DM Nagging: It's pretty much my job

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

Previous topic - Next topic

0 Members and 3 Guests are viewing this topic.

Anastasia

<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

Board: Mapping the Path.
Text: Mapping it out, blade first.
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Quote from: Iron Dragoon on April 14, 2018, 01:21:59 PM
Board: Mapping the Path.
Text: Mapping it out, blade first.

Submitted as an offering to Dracos.
<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

Lady Sanzha preview.

Spells and maybe feats will get some revision later.

Spoiler: ShowHide


Lady Sanzha, former Padisha of the Marid

Marid 30//Bard 30

Size/Type: Medium Outsider (Water)
Hit Dice: 30d8+240 (480 hp)
Initiative: +20
Speed: 30ft, swim 160ft
Armor Class: 45 (+12 dex, +15 natural, +8 armor)
Base Attack/CMB/CMD: +30/+39/61
Attack: Padisha's Glory+45 (1d8+19 plus 2d6 anarchic x3)
Full Attack: Padisha's Glory+45/+40/+35/+30 (1d8+19 plus 2d6 anarchic x3)
Space/Reach: 5ft/5ft
Special Attacks: Drench, channel water 14/day(14d6; DC 37), spell-like abilities.
Special Qualities: Damage reduction 15/cold iron and epic, resistance to acid, cold, electricity and fire 30, water mastery, regal power, maharaja of the waves, cauldron research, telepathy 200ft, bardic music, bardic knowledge, countersong, fascinate, inspire courage+5, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, fast healing 3.
Saves: Fort +28, Ref +32, Will +29
Abilities: Str 29, Dex 34, Con 26, Int 27, Wis 25, Cha 34 
Skills: Appraise+41, Bluff+45, Climb+42, Concentration+41, Craft(Alchemy)+41, Diplomacy+45, Knowledge(Arcana)+41, Knowledge(Nature)+41, Knowledge(N&R)+41, Knowledge(Planes)+41, Knowledge(Religion)+41, Listen+40, Perform(Oratory)+45, Perform(Keyboard Instruments)+58, Sense Motive+40, Spellcraft+41, Spot+40, Swim+50
Feats: Iron Will(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Skill Focus(Perform: Keyboard instruments)(18)
Epic Feats: Superior Rapid Swimming(21), Music of the Gods(B23), Epic Ability Focus(Perform: Keyboard Instruments)(24), Epic Spell Capacity(B26), Superior Initiative(27), Inspire Excellence(B29), Fast Healing(30)
Alignment: Chaotic Neutral

Racial powers: [spoiler]

Spell-Like Abilities

Always active-see invisibility. At will-create water, control water, detect evil, detect good, gaseous form, greater invisibility, plane shift, purify food and drink, solid fog, water breathing. 1/day-wish. Caster level 26th. The save DCs are 21 + spell level.

Drench (Ex)

Sanzha's presence puts out torches, campfires, lanterns and other sources of fire that are large sized or smaller. Any nonmagical fire is automatically put out, magical sources of fire are treated as being dispelled (+30 check modifier).

Unlike lesser creatures, Lady Sanzha may choose to suppress this ability as she sees fit. She may be selective with it as she pleases.

Water Mastery (Ex)

Lady Sanzha gains a +4 bonus to attack and damage rolls if both her and her opponent are touching water. If the opponent or Lady Sanzha is touching the ground, she takes a -4 penalty on attack and damage rolls.

Regal Power (Ex)

Lady Sanzha was once the Padisha of the Marid. While the large majority of her power from that time has been lost, she retains a few fragments of it. Lady Sanzha gains maximum hit points per hit die. She is treated as having divine rank zero for the sake of effects, though she has no actual divine rank.

Maharaja of the Waves (Ex)

Lady Sanzha may channel energy that destroys fire and bolsters water. This is identical to a cleric's channel energy, except that it deals damage to creatures with the fire subtype and heals creatures with the aquatic or water subtype. These may be used to fuel her water devotion feat.

Cauldron Research (Ex)

Lady Sanzha has worked with Seira Aryn's Cauldron and its efforts to obtain elemental harmony. He research has granted her a great deal of knowledge as well as several concrete benefits.

Lady Sanzha gains a +10 competence bonus to Knowledge checks relating to elementals and the various elemental planes. She gains resistance to acid, cold, electricity and fire 30. She is capable of using spells with the fire descriptor, something beyond water elementals and most other maridi.


Bard powers:
Spoiler: ShowHide


Lady Sanzha casts as a 26th level bard. The save DCs are 21 + spell level.

[4/day]0: Detect Magic, Flare, Mage Hand, Mending, Prestidigitation, Summon Instrument
[7/day]1: Cure Light Wounds, Detect Secret Doors, Grease, Identify, Silent Image
[7/day]2: Alter Self, Blur, Heroism, Shatter, Tongues
[7/day]3: Confusion, Glibness, Haste, Phantom Steed, Slow
[6/day]4: Dimension Door, Hallucinatory Terrain, Rainbow Pattern, Shadow Conjuration, Zone of Silence
[6/day]5: Greater Dispel Magic, Mislead, Persistent Image, Shadow Evocation, Song of Discord
[6/day]6: Analyze Dweomer, Irresistible Dance, Greater Scrying, Veil
[6/day]7: Greater Shadow Conjuration, Heal, Sequester, True Seeing
[6/day]8: Greater Shadow Evocation, Scintillating Pattern, Summon Monster 8, Superior Invisibility
[5/day]9: Dominate Monster, Foresight, Mass Hold Monster, Wish
[1/day]10: Mass Heal

Bardic Knowledge (Ex)

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Gear: [spoiler]

[Weapon]Padisha's Glory: Cold iron trident+6, anarchic. No penalties for wielding it in water. It may be used as a staff of the waves with 10 charges per day, these charges refill each day at dawn. Adds the spells from the staff of the waves to Lady Sanzha's bard spell list. 3/day the weapon can deal an extra 2d6 of acid, cold, electricity or fire damage as a swift action, lasts 1 minute.
[Armor]Aquian: Functions as bracers of armor+8 and a cloak of protection+5. Grants resistance 30 to acid, cold, electricity and fire damage.

[Head]Marid Queen's Earrings: +8 enhancement bonus to Charisma and +4 enhancement bonus to her other ability scores.
<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

> roll 1d12 Dana 27
<Serith> Kotono roll for Serith < 12 > [d12=12]
> roll 1d12 Dana 28
<Serith> Kotono roll for Serith < 9 > [d12=9]
> roll 1d12 Dana 29
<Serith> Kotono roll for Serith < 7 > [d12=7]
> roll 1d12 Dana 30
<Serith> Kotono roll for Serith < 3 > [d12=3]
<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

The Cauldron will borrow a quote from the best series!
"Now we make our own magic. Now we create our own legends. Now... we build the future!"
<Steph> I might have made a terrible mistake

Anastasia

That's all five. Good luck, everyone.
<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

NPC rolls!

[22:29] <@Lisa> !rollchar
[22:29] <Serith> 5, 4, 4, 2, 4 = 13
[22:29] <Serith> 6, 6, 4, 6, 5 = 18
[22:29] <Serith> 2, 2, 3, 6, 5 = 14
[22:29] <Serith> 3, 3, 4, 3, 6 = 13
[22:29] <Serith> 3, 6, 6, 1, 6 = 18
[22:29] <Serith> 1, 4, 4, 3, 3 = 11
[22:29] <Serith> Lisa's Scores: 18, 18, 14, 13, 13, 11
[22:29] <@Lisa> !rollchar
[22:29] <Serith> 2, 2, 4, 1, 6 = 12
[22:29] <Serith> 1, 1, 3, 2, 3 = 8
[22:29] <Serith> 1, 2, 6, 1, 4 = 12
[22:29] <Serith> 1, 1, 5, 4, 5 = 14
[22:29] <Serith> 3, 4, 1, 1, 2 = 9
[22:29] <Serith> 2, 5, 4, 3, 2 = 12
[22:29] <Serith> Lisa's Scores: 14, 12, 12, 12, 9, 8

[22:29] <@Lisa> !rollchar
[22:29] <Serith> 5, 3, 4, 5, 4 = 14
[22:29] <Serith> 4, 3, 6, 3, 1 = 13
[22:29] <Serith> 1, 2, 2, 1, 6 = 10
[22:29] <Serith> 3, 1, 5, 1, 1 = 9
[22:29] <Serith> 1, 6, 1, 2, 1 = 9
[22:29] <Serith> 4, 3, 3, 3, 3 = 10
[22:29] <Serith> Lisa's Scores: 14, 13, 10, 10, 9, 9
[22:29] <@Lisa> !rollchar
[22:29] <Serith> 1, 6, 2, 3, 1 = 11
[22:29] <Serith> 6, 2, 6, 5, 1 = 17
[22:29] <Serith> 4, 2, 5, 5, 6 = 16
[22:29] <Serith> 2, 1, 4, 4, 5 = 13
[22:29] <Serith> 5, 5, 3, 4, 1 = 14
[22:29] <Serith> 6, 6, 4, 1, 4 = 16
[22:29] <Serith> Lisa's Scores: 17, 16, 16, 14, 13, 11
<Steph> I might have made a terrible mistake

Anastasia

All five boards are up. More on the last two tonight or in the morning, depending on how work treats 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

All boards are set up now. More to come later, for now I'm to NPC land.
<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

> !rollchar
<Serith> 1, 5, 6, 2, 2 = 13
<Serith> 4, 1, 6, 6, 6 = 18
<Serith> 2, 1, 2, 5, 5 = 12
<Serith> 3, 1, 5, 6, 4 = 15
<Serith> 1, 5, 2, 3, 6 = 14
<Serith> 3, 2, 1, 1, 1 = 6
<Serith> Iddy's Scores: 18, 15, 14, 13, 12, 6
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

> roll 1d6 Jessica
<Serith> Kotono roll for Serith < 4 > [d6=4]
<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

Jessica's posted. Sneaky type with lots of SA and sneaking related options.
<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

Extra Aura [General]
Prerequisite: Able to manifest marshal auras
Benefit: Select a minor marshal aura. You can now manifest this aura as if you selected it as one of your marshal auras known.

Cor requested it and it's pretty reasonable.
<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

#89
Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 11

This spell unleashes a burst of concussive force 15ft in radius, centered on you. All creatures within it suffer 11d6 points of force damage and are knocked back 15ft. A successful Fortitude save halves the damage and negates the movement.

You are subject to this spell, except you are not allowed a saving throw or power resistance. However, you can use the force to move 50ft in any direction. If you collide with an object, you take 5d6 points of damage, while if you collide with a creature, you and the creature both take this damage. You can move less than 50ft if you wish, but you must move at least 10ft.

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.

---

First draft, Yuth. What do you 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?