DM Nagging: It's pretty much my job

Started by Anastasia, April 12, 2018, 12:35:58 PM

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Anastasia

Yep, getting this clearly essential topic up first.

But seriously, getting things sorted out now, bear with me.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Okay, let me start with a question about board structure.

Right now I'm thinking one of two set ups for gaming boards.

1. A general game board where all game topics are placed. NPCs are in the normal places on this board, it's basically the normal setup we use for this.
2. Each node has a sub-board with their own topics for PC and NPC stats, spells and game threads. Generally, you refresh on this board to see what's been updated and go on to those sub-boards as needed.

Preferences?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
Quick note, I'm using the R&S build for Sylica NPCs, as they're both new gestalt compliant and pretty much in order so I only have to add a level or two and see if they need any adjustments. As such, there's a minimum of rolling involved, but here's a bit for recordkeeping.

> roll 1d10 Antenora 30
<Kobot> Kotono rolled 1d10 Antenora 30 --> [ 1d10=10 ]{10}

Edit: Fixing 2 year old typos, don't mind me.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

<Steph> I might have made a terrible mistake

Anastasia

Rules and Setting board. The characters and monsters topic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Sub-boards could be neat, lets give it a try and see how it works.

Anastasia

Okay, that's one for it. I'll wait for everyone to chime in, and the boards won't be made until tonight at the absolute earliest.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A few pastes from chat I want available for general reference.

<Lisa> How are we handling money and stuff?
> It's going to vary a bit form node to node, I need to have a post about that soonish. For now don't worry about it, got so much on my plate.

A general note for everyone that this will be addressed but not today. I got a lot of balls in the air with prepping two games.

<Lisa> How does casting work for us, btw?
> How so?
<Lisa> Divine chars get to cast any spell for free, spontaneously?
<Lisa> And there are SLAs?
<Lisa> Wishes without cost?
> Okay, that's referencing three separate things. Lemme paste.
<Lisa> Basically, how much effort do I need to put into plotting my spells as a wizard
> Spontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.
> As the incarnate source of divine power, deities with divine casting can basically cast fully spontaneously. Note that arcane casting has SDAs that do the same thing.
> Spell-Like Abilities: A deity can use any domain spell she can grant as a spell-like ability at will. This ability does not extend past ninth level magic; epic level spells are not gained as spell-like abilities in this manner. Her effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.
> Deities get their 1-9 domain spells as at will sLAs.
> With amped up DCs.
<Lisa> And wish/miracle?
> Alter Reality (Su)
> Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.
> Demigods and lesser deities can use limited wish with regard to their portfolios, and deities of higher rank can use wish likewise. This ability does not place any strain on a deity's body, unlike a mortal using such magic, and takes a standard action to use. A deity can effectively mimic any mortal spell effect, so long as it fits with the deity's portfolio. This limits the exact applications of this ability, as a deity cannot use this ability to do something against what they represent. In a situation where two deities try and alter reality in opposition to each other, an opposed rank check determines how reality is actually altered.
> Additionally, there are several niche things deities can do with it to cover certain deific function sthat aren't elaborated on, that willb e coming soon.
<Ebiris> Main thing is Alter Reality's a standard no matter what, so you'll still want proper spells for your quickened stuff.
> Yes.
> Deities have a plethora of options, which is why I rarely build them too complexly.
> You get a ton of power and options from being a deity, so that can fix a ton of sins in any build.

Being a deity provides a vast amount of power and depth. You rarely have a dearth of options as a deity, so bear that in mind if you're playing one or aim to try and obtain divine rank. This is also another reason I'm doing nodes - PCs won't start at the same levels of power, and that's okay since you'll be largely following your own self set goals. It's not a race to power levels - you will get stronger, of course, but y'know.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Antenora preview. A few notes follow.

- She's all about the offense, though she minors in healing thanks to divine succor combined with quickened paladin spells.
- Items are streamlined for now, this may be changed later. This is all tentative there.
- She's essentially like Jaela (or Jaela is like her, really): Point her at evil, they charge at it and the evil usually dies.

Spoiler: ShowHide


Antenora Reynes

Erinyes 9/Ranger 1/Hellreaver 20//Paladin 30

Size/Type: Medium Outsider (Angel, Good, Lawful)
Hit Dice: 30d10+270+30+60 (550 hp)
Initiative: +9
Speed: 30ft, fly 130ft (perfect)
Armor Class: 53 (+9 dex, +13 natural, +15 armor, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +30/+41/66
Attack: Black Horn Spear+48 (1d8+23 4/+4d6 vs fiends 19-20 x3)
Full Attack: Black Horn Spear+48/+43/+38/+33 (1d8+23 4/+4d6 vs fiends 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hope of heaven, entangle, favored enemy(evil outsiders+2), furious strike+14/+8d6, divine retribution, smite evil 7/day, channel energy 16/day (14d6; DC 36), spells.
Special Qualities: Damage reduction 20/epic, evil and silver, spell resistance 43, immunity to cold, disease, fear, fire and petrification, resistance to acid and electricity 20, see in darkness, telepathy 200ft, protective aura, tongues, mercy, convictions, opal angel of redemption, spiritual connection, holy fury(33 points), divine succor(90 hp), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, detect evil, divine grace, lay on hands(390 hp), aura of courage, divine health, charging smite, remove disease 9/week.
Saves: Fort +36, Ref +36, Will +38
Abilities: Str 32, Dex 29, Con 28, Int 20, Wis 28, Cha 36
Skills: Concentration+32, Craft(Metalworking)+10, Diplomacy+24, Escape Artist+24, Hide+24, Intimidate+45, Knowledge(Arcana)+25, Knowledge(Planes)+38, Knowledge(Religion)+38, Listen+42, Move Silently+24, Perform(Song)+61, Sense Motive+26, Spot+42, Survival+41, Use Rope+14
Feats: Dodge(B), Mobility(B), Initiate of Alicia(B), Mindsight(1), Improved Flight(3), Flyby Attack(6), Power Attack(9), Track(R1), Favored Power Attack(Outsider(Evil))(12), Battle Blessing(15), Toughness(18)
Epic Feats: Dire Charge(21), Epic Spell Capacity(P23), Great Strength(24), Blinding Speed(H15), Epic Toughness(P26), Multiaction(27), Great Smiting(P29), Great Strength(30), Crushing Furious Strike(H20)
Alignment: Lawful Exalted

Racial powers: [spoiler]

Spell-Like Abilities

At will-align weapon, arcane sight, discern lies, dispel evil, flame strike, greater teleport, holy aura, holy word, refreshment, righteous smite, superb dispelling, sword of conscience, vision of heaven. 1/day-atonement, blade barrier, heal, miracle. Caster level 30th. The save DCs are Charisma based.

Entangle (Ex)

Antenora carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 29th). Antenora can hurl her rope 140ft with no range penalty.

See in Darkness (Su)

Antenora can see in any darkness, even magical darkness such as a deeper darkness spell.

Telepathy (Su)

Antenora can telepathically communicate with any creature within 200ft that has a language.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Antenora. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 29th). This aura can be dispelled, but Antenora can create it again as a free action on her next turn.

Tongues (Su)

Antenora can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Hope of Heaven (Su)

As a standard action, Antenora may spread the light of the Realms Above around her in a 70 foot radius.  Any evil creature within this radius is afflicted as by vision of heaven (DC 37 Will save negates, caster level 29th). Any creature who fails the save will be unable to forget what they have seen for seven days, hearing the call of forgiveness. The stress this causes on their psyche inflicts a -3 penalty to attack rolls, weapon damage rolls, ability checks and skill checks. A creature that takes sincere steps to atone is freed of this penalty. This relief lasts for as long as they continue to sincere attempt to atone. Should they cease to, the penalty immediately reappears and the duration of the penalty is reset to seven days. The save DC is Charisma based.

Mercy (Su)

Antenora may choose to deal non-lethal damage with her attacks, spells and spell like abilities without penalty. Choosing the type of damage she inflicts is a free action, but if her attack damages more than one creature, each creature must take the same type of damage; that is, she cannot inflict non-lethal and lethal damage at the same time.

Convictions (Ex)

Having risen from Hell, Antenora is dedicated to never return to evil. She gains a +10 bonus to saving throws against any magic that would compel her to commit evil. Examples include charm monster from an evil caster, morality undone, dominate monster and so forth. If a saving throw is not allowed, she is allowed a special Will save to negate the effect. This Will save is made at a -7 penalty and does not gain the +10 bonus from Convictions. Calculate the save DC as 10 + 1/2 hit dice + Charisma modifier if the source is a creature or 10 + caster level if the effect comes from an item.

Opal Angel of Redemption (Ex)

Antenora has reached the pinnacle of her destiny and embodies the hope for any creature to find redemption. When casting atonement as a spell like ability on a creature, she may choose to also invoke sanctify the wicked. If she chooses to do so, she requires no material focus or sacrifice component. She instead takes the soul into her spirit, where it undergoes the effect of sanctify the wicked over the course of one week. During this time, Antenora suffers 1 negative level for every 2 hit dice the creature possesses, as she bears the weight of the creature's sins on her spirit. These negative levels cannot be removed by any means short of removing the soul from her through a wish or miracle spell, in which case the soul's body reforms as it was before.

At the end of the week, the reformed spirit emerges with the sanctified creature template, or another suitable template depending on the type of creature reformed. This ability may apply the sanctified creature template to a creature with the evil subtype, though they usually undergo a far more complete transformation instead.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Spiritual Connection (Sp)

You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. These are spell-like abilities with caster level equal to your character level.


Hellreaver powers:
Spoiler: ShowHide


Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.

At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.

At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.

Divine Succor (Su)

Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just. Beginning at 2nd level, as a swift action, you can spend 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.

At 5th level, you can heal 20 points of damage.

At 8th level, you can heal 30 points of damage.

Divine Resolve (Su)

From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison, and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.

Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.

Mettle (Ex)

Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

From 5th level on, as a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.

Call to Judgment (Su)

With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.

Improved Divine Resolve (Su)

At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.

Improved Divine Shield (Su)

When you reach 9th level, your divine shield grows stronger. This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.

Divine Retribution (Su)

Once per day as a swift action, a hellreaver can overwhelm her enemy with pure holy power. She can spend 4 holy fury points to imbue her next attack with powerr. If this attack hits an outsider with the evil subtype, the target takes an extra 20d6 damage on this attack in a great cascade of golden light. All evil creatures within 70 ft must make a fortitude save (DC 10+cha modifier+1/2 character level) or be blinded for 1 round.


Paladin powers:
Spoiler: ShowHide


Antenora casts as a 30th level paladin. The save DCs are 23 + spell level. All of her paladin spells are automatically quickened.

[7/day]1: Bless, Blessed AimSC, Lesser Restorationx4, Warning ShoutSC
[6/day]2: Divine PresenceCC, Divine ProtectionSCx2, Remove Paralysis, Undetectable Alignment, Whirling BladeSC
[6/day]3: Know VulnerabilitiesSC, Prayer, Remove Blindness/Deafnessx2, Remove Curse, Righteous FurySC
[6/day]4: Blessing of the RighteousPHB2x2, Break Enchantment, Death Wardx2, Voice of the ArchonSC
[6/day]5: Cure Critical Wounds, Divine AgilitySC, Life's GraceSC, Inner BeautyFC1, Plane Shiftx2
[5/day]6: Healx5
[3/day]7: Might of the Planetarx2Home, Regenerate

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Note that being a good aligned outsider gives her an overwhelming aura already, this is essentially overlapping with it.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Charging Smite (Ex)

Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Gear:
Spoiler: ShowHide


[Weapon]Black Horn Spear: Longspear+7, fiend dread, keen and valorous. It shines with brilliant opal blue light when within 100ft of an outsider with the evil subtype. This light counters invisibility of all types, including superior invisibility. Creatures within the aura gain a +7 sacred bonus to Spot checks to detect fiends that are hiding within the aura.
[Armor]Golden Armor: Breastplate+10 with no ACP, ASF and unlimited maximum dexterity bonus when worn by a lawful good celestial. Increases the power of divine succor by 20 points.
[Armor]White Dress : +70 bonus to fly speed, +6 enhancement bonus to ability scores. Functions in tandem with one set of armor despite the body slot conflict.

[Head]Ribbon of Alter Self: Allows alter self at will, caster level 3rd.
[Ring 1]Ring of Beauty: +10 enhancement bonus Charisma, +15 competence bonus to Perform (Song) checks. 1/day can sing a song of salvation that is equal to an inspire courage and song of freedom sung by a 21st level bard. This is a full round action and cannot be maintained after the first round. Inspire courage lasts 7 rounds and song of freedom is instantaneous.
[Ring 2]Ring of Protection+5: +5 deflection bonus to armor class.
[Boots]Boots of the Battle Charger.

[Misc]Ghost Rope: Can be used to entangle normally, can affect incorpreal creatures. Incorporeal creatures are treated as corporeal while entangled in this rope. A full round action that provokes attacks of opportunity, a creature entangled can attempt to escape with a DC 50 Escape Artist check.
[Reserve Weapon]Silver dagger+5, holy and axiomatic.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

Going back to custom material for TK and chain spell with multiple weapons, what do you think of allowing some interaction between TK + Chain Spell and TWF? It'd be a heavy feat investment, so I'm not sure if I'd have enough slots, but would you consider letting it allow me to wield multiple weapons?
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Quote from: Iron Dragoon on April 12, 2018, 04:00:01 PM
Going back to custom material for TK and chain spell with multiple weapons, what do you think of allowing some interaction between TK + Chain Spell and TWF? It'd be a heavy feat investment, so I'm not sure if I'd have enough slots, but would you consider letting it allow me to wield multiple weapons?

I might consider it at this level of play, possibly. Let me see how your build works out and we'll see from there.

By the way if you wanna play in this game, toss a notice of interest over in B3's nagging board, would you?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Post for Cor: Scout 21/Dragonbreath Archer 8//Ranger 10/Dragon Devotee 5/Sorcerer 14

That's Amaryl's build in R&S. Chance to chime on it, she's due one level with it to 30. She's pretty much an archer/mage type with swift hunter's shenanigans.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Quote from: Anastasia on April 12, 2018, 01:57:06 PM
Okay, that's one for it. I'll wait for everyone to chime in, and the boards won't be made until tonight at the absolute earliest.

Sounds good
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Corwin on April 12, 2018, 04:34:18 PM
Quote from: Anastasia on April 12, 2018, 01:57:06 PM
Okay, that's one for it. I'll wait for everyone to chime in, and the boards won't be made until tonight at the absolute earliest.

Sounds good

That's two for it. Iddy and Neph, what do you two think?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite