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome spell resistance.
The Disciple (Sp): Duplicate the effect of any 7th-level divine spell from any class list. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.
The Traitor (Sp): Duplicate the effect of any 8th-level evil spell from any class list. This can include spells that can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil version if used in this way. When you use the traitor manifestation, you might become evil if you are not already. Make a Charisma check (DC 20) after you use the manifestation. If you fail and are good, change the good axis of your alignment to neutral. If you are not good or evil, change neutral to evil. Your caster level is equal to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks and you gain a +10 bonus on caster level checks to overcome spell resistance.
Immortality in Rebirth: Despite your ability to avoid it, you will eventually face death. It might be from a foe too powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does this form resemble the last or are they far different? All these might be questions to explore with your next character.
Also I think I will make my cohort an ultimate caster...
With Epic Hero it is possible to get multiple 9th level casting. And... How many would be too many? Cleric / Wizard / Psion + Warblade?
Magic blooded: should I assume LA0? if so I guess I'll allow it, but you are only allowed one LA0 template
Eternal hero was accepted, though I think I'll make it PC only (not cohort/underlings)
I'd say beyond three full castings is too much, and I'll look at the pally fix
nah, it's vary powerful at this level of play, but the undersong still doesn't change it much, so I'll stand by my rulings.
Speaking boldly again
Harrowed accepted
Forced Harrowing feat denied
Tenebrous Shifting feat denied
Armoring Will feat denied
Phantom Rip denied, trust me you do not want this in a DM's arsenal...
Dropping lore of the damned
Kindle the Soul's Fire: tempted to make this keep the xp cost, but instead I'll just say it doesn't stack with daybreak epic destiny
otherwise I think I'll accept it.
If yes I will probably use Darkstalker or maybe the Custom class with some marshal feel. see above for pally fix
He wouldn't be a combat character.
Other idea include getting an interesting race for him. Planetar is 28 ECL? Is Tulani (BOED 171) allowed?OK, but I think I'll be dropping that bardic music
Quote:
Originally Posted by Kazyan
Also: Continuum Invoker for the cohort. Someone asked for it already, but I can't remember how you ruled on it, and I'm having trouble finding the pertinent post.
Few more of the nitpicky type of questions:
Can I substitute the MIC item that grants mobility in place of taking the feat for prerequisite purposes?
Might Makes Right (Races of Faerun, not Dragon, incidentally, I was wrong about that) uses strength to calculate leadership. Does this make it a "Strength check or check involving skills based on Strength"? Because my factotum side's Brains Over Brawn ability would be super happy about that.
Also, the wording is kind of vague on that feat. "Add your Strength bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat." It doesn't actually say 'add your Strength bonus in place of Cha'...
If using VoP, could I get my follower to buy me those stat-gain manuals? Kinda bending the spirit of the law, but...
no
it means raw strength score
lets pretend it does
as I said, cohort and your wealth you may spend on nations, items, ect. other followers' funds can only be used to equip themselves.
Seal the Horrors
Universal
Level: all 10
Components: V, S, M
Casting Time: 10 minutes
Range: touch
Target: see text
Duration: instantanious
Saving Throw: will
Spell Resistance: yes
Seal the horrors was a spell developped long ago by many cultures in order to trap and kill immortals. Seal the horrors can be cast on any gem of value, and may be ussed to trap the immortal's fleeing soul. Any thus enchanted gem can be used to trap the soul of any being provided they do not have HD greater than the value of the gem divided by 10,000gp. A gem thus enchanted can trap and hold any soul that would retreat to another world, or simply remain safe beyond the vile of death before returning to life. Note that this spell does not trap the soul of one revived at the instant of their death, nor does it bind the soul of one such as a lich who has bound it's soul elsewhere. Once the soul is captured it may be destroyed through any standard means, and will not be able to escape beforehand. this spell is most commonly used to permenantly destroy ghosts and horrors that do not die easily. Seal of horrors only functions after the death of the creature, and thus is not a death effect.
Greater Seal the Horrors
Universal
Level: all 11
Components: V, S, M
Casting Time: 10 minutes
Range: touch
Target: see text
Duration: instantanious
Saving Throw: will
Spell Resistance: yes
as Seal the Horrors except that Greater Seal the Horrors can also affect those generally immune to soul trapping abilities.
Invoking Druid fire element denied because excess of 2000' is ridiculous...
Forest: no at will liveoak
urban: run any spells that only effect animals that you wish to effect humanoids past your DM first as this can be rather broken
Lunar blast is out, you're not dispelling everyone's wards whenever you attack them
Elemental Shield is now a standard action to use. not 100% sure it was so stating it plainly.
Elemental Metier: make it a quarter normal dice instead of half, also overlapping spheres doesn't double damage
shapeshifting based on Cr denied
call for aid limited to summon nature's ally list
Create ironwood doesn't get free crafting anymore
otherwise accepted
I found an Epic Progression of this guy. Is it okay / or can somebody suggest another? smite must be declare before attack roll is determined
Dimension Slide: denied
Alacrity: denied
breath weapon: standard action 1d4 round recharge
Retributive: 1die/2HD
Ectoplasmic Cocoon: move action
Quote:
Originally Posted by Jack_Simth
Which sense? Pullus, acerbus, ater atra atrum, coloratus, or some other?
Ah... you seem to have put Crafty Cultist's link where you intended Mine.
environmental is a go
I will speak boldly
Quote:
Originally Posted by distant quasar
Posting much interest. I very much hope I have time to get most of this done before my long trip away. I also hope that since I know I won't get completely finished there wiould be a spot open when I get back, assuming I have a sufficient concept layed out?
I see epic destinies are allowed already, but I don't ahve the patience to read through everything to check if any of these are already accepted. Hope you can understand that
Beware; I might look at more. I'm thinking for the main Warlock 20/Charlatan 10 for sure on one side, on the other side I'm debating between Evolutionist, sorceror, and mindbender levels
Cohort will likely be Evolutionist 28//Warblade 28. Might add a few templates and change a few levels around though.
As for kingdom, well it won't be a kingdom, but there will be a major spy organiztion, and perhaps something else re-fluffed... I need to think about it.
Since the other list is shorter I'll assume you narrowed it down.
Quote:
Originally Posted by MasterofFates
This looks awesome, seriously. I'm something of a slow sheet maker sometimes, though I get it done quickly when I really set my mind to it. Anywho, I would like to play as the supreme emperor of the Drow, who has successfully converted his people to a new religion, worshiping the newly arisen god Kaleshakki (Cahl-eh-shock-ee), an evil god of the undead. Most of the Drow have converted, and have formed armies of the living and undead alike.
My character was once a Drow himself, though he achieved lichdom long ago. He is known as The Black Emperor (cliched, but he's rather vain) though his true name is Vellak, his surname long forgotten. The empire itself (Known as the Empire of Forgotten Shadows) is a large kingdom/well-known religion. The people gained by this are mostly living drow, though many of the higher-leveled clerics and warriors are some sort of undead creature. Vellak will be a Drow Lich sorcerer/cleric (Prestige Classes Pending) and his cohort and long-time friend will be a Drow Vampire Warblade/Dread Necromancer (The LA taken out of the latter). May I use the rules for Epic Martial Adepts for him?
Anyway, I'll make the sheets, then I'll post a fairly detailed backstory. Nice to have you as a DM again, Drack.
Lets see, already looked through these feats, so are you asking about epic progression for a class? if so which one?
Summon From the Deeps: caps at IX
Stupefying breath: hmm, 3 int damage on a successful save... allowed, but I'm cautious of it
Capstone: bypass immunity/no save if no immunity... accepted/denied will depend on disease chosen/incubation period.
Extraordinary Disease feat: denied
first ability choose one other mental ability to boost, not two
the supernatural psy must be ones that you already have access to.
speaking boldly
Quote:
Originally Posted by distant quasar
Ok, well I've looked thorugh some more stuff and narrowed down my list of homebrew requests to these (I noticed that several things I were requesting had been approved, and I still intend to use them; others I decided not to use at all)
Requests:
Spoiler
Charlatan Did You Hear That: changed to once/day
sneak attack: one die base, +1 at the advancement levels
Accepted, but this is one of those classes you'll need to RP well. Warlock -- specifically the Infernal heritage, so you don't have to look at all of them unless you want to still needs material/xp components
Renew Item: denied
Eldritch Blow: use to apply to attack, and it's discharged on the next attack
accepted. tell me/re-link if you want me to look over the items too. I'm assuming the invocations are from the books sexy telepathy this is linking me to the warlock... Epic Hero <-Epic Charisma for sure; if I take any other levels they will also be ability scores, probably Con K http://www.wizards.com/default.asp?x=dnd/we/20060630a ((I'm thinking about a half-brachina; +8 cha, +4 Dex, +2 Wis, +2 Int; DR X/silver; wings re-fluffed to feathery; no natural attacks; otherwise same as normal half-fiend)) accepted with +cha dropped to +6
Speaking boldly
Spoiler
Quote:
Originally Posted by ocel
Quote:
Originally Posted by drack
Oh yeah, and ozdrin was accepted, though I didn't see the PRCs on it...
Brass Maven Mastermaker : Artifact creation removed, and any reductions limited to non-epic only
Indestructible Brass Titan: still not a gundam game, feel free to suggest a replacement ability
and its gurren lagan armor ... no... mostly just that i on't want this to turn into a giant robot game...
Is epic progressions of wotc classes considered homebrew enough to be limited? You mean ELH or on their site? in the site is,,, though in case of misunderstandings homebrew restrictions are in terms of how many you can request so that I don't get bogged down, not in terms of what you can use.
Quote:
Originally Posted by Jack_Simth
Well, the reason you're getting so many? It's explicitly part of the Epic Level Basics:
(emphasis added)
It is directly written into the rules that such things are supposed to be. They went ahead and just did it in the ELH for most of the core 10 level PrC's, but... ah... then WotC went around making a LOT of 10-level PrC's, without setting up any Epic progressions for them. You can occasionally find a suitable Epic PrC in the Epic Insights Archive, but for the most part....
Unfortunately years ago I read the book and remember that, I just generally think of PRCs as getting extra special stuff instead of epic feats, and so I'm not used to tossing on epic progressions, but hay why not.
you may have 1/3 levels and advance your casting.
Quote:
Originally Posted by ShadowFireLance
Hey drack...
you may want to look through this now....
I should also like you to review Brass Maven for my cohort (and yes, I realize he won't be able to gain the benefits of the 30th-level ability).
Again, that's True Mage, Chosen of Endings and Brass Maven for review, and strike Time Lord from review. (Iron Chef remains on the review board for nefarious cafeteria purposes).
Maven's already been looked as see above.
Quote:
Originally Posted by MandibleBones
Well, yes, which is why I immediately queued up a much more reasonable second choice. I believe I did say "I highly suspect it will be denied outright," and for good reason. I'm not making any long-term plans there.
EDIT: On Brass Maven, it doesn't look like a replacement power was suggested for the Level 27 bit. May I suggest simply using the level 30 bit? It almost seems a bit underpowered when compared to other epic destinies, and as I'm only using it on my cohort...
lets see, you get all non-epic item creation feats, a 50% discount on an you had...this isn't sounding vary underpowered...
Speaking boldly
Quote:
Originally Posted by distant quasar
Requesting these warlock invocations. Bleakrot Blast: denied
Bound Beyond Death denied
Dark Mirror denied
Dire Hex of Ill Fates denied
Ethereal Abduction denied
Freezing Blast denied
Lifeleech denied
Quote:
Originally Posted by dyslexicfaser
here, though. Well I'm not seeing a metal domain, but I'd rather not have this available for the summon Monolith spell...
Spoiler
Dark One's Protecection
Level: Lesser, 4th level
Components: V, S
Casting Time: 1 standard action
Range: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You gain a deflection bonus to AC equal to your charisma bonus for the next 24 hours.
(If you want, we could limit it so that the bonus can never exceed your warlock level, lke Dark One's Own Luck, which gave me the idea for this.)
denied, there are enough of these sorts out there already.[/quote]
Quote:
Originally Posted by MandibleBones
And repeating my question (which may have been buried) about whether The Iron Chef will be approved for (PC-class) minion use. Spice-Fu: stun for one round, no more
The Spice Must Flow: denied
prepared food lasts three days, and looses it's magical flavors on the second day
Finally, I have some folks with NPC classes. How do you feel about Magewright from Eberron? Depends what minions? for instance you may not replace citizens or warriors with them.
Requesting Sidhe Class Accepted
and Sidhe Race. I solved me problems! Accepted, but as antimagic also suppresses supernatural abilities it would still suppress invisibility.
Quote:
also, my cohort will likely be using the Demonic heritage, so if you didn't look that over could you please? Warlock already accepted... somewhere, I think there were a few tweaks, so just page back a bit Sexy Telepathy ... should I even ask?
fine, I'll accept it, but your DM is permitted to veto the cha bonus on checks at their digression if it starts to feel overpowered.
Quote:
Originally Posted by Lexin
Assemble the horde Dragon #346 accepted Class Champion Dragon #346 accepted, though I'm cautious of this one, also pointing out highest level follower, not cohort Fanatical Devotion Dragon #346 accepted, note this is followers not cohorts
Quote:
True Mage denied
would be my first choice, but since I highly suspect it will be denied outright, please also review Sidereal Exalted: Chosen of Endings for my PC.
Conclusion-Pursuing Approach: reducing to -1hp is silly in a game where people have over a thousand health, so while people shouldn't be failing this save it will be capped at 500 damage.
The...rules are nevermind drack anyways
Requesting:
Polychromatic dragons.
denied you'd barely be able to take wyrmling with the ECL=RHD for dragons (which wouldn't apply in this case) you'd barely get vary young. That aside while the breath and such would be equivalent of any true dragon (wyrmling) the ability mods are still around that of a great wyrm true dragon, and it's a bit short on ECL for that.
speaking boldly
Quote:
So far, 4 classes have been permitted since you do not count epic destinies, yes? Actually they only don't count if I say no to most of them... but hay I'll give it to you this time. Well I found that Berserker+Artificer Class I spoke with you earlier: Madspark EccentricDenied, I went over it and gutted it in the other thread if you want to have a look, but for the most part denied.In addition I would like a rage feature for a crusader, if not that than perhaps this barbarian version?approved
I have a homebrew request Hecantoncheires OK, this isn't gonna be pretty
Ancient Senses: divide range by three
Brutal Wrestler: bypass on freedom of motion denied, trip of flying is still move action to stand, treat as if prone
Primordial Combat: bullrush and disarm or sunder
Proto Magic: magic weapon ends the instant it leaves your hand
Boulder Throw: limiting this to 1/two arms and re-fluffing the boulders to half your size for reasons pertaining to common sense and the physics of not being able to throw a hundred boulders the size of yourself /round. Also limiting terrain tearing as a standard action so that you don't dig yourself several trenches while tossing rocks, or bury yourself alive granting yourself a crazy burrow speed in the process. Feel free to have a bag of holding of rocks to throw.
Boulder Storm: allowing opposed strength check to break free early on failed save
Greater Insane Skill: limiting to 1/8 damage
Combined Essence: capped 2 arms/creature
Oldest Skin: dropping doubled DR this thing has more then enough features for a level 13 -.-
Primal Consume: counts as a full round action.
Proto Fission: non-magical copies of weapons
Proto Fusion: may be used 1/day/12HD
Ancient Revenge: denied
Early Power: caster level restraints remain
Essence Heart: denied
Greater Insanity Master: denied that ability is plenty strong enough.
Brutal Visage: will save resists. (DC=1/2 class level+con mod)
Meteor Smash: auto hit+massive terrain alteration+interupt action denied
God Ender: limited to the bit about planer traits. I expect to have a good few gods prancing around, and generally they don't allow such things to exist. Hecatoncheires will be threats to gods in that they're immensely powerful and can cost gods time/power/worshipers... and you don't get to learn more until one of you becomes a god. (I'm giving gods perks, lets leave it at that)
Martial Purge: denied
Rend Essence: denied
Battle Trough: swift action
Multiweapon Pin: denied
Great Avalanche: accepted, boulder storm improvement denied, derbies makes the space rough terrain.
continued pattern when we get this far: you are gaining six arms and three heads each level don't expect to get the best abilities, I will probably deny most when we get there, at level 41 I'll probably start letting more through again.
I am just wondering why my Daeva was not approved.... it is not bad and it is something would put 10 levels in...
and if you will not allow that then could i get this one approved this
I think it had to do with... lets take one spell as an example, magic circle would work fine. Your magic circle keeps out all alignments (if I'm reading this right even true neutral), but if you're CE you can pass through circles of good evil law and chaos all. And that's not even the best alignment based spell.
no I do not give you +56d6 damage against evil, +cha to hit, a free +5 enchantment bonus to a weapon with an existing bonus of up to +6 (totaling +11), nor some of the other stuff, I'm afraid it is again denied. http://www.giantitp.com/forums/showp...&postcount=278 accepted, though I may comment that it's commonly the hideous things that make you never want to see again...
homebrew rulings continued
Spoiler
Quote:
Originally Posted by ShadowFireLance
Quote:
Originally Posted by Zaydos
Only raw stats at the moment, will type up fluffy bits, environment, etc later but have a character backstory I need to make and other things I need to do for RL matters, so I figured since it might be another day before I can get to that portion of things I'd give you the stats and let you look 'em over.
Hooded Dragon:
Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon Damage
Breath Weapon DC
Frightful Presence DC
Wyrmling
M
6d12+18 (57)
15
10
17
10
11
10
+6/+8
Very young
L
9d12+36 (94)
17
10
19
12
13
12
+9/+16
Young
L
12d12+48 (126)
21
10
19
12
13
14
+13/+21
Juvenile
L
15d12+75 (172)
23
10
21
14
15
16
+15/+25
Young adult
H
18d12+108 (225)
27
10
23
14
15
18
+18/+34
Adult
H
21d12+126 (262)
29
10
23
16
17
18
+21/+38
Mature adult
H
24d12+168 (324)
29
10
25
18
19
20
+24/+41
Old
G
27d12+216 (391)
31
10
27
20
21
22
+27/+49
Very old
G
30d12+270 (465)
33
10
29
22
23
24
+30/+53
Ancient
G
33d12+330 (544)
35
10
31
24
25
26
+33/+57
Wyrm
G
36d12+396 (630)
35
10
33
24
25
28
+36/+60
Great wyrm
C
39d12+468 (721)
39
10
35
26
27
30
+39/+69
Age
Speed
Initiative
AC
Special Abilities
Effective Telepath Level
SR
Wyrmling
40 ft., fly 75 ft. (clumsy)
+0
15 (+5 natural), touch 10, flat-footed 15
Immunity to fire and poison, vulnerability to cold
Breath Weapon (Su): A hooded dragon’s breath weapon is a cone of gas which seeps into the flesh of creatures within the area. Affected creatures find their very blood igniting, flames bursting from within. Any creature struck by the breath weapon takes the listed fire damage each round for 2 rounds per age category of the hooded dragon. A successful Fort save reduces the duration of this effect by half. Multiple instances of the same hooded dragon’s breath weapon do not stack, instead resetting the duration. This means that the Clinging Breath metabreath feat has no effect for a hooded dragon’s breath weapon and the Lingering Breath metabreath feat only aids against creatures which enter the cloud, an exception being with wyrmlings whose breath weapons were successfully saved against.
Effective Telepath Level: A hooded dragon has power points and powers known as a telepath of the listed level, and a manifester level that equals it.
Scare (Su): Through a combination of physical intimidation and tendrils of magical manipulation a very young hooded dragon may instill fear in its onlookers. As a standard action, during a round in which the hooded dragon did not fly through its natural flight ability, a hooded dragon can unfurl its hood and strike fear into the hearts of onlookers. Any creature which sees the dragon must make a Will save (DC is Charisma based, this is the same as Frightful Presence except for age categories before it gains that ability; very young DC 15, young DC 18, juvenile DC 20) or be frightened for 2d4 rounds. A creature which successfully saves against this ability is immune for 24 hours. This is a mind-affecting, fear effect.
Poison (Ex): A young hooded dragon’s bite injects a deadly toxin. The poison has an initial damage of 1d3 Con damage, and a secondary damage dealing 2d6 damage per round until either magical healing, a remove poison spell, or a successful Heal check (DC 15) is applied (an antitoxin provides a +5 circumstance bonus to this heal check). As a Con-based saving throw DC it uses the same number in the Breath Weapon DC table.
Somnolent Hiss (Su): A juvenile hooded dragon may let out a long, melodic hiss which lures its enemies to sleep. As a standard action, the hooded dragon hisses and one target within 60-ft which can hear it must make a Will save (DC is Charisma based and follows Frightful Presence; DC 20 as a juvenile) or fall into a deep sleep (as the Sleep spell) for 1 hour per age category of the dragon. The creature is difficult to awaken requiring 1 point of non-lethal or lethal damage to be dealt to them instead of the normal standard action. Snakes, yuan-ti, and dragons are immune to this ability. This is a mind-affecting effect.
An ancient hooded dragon may use its Somnolent Hiss to affect all other creatures within 60-ft instead of just a single target.
Hypnotic Gaze (Su): An adult hooded dragon gains a mind-melting stare when its hood is unfurled. This gaze attack ceases to function in any round in which the hooded dragon flies or makes wing attacks, and has a range of 10-ft per two age categories (30-ft at adult, 40-ft at old, 50-ft at ancient, 60-ft at great wyrm). Any creature meeting the gaze must make a Will save (Charisma based) or be treated as Flat-Footed and suffers a -2 penalty to their AC, attack rolls, ability and skill checks for 1 round. This is a mind-affecting effect.
Stupefying Miasma (Su): An old or older hooded dragon’s very exhalation is laced with invisible mind-numbing energy and fumes. Any creature within 30-ft of an old or older hooded dragon, or caught in its breath weapon, must make a Fortitude save (DC is Cha based) or suffer a -1 to all Will saves for as long as it remains within the area or taking damage from the dragon’s breath weapon. A creature which remains within the area must continue to make the Fortitude save every round that it does so, a creature caught by the creature’s breath weapon need only save once, and multiple penalties from a hooded dragon’s Stupefying Miasma stack with themselves, but not those of other hooded dragons, up to a maximum penalty equal to the hooded dragon’s age category +2. This is not in itself a mind-affecting effect as its effects are mostly bio-chemical in nature.
Paralyzing Gaze (Su): A great wyrm hooded dragon’s gaze is more dreadful than its younger kin’s. In any round in which its hypnotic gaze is active a great wyrm hooded dragon can choose one creature within the area to be affected by a more dangerous paralyzing gaze instead. If the creature is averting its eyes it still retains that protection, though as always the hooded dragon can use a standard action to circumvent that. The creature targeted must make a Will save (DC is Cha based) or be paralyzed for 1 round and dazed for another 1d4 rounds after that. Unlike most paralysis effects this functions by completely freezing both mind and body and the target cannot take even mental actions while paralyzed by this ability. This is a mind-affecting effect.
Skills: In addition to the class skills for all dragons a hooded dragon has Autohypnosis, Bluff, and Spellcraft as class skills. A hooded dragon gains a racial bonus to Intimidate checks equal to its age category.
Well? Breath weapon stats aren't provided, but so far a cha boost, and lots of abilities are making it lean towards the denied side depending on how weak that breath weapon is
Quote:
Originally Posted by Shadow Lord
I'll speak in colors
Hey, drack, I got one last set of requests for you to review:
should this even count as just one set?
I kid, enough procrastinating I suppose http://dungeons.wikia.com/wiki/Warlock_%283.5e_Class%29#
before alterations:
Eldritch Blast is halved to 1d6/even level
I'd rather do invocations then spheres... clarify level of access granted by times you choose that sphere (advanced sphere, ect)
Call Fiends is dropped
Fiendish Servant: dropped
, with the following alterations:
Spoiler
Under Fiendish Similarities replace [Fiend] with [Fey] and remove [Necromantic]Acceptable
Replace Call Fiends with the following ability:
Shapeshifting (Su): You can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes.
It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There’s no limit to the number of times per day that you can change form, nor to the amount of time you can spend in a shapeshifted form.
You retain your normal Hit Dice, hit points, base attack bonuses, base save bonuses, skill ranks, and ability scores regardless of your form, although most forms provide some sort of ability boost. You also retain all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. Unless otherwise noted, you retain your size and space when you assume a new form. You always retain your type and subtype, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as noted below.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your natural form (except for armor with the Wild special ability or similar items-- any item that works with Wild Shape works with Shapeshift). You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in Shapeshifted form.
You can take feats such as Improved Natural Attack or Wingover that you could only qualify for in shapeshifted form, although you only gain the benefits of said feat while in a form that qualifies for it.
If knocked unconscious or slain in shapeshifted form, you revert to your own form. ability dropped still
Forms:
Spoiler
Predator Form: At 1st level, you gain the ability to shift into a wolf, panther, or similar creature. You gain a primary bite attack that deals d8 points of damage. You have the reach of a long creature of your size. You gain a +4 inherent bonus to strength, your natural armor bonus improves by 4, and your base land speed becomes 50 ft.
At 4th level, you gain Spring Attack as a bonus feat in predator form, even if you don’t meet the prerequisites.
Aerial Form: At 5th level, you can shapeshift into a flying creature, such as an eagle or bat. While in Aerial form, you gain a primary talon attack that deals d6 points of damage. You gain a +2 inherent bonus to Strength, Dexterity Reflex Saves, and natural armor. You also gain a fly speed of 60ft. (good maneuverability)
At 7th level, you gain Flyby Attack as a bonus feat while you are in aerial form.
Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a lion. Your size increases by one category (to a maximum of colossal) and you have the reach of a long creature of your size. You gain a primary bite attack dealing 2d6 damage and two secondary claw attacks dealing d8 damage. You gain a +8 inherent bonus to Strength, a +4 inherent bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.
At 10th level, you gain Improved Critical (Bite) and Improved Critical (Claw) while in ferocious slayer form.
Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Druids not native to forest terrains typically rename this form to fit their environment).
When in forest avenger form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by one category (to a maximum of colossal) and you have the reach of a tall creature of your size (5 feet for medium, 10 feet for large). You gain a +12 inherent bonus to Strength and natural armor and a +4 inherent bonus on Fortitude and Will saves. Your base land speed becomes 20 feet. You gain DR 5/slashing while in forest avenger form, and your type becomes plant, granting you critical hits, sleep effects, paralysis, and stunning. However, you remain vulnerable to mind-affecting effects and polymorph.
At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form.
Elemental Fury Form: At 13th level, you can shapeshift into a giant form of air, earth, fire, or water. Your size increases by two categories, and you have the reach of a tall creature of your size. You gain a pair of primary slam attacks that deal 3d6 damage each, +1d6 damage of a type corresponding to the type of elemental you become. In addition, you gain a +16 inherent bonus to Strength and natural armor, and a +4 inherent bonus to all saves. Your base land speed doesn’t change, but you gain immunity to critical hits and energy damage corresponding to the type of elemental you become. You don’t need to breathe while in elemental fury form.
At 15th level, you gain Great Cleave as a bonus feat while in elemental fury form, even if you don’t meet the normal prerequisites.
Replace Hellfire Blast with the following:
Flames of Summer (Su): At 5th level, a Warlock may choose to enhance his Eldritch Blast with the Flames of Summer. By making your Warlock level effectively 2 levels lower for the purpose of the Eldritch Blast, a Warlock's blast bypasses Fire Resistance and is halved by Fire Immunity. I suppose so.
Remove Damage Reduction OK
Alter Bonus Feat to replace [Fiend] with [Fey]
acceptable
Replace Dark Blast with the following:
Flames of Nature (Su): At 10th level, a Warlock may choose to change the damage of his Eldritch Blast to Nature damage by reducing his effective Warlock level by 4 (a 10th level Warlock could opt to fire a 10d6 Fire Blast, 8d6 Flames of Summer Blast, or a 6d6 Nature Blast).
Nope, not much a fan of "nature damage", go divine.
Remove Fiendish Servant
OK
Replace Fear Aura with the following:
Glamour (Su): At 14th level, a Warlock can exude a 20 foot Aura of Charm, as per the spell Charm Person, at will with a caster level equal to his Character Level. The save DC is 10 + ½ the Warlock's Hit Dice + the Warlock's Cha modifier.
Fraid not.
Remove Fiendish Apotheosis
sure you don't want a nature version?
Basically, a bunch of changes that make the class more Fey themed.
Also, requesting the following Spheres:
note on these I'm only looking at the requested ones. if there are more here expect they haven't been looked at
I'd like to request Lies from there.
Denied, as soon as spells like shades get infinite uses the game gets silly, but I suppose at least you didn't with for one with anyspell, lesser wish and wish More Spheres
I'd like to request Illusion from here.
accepted pending on sphere clerification Even More Spheres!
I'd like to request Trickery from here.
Accepted, but mislead is no longer quickened and mindrape since we're not using that spell/book is replaced by programmed amnesia
Yes, I know there's some overlap in those spheres, but I don't mind.
Quote:
Originally Posted by dyslexicfaser
You know, I was just going to have a (fairly boring) wizard cohort with the living spell thing...
Then I saw this. And... it doesn't make sense, Jack has nothing to do with monster races, really. Doesn't fit his backstory at all.
Not to mention totally suboptimal compared to a full caster. But by God, I want it. Liiiittle tiny goblinoid with a pair of pokey sticks on the back of a huge, slavering wolf-beast. Maybe with this discipline. Just imagining the little idiot strutting around like he's **** of the walk... oh yeah.
not quite as week as advetised, but oh well lets take a crack
Wolf Companion: only the charged opponent makes a will save (the army scale mechanics of this many will saves get silly)
Otherwise accepted, now onto the accompanying (epic) feats
Tunglsverd Mastery denied
Quote:
Originally Posted by Crafty Cultist
Homebrew request from me, I think it's my first, not counting the firearms.
Something from the other group for firearms http://www.giantitp.com/forums/showthread.php?t=222840
I think I allowed for it to replace warriors.
Could i use this bladesinger fix? My nation is primarily human but I'm hoping you'll also overlook the elf only thing. I believe I've looked over two other bladesinger things already, but sure, I'll look
On second thought I think I'll come back to this one later today and edit it in.
OK, looks like it wasn't just my headach talking the other day, this one is out. Not for any ability in particular but because it just gives too much too quick.
Quote:
http://www.giantitp.com/forums/showthread.php?p=5805552
dusk/dayagain, to be edited later
dusk: glorious charge: lets make the area effect happen at the end not along the way
day: Flickering Wisp: lets go with rave or touch (take the higher), they should both be decent and without you may never be touched
Quote:
Originally Posted by dyslexicfaser
Yeah, think I'm gonna switch over to making R'lyeh. Sorry, MandibleBones. I loved the idea of the academic rivalry, but trying to stat up a massive army of tens of thousands of ardents, wizards, clerics, warblades and every other goddamn thing was draining my will to live. And that was on TOP of my double-caster PC and caster cohort. I think all my new followers will just be Farspawn fighters.
drack, take down the disciplines and add Connoisseur
typing favorite feast bonuses as profane
Succulent Spell: dropped
Feat of the Flesh: limited to nonepic
Devour Vitality: we would be using HP, not vitality points.
Devour Defence: will not restore HP as if you had rested for a night
and Devourer denied
to the homebrew request list, will ya?
Quote:
Originally Posted by Shadow Lord
Hey, can I take this, but excise all outsider references and requirements, and remove Petitioners Immunities and Skills, as well as replacing all instances of [Fiend] with [Fey]?
Enhanced Sphere Access: dropped
Magical Training: also dropped
I just realized that Spherelock is only 15 levels, and I need something to fill up space.
accepted, but earth glide traded for magic stone (no eighth level spells for a first level one)
genesis is miss-cited, but what ever right? anyways I'm not letting you start with infinite castings cast or any such thing, just a heads up.
More homebrew, I know how much you love it, drack: Xenoxera
yup that,s me, just can't wait to sink my teeth into em old homebrews ay?
I'll be denying this one though.
EDIT: Oh, and (pending approval on the class, anyhow) could I grant my followers all a level 1 graft via my PC's Connoisseur class? Level 1 grafts are all things like 'give this guy a 1d6 claw attack’. Things with claw attacks (or horns, or tentacles, or camel humps, or whatever) are literally everywhere, so there’s no shortage of base materials. I'll allow it, but t counts against your graft limit.
Quote:
Originally Posted by Kharnagar
As I understand it... I should have two remaining homebrew requests...
Requesting The Angel of Decay Accepted, but to avoid easy dips unholy grace won't kick in till level 5
and if perhaps the Dusk Caste Exalted. glorious charge: lets make the area effect happen at the end not along the way
Arcing Breath (Breath)The blue dragon’s breath crackles and leaps from one target toanother, leaving scorched corpses twitching as it passes.Prerequisite:Line shaped breath weapon.Beneft:The dragon’s breath weapon behaves like achain lightning spell. After striking its first target, the breath weapon can arc toas many secondary targets as the dragon’s age category plus itscaster level. Each secondary target takes half the number of dice of damage as the first target and must be within 30 feet of the initial target.
Normal:The dragon’s breath is a straight line but everyone struck by it takes the full amount of damage.
Build Breath (Damaging Breath)The dragon coughs and chokes, as if something is caught in itsthroat. A terrible energy blast slowly gathers within the dragonuntil it is ready to lay waste to its surrounding.
Beneft:The dragon may choose to build its breath instead of using a breath weapon. For every round in which the dragon couldhave used its breath weapon but did not, the damage for its nextbreath weapon attack increases by one die of the appropriate type.The dragon may not speak, cast spells, bite or otherwise open itsmouth while building its breath. A dragon may build its breath fora maximum number of rounds equal to its Constitution modifier.
Counterbreath (Damaging Breath) Just before the dragon is struck by an attack, it launches a blastfrom its jaws, deflecting the attack.Beneft:If the dragon is targeted by an energy attack (such as a fireball,or another dragon’s breath weapon) that permits a Reflexsave and has a use of its own breath weapon available, it can use itsown breath weapon as a defensive measure.The dragon breathes on the incoming energy attack instead of making a Reflex save. The damage from the energy attack isreduced by half the damage from the dragon’s breath weapon. If any damage from the energy attack is left over, the dragon suffersthis damage. If any damage from the breath weapon is left over,apply it as if the dragon had breathed in the direction the energy attack came from.For example, a 5thlevel wizard casts a 5d6lightning bolt at a youngred dragon. The red dragon uses Counterbreath. Both the wizardand the dragon roll damage – thelightning bolt would inflict 25 damage, while the breath weapon inflicts 40 damage. The breath damage is halved to 20 and subtracted from the lightning bolt damage, leaving 5 damage left over. The dragon takes 5 damagefrom thelightning bolt and cannot save for half.If the dragon’s breath had inflicted 60 damage, it would haveentirely overcome the fireball and struck everyone within the areaof effect of its breath weapon with 5 points of fire damage (60damage halved is 30, minus the 25 points of lightning bolt damage,leaving 5)
Extended Breath (Breath)The dragon rears back its neck and strikes a distant target with itsbreath weapon.Beneft:The length of a dragon’s breath weapon increases by 60feet (for lines) and 30 feet (for cones).Using this feat adds a breath delay of one round. Normal:The area of effect of a breath weapon is determined by the dragon’s size.Special: A cone is as high and wide as its length, so taking this featenlarges the height and width of the cone weapon. A dragon may take this feat multiple times.
Improved Quick Breath (Breath)The dragon launches blast after blast in quick succession.Prerequisites:Quick Breath.
Beneft:The added delay between breath weapon attacks caused by some breath feats is halved. For example, if a dragon would normally have to wait 1d4+4 rounds before breathing again, this feat reducesthe delay to 1d4+2. The reduced delay granted by the Quick Breath feat is applied after that granted by Improved Quick Breath.
Penetrating Breath (Damaging Breath)Steel melts and stone shatters when blasted by the dragon’s breath.
Beneft:The dragon’s breath weapon is unaffected by the hardnessof materials. Damage to objects is not reduced by the object’shardness. Objects still take half or quarter damage from mostenergy attacks.Using Penetrating Breath adds a breath delay of one round.
Normal:Objects take half or quarter damage from most energy attacks, then subtract their hardness from the remaining damage.Special: A dragon with both the Penetrating Breath and PreciseBreath feats can use its breath to strike at a weapon or shield heldby an enemy. The dragon must make a ranged touch attack on theenemy to do this.
Precise Breath (Breath)The dragon can focus and precisely aim its breath weapon totarget a single individual.
Prerequisites: Accurate Breath.
Beneft:The dragon may target a single 5 foot by 5 foot square within breath weapon range. That square alone is struck by itsbreath weapon attack. Any creatures in that square take damageas normal.Normal:Breath weapons damage everyone within their area of effect.
Pulsed Breath (Damaging Breath)The dragon can use its breath weapon to fire several small blastsinstead of one large one.
Prerequisites:Sustained Breath.
Beneft:The dragon may use its breath weapon up to four timesin one round. The damage from each breath weapon is only afraction of normal, as follows:Pulsed Breath WeaponNumber of Breath Weapon AttacksDamage per Breath1Normal2One-third normal3One-quarter normal4One-fifth normalThe dragon can fire all of these breath weapons at the same target,or in different directions.Using a pulsed breath weapon adds a breath delay of three rounds. Special: A dragon can apply different breath weapon feats to each pulsed breath, or apply the feats to the breath as a whole.
Searing Breath (Damaging Breath)The dragon’s breath weapon burns through walls and magicaldefences with terrifying quickness.Prerequisite:Penetrating BreathBeneft:Damage from the breath weapon is increased by half again for the purposes of destroying magical walls and protectiveeffects that absorb a certain amount of elemental damage, such asendure elements.
Spit Breath (Breath) Whipping its head around, the dragon spits a tiny clot of elementalforces. When this clot impacts on a solid object, it explodes.
Prerequisites: Accurate Breath, Extended Breath.Beneft:Instead of making a normal breath weapon attack, thedragon may spit at a target. The maximum range of the spit in feetis equal to 50 times the dragon’s age category (plus any extra rangefrom Extended Breath feats). The spit is a grenade-like weapon.
here are teh one that I need that are not in Draconomicon.
(3rd party Draconomicon however they are in :D)
Arcing breath: denied. While I doubt you'd think of them off hand many ways to exploit this come to mind.
Build Breath: denied and infinite makes it double denied. Oh fine, Shady's too silly to exploit that loop hole we'll say if the bonus dice cap your level it explodes in your mouth dealing full damage to you despite your immunity to your own breath and call it balanced.
Counterbreath: accepted, but keep in mind that the "recover breath" feat does not have a section stating that it may be taken multiple times, so b default it can only be taken once, so don't expect to ignore all energy attacks through this.
Extended Breath: just take Enlarge breath and Lingering breath for this.
Improved Quick Breath: nope, such is the cost of boosting your breath weapon.
Penetrating Breath: accepted
Precise Breath: accepted
Pulsed Breath:nope
Searing Breath: accepted
Spit Breath: denied, it doesn't even give a blast radius.
I will also allow an Intensify Breath epic metabreath paralleling the epic intensify spell metamagic with an added ten round cool-down.
Quote:
Originally Posted by rweird
In that case, I'm requesting from Dragon Compendium: Song of the Dead, pretty much makes it so you can effect intelligent undead with mind effecting effects, becomes a necromancy spell, (P. 108, also in dragon #312), the Savant class (p. 45, also Dragon Mag #140) a weaker factotum, the Ability Enhancer Feat (P. 91, also in Dragon #325) increases the bonus to ability scores from beneficial spells in the transmutation school by 2.
Also, does this count as 1 or 3 homebrew requests?
Lets see, song of the dead: accepted, but dropping the part about them becoming necromancy. Savant: I guess I'll allow it, but that skill sharing is vary useful. Ability enhancer: almost, but lets not.
Quote:
Originally Posted by ShadowFireLance
And MM4 Dragonspawn Dont have La.
Im Requesting Bluespawn Godslayers, and in DoF Redspawn Birther
Godslayer: +2LA
Birther: +2LA
Quote:
Originally Posted by Samhain
Quote:
Before I go crazy with the hard part (spells/powers/equipment/etc.), is this legit?
Healing Surf (For mass healing of my mookselite warriors), and undertow (Because it would be just my luck to come out in the ocean beset by Monsters & Scum of the Sea or some other ocean thing), everything else is in SpC (or at least everything care about, Barlen's Crabwalk seems pretty useless).
Those are cool, but remember the limitations. Namely that they won't really work in a desert or under the sea.
Quote:
Originally Posted by Samhain
Mind Mage
dropping non-psionic casting
dropping compensation
Force Touch: the subject automatically receives a reflex save in addition to any other save the spell allows to resist the spell, you do not get to deal the extra damage of the second power as well, it merely augments the delivery method.
twin wells: dropped
Focus of Discipline: dropped
Painful Premonition: dropped
Twin Wells Same Source: dropped
Quote:
I would also like to request 2 epic spells-
Spoiler
Greater Epic Mass Teleport
Conjuration (teleportation)
Teleporter 11
V,S,F
Casting time: 1 minute
Target: every creature within 1/2 mile radius burst
Effect: Creatures are moved up to 1 mile/caster level
The targeted creatures are teleported, as if by the teleport spell, except they need not be in contact with each other and there is no chance for teleportation mishaps.
Focus: A adamantine rod, worth 10,000 gp, with a diamond on the top worth at least 1 gp for each creature teleported and encrusted with emeralds worth 100 gp for each mile teleported
Greater Gate
Conjuration (teleportation)
Teleporter 12
V,S,M,xp
As gate, but the portal may be as large as 500 feet wide and the caster may control as much as 4 times his level in HD
material: a 10,000 gp diamond (which may be difficult to get)
XP: 5,000 xp (only for the calling function)
First is accepted second is denied
Quote:
Would Palemaster's Deathless Master's Touch (Libris Mortis, p. 49) be allowed since that could essentially provide infinite zombies? If it is you can be sure I would make 3 zombies every day from the moment I got the ability until the campaign ends.
Lets make it count towards your HD limit so that it's not infinate
Quote:
Battledance [Epic] feat (Dragon #297, p. 28): Prereqs: Dex 21+, Cha 21+, Perform 30+. Benefit: Whenever you are in melee combat, you gain an insight bonus to your Armor Class, attack rolls, and Reflex saving throws equal to your Charisma bonus.
Gauntlets of Heartfelt Blows (Dragon #314): The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (minimum of +0. This bonus damage also applies to touch attacks. The fire does not deal damage to the wearer or anything the wearer carries..... Faint transmutation; CL 5th; Craft Wondrous Item, burning hands; Price 12,000 gp; Weight 1 lb.
battledance feat denied
also denied. 12k? you're kidding right?
Quote:
Originally Posted by white rider
I found the Teleport champion, for my duskblade side (which needs approval)
oh yeah can you sling the teleporter class my me again?
lets see this one for now... um, denied. Just too much. I mean you're learning ten new spells, getting a useful spell at will that you can use as a standard move, and or swift action allowing you up to three uses/round before tricks, and +int to damage with an extension of range on your teleporting and 9/10 casting progression.
Quote:
Originally Posted by white rider
Teleporter
And I think you guys misunderstood my entrance- I will ask nicely, I will bargain, I will offer services, anything to get peaceful entrance into a nation. It's only when you deny us that I start getting mad.
Displacer field: bumped up to level 4
Enhanced Capacity: I don't like the word "unlimited" capped at 10*your class level
OK, hostile teleport will now be level 14
Dimensional freedom bumped to level 15
Hostile Teleportation will be changed to Su
Perhaps it was removed by the brewer, but no move action teleporting.
Quote:
Ahh yeah links would be good. Veneficus Optima denied Epic Infiltrator denied. I could make it wok, but I doubt you'd want it afterwards
Frost Giant approved Fire Giant approved Troll allowed, though I'll be swapping regeneration with rend to avoid easy dips
Quote:
Originally Posted by rweird
Spoiler
Epic Anticapate Teleportation
Arbjuration
Sorcerer/Wizard 10
V, S, M
Range: Willing creature touched
Casting Time: 8 hours
Duration: 1 day/level
Area: up to 1 mile from target creature
Saving Throw: None
SR: No
Effect: This functions like anticapate teleportation excepts as noted and that the effected creature may choose no to delay any teleport in the area, and the creature may delay the teleport's arrival up to 10 rounds.
Material Component: A platinum hourglass filled with diamonds costing 50,000 GP.
dropped to 5 round delay, 1 round asting time and 1hour/CL
Quote:
Originally Posted by drack
Evolutionist (http://www.giantitp.com/forums/showthread.php?t=240717) outsider
arms and armor, summoning, Planar Renewal(1&2), Teratomorphs, Mutant Perfection, Aura of menace, Divine Blessing(Sanctuary), and Supernatural Disease: dropped
Necrotosis (green ronin bestiality, I don't have the book so I'll say what I was told they were too): If one attack (by the creature with the template) kills a creature of ten HD or less they reanimate as a zombie that attacks anything that attacks the Necrotosis. CR+5 (Not LA, CR)
ruling: they are normal zombies, not controlled or bound to the Necrosis, but do not perceive it's existence.
Dreg Golem http://www.dandwiki.com/wiki/Dreg_Go...5e_Creature%29
accepted, construction changed to: Price: 50,000gp, Cost: 25,000gp, and 5000xp.
(looks to have been based off flesh golem (cost 20K), but with HD over clay golem (cost 40K), about standard strength special attack/qualities.
Dreg Titan http://www.dandwiki.com/wiki/Dreg_Ti...5e_Creature%29
I might be willing to accept it, but that price needs reworking. Tell me if you really want it and I'll start book diving, but I'm doubting it will be vary affordable. I would also ddrip the constitution score to "-"
Quote:
Originally Posted by rweird
Requesting Epic Planar Binding
Epic Planar Binding
Level: Sor/Wiz 10
Components: V, S
Casting Time: 10 minutes
Range: Close
Target: Up to three elementals or outsiders, totaling no more than 24 HD, no two of which can be more than 30 ft. apart when they appear.
Duration: Instantaneous
Saving Throw: Will Negates
SR: No and Yes, see lesser planar binding
This functions like greater planar binding excepts you can summon up to three elementals or outsiders of the same type whose HD don't exceed 24, Each creature gets a save, makes independent attempts to escape, and must be individually bargained with.
Approved
Quote:
The Erasing
Evocation [Chaos] [Evil]
Level: Clr 36, Sor/Wiz 36
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 1 touched creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
I don't want to write a big long description, but basically I would like a spell that deals level drain and ability drain to all ability scores equal to caster level and if this kills the target then their body is eradicated from time and space. The creature will have a soul which they could transfer into a new body, but there old body can't be recreated through any conjuration [Healing], necromancy, wish, or miracle spells. This will destroy clones too.
approved... for now... still has kinks, though I don't know why someone wanted a level 36 spell approved...
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
New homebrew continued
Spoiler
Spoiler
Advanced Abomination
Sometimes called a Champion Against the Gods, the planes tremble whenever an Advanced Abomination emerges. Unwanted and forsaken sons of the gods, these beings have succumbed to their twisted nature and survived for millennia as dark reflections of their parent’s portfolios. It is only the greatest of these who overcome and grow into paragons and generals of darkness whose very footsteps leave kings quaking with fear.
Prerequisites:
- Must be an Abomination
- Evil Aligned
- At least 30 Con
- At least 20 HD
HD: D12
Level BaB Fort Ref Will Special
1st +1 +2 +0 +2 Horrible Aura, Survivor
2nd +2 +3 +0 +3 Instruments of Deicide, Survivor
3rd +3 +3 +1 +3 Apocalyptic Strike, Survivor
4th +4 +4 +1 +4 Survivor, Bonus Feat
5th +5 +4 +1 +4 Undivine Spark, Survivor
Horrible Aura (Ex): The mere presence of an Advanced Abomination can deeply affect deities and mortals with divine ability. All Horrible Aura effects are extraordinary abilities which penetrate through normal abilities which render another immune to mind-affecting. The mortals or deities can resist the aura’s effects with successful Will saves; the DC is 10 + ½ HD + the Strength modifier of the Advanced Abomination. Any being who makes a successful saving throw against the Horrible Aura power becomes immune to that Advanced Abomination’s aura power for one day. Horrible Aura is an emanation that extends around the Advanced Abomination in a radius that is equal to 10 feet per 2 HD or less. The Advanced Abomination chooses the size of the radius and can change it as a free action. Affected beings become shaken and suffer a -2 moral penalty on attack rolls, saves, and checks. The merest glance or gesture from the Advanced Abomination makes them frightened, although they can choose the path of their flight.
Survivor (Sp or Ex): Advanced Abominations are ancient creatures, born near the beginning of worlds and well versed in ways to survive as well as to kill.
An Advanced Abomination can increase his fast healing and regeneration by 5 for each level they take in this class, but only one at a time.
At level 2, an Advanced Abomination resists ways of decreasing or mitigating his spell resistance. In order to overcome his spell resistance, the caster must succeed on a caster level check versus a DC of 10 + ½ HD + the modifier the Advanced Abomination uses for spells or SLAs. (Note: In my case, this would be Intelligence.)
At level 3, an Advanced Abomination resists ways of decreasing or mitigating his regeneration. In order to overcome his regeneration, the caster must succeed on a caster level check versus a DC of 10 + ½ HD + the modifier the Advanced Abomination uses for spells or SLAs. (Note: In my case, this would be Intelligence.)
At level 4, an Advanced Abomination gains the Spell Like Ability of Shield of the Archdevil (see below, adapted Shield of the Archons spell to be thematically appropriate). This SLA is usable once per day per five HD, and can be affected by metamagics like Extend Spell, but only if the Advanced Abomination possesses the appropriate feats. The caster level for this ability is equal to the Advanced Abomination’s HD.
Shield of the Archdevil
Abjuration [Evil]
Level: Cleric 7
Components: V, S
Casting Time: One standard action
Range: Personal
Effect: Mobile Shield
Target: You
Duration: 1 round/level
A mystic shield of malevolent energies interposes itself between you and an incoming magical attack. The shield blocks harmful spells, spell-like abilities, and supernatural abilities.
It can only block one such attack each round, intercepting the first but not any later attacks until your next turn.
Any targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level to shatter the shield as well.
An attack that shatters the shield is dissipated without harming you.
If you are within the area or effect of a harmful spell or effect that is not directly targeted at you, the shield of the archdevil grants you a +4 profane bonus on your saving throw against the effect.
At level 5, an Advanced Abomination triumphs over not only death, but incapacitation. They are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis,trap the soul, and turning and rebuking.
Instruments of Deicide (Ex): At 2nd level, the base damage of the Advanced Abomination’s natural weapons and any weapon it wields are increased by one size category. Additionally, the Advanced Abomination’s physical attacks count as Transmutative (that is, they take on the appropriate DR breaking trait after the first round) and ignore hardness like an adamantine weapon.
Apocalyptic Strike (Ex): At 3rd level, the Advanced Abomination gains the ability to inflict wounds which cut deeper than flesh, as if tearing at the victim’s very essence. These wounds do not heal naturally and resist magical healing. This ability applies to the Advanced Abomination’s natural weapons, or one chosen type of manufactured weapon. Attacks made with the chosen weapon apply a persistent wound. An injured creature loses 6 additional hit points each round; these wounds stack with themselves. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a Heal spell. However, a character attempting to cast a cure spell or heal spell on a creature damaged by the Advanced Abomination’s attack must succeed on a caster level check or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The caster level check has a DC equal to 10 + ½ HD + the Strength modifier of the Advanced Abomination, and the heal check has a DC equal to the above save +8. The target can receive no magical healing until the effects of the Apocalyptic Strike have been healed.
Undivine Spark (Ex): At 5th level, the twisted divine spark latent within the Advanced Abomination flares to power, giving him the power to force reality to comply to his designs like a god would, but in a much more limited fashion. Once per day per four HD, the Advanced Abomination can treat the result of any d20 roll as a 20. This is not a natural 20 however, and an actual roll must still be made to determine if it is an automatic success or a critical threat. The Advanced Abomination can declare the use of this ability after the actual roll is made.
Seal the Horrors
Universal
Level: all 10
Components: V, S, M
Casting Time: 10 minutes
Range: touch
Target: see text
Duration: instantanious
Saving Throw: will
Spell Resistance: yes
Seal the horrors was a spell developped long ago by many cultures in order to trap and kill immortals. Seal the horrors can be cast on any gem of value, and may be ussed to trap the immortal's fleeing soul. Any thus enchanted gem can be used to trap the soul of any being provided they do not have HD greater than the value of the gem divided by 10,000gp. A gem thus enchanted can trap and hold any soul that would retreat to another world, or simply remain safe beyond the vile of death before returning to life. Note that this spell does not trap the soul of one revived at the instant of their death, nor does it bind the soul of one such as a lich who has bound it's soul elsewhere. Once the soul is captured it may be destroyed through any standard means, and will not be able to escape beforehand. this spell is most commonly used to permenantly destroy ghosts and horrors that do not die easily. Seal of horrors only functions after the death of the creature, and thus is not a death effect.
Greater Seal the Horrors
Universal
Level: all 11
Components: V, S, M
Casting Time: 10 minutes
Range: touch
Target: see text
Duration: instantanious
Saving Throw: will
Spell Resistance: yes
as Seal the Horrors except that Greater Seal the Horrors can also affect those generally immune to soul trapping abilities.
Contingent True Resurrection
Level (either 10, cleric spell):
Target: one living creature
Duration: until expended
this spell functions like True Resurrection, except that it is delayed until the moment of death. Upon death, the target is instantly affected by a True Resurrection.
Material Component: diamonds worth at least 10,000gp
+50 bluff head slot for 250,000gp OR +30 bluff head slot for 90,000gp
ring of snowsong for 192,000gp
shirt of Devil's Ego for 45,000gp (would be 30K but plus 50% for being wrong slot
Jack Smith's god
Spoiler
Iamorphe
Name: Iamorphe
Nicknames: The Prideful, The Iron Staff, He Who Plots
Divinity Rank: Lesser Deity
Symbol: An iron staff on a purple background
Home Plane: The Outlands
Alignment: LE
Portfolio: Tyrrany, Conquest, Tactics, Magic
Worshipers: Tyrrants, Conquerers, nobles, mages
Cleric Alignments: LN, LE, NE
Domains: Law, Evil, Planning, Pride, Magic
Favored Weapon: Staff
Many who would wish to conquer worship Iamorphe. He is especially attractive to those who plan to use magic to do so. The worship of Iamorphe revolves around discipline and foresight, which makes for excellent additional incentive for a general's soldiers, and many magical generals find that the worship also helps them think about their plans. Many monks also find themselves drawn to him.
Iamorphe is a prideful deity who is vain about his priests; they must all maintain a good appearance at all times, as He does. They also need to be ready for battle fairly quickly, although they need not be personally skilled in battle, as the focus is on tactics and leadership.
In his natural form, Iamorphe resembles a human with red hair and red eyes, wearing a crown, and wielding a staff that glows with unholy power.
Dogma:
Plan the downfall of your enemies. A victory had by chance is only marginally better than defeat. Have a reason when you kill, but never shy away from it. Rule belongs to those who can control the country and manage their resources; those who cannot, should not. Do not raise your hand against any other cleric of Iamorphe.
Clergy:
The clergy of Iamorphe tend to also be in government in some capacity as well, often either being directly in a command structure, or serving as advisors to those who would conquer ... as this lets the cleric control things fairly effectively, without being quite as much of a target - and after all, what ruler doesn't give others tasks?
Quests:
The followers of Iamorphe are often found engaged in various tasks of conquest - be that locating an artifact useful in conquering, raising armies, undermining a country that has grown weak, or maintaining an empire, conquering everything is the ultimate goal.
Prayers:
Iamorphe urges his followers to go forth and conquer the world, bringing it under his rule. Prayers to him focus on the goal of conquest.
Temples:
The temples of Iamorphe tend to be built on the site of great battles. In fact, that is how land for him is consecrated - by the spilled blood of a carefully planned victory. Simple sacrifices will not do, but simple shrines do not need to be so dedicated... and thus, shrines are far more common than temples.
Rites:
To commemorate a victory in battle, the followers of Iamorphe celebrate by putting the captives to work - digging moats, building walls for fortifications, gathering large stones for use with catapults, and so on.
Herald and Allies:
Iamorphe's herald is a young human Sorcerer. His allies include Hexxtor and St Cuthbert, his enemies include Oldimarra and Kord.
Crafty Cultist Religion
Spoiler
The teachings of Gasal emphasize personal improvement, dedication, and contribution to society. Wastefulness and complacency are a blight upon society that must be removed for the good of all. Gasal's flame stands as a beacon, to guide all peoples to the proper path, it's light and warmth providing comfort and order in times of trial.
The majority of the followers of the flame are uninitiated laymen. While their faith is recognised and appreciated, much of the doctrine is shared only with those who have undergone an initiation. The initiation process takes several months, during which the prospective initiate, must spend all their waking hours in prayer and study with no contact with the outside world. The process is only required for those wishing to work within one of the temples, but many others take part in search of deepening their connection to Gasal.
Gasal is an ancient god. Before her rise back into prominence in Andellan, her only temples were ancient ruins of a bygone age, and her followers were virtually non-existent. She is usually depicted as naked woman with golden skin, glowing red hair, and a joyous smile, usually dancing amidst a field of flames. She generally sends a female Sword Archon as her herald.
Gasal's clergy are almost exclusively female. While men can learn to channel her power, only her handmaidens are permitted to perform ceremonies and tend to the faithful. Male clerics usually become wardens, dedicated to guarding the temples and handmaidens. Rank within the clergy is based primarily on age, though exceptional handmaidens occasionally advance past their seniors. While handmaidens are forbidden to marry, intercourse is accepted, and any children that result from such a union are raised within the temple to become priestesses or wardens themselves.
The head of the church is the blessed prophet Kalahie, who serves as Gasal's mortal representative. The blessings of the goddess have granted her eternal youth, and the handmaidens of Gasal follow her words to the letter. Her life is more sheltered than the other priestesses, only appearing in public only for her monthly services or in times of need.
Invoking Druid: Lots of notes
Spoiler
fire element denied because excess of 2000' is ridiculous...
Forest: no at will liveoak
urban: run any spells that only effect animals that you wish to effect humanoids past your DM first as this can be rather broken
Lunar blast is out, you're not dispelling everyone's wards whenever you attack them
Elemental Shield is now a standard action to use. not 100% sure it was so stating it plainly.
Elemental Metier: make it a quarter normal dice instead of half, also overlapping spheres doesn't double damage
shapeshifting based on Cr denied
call for aid limited to summon nature's ally list
Create ironwood doesn't get free crafting anymore
otherwise accepted
Link 1 Signature Move denied
Strike of the Triadic Master denied
Link 2
Dread Bearer of the Malignant Crown no longer counts as an artifact of any sort, butt as a semi-existent (not really dispellable) epic "item"
Master of One denied
otherwise accepted
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Moved from old thread.
Quote:
Originally Posted by Lexin
I like the "pseudo" one because there is already system for that. And if you are creating new rules it would take about 10 fights to make it more or less usable, but not perfect. And the rules of fighting between single character has been used much more than 10 times...
What of mixed units? I got one level 2 wizard for every 10 warriors. Doesn't that mess up the entire ratio concept of the pseudo characters?
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Quote:
Originally Posted by redfeline
Moved from old thread.
What of mixed units? I got one level 2 wizard for every 10 warriors. Doesn't that mess up the entire ratio concept of the pseudo characters?
As I said, I don't mess with magic here. But here is a try:
If you have enough spells prepared to buff whole unit then I guess the pseudo character would be buffed (same for debuffs for enemies).
If you want to use other spells then use it like it was a normal fight (normal D&D rules)
Damage spells- check how many soldiers would be affected and for how many damage, then you could try to make these changes over the pseudo character (it wouldn't be much, but take into account that these 10 wizards in 100 unit isn't there to deal damage in most cases)
Example for damage spells:
Magic missile vs other unit - (assuming 10 1st level wizards attacking 100 troops unit) take 10/100 times average damage (3,5) meaning the pseudo character would loose 1 hp after 3 rounds of magic missile flinging.
Fireball (10 5th level wizards vs 500 1st level troops) 10 fireballs (I assume each affects 10 creatures, could change depending on size etc.) =>100/500
so average damage [17,5] times 1/5, and pseudo character just lost 3,5 hp...
(assuming mr pseudo didn't pass the save)
for saves we could use probability (enemy unit has 40% chance to pass the save so 40% did...)
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
― Steven Brust
“Plan. Yes. Good idea. I should come up with a plan.”
― Steven Brust, Dzur
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Clarkson- are you one of the new guys, or an old player that's already in drack's world?
The idea was that as a school/nation/whatever of wizards, our academic rivalries don't have to be restricted to other organizations on the same world. And when the apocalypse came, to more or less to daisy-chain our way to this world.
To explain us ending up in different locations, I figure we can blame the inaccuracy of the planeshift spell.
__________________ People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Quote:
Originally Posted by drack
clarkson is new meat, and I'm still willing to let you start together if you'd like...
That works better, of course.
2-3 wizard groups, competing with each other to rebuild bigger and better, recoup their losses faster, learn quicker... but politely, we're not barbarians after all.
I was under the impression everyone started in different places.
__________________ People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
I claim this thread in the name of powergaming.
Public information about Canidius:
Spoiler
Canidius is a nomadic, chaotic nation that consists of over 70,000 fey creatures. Led by the god-crafted pixie Atrill Anapur and his hidden friend Vulshi Di, the nation is collectively tired and recovering from fleeing their plane of existence where some sort of disease went around. It consists of 30% killoren, 25% jaebrin, 25% pixies, 15% petals (of an unusual nature not well-known by outsiders), and 5% other fey. These statistics are self-reported, and are not necessarily accurate, due to the large minority of crossbred fey that self-identify as whichever species they take after the most.
Some of Canidius's population has become undead through a modified version of the Ritual of Crucimigration, a bunch of abominations typically referred to as "necrofey". It is thought that this is tolerated primarily due to Atrill's influence, though why he would allow undead is a mystery.
The nation is furnished with a series of wagons used as housing for the lower classes, and a set of 390 floating wooden towers for the flying upper classes. The towers' roofs and interiors make good congregation places for pixies, and some of the roofs are covered in soil and vegetation to make comfortable resting places for petals that grow weary of living in what seems like a megametropolis for their kind.
Because of how casual and chaotic the congregations are, outside of the covered wagons or sparse towers used as homes, social structure is loose at best. However, it can be determined that there are four social strata:
1) The least strata consists of jaebrin and flightless necrofey. Because the killoren majority is very skilled as a whole, but the jaebrin less so, they receive fewer social favors, and Canidius is conditioned to think of the them as less. Flightless necrofey are disliked for obvious reasons, though less vehemently than expected, putting them on the same level as jaebrin. Jaebrin, due to their happy nature, have not significantly spoken out about this.
2) The lesser strata contains non-killoren flightless fey, and flying necrofey. These minorities are not known for talent or dedication, but any stereotypes attached to them are not actively destructive--just unfair, and still in need of social justice. The necrofey receive physical and social privileges that come from flight and the freedom it grants, but are constrained by mistrust.
3) The greater strata is the killoren workforce. Killoren in Canidius are impressively talented, often as warriors, lesser magi, or exceptional craftsmen.
4) The highest strata consists of flying fey: pixies and petals. Pixies all take after Atrill, their national leader, wearing fashions mdoeled after his own. They congregate in the sky, atop towers, ensuring that they speak only with other fliers when they feel so inclined. The petals associate likewise, but have towers with floating gardens to relax in alone. Crossbred fey and accomplished killoren magi sometimes make their way into this strata on the basis of ability to fly, but not always.
Public information about Atrill Anapur:
Spoiler
Atrill Anapur is a pixie created by actual gods, for reasons that he refuses to share. Whatever it is, it seems that he has moved on, as he has publicly stated that he leads Canidius in order to give himself some kind of direction in life. He lives up to his expected level of power--though not a god by any means, Atrill seems to have the ability to impose his desire upon the very space and time around him, in addition to simply having immortally crafted perfection of body and mind. He does not even fear cold iron.
Unlike Vulshie Di, he freely makes his presence known, even interacting with the civilians on some days. Atrill is short and slender, with a sharply bony figure, usually dressed in robes over a series of grand protections he refers to as The Cage. The Cage is simply a series of metal braces and curved strips that sit almost flush with his skin, painted and decorated in gold and blue. The front of his body is speckled with buttons, jewelry, and a multicolored, stylized feather.
Atrill has three titles: "One Vision", the source of which is unknown, "Impulse Medallion", a reference to his favorite piece of jewelry and his ability to shatter structures with an incredibly quick strike, and "Heathen of Nine", referring to his seething distaste for the Sublime Way. For whatever reason, he believes that the nine disciplines are inherently corrupting--an understandable sentiment for a wild and free fey creature, but the vitriol is...unnatural.
The Heathen of Nine leads Canidius fairly, though not benevolently. He has expressed frustration at the inherent chaos of dealing with a mishmash of fey and necrofey. His decrees are few, but very calculated and tightly worded. Violators of the laws receive a reprimand from the military, or in the case of stubborn repeat offenders, Atrill himself visits and tells the perpetrator to stop immediately. They always do.
For whatever reason, Atrill is known to be lawful in nature. His rooftop meditations attest to that.
Public information about Vulshie Di:
Spoiler
Vulshie Di doesn't partake in Canidius as a whole, so, not much is actually known about her, except that Atrill himself very much avoids offending her. She has very seldom actually been seen, and even then, completely covered in purple veils--under which, she appears to have a pair of horns. She is known to reside in the darkened lower rooms of Atrill's home, because of her aversion to bright light, and is his best friend and occasional advisor. Those that have actually seen Vulshie--residents of Canidius from the beginning--claim that she is of immaculate beauty. Not even the answer what kind of fey she may be is known to Canidius as a whole, but Atrill says that she avoids attention partly because of extreme shyness.
Gotta jet for the day, but I should probably add to (or proofread) this later...
__________________
I'm on a hombrew kick. PEACH this stuff if you have an opinion.
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Don't really blame you, abjuation is a cool school, though admittedly I'm too much of a generalist for such things
Anywho I know I should probably post int the IC, but I think I'll do better when I have a few more wits about me to write up that story, short and simple as it may be...
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Drack, is it okay to mix n' match existing domains to make some of my own for my companion? Change Hero and Strength to... let's call it Might and Legion? One domain focuses on buffing the self, the other on buffing allies.
__________________ People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe
Re: Awesome epic gestalt recruitment thread continued (no new intrest)
Quote:
Originally Posted by drack
Nah, for the most part lets stick with the ones that are. (otherwise it's a homebrewed domain)
Is that a bad thing?
__________________ People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe