Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria 3: Planar Suikoden => Topic started by: Anastasia on August 06, 2011, 10:56:41 AM

Title: Random DM nagging.
Post by: Anastasia on August 06, 2011, 10:56:41 AM
For all those odds'n'ends sort of things. Yuth said his sheet is mostly done so I'm going to audit it now.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 11:20:30 AM
Willim. If these parts aren't done just disregard the commentary.

- Your type should be native outsider. Outsider takes priority over most other types, including giant.

- Your baseline str and con modifiers need adjustment. The augmented ones are correct, however.

- How did you calculate your CMB? I have 10 + 13 (str) + 4 (size) for a total of 27. Likewise, CMD gets a total of 27(CMB) + 10 + 4 (wis) + 1 (monk) + 1 (dodge) for a total of 43.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 11:53:36 AM
I'll fix my CMD/CMB accordingly, I kinda half-assed those somewhere near the middle because I kept changing stuff.

Baseline mods fixed.

Type fixed.

Feats are being reconsidered.

Faith and Age are also blank. I know. I'm working on it so that it all jives with his backstory.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 11:58:34 AM
Right-o, good luck.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 12:52:20 PM
For CMB I get 13 (BAB) + 10 (Str) + 0 (Size) = 23

For CMD I get 10 (Base) + 23 (CMB) + 4 (Dex) + 1 (Dodge) = 38
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 01:01:37 PM
Swapped Power Attack & Cleave for Blazing Berserker & Reckless Rage
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 01:09:03 PM
You're right about CMB, I'm not sure why I added the 10 to the base of it. CMD, monk AC bonus and wis to AC applies to CMD.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 01:30:57 PM
So it's really 10 (Base) + 23 (CMB) + 4 (Dex) + 1 (Dodge) + 4 (Wis) + 1 (Monk)= 43

Also, you added 4 for size...I'm not Gargantuan.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 01:33:00 PM
This is why I shouldn't do statwork right after waking up. >_<
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 01:34:20 PM
Good call. My saves are right, yes? I'll do my skills this afternoon.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 06:45:50 PM
I think so. I'll review them when your sheet is done.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 06:46:52 PM
Okay! People, you were talking about origins and a shared reason for doing what you're going to be doing. Any suggestions from you guys for this? I'd like you guys to design something that interests you and I'll fill in the blanks. I know Cor's thinking about coming from a shattered world and that's a possibility to work with. Any others?
Title: Re: Random DM nagging.
Post by: Corwin on August 06, 2011, 06:50:01 PM
Yes! I want to be a rebel leader~!
Title: Re: Random DM nagging.
Post by: Ebiris on August 06, 2011, 06:54:41 PM
I like the shattered world origin. Obviously pyroclastic dragons are planar creatures, but my guy can have settled down on that world after turning away from evil and after a few decades come to see it as home.

So we have our stereotypical idyllic high fantasy wonderland. something happens to it and a few people (us primarily) escape and end up on some random plane. Lets say the bad thing happening to our world basically breaks it up in physical terms so you get a dramatic cataclysm with people falling through cracks in the earth, the lucky ones being warped through temporary portals in the maelstrom... it ends up with our prime being like a collection of floating islands which would be a cool backdrop for when we eventually return to set things right. Maybe it's cut off from the planes to stop us returning immediately until we find a solution to that, ensuring we don't go flying back right at the get go?

As to who or what's responsible for the catastrophe, I have no real preference. Arch devil, aliens, ritual gone wrong done by crazed local wizards... I'm sure people have ideas.
Title: Re: Random DM nagging.
Post by: Corwin on August 06, 2011, 06:57:21 PM
Devils are a default evil and I kinda like it here. In practical terms, since the targetting of our world wasn't lolrandom (given LE invaders) we would have chances to try and find leads on why it happened/what they wanted from it/what could get them to leave.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 07:04:24 PM
I'm going to reserve the exact right to choose your arch enemies, but suggestions are welcome.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 07:17:47 PM
For the sake of character design, I'll mention that I'm leaning strongly towards devils. I know them and I agree with Cor that they fit best into the game concept. So some anti-evil outsiders abilities would help, and if you're going to rely on fire damage you may want to invest in ways to work around immunity. Silvered weapons wouldn't hurt, either.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 09:07:37 PM
There's a whole lot of Devil love going on here! What about Demons?

I like the shattered world theme, though. Some sort of cataclysm occurs, kicking us and multitudes of others all over the multiverse! We could round them up, and add extras!
Title: Re: Random DM nagging.
Post by: Merc on August 06, 2011, 09:11:08 PM
Shattered world sounds cool. Don't really know what else to add in though.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 09:12:39 PM
Quote from: Yuthirin on August 06, 2011, 09:07:37 PM
There's a whole lot of Devil love going on here! What about Demons?

Well, I have a superb 3rd party supplement for devils for one thing. For another, they do the conquering tyrants better than demons and are more likely to hold their gains. Besides, I'm sure you'll have plenty of chances to bash demon heads in and wish that succubus would give you her number.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2011, 11:04:47 PM
Dude, she was my MOM.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2011, 11:08:13 PM
So? She'd think that's kinda hot.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 07, 2011, 12:45:52 AM
Dude. Demons are creepy.
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 01:06:49 AM
No shit.
Title: Re: Random DM nagging.
Post by: Corwin on August 07, 2011, 06:24:24 AM
I have several comments about our origin story and I wanted to get them out there for everyone to comment if they so wish. I'll try to keep them to concise bullet points.

-The doomed world scenario is as I expected. It's grimmer than I figured, but I did ask for something like it and it fit my expectations.

-That it was a world where Good has won bothers me. I think it kinda ties into http://www.soulriders.net/forum/index.php/topic,101114.msg1023314.html#msg1023314 for me. Is anything we do meaningless? Say we save the world. Does it just mean a few hundred years down the line it'll happen again? Even though it was a virtual paradise, Bel (almost) personally invaded it, and only the natives fought to defend it. Does the Side of Good invade Evil-controlled worlds to turn them into paradises? Does it defend worlds directly challenged by Hell? The implied answers to these questions are very troubling for me.

-The starting position is right after the disaster. I imagined it to be more in the sense of Titan A.E. or any number of similar settings (where a timeskip took place after the disaster, and the survivors tried to rebuild their lives in exile). Our chars are shaped by those experiences and driven by the need to do something, but it is not an all-consuming, ever-pressing need. I can chill out in a bar on Astral and have a drink without thinking that OH GOD THE LESS FORTUNATE ARE STILL BEING SLAUGHTERED AS I WAIT. The war is still going on and I ran away and every moment that passes innocents die. So does it mean innocents won't be dying 10 years down the line? 20 years? Hardly. But it would mean that the war is over and that we lost, and the sense of urgency diminishes and allows us to be less singularly focused on one thing and one thing only.

-That thing is impossible. To have it literally claimed by Bel means we need to take out Bel, unless we delude ourselves into thinking Bel will take the shiner of freeing our world with a smile and be a good sport about it. But that's so impossible for us even at level 30 it's not even funny. Did it really need to be Bel, personally, in whose name the world was claimed? I guess at least it's not Asmodeus....

-Minor gripe, but wouldn't it be cooler to meet up IC instead of having us already be a group? It would feel more natural to me to get to know my pals for real instead of having to be told OOC that here, these are your pals. It ties a lot into the timeskip issue, too.
Title: Re: Random DM nagging.
Post by: Ebiris on August 07, 2011, 07:14:20 AM
I find myself agreeing with Cor's concerns, more or less.

Rather than our world being one that fought the good fight and righteously kicked evil butt only to suddenly get it's own ass kicked ten times harder a few centuries later, having it be 'innocent' might work better. If you've ever played Dungeon Keeper you hopefully visualise it clearly, but basically make it a world that hasn't had to fight evil before. Or for another analogue, compare any 'Aliens invade modern day Earth' movie with any 'Interstellar Space Federation War Space Opera' movie. In the first Earth has no experience fighting these things, and thus it's no surprise it got taken down so quickly and easily, since it also has no space-borne allies. Maybe it's a world like Balmuria's used to be before those seals started getting broken, or like a 'nice' mirror to Dark Sun - basically cut off from the planes. There are legends and such, and characters such as ourselves indicate some level of contact, but it's basically not a part of life there.

So yeah, that might be a better starting point, and as for the attack I think a Lord of the Nine is a bit much unless we level up like motherfuckers. I was thinking a made up Archfiend might be better - perhaps one analogous to Pazuzzu (Demon Lord of the Skies), which fits with our planet being shattered into floating islands. Having a made up one gives a lot more leeway as far as his traits, history, and style goes, and it gives us a more reasonable foe to take on - he can still be powerful as all get out, but it's better for this sort of game to have a singular 'evil emperor' rather than our BBEG just being a cog on the massive infernal machine.

I strongly agree that we need a 'the war's over, Jonny' vibe rather than a press for an immediate rally and counterattack. A timeskip works well for that, and it gives nice opportunities to roleplay either unwavering hope no matter how long it takes, or being dispirited and thinking it's all over before finding something to believe in again. I don't think it should be a huge timeskip of the sort that we could fully build new lives within, but a couple of months to a year could be enough.

Maybe when it starts we're all on plane X for whatever reason - passing through, looking for something, have already settled there, and we all hear rumours of other survivors from our world, prompting us to meet up. Then upon seeing fellow badass dudes it's easy to start thinking "Know what? We can do something!" Maybe one of us already has a lead on something that can kick us off on our first adventure and lead towards finding our mobile fortress?
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 01:31:55 PM
Quote from: Corwin on August 07, 2011, 06:24:24 AM-That it was a world where Good has won bothers me. I think it kinda ties into http://www.soulriders.net/forum/index.php/topic,101114.msg1023314.html#msg1023314 for me. Is anything we do meaningless? Say we save the world. Does it just mean a few hundred years down the line it'll happen again? Even though it was a virtual paradise, Bel (almost) personally invaded it, and only the natives fought to defend it. Does the Side of Good invade Evil-controlled worlds to turn them into paradises? Does it defend worlds directly challenged by Hell? The implied answers to these questions are very troubling for me.

Of course what you do isn't meaningless. There's a mystery afoot as well. If Hell could just make portals into worlds and take them like that, why don't they do it more often? Something is way off course here and that's something you should be exploring in game.

Quote-That thing is impossible. To have it literally claimed by Bel means we need to take out Bel, unless we delude ourselves into thinking Bel will take the shiner of freeing our world with a smile and be a good sport about it. But that's so impossible for us even at level 30 it's not even funny. Did it really need to be Bel, personally, in whose name the world was claimed? I guess at least it's not Asmodeus....

1. If you're already thinking it's impossible, quit and go home. No really. I thought I was explicit there, but I want PCs who are willing to fight. When your first OOC reply is that, you might not be cut out for this game. The odds ARE long, no doubt about it. That just means I'll be working to give you guys a scenario where you can build up and have a fair chance to win. Considering what the entire genesis of this game is based around, what do you expect?

2. Let's say you eventually beat Abigor - a Duke of Hell and a lot less potent than Bel - and save the world. Let's further assume you guys do something to stop this from happening again immediately. What do you have there? Why, you have a hated enemy and a hook to continue on later in the game.

Quote-Minor gripe, but wouldn't it be cooler to meet up IC instead of having us already be a group? It would feel more natural to me to get to know my pals for real instead of having to be told OOC that here, these are your pals. It ties a lot into the timeskip issue, too.

Up to you guys, really. I made the last bit less detailed and vague since I wasn't sure if you guys were gonna wanna know each other or not.
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 02:02:56 PM
Quote from: Ebiris on August 07, 2011, 07:14:20 AMI strongly agree that we need a 'the war's over, Jonny' vibe rather than a press for an immediate rally and counterattack. A timeskip works well for that, and it gives nice opportunities to roleplay either unwavering hope no matter how long it takes, or being dispirited and thinking it's all over before finding something to believe in again. I don't think it should be a huge timeskip of the sort that we could fully build new lives within, but a couple of months to a year could be enough.

If you guys want a timeskip I have no problem there.

QuoteMaybe when it starts we're all on plane X for whatever reason - passing through, looking for something, have already settled there, and we all hear rumours of other survivors from our world, prompting us to meet up. Then upon seeing fellow badass dudes it's easy to start thinking "Know what? We can do something!" Maybe one of us already has a lead on something that can kick us off on our first adventure and lead towards finding our mobile fortress?

Whatever works. I'd rather avoid the whole awkward meeting phase of things if possible.
Title: Re: Random DM nagging.
Post by: Corwin on August 07, 2011, 02:10:14 PM
Being able to take out Bel stretches my disbelief past the limits, yeah. So does Bel not caring about us kicking his forces out after he claimed it for himself so openly. If Abigor claimed the world for himself I could believe again.

On the meeting being awkward, maybe! But that's also fun, and we don't get informed friendship and camaraderie. I never know how I'm supposed to act around people I supposedly have as my best friends and family when I meet them the first time IC.
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 02:33:02 PM
Quote from: Corwin on August 07, 2011, 02:10:14 PM
Being able to take out Bel stretches my disbelief past the limits, yeah. So does Bel not caring about us kicking his forces out after he claimed it for himself so openly. If Abigor claimed the world for himself I could believe again.

Of course he'd care about it. Again, assuming you stop whatever allowed countless Hell portals to open, he can't do a repeat of things. Bel being your enemy doesn't mean you win by marching into Avernus and killing him - though if you can do it more power to you - but you win by saving your world and stopping him from doing it again. If after you win you decide to take a run at Bel himself, that gives you a plot to continue the game on.

Really I shouldn't be saying this, but since you don't want to take the premise of the game on face value?
Title: Re: Random DM nagging.
Post by: Ebiris on August 07, 2011, 02:43:54 PM
On the subject of Bel being our BBEG I will say this: Remember how in Balmuria 1 we always wanted to liberate/redeem Zariel? This is a fantastic opportunity!
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 03:17:41 PM
Quote from: Ebiris on August 07, 2011, 02:43:54 PM
On the subject of Bel being our BBEG I will say this: Remember how in Balmuria 1 we always wanted to liberate/redeem Zariel? This is a fantastic opportunity!

This.

I don't want to sound like I'm coming down on your guys too hard here. I'm hoping for things like this - reactions and working with it, not saying how it's impossible you'll ever win. Instead of seeing it as a problem you can't beat, see it as something you're going to work towards conquering. I'm giving you guys a tall order with the explicit understanding that I want you guys to take it, work with it and kick ass. You have an entire game ahead of you, saying something is impossible at game start is fallacious and foolish.

Imagine if I told Cor that at the start of Balmuria 1 your ultimate goal would be to defeat Agares or Glaciante Devarim. Instead of going and playing the game to reach that point, you dig in and say it's impossible. That's what bothers me. Instead of embracing a chance to be awesome and heroic, you're fretting it away and complaining it's not fair. I said the same thing about Shar awhile back - the ultimate goal isn't to make everything all emo and to make it impossible, it's to give you something to fight against and be awesome about. Seira and Alicia have Shar as an enemy to have something to rise against, rally Creation and ultimately destroy her(hopefully). You guys have Abigor and by extension Bel for the same reason. It's your chance to take things, work towards a goal and kick ass.

That's what I want out of you guys.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 07, 2011, 05:16:55 PM


Quote from: Corwin on August 07, 2011, 06:24:24 AM
-That it was a world where Good has won bothers me. I think it kinda ties into http://www.soulriders.net/forum/index.php/topic,101114.msg1023314.html#msg1023314 for me. Is anything we do meaningless? Say we save the world. Does it just mean a few hundred years down the line it'll happen again? Even though it was a virtual paradise, Bel (almost) personally invaded it, and only the natives fought to defend it. Does the Side of Good invade Evil-controlled worlds to turn them into paradises? Does it defend worlds directly challenged by Hell? The implied answers to these questions are very troubling for me.

The eternal struggle against good and evil is just that, eternal. Peace doesn't last. We had it for a while. I say "we" in that our characters enjoyed it right up until we started playing them. Let's go get it back!

Quote-The starting position is right after the disaster. I imagined it to be more in the sense of Titan A.E. or any number of similar settings (where a timeskip took place after the disaster, and the survivors tried to rebuild their lives in exile). Our chars are shaped by those experiences and driven by the need to do something, but it is not an all-consuming, ever-pressing need. I can chill out in a bar on Astral and have a drink without thinking that OH GOD THE LESS FORTUNATE ARE STILL BEING SLAUGHTERED AS I WAIT. The war is still going on and I ran away and every moment that passes innocents die. So does it mean innocents won't be dying 10 years down the line? 20 years? Hardly. But it would mean that the war is over and that we lost, and the sense of urgency diminishes and allows us to be less singularly focused on one thing and one thing only.

I really agree with this. Some time to settle wherever we are and really come together on this would be much more plausible and would feel more, I dunno, organic? Refugees coming together over the course of a few years or so would make sense! Everybody getting dumped into one place all at the same time feels a bit contrived, to be honest. Give us something to really tie us together! Granted, getting Willim to go and hit things for fun and profit won't be that hard.

QuoteThat thing is impossible.

Nah, we've got this. It'll be hard, but I'll bet we can do it. Even gods can die, as WoTC has so helpfully pointed out with their "novels." I'm an optimist, though.

Quote-Minor gripe, but wouldn't it be cooler to meet up IC instead of having us already be a group? It would feel more natural to me to get to know my pals for real instead of having to be told OOC that here, these are your pals. It ties a lot into the timeskip issue, too.

I can actually go either way on this.

Quote from: Ebiris on August 07, 2011, 07:14:20 AM
Rather than our world being one that fought the good fight and righteously kicked evil butt only to suddenly get it's own ass kicked ten times harder a few centuries later, having it be 'innocent' might work better. If you've ever played Dungeon Keeper you hopefully visualise it clearly, but basically make it a world that hasn't had to fight evil before. Or for another analogue, compare any 'Aliens invade modern day Earth' movie with any 'Interstellar Space Federation War Space Opera' movie. In the first Earth has no experience fighting these things, and thus it's no surprise it got taken down so quickly and easily, since it also has no space-borne allies. Maybe it's a world like Balmuria's used to be before those seals started getting broken, or like a 'nice' mirror to Dark Sun - basically cut off from the planes. There are legends and such, and characters such as ourselves indicate some level of contact, but it's basically not a part of life there.

Now there's an interesting idea. A paradise, never knowing real conflict, that was easily overrun by the hordes of Hell. I could believe that. Sure, Lifasa may have had minor banditry and evil before, but never, you know, evil empires or warring kingdoms.

QuoteI strongly agree that we need a 'the war's over, Jonny' vibe rather than a press for an immediate rally and counterattack. A timeskip works well for that, and it gives nice opportunities to roleplay either unwavering hope no matter how long it takes, or being dispirited and thinking it's all over before finding something to believe in again. I don't think it should be a huge timeskip of the sort that we could fully build new lives within, but a couple of months to a year could be enough.

Echoing what Corwin said, and I'm behind this as well.

QuoteMaybe when it starts we're all on plane X for whatever reason - passing through, looking for something, have already settled there, and we all hear rumours of other survivors from our world, prompting us to meet up. Then upon seeing fellow badass dudes it's easy to start thinking "Know what? We can do something!" Maybe one of us already has a lead on something that can kick us off on our first adventure and lead towards finding our mobile fortress?

Yeah, we gotta get ourselves an old, broken-down, dilapidated demiplane to work with here!

Quote from: Anastasia on August 07, 2011, 03:17:41 PM
Imagine if I told Cor that at the start of Balmuria 1 your ultimate goal would be to defeat Agares or Glaciante Devarim. Instead of going and playing the game to reach that point, you dig in and say it's impossible. That's what bothers me. Instead of embracing a chance to be awesome and heroic, you're fretting it away and complaining it's not fair. I said the same thing about Shar awhile back - the ultimate goal isn't to make everything all emo and to make it impossible, it's to give you something to fight against and be awesome about. Seira and Alicia have Shar as an enemy to have something to rise against, rally Creation and ultimately destroy her(hopefully). You guys have Abigor and by extension Bel for the same reason. It's your chance to take things, work towards a goal and kick ass.

This. We now have this super powerful bad guy ahead of us, along with the idea of "Hey, how in the heck did they get into Lifasa anyhow?" kind of question that we should really be examining. I think there's a lot of potential for a good, strong comeback from the ropes for this. We're beaten, bloodied, and we've lost he war. It doesn't mean we can't start a new one. Abigor isn't an insurmountable enemy, and I personally don't believe Bel is either. If it has HP, it can be killed. BTW, I still think Shar needs a spanking.
Title: Re: Random DM nagging.
Post by: Corwin on August 07, 2011, 05:24:16 PM
Let's skip a couple years and end up coming together on Plane X?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 07, 2011, 10:29:59 PM
Sounds groovy.
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 10:39:25 PM
Okay, I'll tweak the story so far tonight or tomorrow to account for a time skip.

---

<Merc> Out of curiosity, is the planar stuff starting at roughly same time as balmuria 2 ends year-wise?
<Merc> or different time frame?
> Probably a little past Balmuria 2's end - a couple of years to a decade-ish. Let me post that. It won't matter much vis-a-vis since you wouldn't be using the same time scale, so it's all relative.

As far as it goes this really doesn't matter, but for self-reference. There weren't any huge planar events during Balmuria 2's run that came up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 11:10:34 PM
NAG ALERT! NAG ALERT!

What world and planar information do you guys want? I'm preparing a general info post for you guys, so let me know!
Title: Re: Random DM nagging.
Post by: Yuthirin on August 07, 2011, 11:16:02 PM
Holy Jesus Nipples.

WELL. Let's look at our handy dandy planar cosmology, shall we?


What about Limbo?
Title: Re: Random DM nagging.
Post by: Anastasia on August 07, 2011, 11:21:29 PM
A planar write up and tourguide is on the agenda now.
Title: Re: Random DM nagging.
Post by: Corwin on August 08, 2011, 01:20:21 PM
Posting here since you wanted me to, Dune. It's not really crucial, but there is an item I want for style reasons.

There is an Efficient Quiver (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#efficientQuiver) that lets you store weapons and ammunition and retrieve them normally as if from a regular quiver (meaning with a move action/combining a move action with it). There is a Glove of Storing (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#gloveofStoring) that lets you store and retrieve a weapon as a free action (or, presumably, swap between two weapons this way) but it limited to this 1/2 weapons configuration and has a weight limit. There is a Bag of Holding (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofHolding) which doesn't have any limitations weight-wise that would impede me, and retrieving items from it is either a move or a full round action, depending on item size. Then, there is the Calling enchantment for armors that lets you summon your armor onto your person from the same plane (I think as standard action?). You also added the Recalling enchantment that does the same thing but in reverse.

Basically, I want one thing to do it all. Or, at least, one thing for armors and one thing for weapons. I think it's cooler to snap your fingers and be clad in your awesome armor than it would be to take it out of your bag of holding and then use Calling on it, even if the actual times were the same. And, of course, I'd be interested in quicker times if possible, and willing to pay for that. An efficient quiver that works at the speed and efficiency (pun unintended) of a glove of storing would be pretty awesome, even if realistically it shouldn't actually change much in the game (since my primary weapon is stored into my glove anyway).
Title: Re: Random DM nagging.
Post by: Merc on August 08, 2011, 03:44:26 PM
Ditto on requests for reposting stuff:

My bow has the force property, which still requires ammunition and grants them the force property rather than just generating arrows out of force. How much would it cost so it -could- just generate arrows out of pure force?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 08, 2011, 04:09:37 PM
Sounds like a radiant energy bow.
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2011, 04:18:44 PM
Note for myself when I get here: Add rulings to house rules.
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2011, 04:19:32 PM
Quote from: Yuthirin on August 07, 2011, 11:16:02 PM
Holy Jesus Nipples.

WELL. Let's look at our handy dandy planar cosmology, shall we?

What about Limbo?

Planar writeup is coming. You can go review the fluff posting in Balmuria 2 about the planes for some details in the meantime. I suspect this'll take me a day or two to write up, depending on how other things go?
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2011, 04:27:12 PM
Quote from: Corwin on August 08, 2011, 01:20:21 PM
Posting here since you wanted me to, Dune. It's not really crucial, but there is an item I want for style reasons.

There is an Efficient Quiver (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#efficientQuiver) that lets you store weapons and ammunition and retrieve them normally as if from a regular quiver (meaning with a move action/combining a move action with it). There is a Glove of Storing (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#gloveofStoring) that lets you store and retrieve a weapon as a free action (or, presumably, swap between two weapons this way) but it limited to this 1/2 weapons configuration and has a weight limit. There is a Bag of Holding (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofHolding) which doesn't have any limitations weight-wise that would impede me, and retrieving items from it is either a move or a full round action, depending on item size. Then, there is the Calling enchantment for armors that lets you summon your armor onto your person from the same plane (I think as standard action?). You also added the Recalling enchantment that does the same thing but in reverse.

Basically, I want one thing to do it all. Or, at least, one thing for armors and one thing for weapons. I think it's cooler to snap your fingers and be clad in your awesome armor than it would be to take it out of your bag of holding and then use Calling on it, even if the actual times were the same. And, of course, I'd be interested in quicker times if possible, and willing to pay for that. An efficient quiver that works at the speed and efficiency (pun unintended) of a glove of storing would be pretty awesome, even if realistically it shouldn't actually change much in the game (since my primary weapon is stored into my glove anyway).

I'd price something like that around 20 to 30k? It depends a lot on how you design it. Write up the item and I'll price it. I'm thinking in the range of 25k, but it would depend somewhat on how it's phrased and set up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2011, 04:47:38 PM
Quote from: Merc on August 08, 2011, 03:44:26 PM
Ditto on requests for reposting stuff:

My bow has the force property, which still requires ammunition and grants them the force property rather than just generating arrows out of force. How much would it cost so it -could- just generate arrows out of pure force?

Force Generation [Synergy]
Price: +1 bonus
Property: Projectile weapon
Caster Level: 12th
Synergy Prerequisite: Force

Your bow now gathers raw force out of everything around you, creating arrows to fire. You now no long need to supply arrows, each one is created when you pull the bow back. These arrows function as per normal for arrows fired from this type of weapon.

Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2011, 04:53:15 PM
Quote from: Anastasia on August 08, 2011, 04:18:44 PM
Note for myself when I get here: Add rulings to house rules.

Done. Added a new house rule about how scales interacts with pre-existing natural armor for dragonfire adept. No matter if Eb's going to use that class or not, I feel this is a productive change.
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2011, 05:24:28 PM
Edited the story so far a little bit. Guys, you guys are going to want to not know each other at game start, yes?
Title: Re: Random DM nagging.
Post by: Corwin on August 08, 2011, 05:38:53 PM
This device is a simple metal gauntlet. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the gauntlet, the item reappears. The gauntlet is capable of containing the following:

-Up to sixty objects of the same general size and shape as an arrow.
-Up to eighteen objects of the same general size and shape as a javelin.
-As many as six objects of the same general size and shape as a bow (spears, staffs, or the like).

Storing or retrieving any item is a free action. The items are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored items appears instantly. The wearer can choose which of them to hold; the rest drop to the ground around him.

Basically, combined the glove of storing with the efficient quiver here.

This device is a simple metal gauntlet. By speaking the proper command word, you can summon armor from it. While stored, the armor has negligible weight. With a snap of the fingers wearing the gauntlet, the armor reappears. If it were stored along with the suit of armor, a shield appears on the proper arm unless that arm cannot hold it.

If you aren't wearing armor at the time, a suit of stored armor appears on your body, as though you had donned it in the normal fashion. [Activation: Standard].
If you are wearing other armor at the time, it is stored into the gauntlet at the same time the new suit of armor appears on your body [Activation: Full Round].
If you are wearing armor, you may send it away into the gauntlet [Activation: Standard].

The gauntlet is capable of holding up to six suits of armor and six shields. The armors are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored armors appears instantly. If the wearer is not currently in armor, he can choose which of them to don; the rest drop to the ground around him.

Combining the function behind Called/Recalled with Glove of Storing, this time.
Title: Re: Random DM nagging.
Post by: Corwin on August 08, 2011, 05:41:38 PM
Yes, let's meet IC. It'd be cool!
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 12:04:19 AM
Quote from: Corwin on August 08, 2011, 05:38:53 PM
This device is a simple metal gauntlet. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the gauntlet, the item reappears. The gauntlet is capable of containing the following:

-Up to sixty objects of the same general size and shape as an arrow.
-Up to eighteen objects of the same general size and shape as a javelin.
-As many as six objects of the same general size and shape as a bow (spears, staffs, or the like).

Storing or retrieving any item is a free action. The items are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored items appears instantly. The wearer can choose which of them to hold; the rest drop to the ground around him.

Basically, combined the glove of storing with the efficient quiver here.

This device is a simple metal gauntlet. By speaking the proper command word, you can summon armor from it. While stored, the armor has negligible weight. With a snap of the fingers wearing the gauntlet, the armor reappears. If it were stored along with the suit of armor, a shield appears on the proper arm unless that arm cannot hold it.

If you aren't wearing armor at the time, a suit of stored armor appears on your body, as though you had donned it in the normal fashion. [Activation: Standard].
If you are wearing other armor at the time, it is stored into the gauntlet at the same time the new suit of armor appears on your body [Activation: Full Round].
If you are wearing armor, you may send it away into the gauntlet [Activation: Standard].

The gauntlet is capable of holding up to six suits of armor and six shields. The armors are held in stasis and shrunk down so small within the palm of the gauntlet that they cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored armors appears instantly. If the wearer is not currently in armor, he can choose which of them to don; the rest drop to the ground around him.

Combining the function behind Called/Recalled with Glove of Storing, this time.

First one is 12000 GP, the second one is 14000 GP. I presume from the way it's split up that you mean two distinct magical items here.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 12:04:45 AM
Planar writeup is 1/3rd done. I should finish it tomorrow night with any luck.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 09, 2011, 12:12:32 AM
Did we decide on a plane?
Title: Re: Random DM nagging.
Post by: Ebiris on August 09, 2011, 10:20:25 AM
Quick question for background info, how do gnomes fit into our world?
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 04:12:54 PM
Quote from: Ebiris on August 09, 2011, 10:20:25 AM
Quick question for background info, how do gnomes fit into our world?

They exist but are reclusive, often seen as a sub-species of dwarf. They worship dwarven or human deities. More information can be provided on request.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 04:24:55 PM
Willim sheet audit go go go go go go!

Check your background, you have some notepad line breaks that need to be fixed.

Your sheet looks good otherwise.

Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 04:48:46 PM
Jaela sheet audit.

Your concentration skill is two points short. It should be +21 (16 ranks + +5 con modifier). A few of your skills also might be off, not sure if you're done fiddling with them or not.

Everything else looks good!
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 04:54:58 PM
Eb, your sheet looks good. I'm happy I'm finding very few mistakes in these!
Title: Re: Random DM nagging.
Post by: Corwin on August 09, 2011, 05:01:25 PM
Concentration edited, my bad. What else you think is off skillwise? I doubt I'll be changing anything at this point, so you can consider them finalized.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2011, 05:02:07 PM
Just making sure you have everything in order with skills. If you don't see any more mistakes it should be fine.
Title: Re: Random DM nagging.
Post by: Corwin on August 09, 2011, 05:09:19 PM
Questions about spells/domains.

For spells, how are we using Phantasmal Killer and Weird?
For domains, Renewal and Trickery contain the banned spell Polymorph Any Object, which presumably needs to be replaced in each instance by something suitable. Animal has Animal Shapes and Shapechange, which while not banned explicitly are polymorph spells. Are they to be left alone for thematic reasons, like say how Seira had a dragon transformation spell, or should they be replaced too? Travel has Astral Projection, which seems to run counter to how we've been doing Astral travel so I wanted to check it if fit/worked as is. With War, I wanted to ask what happened if you already had weapon focus. Would you get a free feat, or would it just be wasted?
Title: Re: Random DM nagging.
Post by: Ebiris on August 09, 2011, 05:20:28 PM
Blurred Alacrity should be 50%, not 40%. Corrected.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 09, 2011, 05:26:47 PM
I will edit it at some point. iPhone is not conducive to scrolling miniwindows.
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2011, 02:21:37 AM
Quote from: Corwin on August 09, 2011, 05:09:19 PM
Questions about spells/domains.

For spells, how are we using Phantasmal Killer and Weird?
For domains, Renewal and Trickery contain the banned spell Polymorph Any Object, which presumably needs to be replaced in each instance by something suitable. Animal has Animal Shapes and Shapechange, which while not banned explicitly are polymorph spells. Are they to be left alone for thematic reasons, like say how Seira had a dragon transformation spell, or should they be replaced too? Travel has Astral Projection, which seems to run counter to how we've been doing Astral travel so I wanted to check it if fit/worked as is. With War, I wanted to ask what happened if you already had weapon focus. Would you get a free feat, or would it just be wasted?

I made a variant of phantasmal killer before and could adapt it for weird, I guess.

War's bonus feat would be wasted and overlapped RAW. I'd allow you to get weapon focus for the diety that offers the war domain in that pantheon, if you'd like a little weapon variety.

For the other domains, feel free to suggest thematic spells for them and I'll take a look. If a domain sticks to PHB/SRD spells, stick to them. If it goes into splatbook spells, choose spells from the relevant splatbook used or the SRD (When possible, check the origin of the domain if it comes from the spell compendium.)
Title: Re: Random DM nagging.
Post by: Corwin on August 10, 2011, 06:52:46 AM
Okay. My suggestions are as follows:

[SC] Renewal lvl8: Unyielding Roots [SC p228]
[SRD] Trickery lvl8: Irresistible Dance [SRD]
[SRD] Travel lvl9: Teleportation Circle [SRD]

[SRD] Animal lvl7: Phantom Wolf [SC p157]
[SRD] Animal lvl9: Phantom Bear [SC p155-156]

I couldn't really find anything suitable for animals in the SRD so I grabbed druid spells from the SC using the same scheme (Animal 7 was Druid 8, Animal 9 was Druid 9).
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2011, 06:19:32 PM
Quote from: Corwin on August 10, 2011, 06:52:46 AM
Okay. My suggestions are as follows:

[SC] Renewal lvl8: Unyielding Roots [SC p228]

Renewal sticks to SRD only spells so it shouldn't be going into the spell compendium if possible. Let me see if there's anything reasonable for it in the SRD. Clone fits well for it and dovetails nicely with getting reincarnation at level 4. It's a different take on the same idea of rebirth.

Quote[SRD] Trickery lvl8: Irresistible Dance [SRD]
[SRD] Travel lvl9: Teleportation Circle [SRD]

Both of these are good choices.

Quote[SRD] Animal lvl7: Phantom Wolf [SC p157]
[SRD] Animal lvl9: Phantom Bear [SC p155-156]

I couldn't really find anything suitable for animals in the SRD so I grabbed druid spells from the SC using the same scheme (Animal 7 was Druid 8, Animal 9 was Druid 9).

Creeping Doom or Summon Nature's Ally 7 could work for the 7th level slot. Both are weak choices, as is Summon Nature's Ally 9 for the 9th level slot. There isn't a huge overall difference between them and the phantom line of spells, but they do at least fit better than just dumping SNAs into the spell list as filler. Go with the phantoms.
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2011, 06:44:12 PM
Merc's PC that still doesn't have a name sheet audit!

CMD should be higher. Your base CMD is CMB(19) +10 + 3 (dex) + 3 (deflection) for a total of 35.

The various ACFs are fine.

...of course you had to take Cat's Grace.

No weapon/armor crystals. Please change those up.

Everything else looks fine!
Title: Re: Random DM nagging.
Post by: Corwin on August 10, 2011, 07:02:47 PM
Please add a house rules segment on spells used to come back from the dead. Which exist, how they differ from standard, etc? The Magic section of the house rules is kinda unwieldly as well. Maybe you can split it to banned stuff and altered stuff? I keep on looking for spells that got changed (like you mentioned doing for Phantasmal Killer or how I remember you doing for Prismatic Ray) but I just can't find them. Either they're not there, or they're hard to find.

Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2011, 07:04:11 PM
Quote from: Corwin on August 10, 2011, 07:02:47 PM
Please add a house rules segment on spells used to come back from the dead. Which exist, how they differ from standard, etc? The Magic section of the house rules is kinda unwieldly as well. Maybe you can split it to banned stuff and altered stuff? I keep on looking for spells that got changed (like you mentioned doing for Phantasmal Killer or how I remember you doing for Prismatic Ray) but I just can't find them. Either they're not there, or they're hard to find.

It's not there. I prepared it for that erinyes that served Haagenti, but she never had a chance to use it. I'll add that and some other stuff.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2011, 02:32:00 AM
Okay, what sort of opening hook are you guys looking for here? You know, the one to get you guys together and working towards the start of your goals? Are you looking for something you talk out and work out yourselves, or something external?

Title: Re: Random DM nagging.
Post by: Corwin on August 11, 2011, 02:55:05 AM
I'm open to whatever. A bar fight or a visit to some mystic with a clue or even just overhearing some rumors of Lifasa where we would all catch them. I personally would vote for a bar fight, in homage.
Title: Re: Random DM nagging.
Post by: Ebiris on August 11, 2011, 03:23:27 AM
As implied by references to her temper in her background, Afina would be easy to get into a bar fight.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2011, 01:04:58 PM
Bar fight would suit Willim just fine
Title: Re: Random DM nagging.
Post by: Ebiris on August 11, 2011, 02:25:33 PM
The Cosmology post is cool, props for that, Dune. Can I request a section added about fey realms?
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2011, 02:49:12 PM
Quote from: Ebiris on August 11, 2011, 02:25:33 PM
The Cosmology post is cool, props for that, Dune. Can I request a section added about fey realms?

Okay, I'll do that when I have a few.

---

Okay, bar fight looks to be the winner here. The exact plane you guys will start on is TBA and at my discretion, though suggestions are welcome.
Title: Re: Random DM nagging.
Post by: Ebiris on August 11, 2011, 02:53:21 PM
I suggest the Astral Plane. Everywhere connects there so it's easy to find reasons for us all to be present.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2011, 07:41:12 PM
Yeah, that's what I was figuring. Okay, go ahead and have a reason for you to be going to the Astral Plane, all.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2011, 08:54:14 PM
Astral is actually what I meant. Limbo is a terrible idea.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2011, 11:07:34 PM
Random: There is no :rolleyes: big enough to express my disdain of the Knight's Code of Conduct.
Title: Re: Random DM nagging.
Post by: Corwin on August 12, 2011, 10:07:55 AM
Can you please list a few potential suggestions for Astral? Cauldron aside, what sort of places could it have that hold fun portals in or out?
Title: Re: Random DM nagging.
Post by: Corwin on August 12, 2011, 10:09:47 AM
Also, my saves are unreasonably high, I should probably take Harm instead of Superior Resistance to fit better if that's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2011, 11:24:02 AM
Quote from: Corwin on August 12, 2011, 10:07:55 AM
Can you please list a few potential suggestions for Astral? Cauldron aside, what sort of places could it have that hold fun portals in or out?

What I'm going to do is set up you guys in a place in the Astral and we'll roll from there.

The entire Astral Plane is a transitive plane, color pools are quite common.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2011, 11:27:22 AM
Quote from: Corwin on August 12, 2011, 10:09:47 AM
Also, my saves are unreasonably high, I should probably take Harm instead of Superior Resistance to fit better if that's fine.

Your saves are insane, yes. If you want to change out Superior Resistance for Harm that's fine. Honestly I don't think you need Superior Resistance, as Divine Grace and gestalt ensures good saves by themselves.
Title: Re: Random DM nagging.
Post by: Corwin on August 12, 2011, 02:04:46 PM
I expected others to be somewhere around me, just with items. Miscalculation~

Spell swapped.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2011, 02:27:16 PM
NAG ALERT! NAG ALERT!

Assuming all goes well, I'm looking to start Balmuria 3 on Thursday, August 18th. That's 6 days from now. Go check the Balmuria 2 board for information on how that's going to wrap up. If this timeline isn't good for you, say so ASAP.
Title: Re: Random DM nagging.
Post by: Corwin on August 12, 2011, 04:34:56 PM
Vigor changed for Mass Lesser Vigor, it seems a more helpful choice for a group game.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2011, 07:00:10 PM
Sheet fixed, posted.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2011, 07:04:33 PM
Fantastic!

What about you, Merc? Alive?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 14, 2011, 04:14:48 AM
Sheet fixed again. My Rage modifiers for Strength and Constitution were each one point too high. All relevant stats adjusted accordingly.

Swapped out Improved Trip & Combat Reflexes for Fiery Fist & Ki Blast. I'm Goku now.

Reminder for changes of lawful ki to silver ki.

Also, bit of backstory and description changed to clarify and provide a better image of Willim.
Title: Re: Random DM nagging.
Post by: Anastasia on August 15, 2011, 07:01:22 PM
Duly noted to all.

---

Okay, I'm mostly done with prep! If you guys need any custom material speak up now.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 15, 2011, 07:15:45 PM
Posting custom material! As discussed with Dune, converting Frostrager to the Fire subtype! To be edited and finalized by Dune. (please change the name, it's terrible)

Blazerager

Barbarians are not exclusive to the Prime Material planes, and indeed can be foune all across the planes. While most barbarians are normal as far as they go, there are some that live on planes that border those of elemental power. Those who straddle the borders are sometimes changed, warped by the power that laps over. These men and women are forever changed, infused with a portion of elemental power that becomes apparent when they fly into a battle rage. The most common of these is the blazerager, who is gifted (or cursed, depending on who is asked) with the power of fire. Many barbarian thanes believe that this power is granted by Kossuth himself. Some believe that it is given as a reward for some service or sacrifice, while others believe that it is a mark of a chosen champion for Kossuth. Either way, blazeragers are fierce and passionate warriors, and they delight in causing destruction by fire. In battle, their bodies become imbued with the power of elemental fire, protecting them and enhancing their combat proficiency to levels far beyond what is otherwise possible.

A rare few blazeragers gain their power not from Kossuth, but from their own heritage. These unique individuals harness elemental, infernal, or demonic blood links to fire in order to enhance their combat abilities and master their inner rage.

All blazeragers are barbarians to some degree, although many are multiclass barbarian/fighters. Other barbarians pick up levels of ranger to further focus their combat prowess before becoming blazeragers, and a rare few barbarian/sorcerer blazeragers exist in some tribes that embrace arcane magic, but other combinations are virtually unknown.

Hit Die: d12.

Requirements

To qualify to become a blazerager, a character must fulfill all the following criteria.

Base Attack Bonus: +6.

Skills: Intimidate 4 ranks, Survival 4 ranks.

Feats: Blazing Berserker, Improved Unarmed Strike, Power Attack.

Special: Rage as a class ability.

Special: The character must have either been granted these powers by Kossuth, or posess either the Fire Bloodline feat or the Fiendish Bloodline feat.

Class Skills

The blazerager's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Table 3-6: The Blazerager

Class Level Base Attack Bonus            Fort Save Ref Save Will Save Special
1st             1                          2       0            0             Burning Rage, boiling blood
2nd             2                          3              0            0             One-two punch
3rd             3                          3          1            1             Absorb heat
4th             4                          4        1           1             Improved Burning Rage
5th             5                          4        1     1             Rend


Class Features

All the following are class features of the frostrager prestige class.

Weapon and Armor Proficiency: Blazeragers gain no proficiency with any weapon, armor, or shields.

Burning Rage (Su): While raging, the character grows larger and more massive, and his boiling sweat warping the air as it steams out of his pores, shrouding his body wavering distortions. The blazerager's actual size category does not change (nor does his space/reach), but he does gain 25% concealment from the superheated air around his body. In addition, a frostrager's unarmed attacks deal 1d6 points of damage plus 1d4 points of fire damage on a successful hit. If the blazerager is Small, his unarmed attack deals 1d4 points of damage, if the blazerager is Large, his unarmed attack deals 1d8 points of damage.

Boiling Blood (Su): At 1st level, a blazerager's blood becomes boiling hot. His wounds instantly cauterize and stop bleeding; he is immune to attacks that cause wounding effects. If reduced to negative hit points, he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.

One-Two Punch (Ex): At 2nd level, while making an unarmed attack, the blazerager may make one extra attack in a round at his highest base attack bonus, but each attack made in that round (the extra one and the normal ones) take a -2 penalty.

Absorb Heat (Su): At 3rd level, while raging, the blazerager not only gains immunity to fire, but it heals him. For every 2 points of fire damage that would have otherwise have been dealt by an attack, the blazerager heals 1 point of damage.

Improved Burning Rage (Su): At 4th level while raging, the blazerager's natural concealment bonus rises to 50%. His unarmed attacks deal 1d8 points of damage plus 1d6 points of fire damage on a successful hit. If the blazerager is Small, his unarmed attack deals 1d6 points of damage, and if the blazerager is Large, his unarmed attack deals 2d6 points of damage.

Rend (Ex): At 5th level, a blazerager gains the ability to rend a target. In any round that the blazerager hits the same foe with two or more unarmed attacks, he immediately deals an additional 2d8 points of damage (plus 1-1/2 times his Strength bonus), plus an additional 1d6 points of fire damage. If he is Small, his rend deals 2d6 points of damage; if he is Large, his rend deals 3d8 points of damage.
Title: Re: Random DM nagging.
Post by: Ebiris on August 17, 2011, 06:43:33 PM
I accidentally gave Afina 2 more wisdom than she should have (I got carried away with the +6 to int and cha, wis is only meant to be +4 for pixies). Corrected now, and also swapped out Defending for Holy Surge on her pixiestick. Defending isn't very good on a +1 weapon.
Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2011, 07:04:24 PM
What does Holy Surge do?
Title: Re: Random DM nagging.
Post by: Ebiris on August 17, 2011, 07:06:56 PM
It's a synergy boost for holy. Upon striking an enemy you can do an additional 3d6 holy damage (wasted if the enemy isn't evil). This can be done 1 + charisma mod times per day.
Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2011, 07:31:59 PM
Okay, fine with me.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2011, 12:08:50 AM
This shouldn't impact any of you, but in case it does, heads up. I'm planning on reworking Healer this weekend. It doesn't need many changes - though more complete revisions exist - but the spell list does need to be updated for the spell compendium and other sources. I may take a couple of the homebrewed versions I've seen online and work with them or something else.  A healer is dedicated to healing and strictly inferior to a 3.5 cleric at it. This can't entirely be helped, as it's an old book and it's behind the times. Fair enough.

It's gonna get revised.

http://www.giantitp.com/forums/showthread.php?t=133118 - If I use a premade revision as a base, it will probably be this one. I'm not sure if I'm going to make them spontaneous casters, but expanding the spell list and adding some class powers helps. What I'm mainly here for is to expand the spell list. If you guys have any particular opinions about this revision, let me know.
Title: Re: Random DM nagging.
Post by: Ebiris on August 19, 2011, 03:21:46 AM
Making healers into spontaneous casters along the lines of Warmages/Beguilers/Dread Necromancers would be an excellent change. I was going to play a healer with Veserya until I actually looked at the class and realised that as a favoured soul I could take  nearly every spell on the healer list with extra to spare, and none of that idiocy of memorising particular types of heals every morning.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 19, 2011, 03:57:35 PM
[01:12] <Yuthirin> http://www.giantitp.com/forums/showthread.php?t=126346
[01:12] <Yuthirin> The change to Diamond Soul there might be useful
[01:13] <Yuthirin> Some of the stuff in there is pretty cool.
[01:13] <Yuthirin> Most of it is hopelessly broken.
[01:14] <Yuthirin> The Ki Power thing makes me want to die.
[01:14] <Yuthirin> The changes to Perfect Self are pretty good, though.
[01:15] <Yuthirin> Diamond Mind is good, but I think only Lawful monks should get access to it.
[01:16] <Yuthirin> Purity of Body makes sense, since it was stated in the novels that a monk can use her abilities to push Vampirism out of her body.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2011, 08:01:19 PM
Quote from: Yuthirin on August 19, 2011, 03:57:35 PM
[01:12] <Yuthirin> http://www.giantitp.com/forums/showthread.php?t=126346
[01:12] <Yuthirin> The change to Diamond Soul there might be useful

I've been mulling that change to spell resistance as it is. Spell resistance should be an asset.  It shouldn't be a liability due to wanting to be healed or buffed. I tend to unofficially run things like that as it is anyway.

Quote[01:14] <Yuthirin> The changes to Perfect Self are pretty good, though.

The ability should be re-written to explicitly make you a native outsider. That's what Perfect Self is getting at, but is somewhat fuzzy about saying. That said, I agree it's a good change. Something besides damage reduction x/magic should be the reward for 20 levels in a class, even if it's just epic so it's competitive into epic and beyond. I'll houserule something like this.

Quote[01:15] <Yuthirin> Diamond Mind is good, but I think only Lawful monks should get access to it.

Diamond mind is nice. Why doesn't want protection from mind-affecting abilities?

Quote[01:16] <Yuthirin> Purity of Body makes sense, since it was stated in the novels that a monk can use her abilities to push Vampirism out of her body

I don't quite see how that correlates. Vampirism isn't a poison or a disease, it's a template added by the death of a creature via the vampire's energy drain.

Okay, being obtuse and rule-headed aside, I grasp what you're getting at. Purity of Body RAW is kind of weak. Paladins get a boosted version of this two levels earlier.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 20, 2011, 01:37:44 PM
Diamond Mind IS nice, but at the same time, I think it should only be available to lawful monks. It's an ordered-mind thing, and a neutral monk would not be prone to it I wouldn't think. I dunno. Alignment is so tricky. Does alignment stand in stone, or is it merely a set of guidelines that a character adheres to most of the time?
Title: Re: Random DM nagging.
Post by: Ebiris on August 20, 2011, 10:02:18 PM
Pixies get Weapon Finesse as a bonus feat! I'd taken that as one of my regular feats so it frees up an extra one for me. Will report back after finding one.
Title: Re: Random DM nagging.
Post by: Merc on August 20, 2011, 11:00:09 PM
Quote from: Yuthirin on August 20, 2011, 01:37:44 PM
Diamond Mind IS nice, but at the same time, I think it should only be available to lawful monks. It's an ordered-mind thing, and a neutral monk would not be prone to it I wouldn't think. I dunno.
Actually, keep in mind that D&D tends to go both ways with the mind-altering immunity, where you're immune because your mind is too organized, like you state, or because it's too chaotic to make a meaningful change to it. There are actually aberrant feats that grant mind resistance on the basis of your mind being too chaotic because of your aberration blood, for example.
Title: Re: Random DM nagging.
Post by: Anastasia on August 21, 2011, 01:35:46 AM
Added two new monk houserules from discussion here.

I'd view diamond mind not as a lawful discipline, but simply the mental rigors of the monk class fine-tuning the monk's mind to razor-keenness.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 21, 2011, 03:46:15 AM
Okely-dokely.
Title: Re: Random DM nagging.
Post by: Ebiris on August 21, 2011, 10:46:25 AM
Took close quarters combat, also changed craft (woodwork) to craft (weapon).
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2011, 03:02:45 PM
Demonstration NPC. With the changes to Healer I'm not going to use Bastian Tyrsworn, so I'm posting him to give you an idea of how I'm designing here. This concept will recycle in some other way, I suspect. Also, he feels very samey compared to Jaela, so his loss isn't a huge deal.

Note that he wasn't meant to be gotten immediately, he's a bit powerful to show up early.

Picture:
Spoiler: ShowHide


(http://i.imgur.com/wGHkc.jpg)


Axani 1/Paladin 12//Healer 5/Justicar of Tyr 8

Size/Type: Medium Outsider (Native)
Hit Dice: 13d10+52 (127 hp)
Initiative: +4
Speed: 20ft (30ft without armor)
Armor Class: 24 (+1 dex, +13 armor)
Base Attack/CMB/CMD: +12/+16/27
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, smite evil 3/day, spells, turn undead 10/day(5d6; DC 21), smite anarchy 2/day, blade of justice.
Special Qualities: Darkvision 60ft, cold and sonic resistance 5, detect evil, divine grace, lay on hands(84 hp), aura of courage, divine health, domain paladin, remove disease 3/week, healing hands, cleanse paralysis, cleanse disease, cleanse fear, detect chaos, bureaucratic knowledge, axiomatic spellcasting+1, detect lie, maimed god's boon, order's calm.
Saves: Fort +24, Ref +18, Will +24 (+7 vs chaotic magic and chaotic outsiders)
Abilities: Str 18, Dex 18, Con 19, Int 19, Wis 22, Cha 24 
Skills: Concentration+17, Craft(Armorsmithing)+17, Craft(Weaponsmithing)+17, Diplomacy+20, Handle Animal+20, Heal+22, Knowledge(Local: Arcadia)+13, Knowledge(Religion)+17, Ride+17, Sense Motive+19.
Feats: Skill Focus(Heal)(H2),
Epic Feats:
Alignment: Axiomatic Good

[Weapon]Smashing Law: Greathammer+1.
[Armor]Axani Plate: Full Plate+5. Grants spell resistance 30 versus magic with the chaotic descriptor.

[Torso]Belt of Magnificence+4
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2011, 01:00:59 PM
For Eb. I can go into more detail in other parts if you like. I wanted to get something out before game start since I've been so busy.

The Seelie and Unseelie Courts rule fey life. The Seelie Court rules the more life giving, positive aspects of nature, whilst the Unseelie Court embodies the negative and deadly aspects of nature. Much like good and evil, they exist as a yin and a yang. However, while strongly associated with them, good and evil do not fully define the Courts. Further, the Courts do not precisely line up with those definitions of good and evil.  While most fey are aligned with a Court, not all are. The nature of fey encourages independence; many fey strike out on their own and pay little to no homage to the Courts. This is generally accepted, as most fey scholars assert that a fey cannot help but advance the agenda of its Court, no matter if it tries to reject it or not.

The Seelie Court is located within Arborea. It is said that it has the capacity to wander the Heavens Above, but the truth of this matter is unclear. It is known that the Seelie Court is ruled by Queen Titania, a figure often conflated with Queen Morwel. In fact, many scholars hold that Queen Morwel and Queen Titania are the same entity. It is true that the fey and the eladrin are closely related, a morsel of truth that is used to bolster this argument. It is known that the Seelie Court and the Court of Stars are closely united and share extremely warm relations as well.

The Unseelie Court realm drifts between the neutral evil and chaotic evil planes. It is ruled by several enigmatic figures, cloaked in anathemic secrecy. It is ruled by the Queen of Air and Darkness. Her true name and identity are unknown, but whispers abound. All the female powers of evil, such as Shar, Aural, Beshaba and Talona have been mentioned as possibilities. A few male powers have been suggested as well, for what would make a better illusion and lie? The Pale Mother is known to have some relevance to the Queen of Air and Darkness, according to ancient texts.

Entry into the Seelie Court can be found in Arborea. Such portals are not found, they find the seekers in their own time. Thus it is with the Unseelie Court, often coming on those that seek it like a nightmare from the depths.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2011, 09:21:12 PM
http://www.wizards.com/default.asp?x=dnd/re/20030224a

This is the PrC Elrisa uses, for reference.
Title: Re: Random DM nagging.
Post by: Corwin on August 26, 2011, 07:07:28 AM
Suddenly tempted by Whirlwind Attack. Any chance its prereqs could be less obnoxious? It's got to be the hardest feat to take.
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2011, 08:51:57 PM
Quote from: Corwin on August 26, 2011, 07:07:28 AM
Suddenly tempted by Whirlwind Attack. Any chance its prereqs could be less obnoxious? It's got to be the hardest feat to take.

Yeah, I really should. It's obnoxiously over pre-requisited. I'll do that in a little bit.
Title: Re: Random DM nagging.
Post by: Corwin on August 27, 2011, 04:57:16 PM
Some rules questions.

When you use that option from the Complete Champion to give up your domain power and domain spells for the domain devotion feat of said domain, do you need to make that choice the moment you get the domain, or is it something you can do later?

Does Apt Learner replace Able Learner? If not, do you still need to be a human/changeling to qualify for Able Learner?

If you get a domain with a different turning pattern (ie turn/rebuke fire creatures), how do they work? Same as basic turning, except you burn fire creatures for 1d6 per two levels/heal water creatures for 1d6 per two levels? And what about turning uses? Does the other turning use a different pool from the original one, or they are assumed to draw from the original one?
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2011, 05:17:22 PM
Quote from: Corwin on August 27, 2011, 04:57:16 PM
Some rules questions.

When you use that option from the Complete Champion to give up your domain power and domain spells for the domain devotion feat of said domain, do you need to make that choice the moment you get the domain, or is it something you can do later?

Yes. I'd rule changing it would fall under retraining.

QuoteDoes Apt Learner replace Able Learner? If not, do you still need to be a human/changeling to qualify for Able Learner?

No. Apt Learner and Able Learner serve two different purposes. All other aspects of Able Learner, such as the prerequisites, are unchanged as of now.

QuoteIf you get a domain with a different turning pattern (ie turn/rebuke fire creatures), how do they work? Same as basic turning, except you burn fire creatures for 1d6 per two levels/heal water creatures for 1d6 per two levels? And what about turning uses? Does the other turning use a different pool from the original one, or they are assumed to draw from the original one?

I haven't made a ruling on that. My plan is to house rule domains relevant to it as I need to.

Two sources of identical turning, such as having four levels of paladin and one of cleric, simply stack for effective level. They do not form two unique pools of turning. Two distinct pools of turning powers, such as turn undead and turn/rebuke fire creatures, forms two different pools RAW. I might make a judgment call if this comes up and I feel it's abusive, such as seeking out a second type of turning to get a second free pool of turning to power divine feats. I haven't had to rule on it so it remains undecided.
Title: Re: Random DM nagging.
Post by: Corwin on August 27, 2011, 06:00:55 PM
Air and Water domains aren't bad, so I'm somewhat considering one of them for the future. Since I figure this would come up then, I asked about it in advance.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2011, 06:12:53 PM
Okay, I'll fiddle with them.
Title: Re: Random DM nagging.
Post by: Ebiris on August 27, 2011, 06:27:56 PM
Don't those divine feats draw on Turn Undead and not Turn Fire Subtyped Creature?
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2011, 06:51:45 PM
QuoteGranted Powers

Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

RAW it says it functions as an evil cleric rebukes undead and that's generally ruled to mean it functions as rebuke otherwise.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 03, 2011, 11:30:17 PM
[20:49] <Willim> Dune, I have a mechanics question for you. You around?
[20:50] * Ransleep is now known as Ranmilia
[20:51] <@Ko-NotreDameknowsPassInterfere> Yo ho ko.
[20:51] <Willim> Hi.
[20:51] <@Ko-NotreDameknowsPassInterfere> It's halftime of the LSU/Oregon game so I have 10. What's up?
[20:51] <Willim> I have a question about throwing items.
[20:52] <Willim> More specifically, improvised thrown objects.
[20:52] <@Ko-NotreDameknowsPassInterfere> Like grabbing a rock and throwing it, or a table or whatever?
[20:53] <@Ko-NotreDameknowsPassInterfere> Here's the relevant rules on basic improvised weapons.
[20:53] <@Ko-NotreDameknowsPassInterfere> Improvised Weapons
[20:53] <@Ko-NotreDameknowsPassInterfere> Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential
[20:53] <@Ko-NotreDameknowsPassInterfere> to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
[20:53] <@Ko-NotreDameknowsPassInterfere> S
[20:53] <Willim> Say we had Willim, and this chain devil. The chain devil absolutely needs to be thrown through a window for dramatic effect and to get it the hell away from a downed comrade. Can Willim, with a strength of 30 and a light load of 532 lbs, lift and thrw that devil?
[20:53] <Merc> That'd probably be a variation on a grapple check
[20:53] <Willim> Must he grapple first? Is it a grapple check to grab someone by the shirt/armor?
[20:53] <@Ko-NotreDameknowsPassInterfere> I'd have to check Willim's str score, the size of the creature and it's weight.
[20:53] <Merc> At least that's how Iron Heroes did it
[20:53] <@Ko-NotreDameknowsPassInterfere> Yeah.
[20:54] <Merc> which is based on D&D
[20:54] <@Ko-NotreDameknowsPassInterfere> Since bullrush does essentially the same thing, I'd just treat it like that, I guess?
[20:54] <Merc> You had to grapple and after you could toss or pin
[20:54] <Willim> Both are medium size class, I believe.
[20:54] <@Ko-NotreDameknowsPassInterfere> Pathfinder might have a more refined version, let me check.
[20:54] <Willim> Well, ay I wanted to toss him a good ways. Like 30 feet or so.
[20:54] <Willim> Or off a cliff.
[20:54] <Willim> Or into his compatriots.
[20:55] <@Ko-NotreDameknowsPassInterfere> If it happened in session I'd make a common sense ruling and figure out rules for it later. Since it isn't, hmmmm.
[20:55] <Willim> I wanna know if I can, before I can.I don't want combat to grind to a halt on it.
[20:55] <@Ko-NotreDameknowsPassInterfere> Yeah, I'd rule it would be a sub-function of grapple. Get a grapple on someone and then toss 'em.
[20:56] <Willim> Toss = Strength check?
[20:56] <@Ko-NotreDameknowsPassInterfere> It's reasonable enough especially with size. There's a feat that does something sorta like that too, Awesome Blow.
[20:56] <@Ko-NotreDameknowsPassInterfere> Something like, yeah.
[20:56] <Willim> I can't take that. It requires Large size. I asked you to look at it a while back, but you never got back to me on it.
[20:57] <@Ko-NotreDameknowsPassInterfere> Anyway, I'd just handle itl ike that. It's reasonable enough to grab someone and throw 'em.
[20:57] * Willim nods.
[21:02] <Merc> http://i51.tinypic.com/2d296wh.jpg <-- IH rules on it. You grapple at -4 to lift, then you can hold, throw or slam as a standard action.
[21:05] <@Ko-NotreDameknowsPassInterfere> Post this chat log and that link in bitching? I'll make a more expansive ruling oni t al ittle later.
[21:05] <@Ko-NotreDameknowsPassInterfere> Probably after the game.
Title: Re: Random DM nagging.
Post by: Ebiris on September 04, 2011, 08:01:27 AM
The Wizards 'All About Grappling' series gives examples for advanced grappling manoeuvres, of which tossing your foe is one.

http://www.wizards.com/default.asp?x=dnd/rg/20050315a
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2011, 07:47:45 PM
Naliel is posted. She's good for a lantern archon, but she's still just an archon. Her baselines are upgraded since she took lots of essentially empty racial HD.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 07, 2011, 12:48:29 AM
nagging for custom class for trolls, reminder
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2011, 01:13:23 AM
Annalise will probably be posted tomorrow unless I'm extra productive tonight. I've been busy on a lot of fronts.
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2011, 11:09:49 PM
Annalise is posted.

There are no errors on her sheet. Good luck.
Title: Re: Random DM nagging.
Post by: Corwin on September 10, 2011, 05:05:51 PM
Elven gods! Is it wrong to travel with a vampire, solely because it's a vampire?

[22:59] <C2> roll 1d20+19
[22:59] * Hatbot --> "C2 rolls 1d20+19 and gets 24." [1d20=5]
Title: Re: Random DM nagging.
Post by: Anastasia on September 11, 2011, 12:05:17 AM
My to-do list. If I'm forgetting something speak up.

Yuth wanted some sort of half troll to full troll transitional class.
Cor was curious about Ordained Champion, a PrC from Complete Champion.
Cor was curious about how elemental turnings work with our turning rules.
Title: Re: Random DM nagging.
Post by: Anastasia on September 11, 2011, 12:26:22 AM
Quote from: Anastasia on September 11, 2011, 12:05:17 AM
Yuth wanted some sort of half troll to full troll transitional class.

Monday sometime. I'm not sure when, it's going to take more drudge work than I anticipated.

QuoteCor was curious about Ordained Champion, a PrC from Complete Champion.

Most of the class is fine, the only problem I have is its smiting mechanic. I strongly dislike it, as it's essentially super smiting. It does smiting better than a paladin can and without the limitations. Now you can certainly argue paladin smiting isn't powerful enough. That's not really directly relevant nor so I particularly care to bring up that argument right now, so let's ignore that for now. The point is that I object to this, as it does that too well. A random PrC that isn't particularly focused on smiting shouldn't completely outdo a paladin. In the interests of that, I'm going to institute the following houserule:

Ordained Champion: Smite now grants a flat +4 bonus to hit rather than depending on your charisma modifier. You may smite once per day at 2nd level and twice per day at 4th level, rather than spending turning attempts to fuel smites. You use your Ordained Champion level to determine the extra damage of your smite, classes that also grant smiting stack with this. Paladin, clerics with the Destruction Domain and others all qualify.

This resembles the smites of the Destruction Domain and Pious Templar. Two smites in four levels sounds about right. On a secondary level the prerequisites have some problems, so the following houserule is also added:

Ordained Champion: Disregard the alignment components of Ordained Champion's prerequisites. Replace the deity requirements with having a patron that grants access to the War Domain.

The alignment components of Ordained Champion don't make any sense. Maybe it does in the context of Hextor and Heironeous, but I'm not familiar with them or does this campaign use them.

QuoteCor was curious about how elemental turnings work with our turning rules.

I'm debating this. The old turning mechanic is mediocre, but I'm also not enthused to make a bushel of new domain powers. I'm open to suggestions here. I'm considering following the example of the alignment domains, but those granted powers are widely noted to blow goats.
Title: Re: Random DM nagging.
Post by: Anastasia on September 11, 2011, 12:32:42 AM
MEANWHILE IN EPIC LAND, SHAR IS STILL A BITCH. REPEAT, SHAR IS STILL A BITCH.

New Disease: Song of Ending

DC 40; immediate onset, 1d8 vile charisma drain and despair.

Heroes who fight against The Lady of Loss may find themselves cursed with the Song of Ending. This disease causes the victim to be infected by the pure nothingness that Shar represents. The victim constantly hears the echo of the Song of Ending that is forever sung within Shar's domain. Those that hear it lose hope and eventually the sense of self, dying soon thereafter. In addition to the normal ability score drain of the disease, a creature infected with the Song of Ending is treated as being under a permanent Crushing Despair spell. This cannot be dispelled without removing the disease.

A creature reduced to zero charisma by Song of Ending dies, its body rising one round later as a greater shadow. The shadow must be slain before the victim can be resurrected. In any event, dying from the Song of Ending imposes a -20% chance to any resurrection chance rolls.

Song of Ending may only be cured by a heal, wish or miracle spell cast on consecrated ground. A divine caster with access to the Hope domain may use remove disease to counter the Song of Ending. To do so requires a successful caster level check against DC 40.

I'm just keeping busy with DM work and I like designing epic. Sue me. Relax, no incoming Shar ambushes are in your future, unless you go give her a wedgie or something. Then all bets are off.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 11, 2011, 01:08:18 AM
Fuck that disease.
Title: Re: Random DM nagging.
Post by: Corwin on September 11, 2011, 12:02:43 PM
Can Ordained Champion get full casting progression?
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2011, 06:12:15 PM
Quote from: Corwin on September 11, 2011, 12:02:43 PM
Can Ordained Champion get full casting progression?

I'd boost it to 4/5 - the dead level would be first level.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2011, 02:20:04 PM
Are any of you interested in Monk of the Enabled Hand from Dragon Compendium? It's where the arcanaloth's Reverse Fist came from. If you are I'd want to revise it, as it's 3.0 and has some problems anyway.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 17, 2011, 04:10:48 PM
My PrC plate is rather full right now, so probably not.
Title: Re: Random DM nagging.
Post by: Anastasia on September 20, 2011, 07:19:39 PM
Anyone wanna take up logging while Cor's on vacation?
Title: Re: Random DM nagging.
Post by: Ebiris on September 20, 2011, 07:33:00 PM
I'll do it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 21, 2011, 02:11:54 PM
Thanks!
Title: Re: Random DM nagging.
Post by: Corwin on September 22, 2011, 03:29:40 PM
Can I retrain a few skills from my old paladin levels? Basically, a one to one conversion. I recently realized that Bluff is a class skill for Paladins of Freedom, not Diplo (even though I listed it and everything). Also, http://wizards.com/default.asp?x=dnd/we/20070228a is very interesting in that it allows me to replace two dumb skills I don't have reason to take with two skills that I do! Ride->Tumble, Handle Animal->Gather Info. I know I should've thought of it at chargen but I didn't actually come across this at the time.
Title: Re: Random DM nagging.
Post by: Anastasia on September 22, 2011, 03:34:19 PM
Quote from: Corwin on September 22, 2011, 03:29:40 PM
Can I retrain a few skills from my old paladin levels? Basically, a one to one conversion. I recently realized that Bluff is a class skill for Paladins of Freedom, not Diplo (even though I listed it and everything).

Yeah, that part's fine.

QuoteAlso, http://wizards.com/default.asp?x=dnd/we/20070228a is very interesting in that it allows me to replace two dumb skills I don't have reason to take with two skills that I do! Ride->Tumble, Handle Animal->Gather Info. I know I should've thought of it at chargen but I didn't actually come across this at the time.

I'm not a stickler for flavor on these things, but isn't skilled city dweller the exact opposite of an elf paladin of freedom?
Title: Re: Random DM nagging.
Post by: Corwin on September 22, 2011, 03:36:49 PM
Justification's easy enough in that she came from the largest elven city on Lifasa. But I don't really care about flavor for ACFs much, to be honest, as long as they're not completely dumb.
Title: Re: Random DM nagging.
Post by: Anastasia on September 22, 2011, 03:37:21 PM
Yeah sure, that's good enough then.
Title: Re: Random DM nagging.
Post by: Corwin on September 22, 2011, 04:23:59 PM
[22:14] <Jaela> Speaking of, you said you'd post your variants for phantasmal killer and weird?
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2011, 04:36:39 PM
I can't find the Weird variant I made. I'm not sure about the level of this, with all the easy to stop subtypes and two saving throws it may not be a fourth level spell.

Phantasmal Nightmare
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or be stricken into a coma, lost to nightmares. This condition can be reversed by a successful dispel magic check, and the subject gets a new saving throw every 24 hours. If the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2011, 04:37:52 PM
Eb, are you interested in an epic progression for swiftblade at all?
Title: Re: Random DM nagging.
Post by: Ebiris on September 24, 2011, 04:44:52 PM
Yes, more speed!

I can't think of any other epic class that would be thematic for Afina, so building on Swiftblade is the best bet for her.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2011, 04:45:19 PM
Okay, I'll put that on the agenda.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2011, 03:03:51 AM
Todo list:

1: Complete and finish Malcanthet. She'll be posted publically; I can and will change things up a bit if you end up fighting her in the future. If you're curious, that's why I revised the Lust Domain and posted an epic fatemaker advancement. Teaser:

Succubus 18/Fatemaker 26//Rogue 44

Malcanthet
Queen of the Succubi, Mistress of the Razor Throne
Demon Queen
Symbol: A pair of bright red feminine lips, pierced with an iron thorn that drips a single drop of blood.
Home Plane: Shendilavri, the 570th layer of the Abyss.
Alignment: Chaotic Vile.
Portfolio: Lust, desire, rape, beauty.
Worshipers: Whores, dominatrices, manipulators, hedonists.
Cleric Alignments: Chaotic Evil, Neutral Evil, Chaotic Neutral.
Domains: Chaos, Evil, Lust, Temptation, Trickery.
Favored Weapon: Lover's Lash (Scourge).

I may tweak the portfolio and worshipers part, but it's close enough for now.

2: Work out an epic PrC based on speed. This is a result of fucking around with an epic swiftblade advancement. Swiftblade doesn't translate well to an epic progression for myriad reasons and brings little to the table. While I may release a simple epic advancement for it, the bulk of my focus will be directed at a new epic PrC. While it won't only be for swiftblades, it will certainly suit them well.

3: Work on and finish Seira. She's been delayed, mostly due to bad luck with game transition timing. A little of this is Cor's sense of design. I let him choose her build and it's really not how I'd design a deity. It makes it easy to put off since it's an extra pain in the ass to do, y'know? This isn't a potshot at you, Cor; I simply have to admit our senses of design for D&D are worlds apart. Also holy hell am I burned out on making full caster deities right now. Churning out several new epic spells is good for the material base but its a bitch of an effort. There's a reason I chose not to use Beguiler with Malcanthet. Well, besides that it's largely redundant for her and she's never been fluffed as that sort of caster anyway.

Title: Re: Random DM nagging.
Post by: Yuthirin on September 27, 2011, 02:23:13 AM
Re-examine Reaping Mauler, the original 10 level class.
Title: Re: Random DM nagging.
Post by: Corwin on September 28, 2011, 01:28:58 PM
I'm pretty sure Malcanthet can do without it, yeah. Sorry if it's not working out, I did follow your guidelines!
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2011, 01:44:06 PM
Quote from: Corwin on September 28, 2011, 01:28:58 PM
I'm pretty sure Malcanthet can do without it, yeah. Sorry if it's not working out, I did follow your guidelines!

It's cool, you didn't do anything wrong.
Title: Re: Random DM nagging.
Post by: Corwin on September 28, 2011, 02:37:56 PM
Skills retrained.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2011, 09:31:56 PM
Misalea posted. Her spells will be edited in a little later.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2011, 09:37:16 PM
The 10 level reaping mauler is fine. It needs a few tweaks to find CMD/CMB but the basics are fine. Id' just have the capstone do paralysis automatically or have it be permanent paralysis. At that point snapping a creature's spine is entirely reasonable.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 30, 2011, 09:49:12 PM
Awesome!
Title: Re: Random DM nagging.
Post by: Corwin on October 06, 2011, 06:55:31 PM
-Do Favored Souls have ACFs for stuff other than weapon focus/spec? Specifically, I'm asking about wings and energy resistance.

-Divine Retribution [Complete Champion p119-120]. If that spell is fine, what would be the energy and ability for Angharradh?
Title: Re: Random DM nagging.
Post by: Anastasia on October 07, 2011, 01:36:31 PM
There's a drow one for energy resistance and a dragon one for wings. Favored Souls never got much attention.

Acid and Wisdom. I can't really figure out how they determined who gets what with that spell, so I'm just going to borrow Corellon Larethian's selection. As a total aside, I really hate how Complete Champion has abilities/spells/classes that try to fit for every deity and has long tables to go with it. There's too many things they want to be one size fits all and yet unique to each power.
Title: Re: Random DM nagging.
Post by: Corwin on October 08, 2011, 05:00:38 PM
A reminder about how Air, Water and Plant domain powers would look.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2011, 08:14:52 PM
Quote from: Corwin on October 08, 2011, 05:00:38 PM
A reminder about how Air, Water and Plant domain powers would look.

Didn't we have some discussion about these in this topic or another a little while ago? Could you find it and paste it for me, I'm coming up empty.
Title: Re: Random DM nagging.
Post by: Corwin on October 08, 2011, 08:31:46 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1024209.html#msg1024209
Title: Re: Random DM nagging.
Post by: Anastasia on October 10, 2011, 12:40:44 AM
Quick and dirty, I'll write and pretty this up when it is put into rules.

Air: +2 hit/damage versus creatures with the earth subtype.
Water: +2 hit/damage versus creatures with the fire subtype.
Plant: You may use speak with plants 1/day as a spell like ability.

Air and Water follow the pattern set by the Moon domain while Plant mimics the Animal domain.
Title: Re: Random DM nagging.
Post by: Corwin on October 11, 2011, 05:06:48 PM
Dune, which of the following spells are eligible? Do any of them need any changes, or are they good as is?

Spell Compendium:
Blood to Water [SC p35], Divine Insight [SC p70], Heat Drain [SC p112-113], Holy Transformation [SC p116], Ring of Blades [SC p177], Zealot Pact [SC p244]

Player's Handbook II:
Alter Fortune [PHB2 p102], Black Karma Curse [PHB2 p104], Blessing of the Righteous [PHB2 p105], Chain Dispel [PHB2 p106-107], Condemnation [PHB2 p108], Insight of Good Fortune [PHB2 p116], Meteoric Strike [PHB2 p121], Magic Convalescence [PHB2 p119], Stretch Weapon [PHB2 p127], Visions of the Future [PHB2 p129]

Complete Champion:
Benediction [CC p116], Bewildering Mischance [CC p116], Bleed [CC p117], Confound [CC p118], Dampen Magic [CC], Darts of Life [CC p118-119], Divine Presence [CC p119], Divine Retribution [CC p119-120], Execration [CC p120], Light of Courage [CC p123], Spiritual Guardian [CC p127-128], Surge of Fortune [CC p128-129], Turn Anathema [CC p129], Weight of Sin [CC p129-130]
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2011, 06:19:48 PM
Blood to Water is fine, it was used on you in Balmuria 1 if I recall right.

Divine Insight is fine. Annalise uses it this game, and it's been used by Eudard, Balyss and others in previous ones.

Heat Drain is fine.

Holy Transformation is fine as is. HOWEVER! It should have the lawful descriptor, as it transforms you into an archon. This is an alignment problem for you.

Ring of Blades is fine. Damage reduction largely shuts it down. Even a devil's damage reduction would, as it lacks the good descriptor.

Zealot Pact is fine, but the XP to GP conversion makes it largely worthless to you. I mean, if you want to blow hunks of money on this you're free to, but it's not cheap.

No to Alter Fortune. I'd rather not have you guys spending gold to force rerolls, nor is that a spell that I'd abandon some cost to. Adding it to the banned spells list.

Black Karma Curse is fine.

Blessing of the Righteous is fine.

Chain Dispel is fine.

Condemnation is fine.

No to Insight of Fortune.

Meteoric Strike is fine.

Magic Convalescence is fine. There's probably some way or another this can be broken, but there's nothing really objectionable to it otherwise.

I'll post about Stretch Weapon later, I need to check it against something else.

No to Visions of the Future. An (debateably) upgraded Moment of Prescience for clerics isn't needed.

Benediction isn't really broken by itself, but do you really need to be able to re-roll saving throws on demand?

Bleed is fine.

Confound is fine.

Does Dampen Magic apply only to incoming spells and attacks or to the beneficiary as well?

Darts of Life is fine.

Divine Presence is fine. I nearly took this one for Yuria but it didn't work out, if I recall right.

I already ruled on Divine Retribution...well no, I ruled on what your deity's effect would be. The spell's fine under those guidelines; acid/wisdom damage.

Execration is fine.

I'm not sure on Light of Courage. This is designed for normal turning, +x damage on turning that already deals damage requires a different sense of balance. If you want this spell say so and I'll take a closer look at it.

Spiritual Guardian is fine.

No to Surge of Fortune.

I have no problem with Turn Anathema, but it would need to be tweaked for the alternate turning we use.

No to Weight of Sin. That spell gives me a headache and has polymorph stuff in it. I really just don't want to deal with detangling that.
Title: Re: Random DM nagging.
Post by: Corwin on October 11, 2011, 06:41:56 PM
Thanks for glancing at them all for me~

-A lot of things were used on me.  >_>  I still feel amusement over being nailed to the sky (and saving against it).

-Can Holy Transformation transform people into a suitable CG celestial instead, whatever that might be?

-Dampen Magic seems to be a defensive function built using SR as a template, so I'd figure it'd follow the same rules? Another possibility is that it follows Antimagic Field rules throughout. Your call, of course.

-Wouldn't Turn Anathema just damage devils (well, evil outsiders) as if they were undead while healing non-evil outsiders (except for me) within the turning radius with our current rules?

-A shame about the anti-devil WoS, but I guess their chances of saving are high anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on October 12, 2011, 01:51:34 PM
Quote from: Corwin on October 11, 2011, 06:41:56 PM-A lot of things were used on me.  >_>  I still feel amusement over being nailed to the sky (and saving against it).

Ah, fond memories.

Quote-Can Holy Transformation transform people into a suitable CG celestial instead, whatever that might be?

There's no eladrin that quite fits that range. Courres are 2 HD and Firre are 8 HD. Movanic Devas at 7 HD would fit better there. http://www.soulriders.net/forum/index.php/topic,101746.msg1024888.html#msg1024888 Do a version of it with this, the changes needed should be minimal.

Rest later.
Title: Re: Random DM nagging.
Post by: Corwin on October 12, 2011, 03:20:32 PM
Holy Transformation/Movanic Deva

This spell functions like lesser holy transformation (SC p116), but when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a movanic deva (http://www.soulriders.net/forum/index.php/topic,101746.msg1024888.html#msg1024888). While under the effect of the spell, your creature type changes to outsider (good) and your size changes to Medium. You have the space and reach of a movanic deva (5ft/5ft). You gain a +4 sacred bonus to Strength and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Anyone within ten feet of you gains a +4 deflection bonus to AC and a +4 resistance bonus to saves against attacks made or effects created by evil creatures.

---

Transmutation [Good]
Level: Cleric 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)


The big difference seems to be that the devas lack an archon's Aura of Menace and instead have a Protective Aura like angels. I used that, but I could go with Divine Equilibrium instead, if you'd like.
Title: Re: Random DM nagging.
Post by: Anastasia on October 13, 2011, 11:53:32 PM
That's fine. I'll pretty it up and add to houserules this weekend.

---

Gaelach aside, I'm going to retrain Adrian soon. The Combat Focus/Form feats haven't been useful and I forget about them half the damn time anyway. I may switch his primary weapon to greatswords and keep Skullcross Cleaver as a backup, haven't decided. Feats he wants:

Improved Initiative
Telling Blow
Improved Critical(Greatsword) (Barring a reliable constant way to improve his crit range with a greatsword)
No idea on a fourth.

The feats open are (1), (3), (F6) and (12). Suggestions welcomed. (3) will go to Telling Blow and F6 will probably take Improved Initiative, while (12) gets Improved Critical. So that leaves his level 1 feat open.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 13, 2011, 11:56:01 PM
WEAPON FOCUS is always good
Title: Re: Random DM nagging.
Post by: Anastasia on October 13, 2011, 11:59:51 PM
He already has it and more. He has 6 levels of fighter. <_<
Title: Re: Random DM nagging.
Post by: Merc on October 14, 2011, 12:08:14 AM
Give him toughness! =p
Title: Re: Random DM nagging.
Post by: Anastasia on October 14, 2011, 12:09:13 AM
That's the default if all else fails. I sorta want it in place if it looks like we're gonna make it to epic, since epic toughness is always a good choice for a feat. +42 HP at level 21 and higher each level thereafter? I'll take it.
Title: Re: Random DM nagging.
Post by: Ebiris on October 14, 2011, 03:26:53 AM
Iron will is boring, but his will save could use shoring up.
Title: Re: Random DM nagging.
Post by: Anastasia on October 14, 2011, 04:21:33 AM
Quote from: Ebiris on October 14, 2011, 03:26:53 AM
Iron will is boring, but his will save could use shoring up.

He'd be better off investing two feats and getting Steadfast Determination. That's a +5 boost assuming no other con improvements and he doesn't fail fort saves on a natural 1. I might do that now, actually.
Title: Re: Random DM nagging.
Post by: Anastasia on October 17, 2011, 10:46:09 PM
Adrian updated. I did this early since I may be a bit busy this week.
Title: Re: Random DM nagging.
Post by: Anastasia on October 18, 2011, 12:47:33 AM
KiBlast sucks. It's a feat meant to give monks long range attacks but it fails at that. Why? Take a look.

http://dnd.savannahsoft.eu/feat-1712-kiblast.html

Heavy pre-reqs to get 3d6+wis force damage. This isn't horrid and does have some applications as a ranged touch force attack, but the damage simply doesn't stay relevant. If you get it at sixth level - impossible to do RAW due to the BAB requirements, short of gestalt - it's competitive with a spell....except it takes a move+standard action to use. Great idea. Monk is a mobile class, let's make them stay put! Oh, and it consumes two uses of stunning fist per day.

So let's try rewriting it to suck less!

Ki Blast [General]
Prerequisite: Improved Unarmed Strike, Stunning Fist, wis 13, BAB+6
Benefit: You can expend a daily use of your stunning fist feat to make a powerful blast of spiritual energy. As a standard action you may fire the blast of ki energy at a target within 60ft. This is treated as a force attack and deals 3d6+wis modifier damage. In addition, you deal an extra 1d6 damage per 4 monk levels you possess. For example, a 9th level monk with a wisdom of 22 deals 5d6+6 points of damage with a ki blast.

Is this good? Too much? Not enough? What do you guys think?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 18, 2011, 12:57:57 AM
[22:48] <Kallen> I don't think increasing the damage is actually a great solution, though. Too little and it's still bad, too good and it's too good
[22:48] * Kallen parries reflexively
[22:49] <Kallen> It should totally do something else as well, like bullrush
[22:49] <Kallen> Then you can blast people off cliffs!
Title: Re: Random DM nagging.
Post by: Anastasia on October 18, 2011, 11:43:08 PM
Is there any interest in using a specialized critical hit table? There's one on Dragon Compendium, page 233. It does provide some more excitement to critical hits, but at the cost of slowing things down and changing a critical hit from painful to possibly catastrophic to a PC.

I'm not particularly in love with it, but if you guys like it? It could be worth trying.
Title: Re: Random DM nagging.
Post by: Anastasia on October 18, 2011, 11:45:23 PM
Quote from: Yuthirin on October 18, 2011, 12:57:57 AM
[22:48] <Kallen> I don't think increasing the damage is actually a great solution, though. Too little and it's still bad, too good and it's too good
[22:48] * Kallen parries reflexively
[22:49] <Kallen> It should totally do something else as well, like bullrush
[22:49] <Kallen> Then you can blast people off cliffs!

My problem with this is feature bloat. I'm trying to fix the original feat to be better than it is. What I'm trying not to do is to change the basic design paradigm  of the feat. We have a force-blast of ki energy that deals damage. This is good and something to work with. Tacking on extra features makes the feat harder to balance and distracts from the main point of the exercise. If you want to expand the uses of ki blast, why not look at additional feats or a PrC centered around it?
Title: Re: Random DM nagging.
Post by: Ebiris on October 19, 2011, 03:24:56 AM
Quote from: Anastasia on October 18, 2011, 11:43:08 PM
Is there any interest in using a specialized critical hit table? There's one on Dragon Compendium, page 233. It does provide some more excitement to critical hits, but at the cost of slowing things down and changing a critical hit from painful to possibly catastrophic to a PC.

I'm not particularly in love with it, but if you guys like it? It could be worth trying.

Rather not slow combat down further, and it makes crits more swingey.
Title: Re: Random DM nagging.
Post by: Corwin on October 19, 2011, 06:23:14 AM
-I agree with Eb, it's not really a proposal that appeals to me.

-Re:Rat's suggestion, you could always view it as the unicorn spell, which was both a force blast and bullrushed people. If you wanted to, that is.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 19, 2011, 06:21:45 PM
I'll pass on slower combat.
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2011, 06:43:51 PM
No crit tables. I weep no tears for this.

---

People, as a way of speeding up combat, let me suggest for you to have your lines written out and prepared ahead of your turn whenever possible. If you know what you're doing to do, have that set up so that the gap between turns is short.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 19, 2011, 06:46:06 PM
Will do!
Title: Re: Random DM nagging.
Post by: Corwin on October 19, 2011, 07:25:09 PM
Normally, using a silver weapon means you hit at -1 damage, but there are some ways around it. Special weapons, monk abilities, stuff like the Silver Flame or other ways to bypass DR (say via Awesome Smite). It made me wonder if there are/can be exotic materials one can forge weapons from and that do the same thing. If so, it could be something I'd keep an eye out for.
Title: Re: Random DM nagging.
Post by: Ebiris on October 19, 2011, 08:00:28 PM
Mithral?
Title: Re: Random DM nagging.
Post by: Corwin on October 19, 2011, 08:20:12 PM
I know it looks silvery, but does it actually count as silver for bypassing DR?
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2011, 10:06:27 PM
RAW Mithral doesn't, it just looks silvery. It's not an unreasonable judgment call to allow it to function as such.

Pandemonic Silver from Complete Warrior has all the traits of alchemical silver, for better or for worse.

Shiftsilver from Dragon 355 counts as silver as well as having other properties. You'd have to dig up Dragon 355 for it since I don't have it.

It's also worth noting Penetrate Damage Reduction(Silver) is an epic feat. It's not what you're looking for, but I mentioned it since I have that feat noted down as a useful one for this game.
Title: Re: Random DM nagging.
Post by: Corwin on October 19, 2011, 10:35:07 PM
Huh. Shiftsilver is pretty cool.
Title: Re: Random DM nagging.
Post by: Anastasia on October 20, 2011, 01:06:41 AM
Quote from: Corwin on October 19, 2011, 10:35:07 PM
Huh. Shiftsilver is pretty cool.

What precisely does it mean by a shifter? A lycanthrope, something with the shapechanger subtype or something else?

---

Dragon 355 has several interesting fighter ACFs worth mentioning. These ACFs aren't directly connected, but more of a hodgepodge of choices. A summary for reference. This mainly matters for NPCs, none of you have much in the way of fighter levels.

Mystic Bond: No level 1 fighter bonus feat. Gain the ability to ignore your armor's weight for encumbrance, increased maximum dex by +1, armor slows you as if one category lighter, arcane spell failure of armor is 1/2. Could be potentially useful as a dip on some fighter/mage builds.
Bonded Armor: No level 8 fighter bonus feat. Have to wear the same armor for 30 days and a do a minor ceremony that costs 100 gold. Can always take your armor off as a full around action, gain a +1 insight bonus while wearing that armor. Insight bonus increases to +2 at level 14 and +3 at level 20. This presumably would continue into epic at +1 every 6 levels. Nice if you take 8 levels of fighter, arguable if it means character level or fighter level for the insight bonus. It's excellent if it means character level, okay if it means fighter level.
Eldritch Grace: No level 4 fighter bonus feat. Gain evasion while in unencumbered/lightly encumbered against spells and magical effects. I'd parse that to encompass spells, SLAs and supernatural abilities. This is a supernatural ability. Hey, it's evasion. Evasion's always nice to have.
Eldritch Juggernaut: No level 18 fighter bonus feat. Gain spell resistance equal to 11 + hit dice while in medium or heavy armor. At that point it's clearly superior to another feat.
Fortification: No 10, 14 or 18th level fighter bonus feat. Gain light, medium and heavy fortification at the noted levels. Heavy fortification is pretty nice to have, though you can also get it on your armor if you please. How useful this one is depends on the campaign.
Warrior of (Air, Fire, Earth, Water): Give up a bunch of feats for extra elemental damage and a few weak SLAs. Casual reading suggests it's not worth it. Air's a little better since the big SLA it gives is Freedom of Movement.


Title: Re: Random DM nagging.
Post by: Corwin on October 20, 2011, 06:18:58 AM
You have the same dragon as I do. I figured lycanthropes, which would make it easily accessable for us, but it might be a GM call? And yeah, Air's much better due to giving feather fall and freedom of movement. I'd say that if the elemental damage the Warrior of [Element] gave was to normal damage and not to crit, and if it stacked with elemental damage from other sources (flaming weapon, blades of fire, etc) then that stuff would actually be useful.
Title: Re: Random DM nagging.
Post by: Merc on October 20, 2011, 12:13:08 PM
I'd told Dune in IRC, but shifter is actually the name of an Eberron playable race that's basically lycanthrope 'lite'. They appear in Races of Eberron.

Edit: Shifters -are- supposed to be descendants of lycanthropes though, so I'd assume that lycanthropes might be able to do the job on a pinch? GM call like you said.
Title: Re: Random DM nagging.
Post by: Anastasia on October 20, 2011, 01:17:58 PM
Yeah, I'd shift it onto lycanthropes instead. If I'd had this a few weeks ago I might have made Gaelach out of it, but oh welll.
Title: Re: Random DM nagging.
Post by: Corwin on October 25, 2011, 07:22:48 PM
Does Afina feel like making a masterwork lance and a masterwork spear pair for me from shiftsilver some time?
Title: Re: Random DM nagging.
Post by: Ebiris on October 25, 2011, 07:33:15 PM
Afina isn't a lycanthrope, sadly.

She's happy to make weapons that don't have painful racist requirements, though.
Title: Re: Random DM nagging.
Post by: Corwin on October 25, 2011, 07:50:40 PM
Why would you need to be? It seems there's just need for a few drops of blood for the basic version, and we have plenty lycanthropes around I could ask about a donation.
Title: Re: Random DM nagging.
Post by: Ebiris on October 25, 2011, 08:07:16 PM
Oh, thought you had to be a lycanthrope to make it. Well sure, anyway, once we have downtime I can make something nice.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2011, 12:49:21 AM
I'll want to check the exact wording of shiftsilver first, but as I recall I think Cor's right.

---

I've been working on axiomatic feats and have a heap of 'em done. Let me know what you think! These are experimental and all over the place, just fiddling with concepts. Feedback more than welcome. Besides the few used for Prosecutor, these are all beta and subject to change.

Axiomatic Smite [Axiomatic]
Prerequisite: Smite Evil.
Benefit: Your smite evil class ability also works against chaotic creatures. Additionally, you may use your smite ability one more time per day. If you accidentally smite a creature that is not chaotic or evil, the smite has no effect but is still used up for the day. Smite evil and smite chaos are supernatural abilities.
Special: Yes, this is Cuthbert's Smite from Dragon Compendium. It's reflavored for the campaign and I added it to this since it's fitting.

Controlled Fury [Axiomatic]
Prerequisite: Ex-Barbarian, int 13
Benefit: In your studies of order you have rejected your former lack of control, and in this you have gained your strength once more. You regain the ability to rage. This rage is a cold, intellectual rage, sacrificing power for control. Your bonuses to strength and constitution while you rage is reduced by 2, but you may use any intelligence, wisdom or charisma related skills, concentration and may use magical items or abilities that require concentration. Further, you may use combat expertise or any other formerly forbidden feats while in a rage.

Crush Demon [Axiomatic, Epic, Exalted]
Prerequisite: Axiomatic Smite, cha 21
Benefit: When you smite a chaotic evil creature, you may choose to make a crush demon smite. If you do, you add double your charisma modifier as a bonus to attack and double your paladin level as a bonus to damage. This consumes two of your daily uses of smite evil.

Eliminate Variance [Axiomatic, Epic]
Prerequisite: Strengthen the Average, int 19
Benefit: You eliminate all variance from your damage rolls. For example, a 10d6 fireball is 40 damage. A rogue hitting for 1d6+3+2d6 instead deals 4+3+8 damage. Unlike Reduce Variance, all damage dice are converted. The benefits of Strengthen the Average apply as well.

Harmony of the Body [Axiomatic]
Prerequisite: Wholeness of Body, wis 13
Benefit: Long meditation has ordered your body and spirit into one, allowing your wounds to heal with ease. Your healing pool for wholeness of body increases to your monk level times 4 per day. Further, you may cure ability damage at a 10 to 1 exchange rate. Using your healing in this way does not restore hit points. For example, a monk with 40 points of wholeness of body could heal 40 hit points or 4 points of ability score damage or some combination thereof.
Normal: Wholeness of Body can heal up to your monk levels times 2 per day.

Harmony of the Mind [Axiomatic]
Prerequisite: Tongue of the Sun and Moon, wis 17
Benefit: Your tranquil mind and ability to overcome the limits of language allow you to communicate without words. You gain telepathy 100ft.

Harmony of the Soul [Axiomatic]
Prerequisite: Diamond Soul, wis 15
Benefit: Your soul is a still lake, free of imperfection and change. Through this you ignore the effects of chaotic magic, your inner self image rejecting it. Your spell resistance is considered 4 points higher against spells with the chaotic descriptor. For each chaotic spell that fails against you, you gain a +1 morale bonus to attack rolls versus the caster. This bonus stacks with itself to a maximum of +5. This bonus lasts until the end of the encounter.

Merciful Strike [Axiomatic, Epic]
Prerequisite: Mechanus Soldier, int 19
Benefit: You have obtained high mastery in subduing and defeating opponents. Your weapons or natural attacks are treated as merciful. In addition, all merciful damage you deal is instead the average amount of merciful damage that would be dealt plus one per die. (1d6 is 4 damage, 1d8 is 5, 2d10 is 12 and so on.) This ability stacks with merciful weapons and other similar abilities. You may choose to turn this power off and deal lethal damage as a free action, but you do not gain the extra damage this feat grants when you deal lethal damage.

Mechanus Soldier [Axiomatic]
Prerequisite: Int 13.
Benefit: You are trained in the precise methods Mechanus uses to take targets alive for lawful trial. You may inflict non-lethal damage with a lethal weapon or unarmed attack without the normal -4 penalty to attack rolls. In addition, you gain a +1 bonus to CMB for trip and disarm attempts.

Order Incarnate [Axiomatic, Epic]
Prerequisite: Spurn disorder, cha 21
Benefit: The powerful order you represent grants you a +6 circumstance bonus to bluff and intimidate checks versus chaotic creatures. Such creatures recognize you for what you are and act appropriately.

Ordered Speed [Axiomatic]
Prerequisite: Improved Initiative, int 13
Benefit: You may choose to take ten on initiative checks.

Perfect Harmony [Axiomatic, Epic]
Prerequisites: Harmony of the Body, Harmony of the Mind, Harmony of the Soul, Perfect Self, wis 25
Benefit: You have reached perfect order, a unity with all Creation and yourself. This grants you several benefits. You gain the lawful subtype from this union, in tune with the absolute cosmic order that holds chaos at bay. Your damage reduction gains the anarchic qualifier in addition to the adamantine and epic qualifiers. Your wholeness of body ability may now restore ability drain as well as ability damage, at the same rate as ability damage. Your bonus to spell resistance against chaotic spells increases by another 4 points. Finally, your telepathy increases to 200ft.

Perfect Speed [Axiomatic, Epic]
Prerequisite: Blinding Speed, Regimented Swiftness, Superior Initiative, int 21
Benefit: You may take twenty on initiative checks. Further, if you are adjacent to another creature with this feat and they have a higher initiative total, you may use that one instead of yours.

Perfection of the Natural World [Axiomatic]
Prerequisite: Animal Companion
Benefit: Your animal companion gains the axiomatic template. In addition, you and your companion may always communicate telepathically, as if you were an axiomatic creature of the same type within 300ft.

Reduce Variance [Axiomatic]
Prerequisite: Scion of Order, int 15
Benefit: You can reduce the variance of  your damage rolls. You convert one half of the dice rolled to the average result and roll the rest. For example, a 10d6 fireball would be rolled as 5d6+15 damage instead. A rogue hitting for 1d6+3+2d6 would instead deal 1d6+3+1d6+3 damage. Single damage dice are not affected. Damage changed this way does not lose any inherent properties, for example, converted sneak attack damage still does not multiply on a critical hit.

Regimented Swiftness [Axiomatic]
Prerequisite: Ordered Speed
Benefit: You gain a +1 bonus to initiative for each other creature with the Regimented Swiftness feat adjacent to you. These bonuses stack with each other; someone by two other people would gain a total of +2 to initiative.

Scion of Order [Axiomatic]
Benefit: You formally dedicate yourself to order. Once per day, while performing an lawful act, the character may call upon the powers of law to add a +1 luck bonus on any one die roll.
Special: Once you take this feat, you may not take it again. You may not take the Servant of Heaven or Disciple of Darkness feat. Your allegiance is only yours to give once. This does not prevent you from serving a lawful good or lawful evil patron, only that you have dedicated yourself to law above all others.

Spurn Disorder [Axiomatic]
Prerequisite: Cha 13
Benefit: Your contempt for chaos shields you the attacks of the chaotic. You gain a +2 axiomatic bonus to armor class and saving throws against chaotic creatures.

Strengthen the Average [Axiomatic]
Prerequisite: Reduce Variance, int 17
Benefit: When you reduce the variance of a roll, you instead use the average result +1 per die to convert. For example, a 10d6 fireball would be rolled as 5d6+20. A rogue hitting for 1d6+3+2d6 would deal 1d6+3+1d6+4.
Title: Re: Random DM nagging.
Post by: Anastasia on October 28, 2011, 12:24:57 AM
I'm working on anarchic feats as requested. Here's a preview, feedback welcomed. Doubly so since I'm having a harder time with these than with the axiomatic feats. Inspiration is good.  Seriously, I know I'm bitching but feedback does me good and helps me determine how things balance out.

Let's start by defining what anarchic feats should do.

- Prefers charisma but isn't beholden to it.

- Encourages variance.

- Encourages freedom, independence and individuality.

- Cares nothing for good and evil, only chaos and law.

- Grants anarchic bonus type.

- Feats may do random or odd things, unlike other alignment feats. Often goes off in its own direction as chaos dictates.

- Unlike good and evil, there's only Celebrant of Chaos, versus good having Knight of the Stars, Favored of the Companions and Servant of Heaven. CG and CE already have feats like this one that emphasize vile, so I'd rather just make one feat that fits from CG to CE.

This is the default entry feat. Every other alignment has this so I'm okay with finishing up that trend.  I may change these feats universally, +1 luck to one roll isn't all that worthwhile.

Celebrant of Chaos [Anarchic]
Benefit: You formally dedicate yourself to chaos. Once per day, while performing a chaotic act, you may call upon the powers of chaos to add a +1 luck bonus on any one die roll.
Special: Once you take this feat, you may not take it again. You may not take the Knight of the Stars or Thrall to Demon feat. Your allegiance is only yours to give once. This does not prevent you from serving a chaotic good or chaotic evil patron, only that you have dedicated yourself to chaos above all others.

For those that like to gamble with lore checks.

Limbo's Knowledge [Anarchic]
Prerequisite: Bardic Lore, Lore or similar ability, Celebrant of Chaos.
Benefit: The ever-changing nature of Limbo has influenced your understanding of knowledge. Sometimes you have stunning insights into obscure lore, and other times you know nothing of simple matters. Whenever you make a bardic lore, lore or similar check, roll 1d8. If this is an odd number, add it to the total of your check. If it is an even number, subtract it instead.

Yes, I have a table for this. You can figure out how serious this feat is yourself.

Mari's Gambit [Anarchic]
Benefit: As a full round action, you may charge a held potion with chaotic energy and drink it. This causes the potion to have a random effect, as seen on the tables below.

This feat may be revised, I need to study and see if the bonus it gives is remotely reasonable.

Unpredictable Warrior [Anarchic]
Prerequisite: Combat Expertise
Benefit: You constantly alter your fighting technique in bizarre ways. This makes your combat maneuvers and defenses difficult to counter, granting you a +2 anarchic bonus to your CMB and CMD scores.

This one probably balanced, since two feats+anarchic for cha instead of int/wis doesn't strike me as particularly abusable. I'm sure someone could prove this assumption wrong.

Untamed Savant [Anarchic]
Prerequisite: Skill Focus, cha 13
Benefit: Through pure doggedness and self reliance, you have learned to apply you raw force of personality to an otherwise intellectual pursuit. Choose an intelligence or wisdom based skill you have skill focus in. You may now use your charisma modifier in place the previous modifier to determine your total skill modifier. For example, a wizard who selects this feat for knowledge: planes and has an intelligence score of 10, a charisma score of 20 and 10 ranks of knowledge planes would go from a total modifier of +13 to +18.
Special: You may select this feat more than once. Its benefits do not stack. Each time you select it, choose another intelligence or wisdom skill you have skill focus in.


Title: Re: Random DM nagging.
Post by: Ebiris on October 28, 2011, 03:29:27 AM
Maybe a feat that randomly changes the damage type of spells when they're cast?

One that randomly passes an ongoing effect to another nearby creature (enemy only or just all depending on balance) when you save against it? (things like hold monster or poison)?

I'll try and think of more while I'm at work.
Title: Re: Random DM nagging.
Post by: Corwin on October 28, 2011, 06:11:43 AM
How about picking freedom and independence as basis, too? You already have it listed, but the focus seems to be more on variance and uniqueness and on being ever-changing.

For example, it feels axiomatic to fight in formations, so tactical feats that give people bonuses for flanking or fighting adjacent to you make sense. In that vein, feats that give bonuses when you're isolated from the others, or outnumbered in melee could work for anarchic feats.

I could also see feats that let you be geared to opposing the forces of law. To not just make them carbon copy of axiomatic ones, instead of defensive bonuses and attack bonuses, why not go in the direction of raising a spell/SLA DC vs lawful creatures or something along those lines?
Title: Re: Random DM nagging.
Post by: Anastasia on October 30, 2011, 02:07:51 AM
Edited in more information about morale in the army topic.
Title: Re: Random DM nagging.
Post by: Anastasia on October 31, 2011, 12:10:39 AM
Heads up: The UK had the end of DST this weekend, therefore Eb will be here an hour late this week. This week always sucks since there's no way to help it; I'm going to try and run long most days to compensate.  This fixes itself in a week when the US falls back. You may have noticed Cor's been out of DST a couple of weeks now.
Title: Re: Random DM nagging.
Post by: Merc on October 31, 2011, 12:54:11 AM
I had completely forgotten about DST until you mentioned it, actually. >_>
Title: Re: Random DM nagging.
Post by: Corwin on November 02, 2011, 05:31:38 PM
With the obstacle of shopping cleared, let's roll for our ritual tomorrow and fix up our shield? Incidentally, would the shield prevent our teleportation/dimensional travel? Can we make it accept us, but reject everyone else?
Title: Re: Random DM nagging.
Post by: Corwin on November 03, 2011, 07:53:19 PM
[00:51] <Ilya> roll 1d20+21
[00:51] * Hatbot --> "Ilya rolls 1d20+21 and gets 40." [1d20=19]

GI roll for recalling any rumors of dragons from my travels, posted per your request, Dune.
Title: Re: Random DM nagging.
Post by: Anastasia on November 04, 2011, 03:35:55 AM
Updates: Tepen posted, army topic updated, aurora updated with galuh board. More stuff coming tomorrow. The life of a DM is always hectic.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 05, 2011, 10:21:58 PM
Galuh owns.
Title: Re: Random DM nagging.
Post by: Anastasia on November 07, 2011, 02:43:00 AM
Quote from: Corwin on November 03, 2011, 07:53:19 PM
[00:51] <Ilya> roll 1d20+21
[00:51] * Hatbot --> "Ilya rolls 1d20+21 and gets 40." [1d20=19]

GI roll for recalling any rumors of dragons from my travels, posted per your request, Dune.

Anyone else want to roll GI for this? I meant to post this Friday evening and shit got away from me.
Title: Re: Random DM nagging.
Post by: Anastasia on November 07, 2011, 02:51:54 AM
This isn't strictly a Balmuria question, but I'm putting it here anyway. Eb, is this the list of exotic material DR equivalences you used way back in the day for S&S and/or DC?

    Adamantine:
        Alchemical Gold
        Black Steel
        Orichalcum
        N Metal
        Thinaun
        Urdrukar
    Iron:
        Blood Steel
        Green Steel
        Morghuth Iron
        Trusteel
    Silver:
        Pandemonic Silver
        Astral Driftmetal
        Entropium
        Nerra Mirrorblade
        Ysgardian Heartwire
        Mithril
    Stone:
        Tainted Obsidian
        Blended Quartz
        Elukian Clay
        Kaorti Resin
    Wood:
        Bronzewood
        Chitin
        Darkwood
        Iron wood
        Boneblade
        Dragon Bone
Title: Re: Random DM nagging.
Post by: Ebiris on November 07, 2011, 03:24:24 AM
Nope. I don't even recognise a lot of those.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 06:34:06 PM
Since the rest of the fortress is devoid of resistance in wake of your attack, the following areas are of note. If you want to mess with any more areas in depth let me know.

Dead Forest: You were here when you fought the paeliryon. It seems to have no end or no exit save for the way you came. It goes on as far as you casually explore.
Shrine: A small, strange shrine is found deep underground in the fortress. The symbols within are strange, being that of a dead trees and branches. A K:R check is permitted here, post the results here.
Prison cells: The majority of the fortress is cells, all empty now. There are various dweomers on the doors to make escape difficult, and they are all dimensionally sealed. Spellcraft can be made if you desire to know more.
Gray wellspring: A small spring can be found in one room. It seems to be the same water-ice that flows from the waterfall above.
Treasury: There is indeed one. One section is empty - from the looks if it, it may have been holding something living. K:P can be made here. The other side has some gold, treasure and magical items. This side is untouched. Loot thread for that.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 06:46:29 PM
Various matters from around the horn:

1. Anyone have a better idea for keeping track of our buffs? I'm more than open to ideas here.
2. I'd like to reiterate that you should have your actions ready and typed out when your turn comes, so we can keep things moving as fast as possible.
3. Merc, I noticed you kept your mouth shut about how the barriers could be forced through. This isn't the first time you've kept knowledge check results to yourself and I think it's hurting the party. Why don't you just spread word of this to the others right off instead of keeping quiet? Knowing that may have changed the complexion of the battle.
4. Back in Balmuria 1, I had PCs control NPCs in battle, so that I could focus on the bad guys and keep things going better. Eb/Cor, would you two like to try that again? You two are generally the fastest, so if you're willing we can try that out again and see if it helps anything. I was rather overwhelmed with all that was going on plus various interjections about this or that thing or buff. It would help me focus on the battle and bad guys instead.
Title: Re: Random DM nagging.
Post by: Ebiris on November 08, 2011, 06:55:51 PM
Having buffs listed in #evil works. We started off doing that but it's fallen by the wayside, may be worth taking more note of.

I'm happy to control NPCs in battle. As a suggestion if you put a little tactics note in their sheets just so we can have a goto easy/IC strategy for them?
Title: Re: Random DM nagging.
Post by: Merc on November 08, 2011, 08:24:33 PM
QuoteShrine: K:R
[18:23] <Merc> roll d20+12 K:R
[18:23] * Hatbot --> "Merc rolls d20+12 K:R and gets 17." [d20=5]

QuoteTreasury: K:P
[18:24] <Merc> roll d20+13 Spellcraft
[18:24] * Hatbot --> "Merc rolls d20+13 Spellcraft and gets 14." [d20=1]

QuotePrison cells: Spellcraft
[18:24] <Merc> roll d20+23 K:P
[18:24] * Hatbot --> "Merc rolls d20+23 K:P and gets 41." [d20=18]

QuoteDune: 1. Anyone have a better idea for keeping track of our buffs? I'm more than open to ideas here.

Eb: Having buffs listed in #evil works. We started off doing that but it's fallen by the wayside, may be worth taking more note of.
Given we sometimes use #evil as a gaming channel, that particular channel might not be the best choice. Use one of the lesser used channels or make a dedicated channel for that and stuff like planar details.

Quote2. I'd like to reiterate that you should have your actions ready and typed out when your turn comes, so we can keep things moving as fast as possible.

I have been! >_>

Quote3. Merc, I noticed you kept your mouth shut about how the barriers could be forced through. This isn't the first time you've kept knowledge check results to yourself and I think it's hurting the party. Why don't you just spread word of this to the others right off instead of keeping quiet? Knowing that may have changed the complexion of the battle.
Honestly? I didn't think we'd have to spend as much time dispelling as we did, and I didn't think it was particularly useful to say so with nine barriers up.

Unless a single str check got one through all nine barriers, (and I was understanding that it was a str check at each barrier) that's kind of tough even for a raging Willim, and I knew each barrier hurt you too. Why would I send someone to force his way through each barrier, not knowing how much strength it would take when we had a lot of casters who were capable of dispeling barriers and that had already been suggested?

I would have mentioned it when we got down to fewer barriers, but Elrisa got pincushioned when there were still half of the barriers up and died the very next round. After that, well, I did give a physical demonstration trying it, and Willim was able to pick up on it too.

Even if I had mentioned it at the very start of the fight, would it really have made a difference? I personally don't think so, but I can keep it in mind for other fights.

Do note that I'm not the only one that has kept knowledge before though. I particularly recall my doing something that didn't work in Mistfall's cavern and being told "You'd have to ask Jaela or Afina to find out why it didn't work".

Quote4. Back in Balmuria 1, I had PCs control NPCs in battle, so that I could focus on the bad guys and keep things going better. Eb/Cor, would you two like to try that again? You two are generally the fastest, so if you're willing we can try that out again and see if it helps anything. I was rather overwhelmed with all that was going on plus various interjections about this or that thing or buff. It would help me focus on the battle and bad guys instead.
I don't mind helping with Adrian. I can post more quickly in fights than general play since we can pre-type stuff, so it doesn't matter too much if I type slower, and he's pretty simple to understand. He's really about the only NPC I would volunteer with right now though.

If Eb/Cor want to take charge of all the NPCs in general, that's fine too.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 10:08:18 PM
Quote from: Ebiris on November 08, 2011, 06:55:51 PM
Having buffs listed in #evil works. We started off doing that but it's fallen by the wayside, may be worth taking more note of.

Yeah, let's try this again. I'll tinker with it a bit tonight and see if I can find a satisfactory way of resolving that.

QuoteI'm happy to control NPCs in battle. As a suggestion if you put a little tactics note in their sheets just so we can have a goto easy/IC strategy for them?

That's not a bad idea. I'll add it to sheets real quick along with a note on if they can be controlled that way. A few I may prefer to run myself for various DM reasons.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 10:24:51 PM
Added autobattle settings. Let me know what you all think.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 10:35:42 PM
Quote from: Merc on November 08, 2011, 08:24:33 PM
QuoteShrine: K:R
[18:23] <Merc> roll d20+12 K:R
[18:23] * Hatbot --> "Merc rolls d20+12 K:R and gets 17." [d20=5]

The Shrine is to an unknown power of some sort. You don't know anything more.

Quote
QuoteTreasury: K:P
[18:24] <Merc> roll d20+13 Spellcraft
[18:24] * Hatbot --> "Merc rolls d20+13 Spellcraft and gets 14." [d20=1]

Ithea thinks that larvae may have been kept here, but knows nothing else. Merc knows that Hatbot is a son of a bitch and the stats reflect it.

Quote
QuotePrison cells: Spellcraft
[18:24] <Merc> roll d20+23 K:P
[18:24] * Hatbot --> "Merc rolls d20+23 K:P and gets 41." [d20=18]

The doors and rooms prevent teleportation and ethereal access of all types. They are reinforced to be powerful and nearly indestructable from the inside. From the outsider they're doors like any other. It's competent work, though nothing exceptional on that front. There is one unique twist - for each day a prisoner stays entirely in the cell, they become more and more convinced they'll never escape. It's a subtle effect that allows a save, but it chips away the will of long time prisoners.

QuoteGiven we sometimes use #evil as a gaming channel, that particular channel might not be the best choice. Use one of the lesser used channels or make a dedicated channel for that and stuff like planar details.

A fair point. Hm. Let's use #thecauldron for it, as Seira was the queen of buffing and making me keep them straight.  I'll also start putting planar conditions in there. Make sure to join in there at the start of every session, guys, or just stay in there if you're connected all the time. Whatever.

QuoteUnless a single str check got one through all nine barriers, (and I was understanding that it was a str check at each barrier) that's kind of tough even for a raging Willim, and I knew each barrier hurt you too. Why would I send someone to force his way through each barrier, not knowing how much strength it would take when we had a lot of casters who were capable of dispeling barriers and that had already been suggested?

I would have mentioned it when we got down to fewer barriers, but Elrisa got pincushioned when there were still half of the barriers up and died the very next round. After that, well, I did give a physical demonstration trying it, and Willim was able to pick up on it too.

Even if I had mentioned it at the very start of the fight, would it really have made a difference? I personally don't think so, but I can keep it in mind for other fights.

Would it have mattered? I don't know. Could it have mattered? Yes.  What I'm really getting at here is better IC communication. Knowledge is power, and you guys having knowledge gives you one up on your enemies. When I went on about stopping teleportation after today's session, that's a direct application of it. The heroes have the knowledge that teleportation is a problem, so take steps against it. If you have knowledge about a battle situation that the others don't, share it.

The idea of some way to share party knowledge checks between each other without having to speak crossed my mind. You'd need some sorta magical item for it, though, but it's an idea and dropping results in #elysium would at least make sure everyone sees them.

QuoteI don't mind helping with Adrian. I can post more quickly in fights than general play since we can pre-type stuff, so it doesn't matter too much if I type slower, and he's pretty simple to understand. He's really about the only NPC I would volunteer with right now though.

If Eb/Cor want to take charge of all the NPCs in general, that's fine too.

Well, I asked them since they've done it before and are generally the fastest typers of the bunch. If you wanna try Adrian feel free and we'll see how that goes.
Title: Re: Random DM nagging.
Post by: Merc on November 08, 2011, 10:44:56 PM
...I didn't realize until your post, but I switched treasury/prison when copy pasting. Whoops. I guess you can just assume I'd rolled phenominally well for spellcraft and badly for K:P so you don't have to change answers. >_>
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 10:45:32 PM
Let's just roll with that then, yes.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2011, 11:19:05 PM
Da Jarl is posted. I'd had him acting like a sixth default giant in a few ways, he now uses this stat set.
Title: Re: Random DM nagging.
Post by: Corwin on November 09, 2011, 12:37:59 AM
Quote from: Anastasia on November 08, 2011, 06:34:06 PM
Shrine: A small, strange shrine is found deep underground in the fortress. The symbols within are strange, being that of a dead trees and branches. A K:R check is permitted here, post the results here.

[06:36] <Jaela> roll 1d20+22 K:R
[06:36] * Hatbot --> "Jaela rolls 1d20+22 K:R and gets 38." [1d20=16]

Quote
Prison cells: The majority of the fortress is cells, all empty now. There are various dweomers on the doors to make escape difficult, and they are all dimensionally sealed. Spellcraft can be made if you desire to know more.

[06:36] <Jaela> roll 1d20+22 K:P
[06:37] * Hatbot --> "Jaela rolls 1d20+22 K:P and gets 37." [1d20=15]
Title: Re: Random DM nagging.
Post by: Corwin on November 09, 2011, 12:43:00 AM
Once it's time for us to return, I'll send everyone back with the loot via two plane shifts and use the last to go to Arvandor and look for a cleric for an appeal. If it's possible, want to do that today?
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2011, 12:46:37 AM
Quote from: Corwin on November 09, 2011, 12:37:59 AM
Quote from: Anastasia on November 08, 2011, 06:34:06 PM
Shrine: A small, strange shrine is found deep underground in the fortress. The symbols within are strange, being that of a dead trees and branches. A K:R check is permitted here, post the results here.

[06:36] <Jaela> roll 1d20+22 K:R
[06:36] * Hatbot --> "Jaela rolls 1d20+22 K:R and gets 38." [1d20=16]

This is a subsect of the dark cult of Anthraxus. They hold to destroy all live and all that is beautiful, offering it up ruin to him. Anthraxus is the former Oinoloth, deposed quite some time ago. He remains a reclusive but powerful force, though little is known of him now.

QuotePrison cells: The majority of the fortress is cells, all empty now. There are various dweomers on the doors to make escape difficult, and they are all dimensionally sealed. Spellcraft can be made if you desire to know more.

[06:36] <Jaela> roll 1d20+22 K:P
[06:37] * Hatbot --> "Jaela rolls 1d20+22 K:P and gets 37." [1d20=15]

I presume this is for the treasury. Anyway, you can tell that larvae were held here. They are often used as currency among the yugoloths and other fiends that inhabit these foul depths.  From the looks of it, there were quite a few here, worth far more to the daemons than all the treasure they left behind.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2011, 12:47:43 AM
Quote from: Corwin on November 09, 2011, 12:43:00 AM
Once it's time for us to return, I'll send everyone back with the loot via two plane shifts and use the last to go to Arvandor and look for a cleric for an appeal. If it's possible, want to do that today?

We'll see how it goes, I won't know if I'll be up to it until morning.
Title: Re: Random DM nagging.
Post by: Corwin on November 09, 2011, 05:11:35 AM
First, a reminder:
Quote from: Corwin on November 03, 2011, 07:53:19 PM
[00:51] <Ilya> roll 1d20+21
[00:51] * Hatbot --> "Ilya rolls 1d20+21 and gets 40." [1d20=19]

GI roll for recalling any rumors of dragons from my travels, posted per your request, Dune.

Next, question:
Quote from: Anastasia on November 08, 2011, 06:34:06 PM
Since the rest of the fortress is devoid of resistance in wake of your attack, the following areas are of note. If you want to mess with any more areas in depth let me know.

Shrine: A small, strange shrine is found deep underground in the fortress. The symbols within are strange, being that of a dead trees and branches. A K:R check is permitted here, post the results here.
Prison cells: The majority of the fortress is cells, all empty now. There are various dweomers on the doors to make escape difficult, and they are all dimensionally sealed. Spellcraft can be made if you desire to know more.
Gray wellspring: A small spring can be found in one room. It seems to be the same water-ice that flows from the waterfall above.

-Let's break the shrine? I can do it after precasting GH and using the domain power of Protection.
-Do we have any indication as to the general area of how many prisoners the cells held recently? Who they were, what happened to them, any paper trail of transfer to other holding facilities?
-Is the water in any sense viable for crafting horrible weapons for us?

Next!
Quote from: Anastasia on November 08, 2011, 06:46:29 PM
Various matters from around the horn:

1. Anyone have a better idea for keeping track of our buffs? I'm more than open to ideas here.
4. Back in Balmuria 1, I had PCs control NPCs in battle, so that I could focus on the bad guys and keep things going better. Eb/Cor, would you two like to try that again? You two are generally the fastest, so if you're willing we can try that out again and see if it helps anything. I was rather overwhelmed with all that was going on plus various interjections about this or that thing or buff. It would help me focus on the battle and bad guys instead.

-I've been using #evil for that, actually. But we can move to the channel you suggested.
-Not a problem, especially with your autobattle settings for their preferences. Which one would you like me to control?

Onwards!
Quote from: Merc on November 08, 2011, 08:24:33 PM
Quote2. I'd like to reiterate that you should have your actions ready and typed out when your turn comes, so we can keep things moving as fast as possible.

I have been! >_>

Yeah, this is really for Yuth. Yuth, you take more time to line in combat than the rest of us put together, and you really shouldn't since you're a fighter.


Next x2:
Quote from: Anastasia on November 08, 2011, 10:35:42 PM
The doors and rooms prevent teleportation and ethereal access of all types. They are reinforced to be powerful and nearly indestructable from the inside. From the outsider they're doors like any other. It's competent work, though nothing exceptional on that front. There is one unique twist - for each day a prisoner stays entirely in the cell, they become more and more convinced they'll never escape. It's a subtle effect that allows a save, but it chips away the will of long time prisoners.

The idea of some way to share party knowledge checks between each other without having to speak crossed my mind. You'd need some sorta magical item for it, though, but it's an idea and dropping results in #elysium would at least make sure everyone sees them.

-Are they in any sense better than our own cells (the creepy mental enchantment aside)? If so, let's boost our own accordingly.
-Acting out on meta bothers me, this would encourage it.

Last one!
Quote from: Anastasia on November 09, 2011, 12:46:37 AM
I presume this is for the treasury. Anyway, you can tell that larvae were held here. They are often used as currency among the yugoloths and other fiends that inhabit these foul depths.  From the looks of it, there were quite a few here, worth far more to the daemons than all the treasure they left behind.

By larvae you mean converted souls? Were they from the prisoners, or of general people that ended up in Hades after death and deserved to be there?
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2011, 07:20:01 PM
Dragon stuff later.

Quote-Let's break the shrine? I can do it after precasting GH and using the domain power of Protection.

Goes without incident. If the shrine has any power, it has no obvious effect on you.

Quote-Do we have any indication as to the general area of how many prisoners the cells held recently? Who they were, what happened to them, any paper trail of transfer to other holding facilities?

No records or anything like that were found. If they existed and were taken away, there's no sign of them.

Quote-Is the water in any sense viable for crafting horrible weapons for us?

Are you going to inspect the water? K:P check goes here.

Quote-I've been using #evil for that, actually. But we can move to the channel you suggested.

Please.

Quote-Not a problem, especially with your autobattle settings for their preferences. Which one would you like me to control?

My first instinct was to say Elrisa. Whoops. Dana maybe, she's simple enough to run.

QuoteYeah, this is really for Yuth. Yuth, you take more time to line in combat than the rest of us put together, and you really shouldn't since you're a fighter.

On one hand, Yuth has been doing a lot of combat maneuvers and trying to avoid the usual lethargy of charge+attack+full attack. I encourage this. On the other hand, do try and have options ready on your turn, or ask me questions before your turn.

Quote-Are they in any sense better than our own cells (the creepy mental enchantment aside)? If so, let's boost our own accordingly.

Not in any particular way, no.

QuoteBy larvae you mean converted souls? Were they from the prisoners, or of general people that ended up in Hades after death and deserved to be there?

There's no way to tell that from the evidence you have. Could go either way.

Edit: Larvae are the petitioners of Hades, and can be converted souls. However, some of them are just the poor, unclaimed saps who ended up here after death.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2011, 07:28:21 PM
On another subject, this came up today and provoked a clarification in the resurrection rules.

<Jaela> Thanks
<Jaela> I'm basically asking him for a couple rolls, if it wasn't clear
<Jaela> If that fails, that fails
> A couple of rolls of what?
<Jaela> Resurrection?
<Jaela> It's basically the same roll except with lowering chances, right?
<Jaela> Or did I get it wrong?
> Once a roll is passed or made, it applies to all resurrection chances until he is revived or passes into the Realms Beyond. - You do understand this point, don't you? He can cast resurrection a hundred times and they still used the failed roll. You can't game the roll with different circumstances.
> I figured you were still looking for a miracle spell.
<Jaela> I misunderstood how it worked. I thought the cumulative -15% applied to each res attempt.
<Jaela> In this case, yes, I want to try a miracle
> The -15% is meant to apply to if you die, get raised and die again.
<Jaela> Okay

In essence, once the resurrection roll is made and failed, it's considered failed for all further attempts until the soul passes into its final reward. Different circumstances and chances do not allow a second check, nor does improving the odds past the roll allow a second resurrection work in this manner. For example, once Elrisa failed that first resurrection roll, she can't be revived until her soul passes into the Realms Beyond. This does offer a second chance, albeit at much lower odds. A miracle spell or divine intervention can bypass all of this, but that's rare indeed.
Title: Re: Random DM nagging.
Post by: Corwin on November 10, 2011, 04:37:09 AM
Quote from: Anastasia on November 09, 2011, 07:20:01 PM
-Is the water in any sense viable for crafting horrible weapons for us?

Are you going to inspect the water? K:P check goes here.

[10:29] <Jaela> roll 1d20+22 K:P
[10:29] * Hatbot --> "Jaela rolls 1d20+22 K:P and gets 26." [1d20=4]

I guess this will be left to someone luckier.

Quote-Not a problem, especially with your autobattle settings for their preferences. Which one would you like me to control?

My first instinct was to say Elrisa. Whoops. Dana maybe, she's simple enough to run.

I don't particularly need a simple character to control. I'm perfectly fine with mages and the like! Anyway, okay.

QuoteYeah, this is really for Yuth. Yuth, you take more time to line in combat than the rest of us put together, and you really shouldn't since you're a fighter.

On one hand, Yuth has been doing a lot of combat maneuvers and trying to avoid the usual lethargy of charge+attack+full attack. I encourage this. On the other hand, do try and have options ready on your turn, or ask me questions before your turn.

This is why cheat sheets exist. After all, all the combat maneuvers use the same CMB, we moved to this specifically to simplify using them and streamline the process. The only possible question as relating to maths is whether haste/heroism/charging/whichever would give you a possible boost, and that can and should easily be handled by a note on the sheet. And if that doesn't help, one can always roll "1d20+25 bullrush (+2 for charge, +1 for haste)" and just let you arbiter this.

I'm not asking for anything I haven't done myself:
Full Attack (Gae Bolg, longspear form): +22/+17/+12, 1d8+12/1d8+12/1d8+12, x3/20, 20ft [+2/+2+2d6 vs fiends, +9d6 vs undead]
Full Attack (Gae Bolg, longspear form, GMW, Haste): +25/+25/+20/+15, 1d8+14, x3/20, 20ft [+2/+2+2d6 vs fiends, +9d6 vs undead, +9 Divine Might]

This lists my basic and most common attack modes, and I keep an offline cheat sheet with more modifiers, which I update each battle with Knowledge Devotion and other factors. In short, it's not that I calculate everything quickly in my head and know all the relevant rules, it's that I take the time to prepare and keep notes to not make people wait on me each turn.
Title: Re: Random DM nagging.
Post by: Merc on November 10, 2011, 12:16:02 PM
Quote from: Corwin on November 10, 2011, 04:37:09 AM
Quote from: Anastasia on November 09, 2011, 07:20:01 PM
Are you going to inspect the water? K:P check goes here.
I guess this will be left to someone luckier.
[10:15] <Merc> roll d20+23 K:P on water
[10:15] * Hatbot --> "Merc rolls d20+23 K:P on water and gets 37." [d20=14]
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2011, 01:00:16 PM
Quote from: Corwin on November 10, 2011, 04:37:09 AM
[10:29] <Jaela> roll 1d20+22 K:P
[10:29] * Hatbot --> "Jaela rolls 1d20+22 K:P and gets 26." [1d20=4]

I guess this will be left to someone luckier.

You know this water is likely some form of Styx water or related to it, but it's rather obscure.

QuoteI don't particularly need a simple character to control. I'm perfectly fine with mages and the like! Anyway, okay.

Oh yeah, I know. Didn't meant to imply otherwise, just sayin'. Fact is, there's no heavy mage characters to control yet except for Annalise and Tepen. One's off the table and the other is old and likely to avoid direct combat most of the time - at least from what you guys have said.
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2011, 01:07:46 PM
Quote from: Merc on November 10, 2011, 12:16:02 PM
[10:15] <Merc> roll d20+23 K:P on water
[10:15] * Hatbot --> "Merc rolls d20+23 K:P on water and gets 37." [d20=14]

This frozen water is a blend of Styx water and the frozen despair of larvae that were drowned in the waters higher up in the third gloom. It is frozen and miserable, reflecting the bitter fates of all who ended up cast down into this nightmare. It does have uses in the creation of magical items, particularly those related to effects like Crushing Despair and depression.  Were a weapon of adamantine soaked in this ice-water for 8 days and then treated with powdered linthrum, 12 drops of black tar mixed with Bashalin and the sighs of a man who has wasted his life, a powerful weapon would be created.
Title: Re: Random DM nagging.
Post by: Corwin on November 10, 2011, 01:14:21 PM
An evil weapon?  >_>
Title: Re: Random DM nagging.
Post by: Merc on November 10, 2011, 01:22:29 PM
"the sighs of a man who has wasted his life"

>_>;
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2011, 01:24:49 PM
Quite likely, yes. Who'da thunk it?
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2011, 03:13:41 AM
Quote from: Corwin on November 03, 2011, 07:53:19 PM
[00:51] <Ilya> roll 1d20+21
[00:51] * Hatbot --> "Ilya rolls 1d20+21 and gets 40." [1d20=19]

GI roll for recalling any rumors of dragons from my travels, posted per your request, Dune.

Baleruk of the Green: You have heard of this green dragon. He is said to lair deep in Limbo, within a roiling mountain of jellified acid and pitted metal. A reclusive dragon that is said to have dealings with the slaad.

Nosmaynaj: A green wyrm that resides within the quasielemental plane of Ash. Little is known of this wyrm, but it's rumored he hoards vast treasures, even by dragon-kind.

Vyudinasorl: A green dragon that is said to live somewhere within the Infinite Staircase, an obscure planar passageway. It is said to have teeth made of keys to sealed portals within the Staircase.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 11, 2011, 08:54:14 PM
Quote from: Corwin on November 09, 2011, 05:11:35 AM
Yeah, this is really for Yuth. Yuth, you take more time to line in combat than the rest of us put together, and you really shouldn't since you're a fighter.

I'll work on it! My bad!
Title: Re: Random DM nagging.
Post by: Anastasia on November 15, 2011, 12:17:36 AM
Okay, who's going to Fire? Is it all of you PCs or was one/two of you going to stay? Do remember that all four of you PCs will need magic to endure the fire dominate trait of Fire. It's 3d10 damage per round, so resistance 5 or 10 isn't going to cut it. Most NPCs are in the same boat, though Adrian ignores this trait thanks to Planar Champion, Arrel is immune to fire and Annalise has a combination of fire resistance and fast healing to negate the damage. This assumes you choose to bring any allies with you, which is entirely at your discretion.

If any of you are not going to Fire, do you have any plans beyond waiting in Aurora for the others to return?
Title: Re: Random DM nagging.
Post by: Corwin on November 15, 2011, 12:37:23 AM
I'm going, I'll spam fire res 30.
Title: Re: Random DM nagging.
Post by: Ebiris on November 15, 2011, 03:20:59 AM
Afina can share the load of casting resist energy. Lets bring Arrel along?
Title: Re: Random DM nagging.
Post by: Anastasia on November 17, 2011, 03:00:11 AM
Crystal will be posted tomorrow night. Ran into some delays, didn't get her done tonight. Her build is Pixie 4/Ranger (Mounted Combat variant) 9//Paladin of Freedom 13 with the fey paladin sub levels.

On another note, what'cha guys gonna do next now that your trip to fire is done with? This presumes you just plane shift back after talking to Crellen, if not say so.
Title: Re: Random DM nagging.
Post by: Ebiris on November 17, 2011, 03:21:41 AM
Lets go back and trade Arrel for either Adrian or Annalise and then go to Ash for dragon killing?
Title: Re: Random DM nagging.
Post by: Corwin on November 17, 2011, 05:16:45 AM
I'm fine with that. My preference between the two is Annalise, and I think we should also grab Dana. She really wanted to fight a dragon, so even if she dies she'll die happy.
Title: Re: Random DM nagging.
Post by: Anastasia on November 17, 2011, 09:15:59 PM
Merc: Make sure to add the following to your sheet.

Anarch (Ex)

You are naturally talented at controlling Limbo. Your creations can be far more complex than normal and you gain a +8 competence bonus to wisdom checks to control Limbo.

I figure this was some compensation from Hatbot for all the Ithea hate.
Title: Re: Random DM nagging.
Post by: Merc on November 18, 2011, 12:23:27 AM
Added. And yes, that was pretty nice...too nice, perhaps. Now to wait for the other shoe to drop... *narrows eyes suspiciously*
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2011, 02:30:35 AM
Crystal is posted. I admit fey knight is a kludge, but it's the only way I could get the concept to work without a lot more finagling.
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2011, 08:16:05 PM
[02:15] <Jaela> roll 1d20+31 spellcraft on the spear
[02:15] * Hatbot --> "Jaela rolls 1d20+31 spellcraft on the spear and gets 35." [1d20=4]
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2011, 08:32:06 PM
Didn't you already roll spellcraft on the spear?
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2011, 09:39:02 PM
This is after casting Identify.
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2011, 09:40:32 PM
Can I take this feat? http://dnd.savannahsoft.eu/feat-153-avenging-strike.html
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2011, 10:16:30 PM
Some spells I'd like to swap out, if possible:

lvl1: Lesser Vigor -> Blade of Blood [PBH2 p104]
lvl2: Veil of Shadows -> Turn Anathema [CC p129]
lvl3: Weapon of the Deity -> Fell the Greatest Foe [SC p90], Mass Lesser Vigor -> Shield of Warding [SC p188]
lvl7: Holy Star -> Holy Transformation/Movanic Deva (http://www.soulriders.net/forum/index.php/topic,101729.msg1026277.html#msg1026277)

http://www.soulriders.net/forum/index.php/topic,101729.msg1026249.html#msg1026249
Title: Re: Random DM nagging.
Post by: Merc on November 18, 2011, 10:53:38 PM
[20:49] <Kotono> As an aside, holyf uck does the list of knight bonus feats blow.
[20:52] <Merc> Yes, Knight sucks with feats.
[20:53] <Merc> Would be nice if the bonus feats and mounted combat were wiped and just said "Bonus feat: Pick any fighter feat"
[20:53] <Kotono> Dana's done.
[20:53] <Kotono> I'm tempted to do that. Post this in DM nagging so I don't forget.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2011, 12:52:21 AM
Dune, I'm looking to improve my combat ability. How much would it cost to outfit Willim with a pair of leather gauntlets with the Wounding ability?
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:37:06 AM
Level up summary!

Adrian took planar champion and dragonfire adept. Sickening breath gives him a low DC status attack and sunder portal gives him interesting utility options. Scales gives him a much needed +2 AC. Decent level. He might take a final level of dragonfire adept or move on, haven't decided yet.

Annalise may gain some benefits or level. You shall see.

Misalea took sentinel (NG paladin variant) and arcane duelist after some retraining. She's not that good at melee, but that's not why she's doing it.

Dana took Psychic Warrior and Dwarven Defender. DD was DR 3/- and improved uncanny dodge, both of which help her. Psychic warrior was me deciding to experiment; a bonus feat and a dab of psionics may help her after all. Right now she only has one PP, a next level will expand that. She also retrained several feats and tweaked to draw out some more attack and damage potential. I'm hoping this buffs her up and gets her rolling, as well as opening up various options for when she's done with Dwarven Defender. As an aside, I'd wanted to mess around with psionics some more, so I'm Dana is the test subject. If it's an unmitigated disaster she'll retrain.

Tannin got mettle and dancer's strike (good). Okay level? Good but nothing breath-taking. Sort of an in-between level for him, feels like. Not sure what he'll do post Vigilante. Suggestions are good.

Arrel took racial HD and monk 4. Nothing overwhelmingly good here, I'm looking for a PrC or something to further expand his options while keeping up with racial HD. Sorta a filler level.

Lief took fighter and ranger. Okay level up all told, his main functions won't change for a little longer yet. He's going to PrC next level. At least he rolled a 10 on his d10 HD. Yay.

Crystal leveled up and got odds and ends. A 4th level paladin spell was the biggest gain, followed by a third favored enemy. Not much to say, she's locked into her classes.

Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:42:23 AM
Quote from: Corwin on November 18, 2011, 08:16:05 PM
[02:15] <Jaela> roll 1d20+31 spellcraft on the spear
[02:15] * Hatbot --> "Jaela rolls 1d20+31 spellcraft on the spear and gets 35." [1d20=4]

Val'Finnegan

Val'Finnegan functions as a longspear+4. When held by good aligned bearer with more than 10 hit dice, it becomes a longspear+5, holy. It may have other powers for more potent users, but even Identify cannot explain this item to such detail. It has great potential, far more than your magic can properly identify. When held, you can see various names manifest on the haft on occasion. Your religious knowledge catches a few names you know, names of saints and exalted mortals. Regardless, Val'Finnegan strikes as a silvered weapon.

Val'Finnegan counts as a major artifact.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:42:37 AM
Quote from: Corwin on November 18, 2011, 09:40:32 PM
Can I take this feat? http://dnd.savannahsoft.eu/feat-153-avenging-strike.html

No. Even if you ignore the ToB thing a moment, a feat that gives you a plentiful source of new smites out of the blue isn't reasonable.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2011, 02:48:57 AM
That's NUTS!
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:50:27 AM
Quote from: Corwin on November 18, 2011, 10:16:30 PM
Some spells I'd like to swap out, if possible:

lvl1: Lesser Vigor -> Blade of Blood [PBH2 p104]
lvl2: Veil of Shadows -> Turn Anathema [CC p129]
lvl3: Weapon of the Deity -> Fell the Greatest Foe [SC p90], Mass Lesser Vigor -> Shield of Warding [SC p188]
lvl7: Holy Star -> Holy Transformation/Movanic Deva (http://www.soulriders.net/forum/index.php/topic,101729.msg1026277.html#msg1026277)

http://www.soulriders.net/forum/index.php/topic,101729.msg1026249.html#msg1026249

Changes go without incident. I gotta ask, why Shield of Warding? You don't use a shield.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:53:32 AM
Quote from: Merc on November 18, 2011, 10:53:38 PM
[20:49] <Kotono> As an aside, holyf uck does the list of knight bonus feats blow.
[20:52] <Merc> Yes, Knight sucks with feats.
[20:53] <Merc> Would be nice if the bonus feats and mounted combat were wiped and just said "Bonus feat: Pick any fighter feat"
[20:53] <Kotono> Dana's done.
[20:53] <Kotono> I'm tempted to do that. Post this in DM nagging so I don't forget.

Done. Left mounted combat since it's so iconic to knights, but the other bonus feats are now opened up. Knights are still crappy but this boosts them up a tad.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:54:49 AM
Quote from: Yuthirin on November 19, 2011, 12:52:21 AM
Dune, I'm looking to improve my combat ability. How much would it cost to outfit Willim with a pair of leather gauntlets with the Wounding ability?

Whatever the price would be for a savage species necklace of natural weapons would be plus the off-slot modifier.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:56:00 AM
Quote from: Yuthirin on November 19, 2011, 02:48:57 AM
That's NUTS!

Yeah, it's way over performing for a feat.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 03:04:35 AM
Gaming for Monday(If it happens) and Tuesday will likely be small and side things, just FYI.
Title: Re: Random DM nagging.
Post by: Corwin on November 19, 2011, 05:14:56 AM
Quote from: Anastasia on November 19, 2011, 02:42:37 AM
No. Even if you ignore the ToB thing a moment, a feat that gives you a plentiful source of new smites out of the blue isn't reasonable.

It's only anti-fiend, but sure. In this case, I'd like to swap out Blade of Force for Protection Devotion. Ang-chan gives that one alongside the Knowledge.

Quote from: Anastasia on November 19, 2011, 02:50:27 AM
Changes go without incident. I gotta ask, why Shield of Warding? You don't use a shield.

Fell the Greater Foe and Shield of Warding were taken with Afina and Dana in mind. What do you know, they're both touch.  >_>
Title: Re: Random DM nagging.
Post by: Ebiris on November 19, 2011, 09:25:19 AM
I <3 Jaela.

Wanted that spell so bad, if only it was on the sorc list...
Title: Re: Random DM nagging.
Post by: Corwin on November 19, 2011, 10:38:33 AM
Dune, I was reading the custom stuff, and I came across this:

http://www.soulriders.net/forum/index.php/topic,101739.msg1023444.html#msg1023444

It was your list of ACFs for the Paladin's mount. I remember asking you about what could exist for the Favored Soul's wings and you told me to come up with something, but what if we just use this? One of your proposed features is said wings, so if they're all equal any of them could qualify here.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:16:10 PM
Quote from: Corwin on November 19, 2011, 05:14:56 AMIt's only anti-fiend, but sure. In this case, I'd like to swap out Blade of Force for Protection Devotion. Ang-chan gives that one alongside the Knowledge.

Okay. How many devotion feats does that put you at?

QuoteFell the Greater Foe and Shield of Warding were taken with Afina and Dana in mind. What do you know, they're both touch.  >_>

Hah, okay.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:17:50 PM
Quote from: Corwin on November 19, 2011, 10:38:33 AM
Dune, I was reading the custom stuff, and I came across this:

http://www.soulriders.net/forum/index.php/topic,101739.msg1023444.html#msg1023444

It was your list of ACFs for the Paladin's mount. I remember asking you about what could exist for the Favored Soul's wings and you told me to come up with something, but what if we just use this? One of your proposed features is said wings, so if they're all equal any of them could qualify here.

Which feature do you have in mind?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2011, 02:23:35 PM
Quote from: Anastasia on November 19, 2011, 02:56:00 AM
Quote from: Yuthirin on November 19, 2011, 02:48:57 AM
That's NUTS!

Yeah, it's way over performing for a feat.

I was talking about the spear, actually.
Title: Re: Random DM nagging.
Post by: Corwin on November 19, 2011, 02:24:10 PM
-2, of course. Knowledge and Protection, both coming from my patron.

-The domain appeals the most, without a doubt. In a pinch, I could do with +3 clerical levels for the purpose of calculating Turning or with DR/-.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2011, 02:57:44 PM
Quote from: Corwin on November 19, 2011, 02:24:10 PM
-2, of course. Knowledge and Protection, both coming from my patron.

-The domain appeals the most, without a doubt. In a pinch, I could do with +3 clerical levels for the purpose of calculating Turning or with DR/-.

If you want yet another domain, who am I to argue?
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2011, 01:31:22 AM
Cor, do you remember how I ruled on Dragonfire Strike for Seira?
Title: Re: Random DM nagging.
Post by: Ebiris on November 22, 2011, 08:45:34 AM
Although I've spent a lot of skill points on craft (weapon) (and am thinking of taking armour to go with it starting next level), by the rules I can't do anything except make masterwork weapons. Even if I take Craft Magic Arms & Armour, each enchantment requires a specific spell, which as a sorcerer I'm quite unlikely to have.

On the other hand, various NPC crafters in Balmuria 1 were able to make exciting gear by having access to rare and powerful materials which we PCs would often acquire for them. Any chance of getting a lead on stuff Afina could use to make excitingly powerful weapons, like the Crystalvein stuff from last time?
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2011, 10:04:01 PM
With Tepen, Annalise and a few others around, I figure you can get the spells you need cast anyway. I'm not really inclined to quibble over it or care. If all goes well, you'll have the resources you need for this anyway.

As for special materials and items, sure. Keep your eyes open, I like to do that stuff sometimes. The gray ice-water in Hades had one attached, remember.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2011, 03:29:08 AM
Here's your info from Baleruk. Make of it what you will and prepare and plan. Do note the 'suggestions' at the bottom are in character for Baleruk, if it wasn't obvious enough. This in no way dictates your own strategy.

Arandalhaz has his abode within Air, in a region known as the Earthfalls. Due to planar phenomenon there is an erratic portal that deposits rocks and hunks of earth within this area. Much of it falls away - giving name to the area - but some of it lingers within the Earthfall. Here there is faint gravity and miles and miles of airy caves. Air elementals and various quasi and para elementals live there, as well as other odd things. It's not a well understood region and remote. What makes it worse is that it's currently warded quite extensively. Teleportation, scrying, plane shifting, divinations and other magics are all stopped cold in the entire area. This is a new development according to Baleruk, the work of the dragon gods who wish to deny his rightful place!

What's worse is that servants of Tiamat, Bahamut and other draconic deities have been confirmed there. The presence of competing dragon factions is a grave sign that Arandalhaz is under unified divine protection. Worse yet, Baleruk has divined rumors that several groups of mercenaries have been rumored to have gone to Air and perhaps Earthfall. Arandalhaz is also known to have servitor kobolds, goblins, ogres, dire wolves and other similar creatures.

Planar Traits within Earthfall

As Air with the following changes:

- Weak Objective Gravity. While there is gravity within the Earthfall, it is weak. Jump and Climb checks benefit from a +25 bonus within the Earthfall and creatures suffer only 1 point of falling damage per 30 feet. In addition, weapon ranges are doubled within Earthfall due to minimal resistance. Due to the awkwardness of low gravity, there is a -3 penalty to Balance, Ride, Swim and Tumble checks within Earthfall. This replaces the No Gravity trait of Air.
- Normal Magic. Due to the unusually high concentration of earth and soil within the Earthfall, there are no changes to magic here. This replaces enhanced magic and impeded magic.

Suggestions

I, Baleruk, the first perfect prismatic dragon, shall offer you my wisdom. Listen well, for I have spent long pondering this corundum. You must be wary and understand they expect my glorious presence to attack! To that they have surely dedicated all their strength in places a dragon of my stature would deign to assault. THEY COWER IN THE DARK OPENINGS AND PLACES, HOPING TO STOP MY PRISMATIC MAJESTY! THEY FEAR MY MIGHT AND RESIST ME WITH ALL THEY HAVE!

Fools that they are, surely less obvious means of attack may be possible. The most cowardly and weakest will huddle in fear in the smallest cave entrances, like pathetic gnats before me. Strike them hard, for cowards like them will be soundly scared off with a powerful attack! If you have power WORTHY of my aid, perhaps even a direct assault will fell them! No matter. Once you are inside you must track down Arandalhaz! The feeble dragonling will surely be hiding in the deepest and darkest corner, surrounded by pathetic minions of fearful dragon gods! Strike them down! Strike them all down and scatter them to the four winds! Arandalhaz wastes his potential, take it from him with Val'Finnegan! Show them that the might of a true prismatic dragon is incomprehensible to them.
Title: Re: Random DM nagging.
Post by: Merc on November 23, 2011, 04:20:43 AM
Well...You certainly had fun typing Baleruk's 'suggestion'. >_>
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2011, 12:50:35 PM
I try.
Title: Re: Random DM nagging.
Post by: Corwin on November 23, 2011, 01:24:14 PM
Let's take a moment to GI the blue dragon so there are no surprises?
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2011, 01:35:17 PM
Anyone who wants to can roll GI on Arandalhaz. Roll in #elysium and post the results here.
Title: Re: Random DM nagging.
Post by: Merc on November 23, 2011, 01:39:57 PM
[11:39] <Merc> roll d20+22 GI blue dragon
[11:39] * Hatbot --> "Merc rolls d20+22 GI blue dragon and gets 32." [d20=10]
Title: Re: Random DM nagging.
Post by: Corwin on November 23, 2011, 01:45:38 PM
[19:45] <Jaela> roll 1d20+21 GI
[19:45] * Hatbot --> "Jaela rolls 1d20+21 GI and gets 30." [1d20=9]
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2011, 11:37:48 PM
This came up in session and I feel it's a fair point. Go ahead and elaborate on where you are GIing? Be it Aurora, Brightwater or somewhere else. I don't want to belabor this overmuch since you have teleportation and plane shifting on tap, but lemme know where you're working.
Title: Re: Random DM nagging.
Post by: Merc on November 23, 2011, 11:39:53 PM
<Jaela> Some hobos in Brightwater, probably

Let's go with that, I guess =p
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2011, 11:45:38 PM
Okayo. I'll wait for Cor to confirm that for Jaela. Since tomorrow is Thanksgiving there's no hurry.
Title: Re: Random DM nagging.
Post by: Corwin on November 23, 2011, 11:54:23 PM
It works for me, since that's the best place I know for gossip and travelers. If you want I can go there and Merc can check around Ysgard?
Title: Re: Random DM nagging.
Post by: Anastasia on November 26, 2011, 04:54:54 PM
This old avatar feels fitting for this game.

---

Talking around Brightwater you did up minimal information. Arandalhaz is a blue dragon that's gone to ground as much as anyone who knows the name knows. Off the grid, so to speak. Some think he's dead and looted, others think he's hiding, yet others claim he's taken human form to make money in trade, or is angling for a return and some sort of grand play for profit.
Title: Re: Random DM nagging.
Post by: Corwin on November 27, 2011, 12:53:54 PM
What do you think of these?

http://www.dandwiki.com/wiki/DnD_Favored_Soul_Feats
Title: Re: Random DM nagging.
Post by: Anastasia on November 27, 2011, 02:41:35 PM
Tannin's back, he has two new reports posted. Feel free to bug him IC if you want to or give him a new task.

---

On returning to her room, Ithea finds 27 there. In it's badger-hands it holds a scrap of paper, presented to Ithea before the thing runs off. On it is the following:

Gsv vbvh orv gifgs rh ulfmw yvblmw liwvivw orvh

Gsv gdl yllph nfhg mlg yv xlnyrmvw! R yvt lu blf gl mlg gl!
Title: Re: Random DM nagging.
Post by: Anastasia on November 27, 2011, 02:50:46 PM
Quote from: Corwin on November 27, 2011, 12:53:54 PM
What do you think of these?

http://www.dandwiki.com/wiki/DnD_Favored_Soul_Feats

Not the best written but I see where they're trying to go with it. Do any of them interest you in particular?

Title: Re: Random DM nagging.
Post by: Merc on November 27, 2011, 03:00:08 PM
The eyes pie, truth is found beyond ordered pies. The two books must not be combined. I beg of you to not to.
ooooor...
The eyes lie, truth is found beyond ordered lies. The two books must not be combined. I beg of you to not to.
Clearly, 27 had some bad pie.
Title: Re: Random DM nagging.
Post by: Corwin on November 27, 2011, 03:51:02 PM
Yeah, the phrasing's dumb and at times needlessly awkward, especially with the whole energy res part. Wardship is mildly interesting, Resolution is a waste of time and Disapproval/Revelation are pretty glorious. Disapproval looks like it could synergise nicely with my War domain prc (which I'm clearly going to cast from, even if my crit range is just 20/x3), and Relevation is basically Ascetic Mage-lite (which is itself Arcane Strike-lite) except against appropriate foes (ie EVIL). I like that thematically, and it'd be useful, too.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2011, 01:08:33 AM
I'm looking at the Mantled Warrior ACF for Dana next level instead of another bonus feat. To do so she'd have to give up one of her planned level 15 feats, see below. If any of you are familiar with psionics, do you think this is a good trade? I'm looking at the physical power or pain and suffering mantles offhand.

14: Aasimar 0/Knight 13/Psychic Warrior 1//Fighter 8/Dwarven Defender 6
15: Aasimar 0/Knight 13/Psychic Warrior 2//Fighter 8/Dwarven Defender 7 - Feats: Psionic Dodge(15), Greater Weapon Focus(PW2)
16: Aasimar 0/Knight 13/Psychic Warrior 3//Fighter 8/Dwarven Defender 8
17: Aasimar 0/Knight 13/Psychic Warrior 4//Fighter 8/Dwarven Defender 9
18: Aasimar 0/Knight 13/Psychic Warrior 5//Fighter 8/Dwarven Defender 10 - Feats: ?(18), ?(PW5)

After this is the big question. What PrC, if any, for 19-20? More fighter? A psionic PrC, maybe? Lots of options here. Feats are left open at 18 for that reason.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2011, 01:13:12 AM
Quote from: Corwin on November 27, 2011, 03:51:02 PM
Yeah, the phrasing's dumb and at times needlessly awkward, especially with the whole energy res part. Wardship is mildly interesting, Resolution is a waste of time and Disapproval/Revelation are pretty glorious. Disapproval looks like it could synergise nicely with my War domain prc (which I'm clearly going to cast from, even if my crit range is just 20/x3), and Relevation is basically Ascetic Mage-lite (which is itself Arcane Strike-lite) except against appropriate foes (ie EVIL). I like that thematically, and it'd be useful, too.

Wardship is fine, though the +2 to saves vs death magic isn't relevant to this game. Disapproval is wonky as hell, not sure what I think of it.  Revelation is really good. It's not arcane strike good, but a divine spell for +x hit, in addition to +1 hit and +1d4 damage is still hugely respectable.

Let me rewrite these before anything else. Post will be incoming.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2011, 02:07:26 AM
Shield of Resolution [General]
Prerequisite: Favored Soul level 5th
Benefit: Once per day you may add one half of your favored soul level as a resistance bonus to your saving throws. This lasts for one hour and is a supernatural effect.

Dropped the energy resistance shit for now. Let's compare it to a few things. I'll start with the granted power of the protection domain, as the two powers are not dissimilar in design. To quote:

Quote from: srdGranted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

So on one hand you get only half the rate of the domain ability and the duration is the same. On the other hand, this ability lasts for the entire hour. It doesn't go away after one saving throw. That's quite potent, keeping up with the resistance spells as they appear. Eventually this ability trumps even greater/superior resistance, though it does take some time.

---

Wardship I'm skipping a moment. I want to overhaul the entire damn thing. Why the hell would a favored soul reference a domain spell list? That's completely daft and entirely limited. I'd do it as a kicker to spells that grants any bonus to armor class. You cast 'em, the bonus they grant to armor class rises by 1. Nice but not overwhelmingly awesome.

---

Again, what idiot decided to tie favored soul class features to domains? Bloody fucking hell. So basically this is meant to give you an automatic keen edge spell plus a kicker spell on a successful critical? Reading these, I'm reminded more of class features than actual feats. They feel like 'em, as if the author was trying to patch special feature empty dead levels of favored soul. This one in particular I'd rewrite as an ACF, probably to replace weapon focus or specialization, haven't decided yet. Could go either way or maybe both depending on how potent this is.

Alternate Class Feature: Strike of Disapproval

You hit the bad guys really hard and get magic, blah blah blah I'm not doing flavor for a mockup.

Class: Favored Soul.

Replaces: If you select this alternate class feature, you do not gain deity's (weapon focus/weapon specialization).

Benefit: You gain improved critical with your deity's favored weapon as a bonus feat. You need not meet the prerequisites for it. In addition, when you confirm a critical hit on an opponent, they are affected as if you had cast Doom on them. The save DC, duration and all other factors are identical to as if you cast doom yourself. You need not have Doom on your spell list for this effect to work.

At 10th level you can instead choose to gain the benefits of a divine favor spell on yourself when you land a successful critical hit.

At 15th level you can instead choose to gain an extra energy damage to your weapon. You gain 1d6 points for each element you have chosen for your energy resistance class power. For example, a favored soul who has chosen fire, cold and electricity would deal 1d6 points of fire damage, 1d6 points of cold damage and 1d6 points of electricity damage. This benefit lasts for 1 minute.

(Optional 20th level iteration goes here, whatever.)

This reads better to me and hammers out many of the issues with the previous feat. It's certainly interesting with a high crit weapon like a rapier or falchion.

---

I'd rather you not take Strike of Revelation. The +1/+1d4 part isn't anything at all, but being able to trade off spell slots for +hit isn't something I want to deal with for a divine character. I'm concerned taking that would unbalance things and bring in a level of charop I'm unsure fits the current game setup. Right now I'm not prepared to rock the boat to that extent, especially as you gain higher level magic and more options for buffing.

Afina does have Arcane Strike and so does Ithea, but the former lacks power attack and tops off at two hits a round, while the latter has lower base hit, less higher spell levels to sacrifice to fuel it and is frankly playing a lower power level build than you are.

(As an aside, I checked the stats for hit percentage. You're at the bottom at 51%, though this past month hasn't been added yet. Further, your duel with Dana skewed your numbers several percentage points down. My perception is that you hit around Willim's rate, with Ithea a bit below and Afina above that. Afina's higher since she's rarely making normal iterative attacks, which cause more misses on the back end of them. Further, with your Robliar's Gambit routine you'll be getting your fair share of AoOs which will inflate your hit numbers back up.

Unfortunately there aren't raw damage numbers. I suspect it's roughly Afina=Jaela>Willim=Ithea. Something like that, two tiers of damage dealing.)
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2011, 10:22:45 PM
Since you guys are sometimes controlling NPCs in battle, I'm going to post their planned builds in this thread. There are the plans and guidelines I have set up for them. There aren't set in stone, suggestions and pointers more than welcome.

Adrian:
Spoiler: ShowHide


Adrian is currently level 14.

14: Hagspawn 2/Rogue 10/Dragonfire Adept 2//Fighter 6/Planar Champion 8
15: Hagspawn 2/Rogue 11/Dragonfire Adept 2//Fighter 6/Planar Champion 9 - Undecided on other side, doesn't matter. Saying Rogue for now for the sake of keeping things straight. Feats: Draconic Aura(15).
16: Hagspawn 2/Rogue 12/Dragonfire Adept 2//Fighter 6/Planar Champion 10 - See above. Ends after this level.
17: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 1//Fighter 7/Planar Champion 10
18: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 2//Fighter 8/Planar Champion 10 - Feats: ?(Exact one TBD)(18), Toughness(DD2), Greater Weapon Focus(F8)
19: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 3//Fighter 9/Planar Champion 10
20: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 4//Fighter 10/Planar Champion 10 - Feat: ?(F10), ?(DD4)
21: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 5//Fighter 11/Planar Champion 10 - Feat: Great Ability(Strength)(21)
22: Hagspawn 2/Rogue 13/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 10 - Feat: Greater Weapon Specialization(F12)

At that point go into epic planar champion and do something on the other side. I'm not sure what. I considered Dread Commando but that fits Lief better.


Misalea:
Spoiler: ShowHide


10: Star Elf Fey Bloodline 2/Ranger 7/Arcane Duelist 1//Bard 9/Sentinel 1
11: Star Elf Fey Bloodline 2/Ranger 7/Arcane Duelist 2//Bard 9/Sentinel 2
12: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 2//Bard 9/Sentinel 3 - Feat: ?(12)
13: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 3//Bard 9/Sentinel 4

Considering she is mid-transition, I'm not going any farther with her. It's possible she may go back into bard for at least one more level, especially because it gets her a 4th level spell. Come back to her later.


Dana:
Spoiler: ShowHide


Dana is currently level 14

14: Aasimar 0/Knight 13/Psychic Warrior 1//Fighter 8/Dwarven Defender 6
15: Aasimar 0/Knight 13/Psychic Warrior 2//Fighter 8/Dwarven Defender 7 - Feats: Psionic Dodge(15), Greater Weapon Focus(PW2)
16: Aasimar 0/Knight 13/Psychic Warrior 3//Fighter 8/Dwarven Defender 8
17: Aasimar 0/Knight 13/Psychic Warrior 4//Fighter 8/Dwarven Defender 9
18: Aasimar 0/Knight 13/Psychic Warrior 5//Fighter 8/Dwarven Defender 10 - Feats: ?(18), ?(PW5)

After this is the big question. What PrC, if any, for 19-20? More fighter? A psionic PrC, maybe? Lots of options here. Feats are left open at 18 for that reason. Edit: War Mind is looking like her likely destination. I'll revise this a little later with that in mind.


Tannin:
Spoiler: ShowHide


Tannin is currently level 14.

14: Cansin 1/Rogue 4/Vigilante 9//Fighter 2/Battle Dancer 12
15: Cansin 1/Rogue 4/Vigilante 10//Fighter 2/Battle Dancer 13 - Feats: Silent Spell(15)
16: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 1//Fighter 2/Battle Dancer 14
17: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 2//Fighter 2/Battle Dancer 15
18: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 3//Fighter 2/Battle Dancer 16 - Feats: Quicken Spell-Like Ability(Glibness)
19: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 4//Fighter 2/Battle Dancer 17
20: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 5//Fighter 2/Battle Dancer 18
21: Cansin 1/Rogue 4/Vigilante 11/Spellfilch 5//Fighter 2/Battle Dancer 19 - Feats: Epic Skill Focus(Gather Information)
22: Cansin 1/Rogue 4/Vigilante 12/Spellfilch 5//Fighter 2/Battle Dancer 20

At this point epic battle dancer would come into play. This is far enough for now.


Arrel:
Spoiler: ShowHide


14: Giant Eagle 5/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10
15: Giant Eagle 6/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Barbarian 1 - Feat: Extra Rage(15)
16: Giant Eagle 7/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Barbarian 2
17: Giant Eagle 8/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Barbarian 3
18: Giant Eagle 9/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Barbarian 4 - Feat: Power Attack(18)
19: Giant Eagle 10/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Barbarian 5
20: Giant Eagle 11/Half Dragon 3/Celestial 2/Monster of Legend 4//Monk 4/Aerial Avenger 10/Barbarian 6

At this point he may go back into epic aerial avenger. I'm not sure and this is far enough, his build isn't going to change much anyway.


Lief:
Spoiler: ShowHide


11: Pixie 4/Survivor 5/Fighter 2//Ranger 7/Rogue 4
12: Pixie 4/Survivor 5/Fighter 3//Ranger 8/Rogue 4 - Feat: Mobility(12)
13: Pixie 4/Survivor 5/Fighter 4//Ranger 8/Rogue 4/Dread Commando 1 - Feat: Spectral Skirmisher(F4)
14: Pixie 4/Survivor 5/Fighter 5//Ranger 8/Rogue 4/Dread Commando 2
15: Pixie 4/Survivor 5/Fighter 6//Ranger 8/Rogue 4/Dread Commando 3 - Feats: ?(15), Weapon Specialization(Longbow)(F6)
16: Pixie 4/Survivor 5/Fighter 7//Ranger 8/Rogue 4/Dread Commando 4
17: Pixie 4/Survivor 5/Fighter 8//Ranger 8/Rogue 4/Dread Commando 5 - Feats: Greater Weapon Focus(Longbow)(F8)

Not sure past this, will work on it and see.


Crystal&Hope: [spoiler]

14: Pixie 4/Ranger (Mounted Combat style variant) 10//Paladin of Freedom 14
15: Pixie 4/Ranger (Mounted Combat style variant) 11//Paladin of Freedom 14/Defender of the Natural World 1 - Feats: Fey Knight(15), Celestial Companion(DNW 1) (Note: Crystal will retrain fey knight into sacred vow at level 15, so she'll shift fey knight to this feat.)
16: Pixie 4/Ranger (Mounted Combat style variant) 12//Paladin of Freedom 14/Defender of the Natural World 2
17: Pixie 4/Ranger (Mounted Combat style variant) 13//Paladin of Freedom 14/Defender of the Natural World 3
18: Pixie 4/Ranger (Mounted Combat style variant) 14//Paladin of Freedom 14/Defender of the Natural World 4 - Feat: Nemesis(18)
19: Pixie 4/Ranger (Mounted Combat style variant) 15//Paladin of Freedom 14/Defender of the Natural World 5
20: Pixie 4/Ranger (Mounted Combat style variant) 16//Paladin of Freedom 14/Defender of the Natural World 6

Build continues until she finishes defender. She might not continue it into epic, too far ahead to figure out. She sort of wants paladin of freedom 15 for +1 smites at some point, or at least to pick up extra smiting. This could replace Nemesis depending on how her role solidifies.

Hope doesn't have a full build, but I am planning out his feats. Awaken Frightful Presence(18), Great Ability(Constitution(21), Quicken Breath(24), Recover Breath(27), and see from there. Great ability may be omitted depending on how Hope's con shakes out. He needs 19 for quicken breath. Recover breath is arguable as well, epic ability focus for it may appeal more.
Title: Re: Random DM nagging.
Post by: Corwin on November 29, 2011, 05:18:58 PM
Referencing this post of the rules, the Combat section.

http://www.soulriders.net/forum/index.php/topic,101726.msg1023333.html#msg1023333

Quote
We use CMD and CMB from Pathfinder as well as the added modes of combat maneuvers, with the following exceptions:

- We keep 3.5's size modifiers for CMB and CMD.

- We keep the 3.5 style of combat maneuver feats with a few tweaks, see up in feats for more information.

- Tumble is now an opposed check against the target's CMD.

- Provoking an AoO and taking damage from it does not disrupt a combat maneuver. This changes certain maneuvers, such as grapple. This does not apply if the effects of the AoO would render you unable to continue the combat maneuver, such as putting you at -1 or lower hit points or applying a status condition.

- You may lift an enemy with a CMB vs CMD check, this provokes an AoO from the target unless you are already grappling them. You may throw them 5ft per 5 points of strength you possess, assuming you have the requisite strength score to lift them. They take falling damage equal to the distance they were thrown.

We're using the CMB/CMD a bit differently, so can we write this out in the rules to reflect it?

CMB = Base attack bonus + Strength modifier + special size modifier + temporary attack bonuses (haste, charge, heroism, knowledge devotion, arcane strike, smite and any other bonuses to hit)
CMD = Base attack bonus + Strength modifier + special size modifier + Dexterity modifier + miscellaneous modifiers (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)

And if this isn't correct, a clarification would be great.
Title: Re: Random DM nagging.
Post by: Anastasia on November 29, 2011, 11:58:12 PM
That looks right, I'll add it. I'm also considering adopting Pathfinder's size modifiers for CMB/CMD instead of the 3.5 ones we kept at the time. Any opinions there, guys? 3.5 is +4 for every size category over medium and -4 for every one below medium. Pathfinder's modifiers are as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

I think this mainly impacts Yuth down the line? I don't think most of you have size shenanigans and it would help ease CMD bloat.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 12:20:47 AM
I didn't ask this at the end of last session, so I'll ask now: Did you all have fun today? I did overall, despite a headache and a distinct case grouchiness. I don't think it was any of your faults, happened to wake up in a bad mood and things never corrected themselves.  That said, I still do have some comments.

- When I make a ruling on something and tell you to go on, just go on. I'll revisit it later. Speaking of, expect the rulings about smite and other things to be posted about tonight.

- When I ask you a question, be explicit in your answer. Yes/no works best. Maybe I was just muddy-headed today, but I felt like it was slow torture getting answers out of people over trivial stuff.

- #thecauldron. Join it when sessions start and don't leave 'till the session is over. Keep track of what your powers do and what buffs you have. The more you know your powers, the more likely you are to get the most of them. The bad guys don't fuck around and they don't hold back, a forgotten modifier or bonus could end up with your character dying. If you're even less fortunate, your soul will be trapped and damned to Baator for all eternity. You don't want that, do you? Keep track of your buffs to minimize the chances of a diabolical bad end.

- If you have a situational modifier to saving throws, I wholeheartedly recommend making a note of it by your saves. This makes it much harder to miss. For example, Adrian gets a +1 vs sleep and petrification since he's a dragon cosplayer now. So see this:

Saves: Fort +21, Ref +12, Will +16 (+1 vs paralysis and sleep)

See? Hard to miss! I don't care how you format it as long as you get your saves correct and get 'em out quickly.

- If you're going to try a combat maneuver and you aren't sure what it falls under, just go ahead and execute it and roll. Note any modifiers to possible relevant types of maneuver and I'll adjudicate it after. Helps speed shit up rather than spending a few minutes discussing how it may hash out. Also, if you flagrantly fail your CMB check I don't need to bother looking it up right away, so things move smoother. (Hopefully you don't fail them, but y'know.)

- Filmarous used the Crimson Scourge PrC from Cityscape. As one of its powers it grants immunity to nonlethal damage. As a regenerating creature, almost all damage is nonlethal.  I had a weakness added to help alleviate it, as it was a fairly dirty trick on its own. With his necklace his damage reduction needed silver, anarchic and good to bypass and deal lethal damage, or spells with the good and chaotic descriptor. Destroying his necklace (named undefeated, can you follow the naming theme?) reduced his damage reduction to good or silver for one round as well as stunned him. Excellent call on sundering the shit out of it, guys. The pain devils 'promoted' into erinyes being killed by destroying it was just a bonus. I was wondering if Merc or anyone else who got the info pack would've noted 4 pain devils and now 4 helpers.  I'm glad you guys figured him out so well, he could've been a terror and a stopper if you guys hadn't picked up on that. Well done.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 12:22:57 AM
Oh yeah, one more thing. In the future when you guys spread out, I'm going to want a pattern and exact distances in feet. Today's session had fumbling and dicking around since it was unclear. My fault there, I should've gotten those before I moved things on.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 12:39:40 AM
Re: Smite evil on objects.

RAW, the text does not distinguish about the targets of smite evil except in one case. The text is bolded below, emphasis mine.

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) 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.

This implies that you can only smite creatures, but it's not conclusive proof. A check of the 3.5 FAQ and the Rules Compendium hasn't turned up any relevant rulings. There's some circumstantial evidence in other feats that smite isn't meant to apply to combat maneuvers - smiting power, for example. I do believe the intent is that smite evil is meant to smite living creatures only, or at least creatures period. That said, I feel smiting an evil object with sunder is entirely thematic and reasonable, so I'm going to say this ruling stands as called during session. A houserules note has been added.

Re: Number of attacks per round that can be smiltes.

I've been running smite evil as a once per round thing, though I've never had reason to codify this. So let's check the rules real quick. There's nothing definitive and there's a fair deal of bait. Mmmm. Smites are a limited enough resource that I see no problem with using more than one per round. Go for it. Houserules note to be added momentarily.
Title: Re: Random DM nagging.
Post by: Merc on November 30, 2011, 02:19:05 AM
I had fun today, though my current laptop isn't very convenient for gaming (I'm too used to having multiple windows open together, and the irc browser for android only allows one window at a time) and having to pause and switch to that set-up was meh.

I considered just trying to dispel magic on the necklace, and left that option in case I didn't return in time, but I was happy enough to join in on sundering attempts when considering caster level checks.

I hadn't actually made the connection between the pain devils and erinyes being related, I don't really tend to think about that sort of 'promotion'. >_>

So yeah, I was pretty surprised by them shriveling up and dying with the necklace.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 02:43:48 AM
Quote from: Merc on November 30, 2011, 02:19:05 AMI hadn't actually made the connection between the pain devils and erinyes being related, I don't really tend to think about that sort of 'promotion'. >_>

This is admittedly a gambit on Filmarous's part. You don't promote into the form of an erinyes, they're all born from other erinyes. Unlike most fiends, erinyes reproduce commonly and breed true. While it is possible a noble devil such as a Duke of Hell or higher could change one into that caste, it's not standard. Filmarous had them shifted to that form to throw off suspicion of that. With how a devil's mind works, he assumed anyone with a brain would see 4 pain devils and figure things out. So he changed them to erinyes and figured that no one would put it together. After all, to him, everyone knows erinyes are born and there's no way they could be connected to that pain devil story. To be honest he was still paranoid that someone might figure it out anyway, but he's a devil. They're all paranoid on some level, even if they don't show it. What they might do with this knowledge is an unanswered question, but if nothing else I'm sure Filmarous could concoct many predictions about it, and make plans to compensate.

Edit: This is really just to give you an idea of how devils think. While many of the lower grunts like the bearded devils on the Astral fight and little else, they're often complex creatures beneath the surface. Layers and layers of things, which may not even be understood or appreciated when you kill 'em. Filmarous had several contingency plans prepared, yet one of the more obvious ones he neglected and failed to have an obvious defense against. Pride cometh before the fall, perhaps?
Title: Re: Random DM nagging.
Post by: Ebiris on November 30, 2011, 03:28:24 AM
I'm down with Pathfinder size modifiers to CMB. The existing ones really emphasise size over strength/skill, and while leverage might matter a lot for grappling it shouldn't matter at all for sunder/disarm/bull rush.

I admit, the positioning headaches pissed me off quite a bit since I had everyone's position clear in my head when we started only for that to become irrelevant during the fight as shit just got made up or ignored. Felt like I was penalising myself by having Afina actually spend the time moving from her position towards the battle when Willim just ignored it. Other than that it was at least satisfying to kill some devils even if our actual target eluded us.
Title: Re: Random DM nagging.
Post by: Corwin on November 30, 2011, 07:08:34 AM
We can use whichever size mods now, a large part of my objections in B2 came from it suddenly affecting my build midgame. If you want to move entirely to the pathfinder model of one grapple check per round, that's fine too.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 30, 2011, 12:25:29 PM
Quote from: Corwin on November 30, 2011, 07:08:34 AM
If you want to move entirely to the pathfinder model of one grapple check per round, that's fine too.

This would make things a lot easier for me to sort out in my head. I'm all for this.

It would keep me from asking the same question every couple of weeks and drastically slowing down game time.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 03:04:35 PM
Posting this in here so not to sully up Eb's thread.

QuoteOf course executions are contingent on us getting a full-proof method of killing devils for real. But the planes are a big place so that shouldn't take long.

Do you have any ideas on how to do this?
Title: Re: Random DM nagging.
Post by: Ebiris on November 30, 2011, 03:08:20 PM
Well, Ithea and Jaela rolled planar checks on it at the end of last session. With metagame knowledge there's a goddess of entropy who probably has a suitable 'doorway to oblivion' in her realm and I can think of an Abyssal layer or two that could have something similar. The negative energy plane offers its own possibilities, perhaps the Unseelie or a subsidiary court has knowledge/control of a place where death is true and final.

Also soul-eating swords are a common staple in D&D. Afina wants one regardless for fighting devils, but for more practical execution work then I recall Pathfinder had soul-eating guillotines.

edit: If we want to be boring then plane-shifting to Avernus, couping an unlucky prisoner, then plane-shifting back works. I much prefer the inherent spectacle of other methods though. Pyschological warfare!
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 03:15:14 PM
Quote from: Ebiris on November 30, 2011, 03:08:20 PM
Well, Ithea and Jaela rolled planar checks on it at the end of last session. With metagame knowledge there's a goddess of entropy who probably has a suitable 'doorway to oblivion' in her realm

This may be true. Assuming that she does, getting Shar to let you do this would be no easy feat, let alone coming to this conclusion without metagame factors.

QuoteAlso soul-eating swords are a common staple in D&D. Afina wants one regardless for fighting devils, but for more practical execution work then I recall Pathfinder had soul-eating guillotines.

Actually destroying a soul is damned difficult and a different thing than permanently destroying an outsider.
Title: Re: Random DM nagging.
Post by: Corwin on November 30, 2011, 03:17:50 PM
Something neat and special always trumps the tried and true way of endless plane shifts to Avernus, yes. I'm sure something could exist that isn't insanely evil or Sharran? The Abyss is a good point, actually. Devils and demons hating each other just as much as they do celestials, it's reasonable that they came up with ways to permanently execute the other side. And just like that epic 'Demonslayer' Blood War feat, that knowledge doesn't have to be either inherently evil nor limited to just demons/devils fighting said Blood War.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 03:33:56 PM
Quote from: Corwin on November 30, 2011, 03:17:50 PMSomething neat and special always trumps the tried and true way of endless plane shifts to Avernus, yes.

Indeed.

QuoteI'm sure something could exist that isn't insanely evil or Sharran? The Abyss is a good point, actually. Devils and demons hating each other just as much as they do celestials, it's reasonable that they came up with ways to permanently execute the other side.

It is true that devils and demons loathe each other, and remembering this is a good idea.

QuoteAnd just like that epic 'Demonslayer' Blood War feat, that knowledge doesn't have to be either inherently evil nor limited to just demons/devils fighting said Blood War.

This is true. For example, the Prosecutor epic PrC has a class feature that allows for a chance of permanent destruction of chaotic outsiders. This isn't strictly related to the Blood War, but it is relevant to what you're talking about.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2011, 04:26:43 PM
I'm destickying a whole bunch of crap and trying to streamline things. If I desticky something you guys want stickied, say so here and I'll reverse it.
Title: Re: Random DM nagging.
Post by: Corwin on December 01, 2011, 12:34:51 PM
It'd be useful to me if the planes manual remained stickified and if you filled in the missing planar details, say via pm or cauldron or whichever works best for you.
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2011, 01:23:08 PM
Done. What is it precisely that you want to know?
Title: Re: Random DM nagging.
Post by: Corwin on December 01, 2011, 01:45:41 PM
Relevant traits is the one thing I absolutely must have from you. Would you mind going over each post in that thread and either okaying the traits listed or letting me know what was missing? Like I said, PM or Cauldron each work well for this.
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2011, 01:48:51 PM
I'll do that tonight.
Title: Re: Random DM nagging.
Post by: Corwin on December 01, 2011, 02:20:34 PM
Thanks. And let's make the 'how do we kill you guys for good?' question a permanent fixture on devil interrogations?
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2011, 02:49:30 PM
The scrap of parchment 27 has reads the following:

R'n zuizrw lu Gzmmrm.

Ru blf uzro, gsv Xsrow lu Oruzhz droo ifov levi blfi ylwrvh.

Nzmm bpm Axievqvo Abwvm!

Gwc lwv'b bpqvs bpmg kiv nwzoqdm gwc, lw gwc? Inbmz epib gwc'dm lwvm? Awum bpqvoa kiv'b jm nwzoqdmv.
Title: Re: Random DM nagging.
Post by: Merc on December 01, 2011, 03:00:54 PM
"I'm afraid of Tannin. If you fail, the Child of Lifasa will rule over your bodies."   
"Free the Spawning Stone! You don't think they can forgive you, do you? After what you've done? Some things can't be forgiven."
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2011, 03:26:48 PM
Cpu mpmmpcx, rwvrwx jwu argt djspc bjlpx j sjxst ucvwl.

Zmvjcc lzwdm Apiz jiks nzwu kwtwz eqbp bpm pmtx wn i aiqvb.

Urmw 21! Hsv szh 21. Urmw svi zmw 21!
Title: Re: Random DM nagging.
Post by: Yulia on December 01, 2011, 06:45:04 PM
HEY LISTEN!!!!!!!!

Two big changes to how combat maneuvers work has been added to houserules! To clarify, these are:

- We now use pathfinder's size adjustments. These can be found here: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Adjust your sheets ASAP!

- One grapple per round, as suggested by Cor and seconded by Yuth.

Make sure you keep this in mind, everyone!
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2011, 10:13:50 PM
Updated the Aurora topic with notes on who spends time where around Aurora.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2011, 04:20:03 PM
Jaela prays over Filmarous's ring!

To purify this ring, you must use only your own power and items to do so. You must find a blessed forgehammer of the highest quality. Take that and the ring and bathe with it in the River Oceanus, using the hammer to pound the ring 7 times.
Title: Re: Random DM nagging.
Post by: Corwin on December 02, 2011, 07:46:42 PM
Let's go for the barracks, first? Since we're bringing our goons for a fight, we might as well boost their morale first. The MM trap can go next, barring complications.
Title: Re: Random DM nagging.
Post by: Ebiris on December 03, 2011, 03:08:56 PM
Oh, we should make the memorial hall asap. I thought it was free, my mistake.
Title: Re: Random DM nagging.
Post by: Anastasia on December 03, 2011, 11:14:52 PM
Okay. Just make sure I have a list by tomorrow evening.
Title: Re: Random DM nagging.
Post by: Ebiris on December 04, 2011, 08:11:08 AM
Lets go with this order. We have 74,549.24gp available to cover repairs costing 80,000gp. I'm confident we can cover the difference by exceeding the skill checks and getting the needed discount, but in the event of a shortfall Ithea and Afina have both volunteered to cover it from their savings.

We can take our time in heading to the Blue Dragon so that the repairs get done first, barring any random encounters on the way.

Memorial Hall (Keeps a wall list of the fallen, on touching a name an image of that fallen will appear):  20,000 gold; 3 DC 24 spellcraft checks; 4 days.
Improve soldier's barracks (Happier soldiers and better morale): 25,000 gold; 1 DC 23 K:A check; 1 DC 23 K:P check; 1 DC 23 K:N check; 10 days.
Improve magic missile trap to CL 30 and 30d4+30: 10,000 gold; 3 DC 20 spellcraft checks; 6 days.
Repair cafeteria(Restores full capacity): 15,000 gold; 2 DC 22 K:A checks and 1 DC 22 spellcraft check; 2 days.
Repair library sorting and translation system(Takes 1 hour to consult with the library on a check): 10,000 gold; 1 DC 20 spellcraft check; 2 days
Title: Re: Random DM nagging.
Post by: Corwin on December 04, 2011, 08:42:42 AM
Sure. Our repairs cost 76k, anyway, due to existing 5% discount. I doubt we'll be in the red after this.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2011, 01:28:09 PM
Quote from: Ebiris on December 04, 2011, 08:11:08 AM
Lets go with this order. We have 74,549.24gp available to cover repairs costing 80,000gp. I'm confident we can cover the difference by exceeding the skill checks and getting the needed discount, but in the event of a shortfall Ithea and Afina have both volunteered to cover it from their savings.

We can take our time in heading to the Blue Dragon so that the repairs get done first, barring any random encounters on the way.

Memorial Hall (Keeps a wall list of the fallen, on touching a name an image of that fallen will appear):  20,000 gold; 3 DC 24 spellcraft checks; 4 days.
Improve soldier's barracks (Happier soldiers and better morale): 25,000 gold; 1 DC 23 K:A check; 1 DC 23 K:P check; 1 DC 23 K:N check; 10 days.
Improve magic missile trap to CL 30 and 30d4+30: 10,000 gold; 3 DC 20 spellcraft checks; 6 days.
Repair cafeteria(Restores full capacity): 15,000 gold; 2 DC 22 K:A checks and 1 DC 22 spellcraft check; 2 days.
Repair library sorting and translation system(Takes 1 hour to consult with the library on a check): 10,000 gold; 1 DC 20 spellcraft check; 2 days

Sounds good! Okay, that's my list then.

---

In other news, expect a paeliryon rewrite posted sooner or later. The original stat block has problems, including invalid feat selections.
Title: Re: Random DM nagging.
Post by: Merc on December 04, 2011, 03:25:20 PM
Are we playing on monday? Also, any chance of doing rolls before session? I can roll all of my K:A rolls and aid another rolls and post results.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2011, 04:20:50 PM
Quote from: Merc on December 04, 2011, 03:25:20 PM
Are we playing on monday? Also, any chance of doing rolls before session? I can roll all of my K:A rolls and aid another rolls and post results.

That's not a bad idea. Who's rolling the various checks?
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2011, 07:43:36 PM
Information for the Manual of the Planes topic goes below here.

A note about divine realms: Divine realms are subject to changes depending on the will of the deity or deities that control the realm. While base alignment traits will not change, it is possible to change between mild and strong alignment. Other traits are as variable as the deity wishes. Most divine realms are fairly stable, fortunately, and seldom change.

Water

- Subjective Directional Gravity. It's like Air, 'cept it's all water. Air bubbles that have land have normal gravity.

- Infinite size, as normal for a plane.

- Water dominant.

- Water magic is enlarged and extended. Fire magic is impeded, DC 15 + spell level to cast fire spells.

House of the Triad

- Strongly good and law aligned.

- Magic with the good or lawful descriptor is enlarged and extended. Magic with both descriptors is maximized and empowered as well.

- Magic with the chaotic and evil descriptors are inhibited. A DC 20 + level spellcraft check is needed to cast them.

Arborea

- Mildly good and chaos aligned.

- Normal magic.

Brightwater

- Mildly good and chaos aligned.

Note: Exact traits vary from realm to realm of Brightwater. Waukeen's realm has slightly different traits than Sune's, for example.

Hades

- Strongly evil aligned.

- Entrapping. Any mortal that spends an uninterrupted week within Hades is in risk of becoming a petitioner of Hades. The base will save to resist is 10 + number of consecutive weeks in Hades, however, the check can change in both DC and timing in certain parts of Hades.

Limbo

- Strongly chaos aligned.

Beyond there, Limbo changes too much for any traits to universally apply.

Title: Re: Random DM nagging.
Post by: Merc on December 04, 2011, 10:49:09 PM
I'm assuming cunning knowledge doesn't apply to these rolls for same reason as other typical skill buffs? If it does, I'd add +1 to my rolls, for what that's worth.

As for who's doing what roll, I'll roll main on K:A and K:P since I have best mod for those, and rolling aid on all the others. I'd assume Afina is rolling main on K:N and Spellcraft and aid on the others, while Jaela is just rolling aid.

QuoteMemorial Hall, DC: 24, 24, 24
(Aid) Spellcraft Roll 1
Hatbot --> "Merc rolls d20+16 memorial spellcraft aid 1 and gets 30." [d20=14]
(Aid) Spellcraft Roll 2
Hatbot --> "Merc rolls d20+16 memorial spellcraft aid 2 and gets 35." [d20=19]
(Aid) Spellcraft Roll 3
Hatbot --> "Merc rolls d20+16 memorial spellcraft aid 3 and gets 18." [d20=2]

QuoteSoldier's Barracks, DC: 23, 23, 23
(Main) K:A Roll 1
Hatbot --> "Merc rolls d20+24 barracks K:A main 1 and gets 43." [d20=19]
(Main) K:P Roll 2
Hatbot --> "Merc rolls d20+24 barracks K:P main 2 and gets 32." [d20=8]
(Aid) K:N Roll 3
Hatbot --> "Merc rolls d20+16 barracks K:N aid 3 and gets 22." [d20=6]

QuoteMM Trap, DC: 20, 20, 20
(Aid) Spellcraft Roll 1
Hatbot --> "Merc rolls d20+16 MM Trap spellcraft aid 1 and gets 28." [d20=12]
(Aid) Spellcraft Roll 2
Hatbot --> "Merc rolls d20+16 MM Trap spellcraft aid 2 and gets 17." [d20=1]
(Aid) Spellcraft Roll 3
Hatbot --> "Merc rolls d20+16 MM Trap spellcraft aid 3 and gets 31." [d20=15]

QuoteCafeteria, DC: 22, 22, 22
(Main) K:A Roll 1
Hatbot --> "Merc rolls d20+24 cafeteria K:A main 1 and gets 34." [d20=10]
(Main) K:A Roll 2
Hatbot --> "Merc rolls d20+24 cafeteria K:A main 2 and gets 28." [d20=4]
(Aid) Spellcraft Roll 3
Hatbot --> "Merc rolls d20+16 cafeteria spellcraft aid 3 and gets 34." [d20=18]

QuoteLibrary, DC 20
(Aid) Spellcraft Roll 1
Hatbot --> "Merc rolls d20+16 library spellcraft aid 1 and gets 21." [d20=5]
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2011, 10:54:08 PM
Okay. If any NPCs are helping speak up now and I'll roll 'em.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2011, 03:14:33 AM
While not required, I recommend reading this in the voice of Troy McClure.

Polymorph and you!

Hi there! As you may know, polymorph spells are partially banned in Balmuria. Any spell that allows a choice of forms or unfixed form is banned, as is baleful polymorph. Notable spells that are banned include:

Polymorph
Baleful Polymorph
Polymorph Any Object
Shapechange
Draconic Polymorph (Draconomicon)
Metamorphosis (Psionic ability)

The only notable exception is alter self. Otherwise, assume any unmentioned power that falls under the above criteria is banned.

What is allowed are spells from the the Polymorph subschool introduced in Complete Mage and the Players Handbook 2. If you're not familiar with them or need a refresher, the rules can be found here: http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=5 . These rules allow the use of shapechanging spells without many of the inherent problems that polymorph brings to the game. A single fixed form with a limited duration can be handled far better than the mutable and malleable rules of Polymorph. In addition different forms each get a spell, which can be customized to whatever spell level the DM feels appropriate. So did you get all that? Great!

However, the polymorph subschool spells aren't perfect. Some of them need tweaks to properly fix some mechanical or flavor snags. Below is a list of various polymorph spells, any changes and why those changes are being made.

Rule 1: Spells that grant a form with alignment subtypes gains the matching descriptors.
Rule 2: Spells that grant a form with a subtype like cold or fire grant the matching descriptors, if applicable.

Complete Mage:
Spoiler: ShowHide


Aspect of the Icy Hunter: Add the cold descriptor to this spell. Rule 2.
Dreaded Form of the Ice Tyrant: Do note that beholders replace the finger of death ray with a harm ray. This is due to no instant death spells in Balmuria, but you already knew that, right?
From of the Threefold Beast: No changes.
Shape of the Hellspawned Stalker: Add the evil and lawful descriptors to this spell. Rule 1.
Unyielding Form of Inevitable Death: Add the lawful descriptor to this spell. Rule 1.


Player's Handbook 2:
Spoiler: ShowHide


Dragonform: Add the fire descriptor. Rule 2.
Trollshape: No changes.


Dragon Magic:
Spoiler: ShowHide


Aspect of the Chromatic Dragon: There are problems with the spell. First of all, an aspect is a significant expression of divine power. This is not something that falls under CR 13, let alone sub-epic. Second of all, one does not simply transform into an aspect of a deity. Divine power doesn't work that way, it's not something you can mimic with a spell like that. Third of all, even if a spell to grant the form of an aspect existed, it would be a closely guarded secret of the faith and access would be deeply restricted. In light of that I'm banning access to this spell.
Aspect of the Platinum Dragon: See above.
Dragonshape, Least: No changes.
Dragonshape, Lesser: Add the fire descriptor to this spell. Rule 2.
Form of the Desert Hunter: No changes.


Drow of the Underdark:
Spoiler: ShowHide
 

Note: Yes drow are banned. Non-drow material in the book isn't. Lyris had a feat from it, for example.

Dridershape: Banned due to the drowban.
Spiderform, all three spells: Add the evil descriptor, as it grants the fiendish template to the polymorph. While not purely of the evil subtype, it's close enough to warrant the descriptor.


Complete Scoundrel:
Spoiler: ShowHide


Aquatic Escape: No changes.
Winged Watcher: No changes. This spell is theoretically bad design, since you really shouldn't be giving out flight with a first level spell. Under the conditions of it, and the fact that this is a high level game, I don't see it as a big deal.


There you have it. Questions below.

So Ko, can I take natural spell to keep casting in a polymorphed form?

Nope, you sure can't! Most likely you don't qualify since none of you are druids or have wild shape. Even if you do qualify and take it, the polymorph subschool specifically removes your class powers and replaces them with the powers of your new form.

About that, so if I use a polymorph subschool spell I lose all my class features? What about bonus feats?

Good question! Your feats are replaced as well. With the exceptions noted in the subschool rules, you take on the entire stat block of the creature you transform into.

Can I modify or retrain my polymorphed form, or do I have to use a standard stat block for the creature.

You use a standard statblock for the creature. The magic works as a template, giving you the typical powers of the creature you've transformed into. The exception are the generally cosmetic changes noted within the subschool - height, weight, eye color, hair color and so forth, within racial norms.

This blows! I'm wearing 200k in magical bling and I lose it all when I transform?

You sure do! There is one way around it for sure - wilding clasps from the MIC. While meant for wild shape, these clasps can be used for spells of the polymorph subschool as well. There may be other options in splatbooks that I've missed, feel free to investigate and let me know. In my opinion, the clasps are worth if you're shifting a lot and not otherwise.  Of course, your opinions may vary!

I have this great idea for a form but there's no spell for it!

No problem! What you're doing to do is take a look at your form, compare it to existing spells, and create a brand new spell! I'll take a look at it and let you know. Pretty easy! Do remember that just because you can make a spell doesn't mean I'll approve it. Use common sense.

So I have ideas now! Anything I should know?

Remember how descriptors work if you choose a form of an alignment exemplar. Those can trip you up, especially along the law-chaos axis. While nothing in the polymorph subschool rules prohibits you from creating an undead form with a new spell, do note that like any other spell that creates the undead, that spell would have the evil descriptor. If a creature has an ability that's banned in this game, talk to me about it.

Also, if you take any spells from this school, I'm going to expect you to have the stats of the form prepared at all times. I'm not going to be happy if we have a hold up because you transformed and now need to figure out how your new form works. Know yourself and your powers.

Jaela has a polymorphy spell that gives her angel powers but doesn't follow these rules! What's up?

There are certain spells that function much like polymorph spells, but aren't truly so or operate in a gray area. Some work as buffs, giving bonuses similar to what the base creature has. Others are closer to it, changing types and subtypes. I'm going to be reviewing these spells and bringing them into order in due time.  These fall in the realm of judgment calls and will be resolved at a later date.
Title: Re: Random DM nagging.
Post by: Ebiris on December 05, 2011, 03:26:04 AM
Go ahead and roll for me by all means, Dune.

Knowledge (Nature) +24
Spellcraft +24
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2011, 03:28:07 AM
I'm going to bed like now, eyes slamming shut. Cor, if you're around and wanna do this for Eb and do your own rolls, feel free.
Title: Re: Random DM nagging.
Post by: Corwin on December 05, 2011, 07:04:43 AM
Like I told you, it sorta depends on whether you'd prefer I put off the RingQuest or not. If I can get to it straight away, then I won't be there for the rolls. If I can't, then I'll roll pre-game. Up to which works best for you, Dune.
Title: Re: Random DM nagging.
Post by: Ebiris on December 05, 2011, 02:03:57 PM
Can I retrain False Life (not needed with Greater Heroism around) for Curse of Impending Blades (p57 SpC). SR/nosave -2 AC on one target for 1min/level. Can't be dispelled buy remove curse/etc remove it (if you're impatient to wait out the short duration).
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2011, 07:27:19 PM
Quote from: Ebiris on December 05, 2011, 02:03:57 PM
Can I retrain False Life (not needed with Greater Heroism around) for Curse of Impending Blades (p57 SpC). SR/nosave -2 AC on one target for 1min/level. Can't be dispelled buy remove curse/etc remove it (if you're impatient to wait out the short duration).

We'll give it a try. I dislike no-save abilities, but we'll see how it goes.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 06, 2011, 02:26:13 AM
Quote from: Anastasia on December 05, 2011, 03:14:33 AMHi, I'm Troy Mclure!
You may remember me from such favorites as:

Your Familiar and You,
A Fighter's Best Friend, and
Your Mount: Help or Liability?
Title: Re: Random DM nagging.
Post by: Anastasia on December 06, 2011, 10:35:48 PM
Updated NPCs to reflect new size modifiers for CMB and CMD. Benefits the pixies and nerfs the Jarl a bit.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2011, 02:55:42 AM
Drena will be posted tomorrow, not having a productive night for DM work.

---

Apropos of nothing, what's up with Afina's hat? Is it some sort of play on the fact that British ladies always seem to be wearing some crazy hat or another? I've been wondering, since I don't 'get' it at all. Is it some sort of cultural thing you've been drawing on?
Title: Re: Random DM nagging.
Post by: Ebiris on December 07, 2011, 02:53:30 PM
Look at the pic in Afina's description. She always has a hat. Her formal wear was just a lighter coloured and more modest variant of her usual attire. But yeah, there's also a sort of mish-mash of princess cone hat and jester's cap in my thinking of its appearance for either outfit.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2011, 11:12:55 PM
Quote from: Ebiris on December 07, 2011, 02:53:30 PM
Look at the pic in Afina's description. She always has a hat. Her formal wear was just a lighter coloured and more modest variant of her usual attire. But yeah, there's also a sort of mish-mash of princess cone hat and jester's cap in my thinking of its appearance for either outfit.

Right-o, fair enough. It seemed like a big deal last night. Dunno why.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2011, 11:13:47 PM
In other news, is anyone interested in playing a druid anytime soon? I ask, as I'm thinking about changing how Natural Spell works to bring wildshape in line with polymorph subschool-style spells. Obligatory chance to speak up here.
Title: Re: Random DM nagging.
Post by: Merc on December 07, 2011, 11:21:01 PM
Quoteanyone interested in playing a druid anytime soon
...are we expecting to die soon? =p
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2011, 11:51:02 PM
Quote from: Merc on December 07, 2011, 11:21:01 PM
Quoteanyone interested in playing a druid anytime soon
...are we expecting to die soon? =p

Of course not, don't be silly! (These fools don't understand what's happening, they're walking to their demises!)

Seriously, I'm debating a rules change and this one isn't small or irrelevant, so I want you guys to have a chance to speak up.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2011, 12:10:13 AM
I was under the impression you didn't like druids. Otherwise Willim would have been one. >_>
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2011, 12:13:05 AM
Quote from: Yuthirin on December 08, 2011, 12:10:13 AM
I was under the impression you didn't like druids. Otherwise Willim would have been one. >_>

I don't personally like them, as I feel they're highly redundant as a base class compared to a tailored cleric. That being said, I don't have anything personal against them.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2011, 12:14:14 AM
Druids are so great though!
Title: Re: Random DM nagging.
Post by: Ebiris on December 08, 2011, 03:20:56 AM
Shapeshift Druid (who don't qualify for natural spell anyway)/Barbarian is a backup thought I've had swimming around.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2011, 03:55:42 AM
Quote from: Ebiris on December 08, 2011, 03:20:56 AM
Shapeshift Druid (who don't qualify for natural spell anyway)/Barbarian is a backup thought I've had swimming around.

Is that the Bear Warrior gimmick one?

On actually reading it shapeshift druid is something much more comprehensive in the PHB2. I'll read it tomorrow when I have leisure.

Quote from: Yuthirin on December 08, 2011, 12:14:14 AM
Druids are so great though!

Mechanically they're fearsome. It's just that I feel they don't warrant a base class of their own. It's a carryover from older editions. Every other type of specialized priest uses the cleric chassis and ACFs + PrCs and a few other tricks as needed. It bugs me that druids need an entire base class. It also annoys since it splits up the nature based spells, making playing a nature-themed cleric, which with various domains is entirely reasonable, difficult as certain thematic spells are barred to you. It's a bad split like that. I ran into this with Drena so it's fresh on my mind. I may make an Initiate of Chan feat later on to cover some of these gaps, but this is getting way afarfield from the point I'm supposedly making.

Don't let this discourage you from playing a druid if you want to, this is just my opinion.
Title: Re: Random DM nagging.
Post by: Ebiris on December 09, 2011, 03:02:11 PM
Arrangement for the attack on Earthfall:

Army 1: PCs, Misaela, 10 graceful blow, 15 refugees, 55 air elementals.
Army 2: Drena, Crystal, Adrian, Lief, 20 pixies, 40 air elementals, 50 lycanthropes
Army 3: Annalise, Tannin, Jarl, 5 Giants, 60 air elementals, 35 lycanthropes
Army 4: Everyone else

Army 4 plays defence. Army 1 and 2 hit them at different sides to go in as fast as they can, Army 3 spreads out and mops up.
Title: Re: Random DM nagging.
Post by: Corwin on December 09, 2011, 05:59:54 PM
There's a certain amount of time that gets wasted in any fight, and especially in army/army battles where things are hectic already by definition. I'd like to suggest ways to streamline the process and make it more fun.

-Distances. How far am I to Enemy X and the like. How about using relative distances? Pick a reference point, say the enemy army's first ranks, and list the relative distance in an ooc channel or in the init order. For example:

Afina(25)>Ogre and Goblin army(24)>Willim(20)>Misalea=Jaela(19)>Ithea(10)>Red-haired woman

would thus become:

Afina(25, 100ft)>Ogre and Goblin army(24)>Willim(20, 260ft)>Misalea=Jaela(19, 500ft)>Ithea(10, 500ft)>Red-haired woman (20ft)

Even if the battle isn't linear or is fought in 3D, it can work since you can say distances are oversimplified for convenience's sake. Since the same thing applies to everyone involved, it should be fair enough, and as we're not using models or a map it's not like we reliably keep track of it anyway.

-Full attack. Once armies inter-penetrate, how about saying that X enemies are always within melee range? Say 2 within 5ft, 3 within 10ft, 5 within 15ft... we can pick whichever numbers we want, but they could be an approximation of who we could attack instead of slowing things down by asking "who's near me?"

-Flanking. Same as above, with our troops all mixed up, how about stating when flanking happens? We can say it always takes place, or that it takes place with say half of the opponents (if we use the above suggestion, then of the 2 opponents within 5ft, one would have an ally on the other side and the other wouldn't).

-Some sort of incentive for using anything but melee or attacks against 'named' enemy characters would be nice. If, instead of advancing steadily, keeping my troops safe and then engaging in melee I had instead used my long-ranged Radiant Assault to annihilate 20ft radiuses of mooks each turn? Here, I didn't feel it'd do much of a difference, but I think using something so powerful should provide better results than just another melee attack. It might help if we actually knew how we win battles. This one ended when Afina took out the boss. Is that all we need to do, then, and the rest is pointless? I want to say no, but I'm not sure how else we can win, or how our actions can affect the outcome against a faceless horde of goons we can't even count.

EDIT: To clarify this more, I figure that before we even talk about choosing better options than melee, how about establishing some basic win conditions for army battles? Capture the flag, take out the enemy commander and the like. If we had any sort of real, measurable indication of how well the battle was going and how much of a push we needed to seal the deal, what I posted about in the paragraph above should be really easy to define.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2011, 02:45:15 PM
I've read these and I'll reply to them. Right now I'm really just letting all this toss around my head for awhile.
Title: Re: Random DM nagging.
Post by: Ebiris on December 11, 2011, 06:27:13 PM
Can Afina (or any of the pixies we have available) make special memory loss or sleep arrows?

Special Arrows (Ex)
Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

It's in the pixie monster statblock but not a specific race ability in the pixies as characters section.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2011, 09:18:41 PM
Quote from: Corwin on December 09, 2011, 05:59:54 PM
-Distances. How far am I to Enemy X and the like. How about using relative distances? Pick a reference point, say the enemy army's first ranks, and list the relative distance in an ooc channel or in the init order. For example:

Afina(25)>Ogre and Goblin army(24)>Willim(20)>Misalea=Jaela(19)>Ithea(10)>Red-haired woman

would thus become:

Afina(25, 100ft)>Ogre and Goblin army(24)>Willim(20, 260ft)>Misalea=Jaela(19, 500ft)>Ithea(10, 500ft)>Red-haired woman (20ft)

Even if the battle isn't linear or is fought in 3D, it can work since you can say distances are oversimplified for convenience's sake. Since the same thing applies to everyone involved, it should be fair enough, and as we're not using models or a map it's not like we reliably keep track of it anyway.

That's a good thought and I'll implement something like that. The exact form of it is to be decided, but you have a fine idea.

Quote-Full attack. Once armies inter-penetrate, how about saying that X enemies are always within melee range? Say 2 within 5ft, 3 within 10ft, 5 within 15ft... we can pick whichever numbers we want, but they could be an approximation of who we could attack instead of slowing things down by asking "who's near me?"

Yeah, I came to the same conclusion myself. Once you wade into the lines, you should assume full attacking is automatically possible against the army in general.

What I'm doing is treating the army as a distinct entity with hit points, a range of attack rolls and several attacks per round. It's a fairly simplified system, where hit point damage is shown by slaying members of that army.

Quote-Flanking. Same as above, with our troops all mixed up, how about stating when flanking happens? We can say it always takes place, or that it takes place with say half of the opponents (if we use the above suggestion, then of the 2 opponents within 5ft, one would have an ally on the other side and the other wouldn't).

Flanking is much trickier, depending on the lines, tactics involved and a lot of things. Let me see if I can work something out here.

Quote-Some sort of incentive for using anything but melee or attacks against 'named' enemy characters would be nice. If, instead of advancing steadily, keeping my troops safe and then engaging in melee I had instead used my long-ranged Radiant Assault to annihilate 20ft radiuses of mooks each turn? Here, I didn't feel it'd do much of a difference, but I think using something so powerful should provide better results than just another melee attack. It might help if we actually knew how we win battles. This one ended when Afina took out the boss. Is that all we need to do, then, and the rest is pointless? I want to say no, but I'm not sure how else we can win, or how our actions can affect the outcome against a faceless horde of goons we can't even count.

EDIT: To clarify this more, I figure that before we even talk about choosing better options than melee, how about establishing some basic win conditions for army battles? Capture the flag, take out the enemy commander and the like. If we had any sort of real, measurable indication of how well the battle was going and how much of a push we needed to seal the deal, what I posted about in the paragraph above should be really easy to define.

Good idea. Let me work on that as well.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2011, 09:41:34 PM
Quote from: Ebiris on December 11, 2011, 06:27:13 PM
Can Afina (or any of the pixies we have available) make special memory loss or sleep arrows?

Special Arrows (Ex)
Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

It's in the pixie monster statblock but not a specific race ability in the pixies as characters section.

Savage Species page 51 has prices for pixie arrows. Do me a favor and recalculate those with the 3.5 rules to make sure they're compliant? More on this after that.
Title: Re: Random DM nagging.
Post by: Ebiris on December 11, 2011, 10:18:39 PM
Sorry, I don't understand how to recalculate them. They're unique effects. The 3.5 versions of them as per the pixie monster stats are:

Memory Loss
An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep
Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

I guess if you used the magic item creation rules with modify memory and deep slumber as our closest equivalents then it'd be 750gp for a sleep arrow and 2,000gp forthe memory loss one?
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2011, 07:58:57 PM
The idea of a spruced up paladin class isn't anything new. I've never wanted to do an official one for various reasons, including the fact that heavily modifying a base class is a much deeper change rather than just making a variant or PrC instead. This idea is a compromise, as it frankensteins the Divine Crusader PrC for ways to improve the paladin. Nothing here is original, it's all taken from paladin and divine crusader. This results in a paladin that's probably closer to a duskblade in power, if not exceeding it at late levels.

If you wanted to go further and fill in more of later dead levels, I'd suggest the following.

8th: Immunity to petrification, as angels and other celestials enjoy. Another minor immunity fits well into paladin.
13th: +4 racial bonus against poison, as celestials enjoy. One could argue for immunity, but I'd rather go with what's thematic here.
16th: Protective Aura, as an angel.
17th: Tongues, as an angel.

This class isn't official, but just a mockup I'd wanted to do for awhile.





   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Aura of good, detect evil, smite evil 1/day
2+2+3+0+3Divine grace, lay on hands
3+3+3+1+3Aura of courage, divine health
4+4+4+1+4Spells (1st domain), turn undead
5+5+4+1+4Smite evil 2/day, special mount
6+6+5+2+5Remove disease 1/week
7+7+5+2+5Angelsight
8+8+6+2+6-
9+9+6+3+6Remove disease 2/week, spells (2nd domain)
10+10+7+3+7Smite evil 3/day
11+11+7+3+7Resistance to acid and cold 10
12+12+8+4+8Remove disease 3/week
13+13+8+4+8-
14+14+9+4+9Spells (3rd domain)
15+15+9+5+9Remove disease 4/week, resistance to acid and cold 20, smite evil 4/day
16+16+10+5+10-
17+17+10+5+10-
18+18+11+5+11Remove disease 5/week
19+19+11+6+11Resistance to acid and cold 30, spells (4th domain)
20+20+12+7+12Perfect self, smite evil 5/day

Unless otherwise noted, assume any familiar paladin powers work as in normal for paladin. They won't be repeated here for the sake of brevity. It's just a mockup, after all.

Spells

A paladin draws directly on the spheres of influence of his patron. He casts divine spells taken from domains his deity offers. At 4th level he selects one domain, and another one every five levels after. This otherwise functions as divine crusader spellcasting. A paladin may choose any domain his deity offers (with the exceptions of the chaos and evil domains) as well as the good and law domains. If a paladin has selected all the domains his deity offers, as well as the good and law domain, he may choose a bonus feat instead of gaining another domain.

See the table below for paladin spell progression.

Angelsight (Ex)

The paladin's eyes have their own inner light that can defeat any darkness, just like the servants of good. They gain darkvision 60ft.

Energy Resistance (Ex)

At 11th level the paladin becomes closer to his celestial patrons. He gains resistance to acid and cold 10. This rises to 20 at level 15 and 30 at level 19.

Perfect Self (Ex)

At 20th level the paladin transcends this world, becoming and outsider. His type changes to outsider with the native subtype. In addition he gains damage reduction 15/evil.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Paladin Level123456789
42--------
531-------
642-------
7421------
8432------
94431-----
104442-----
1144431----
1244442----
13444431---
14444442---
154444431--
164444442--
1744444431-
1844444442-
19444444431
20444444442
Title: Re: Random DM nagging.
Post by: Merc on December 13, 2011, 09:50:05 PM
I'm going to start log-diving tomorrow for stats.

Dune asked for me to add a 'damage done' category (similar to 'damage taken', will ignore DR and resistance), so going to have to start from first log again.

Is there anything else that anybody wants to see added to stats while I'm back at the beginning?
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2011, 11:42:15 PM
Number of battles each NPC participates in. By participate, I mean any battle that they roll initiative in or otherwise join. It's interesting to keep track, at least to me.
Title: Re: Random DM nagging.
Post by: Merc on December 13, 2011, 11:55:04 PM
Actually, I was technically doing that already, as I do individual roll stats for initiative and attack rolls.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2011, 11:56:46 PM
Oh okay, carry on!
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2011, 11:44:43 PM
Post clearinghouse time.

Quote from: Ebiris on December 11, 2011, 10:18:39 PM
Sorry, I don't understand how to recalculate them. They're unique effects. The 3.5 versions of them as per the pixie monster stats are:

Memory Loss
An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep
Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

I guess if you used the magic item creation rules with modify memory and deep slumber as our closest equivalents then it'd be 750gp for a sleep arrow and 2,000gp forthe memory loss one?

That works. To be honest there's a good argument to make them some sort of racial power, but that brings in side effects and rebalancing I'm not sure I want to deal with.

-----

Re: Can Cor or someone with fast movement get back quickly?

Yes, assuming no hold ups on the way back.

---

Re: Yuth asking about Fist of the Forest.

Viable, though bear in mind Primal Living. That + living in a flying superfortress doesn't really jive. The cafeteria doesn't violate primal living's food requirements RAW, though it sort of runs odd against the likely intent of the restriction. Most of what you get out of it is a small damage bump, that one feral trance thing and a huge AC bump. It's comparable to Jaela taking Arcane Duelist. Con to AC for you  is as awesome as cha to AC is to her.

---

Re: 3.0 haste.

I'm still evaluating it, though it's clearly potent stuff. If it does get the nerf bat, any suggestions on another class feature to replace it? No decision will come until Earthfall is done, not gonna make a change midway.

---

Re: Shinear's book

This covers the Speedmaster epic PrC. I figure you put that together from context, Eb, but I never said as much. Feel free to add that book to your possessions. You're under no obligation to take that PrC beyond any Afina would feel.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 16, 2011, 12:19:52 AM
Quote from: Anastasia on December 15, 2011, 11:44:43 PM
Viable, though bear in mind Primal Living. That + living in a flying superfortress doesn't really jive. The cafeteria doesn't violate primal living's food requirements RAW, though it sort of runs odd against the likely intent of the restriction. Most of what you get out of it is a small damage bump, that one feral trance thing and a huge AC bump. It's comparable to Jaela taking Arcane Duelist. Con to AC for you is as awesome as cha to AC is to her.

The benefits are huge to me, and I kind of thought that outside in the courtyard could still count as "outside," since it's a demiplane. Your call though. If I can't take it and live on Aurora, it's useless to me. As for food, I can always set a cow loose or something, chase it around the courtyard, and then preserve the meat.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2011, 12:22:01 AM
It's borderline. Technically you're still outside, but on the other hand you're under a sphere of force and protected. Would you be taking it anytime soon?

Title: Re: Random DM nagging.
Post by: Yuthirin on December 16, 2011, 12:23:44 AM
After Troll. So...probably not? If I really get attached to it, I might interrupt Troll with it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2011, 12:24:46 AM
Ask me if you decide to then.
Title: Re: Random DM nagging.
Post by: Ebiris on December 16, 2011, 09:44:10 AM
Quote from: Anastasia
Re: 3.0 haste.

I'm still evaluating it, though it's clearly potent stuff. If it does get the nerf bat, any suggestions on another class feature to replace it? No decision will come until Earthfall is done, not gonna make a change midway.

I can think a few alternatives.

Reduce the scope of the ability: Reduce it to only an extra move action rather than a move or standard, and allow spells to be cast as quickened (possibly with further restrictions?)

Remove the ability and up static bonuses to compensate: Get rid of it for another boost to swift surge bonuses (+1 AC/attack/+1d6 damage/+10 movement) or restore a caster level.

Replace it with a different ability: Just make something up that's cool and speed-thematic. Off the top of my head... a whirlwind attack variant that lets you make a single attack on every opponent within say 1/2 movement? I'm sure there are other potential ideas that could work as well.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 16, 2011, 06:28:52 PM
This feat:  http://dndtools.eu/feats/tome-of-battle-the-book-of-nine-swords--88/superior-unarmed-strike--2844/
Title: Re: Random DM nagging.
Post by: Corwin on December 16, 2011, 06:35:10 PM
Okay. After combing the NPC lists, it's like this:

Adrian, disable device +19, listen/spot +20, trapfinding
Annalise, search +36, spot/listen +36, trapfinding
Tannin, search +21, listen/spot +18, trapfinding
Lief, search +17, listen/spot +19, trapfinding

For PCs, Afina has Blindsense 30 and search +24 and the ability to cast Greater Heroism. I can cast Greater Heroism as well, and Good Hope as a lesser version of that for purpose of boosting skill checks. I can also be on hand with Resurgence in case of badness.

I figure we have the time, so Annalise can take 20 searching and get 4 aid rolls to that to boost her results. And if something is invisible/unseen or is trapped, we have that covered as well.

How does this sound?
Title: Re: Random DM nagging.
Post by: Ebiris on December 16, 2011, 06:37:09 PM
No way on taking 20 to search a city-sized asteroid. We'd be here for months!

Maybe take 20 on the hoard room, but the rest should just be rolled for or taken 10'd.
Title: Re: Random DM nagging.
Post by: Corwin on December 16, 2011, 06:41:09 PM
I meant the hoard room, yes. On the rest, let's take ten to avoid clogging things down with infinite rolls.
Title: Re: Random DM nagging.
Post by: Corwin on December 16, 2011, 07:42:24 PM
Oh, and I'll Dispel Evil and Break Enchantment Ithea just in case, not to mention check if that weird rainbow crap is still in her with DM/DE. Resurgence might help as well, if I still see her affected.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 12:51:23 AM
1st bit of information added, the interrogation of the cornugon prisoner.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 01:17:45 AM
NPCs updated with various trophies.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 02:07:12 AM
Misalea gained a catch up level for participating and getting a chance to fight. She took Sentinel 2 and Arcane Duelist 2. This gives her +cha mod to AC and saves, as well an additional +4 sacred to saves vs mind effecting abilities of evil outsiders. In addition, she retrained into Moon-Warded Ranger. She loses her old combat styles and gains +wis to AC and conditional damage reduction. Further, she traded in animal companion for a bonus feat, which she used to take Snowflake Wardance.

Girl's serious about trying to be a warrior.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 02:38:15 AM
Lief's level up and a bunch of other stuff will be done tomorrow.
Title: Re: Random DM nagging.
Post by: Ebiris on December 17, 2011, 07:34:30 AM
Props on the battle report, Dune. As far as the dead pixie goes, Afina personally disdains resurrection but would take it herself in the current situation. She and Crystal'll talk to the other pixies and find out who knows the dead one and what their feelings were, then go back to the Jarl?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2011, 11:34:23 AM
Because I feel like an asshole this morning:

Quote from: Anastasia on December 17, 2011, 01:08:20 AM
Below are summaries of your major battles. Relevant information, such as loot, will be cross posted in the appropriate topics.

DO NOT REPLY IN THIS TOPIC. TAKE IT TO LOOT FOR TREASURE OR NAGGING FOR ANYTHING ELSE. IF YOU POST HERE I WILL PERSONALLY DELETE YOUR POST AND JUST STARE AT YOU WHEN YOU ASK WHAT IS UP, LIKE "WHAT BITCH, DIDN'T READ THE FUCKING FIRST POST, DID YOU?"[
So yeah, don't do that.

:)
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 03:48:26 PM
Quote from: Ebiris on December 16, 2011, 09:44:10 AM

I can think a few alternatives.

Reduce the scope of the ability: Reduce it to only an extra move action rather than a move or standard, and allow spells to be cast as quickened (possibly with further restrictions?)

Remove the ability and up static bonuses to compensate: Get rid of it for another boost to swift surge bonuses (+1 AC/attack/+1d6 damage/+10 movement) or restore a caster level.

Replace it with a different ability: Just make something up that's cool and speed-thematic. Off the top of my head... a whirlwind attack variant that lets you make a single attack on every opponent within say 1/2 movement? I'm sure there are other potential ideas that could work as well.

Work on one to your preference and let me know what you prefer. I'll be coming back to this soon.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 03:50:33 PM
Quote from: Yuthirin on December 16, 2011, 06:28:52 PM
This feat:  http://dndtools.eu/feats/tome-of-battle-the-book-of-nine-swords--88/superior-unarmed-strike--2844/

I honestly don't have any problem with the feat, but I don't want to start letting ToB things into this. I don't precisely believe in a slippery slope argument, but like hell if want to set the precedent. Are any of you going to try and use this to get me to approve more ToB stuff if I allow this?
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 03:51:35 PM
Quote from: Ebiris on December 17, 2011, 07:34:30 AM
Props on the battle report, Dune. As far as the dead pixie goes, Afina personally disdains resurrection but would take it herself in the current situation. She and Crystal'll talk to the other pixies and find out who knows the dead one and what their feelings were, then go back to the Jarl?

Okay, we'll cover this next session.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 03:52:04 PM
Quote from: Yuthirin on December 17, 2011, 11:34:23 AM
Because I feel like an asshole this morning:

Quote from: Anastasia on December 17, 2011, 01:08:20 AM
Below are summaries of your major battles. Relevant information, such as loot, will be cross posted in the appropriate topics.

DO NOT REPLY IN THIS TOPIC. TAKE IT TO LOOT FOR TREASURE OR NAGGING FOR ANYTHING ELSE. IF YOU POST HERE I WILL PERSONALLY DELETE YOUR POST AND JUST STARE AT YOU WHEN YOU ASK WHAT IS UP, LIKE "WHAT BITCH, DIDN'T READ THE FUCKING FIRST POST, DID YOU?"[
So yeah, don't do that.

:)

Hey, at least you read it. That works for me.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2011, 03:53:17 PM
Quote from: Anastasia on December 17, 2011, 03:50:33 PM
Quote from: Yuthirin on December 16, 2011, 06:28:52 PM
This feat:  http://dndtools.eu/feats/tome-of-battle-the-book-of-nine-swords--88/superior-unarmed-strike--2844/

I honestly don't have any problem with the feat, but I don't want to start letting ToB things into this. I don't precisely believe in a slippery slope argument, but like hell if want to set the precedent. Are any of you going to try and use this to get me to approve more ToB stuff if I allow this?

I actually think most ToB/ToM stuff is shit. I'm not going to leverage you on something you hate. That's why I asked you about the feat. I CERTAINLY won't ask about classes, they're awful. In the future, I may inquire about feats, but if they don't pass my Bullshit Detector, they won't even come up.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 04:49:15 PM
Behind the Curtain: Morale and your soldiers.

Morale has many benefits in battle. Higher morale grants bonuses to attack and defense for your armies, and a full morale provides immunity to fear and other emotion based effects for that unit. There are other ramifications of morale, however. Reaching high morale can help unlock extra scenes, items and useful things. As an example, there were two triggers to Carly giving you that ioun stone.

- Lifasa Refugee unit at Fanatic or higher morale.
- Decisive victory against diabolical forces within sight of Aurora.

This is meant to give motivation to building a happy, cohesive army.
Title: Re: Random DM nagging.
Post by: Corwin on December 17, 2011, 05:05:02 PM
Some stuff that keeps on being forgotten, so here it is again!

-Let's add the question of 'Do you know how devils can be permanently destroyed?' to the devil interrogation project?
-Dune, can we have a price on putting the bullrushing unicorn spell on the gate?
-Likewise, can we have a price for a greater dispel/disjunction placed on the gate?
-Presumably, we can chain those, so that people rushing past are first dispelled, then buffeted by magic missiles, then rushed outside with unicorns? It should be pretty awesome.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2011, 05:13:08 PM
Quote from: Corwin on December 17, 2011, 05:05:02 PM-Presumably, we can chain those, so that people rushing past are first dispelled, then buffeted by magic missiles, then rushed outside with unicorns? It should be pretty awesome.
This is an amazing idea.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 05:20:59 PM
Retrained Misalea's favored enemies. I meant to earlier but it got lost in the shuffle of leveling up.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2011, 09:04:15 PM
Updated autobattle settings for a few people and added them for Crystal and Drena. Hope lacks autobattle settings, as he almost always fights as Crystal's mount.
Title: Re: Random DM nagging.
Post by: Anastasia on December 18, 2011, 06:32:22 PM
Quote from: Corwin on December 17, 2011, 05:05:02 PM
Some stuff that keeps on being forgotten, so here it is again!

-Let's add the question of 'Do you know how devils can be permanently destroyed?' to the devil interrogation project?

Eb, would you edit that into the first post? I just quote that when I make them.

Quote-Dune, can we have a price on putting the bullrushing unicorn spell on the gate?

Has it been posted in the Aurora topic? If not do so and elaborate. If it has just quote that post in a new post.

Quote-Likewise, can we have a price for a greater dispel/disjunction placed on the gate?

Post it in the Aurora topic. I keep those posts there so I can reference them without picking through this topic for upgrades.

Quote-Presumably, we can chain those, so that people rushing past are first dispelled, then buffeted by magic missiles, then rushed outside with unicorns? It should be pretty awesome.

Entirely possible, yes.
Title: Re: Random DM nagging.
Post by: Anastasia on December 18, 2011, 11:10:16 PM
Quote from: Anastasia on December 01, 2011, 03:26:48 PM
Cpu mpmmpcx, rwvrwx jwu argt djspc bjlpx j sjxst ucvwl.

Zmvjcc lzwdm Apiz jiks nzwu kwtwz eqbp bpm pmtx wn i aiqvb.

Urmw 21! Hsv szh 21. Urmw svi zmw 21!

This is delayed, and I only noticed just now when I was checking my notes. One of those cyphers was not meant to be released, it was from test batch. Disregard the following cypher:
Zmvjcc lzwdm Apiz jiks nzwu kwtwz eqbp bpm pmtx wn i aiqvb. If you crack it, it's no great or relevant spoiler; I used unused plot lines from old games to test out the various cyphers. Further, if you crack it you'll understand why it was just a test cypher. The first and third cypher are still valid.
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2011, 12:44:56 AM
Edited the monk progression tables posted today, toned down the final levels to be less crazy. Size-boosting shenanigans with monks are still potent, but that's the nature of the beast.

---

Okay, Yuth asked about greater mighty wallop and permanency. GMW is top shelf buffing for a monk and well worth the investment, as well as high tier cheese. Willim's a fair bit behind in damage, and as he's primarily a fighter with no casting, I'm fairly sympathetic to the position he's in. I'm going to allow this on a trial basis, just like I've allowed 3.0 haste for Afina.  If it balances, great. If it doesn't, I'll have him exchange it for another permanency-ed spell at no cost.

You guys are roughly where I want you with damage output, barring Yuth. (Merc's slowly recovered with a few levels + marginally better dicebot luck. Marginally.) Something like Jaela's 298 damage routine is higher than I want to see most of the time, but it was a crit and going all out on a big ol' dragon. I'm fine with that. I generally anticipate anywhere from 75-150 damage a round from one of you assuming a full attack or whatever passes for one from you guys. This doesn't count crits, situational anomalies and other wildcards, but it's a good place to work from.

As a tangent, this is why I've been consistent on not wanting to see Jaela pick up a divine-themed arcane strike (Besides other reasons, anyway, but this is really the one that's germane to this situation). With Robliar's Gambit, options and an already good attack routine, she's dealing out plenty of damage per round. I'd rather she expands her options out - which she has plenty of already - than stack on more damage output.

---

Speaking of 3.0 haste:

QuoteAs far as replacing Perpetual Options, maybe put another +10 movement boost in at 9th level and have 10th level Swiftblade increase caster level? Diminishing the ability would probably still be too strong and I can't be bothered making up something new.

Go ahead and do that. I'll add it to houserules.

---

Once loot is settled, assuming NPCs have any wealth of note, I'll do NPC purchases.

---

Anyone have any suggestions for Misalea's level 12 feat? In her current mind-set it's going to be something warrior related, so don't suggest something purely bardic and support. She doesn't need to qualify for any PrCs for the forseeable future, so it's really wide open.
Title: Re: Random DM nagging.
Post by: Merc on December 19, 2011, 12:59:43 AM
Specifically for combat...Power attack or arcane strike are about the only things I can think of since she's already picked up snowflake warsong, honestly.
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2011, 01:08:57 AM
Quote from: Merc on December 19, 2011, 12:59:43 AM
Specifically for combat...Power attack or arcane strike are about the only things I can think of since she's already picked up snowflake warsong, honestly.

Yes. She'll have the to-hit for PA soon enough if she wants to go that route. Well, assuming she can. I forget if power attack and weapon finesse mixes...checking...hm, can't find a ruling offhand. Eb, didn't you run into this with Afina? Even if she can she's not inclined to, as it doesn't really match the style she's trying to emulate. Arcane Strike has potential, though it's used enough already that I'm hesitant to hand it out again.
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2011, 01:18:49 AM
Oh yes, Cor. I'm looking to go back to Eladrin Ascendant again soon. Did you ever come up with a feat for it or anything?
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2011, 04:05:01 AM
On the to-do list: A good, long hard look at permanency and how it works. Talking it over with a few people, I'd like to pick the spell apart and rework the old Balmuria 1 guidelines for it. My mechanical skills have improved since then, so I'd like to take a crack at it.
Title: Re: Random DM nagging.
Post by: Corwin on December 19, 2011, 04:17:59 AM
Arcane Strike is used enough because it's good and useful! Don't hesitate to give it to NPCs, and it's not like a bard will be that strong with it.

If you're strapped for feats, why not crib from the list I PM'd you yesterday? There are very nice ranger combat options in it, and a variety of them.

And yes, bardic stuff. I know you're saying she's very combat-minded, but isn't her refusal to buff herself with +to hit and +damage pre-battle silly? It would be like me or Afina not using Greater Heroism. If we can justify wasting a round on that in times of need, so could she, if only for her own benefit? If she realizes this, there was that feat that raised bard bonuses that got used in B2 (inspire courage++ and all that).
Title: Re: Random DM nagging.
Post by: Ebiris on December 19, 2011, 01:45:25 PM
Quote from: Anastasia on December 19, 2011, 01:08:57 AM
Yes. She'll have the to-hit for PA soon enough if she wants to go that route. Well, assuming she can. I forget if power attack and weapon finesse mixes...checking...hm, can't find a ruling offhand. Eb, didn't you run into this with Afina? Even if she can she's not inclined to, as it doesn't really match the style she's trying to emulate. Arcane Strike has potential, though it's used enough already that I'm hesitant to hand it out again.

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

emphasis mine
Title: Re: Random DM nagging.
Post by: Merc on December 19, 2011, 02:13:30 PM
Any suggestions on level 1+3 spells that Ithea could pick up from the duskblade orb?

Right now I was considering True Casting (lv 1, from SC, gives +10 to next caster level check for SR) and Blink (http://www.d20srd.org/srd/spells/blink.htm) (lv 3).

Nerveskitter was another lv 1 spell I was considering, didn't really have any other level 3 spells in mind (besides two banned ones and Fly, which I feel meh about using the orb for).
Title: Re: Random DM nagging.
Post by: Merc on December 20, 2011, 12:15:56 AM
Moving repair stuff discussion to DM nagging!

So we have 170,354.54g (http://www.soulriders.net/forum/index.php/topic,101784.msg1029120.html#msg1029120) funds for repairs.

Cor suggested (http://www.soulriders.net/forum/index.php/topic,101784.msg1029050.html#msg1029050) spending on:
(0 gold) War Conference Room
(20,000 gold) War Conference Room (Illusionary Battlefield): 1 DC 25 spellcraft check
(80,000 gold) War Conference Room (Scrying): 2 DC 32 spellcraft checks; 1 DC 32 K:A check
(20,000 gold) Repair Suites: 2 DC 25 spellcraft checks; 1 DC 25 K:A&E check
      * Note that Tepen's the only one with K:A&E and this is 10 days of work
(40,000 gold) Improve Soldier Barracks: 1 DC 26 K:A check; 1 DC 26 K:P check; 1 DC 26 K:N check
(10,000 gold) Portal Compass: 2 DC 23 spellcraft checks; 1 DC 23 K:P check

I did note a preference for improving officer barracks over fixing the suites though, and we've also said before we didn't want to put Tepen to hard work. I'll go with the suites if others still want to have nice rooms available for guests though.
Title: Re: Random DM nagging.
Post by: Corwin on December 20, 2011, 12:48:15 AM
We can get all that stuff and probably even more improvements in this batch, so it's not really a question of picking soldiers or guests. If you meant the order, then it doesn't really matter to me. No objections to shuffling things around.
Title: Re: Random DM nagging.
Post by: Corwin on December 20, 2011, 04:41:16 PM
22:38] <Jaela> roll 1d20+21
[22:38] * Hatbot --> "Jaela rolls 1d20+21 and gets 22." [1d20=1]
[22:39] <Ithea> roll d20+23 sure, what am I GI'ing though? >_>
[22:39] * Hatbot --> "Ithea rolls d20+23 sure, what am I GI'ing though? >_> and gets 41." [d20=18]

The Mercane thing made me wonder. What merchant presences exist among the planes? Only criteria is that they are not fiend-based or favor those. Waukeen on Brightwater is an obvious one, but I figure we might as well learn? Then we could send invites.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2011, 03:12:17 AM
Todo list:

1. Posts here.
2. Aurora topic prices.
3. Eladrin Ascendant.
4. Odds'n'ends. I'll start chipping at this some time tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2011, 07:50:13 PM
Quote from: Corwin on December 19, 2011, 04:17:59 AM
Arcane Strike is used enough because it's good and useful! Don't hesitate to give it to NPCs, and it's not like a bard will be that strong with it.

Yeah. She may very well end up taking it for that reason. I'd prefer variety if possible, but if I can't, so be it.

QuoteIf you're strapped for feats, why not crib from the list I PM'd you yesterday? There are very nice ranger combat options in it, and a variety of them.

Of those you listed? Nemesis is out, as she's good but not exalted good. Deadeye is irrelevant as she's focusing on melee now. Ditto with improved rapid shot. Knowledge Devotion is out for various reasons; she's having a bit of a crisis of faith and privately examining the other gods of the Seladrin right now so devotion feats are out until that settles. 'sides, I don't want to go into that here. Of the remaining feats, Favored Dodge isn't needed right now. Her AC went up about 10 points this level, plus she has MI+blink. Her defenses are solid. This leaves Tactical Advantage, which is a superb feat for her and she may take it. It does need a mild rewrite which is about to be posted to house rules.

QuoteAnd yes, bardic stuff. I know you're saying she's very combat-minded, but isn't her refusal to buff herself with +to hit and +damage pre-battle silly? It would be like me or Afina not using Greater Heroism. If we can justify wasting a round on that in times of need, so could she, if only for her own benefit? If she realizes this, there was that feat that raised bard bonuses that got used in B2 (inspire courage++ and all that).

Hey, you know what? I agree 100%. She doesn't. The thing is, Misalea's not looking at this form a dry, mechanical standpoint like we are. She has her own motivations which she's at least mentioned a few times. It's not a matter of her justifying it to herself, but the mindset runs from deeper wellsprings than that. She has her own concerns to deal with and demons hounding her. Approaching this from a rational angle to me, the DM, is going to fail. I'm not the one who you need to talk to about this. Misalea is.

Incidentally, she had the inspire courage feat before she retrained.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2011, 11:51:16 PM
Quote from: Corwin on December 20, 2011, 04:41:16 PM
22:38] <Jaela> roll 1d20+21
[22:38] * Hatbot --> "Jaela rolls 1d20+21 and gets 22." [1d20=1]
[22:39] <Ithea> roll d20+23 sure, what am I GI'ing though? >_>
[22:39] * Hatbot --> "Ithea rolls d20+23 sure, what am I GI'ing though? >_> and gets 41." [d20=18]

The Mercane thing made me wonder. What merchant presences exist among the planes? Only criteria is that they are not fiend-based or favor those. Waukeen on Brightwater is an obvious one, but I figure we might as well learn? Then we could send invites.

This is a difficult question to answer for a few reasons. First of all, the biggest trade nexus in Creation is Brightwater. By its basic nature, Brightwater lacks a central banner. There is no one, unified house of trading or monolithic Brightwater bloc. Those not deeply involved in trade may assume there is, but this a gross over-simplification. Countless merchants hail from Brightwater, but they work in small groups or alone. Ergo, the biggest source of trading is already fractured. Second of all, law and chaos factor into trade. Lawful planes tend towards grand, unified trading houses that are easily identified. By contrast, chaotic planes are a mish-mash of dozens and dozens of groups vying for superiority, each one seeking their own glory. If you looked purely at the volume of trade done, you might imagine the lawful planes far out-trade the chaotic planes because of this. This is patently false. Third of all, many non-Prime planes have scant need for trade. The elemental planes are self-sufficient in and of themselves; Fire does not need to import more Fire nor does Air need to buy more Air from another. The Heavens are by their nature nearly perfect, they provide for the souls that live there.

In light of this, you may wonder who would trade. If you thought about it and answered 'mortals and fiends', you'd be close to the truth. Mortals are not so blessed as those other realms and are often beset by greed. Coming from lands where trade is vital, they seek the planes as a way to make greater and greater profits. On the other hand, fiends always crave and desire. Fiends crave more souls for gain, more treasure for security and use, more magic for power and all of those to sate the greed that often plagues them. Indeed, the most well known type of planar trading may be the soul and larvae trade of the Hells. Further, both blocs gain from trading by gaining influence and connections. For mortals this provides more chances for profit, while fiends gain connections to further advance themselves and corrupt more souls. This is one of the biggest reasons that Heavens trade, to counter this effect and establish their own connections. They do not often need what they trade, which can make them fundamentally different merchants to deal with.

Over time, this has lead to trading becoming accepted across the Outer Planes. The benefits of communication, influence and chances to observe have become too precious to neglect. In time, this has even opened up the Astral, the Inner planes and other locations to the trade routes. However, outsiders do not always make the most acceptable merchants. While some planes do maintain diplomatic relations with their opposites - Celestial and Baator are the best known for this, having entire bureaus dedicated to it - having angelic traders in the Abyss or yugoloth traders in Arborea is unacceptable to all concerned. As a result of this, non-aligned creatures have a large presence in trading. There are no pesky problems of eternal enemies, realms that innately reject them and other hang-ups. Further, quite frankly, the opposing realms are rarely interested in directly trading with one another.

Finally, there is one last factor to consider. As the goddess of trade, Waukeen is whispered to have incredible control over trade through her clergy on top of whatever divine control she may have over trade.

This all being said and to provide a better understanding of planar trade, here are the biggest non-evil/fiend movers and what they prefer to deal in and to who.

The Mercane Consortium

This group oversees all official mercane trade in Creation. They have their hands in everything on almost every plane, or at least try to. They trade in everything and trade to everyone that will have them. The Consortium may rival Brightwater and is better organized; however, it is said they also cultivate good relations with as many powers as they can. If nothing else, the Mercane seem to live for trading, having no other aspects that are commonly known of.

Brightwater

While not an official group in any meaningful sense, Brightwater holds countless traders and is a huge throbbing pulse of planar trade. It deserves mention in any conversation of planar trading. Brightwater avoids more fiendish pursuits by and large, but they handle almost everything else. Within Brightwater are several notable houses and organizations: House Goldback, Congress of Profit, Company of the Blessed Coin and Brightwater United.

Clergy of Waukeen

In this context, Waukeen's clergy is a separate entity from Brightwater. This group has a cohesive nature that Brightwater lacks, as the church hierarchy translates into the basis of a strong trading house. They operate under Waukeen's doctrines for trade, dealing in most things that don't offend this and with almost everyone. Shar, many demonic princes and certain denizens of Limbo are not traded with.

Celestia's Envoys

A small but well organized trade service, used on occasion by more pragmatic archon lords. They are not drive by profit in coin, but profit in deed and accomplishment. Often they take great losses, but what they provide helps fight back against evil. Persistent rumors that the Slayers of Domiel use this company as cover are old and persistent.  They deal in goods from Celestia, usually arms, armor, foods and magical items.

The Purple Flag

While not its official name, a sect of slaad often use a purple flag when they travel to trade. Slaad trade is inherently unpredictable, but it does occur. Sometimes great wonders are found, at other times nothing of use at all. Prices also vary.
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 12:18:28 AM
I've been toying around with a rules change. Ability damage/drain can't reduce you below 1 point in any given stat, ergo ability damage/drain lacks the risk of incapacitating you or flat out ending your life.  This would make certain broken spells like Ray of Stupidity and Shivering Touch useable without being instant win buttons against certain creatures. Creatures that have a gimmick based around reducing an ability score to zero, such as shadows, would gain a trait that allows them to ignore this rule.

What do you guys think?
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2011, 12:26:26 AM
*shrugs* I'm okay either way on that.
Title: Re: Random DM nagging.
Post by: Corwin on December 22, 2011, 01:00:56 AM
1 still incapacitates you with some stats, doesn't it?
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 01:04:27 AM
Str 1 can if you're wearing or holding anything particularly heavy. None of the others really incapacitate you. Int 1 reduces you to the intellect of an animal, but you can still act.
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2011, 01:14:52 AM
Would Int 1 make us drop our weapons and want to punch or bite stuff, or do we still operate enough instinct to want to hit things with them?
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 01:49:23 AM
You'd retain enough instinctual knowledge to use your weapons, at least.
Title: Re: Random DM nagging.
Post by: Corwin on December 22, 2011, 02:20:51 AM
I don't have a particular preference, Dune. I figure if we allow OHKO spells by taking out the KO part, why not do the same for save or die spells?

Just as an example:
http://www.d20srd.org/srd/spells/fingerOfDeath.htm
http://www.d20pfsrd.com/magic/all-spells/f/finger-of-death
Title: Re: Random DM nagging.
Post by: Ebiris on December 22, 2011, 03:28:37 AM
Quote from: Anastasia on December 22, 2011, 12:18:28 AM
I've been toying around with a rules change. Ability damage/drain can't reduce you below 1 point in any given stat, ergo ability damage/drain lacks the risk of incapacitating you or flat out ending your life.  This would make certain broken spells like Ray of Stupidity and Shivering Touch useable without being instant win buttons against certain creatures. Creatures that have a gimmick based around reducing an ability score to zero, such as shadows, would gain a trait that allows them to ignore this rule.

What do you guys think?

For all that I can't recall KOing someone via ability damage in any game, I dislike the idea of losing it as an option if someone specialises sufficiently. Still, I don't care a huge deal. (that said, someone with int 1 certainly should drop their confusing and scary weapons in favour of flailing stupidly or relying on trusted deadly natural attacks)
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 03:56:13 PM
Zqam pqop eqbp bpm Xpwmvqf wn bpm Xzqvkmaa wz oiqv xwemz eqbp bpm Akqwv wn Lmabzckbqwv, jcb vmdmz jwbp.

Armp uvpx dvsa sap evcsa rk sap Zavgu rk Gvkjxj.

14-15-20 20-23-15 2-21-20 15-14-5
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2011, 04:02:28 PM
Rise high with the Phoenix of the Princess or gain power with the Scion of Destruction, but never both.

Hope dies with the birth of the child of Lifasa.

NOT TWO BUT ONE
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 06:56:57 PM
Random, but are you storing all these messages from 27 anywhere, Merc?
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2011, 07:48:21 PM
I actually am!
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 08:02:16 PM
Updated NPCs and army with adjustments for Afina's armor gifts.
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 08:02:33 PM
Quote from: Merc on December 22, 2011, 07:48:21 PM
I actually am!

Where are they? Idle curiosity here.
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2011, 08:36:07 PM
In a notepad file! I am keeping track, just not online.
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 09:03:48 PM
Okay.

I would suggest doing so online, for no other reason that it keeps the information easily accessible for everyone.
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2011, 09:07:53 PM
I'll put it in the war knowledge thread for now. I was going to put it elsewhere, but I wanted to finish stats first. Just a toooooooon to go through there... >_>;
Title: Re: Random DM nagging.
Post by: Anastasia on December 22, 2011, 09:13:24 PM
I can relate, I'm doing lots o' work myself.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 22, 2011, 09:32:47 PM
Quote from: Anastasia on December 22, 2011, 01:49:23 AM
You'd retain enough instinctual knowledge to use your weapons, at least.

I disagree with this.
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2011, 01:38:53 AM
Wise up!

I moved a bunch of stuff to custom material from house rules, mostly epic material. This is due to the post getting difficult to manage and laggy, not to mention bothersome to navigate. I'll be doing some general reorganization to increase ease of use, so expect a lot of edits in the coming hour or so. I'll also be using this as a chance to revise old things that are overdue a revision. I'll post about any changes here.
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2011, 03:04:34 AM
Revised epic Hellreaver. The changes are mostly formatting edits.
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2011, 04:10:39 PM
Ithea, you look like you might reach epic levels with duskblade. If so, could you take a gander at the epic duskblade over in custom material sometime? Let me know what you think any opinions on it, the spell progression past 20 and the bonus feats for it. Likewise, could you look at epic favored soul, Cor? I'm probably going to revise it, as I was experimenting with epic mechanics with it and I'd rather revise it to fit the other progressions. Suggestions welcome.

Cor, where's your avatar from? It reminds me of Alicia for some reason. I have no idea why, it doesn't really look like her.
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2011, 04:30:55 PM
Fujino Shizuru, a Hime~

The resemblance might be in the look/turning away position, plus the whole part about the calm confidence? Shizuru's pictures are all over the place, but some are simply stunning.
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2011, 04:34:53 PM
That and Alicia's inspiration picture was a hime too, wasn't it? It might be some sort of sub-conscious observation on my part.
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2011, 04:37:01 PM
Otome! Totally different! Their magic came from technology-- wait, that doesn't sound right....
Title: Re: Random DM nagging.
Post by: Ebiris on December 24, 2011, 04:43:08 PM
They get power from their nanomachines!
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2011, 04:46:29 PM
I think I talked to you before that epic spell capacity or whatever that feat goes is pretty much a tax for casters in the form of an epic feat. Not that there's anything wrong with that, per se. Feats are rare, though, and epic feats more so. They're also there to let you give flavor to your char in a fun way. If some balance is needed, I'd prefer noncasters got some sort of mechanical boost instead, honestly, since it's a boring feat that nevertheless every caster every has to take.

The rest of the epic favored soul feels decently solid, like the base class itself? Having an ACF would be nice.
Title: Re: Random DM nagging.
Post by: Merc on December 24, 2011, 06:16:35 PM
I'd have to agree with the caster tax thing, it's even worse for duskblade since they absolutely can't hold off on picking up the feat otherwise they get screwed over by spell selection rules. As duskblades only learn one spell per level, if they don't have epic spellcasting at level 21, they have to learn level 1-5 spells up until they pick up the feat, though the fact that you allow spell retraining makes it a little better...unless you rule that one can only trade spells known for other spells of same level as initial selection, then back to lameness for them.

Regarding rest of epic duskblade:
On the spell selection for duskblade, the amount of options is drepessingly even smaller than pre-epic. Even at level 4-5, which are already spell starved compared to previous levels, they get 8 spell options.

For level 6-8 in epic though, there's exactly 5 spell options per level (I'm counting all the mass spells as one option, honestly), which means there's exactly one spell to ditch if you pick up four spells at each spell level as duskblades typically do. That's pretty sucky considering one of the reasons you put up the orb-blade item is because you've said I have a small spell selection already.

In addition to that, level 4 and 5 spells pre-epic only get ONE touch spell between the two levels (level 4 has toxic weapon), which isn't all that stellar considering the save is pretty simple to beat in gestalt, though it has benefit of no spell resistance at least. It's not that exciting though, and I'll probably still pick Dimension Door for my final level 4 spell.

Anyway, considering decreasing options in touch spells already pre-epic, spell list for epic gets...level 6 only gets ONE buffing touch spell from that list, level 7 gets none, level 8 gets none (unless wrath of heavens is one as I couldn't find that spell with a quick search). So no utility or attack touch spells for epic spellcasting and only one buff spell? On top of which that one buff spell gives a +4 enhancement bonus to scores, when by epic level we'd already have magic items buffing our important stats at +4 or better? For a class whose signature ability is arcane channeling of touch spells, getting an option of only two touch spells since level 13, and not even attractive touch spell options, well that's just all kinds of horrible.

I haven't actually looked at the spells besides checking if they were touch spells, so I can't comment on the actual choices outside of the lack of touch spells and the lack of options.

On class abilities, quick cast's progression seems perfect, that's what it is pre-epic and I don't see a reason to change it since it's a really good ability. Spell power progression I kind of want to say should be faster than every 5 levels since it speeds up a bit with the level 18 of +5, but that's probably just a bonus for sticking with the class for so long, so that's actually probably good as it is too.

On bonus feats, I think it should be every three levels, considering full spellcasters as well as other hybrid casters like bard/paladin/ranger get that progression from what I can find. However, this is entirely assuming that the other hybrid classes also have epic spellcasting progressions (as I don't see one for them in house rules). If they don't, then I can't really comment on the bonus feats, as I'd feel the other hybrid casters are getting the short end then.

For epic feats, the quick cast feats are really nice, otherwise they seem pretty basic. Don't really have much to say about these.
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2011, 09:27:59 PM
Quote from: Corwin on December 24, 2011, 04:46:29 PM
I think I talked to you before that epic spell capacity or whatever that feat goes is pretty much a tax for casters in the form of an epic feat. Not that there's anything wrong with that, per se. Feats are rare, though, and epic feats more so. They're also there to let you give flavor to your char in a fun way. If some balance is needed, I'd prefer noncasters got some sort of mechanical boost instead, honestly, since it's a boring feat that nevertheless every caster every has to take.

The rest of the epic favored soul feels decently solid, like the base class itself? Having an ACF would be nice.

More about the epic spellcasting stuff in Merc's post, since it came up for both of them.

Re-reading epic favored soul, I'm not happy with superior flight. Epic progression shouldn't be granting new abilities in that way; things should be expanded on with epic feats instead. That's the main thing I want to change, though the custom feats for it are also going to get a good look-over. I'm not going to make new ACFs for the epic levels for them, it doesn't fit the basic design philosophy there. If you mean continuing an ACF from pre-epic levels, tell me which one and I'll take a look.
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2011, 09:47:17 PM
Quote from: Merc on December 24, 2011, 06:16:35 PM
I'd have to agree with the caster tax thing, it's even worse for duskblade since they absolutely can't hold off on picking up the feat otherwise they get screwed over by spell selection rules. As duskblades only learn one spell per level, if they don't have epic spellcasting at level 21, they have to learn level 1-5 spells up until they pick up the feat, though the fact that you allow spell retraining makes it a little better...unless you rule that one can only trade spells known for other spells of same level as initial selection, then back to lameness for them.

I'd allow some sort of retraining so they don't lose spells gained that could be 6+ level spells.  You shouldn't be penalized for not selecting that right away.

QuoteRegarding rest of epic duskblade:
On the spell selection for duskblade, the amount of options is drepessingly even smaller than pre-epic. Even at level 4-5, which are already spell starved compared to previous levels, they get 8 spell options.

For level 6-8 in epic though, there's exactly 5 spell options per level (I'm counting all the mass spells as one option, honestly), which means there's exactly one spell to ditch if you pick up four spells at each spell level as duskblades typically do. That's pretty sucky considering one of the reasons you put up the orb-blade item is because you've said I have a small spell selection already.

Yes. This was sort of on purpose, as I stuck to the books the original duskblade drew on - the sor/wiz section of the PHB and the PHB2. The spell selection needs to be expanded, no argument there. I ran out of spells I could justify giving them, based on what they learned in pre-epic levels. I designed this originally for one NPC as well as being a mechanics exercise. Buffing out the spell selection wasn't the biggest or baddest priority.

QuoteIn addition to that, level 4 and 5 spells pre-epic only get ONE touch spell between the two levels (level 4 has toxic weapon), which isn't all that stellar considering the save is pretty simple to beat in gestalt, though it has benefit of no spell resistance at least. It's not that exciting though, and I'll probably still pick Dimension Door for my final level 4 spell.

I noticed this with Donald back in Balmuria 1. I don't know if they figured everyone at that level would spam Vampiric Touch or if it was just a failing of design.

QuoteAnyway, considering decreasing options in touch spells already pre-epic, spell list for epic gets...level 6 only gets ONE buffing touch spell from that list, level 7 gets none, level 8 gets none (unless wrath of heavens is one as I couldn't find that spell with a quick search). So no utility or attack touch spells for epic spellcasting and only one buff spell? On top of which that one buff spell gives a +4 enhancement bonus to scores, when by epic level we'd already have magic items buffing our important stats at +4 or better? For a class whose signature ability is arcane channeling of touch spells, getting an option of only two touch spells since level 13, and not even attractive touch spell options, well that's just all kinds of horrible.

Wrath of the Heavens is a custom epic spell, check the house rules for it. I was running out of things to give them, so I used that to fill space.

Anyway, what should probably be done is some manner of expanding the 6+ duskblade spell lists. I could say 4-5, but I'm keeping this focused to epic for the moment. I considered cracking open the spell compendium, but I decided at the time to stick with how they did it.

QuoteOn bonus feats, I think it should be every three levels, considering full spellcasters as well as other hybrid casters like bard/paladin/ranger get that progression from what I can find. However, this is entirely assuming that the other hybrid classes also have epic spellcasting progressions (as I don't see one for them in house rules). If they don't, then I can't really comment on the bonus feats, as I'd feel the other hybrid casters are getting the short end then.

They should. I have a bard one in the works, and I'm toying with a few others. Also, on comparing, I gave epic favored soul 23+3 and epic duskblade 24+4? Eeegh.
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2011, 10:05:06 PM
Since Merc brought it up (and this is the only presentable one right now), here's a highly alpha version of 21+ casting paladin. The spells at the bottom are only from the PHB, haven't even splatbook hunted for 'em yet.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
210----
221----
232----
243----
2530---
2631---
2732---
2833---
29330--
30331--
31332--
32333--
333330-
343331-
353332-
363333-
3733330
3833331
3933332

5th: atonement, cure critical wounds, mass cure light wounds, plane shift, righteous might,  (5th-6th level magic)
Title: Re: Random DM nagging.
Post by: Merc on December 24, 2011, 10:19:31 PM
I'd try to suggest spells, but they're kind of all over the place at higher levels, and I don't really see how they justify making a spell higher or lower level on the duskblade spell list compared to sorc/wiz.

There's only three spells that makes sense to me with a changed level are dispelling touch (level 3), clenched fist (level 5), and polar ray (level 5). Dispelling touch is higher level than sorc/wizard (level 2), as it's a touch spell, so obviously a duskblade can get more out of it. Polar ray and clenching fist are level 5 while the sorc/wiz versions are level 8.. and those casters get them at around character level 15-16, duskblade gets them at level 17. No saving throw on them, so no penalty for getting them later either, but still gotten at near the same level, just a little slower for being gish. Makes sense!

On the other hand, I don't see why Dispel Magic or Slashing Dispel are higher level spells as they're not touch spells, there's no save DCs so there's no benefit of casting them at a higher spell level, and sorcs can get them at character level 6 and 8 (wizards at 5 and 7), whereas duskblade would get them at 13 and 17. Okay, they're gishes...but double the class level? Seriously?

Spells of the same level make sense in the case of not wanting to lower a spell's difficulty class for saves...as does making it lower so a duskblade can pick it up at close to the same level as a sorc/wiz (or likely just a little later)...but a lot of same level spells don't call for saves, and a lot of the lower level spells...do?

Like I said, doesn't really make sense to me sometimes, outsides of "Let's pick spells that match the flavor of an arcane gish that specializes in touch spells". And then they forgot to put more touch spells at levels 4-5. >_>

As an aside, a note I forgot to mention in my earlier post, the progression for spells/day is also fine, it's identical to the pattern pre-epic, so works for me.
Title: Re: Random DM nagging.
Post by: Corwin on December 25, 2011, 06:50:39 AM
Quote from: Anastasia on December 24, 2011, 09:27:59 PM
More about the epic spellcasting stuff in Merc's post, since it came up for both of them.

You didn't actually respond to my point on how that epic feat is artificial and annoying even in your response to Merc, though.  >_>

Quote
Re-reading epic favored soul, I'm not happy with superior flight. Epic progression shouldn't be granting new abilities in that way; things should be expanded on with epic feats instead. That's the main thing I want to change, though the custom feats for it are also going to get a good look-over. I'm not going to make new ACFs for the epic levels for them, it doesn't fit the basic design philosophy there. If you mean continuing an ACF from pre-epic levels, tell me which one and I'll take a look.

FS gets wings with a fly speed, so I don't think increasing the speed is particularly new. Any of the alternatives to this you already created (http://www.soulriders.net/forum/index.php/topic,101739.msg1023444.html#msg1023444) should work as well.

Feats-wise, I felt there could be a bit more focus on the martial? Epic Divine Might, etc.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2011, 11:38:14 AM
Quote from: Merc on December 24, 2011, 10:19:31 PM
I'd try to suggest spells, but they're kind of all over the place at higher levels, and I don't really see how they justify making a spell higher or lower level on the duskblade spell list compared to sorc/wiz.

There's a method to the madness if you sit down and work it all out. I did it last time and I'll do it again when I start fiddling with duskblade magic again.

QuoteOn the other hand, I don't see why Dispel Magic or Slashing Dispel are higher level spells as they're not touch spells, there's no save DCs so there's no benefit of casting them at a higher spell level, and sorcs can get them at character level 6 and 8 (wizards at 5 and 7), whereas duskblade would get them at 13 and 17. Okay, they're gishes...but double the class level? Seriously?

That stuck out to me, too.  For whatever reason they decided duskblades should get dispelling later and with less capacity than other casters. No idea why.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2011, 11:59:39 AM
Quote from: Corwin on December 25, 2011, 06:50:39 AMYou didn't actually respond to my point on how that epic feat is artificial and annoying even in your response to Merc, though.  >_>

Sure didn't! The discussion went in a different direction than intended, so here we go.

RAW epic heavily feat taxes casters. You need a feat to make epic magic as well as a feat for each level of 10th+ magic you want to have.  I took a look at it and deduced why. Epic magic as written gives huge amounts of freedom and power, to the point where unchecked it can utterly destroy the game. Making it more difficult to obtain makes sense in that light. Now when I changed epic magic, I took a look at those feats. They weren't needed by and large, nor did I really like there being a huge feat tax. However, I decided to keep an entry-way feat for epic magic. There's several reasons why I did this.

The first one is that it makes epic magic opt-in. A PC doesn't have to go into it if they choose not to. Considering epic magic requires a large amount of design work and creation, I feel this is to everyone's benefit. If you don't want to hack away at epic magic like that, you don't have to. You can go the metamagic boosting route instead, or spend your epic feats on other things to enhance your magic without going into epic magic.

The second one is that epic magic provides yet more fuel and resources. It gives more spells per day, more spells to sacrifice up to arcane strike, more ways to have answers to any problem you come across. When you consider what high level magic can do already and take it a step farther, the results are both intimidating and impressive.  In light of this I feel access to this power should be taxed.

Third, and in particular to your comment about boosting non-casters, a feat is far easier to regulate than boosting other people. Rather than trying to parse out benefits for people without spellcasting, it's simpler to impose a tax on the caster end instead. Figuring out what everyone should get to counter this is more effort than is desired, nor is there a satisfactory answer that can be applied across the spectrum.

So yes, after having thought of all this and had a few go-rounds about it, I decided an entryway feat was the best solution to this.

QuoteFS gets wings with a fly speed, so I don't think increasing the speed is particularly new. Any of the alternatives to this you already created (http://www.soulriders.net/forum/index.php/topic,101739.msg1023444.html#msg1023444) should work as well.

Feats-wise, I felt there could be a bit more focus on the martial? Epic Divine Might, etc.

What exactly are you talking about that as an ACF to?
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2011, 01:12:21 PM
Quick straw poll:

The acid resist and other armor enhancements are priced as if the elemental protection was off slot. For example, energy resist 10 on armor costs 18,000 gold.

> roll (2*3)*2000*1.5
* Hatbot --> "Christmas_Ko rolls (2*3)*2000*1.5 and gets 18000."

This strikes me as rather dumb, since it's charging the off-slot price increase. Further, I rarely see the energy resistance armor attributes used. What do you guys think of removing this price multiplier from them? This would change the prices as follows:

Resist 10 goes from 18000 gold to 12000 gold.
Resist 20 goes from 42000 gold to 28000 gold.
Resist 30 goes from 66000 gold to 44000 gold.

Opinions? This would impact the epic versions of these, as I'm going to convert them to this formula to be consistent with the non-epic versions.

Resist 50 goes from +6 bonus(126000 gold) to 84000 gold.
Title: Re: Random DM nagging.
Post by: Corwin on December 25, 2011, 01:15:53 PM
Zero interest on this subject, I have Resist Energy.

QuoteWhat exactly are you talking about that as an ACF to?

Well, you saw the link to your ACFs in my post? I'm basically suggesting that rather than progress one feature (wings), you could make a second pool for epic FS that boost each of those features, if you happened to take it. It we actually get far enough that it can be taken a second time, it'll surely scale or something.
Title: Re: Random DM nagging.
Post by: Ebiris on December 25, 2011, 01:16:23 PM
Basically yeah, the price multiplier makes them absolutely worthless to buy yourself, and rarely likely to show up in level appropriate loot.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2011, 01:47:27 PM
Also, a preview of epic magic items I'm working on. These are all SRD items, I'm re-pricing them and tweaking as needed.

Specific Armors and Shields

Unless noted otherwise, assume CL 21 for these items. Higher CLs can be obtained if you're willing to pay for them, as can higher enhancement bonuses. Talk to me if you need the specific formula for an item. Increasing an item's CL costs about 8,000 gold per CL before any other multipliers.

Antimagic Armor

This +6 negating full plate armor is crafted of layers of adamantine. It provides damage reduction 6/-. Three times per day as a swift action, the wearer can invoke an antimagic field, centered on himself. Market Price: 227,000 gold.

Armor of the Abyssal Horde

This +6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 30). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn. Market Price: 442,000 gold. Caster level 21st.

Armor of the Celestial Battalion

This +7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action. Market Price: 421,000 gold.

Bulwark of the Great Dragon

This +6 heavy shield bears the image of a metallic or chromatic dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage (Reflex DC 30 halves). In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. Market Price: 288,000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2011, 07:00:17 PM
Part 1 is ready to post - let me know how these turned out for you. I tried to stay true to the items with a few provisos. First of all, I wanted enhancement bonuses of +6 or greater. These are epic weapons, and with the price deflation, should have enhancement bonuses to match this. Secondly, I changed items that don't work in our game for whatever reason. Third of all, I changed one or two that were simply not worth being epic magical items.

There were a few judgment calls. When in doubt I tried to keep things in. Oh yes, the elemental wards are still full price. That houserule is going to go into effect, barring something happening, tonight. I'll change those for the final draft.

Epic Magic Items: [spoiler]

Reminder: The x10 price multiplier for epic items is not used. Disregard it and follow the prices here instead.

Epic Armor

There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical armor is gone and an item can be enhanced indefinitely.

Epic Armor and Shield Base Price

+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.

This pattern continues indefinitely. The formula to calculate armor prices is the total enhancement bonus of the armor squared, times 1000. Example:

> roll (12*12)*1000
* Hatbot --> "Christmas_Ko rolls (12*12)*1000 and gets 144000."

For a +12 total enhancement bonus set of armor.

Epic Armor and Shield Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, armor should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, armor with greater acid resistance that is to be upgraded to acid warding should only cost 40,000 gold to do so. (84000 base price minus the 44000 price of greater acid resistance.)

Acid Warding

The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).  Market Price: +126,000 gold. Spells used: resist energy.

Cold Warding

The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).  Marked Price: +126,000 gold. Spells used: resist energy.

Exceptional Arrow Deflection

This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Market Price: +7 bonus. Spells used: shield, wall of force.

Fire Warding

The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +126,000 gold. Spells used: resist energy.

Great Invulnerability

This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 15/epic, or 20/epic, depending on the armor. Market Price: +3 bonus (10/magic), +4 bonus (15/magic), +5 bonus (15/epic), +6 bonus (20/epic). Spells used: stoneskin and wish or miracle.

Great Reflection

Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired). Market Price: +8 bonus. Spells used: spell turning.

Great Spell Resistance

Removed. SR is hideously overpriced and requires completely overhauling how it is priced.

Infinite Arrow Deflection

Removed. It's an inferior version of exceptional arrow deflection.

Lightning Warding

The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +126,000 gold. Spells used: resist energy.

Negating

Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispel magic on the weapon(+21 dispel modifier). In the case of projectile weapons, the armor casts greater dispel magic on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing. No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check). Market Price: +5 bonus. Spells used: greater dispel magic.

Sonic Warding

The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell). +126,000 gold. Spells used: resist energy.

Specific Armors and Shields

Unless noted otherwise, assume CL 21 for these items. Higher CLs can be obtained if you're willing to pay for them, as can higher enhancement bonuses. Talk to me if you need the specific formula for an item. Increasing an item's CL costs about 8,000 gold per CL before any other multipliers.

Antimagic Armor

This +6 negating full plate armor is crafted of layers of adamantine. It provides damage reduction 6/-. Three times per day as a swift action, the wearer can invoke an antimagic field, centered on himself. Market Price: 227,000 gold. Spells used: antimagic field, greater dispel magic.

Armor of the Abyssal Horde

This +6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 30). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn. Market Price: 442,000 gold. Caster level 21st. Spells used: energy drain.

Armor of the Celestial Battalion

This +7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action. Market Price: 421,000 gold. Spells used: fly, magic circle against evil.

Bulwark of the Great Dragon

This +6 heavy shield bears the image of a metallic or chromatic dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage (Reflex DC 30 halves). In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. Market Price: 288,000 gold. Spells used: dragon breath, resist energy.

Dragonskin Armor

This +6 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer's command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Market Price: 582,000 gold. Spells used: fly, energy immunity.

Shapeshifter's Armor

This suit of +10 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph subschool spells, alter self or other similar abilities). Market Price: 206,000 gold. Spells used: alter self.

Warlord's Breastplate

This +8 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +10 enhancement bonus to Charisma. Any soldiers that serve the wearer and stay within 500ft of him gain a +4 morale bonus to attack rolls, damage rolls, ability checks, skill checks and saving throws. Market Price: 344,000 gold.

Epic Weapons

There is no limit to the enhancement bonus of epic weapons, to the market price modifier of epic weapon special abilities, or to the total enhancement bonus and market price modifier of epic weapons. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical weapons is gone and an item can be enhanced indefinitely.

Epic Weapon Base Price

+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.

This pattern continues indefinitely. The formula to calculate weapon prices is the total enhancement bonus of the armor squared, times 2000. Example:

> roll (12*12)*2000
* Hatbot --> "Christmas_Ko rolls (12*12)*2000 and gets 288000."

This is for a +12 total enhancement bonus weapon.

Epic Weapon Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, weapons should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, a shocking burst weapon that is to be upgraded to lightning blast should only cost +x to do so.

Acidic Blast

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition. Market Price: +4 bonus. Spells used: acid arrow.

Anarchic Power

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. Market Price: +6 bonus. Spells used: word of chaos.

Axiomatic Power

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. Market Price: +6 bonus. Spells used: dictum.

Distant Shot

A distant shot weapon can be used against any target within line of sight at no penalty for range. Market Price: +4 bonus. Spells used: sniper's shot.

Dread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe. Market Price: +4 bonus. Spells used: summon monster 9.

Everdancing

An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). Market Price: +7 bonus. Spells used: animate object.

Fiery Blast

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition. Market Price: +4. Spells used: fireball.

Holy Power

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. Market Price: +6 bonus. Spells used: holy word.

Icy Blast

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition. Market Price: +4 bonus. Spells used: cone of cold.

Lightning Blast

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.  Market Price: +4 bonus. Spells used: lightning bolt.

Mighty Disruption

Removed due to the ban on instant death.

Sonic Blast

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d4 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d4 points of sonic damage (or +9d4 if the critical multiplier is ×3, or +12d4 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition. Market Price: +4 bonus. Spells used: shout.

Triple-Throw

This special ability can only be placed on a weapon that can be thrown. A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates. Market Price: +7 bonus. Spells used: shades.

Unerring Accuracy

Ranged attacks made with this weapon negate the AC bonus granted by any cover. The weapon's ranged attacks also ignore any miss chance from concealment (including total concealment, but the wielder must still aim his or her attacks at the correct square). Market Price: +5 bonus. Spells used: true seeing.

Unholy Power

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. Market Price: +6 bonus. Spells used: blasphemy.

Specific Weapons

Backstabber

This +8 short sword is a dull gray color and is often mistaken for a sword of subtlety. Any attack with this weapon counts as a sneak attack. Market Price: 328,000 gold. Spells used: wish or miracle.

Chaosbringer

This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian's rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat. Market Price: 450,000 gold. Spells used: mass charm monster, rage.

Elven Greatbow

In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +6 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired. Market Price: 392,000 gold. Spells used: bull's strength, keen edge, true seeing.

Finaldeath

This +7 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, they may turn undead once per minute as a free action. This turn undead does not consume the character's normal pool of turn undead uses, but this turning attempt suffers a -9d6 turning damage dice penalty. Market Price: 685,000 gold. Spells used: death ward, summon monster 9.

Gripsoul

Gripsoul is a +6 keen longsword, but instead of dealing killing a foe on a lethal strike, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 37 will negates). Only one creature can be so held, but the wielder can release the bound soul at any time with a command word. Market Price: 289,500 gold. Spells used: binding.

Holy Devastator

In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level). Market Price: 320,000 gold. Spells used: holy aura, holy smite, holy word.

Mace of Ruin

This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures. Market Price: 350,000. Spells used: disintegrate.

Quarterstaff of Alacrity

Both ends of this +6 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats. Market Price: 313,100 gold. Spells used: protection from arrows.

Souldrinker

This +6 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour. Market Price: 550,000 gold. Spells used: energy drain.

Stormbrand

This +6 thundering lightning blast greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30. Market Price: 500,000 gold. Spells used: blindness/deafness, lightning bolt, resist energy.

Unholy Despoiler

In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level). Market Price: 320,000 gold. Spells used: blasphemy, unholy aura, unholy blight.
Title: Re: Random DM nagging.
Post by: Anastasia on December 28, 2011, 01:38:23 PM
Miscellaneous announcements are as follows:

I intend to reorganize the house rules soon, to better integrate rules and improve ease of use. This is an ongoing project that I chip away at when I have free time.

At this point, I'm sure you've noticed that not every possible person you can recruit neatly matches your character level. That's fine, things don't set themselves up so that you only recruit level appropriate help. However, things do slowly self-correct towards NPCs being one level below the PC's level. How does this work? If an NPC is two or more levels than the PCs, they gain extra levels for being taken along into combat situations or taking a lead roll in bigger battles. This allows you to catch up people who you feel are useful. People who are equal or higher to your PC level simply don't improve until you catch up with them. After all, being up scrubs rarely provides much growth, does it? As a final note, Annalise doesn't strictly follow that rule, but she's an exception. Her situation is unique.

One thing I like about this game is how some of the classes and training have inter-mixed between elements of the army. Arcane Duelist has gotten attention and consideration, Dana may take a monk level or something with turning once she finishes up Dwarven Defender and goes into Warmind, and now the Master offers another PrC option. I'm trying to subtly encourage this when possible since it can make some interesting combinations.

I've been making an effort to make the various NPCs stand out in their niche and not overlap too much, as well as taking new and varied combinations of classes. Ideally each one at least brings one seldom or never used PrC to the table or a different combination of classes and variants/ACFs. I've been highly aggressive making new material because of this, as well as scrounging it up from any and all sources. This also means well used and familiar PrCs will be less likely to see airtime. Don't count on seeing a Hellreaver, Sacred Exorcist or Arcane Trickster unless it's the best fit for a character. I can't easily do the same with base classes, but that's what some ACFing can fix.

Likewise, I've been trying for more unique treasures and custom prizes for your victories. While I often do drop some normal treasures for monetary gain and equipping the leaders of the army with staples, I mainly aim for unique treasures. I think that's been going well and also lets me tweak PC balance a bit as needed.

As a soft rule, I'm going to ask that you don't overload Tannin with tasks at any one time. One or two is fine, but he can't be expected to do several things at once. It'll result in longer waits and weaker results.
Title: Re: Random DM nagging.
Post by: Corwin on December 28, 2011, 01:57:11 PM
Let's recruit some spear-wielding angels! Alternatively, Balsa (http://konachan.com/post/show?md5=8d45e6e962eda61fcbf1221f3b4bae50). A Kyoko (http://konachan.com/post/show/98659/boots-mahou_shoujo_madoka_magica-red_hair-sakura_k) is fine too.
Title: Re: Random DM nagging.
Post by: Corwin on December 28, 2011, 05:13:14 PM
Dune, what do you think about Knight of the Chalice from Complete Warrior? Is flipping it about for devil-hating simple enough without the need for any changes? Likewise, I'm curious how the spellcasting progression would mesh with a paladin's. I also want to hear your thoughts on the Censure ability, and whether a suitable replacement/ACF could exist for it (since we want to keep the devils or destroy them, not send them back home).
Title: Re: Random DM nagging.
Post by: Anastasia on December 28, 2011, 08:35:03 PM
Quote from: Corwin on December 28, 2011, 05:13:14 PM
Dune, what do you think about Knight of the Chalice from Complete Warrior?

It's a solid PrC. I considered it for Antenora once upon a time, but it never happened.

QuoteIs flipping it about for devil-hating simple enough without the need for any changes?

Yes, it works fine with a flip.

QuoteLikewise, I'm curious how the spellcasting progression would mesh with a paladin's.

I'd rule it advanced paladin progression rather than starting another progression of weak spellcasting. If you ACFed paladin casting out for holy warrior, I'd rule it starts a new one as written.

QuoteI also want to hear your thoughts on the Censure ability, and whether a suitable replacement/ACF could exist for it (since we want to keep the devils or destroy them, not send them back home).

Change it to a chance of paralysis or something. That would keep them around.
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2011, 08:29:53 PM
Afina, Annalise, Jaela, Ithea and Kascha gain the following traits:

Curse of Bahamut (Ex)

Cursed by Bahamut, you suffer the wrath of dragons. Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. Most will react with considerable hostility. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it. If need be the letters will appear on the material over your forehead.

Blessing of Renbuu (Ex)

You may choose any one of the following feats as a bonus feat.

Anarchic Bloodline (Applies to whatever type of spellcasting you choose, spontaneous casting only. You gain all the spells it grants immediately.)
Chaos Devotion
Spell Focus (Chaos)

Or any anarchic feat.
Title: Re: Random DM nagging.
Post by: Corwin on December 30, 2011, 08:49:55 PM
Anarchic Bloodline for me.
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2011, 08:50:52 PM
Quote from: Corwin on December 30, 2011, 08:49:55 PM
Anarchic Bloodline for me.

What set of spells are you applying it to?
Title: Re: Random DM nagging.
Post by: Corwin on December 30, 2011, 08:51:59 PM
Funny thing! Only FS is spontaneous. DC is actually memorized, hence the Spells threads.
Title: Re: Random DM nagging.
Post by: Ebiris on December 30, 2011, 08:53:43 PM
Anarchic Bloodline for Afina, too.
Title: Re: Random DM nagging.
Post by: Merc on December 31, 2011, 01:35:47 AM
Couldn't find anything homebrew that looked decent, and I couldn't come up with any ideas of my own that really felt 'chaotic', so I'll probably go with Chaos Devotion.
Title: Re: Random DM nagging.
Post by: Anastasia on December 31, 2011, 12:17:30 PM
Added feats and curse to Annalise and Kascha. Annalise took Anarchic Devotion as a bonus feat, retrained her first level feat to Empower Spell and rejiggered her feats a bit to fit how her battle role has worked out.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2012, 02:57:43 AM
Baleruk is up. I hope the potential power he gives you makes up for any enemies and trouble you made getting him.
Title: Re: Random DM nagging.
Post by: Corwin on January 01, 2012, 05:46:58 AM
Nice!
Title: Re: Random DM nagging.
Post by: Anastasia on January 02, 2012, 09:10:45 PM
Hanna's posted.

For what it's worth, I didn't think that picture quite fit, but others disagreed. So why not?
Title: Re: Random DM nagging.
Post by: Anastasia on January 03, 2012, 04:18:47 PM
Lw vwb abwx. Lw vwb zmtmvb. Bpqa qa wvtg bpm jmoqvvqvo. Jwe bw vwvm epw ewctl wxxwam gwc nwz ivg zmiawv. Bpm wvtg abzmvobp gwc kiv kwcvb wv qa gwcz wev.

Eizowg lvra vy mzwzl ajvu.

21 ta fis swr as ozckmxcmee. 21 vhv qkuterc lav Qfbsh qm Ttioxl, Igiyor bvj smea Eig. 21 mf b flbllf fhk l wtic.
Title: Re: Random DM nagging.
Post by: Corwin on January 03, 2012, 04:23:44 PM
Do not stop. Do not relent. This is only the beginning. Bow to none who would oppose you for any reason. The only strength you can count on is your own.

Tepen brute-forced it, key was Limbo.

'Tannin lies in every word.'

'21 is the key to everything. 21 can destroy the Child of Lifasa, Abigor and even Bel. 21 is a battle for a soul.'
Title: Re: Random DM nagging.
Post by: Corwin on January 03, 2012, 05:59:06 PM
[23:57] <Jaela> roll 1d20+18 K:P, Lixer
[23:57] * Hatbot --> "Jaela rolls 1d20+18 K:P, Lixer and gets 30." [1d20=12]

Do we know about his weaknesses? His strengths? Whether he's a quasideity? If a special weapon/type of weapon to harm him exists? If he can be contained by our jail?
Title: Re: Random DM nagging.
Post by: Corwin on January 04, 2012, 01:45:52 PM
Rules confirmation, btw. If I have a +4 evil outsider bane weapon (effective +6 weapon vs fiends), does it bypass the DR/epic of fiends?
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2012, 06:52:19 PM
Quote from: Corwin on January 03, 2012, 05:59:06 PM
[23:57] <Jaela> roll 1d20+18 K:P, Lixer
[23:57] * Hatbot --> "Jaela rolls 1d20+18 K:P, Lixer and gets 30." [1d20=12]

Do we know about his weaknesses? His strengths? Whether he's a quasideity? If a special weapon/type of weapon to harm him exists? If he can be contained by our jail?

Lixer is an Archduke of Hell and the son of Asmodeus. He is far less known than his half sister Glasya, at partially due to her more prestigious position in Hell. He is known as the Archduke of the Undead and has powers along those lines, though more information is not known to Jaela. As an archduke, you'd at least need an epic, silvered, holy weapon to wound him and possibly more.

Quote from: Corwin on January 04, 2012, 01:45:52 PM
Rules confirmation, btw. If I have a +4 evil outsider bane weapon (effective +6 weapon vs fiends), does it bypass the DR/epic of fiends?

Yes.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2012, 06:53:22 PM
Okay! Once scenes wrap up tomorrow we're going to be moving onto new things. I want an agenda worked out before then. What are you going to be doing and what order are you doing it. Feel free to have a disclaimer of extra things if what you're doing now takes an unanticipated turn.
Title: Re: Random DM nagging.
Post by: Ebiris on January 04, 2012, 07:31:04 PM
Immediate plans?

Various NPCs with Divination spells try to track down Anna (hell, maybe even a Sending might work, how many Anna's chasing after 21 can there be?)
PCs try to get a weapon suitable for murdering Lixer (if we scrape together 26k or so Afina can make a +4 evil outsider bane silvered weapon in a pinch so we can at least hurt him, but hopefully something more permanent?)

Mid-term plans?

Kill Lixer
Find a green dragon to kill so we can recruit Gisfal. Super rich one on Mineral sounds cool.
Find out about devils with Afina's queen/Tepen's soul so we can go liberate both.

Suggestions/comments?

edit: Need more like 50k for a +4 evil outsider bane holy silvered weapon, actually.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 05, 2012, 01:42:07 AM
I believe we still have the Apples of Idun (http://www.soulriders.net/forum/index.php/topic,101897.msg1029586.html#msg1029586) to grab. Now that we have the Master, we just might have a way in. You know, with the god blood and all.

Also, I was perusing Tannin's thread and I came across the fact that Elrisa's old Knights of the Graceful Blow are still languishing in dwarven prisons (http://www.soulriders.net/forum/index.php/topic,101897.msg1028121.html#msg1028121) and it would probably be good for our armies and their morale if we went and rescued them.

Other than that, I'm hoping to kill that green dragon and be done with that.
Title: Re: Random DM nagging.
Post by: Corwin on January 05, 2012, 11:46:41 AM
Immediate plans are to resolve any issues on the Aurora once negotiations at the Cauldron are done, and ensure we have some means of killing/holding Lixer. Do we really need a holy weapon, or can a regular good-aligned/blessed one do it?

I'd like to talk to Tannin and set priorities for stuff to investigate. He basically told us 'do it one/two at a time, and I can investigate more on the following stuff' so I want to settle that. I also wanna see if the Limbo dragons can be tracked, since Speak With Dead or somesuch will surely tell us where their stuff is.

Mid-term plan is advancing towards Lixer. If we actually have time for intermediary stuff, I really want to do the ring redemption quest and/or try to recruit an awesome healer from Arvandor.

Comments:
Eb/Yeah, the second one about the queen and the soul is pretty much what I want to ask about once he resolves the stuff currently left open. The green dragon doesn't interest me, I'm honestly sure one will attack us before long.
Yuth/Well, he's your Master, bring it up? It's weird if we do it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2012, 11:33:48 PM
To do list. Strike through means it is done, italics means it is underway.

1. Various NPCs with Divination spells try to track down Anna (hell, maybe even a Sending might work, how many Anna's chasing after 21 can there be?)
1a. Go to layer 209 and find the portal to 210.
2. PCs get a weapon suitable for murdering Lixer.
3. Find another green dragon so you can recruit Gisfal.
4. Find out about the devils with Afina's Queen and Tepen's soul so both can be liberated.
5. Get apples of Idun for the sage.
6. Save Elrisa's old allies from the human-dwarf alliance.
7. Talk to Tannin. (Currently away on Ithea's latest request.)
8. Try tracking down the Limbo dragon corpses and casting speak dead on them to find hordes. You forgot to go back for them, didn't you?
9. If time permits: Ring quest and find another healer from Arvandor.

Anything else to add?

Quote from: Corwin on January 05, 2012, 11:46:41 AM
Immediate plans are to resolve any issues on the Aurora once negotiations at the Cauldron are done, and ensure we have some means of killing/holding Lixer. Do we really need a holy weapon, or can a regular good-aligned/blessed one do it?

By holy I meant something that bypasses damage reduction/evil. As far as you know, anyway, since as noted information on Lixer is fairly obscure.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 05, 2012, 11:52:06 PM
1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Talk to Tannin. (Currently away on Ithea's latest request.)
4. Try tracking down the Limbo dragon corpses and casting speak dead on them to find hordes. You forgot to go back for them, didn't you?
5. Find out about the devils with Afina's Queen and Tepen's soul so both can be liberated.
6. Find another green dragon so you can recruit Gisfal.

Lastly:

7a. PCs get a weapon suitable for murdering Lixer.

OR

7b. Go to layer 209 and find the portal to 210.

8. Slaughter Lixer and take his stuff.

I dunno what the meat ring thing or the healer thing is about, I must have missed that. Anyway, I relisted these in order here. This will give us the most allies available to us at the time of confrontation with Lixer. I believe anyhow. (I listed the apples first because I'm working on them. You guys can ignore it. I'll do my best!)
Title: Re: Random DM nagging.
Post by: Merc on January 06, 2012, 12:46:14 AM
The only thing to add from me is that we still haven't done any Aurora upgrades and we have a lot of money to spend on them right now. Other than that, I can't think of anything else that needs to be done.

And Yuth, the ring thing is here: http://www.soulriders.net/forum/index.php/topic,101729.msg1028347.html#msg1028347
Title: Re: Random DM nagging.
Post by: Yuthirin on January 06, 2012, 03:32:14 AM
Ahh yes, that. I had forgotten.
Title: Re: Random DM nagging.
Post by: Corwin on January 06, 2012, 07:10:28 AM
I didn't forget, it's just that existential angst took precedence both times and I had to try and calm people down first. If we're not doing a group thing along the lines of 'assault the Abyss' today, I can go for that.

Anyway, now that I think about it, sure why not. Looking for the dead dragons can't possibly take that long. It's 'go there, cast a few detection spells, look around, see if we get randomly encountered'. Yeah, might as well give it a try instead of later wondering if it would've worked.

4 and 7 are waiting on Tannin's return, so it's not like we can hurry it up ourselves. I can't be bothered going after 3, since like I said I believe green dragons will come after us soon enough. The Lixer-slaying weapon sort of waits on Kascha, who would get brownie points if she looks up any ways to permanently kill fiends while she's at it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2012, 01:03:31 AM
Updating for today's events. Anything else?

1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Talk to Tannin. (Currently away on Ithea's latest request.)
4. Try tracking down the Limbo dragon corpses and casting speak dead on them to find hordes. You forgot to go back for them, didn't you?
5. Find out about the devils with Afina's Queen and Tepen's soul so both can be liberated.
6. Find another green dragon so you can recruit Gisfal.

Lastly:

7a. PCs get a weapon suitable for murdering Lixer.

OR

7b. Go to layer 209 and find the portal to 210.

8. Slaughter Lixer and take his stuff.

I dunno what the meat ring thing or the healer thing is about, I must have missed that. Anyway, I relisted these in order here. This will give us the most allies available to us at the time of confrontation with Lixer. I believe anyhow. (I listed the apples first because I'm working on them. You guys can ignore it. I'll do my best!)
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2012, 01:07:10 AM
Quote from: Corwin on January 06, 2012, 07:10:28 AMAnyway, now that I think about it, sure why not. Looking for the dead dragons can't possibly take that long. It's 'go there, cast a few detection spells, look around, see if we get randomly encountered. Yeah, might as well give it a try instead of later wondering if it would've worked.

Isn't Limbo wonderful?

For the sake of edification, the ship was a random encounter. The Operator was not, though he was optional. If you remembered the dragons or didn't go back for them, no encounter. He was also avoidable. As long as you didn't mention taking the dragon corpses or provoke him he had good odds of meandering off. Ah well. At least you survived and gave Annalise something to play with.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2012, 01:25:15 AM
Information I need to know: What are you guys doing with the suites? What are they used for and who lives in them?
Title: Re: Random DM nagging.
Post by: Merc on January 07, 2012, 01:46:05 AM
Hell if I know! I think there was mention of Drena getting one maybe, or they were probably just there for important guests/diplomats/whatever?

I think at least in the case of the four of us, we were planning to stick with officer barracks?
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2012, 02:02:18 AM
Up to you guys, but let me know.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2012, 02:10:30 AM
Couple more build paths if you're curious.

Kascha is currently level 14

14: Ghaele 14//Wizard 6/Wyrm Wizard 8
15: Ghaele 15//Wizard 6/Wyrm Wizard 9 - Feat: Skill Focus(Knowledge: Arcana)(15)
16: Ghaele 16//Wizard 6/Wyrm Wizard 10
17: Ghaele 17//Wizard 6/Wyrm Wizard 10/Loremaster 1
18: Ghaele 18//Wizard 6/Wyrm Wizard 10/Loremaster 2 - Feat: Greater Spell Penetration(18)
19: Ghaele 19//Wizard 6/Wyrm Wizard 10/Loremaster 3 - Feat: Twin Spell(L3)
20: Ghaele 20//Wizard 6/Wyrm Wizard 10/Loremaster 4
21: Ghaele 21//Wizard 6/Wyrm Wizard 11/Loremaster 4 - Feat: Epic Spell Capacity(21)
22: Ghaele 22//Wizard 6/Wyrm Wizard 12/Loremaster 4
23: Ghaele 23//Wizard 6/Wyrm Wizard 13/Loremaster 4
24: Ghaele 24//Wizard 6/Wyrm Wizard 14/Loremaster 4 - Feat: Improved Metamagic(24)
25: Ghaele 25//Wizard 6/Wyrm Wizard 15/Loremaster 4 - Feat: Epic Knowledge of the Wyrm(WW5)

Build continues here until she gets sick of Wyrm Wizard. Loremaster is nice but it's merely eating up levels until epic.

Hanna is currently level 14

14: Planetar 14//Barbarian 6/Champion of Gwynharwyf 8
15: Planetar 15//Barbarian 6/Champion of Gwynharwyf 9 - Feat: Extra Smiting(15).
16: Planetar 16//Barbarian 6/Champion of Gwynharwyf 10
17: Planetar 17//Barbarian 6/Champion of Gwynharwyf 10/Wonderworker 1 - Feat: Consecrate Spell (WW1)
18: Planetar 18//Barbarian 6/Champion of Gwynharwyf 10/Wonderworker 2 - Feats: Toughness(18), Words of Creation(WW2)
19: Planetar 19//Barbarian 6/Champion of Gwynharwyf 10/Wonderworker 3 - Feat: Purify Spell-Like Ability (Flame Strike)(WW3)
20: Planetar 20//Barbarian 7/Champion of Gwynharwyf 10/Wonderworker 3
21: Planetar 21//Barbarian 7/Champion of Gwynharwyf 11/Wonderworker 3 - Feat: Epic Spell Capacity(21)

She likely runs the table from there. More later when I figure out her feat scheme.
Title: Re: Random DM nagging.
Post by: Corwin on January 07, 2012, 12:58:15 PM
Quote from: Merc on January 07, 2012, 01:46:05 AM
Hell if I know! I think there was mention of Drena getting one maybe, or they were probably just there for important guests/diplomats/whatever?

I think at least in the case of the four of us, we were planning to stick with officer barracks?

The suites were intended due to the chance of Gust visiting again, and the idea that other dignitaries will be coming over. Let's reserve one for him.

Dune, how many suites are there? As much as we need, basically, or is it a finite number?

And a gift for Annalise is a good result for the trip, sure. Was there a chance for me to stumble upon the ship's log or something really neat while exploring the ship?
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2012, 07:10:17 PM
Quote from: Corwin on January 07, 2012, 12:58:15 PMThe suites were intended due to the chance of Gust visiting again, and the idea that other dignitaries will be coming over. Let's reserve one for him. Dune, how many suites are there? As much as we need, basically, or is it a finite number?

Thirty five. What you do with them is up to you.

QuoteAnd a gift for Annalise is a good result for the trip, sure. Was there a chance for me to stumble upon the ship's log or something really neat while exploring the ship?

That presumes there was a log to be found in the first place, or even loot to be found. That aside, there were chances for many interesting and unusual things. The 3 slaaditeers encounter was amusing, though.
Title: Re: Random DM nagging.
Post by: Corwin on January 07, 2012, 07:40:33 PM
It assumes there was someone cool to recruit! Next time~

Thirty five suites? Let's tidy up five of them for visitors (Gust and four as yet unnamed, but I'm sure dignitaries will show up as long as we don't die).
Title: Re: Random DM nagging.
Post by: Yuthirin on January 09, 2012, 02:48:16 AM
NAG: Willim is seeking giant spider eggs to raise for super-awesome mounts. The more advanced the spider, the better.
Title: Re: Random DM nagging.
Post by: Ebiris on January 09, 2012, 03:25:24 AM
Note, it's a DC 50 + HD of creature Handle Animal check to train a spider to be a mount. The best Handle Animal checks are shared by Crystal and Hanna at +23.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2012, 04:05:10 AM
You'd want to be able to hit it on taking 10, most likely. Ergo you'd need +17. +15 from a custom item of handle animal would be 22500 gold. (+15 is the max for a non epic skill booster than I'm working with here). That would put them at +38, so stack on a circlet of persusation or a cha booster - if applicable - and they could do it. Edit: Plus HD? That's a start at least. For now it may be better to look into someone doing the training for you guys.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 09, 2012, 08:07:21 PM
This is kind of neat. (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/martial-artist) That is all.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2012, 10:13:07 PM
Quote from: Corwin on January 07, 2012, 07:40:33 PM
It assumes there was someone cool to recruit! Next time~

Thirty five suites? Let's tidy up five of them for visitors (Gust and four as yet unnamed, but I'm sure dignitaries will show up as long as we don't die).

That's five of them. What about the other thirty? Anything? (This is admittedly a low priority question right now.)
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2012, 10:37:21 PM
Quote from: Yuthirin on January 09, 2012, 02:48:16 AM
NAG: Willim is seeking giant spider eggs to raise for super-awesome mounts. The more advanced the spider, the better.

It does take some digging, but Brightwater really does have almost anything you can imagine to purchase!

Large spider egg: 1,500 gold.
Gargantuan spider egg: 10,000 gold.
Colossal: 65,000 gold.

This assumes the egg alone, getting it to hatch, raising and training it up are up to you.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2012, 11:15:41 PM
Quote from: Yuthirin on January 09, 2012, 08:07:21 PM
This is kind of neat. (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/martial-artist) That is all.

You mentioned in chat you were mainly interested in the first few. Pain Points translates fine. Still mind isn't great but neither is this. I dislike martial arts master in principal, as those special fighter feats are one of the few things fighters get. On the other hand it's a monk class feature so it's not like they aren't a bit needy too. Exploit weakness is the hard one, as it replaces an ability that doesn't exist in 3.5. For the moment let's assume it replaces ki strike. If so, it's leaps and bounds better than ki strike. On the other hand, it is set up to require taking pure monk to scale. The modified wisdom check scales rapidly, be it CR or HD used. (For the version I did, I used HD since I seldom use CR.) On a mutated third hand that the Abyss just had me spawn, I do dislike being able to automatically bypass damage reduction of any type. I'd rule it couldn't bypass damage reduction/- at the very least, as the point of getting that type of damage reduction is that it can't be defeated.

Alternate Class Feature: Pain Points

You forsake the inner focus of most monks, instead studying anatomy to maximize the damage you can cause.

Class: Monk.

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain still mind.

Benefit: You gain a +1 bonus to critical hit confirmation rolls and the DC of your stunning fist ability increases by 1.

---

Alternate Class Feature: Martial Arts Master

Instead of training yourself on the defense so that you are always a graceful faller, you instead fully focus on the lethal martial arts of a warrior.

Class: Monk.

Level: 4th

Replaces: If you select this alternate class feature, you do not gain slow fall.

Benefit: You may use your monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or special monk weapons.

---

Alternate Class Feature: Exploit Weakness

Instead of a steady pool of ki power to fuel your strikes, you focus on using it as a surgical weapon after the proper observation.

Class: Monk.

Level: 4th

Replaces: If you select this alternate class feature, you do not gain ki strike or any of its later additions.

Benefit:  As a swift action, you can observe a creature or object to find its weak point by making a wisdom check and adding your monk level against a DC of 10 + the object's hardness or the target's hit dice. If the check succeeds, you gain a +2 bonus on attack rolls until the end of your turn, and any attacks you make during that time ignore the creature or object's damage reduction or hardness. Alternately, you may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30ft, granting a bonus on sense motive checks, reflex saves and a dodge bonus to AC against that opponent equal to 1/2 of your monk level until the start of your next turn.

You cannot bypass damage reduction x/- with this ability.

---
Title: Re: Random DM nagging.
Post by: Corwin on January 10, 2012, 06:05:49 AM
Quote from: Anastasia on January 09, 2012, 10:13:07 PM
That's five of them. What about the other thirty? Anything? (This is admittedly a low priority question right now.)

Eventually we'll take five for ourselves too, probably? No interest at present.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 10, 2012, 09:12:00 PM
Quote from: Anastasia on January 09, 2012, 10:37:21 PM
Quote from: Yuthirin on January 09, 2012, 02:48:16 AM
NAG: Willim is seeking giant spider eggs to raise for super-awesome mounts. The more advanced the spider, the better.

It does take some digging, but Brightwater really does have almost anything you can imagine to purchase!

Large spider egg: 1,500 gold.
Gargantuan spider egg: 10,000 gold.
Colossal: 65,000 gold.

This assumes the egg alone, getting it to hatch, raising and training it up are up to you.

That's what Handle Animal is for!
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2012, 01:14:30 AM
Serious question - who's gonna make the checks and how are they going to get them high enough?
Title: Re: Random DM nagging.
Post by: Merc on January 11, 2012, 07:38:24 PM
Updated sheet for zombie-chan stuff.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2012, 07:46:39 PM
Thanks Ithea. Zombie kitties will eat us all.
Title: Re: Random DM nagging.
Post by: Merc on January 11, 2012, 07:50:59 PM
I'm sure the scourge of Cockroach-tan Jaela will do it first.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2012, 07:52:24 PM
You two can have a competition for it! Chain girl Afina can be a late challenger, too.
Title: Re: Random DM nagging.
Post by: Corwin on January 12, 2012, 07:42:28 PM
I want to use a Sending to Sylvie to tell her we think it'd be neat to meet and that she can have a home/friends with us if she likes. Also, we hate devils and Abigor, too.

But that's brief and I don't really intend to pursue her. My plan is to go to Brightwater and GI for a meeting place for Tyr's clergy there, then go meet with them on Brightwater's neutral ground.

Since Yuth will be missing for the week, he can challenge Sharess again? Perhaps +masochistic girlfriend, perhaps +kitten?
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2012, 07:43:18 PM
Bringing Ithea along for a week+ long thing since he's away doesn't make sense, since Merc will be here. It doesn't make much sense for him to diddle 'round a week because of that.
Title: Re: Random DM nagging.
Post by: Corwin on January 12, 2012, 07:44:28 PM
Ithea is surely not the only kitten, just the only PC one~
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2012, 07:47:12 PM
Well, Ithea's the only one I think about when we make tired cat jokes!
Title: Re: Random DM nagging.
Post by: Corwin on January 12, 2012, 07:54:23 PM
But seriously for a sec, I read the logs. Willim got told a girlfriend, especially a unique one, would work well. He was also told a cat is fine too. So it make sense to bring at least one of those along.
Title: Re: Random DM nagging.
Post by: Corwin on January 12, 2012, 08:03:30 PM
[02:02] <Jaela> roll 1d20+21 GI
[02:02] * Hatbot --> "Jaela rolls 1d20+21 GI and gets 22." [1d20=1]
Title: Re: Random DM nagging.
Post by: Merc on January 12, 2012, 08:19:04 PM
[18:18] <Merc> roll d20+22 GI for Jaela
[18:18] * Hatbot --> "Merc rolls d20+22 GI for Jaela and gets 27." [d20=5]
[18:18] <Merc> not much better
Title: Re: Random DM nagging.
Post by: Merc on January 12, 2012, 08:23:04 PM
As mentioned in chat, I want to talk to our local exotic stuff dealer and seeing if he has anything interesting to trade a 23,500g weapon for (or up to 24k since I also have 500g in hand) that has the ghost touch property and is a polearm of some sort. Doesn't have to be a glaive, I'll retrain weapon focus if need be, though that's preferred.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 12, 2012, 09:05:06 PM
Quote from: Corwin on January 12, 2012, 07:42:28 PM
I want to use a Sending to Sylvie to tell her we think it'd be neat to meet and that she can have a home/friends with us if she likes. Also, we hate devils and Abigor, too.

But that's brief and I don't really intend to pursue her. My plan is to go to Brightwater and GI for a meeting place for Tyr's clergy there, then go meet with them on Brightwater's neutral ground.

Since Yuth will be missing for the week, he can challenge Sharess again? Perhaps +masochistic girlfriend, perhaps +kitten?

http://www.soulriders.net/forum/index.php/topic,101749.msg1030148.html#msg1030148

Also: Ithea could actually help if she came along, since Sharess likes cats.
Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2012, 01:43:14 AM
Quote from: Merc on January 12, 2012, 08:19:04 PM
[18:18] <Merc> roll d20+22 GI for Jaela
[18:18] * Hatbot --> "Merc rolls d20+22 GI for Jaela and gets 27." [d20=5]
[18:18] <Merc> not much better

There's a few Tyr presences in Brightwater. While Tyr isn't much for trading, a few paladins and clerics occasionally pay call to Brightwater. Finding one is a matter of trying and a bit of persistence. More looking can find them. As for a place to meet them, is there anywhere in mind or just a generic Brightwater place?
Title: Re: Random DM nagging.
Post by: Corwin on January 13, 2012, 09:16:32 AM
Well, we know that Celestia has a trading company that's basically a front for their agents. I figured either something like that, or just a place they prefer to frequent. I figure having a temple established in the divine realm of another deity is rude, but a sort of embassy is fine? Of course, if there is no specific bar or inn they prefer to use, I'll just walk around looking for some. Spamming GI might work well, since they'd become aware of repeated GI attempts to find them.
Title: Re: Random DM nagging.
Post by: Corwin on January 13, 2012, 05:14:43 PM
Edited for final changes

Spells:

I'm getting Greater Spell Immunity, Mass Death Ward (SC p61) and Lion's Roar (SC p133) for lvl8, Blood to Water (SC p33) for lvl7, Greater Dispel Magic for lvl6, Meteoric Strike (PHB2 p121) for lvl5.
I want to grab Divine Insight (SC p70) and Stretch Weapon (PHB2 p127) instead of Shatter and Make Whole.

After asking in PM, I swapped my domains (Moon for Knowledge, and took Travel out). Then I exchanged the domain power and domain spells of the Knowledge domain for Knowledge Devotion. That freed up a feat slot for Divine Defiance. That's about the real changes.
Title: Re: Random DM nagging.
Post by: Merc on January 13, 2012, 08:59:35 PM
Summary of Ithea's level-up:
Title: Re: Random DM nagging.
Post by: Anastasia on January 14, 2012, 11:47:10 AM
Quick level up summaries, batch 1.

Adrian's done. Of note, rolled a 5 on a d10 for hit points, he got +1 bab, +1 will, +1d6 sneak attack, damage reduction 10/magic, draconic aura(senses) as a feat and that's about it. The aura is currently +3 spot/listen/initiative. Level Rating: 6/10. Got a few nice things.

Misalea's done. Of note, rolled a 4 on a d10 for hit points, +1 bab, invisibility 1/day as an SLA, aura of courage, celestial fortitude (+2 saves vs evil and evil outsiders, mettle on fort saves against evil outsider abilities), +1 ref and will, +1 charisma to 30. Need to feat dive for her, put her 12 feat off on purpose since I wanted to jmake a judgment call when she got here. Went with Extra Smiting for now. Level Rating: 5/10. Not bad. Not great and it can't compete with last level, but nothing can.

Dana's done. Of note, rolled a 4 on a d12 for hit points, +1 bab, +1 dodge AC from Dwarven Defender, gained a 4th use per day of defensive stance, +1 fort, spent all her SP on K:Psi to set up pre-reqs for Warmind, gained Greater Weapon Focus and Melee Weapon Mastery as feats for +3 hit/+2 damage. I was going to do mantled warrior, but I decided basic psionics are enough to learn right now without complicating it. Took Vigor as her new power. Level Rating: 5/10. Bracingly average. The feats do help a bunch, though.

Tannin's done. Of note, I corrected his base unarmed damage to 3d8. Rolled a 4 on a d8 for hit points, +1 bab, gained another use of smite the guilty, grabbed rainbow pattern as his new spell and gained another 4th level spell per day, took Silent Spell as his feat. Level Rating: 3/10. Bleh, a real nothing level. There's no impressive capstone for Vigilante at 10, so it's more of the same. Battle Dancer is a down level too.
Title: Re: Random DM nagging.
Post by: Anastasia on January 14, 2012, 12:09:52 PM
Mini-batch since getting sick again.

Arrel's done. Of note, he rolled a 4 on a d10. Lots of that this time 'round. He got +1 bab, +2 fort, +1 ref and will, grabbed rapidstrike and power attack as feats. I was going to go barbarian but I decided this was too much. Level Rating: 2/10. Required and useful filler, but still filler.

Title: Re: Random DM nagging.
Post by: Anastasia on January 14, 2012, 02:46:56 PM
Quick level up summaries, batch 2.

Lief's done. Of note, rolled a 5 on a d10 for hit points. He got +1 bab, added his third iterative attack that I forgot last level, +1d6 sneak attack, team initiative bonus+1, fort +1 and reflex+2, took Spectral Skirmisher as a feat. Level Rating: 4/10. Not terrible but not that great. Dread Commando pays off nicely each level, but not all at once. Once he finishes Dread Commando and picks up Darkstalker at 15, he'll be scarily good at sneaking.

Crystal's done. Of note, rolled a 1 on a d10 for hit points. She got +1 bab, +2 fort and reflex, Sacred Vow(Retrained as her 3rd level feat, Fey Knight went to 15), Celestial Mount and Trample as feats. Gained a 4th level paladin spell charge and memorized Holy Sword.  Level Rating: 6/10. Mostly for Hope, who gains a buncha things this level.

Hope's done. He gained the benefits of the Celestial template and advanced to the next category of special mount. Next level is a companion boost, so he'll still growing stronger.
Title: Re: Random DM nagging.
Post by: Ebiris on January 14, 2012, 03:36:27 PM
Afina gets +1 bab, all saves (battle fortitude ups fort this level, also +1 init), time stop, +1 AC on skirmish, +1 charisma, a bunch of spells - took Planar Binding, Fabricate, and Dimensional Anchor, and retrained Greater Disrupt Undead for Magic Circle against Evil. Also upped all skills except dance by 1, and took 3 ranks in craft (sculpture) for future golems.
Title: Re: Random DM nagging.
Post by: Anastasia on January 14, 2012, 06:05:00 PM
Quote from: Merc on January 13, 2012, 08:59:35 PM
  • Arcane Dilettante (can memorize a level 0 spell, currently defaulting to Message)

I'll pull a Cor here and put in a recommendation for prestidigitation instead. It has less utility than message, but it's a style boost.

Quote
  • Retrained sneak attack to the feat variant from UA, had to rearrange some feats. I did pick up Savvy Rogue (lets me use Opportunist as often as I can through CR instead of just 1/round, though still only once per foe) over the Armor Specialization I was originally considering, though. All the other feats I said I was considering, I picked up, Dune.

Do me a favor and list them here along with what any unusual ones do? Ditto with minor lore so I have on hand what it does precisely.
Title: Re: Random DM nagging.
Post by: Merc on January 14, 2012, 06:46:37 PM
Quote from: Anastasia on January 14, 2012, 06:05:00 PMI'll pull a Cor here and put in a recommendation for prestidigitation instead. It has less utility than message, but it's a style boost.

I was fully expecting Cor to chime in with that! I don't really care either way, honestly.

QuoteDo me a favor and list them here along with what any unusual ones do? Ditto with minor lore so I have on hand what it does precisely.
Sure. I put them all on my sheet with links to site with the feat descriptions, but I'll relist them here:
Savvy Rogue (http://dndtools.eu/feats/complete-scoundrel--60/savvy-rogue--2518/) - You can use the opportunist ability as many times per round as you can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity. (Note: Savvy Rogue is currently listed as a level-up feat instead of Improved Initiative, as otherwise I would not be able to pick it up.)
Combat Reflexes (http://dndtools.eu/feats/players-handbook-v35--6/combat-reflexes--403/) - You should know this one!
Deft Opportunist (http://dndtools.eu/feats/complete-adventurer--54/deft-opportunist--572/) - Gain a +4 to attack when making an AoO.
Expert Tactician (http://dndtools.eu/feats/complete-adventurer--54/expert-tactician--994/) - If I hit someone with an AoO, allies (including me) get +2 circumstance bonus to melee/damage vs that enemy for 1 round.
Improved Critical (Glaive) (http://dndtools.eu/feats/players-handbook-v35--6/improved-critical--1463/) - threat range goes from just 20 to 19-20.

Also:
Minor Lore is a Trap Sense ACF from Races of Eberron. It is usually a changeling only ACF, so I'd asked on that one for that reason. You gain a +1 bonus on all trained knowledge checks (doesn't do anything for untrained knowledge), and the bonus increases by one at every level trap sense would increase (so right now it's a +3 bonus). Also, if I do an aid-another check, instead of just adding +2 to the other person's knowledge check, I'd add both the +2 and the +3 from minor lore for a total +5.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 12:50:54 AM
Final batch.

Drena's done. Of note, he rolled a 3 on a d8 for hit points. He gained +1 bab, divine health(redundant), and what the hell happened to Drena's saves?! DOH! People, if you notice these things, tell me! Let me go do his saves! Done. Took toughness as a feat as filler, though he could use more HP anyway. Gained mass charm monster as an SLA. Gained 1 6th and 7th level charge. No new spells known. Level Rating: 1/10. Filler level for both classes. Hell, even the Contemplative class feature is filler for him since he's already disease immune.

Kascha's done. Of note, she rolled a 7 on a d8 for hit points. She gained +1 bab, draconic discovery 6th(quicken and summon greater elemental), +1 ref and fort, took Skill Focus(Religion); noticed her int skills were -3 lower than they should. Whoops, never added in the bonus from Draco Magery. Fixed. Added in the bonus from knowledge of the wyrm. With Arrel, sometimes Hope and Baleruk around, she has plenty of dragons to talk to. Gained a 5th and an 8th level slot. Memorized another empowered fireball for generic blasting needs and Dimensional Lock. Level Rating: 6/10. Nice goodies all around. A quickened greater elemental isn't fair.

Hanna's done. Of note, she rolled an 8 on a d12 for hit points. She gained +1 bab, another use of smite evil, +1 ref and will, took Extra Smiting as a feat since I envision her smiting a lot, +1 3rd and 5th cleric slots, as well as 1+1 8th level slots. She chose another greater command and cure serious wounds, as well as power word stun and lion's roar. She gained another 2nd level Champion of Gywnharwyf slot, which went to a second Shield Other. Level Rating: 5/10. Average.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 12:51:56 AM
Sylvie later tonight or tomorrow. Probably tomorrow, even if I start tonight.
Title: Re: Random DM nagging.
Post by: Merc on January 15, 2012, 01:15:49 AM
QuoteDOH! People, if you notice these things, tell me!
I hadn't even noticed!
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 01:16:26 AM
Likewise. I feel like a dumbass.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 01:18:55 AM
5th level paladin spellcasting. This is for epic. Do these spells all fit and look good? Generally I followed trends from earlier levels. I can elaborate on this if desired.

Ye Grande Paladin Spell List 5+

Book order: SRD, SC, CC, FC2, PHB2, BoED, CoV.

SRD: atonement, cure critical wounds, flame strike, mass cure light wounds, plane shift, righteous might, spell resistance, true seeing.
SC: divine agility, life's grace, stalwart pact, vulnerability, zone of respite.
Cityscape: zone of peacebond.
CC: divine retribution, light of purity, mark of sin.
FC1: inner beauty.
PHB2: condemnation, dancing blade, radiance, renewed vigor.
BoED: celestial brilliance, crown of flame, sacred guardian, telepathy block, vanishing weapon.
CoV: dawnshroud.
Title: Re: Random DM nagging.
Post by: Corwin on January 15, 2012, 06:25:44 AM
Inner Beauty is hilarious, can I Permanency it?
Title: Re: Random DM nagging.
Post by: Ebiris on January 15, 2012, 09:28:59 AM
I'm sure those spells are all fine for paladins, but having 28 spells known at 5th level when they average 10 per level for the previous levels seems a bit odd. Or are these for 5th/6th/7th level casting?
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 12:46:38 PM
Quote from: Ebiris on January 15, 2012, 09:28:59 AM
I'm sure those spells are all fine for paladins, but having 28 spells known at 5th level when they average 10 per level for the previous levels seems a bit odd. Or are these for 5th/6th/7th level casting?

5th. That also includes splatbooks. For reference, 4th level paladin casting has 9 (SRD) + 10 (SC) alone. When you factor in other splatbooks, the total about checks out. Remember, paladins get spells from bunches of splatbooks as a base class.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 12:50:15 PM
Quote from: Corwin on January 15, 2012, 06:25:44 AM
Inner Beauty is hilarious, can I Permanency it?

Nah. I'm sure the answer for non-enhancement stat boost spells is going to be no.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 05:27:06 PM
6th level paladin spells. Let me know if you see any you don't think fit, or any spells that should fit that I missed.

SRD: antilife shell, greater dispel magic, heal, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's insight.
SC: bolt of glory, visage of the diety.
CC: light of courage, spiritual guardian, weight of sin.
PHB2: chasing perfection.
BoED: celestial blood, crown of brilliance, touch of adamantine, vengeance halo.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 06:23:12 PM
Revised permanency rules. What do you guys think? I want feedback on these before I houserule 'em.

Permanency and YOU!

Hi, I'm Troy McClure! You may remember me from movies like Fighter Bonus Feats and You, Psionics: The New Frontier and Cheese Factory 4: Cleric Dips and Devotion Feats. Today we're going to be talking about the spell Permanency. For those of you who aren't familiar with it, Permanency lets you make a spell last forever! Now I know what you're saying! Troy, that's awesome! Where do I sign up? Well, hold your horses a moment! If you go off and get true seeing with permanency attached, you may wake up in a bathtub full of ice cubes,  with a scar over your kidney and down 12 points of constitution!

Let's start with the rules of permanency. You can find it right below where we are right now! Entries in bold have been changed from the standard version.

QuotePermanency
Transmutation
Level: Sor/Wiz 5
Components: V, S, M.
Casting Time: 24 hours.

Range: See text.
Target, Area or Effect: See text.
Duration: Permanent; see text.
Saving Throw: No.
Spell Resistance: None.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and expend a number of gold pieces. In addition, the target, if a creature, must have a enough hit dice or suffer constitution penalties.

First of all, the caster must have a caster level of 8 + the level of the spell to be made permanent. The caster does not need to cast the spell to be made permanent himself, but another caster or item must have the sufficient caster level. Failing to meet the requirement causes permanency to fail. The casting of permanency requires rare ungents and herbs worth 1,000 gold pieces times the level of the spell to be made permanent. If these are not present, the permanency fails. The target, if a creature, must have hit dice equal to the spell to be made permanent times three. For example, a 2nd level spell requires a creature with six hit dice. If your hit dice are lower than this, you suffer a penalty to constitution equal to the difference between your hit dice and the required level. For example, a 2nd level creature with a permanent see invisibility effect would suffer a -4 penalty to constitution. This penalty cannot be overcome in any way as long as the permanent spell remains on the creature. If the creature lacks a constitution score, the permanency fails instead.

In any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail. If a creature is willing, a successful dispel magic check can dispel permanency and thus the spell is was making permanent.

The caster level of permanent spells is static if cast on another person or on an object/area. If you cast a permanent spell on yourself, the caster level scales with your caster level. A permanent spell is suppressed by an anti-magic field as normal and resumes as soon as the field is left. Dispel magic and other effects can suppress a permanent spell for 1d4*10 minutes on a successful dispel magic check.

Follow all that? Easy as can be, right? Good! Now I'm sure you're asking what spells qualify to be made permanent. Let's get into that right now! First of all, the ultimate choice of what spells can be made permanent lies with your DM! Make sure to ask him first of all. Beyond that, this list of handy guidelines can let anyone figure out of a spell should be allowed to be made permanent!

Good spells for permanency

Perception spells as established in the SRD permanency spell. For example, see invisibility, detect magic and read magic. These spells seldom cause balance issues, and are quite often cast repeatedly. Making these permanent makes everyone's life a little easier.
Spells with 1 hour/level or longer spells. For example, mage armor. These spells are often as good as permanent, especially if a higher level caster applies Extend Spell to them. Since they are, making them permanent doesn't change balance at all.
Out of battle utility spells. For example, light. These spells are often conveniences that impact gameplay in a minimal way, if at all. Unless this spell isn't suitable for the campaign, there's no reason not to allow them to be permanent.
Spells that streamline gameplay. For example, identify. These spells allow everything to work smoother. A smooth game makes things more fun for everyone, so this is a good reason to make a spell permanent.
Spells that can help correct a fundamental imbalance that can't be easily corrected otherwise. These are the hardest to qualify, as this comes down to DM judgment. If the question is 'Can making this spell permanent salvage something that is harming the game and that no other reasonable means can?', then it may qualify for this.

Bad spells to be made permanent

Spells with a duration of round/level or 1 min/level. For example, most of your favorite buffs. Most of the spells are powerful but short lived. Making them permanent can radically alter gameplay balance. This is a no-no!
Ability boosting spells, especially any that are non-enhancement bonus. For example, divine agility, inner beauty. These allow cheap stat boosts, and permanent, non-enhancement bonus stat boosts can cause stat bloat. These spells are rare and precious, allowing anyone to permanency them cheapens them and hurts balance.
Things that should be epic magic items. For the sake of style and balance I'd rather not. For example, permanent superior resistance. Style choice.
Spells that cost GP per casting or have a component like sacrifice/corruption. For example, sanctified magic or stoneskin. These spells are balanced on the assumption you pay a cost in casting them each time. They don't balance to the way permanency is designed.
Spells on an object or creature that you can't target them with. For example, righteous might or divine favor.  These spells can only be self targeted! So you can't put them on another person anyway, silly!

DM judgment is the final arbiter of any permanency request. Same as the DM having final say so on custom magical items. Before you ask me, review your spell. If it has more negative qualities than positive qualities, think twice about asking your DM! He'll probably say no, and you'll wonder why he's beating his head in with his DMG!
Title: Re: Random DM nagging.
Post by: Yuthirin on January 15, 2012, 06:45:11 PM
Will this affect my current permanencied spell?
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 06:46:53 PM
Quote from: Yuthirin on January 15, 2012, 06:45:11 PM
Will this affect my current permanencied spell?

As far as the guidelines go, no. You end at +2 or +1. I may tweak it for balance reasons - I'm fine with you having a high damage output, but your flurry potential is getting too high. We'll see how it goes.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2012, 11:35:56 PM
Sylvie's up. A picture and spells are coming soon.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2012, 01:07:56 AM
The permanency rules will stay in here 'till after session tomorrow. At that point, barring feedback, they'll go into the rules topic. If you have anything to say or suggest, do it now or forever hold your peace. Do it in here, preferably.
Title: Re: Random DM nagging.
Post by: Merc on January 16, 2012, 01:16:23 AM
I think it's fine for the most part, just some questions for clarification:

QuoteThe target, if a creature, must have hit dice equal to the spell to be made permanent times three...If your hit dice are lower than this, you suffer a penalty to constitution equal to the difference between your hit dice and the required level... This penalty cannot be overcome in any way as long as the permanent spell remains on the creature.
If I get a a level 6 spell permanent, that's 18 when my HD is 16, so -2 con. When I hit level 17 does it become -1 con and penalty goes away when I reach level 18, or is it a permanent -2 con even as I level up?

QuoteIn any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail.
Regarding this and the clarification above (assuming it's a permanent con penalty), can a permanent spell be removed/changed for the purposes of what two spells are made permanent, or is one stuck with a spell once it's cast? If yes, what's the process for removing a permanent spell so another can be cast in it's place?
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2012, 01:22:09 AM
1. Yes, the penalty would lessen as you gain hit dice. At level 18 the penalty would vanish entirely.

2. Good question. Added. In short: If the bearer is willing, it can be.
Title: Re: Random DM nagging.
Post by: Corwin on January 16, 2012, 02:05:39 PM
With Permanency in play and considering what Team NPC took, I'll adjust this (http://www.soulriders.net/forum/index.php/topic,101729.msg1030185.html#msg1030185).

I'll be using my very own meager CL11 easily dispellable Permanency. For it, I'll go with Arcane Sight and Blindsight. If I can't use Blindsight, I want to pick See Invisibility. Also, to follow up on a PM, Dune said he didn't mind in principle is a cantrip was Permanency'd past the normal limit, so unless he changed his mind there I want Prestidigitation too.

New spells: Greater Spell Immunity, Mass Death Ward (SC p61) and Lion's Roar (SC p133) for lvl8, Fortunate Fate (SC p100) for lvl7, Greater Dispel Magic for lvl6, Meteoric Strike (PHB2 p121) and Crown of Flame (http://dndtools.eu/spells/book-of-exalted-deeds--52/crown-of-flame--66/) for lvl5, Celestial Brilliance (http://dndtools.eu/spells/book-of-exalted-deeds--52/celestial-brilliance--63/) and Light of Purity (http://dndtools.eu/spells/complete-champion--57/light-of-purity--589/) for lvl4, and Divine Insight (SC p70) and Stretch Weapon (PHB2 p127) for lvl2.

I'll be dropping Triadspell for lvl5, Death Ward and Panacea for lvl4, and Shatter and Make Whole for lvl2. [Never used them except one for Panacea and Shatter; Shatter failed to work, and Panacea was just saving a slot on a Heal]

Fortunate Fate is the only one that hasn't been preapproved, from recollection (http://www.soulriders.net/forum/index.php/topic,101729.msg1026246.html#msg1026246). The three BoED spells were actually from Dune's paladin spell lists, so I presume they are okay but am asking here just in case.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2012, 09:29:51 PM
Quote from: Corwin on January 16, 2012, 02:05:39 PMI'll be using my very own meager CL11 easily dispellable Permanency. For it, I'll go with Arcane Sight and Blindsight. If I can't use Blindsight, I want to pick See Invisibility. Also, to follow up on a PM, Dune said he didn't mind in principle is a cantrip was Permanency'd past the normal limit, so unless he changed his mind there I want Prestidigitation too.

We'll go ahead and go with those two. If Blindsight proves unfair or too useful we'll scale it back to See Invisibility. As for the cantrip...eh. Sure, why not.

QuoteLion's Roar

I like that you and Hanna both darted to that spell.

Quote[Fortunate Fate is the only one that hasn't been preapproved, from recollection (http://www.soulriders.net/forum/index.php/topic,101729.msg1026246.html#msg1026246). The three BoED spells were actually from Dune's paladin spell lists, so I presume they are okay but am asking here just in case.

The BoED spells are fine, yes. Fortunate Fate is fine as well. Do note that in the event of the target of Fortunate Fate taking extreme amounts of damage, past the ability of the heal to restore, that it won't save them. For example, taking 400 damage when you have 20 hit points left will kill you, 150 HP for fortunate fate or not.
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2012, 01:33:56 AM
I'm working out Sylvie's spells now. Between that and Factotum and Monk, she's turned into Batman.

I'm scared.
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2012, 02:57:59 AM
Thought: Capping Greater Mighty Wallop at boosting your weapon size by 2 categories. It's still a worthwhile booster spell without being the unholy abomination that it is on monks. Could do 3 if 2 feels too heavily a nerf.

For reference since you're the main PC hit by this, could you post what that would put your damage at, Willim?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 17, 2012, 01:16:05 PM
Quote from: Anastasia on January 17, 2012, 02:57:59 AM
Thought: Capping Greater Mighty Wallop at boosting your weapon size by 2 categories. It's still a worthwhile booster spell without being the unholy abomination that it is on monks. Could do 3 if 2 feels too heavily a nerf.

For reference since you're the main PC hit by this, could you post what that would put your damage at, Willim?

Current: 8d8   
Level 20 with 2 Cap: 8d10   
Level 20 with 3 Cap: 9d10
Title: Re: Random DM nagging.
Post by: Yuthirin on January 17, 2012, 01:20:45 PM
Those are with the changes applied. Current damage is 9d10.
Title: Re: Random DM nagging.
Post by: Corwin on January 17, 2012, 03:19:04 PM
Is epic divine might (http://www.wizards.com/default.asp?x=dnd/ei/20031115a) an (eventually) eligible feat? Also, is the attached battle dance from Dragon 297?
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2012, 03:29:14 PM
Quote from: Corwin on January 17, 2012, 03:19:04 PM
Is epic divine might (http://www.wizards.com/default.asp?x=dnd/ei/20031115a) an (eventually) eligible feat? Also, is the attached battle dance from Dragon 297?

Epic Divine Might would be tweaked. It runs off 3.0 Divine Might, which grants charisma to damage for a number of rounds equal to your charisma modifier. I'm fine with either doubling the damage from it or granting it a longer than one round duration, but not both in one feat.

Battle Dancer? Let's see. You get charisma as an insight bonus to armor class, attack rolls and reflex saves. Let's say someone who takes it has a +10 charisma modifier. You could argue higher, but whatever. That's a +10 bonus to three things from a feat. Let's compare it to armor skin or epic dodge, which grant a +2 natural or dodge bonus to armor class. Epic Prowess is +1 to attack rolls and Epic Weapon Focus is +4. Compared to Battle Dancer that blows 'em away. Finally, Epic Reflexes is +4. It doesn't look remotely balanced compared to those, does it? Now to be fair those are mostly untyped bonuses, and insight bonuses could very well have another insight bonus they overlap with. It still doesn't mitigate the feat, which really feels like cramming 3 nice class features onto an epic feat, so no.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2012, 02:37:13 AM
Cor asked.

Epic Divine Might [Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, you deal twice your charisma modifier as bonus damage.

Persistent Divine Might [Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, it lasts for a number of rounds equal to your charisma modifier.
Title: Re: Random DM nagging.
Post by: Corwin on January 18, 2012, 02:52:13 AM
I won't spend an epic feat on the former, the latter works for me.
Title: Re: Random DM nagging.
Post by: Ebiris on January 18, 2012, 03:28:44 AM
Giving Chameleons access to epic magic doesn't sit right with me. Really goes against the 'jack of all trades master of none' concept in favour of 'it's d&d so why bother with anything but magic'
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2012, 03:31:02 AM
I'm sort of in the same boat as you. At the same time, an epic Chameleon should be able to mimic an archmage, too. I spent a bunch of time going back and forth on this. Ultimately, if I'm going with the concept of everyone, even paladins and rangers, getting an epic magic progression, then Chameleons need one too.

For all I love Chameleon's concept, I'm finding the execution is...eh.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2012, 03:36:20 AM
Quote from: Ebiris on January 18, 2012, 03:28:44 AM
Giving Chameleons access to epic magic doesn't sit right with me. Really goes against the 'jack of all trades master of none' concept in favour of 'it's d&d so why bother with anything but magic'

This, this, this. Basic Chameleon has this problem. The other focuses pale in comparison to arcane and divine focus for utility. The bonuses from them are hyper-eclipsed by what those give. Thinking about that, I'm coming to that conclusion. It's not much more than a mystic theurge in a box with a few extra goodies. It isn't balanced out well enough to support using the other focuses, so you end up stuck in those. To be honest, I couldn't justify Sylvie not using both of them. Arcane makes sense for her, and traveling alone? Healing and clerical magic or a slight damage boost, sneaking or wilderness? Not a hard call.

Meh. I don't really want to start hacking at the base class, but this tempts me.
Title: Re: Random DM nagging.
Post by: Ebiris on January 18, 2012, 01:45:24 PM
You'd have to hack at all base classes to solve that balance issue.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2012, 01:56:23 PM
Yeah, I know.

I'm tempted to just ignore epic Chameleon for Sylvie and have her take something else in epic. That doesn't really solve the problems, but it at least minimizes them in practical use.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2012, 11:08:52 PM
I already nixed this feat, as I feel it's far too situational and too tangential to a battle dancer. Ignoring that aspect for the moment, do you guys think this is useful or too situational/niche/nitpicky? I'm curious since I think it is too niche, but I sort of want to talk myself into it anyway.

Dance of Unrelenting Chaos [Anarchic, Epic]
Prerequisite: Dance of the Furious Unicorn, Celebrant of Chaos, Tumble 24 ranks
Benefit: Your unpredictable style allows you to foil certain types of bonuses against you. You ignore any insight or axiomatic bonuses anyone you target has to armor class or saving throws. Likewise, anyone attacking you loses any insight or axiomatic bonus to attack and damage rolls, as well as any insight or axiomatic bonus to skill rolls or ability checks regarding you.
Title: Re: Random DM nagging.
Post by: Merc on January 18, 2012, 11:46:01 PM
While axiomatic is certainly super niche (I've never even seen that as a bonus, it's always sacred/profane right?), insight's not bad. It's not common as dodge or enhancement, which would make it very cheesy, but it still pops up somewhat on some classes and spells. I'm not entirely sure it's common enough to qualify as epic though?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 18, 2012, 11:52:47 PM
Quote from: Anastasia on January 18, 2012, 01:56:23 PM
Yeah, I know.

I'm tempted to just ignore epic Chameleon for Sylvie and have her take something else in epic. That doesn't really solve the problems, but it at least minimizes them in practical use.

Nothing that I see in the ELH screams Sylvie. You may want to look at a custom class.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 12:07:26 AM
I'm playing with Sylvie's build path right now. I suspect she'll take straight Factotum on one side, while taking Exemplar and a few other dips on the other side.  She's a jack of all trades, so I'm tempted to have her do a lot of small dips to bolster this.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 12:37:27 AM
Sylvie is currently level 15

15: Factotum 15//Swashbuckler 3/Monk 2/Chameleon 10 - Feat: Improved Natural Attack(15).
16: Factotum 16//Swashbuckler 3/Monk 2/Chameleon 10/Exemplar 1
17: Factotum 17//Swashbuckler 3/Monk 2/Chameleon 10/Exemplar 2
18: Factotum 18//Swashbuckler 3/Monk 2/Chameleon 10/Exemplar 3 - Feats: Dodge(18), Improved Initiative(E3)
19: Factotum 19//Swashbuckler 3/Monk 2/Chameleon 10/Exemplar 3/Human Paragon 1
20: Factotum 20//Swashbuckler 3/Monk 2/Chameleon 10/Exemplar 3/Human Paragon 2 - Feat: Mobility(HP2)
21: Factotum 21//Swashbuckler 3/Monk 2/Chameleon 10/Exemplar 3/Human Paragon 3 - Feat:

From there I plan for her to take Arcane Duelist (Cor's suggestion) for two levels, then another few of exemplar, then dip into something else. Spread it around. Edit: She'll need a 1 level arcane dip in there for arcane duelist too, but you get the idea.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 10:28:16 PM
Willim, do me a favor and break down how your unarmed progression stacks and totals out?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 19, 2012, 10:38:30 PM
Uhhhh yeah.

I'm a level 12 Monk, which gives me a flat damage die of 2d6. Greater Mighty Wallop at CL 16 grants me four size classes of damage, bringing me to Colossal. This gives me 5d10. My Monk's Belt adds five extra levels onto my unarmed damage, bringing me to 7d10.

So what I'm saying i that my sheet is not correct. It should be 7d10 damage that I'm dealing right now, not 9d10. That's not until later. Woops!
Title: Re: Random DM nagging.
Post by: Merc on January 19, 2012, 10:44:19 PM
I think you're doing that wrong?

Level 12 puts you at 2d6 like you said. Add 5 levels from the monk belt (level 17 damage) to 2d8. Then refer to page 28 of DMG which has table 2-2 "Increasing weapong damage by size". Four size category increases takes 2d8 to 8d8.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 19, 2012, 10:59:20 PM
Quote from: Anastasia on December 18, 2011, 06:22:14 PM
Monk unarmed damage tables for huge and larger creatures. These use the patterns from monk and improved natural attack to extrapolate damage values. Things get crazy at the highest sizes and monk progression. I don't think the formula precisely balances for this level of size and advancement, but I'm not sweating over it, either.



   
   
   
   
   
   
   
LevelDamage (Huge Monk)Damage (Gargantuan Monk)Damage (Colossal Monk)
1st-3rd1d101d122d12
4th-7th2d82d103d10
8th-11th3d83d104d10
12th-15th4d84d105d10
16th-19th6d86d107d10
20th8d88d109d10


Using this.
Title: Re: Random DM nagging.
Post by: Merc on January 19, 2012, 11:00:24 PM
Aaaah, that explains much
Title: Re: Random DM nagging.
Post by: Yuthirin on January 19, 2012, 11:01:19 PM
Excellent. Damage adjusted on sheet.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 11:02:00 PM
Okay, duly noted. Will be making a GWP ruling tonight, tomorrow or this weekend. It'll be as soon as I have leisure to run some numbers.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 11:14:49 PM
Greater Mighty Wallop houseruled and reduced to a flat +2 size category boost. What's that put your damage at, Willim? Curious now.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 19, 2012, 11:15:32 PM
Goes from 7d10 to 6d8.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 11:16:02 PM
Okay, we'll see how that rolls then. should be more reasonable.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2012, 11:20:55 PM
Sylvie's sheet updated with daily darkvision+greater magic weapon+greater mighty wallop. She's only a 7th level monk (2 levels + monk's belt) so she goes from 2d6 to 2d10. Worth a spell slot but not uber.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 19, 2012, 11:24:34 PM
Sheet modified.
Title: Re: Random DM nagging.
Post by: Corwin on January 20, 2012, 08:48:54 AM
Wanting to confirm one way or the other...

-Is the Mystic Wanderer prc eligible as is? Does it need any changes in any way?
-Does an animated shield negate the abilities of a Monk?
-Does an animated shield negate the abilities of a Battle Dancer?
-Does an animated shield negate the abilities of a Mystic Wanderer?
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2012, 01:05:26 PM
Quote from: Corwin on January 20, 2012, 08:48:54 AM
-Is the Mystic Wanderer prc eligible as is? Does it need any changes in any way?

Alchemy becomes craft(alchemy) in the requirements. Everything else is fine. Do note that glory of the divine only works without armor.

Quote-Does an animated shield negate the abilities of a Monk?

RAW grey area. It depends on how you want to interpret 'carries a shield' and if you feel it violates RAI. I'm fine with personally. Same with Battle Dancer. It works with Mystic Wanderer, as it only mentions armor and nothing about shields.
Title: Re: Random DM nagging.
Post by: Corwin on January 20, 2012, 01:59:37 PM
I wonder if I have the same book. Magic of Faerun, right? In mine, the Weapon and Armor Proficiency section mentioned shields, but it was a lot like the monk/battle dancer stuff. The way it's written, the reason is not being able to move with this constricting your actions, so an animated shield shouldn't interfere with that so I figured why not ask.

Can you have levels in monk and battle dancer at the same time? Or would you prefer a clear choice between them?

EDIT: Also, a Divine Shield question. It gives a boost of +cha to your shield as a Shield bonus to AC.
Let's say you have a masterwork heavy steel shield that gives +2 to AC, and you have a Charisma mod of +10. When you activate Divine Shield, do you get +12 to AC as a Shield bonus? Let's say you have a +3 heavy steel shield for a total of +5 to AC, if you use Divine Shield on it, do you then get +15 to AC?
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2012, 10:03:13 PM
Quote from: Corwin on January 20, 2012, 01:59:37 PMCan you have levels in monk and battle dancer at the same time? Or would you prefer a clear choice between them?

If you can get around the alignment restrictions - the Master's +1 godblooded template is what accomplishes this for him - there's no reason why you couldn't.

QuoteEDIT: Also, a Divine Shield question. It gives a boost of +cha to your shield as a Shield bonus to AC.
Let's say you have a masterwork heavy steel shield that gives +2 to AC, and you have a Charisma mod of +10. When you activate Divine Shield, do you get +12 to AC as a Shield bonus?

That is correct.

QuoteLet's say you have a +3 heavy steel shield for a total of +5 to AC, if you use Divine Shield on it, do you then get +15 to AC?

Yep. Eudard used it in Balmuria 1 for that reason and it's really a great AC booster.
Title: Re: Random DM nagging.
Post by: Anastasia on January 21, 2012, 01:28:03 AM
Idle question while I'm working on some things. Factotum 16 grants int to AC and Sylvie already has that. I'd rather not start double-dipping a stat like that, so I'm considering an ACF. Anyone have any ideas?
Title: Re: Random DM nagging.
Post by: Merc on January 21, 2012, 02:10:22 AM
Technically, she already has cunning defense which lets her double dip it? Though admittedly, that's against a single opponent and one round. Still, do you want to ACF both abilities, or is it just the improved version that worries you because it's a permanent bonus?

Ideas:
How about something involving assistance, where maybe she can grant the use of one of her other factotum abilities to someone else for an inspiration cost of say 3+normal cost of ability (cost too low?), the ability having the same duration/effects as it would for Sylvie? Probably a little too good and not sure how well it'd fit her personality currently.

Since she's a jack of all trades type, perhaps an ability that lets her use cunning knowledge more than once per day per skill? I would note that this is an ability in the custom prestige archivist admittedly, and since that's already set up as a factotum PrC, crossover is kinda meh, but if you have no other ideas it could be an option.

Another crossover type idea, give her access to rogue's special ability "Skill Mastery"?

Since arcane dilettante requires one memorize spells, perhaps an ability that gives her some versatility at the cost of both using up inspiration and the trade has to be for a lower level spell? Alternatively, being able to memorize same spell more than once per day (or perhaps combine this with the versatility effect to get around the 1/day limit)?
Title: Re: Random DM nagging.
Post by: Corwin on January 21, 2012, 06:39:27 AM
Quote from: Anastasia on January 20, 2012, 10:03:13 PM
Quote from: Corwin on January 20, 2012, 01:59:37 PMCan you have levels in monk and battle dancer at the same time? Or would you prefer a clear choice between them?

If you can get around the alignment restrictions - the Master's +1 godblooded template is what accomplishes this for him - there's no reason why you couldn't.

Dragon 335's variant monk (the appropriately-named Chaos Monk, p67) would work for anyone interested?
Title: Re: Random DM nagging.
Post by: Anastasia on January 21, 2012, 02:20:18 PM
Quote from: Corwin on January 21, 2012, 06:39:27 AM
Quote from: Anastasia on January 20, 2012, 10:03:13 PM
Quote from: Corwin on January 20, 2012, 01:59:37 PMCan you have levels in monk and battle dancer at the same time? Or would you prefer a clear choice between them?

If you can get around the alignment restrictions - the Master's +1 godblooded template is what accomplishes this for him - there's no reason why you couldn't.

Dragon 335's variant monk (the appropriately-named Chaos Monk, p67) would work for anyone interested?

It should. Interestingly it doesn't explicitly give then normal wis to AC for monks anywhere in the class. It's most likely an oversight since it's only listed in the text for the normal monk and not on the table.
Title: Re: Random DM nagging.
Post by: Corwin on January 21, 2012, 02:33:57 PM
I saw it as them listing only the changes and not the full table, since it's listed as a monk variant.
Title: Re: Random DM nagging.
Post by: Anastasia on January 21, 2012, 06:59:40 PM
Quote from: Corwin on January 21, 2012, 02:33:57 PM
I saw it as them listing only the changes and not the full table, since it's listed as a monk variant.

Yeah, probably. It could use being pointed out in particular, though that could also be said of default monk.
Title: Re: Random DM nagging.
Post by: Anastasia on January 21, 2012, 07:07:32 PM
Quote from: Merc on January 21, 2012, 02:10:22 AM
Technically, she already has cunning defense which lets her double dip it? Though admittedly, that's against a single opponent and one round. Still, do you want to ACF both abilities, or is it just the improved version that worries you because it's a permanent bonus?

The improved version. I try to avoid double dipping stats to something since it's danged cheesy and encourages abusive builds.

QuoteSince she's a jack of all trades type, perhaps an ability that lets her use cunning knowledge more than once per day per skill? I would note that this is an ability in the custom prestige archivist admittedly, and since that's already set up as a factotum PrC, crossover is kinda meh, but if you have no other ideas it could be an option.

That's what I've been toying with. In particular, doing a roughly equivalent exchange and giving her +int to something else like one of the other low-level Factotum abilities. Cunning insight provides her int mod as a competence bonus to either attacks, damage rolls or saving throws. The first is powerful cheese would probably be turned into using int instead of str on attack rolls. The second is irrelevant due to her having swashbuckler levels. The third is basically me saying that she's not going to fail any more saves except on a 1.

I'm toying with converting the skill booster instead, and that she gets a permanent bonus to all skills equal to her factotum level. This is potent, but less mechanically powerful than the others. It also fits her better. Sylvie's main thing has always been her skills, so this makes a certain sense to me.

QuoteAnother crossover type idea, give her access to rogue's special ability "Skill Mastery"?

Potential in theory, though Sylvie gets that with Exemplar next level.
Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2012, 12:57:13 AM
Thoughts? I can halve it if this feels too good/cheesy, or go back to the drawing board. I don't really think it's that good on a blank slate, though in this particular game it would probably save you 100k gold or so.

Alternate Class Feature: Improved Cunning Knowledge

Your endless study of everything from forgotten lore to horseback riding has made you adept at everything.

Class: Factotum

Level: 16th.

Replaces: If you select this alternate class feature, you do not gain improved cunning defense.

Benefit: You gain a bonus to skill checks equal to your factotum level, as if you had used cunning knowledge. You must have at least one rank in the skill to gain this bonus. This ability replaces cunning knowledge.
Title: Re: Random DM nagging.
Post by: Merc on January 22, 2012, 01:17:52 AM
I think that's too good.

That's +16 (and keeps increasing) for any skill she already has, and the ability pretty much just encourages her to stop increasing her skills and instead focus on dropping skill points into every other skill rather than keep advancing what she has, since one skill point grants her her level in ranks for a skill? And she has +12 int. So she gets 22 new skills at +16 at level 16, then 22 more skills at 17 and so forth for however far she wants to go.

That's just beyond even epic level good.

Edit: Correction, 19 skills per level since +3 int comes from gear. Still wacky.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2012, 12:10:42 AM
Random epic spell I'm working on. Giant molten sand/glass bomb that shreds people apart feels plenty good'n'thematic for a desert mage. The after-effect with the glass shards is an attempt to make it more interesting than a typical direct damage spell.

Vitrification Bomb
Transmutation [Earth, Cold]
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action.
Range: Medium (100ft + 10ft/level)
Area: 10ft cube per five levels; see text.
Duration: Instantaneous.
Saving Throw: Reflex halves; see text.
Spell Resistance: No.

This spell functions as Vitrify, immediately heating an area of sand into molten glass. All creatures within it are allowed a reflex save as normal. This only lasts for a split-second before a burst of intense cold flash-freezes the molten glass, causing a spectacular explosion of cooling glass shrapnel. This burst explodes out in 100ft from each cube in all directions. Any creature within the burst takes 20d6 points of slashing damage from the class. A reflex save is allowed to halve this damage. Targets who were in the range of the Vitrify effect and failed the reflex save suffer a -5 penalty to this second reflex save.

Afterwards, the energy of this spell is spent and cooling glass shards litter the entire area of the vitrify and burst effect. No molten glass remains. Treat this area as difficult terrain covered with caltrops. These caltrops have an attack bonus equal to your caster level and deal 2d4 points of damage.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2012, 12:19:06 AM
While I'm working on custom content, do any of you guys want some?
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2012, 12:22:18 AM
More epic touch spells for the duskblade spell list (or just spells in general) and dragon glaive.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2012, 01:45:15 AM
Maybe a Monk ACF for Still Mind and/or Slow Fall that doesn't suck?
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 12:52:26 AM
Added three new ACFs for Monk and Still Mind. Serene Body takes the control of Still Mind and applies it to the body instead, Roaring Mind focuses this control into a piercing dagger of revenge and Still Nature imposes serenity on the seasons around the monk.

Each one is playing with the concept of tranquility and how/where it is applied.
Title: Re: Random DM nagging.
Post by: Merc on January 25, 2012, 01:10:51 AM
Assuming another option for flight doesn't pop up by the time I get cash for it, I wanted to ask about permanency + overland flight (http://www.d20srd.org/srd/spells/overlandFlight.htm). Doable?
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 01:46:13 AM
Three new monk ACFs to replace Slow Fall are up. Wall Jump is something out of Cityscape, allowing an urban monk to ascend easily. Ki Leap is essentially more anime styled jumping. Considering that the next level grants fly on wizard spell lists and it starts creeping into the game in other ways, making monks even better at jump is hardly a big deal. Finally, Meteor Kick. I think this is balanced. I think. There's a lot of words to describe how it is meant to work, but the essence is 'You suicidally take damage to inflict extra damage, and no, you can't work around taking that damage with it'.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 01:50:21 AM
Quote from: Merc on January 25, 2012, 01:10:51 AM
Assuming another option for flight doesn't pop up by the time I get cash for it, I wanted to ask about permanency + overland flight (http://www.d20srd.org/srd/spells/overlandFlight.htm). Doable?

Mental note: Add permanency rules to house rules. Forgot to. Anyway!

First question: Do you have some way to cast Overland Flight yourself. It's a personal/you spell, so permanency requires you casting it on yourself as you're the only one who can make it a valid target on yourself.

Quote from: Troy Mcclure

Bad spells to be made permanent

...

Spells on an object or creature that you can't target them with. For example, righteous might or divine favor.  These spells can only be self targeted! So you can't put them on another person anyway, silly!


Title: Re: Random DM nagging.
Post by: Merc on January 25, 2012, 01:58:01 AM
Bah! I somehow missed the personal part. A generic fly spell I guess then, or whatever other spell I can find besides fly that doesn't have personal. I shall have to look what's available.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 01:58:57 AM
Okay, look and let me know with another post.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 04:04:18 AM
Aside: I like the callback to Balmuria 2 style log titles with Sylvie, Cor. I thought that was a neat little reference.
Title: Re: Random DM nagging.
Post by: Corwin on January 25, 2012, 06:29:04 AM
As continuation to our PM, Dune. Being a religious character and all, I need to have the proper view of the world. There are things where judgement, wishful thinking or guesswork just can't cut it, so I'd appreciate the following answered in some way, even if it seems entirely obvious.

-Can Evil people love?
-What is horrible about being a vampire to the vampire? Are they constantly suffering from hunger? Urges they need to suppress? Specifics would help.
-You said Deathless (ie 'good undead') existed, right? How does that work?

I'm sure I'll have some followups, but this is good for now.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 02:04:14 PM
Quote from: Corwin on January 25, 2012, 06:29:04 AM-Can Evil people love?

Anything's possible. Of course, that doesn't mean the love will be expressed in a good way even if it does happen. Assuming Love=Good and Love=Redemption is a fallacy. For example, a stalker who becomes hopelessly obsessed with a woman, stalks her, kills her husband and kidnaps her to be his forever could be said to love that woman very much. Love is generally a positive trait, but it's not always used in a good way. Amid fiends and other concentrated sources of evil, love is far rarer. When it does happen, it is often a hideous thing so twisted that few realize what it is. After all, if Orcus murders a woman and raises her as a hideous abomination for all time because he likes her, it's hard to realize he likes her in the first place.

Antenora touched on this a few times in Balmuria 1. She was firmly convinced that even if Della and Alicia had fallen for each other, it would've lead to a far darker and tragic result of Alicia falling into evil. After all, what makes you more vulnerable than love and what fiend can't coldly manipulate that? Alicia would be HERS, and she would ensure it works out that way. She's damning you because she wants you.

Quote-What is horrible about being a vampire to the vampire? Are they constantly suffering from hunger? Urges they need to suppress? Specifics would help.

Make an K:R check and post the results.

Quote-You said Deathless (ie 'good undead') existed, right? How does that work?

Deathless are spirits and guardian made for a holy purpose. For example, a guardian spirit of a forgotten temple might be a deathless. While many of the qualities are the same, deathless are not a 1-1 equivalency to undead. They are much rarer than undead and do not create spawn. The Heavens generally prefer to rotate mortal servants, send an outsider or even grant a mortal an extended lifespan over using deathless, but occasionally one is simply the best or only answer.

Of note, deathless do not create spawn and do not reproduce. They are each a creation of a higher power. They often have conditions that allow them to rest once fulfilled. Ultimately, any deathless moves on in time. They have paradise waiting for them, be it as a part of it, a petitioner, reborn as an outsider or something else.
Title: Re: Random DM nagging.
Post by: Corwin on January 25, 2012, 02:22:37 PM
[20:22] <Jaela> roll 1d20+20+15 K:R
[20:22] * Hatbot --> "Jaela rolls 1d20+20+15 K:R and gets 39." [1d20=4]
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2012, 02:33:44 PM
This assumes a typical vampire. Variants aren't covered by this.

In general terms, vampires suffer from the hunger. They have unholy cravings to consume blood, falling into a frenzy if they do not consume enough. They also certainly have urges and new desires unless they were already vile things before being turned. But to a vampire, these aren't problems. A vampire -likes- drinking blood. A vampire likes indulging in these new urges. Oh certainly, none like the limitations of the vampiric existence, but few are truly repelled by what they are. Remember, vampires are filled with evil power on creation. They are changed in many ways; evil doesn't create a bunch of mopey vampires who angst around and wish they weren't vampires. At the same time, they suffer the constant hunger, the urges, the needs to dominate and control, plus the ever-present weaknesses of vampire-kind. Vampires are eternal manipulators and gluttons. They manipulate and seduce, but ultimately destroy anything they touch with their insatiable hunger.

A vampire who regrets what it is has already left the norm for vampire-kind. This may be the sign of a rare individual who shakes off its vampiric nature. These may be the unluckiest of all, for they can come to regret what they have become, but are seldom able to resist their nature.
Title: Re: Random DM nagging.
Post by: Anastasia on January 26, 2012, 03:16:49 AM
Spells for Ithea and interrogation reports will be posted tomorrow. Ideally before session but we'll see how that goes.
Title: Re: Random DM nagging.
Post by: Anastasia on January 26, 2012, 03:21:32 AM
This came up in #dunes today. I figured I'd post it. There's all sorts of interesting and unique things out there.

Earthbone Steel

This super-dense iron is mined in tiny deposits within Earth, usually no more than the size of a human's thumb. Thereafter it is smelted into steel through secret processes by the greatest blacksmiths of Earth. Earthbone Steel is approximately four times denser and heavier than steel. It possesses quadruple the hardness and hit points of normal steel. It is not suitable for slashing or piercing weapons, offering no benefit to them. Bludgeoning weapons deal triple the normal damage dice when made of Earthbone Steel. For example, a heavy mace made of Earthbone Steel would deal a base of 3d8 damage. In addition, the critical hit multiplier of the bludgeoning weapon is increased by 1. When used to make armor, the base armor bonus of the armor is doubled. For example, full plate armor made of Earthbone Steel has an armor bonus of +16. Earthbone Steel has no price, as it is jealousy horded. It is said it takes millennia to find enough deposits to craft a single weapon or suit of armor, and magic is ineffective at duplicating its extreme hardness.
Title: Re: Random DM nagging.
Post by: Corwin on January 26, 2012, 05:02:06 PM
[23:01] <Jaela> roll 1d20+18+15 Gathgorian
[23:01] * Hatbot --> "Jaela rolls 1d20+18+15 Gathgorian and gets 50." [1d20=17]
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2012, 12:11:58 AM
New rule that's going in houserules! Whenever you re-roll a knowledge check thanks to leveling up and gaining more ranks, paste the results of the previous check or say that the check failed. It lets me reference what you were told. Thanks. I'll paste the last one in this case for the sake of edification.

QuoteJaela: Gathgorian is the Supreme Command Sergeant Major of the Pits. He is an ancient and powerful cornugon that serves in the Blood War, the highest non-commissioned officer in Baator's military structures. He directly advises Abigor, Bel, the Dark Ministry and other powerful entities about the Blood War. It's extremely rare for him to leave the front lines for anything, be it politics, rest or anything else. While not a Duke of Hell in official rank, he commands great amounts of respect in Hell.

Quote from: Corwin on January 26, 2012, 05:02:06 PM
[23:01] <Jaela> roll 1d20+18+15 Gathgorian
[23:01] * Hatbot --> "Jaela rolls 1d20+18+15 Gathgorian and gets 50." [1d20=17]

Gathgorian is said to be the strongest cornugon in existence. Some go so far as to call him the paragon of cornugons. He has all the traits of a cornugon and magnifies them, such as chain lightning in place of lightning bolt and stronger spells yet at his disposal. In addition he is known to be a Prosecutor, a powerful agent who opposes chaos in all of its forms. He has faced demon lords (but perhaps not demon princes) in the Blood War and has emerged triumphant. He is one of the few (and likely only) non-nobles who could potentially make a play for Bel's position if he chose to, and it is said the only reason that he is not a member of the nobility is that because he cannot get enough of battle. He lives for combat. He cares nothing for prestige, rank or wealth. Along with Bel, Abigor and other powerful, ancient warriors of the Blood War, he is a honed weapon forged by countless eons of combat.
Title: Re: Random DM nagging.
Post by: Anastasia on January 28, 2012, 02:00:36 AM
Okay. Starting on the 15th of Febuary, Yuth's schedule is going to become more compressed due to picking up more hours at work. There was some discussion on picking up Sundays for gaming if this happens. Is this realistic for all of us, should we need to do that?

This is only contingent on needing it. If we don't need it, I'm inclined to leave Sundays clear. It'll be a conflict come football season, but that's over half a year away.
Title: Re: Random DM nagging.
Post by: Merc on January 28, 2012, 02:07:28 AM
Like I said in IRC, whenever is fine for me so far.
Title: Re: Random DM nagging.
Post by: Ebiris on January 28, 2012, 05:50:45 PM
I'm around on Sundays.

As far as Afina's current agenda goes, she wants to give the tall elves a helpful wondrous item or weapon/armour in the 8,000gp range as thanks for bringing Rennar to us, and continue summoning and interrogating devils until the gang's all back. Then she wants to raid Bloodletting Peak and hopefully rescue Ilsenine.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 28, 2012, 05:59:31 PM
I'm all for rescuing Ilsenine.
Title: Re: Random DM nagging.
Post by: Anastasia on January 28, 2012, 06:15:10 PM
Updating. What else needs to be added? The order listed isn't the order of priority, this is just keeping them all listed. Bold is done, italics is in progress.

1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Talk to Tannin. (Currently away on Ithea's latest request.)
4. Try tracking down the Limbo dragon corpses and casting speak dead on them to find hordes. You forgot to go back for them, didn't you?
5. Find out about the devils with Afina's Queen and Tepen's soul so both can be liberated.
6. Find another green dragon so you can recruit Gisfal.
7. PCs get a weapon suitable for murdering Lixer.
8. Go to layer 209 and find the portal to 210.
9. Slaughter Lixer and take his stuff.
10. Save Ilsenine from the Bloodletting Peak.
Title: Re: Random DM nagging.
Post by: Anastasia on January 28, 2012, 06:21:15 PM
Miscellaneous information is as follows.

---

I've been working on a few touch spells for duskblade and epic duskblade. Here are the two so far. Feedback welcome.

Prismatic Touch
Evocation
Level: Duskblade 5, Sor/Wiz 5
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: Instantaneous.
Saving Throw: See text.
Spell Resistance: Yes.

On casting this spell, your hand is surrounded with rainbow light. A successful melee touch attack blinds a creature of six or less hit dice for 2d4 rounds. In addition, they are affected as if targeted by a Prismatic Spray spell. Roll the results as normal and apply that to the target.

Black Ice Touch
Necromancy
Level: Duskblade 6
Components: V, S.
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Calling on the sigil of portals, you transform your hand into a momentary conduit to the quasi-elemental plane of Vacuum. Your touch attack deals 1d6 points of cold damage per level (maximum 15d6) and deals 1d4 negative levels to the target. These negative levels fade in one hour per caster level (maximum 15 hours).

Greater Ghoul Touch
Necromancy
Level: Duskblade 6
Components: V, S, M
Range: Touch.
Target: Creature touched.
Duration: Permanent.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.

This spell functions as Ghoul Touch, except as noted here. The paralysis and carrion stench are permanent. The carrion stench affects creatures in a 60ft radius of the target (except you).

---

Sylvie's build won't need a wizard dip. On checking and reading the feats involved, she qualifies for item creation feats and a few other things thanks to the caster level given by Factotum. She's going to be a level by level choice and appraisal.

---

Anyone have suggestions for an epic PrC? I've been toying with making another one. Suggestions welcome.

---

Rennar's exact class and build are to be announced.  Just a heads up, it won't be within the next day or two at least.

---

Anyone have a PrC they'd like to see in use? No guarantees that you'll see it - or if you do that it'll be on your side - but I'm curious.
Title: Re: Random DM nagging.
Post by: Anastasia on January 28, 2012, 07:29:10 PM
Beta paladin spellcasting for 21-39. Fine tuning is still to come, as well as spell level adjustments and a few custom paladin spells. Suggestions for spells I missed are welcome, as well as any other suggestions.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level5th6th7th8th9th
210----
221----
232----
243----
2530---
2631---
2732---
2833---
29330--
30331--
31332--
32333--
333330-
343331-
353332-
363333-
3733330
3833331
3933332

5th: atonement, celestial brillianceboed, condemnationphb2, crown of flameboed, cure critical wounds, dancing bladephb2, dawmshroudcov, divine agilitysc, divine retributioncc, flame strike, life's gracesc, light of puritycc, inner beautyfc1, mass cure light wounds, plane shift, radiancephb2, renewed vigorphb2, righteous might, sacred guardianboed, spell resistance, stalwart pactsc, telepathy blockboed, true seeing, vanishing weaponboed, vulnerabilitysc, wages of sincc, zone of peacebondcity, zone of respitesc.
6th: antilife shell, bolt of glorysc, celestial bloodboed, chasing perfectionphb2, crown of brillianceboed, greater dispel magic, heal, light of couragecc, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's insight, spiritual guardiancc, touch of adamantineboed, vengeance haloboedvisage of the deitysc, weight of sincc
7th: bastion of goodboed, brilliant bladesc, dictum, greater plane shiftsc, greater restoration, holy starsc, holy word, mass cure serious wounds, mass restorationsc, mass spell resistancesc, regenerate, repulsion, resurrection, rejuvenating lightcc, righteous burstphb2
8th: antimagic field, brilliant aurasc, crown of gloryboed, holy aura, lion's roarsc, mass cure critical wounds, mass death wardsc, shield of law, tomb of lightboed
9th: blinding gloryboed, gate, greater visage of the deitysc, mass heal, miracle, righteous exilefc2, undeath's eternal foesc

Superscript guide

sc Spell Compendium.
city Cityscape.
cc Complete Champion.
fc1 Fiendish Codex 1.
phb2 Player's Handbook 2.
boed Book of Exalted Deeds.
cov Champions of Valor.
fc2 Fiendish Codex 2.
Title: Re: Random DM nagging.
Post by: Corwin on January 29, 2012, 02:54:05 AM
-I'm around on sundays, except for this one.

-I know you're reposting that list of priorities, but why not clean it up and eliminate what is irrelevant/done?

-My own priority has to be doing something about Elrisa's old allies. A plane shift over to give diplomacy a chance and seeing how the place looks at the same time should go quickly and painlessly.

On the next two, I'd like a refresher:

-What do we know about Bloodletting Peak?
-Do we have any reason to believe Ilsenine is there?
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2012, 02:56:35 AM
Quote from: Corwin on January 29, 2012, 02:54:05 AM-I know you're reposting that list of priorities, but why not clean it up and eliminate what is irrelevant/done?

I will for the next one, but ideally I want to leave them a time or two. Gives a sense of getting things done and progression. Or something.

Quote-My own priority has to be doing something about Elrisa's old allies. A plane shift over to give diplomacy a chance and seeing how the place looks at the same time should go quickly and painlessly.

Duly noted.

Quote-What do we know about Bloodletting Peak?
-Do we have any reason to believe Ilsenine is there?

I refer these questions to Eb, as he's been gathering information on this stuff.
Title: Re: Random DM nagging.
Post by: Ebiris on January 29, 2012, 09:02:57 AM
We know next to nothing about Bloodletting Peak. It is built into the side of a boiling adamantine mountain. Gathgorian lives there when not on the front lines.
Our only reason to believe Ilsenine is there is that she is Gathgorian's 'concubine'.
Title: Re: Random DM nagging.
Post by: Corwin on January 29, 2012, 12:41:25 PM
IC, I'm for it!

OOC, I have to note that we know nothing about the place (or even where it it/how to get to it?), that Gath-what's his name is apparently an epic paragon creature who'll kill us all if he's home, and that this place used to belong to the old lord of Avernus. Going there without a plan even if Ilsenine is there would be all sorts of horrible, so do we actually have said plan?
Title: Re: Random DM nagging.
Post by: Ebiris on January 29, 2012, 01:10:58 PM
If I haven't managed to summon and interrogate a devil with useful knowledge by the time everyone's home I'd like to go to hell and find a devil that lives near the place and abduct it for interrogation which will hopefully provide names of devils that work there who can be summoned and interrogated.
Title: Re: Random DM nagging.
Post by: Corwin on January 29, 2012, 01:26:25 PM
I like this, let's do this tuesday or something? Or even monday if we just go together for that.
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2012, 06:38:31 PM
On returning to her room, Ithea finds a scrap of parchment on her bed. It reads the following.

Do not trust the messenger.

The future ends crossblades with the perfect cornugon.

Be ready for metal above you.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2012, 09:17:16 PM
Posted the incantation from Tenraluus.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2012, 10:07:40 PM
No comments about my drawing. I know it's bad, let's not linger on it.

Part 1.

Map 1: Outside grounds.

(http://i.imgur.com/HEu0s.png)

Red is the boiling mountainside, brown is the outer wall and white is the courtyard. Past the end of the courtyard are the main gates into Bloodletting Peak.

Map 2: 1st floor.

(http://i.imgur.com/m1Lpa.png)

Section described by number, according to Tenraluus.

1. Entryway. The broken weapons and armaments of foes Gathgorian has defeated can be found on display here. Note that 7 is a one way passage from 6, more on that below.

2. Choke point hallway with defensive positions.

3. Choke point hallway with defensive positions.

4. War room. Strategy for Blood War battles can be discussed here. The walls are often covered with maps of battlefields of Avernus and other Hellish planes.

5. Pennant room. Here the pennants of captured foes mount the walls.

6. Magma fountains. Here displays of boiling adamantite flow freely in vairous geometric and even clockwork shapes. Note that 12 is a one way passage from 11, more on that below.

7. Plain hallway. A one way passage to 1, to flank foes who defeat the first defensive line.

8. Choke point hallway with reinforced defenses, more than the previous hallways.

9. Torture room. No devils defend it, woe to any who foolishly enter.

10. Choke point hallway with defensive positions.

11. Room of 9999 skulls. Here the skulls of 9999 defeated foes stand in mute testament to Gathgorian's might. It includes skulls that not even Tenraluus or his spy can identify, as well as that of dragons, heroic mortals and dozens of other dangerous opponents.

12. Choke point hallway with defensive positions.

13. Torture room. No devils defend it, woe to any who foolishly enter.

14. Stairs descending down at the end of a fortified hallway.

15. Stairs ascending up at the end of a fortified hallway.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2012, 10:18:39 PM
Part 2.

Map 3: Sub-level.

(http://i.imgur.com/cKn2d.png)

1. Entry. Nondescript and functional.

2. Lesser Devil's quarters. Here any demon below the rank of cornugon resides. The quarters are filthy and full of squalor.

3. Greater Devil's quarters. Here are the quarters where the cornugons reside. The quarters are spartan but clean and functional. There are two stairways here, leading to one way trapdoors up to the floor above, rooms 6 and 11.

Map 4: 2nd floor.

(http://i.imgur.com/53b4N.png)

1. Entry. Concentric defensive lines ring this room, just in case.

2. Library. This library is full of proper diabolical writings and war theories. It is available to any devil who wishes to enrich their understanding of Hell's dogma; in fact, study is mandatory for at least 9 hours per week.

3. Hallway. Undefended, instead carpeted with rich gray and velvet.

4. Gathgorian's outer chamber. Here 33 of the cornugons not on duty reside.  The room is full of works of art depicting Gathgorian's various victories, as well as propaganda about them. Past this room lies Gathgorian's quarters, and what is in there is largely a mystery. Good luck!
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2012, 11:45:47 PM
Miscellaneous custom material I've been working on. Feedback welcome.

[spoiler]

Greater Angelskin
Abjuration [Good]
Level: Paladin 4
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch.
Target: 1 good creature touched.
Duration 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions much like Angelskin, except that the target gains damage reduction 10/evil and magic.

Mass Angelskin
Abjuration [Good]
Level: Paladin 6
Components: V, S, DF
Casting Time: 1 standard action.
Range: Close (25ft + 5ft 2/levels.)
Target: One good creature/level, none of which can be more than 30ft apart.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions much like Angelskin, except that the targets gain damage reduction 15/evil and epic.

Rallying Touch
Conjuration (Healing)
Level: Pal 5
Components: V, S, F/DF
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

By supercharging your hands with positive energy, you make them natural amplifiers for your healing energies. Whenever you lay on hands, the target heals as normal. In the next round, they heal additional hit points equal to 50% of the hit points you healed them for the round before. This takes no further expenditure of your lay on hands pool.

Focus

A white, transparent diamond filled with positive energy. This diamond must be filled on the Positive Energy Plane and can be worth no less than 5,000 gold.

Barachiel's Smite
Evocation [Electricity, Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 swift action.
Range: Personal.
Target: You.
Duration: 1 round or until expended.
Saving Throw: None.
Spell Resistance: No.

You channel the wrath and glory of the Herald of Celestia into your blade, which resonates when you smite evil. If you smite evil with this spell in effect, your blade explodes in heavenly lightning. Your smite deals an extra 5d6 points of lightning damage. The lightning damage produced by this spell ignores the lightning resistance and immunity of the target. In addition, the target hears an overwhelming burst from a trumpet. They must succeed on a fortitude save or be paralyzed for 1d4 rounds.

If you attempt to smite evil and miss, this spell is not expended. Once you successfully smite evil once, the spell is expended. If you do not smite a target within the duration, the spell fades and is wasted. In addition, if you smite a creature that is not evil, the spell is likewise wasted with no effect.

Eyes of Truth
Evocation [Good]
Level: Pal
Components: V, S, DF
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: 10 min/level.
Saving Throw: None.
Spell Resistance: No.

You channel the pure light of Chronias, revealing all lies. Your detect evil ability is treated seven levels higher to defeat opposed caster level checks against spells that would hide the alignment of a creature, such as nondetection. You also have a chance to overcome spells, abilities and magical items that hide alignment and do not normally allow a check to be overcome, such as mind blank or a ring of mind shielding. You make an opposed caster level check with a +7 bonus, if you match or exceed the caster level of the effect, it is overcome. For effects that do not have a caster level, use the total hit dice of the creature using it. In addition, the true form of disguised, polymorphed or otherwise altered evil creatures is seen as a ghostly image above the creature.

I'm really not sure about this PrC. I'm thinking about taking a few things as epic feats and turning to scrap. Honest point is that I simply don't like AoO focused builds and I have an inherent difficulty objectively analyzing and fine-tuning them.

Reactionary

Hit Die

d10

Requirements

Feats

Combat Reflexes, Supernatural Instincts.

Epic Feats

Improved Combat Reflexes.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+1Spellcasting harrier
2+2Supernatural disruption
3+3Tenacious pursuit
4+4Unrelenting counter
5+5Bonus feat, enhanced reach +5ft
6+6Homing instincts
7+7Flexible opportunity
8+8Opportunity of attack
9+9Double opportunity
10+10Bonus feat, enhanced reach +10ft

Spellcasting Harrier

At 1st level the <PrC name> gains Spellcasting Harrier as a bonus feat. If he already possesses this feat, he may choose another feat he qualifies for.

Supernatural Disruption (Ex)

When you successfully deal damage on an AoO caused by a supernatural ability (from your Supernatural Instincts feat), the target must make a concentration check or lose the action, as if it was a disrupted spell. The DC for this check is equal to the damage you inflict with your AoO. Supernatural abilities disrupted in this way are lost and wasted, plus if the ability has a limited number of uses, this disrupted use counts against the limit for it.

Tenacious Pursuit (Ex)

At 3rd level, the <PrC name> learns how to never let a foe go without one last lick. Whenever a foe uses a 5ft step or the withdraw action and you threaten them, they provoke an attack of opportunity. A successful AoO does not disrupt the action, unless it would do so due by killing the target or otherwise incapacitating them, such as by a property of the attack.

Unrelenting Counter (Ex)

At 4th level, the <PrC name> grows yet more skilled at his chosen art, able to hit targets normally defended from his reprisals. Any tumble check to avoid provoking an AoO from the <PrC name) automatically fails. Feats and abilities that allow you to ignore AoOs for moving or other actions that would normally provoke them, such as Spring Attack, are ineffective against the <PrC name>. Thus these moves provoke AoOs as normal against him.

Enhanced Reach (Ex)

The ability of the <PrC name> is so great that he can strike far farther than normal to punish his opponents with AoOs. The reach of the <PrC name> increases by 5ft at level 5 and every 5 levels thereafter.

Homing Instincts (Ex)

At 6th level, the <PrC name> now ignores cover and concealment for attacks of opportunity. Cover relative to your target does not stop your AoOs. Further, total concealment does not stop your attacks of opportunity, nor do you suffer any miss chance from concealment or total concealment. This applies to AoOs only, normal attacks still suffer the miss chance from concealment or total concealment.

Flexible Opportunity (Ex)

At 7th level, the <PrC name> can use one person's folly to strike another. Whenever a target provokes an AoO for you, you may use this AoO against any target you threaten.

Opportunity of Attack (Ex)

Whenever a target attacks the 8th level <PrC name> and he threatens the attacker, this action provokes an AoO. A target can only provoke one AoO per round in this fashion. You do not gain the benefit of this ability while in Robliar's Gambit or any other ability that causes normal attacks to provoke AoOs.

Double Opportunity (Ex)

At 9th level, your skills as a <PrC name> reach the utmost. Whenever a target provokes an AoO from you, you may make two attacks. They may be at different targets you threaten, thanks to your Flexible Opportunity ability.

Prismatic Touch
Evocation
Level: Duskblade 5, Sor/Wiz 5
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: Creature touched.
Duration: Instantaneous.
Saving Throw: See text.
Spell Resistance: Yes.

On casting this spell, your hand is surrounded with rainbow light. A successful melee touch attack blinds a creature of six or less hit dice for 2d4 rounds. In addition, they are affected as if targeted by a Prismatic Spray spell. Roll the results as normal and apply that to the target.

Black Ice Touch
Necromancy
Level: Duskblade 6
Components: V, S.
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Calling on the sigil of portals, you transform your hand into a momentary conduit to the quasi-elemental plane of Vacuum. Your touch attack deals 1d6 points of cold damage per level (maximum 15d6) and deals 1d4 negative levels to the target. These negative levels fade in one hour per caster level (maximum 15 hours).

Greater Ghoul Touch
Necromancy
Level: Duskblade 6
Components: V, S, M
Range: Touch.
Target: Creature touched.
Duration: Permanent.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.

This spell functions as Ghoul Touch, except as noted here. The paralysis and carrion stench are permanent. The carrion stench affects creatures in a 60ft radius of the target (except you).
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2012, 12:13:23 AM
Updating. What else needs to be added? The order listed isn't the order of priority, this is just keeping them all listed. Italics is in progress.

1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Talk to Tannin. (Currently away on Ithea's latest request.)
4. Find out about the devils with Afina's Queen and Tepen's soul so both can be liberated.
5. Find another green dragon so you can recruit Gisfal.
6. PCs get a weapon suitable for murdering Lixer.
7. Slaughter Lixer and take his stuff.
8. Save Ilsenine from the Bloodletting Peak.

Also, Adrian, Misalea and Drena will be unavailable until further notice due to a diplomatic trip to Mechanus. If you need anything from 'em, speak up now.
Title: Re: Random DM nagging.
Post by: Merc on February 03, 2012, 12:17:55 AM
We said they'd need money for a lawyer, do they have money on them? Taking money from Aurora funds? They come back briefly to get money when it comes up?
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2012, 12:24:53 AM
Good question. On checking? None of them have much cash, so giving them some money for this may indeed be required.
Title: Re: Random DM nagging.
Post by: Merc on February 03, 2012, 12:28:39 AM
How much does Morniel recommend? Aurora funds are 1,774g for reference.
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2012, 12:32:06 AM
Morniel would recommend 10,000 gold to start with. More may be needed depending on how complex matters become, but that's a good start.
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2012, 12:34:57 AM
Additionally, Adrian still has his old sword lying around. If funds are tight, he can sell that off for the greater good of the Crusade.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 03, 2012, 12:42:27 AM
I'm really excited that we know where the fairy queen is now.
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2012, 12:46:05 AM
Quote from: Yuthirin on February 03, 2012, 12:42:27 AM
I'm really excited that we know where the fairy queen is now.

Yes. Now the trick is finding a way to get her out in one piece, not to mention the whole problem of the Child of Lifasa.
Title: Re: Random DM nagging.
Post by: Corwin on February 03, 2012, 07:36:01 AM
Quote from: Anastasia on February 03, 2012, 12:46:05 AM
Now the trick is finding a way to get her out in one piece

Fairies reincarnate.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 02:06:28 PM
Cor, do you want the erinyes interrogated as normal?
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 02:21:35 PM
Also. Since the attempt to liberate Ilsenine is coming, I'd like a detailed plan. Who is participating, how and when? What spells will be used? Do you have any contingencies?
Title: Re: Random DM nagging.
Post by: Corwin on February 04, 2012, 02:26:12 PM
Let's do a different sort with them. The first form, 1A (http://www.soulriders.net/forum/index.php/topic,101967.msg1028261.html#msg1028261) to start with, and to not leave a stone unturned. Then, the following appendix:

1a. Who do you consider to be your master?
1b. What is the cause of your loyalty to that master?

2a. Are you a deserter like Tenraalus? (if no move to part 3)
2b. What is the punishment you are expected to face for said desertion?
2c. Is there any way for you to escape said punishment?
2d. Are there any allies you might turn to for help in escaping it?

3a. Have you betrayed the True King of Hell by choosing Jaela over Tenraalus and allowing the latter to be captured? (if no move to part 4)
3b. What is the punishment you are expected to face for said desertion?
3c. Is there any way for you to escape said punishment?
3d. Are there any allies you might turn to for help in escaping it?

4a. Has following any sort of Hellish truth ever brought you happiness?
Title: Re: Random DM nagging.
Post by: Corwin on February 04, 2012, 02:31:36 PM
The plan, as I understand it, is fairly simple. Here are the key points:

-We plane shift over while connected telepathically between each other and with an anchor back on the Aurora courtesy of Tepen.
-We split up, and Afina sneaks right next to Gathgorian's private quarters using invisibility, darkstalker, nondetection and the ability to phase through walls.
-Once we know she is in place, we use our information from Tenraalus to jump one of the cornugon patrols and annihilate it.
-Along with the PCs, Annalise and Hanna are on board. The latter triggers the defenses, and the 33 cornugons guarding Gathgorian's room rush towards their positions.
-Afina uses this chance to get the rest of the way inside and free/set free Ilsenine.
-Prior to this, Tylurn is contacted with instructions to betray the others for maximized chaos. My favorite option is having him instruct the lesser devils that the other cornugons are revolting and have them attack the cornugon masses from behind.

If this is generally acceptable, I will follow up on it with suggestions of spells and what not.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 02:38:36 PM
Quote from: Corwin on February 04, 2012, 02:31:36 PM-We split up, and Afina sneaks right next to Gathgorian's private quarters using invisibility, darkstalker, nondetection and the ability to phase through walls.

What's the exact wall-phasing ability used here?

Quote-Once we know she is in place, we use our information from Tenraalus to jump one of the cornugon patrols and annihilate it.

An outside patrol? A patrol on the outer yard or courtyard or somewhere else?
Title: Re: Random DM nagging.
Post by: Corwin on February 04, 2012, 02:48:55 PM
QuoteWhat's the exact wall-phasing ability used here?

I recall Eb talking about it. If I misunderstood, my apologies.

QuoteAn outside patrol? A patrol on the outer yard or courtyard or somewhere else?

You just told us they have patrols. But I figure with the knowledge we got, we could chance upon the outermost one and get surprise, then dispatch it with a bit of luck.
Title: Re: Random DM nagging.
Post by: Ebiris on February 04, 2012, 03:15:05 PM
SHADOW FORM
Illusion (Shadow)
Level: Assassin 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Shadows rise from the ground to envelop
you. The shadows easily move with you,
guiding your steps and how to hold your
body.
While this spell is in effect, you gain
a number of benefits. The shadows
wrapping your form grant you a +4
competence bonus on Escape Artist,
Hide, and Move Silently checks. Your
shadowy form also provides you with
concealment. This shadowy concealment
is not negated by a see invisibility
spell, but a true seeing spell counteracts
the effect. Standing within the radius
of a daylight spell or in bright natural
sunlight temporarily suppresses the
concealment effect.
In addition, if you have 5 ranks in
Escape Artist, you can attempt to slip
through a solid object or barrier up to
5 feet thick with a DC 20 Escape Artist
check, though doing this ends the spell
as soon as the attempt is completed
(regardless of success). If you have 10
ranks in Escape Artist, you can attempt
to pass through an object or barrier up
to 10 feet thick. If you have 15 ranks in
Escape Artist, you can attempt to pass
through a barrier composed of magical
force (or similar magical obstacles).
Material Component: A small piece
of black cloth taken from a funeral
shroud.

With all the walls being 9 feet wide this should be feasible.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 03:37:03 PM
Okay, duly noted all around. Anything else any of you wanna add or suggest?
Title: Re: Random DM nagging.
Post by: Corwin on February 04, 2012, 04:03:26 PM
Maybe Hanna can grab another Heal for this over the third extended Righteous Might? A couple Crowns of Flame, too, over those castings of Greater Command, and maybe a Dispel Law. Just a suggestion.

For our precast spells:
-I can use Greater Spell Immunity on Afina to ward her from Dictum, Blasphemy, Forbiddance and Power Word Stun, since who knows what she'll find there and she would be all on her own.
-I can use Fortunate Fate, Greater Heroism and then a regular Spell Immunity on myself and on Hanna, warding us both from Unholy Blight and Order's Wrath. I intend to cast Resist Energy x5 on myself to cover me from all the elements, and I'd offer to cover Hanna for fire and electricity and Annalise for fire if they can't do it on their own or someone on the Aurora doesn't volunteer to and saves me my spells.
-I plan to also precast Turn Anathema on myself, on top of my usual precasts (Magic Vestment x1, GMW x4, Divine Insight x1), and when we prepare to take on the devils I'm likely to cast Stone Body, Crown of Flame and Shield of Faith (those last for 17min). If we have a chance to before we strike, I would like to cast Holy Transformation and Righteous Might (those last for 17 rounds).

-If it comes down to a messy melee for us all, I will probably cast Holy Aura on everyone. Another option is a Light of Purity-assisted Turning against our enemies, which will heal everyone at the same time.
-If it's more of a sniping duel, blasting away with Holy Word and Lion's Roar would be fun, or other area spells such as Radiant Assault.
-Positioning-wise, I imagine Hanna being in the center (given she would be seen as the largest threat due to their instructions) with Annalise and myself flanking her, and Willim slightly ahead. Ithea can either be by his side to get AoOs on everyone charging at us, or behind to still be able to participate due to her greater range. Up to Merc and Yuth.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 04, 2012, 09:32:33 PM
Willim is designed to be a meat shield. This is fine with me!
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 09:38:47 PM
Since you're getting buffs straight ahead of time, have a paste ready for #thecauldron come game time. I'll check Hanna and Annalise's sheets tonight to see about any further buffing.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 11:23:29 PM
Annalise will offer Mage Armor and Superior Invisibility to any who need it, though she'd prefer not to cast too many Superior Invisibilities due to wanting some level 8 charges to blow. Hanna will pointedly decline Annalise's offer, and make a few other pertinent comments about her magic. This in turn leads to a few obvious snipes, and a comment that Hanna can keep her 'inferior magic from fickle, hypocritical powers' to herself. As that blows over, Hanna will offer Exalted Raiment to any good aligned character (doesn't work on non-good), as well as Freedom of Movement and Shield of Faith. If several people want Shield of Faith, she'll rejigger to memorize a Mass Shield of Faith.

Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 11:27:42 PM
Looking I suspect a Mass Shield of Faith is in the offing, since most of you have minimal/no deflection bonus to armor class.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2012, 11:30:53 PM
Further aside while reading sheets. For your armor class, make sure you note how the AC is tallied, like so.

AC: 39 (+1 size, +7 dex, +10 cha +1 natural armour, +3 dodge, +1 deflection, +6 armour) touch 32, flat-footed 19 (+5 dodge when moving 20 feet)

Doesn't have to be precisely like that, as long as I can look and see a breakdown of how your AC is tallied up. Thanks.
Title: Re: Random DM nagging.
Post by: Merc on February 04, 2012, 11:44:11 PM
Ithea will pre-cast RE(fire/electricity/acid) and GMW.

She can channel them for sharing, though for GMW I think the only one who benefits from that besides me is Yuth. Everyone else has a +4 weapon or better, I think.

Don't have preferences for who to share RE with (can share with three people).
Title: Re: Random DM nagging.
Post by: Merc on February 04, 2012, 11:49:13 PM
Quote from: Anastasia on February 04, 2012, 11:30:53 PMFurther aside while reading sheets. For your armor class, make sure you note how the AC is tallied.
Done.
Title: Re: Random DM nagging.
Post by: Merc on February 04, 2012, 11:51:39 PM
QuotePositioning-wise, I imagine Hanna being in the center (given she would be seen as the largest threat due to their instructions) with Annalise and myself flanking her, and Willim slightly ahead. Ithea can either be by his side to get AoOs on everyone charging at us, or behind to still be able to participate due to her greater range. Up to Merc and Yuth.
I'm okay in either position.
Title: Re: Random DM nagging.
Post by: Anastasia on February 05, 2012, 12:12:38 AM
Quote from: Merc on February 04, 2012, 11:44:11 PM
Don't have preferences for who to share RE with (can share with three people).

Annalise doesn't feel like she needs it and Hanna would rather cast it herself if she feels she needs it, as far as those two go.
Title: Re: Random DM nagging.
Post by: Corwin on February 05, 2012, 03:06:18 AM
A Mass Shield of Faith could work, although it's also not really necessary. Holy Aura offers deflection, and if anyone really needs it I can precast Shield of Faith normally.
Superior Invis-wise, Afina is probably the only one who could benefit from it, since the rest of us are the decoy.
Please have them ward from fire at the very least, I know they have regen but it's just dumb to ignore that it _hurts to be burned by fire_, they're not Dana. (I will rant IC, I really will!)
I'll pass on Mage Armor unless we come across ghosts.
Exalted Raiment isn't bad, but is Hanna sure she wants to offer it? Unhealable Str damage while going off to fight a hundred cornugons in Hell doesn't sound like a winning plan. I think it gives Sacred anyway, and I have Protection Devotion for that.

QuoteI'm okay in either position.

Go for the front, then, with Willim.

*  W  *   I   *
*  *   *  *   *
J   *  H   *   A

Say each symbol represents a 5ft square.
Title: Re: Random DM nagging.
Post by: Corwin on February 05, 2012, 08:53:39 AM
Some additional thoughts.

Close Wounds is a pretty useful immediate action lvl2 spell, and if Hanna has a casting or two of it, then along with mine it might prevent someone from dying.
How about Phantom Steeds? They're fragile, but also pretty quick and last for hours. With a base speed of 240ft and the ability to fly, we can cover those 9,999ft of dimensional lock pretty quickly. If we know of a spot where we can stop and leave them tethered near the outer wall, greater. If not, well... the cornugons attacking them means they're not attacking us.
Title: Re: Random DM nagging.
Post by: Ebiris on February 05, 2012, 11:09:17 AM
Afina doesn't need superior invisibility herself, but having a scroll of it to use on Ilsenine would make their extraction a whole lot simpler.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 12:57:37 AM
Quote from: Corwin on February 05, 2012, 08:53:39 AM
Some additional thoughts.

Close Wounds is a pretty useful immediate action lvl2 spell, and if Hanna has a casting or two of it, then along with mine it might prevent someone from dying.
How about Phantom Steeds? They're fragile, but also pretty quick and last for hours. With a base speed of 240ft and the ability to fly, we can cover those 9,999ft of dimensional lock pretty quickly. If we know of a spot where we can stop and leave them tethered near the outer wall, greater. If not, well... the cornugons attacking them means they're not attacking us.

She can memorize a few Close Wounds, she's gonna go make a temporary spell list for this excursion tonight.

Do any of you have access to Phantom Steed? It's bard and sor/wiz 3 and I know Annalise doesn't have it. Checking sheets none of you do, so you'd need someone like Tepen to cast it before you leave Aurora.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 12:57:52 AM
Quote from: Ebiris on February 05, 2012, 11:09:17 AM
Afina doesn't need superior invisibility herself, but having a scroll of it to use on Ilsenine would make their extraction a whole lot simpler.

Okay. If you want one go hop over to loot and purchase it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 12:59:19 AM
Reminder: The matter of funding the diplomatic trip to Mechanus remains. Adrian offered his old sword to sell if all else fails. I want a decision here before session start, or we'll begin the session figuring it out. It's been a bit lost in the preparatory shuffle, so let's get this resolved one way or another now.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 01:05:26 AM
Also, erinyes will probably not be interrogated until tomorrow night, as the thrust of questions towards them seem less involved with the Bloodletting Peak and more with whomever they serve. Depends on how much I get done in light of other DM work. If there's something you really need to know from them before this assault, speak up now before I go to bed in 2-3 hours.
Title: Re: Random DM nagging.
Post by: Merc on February 06, 2012, 01:17:17 AM
I think he's going to have to sell his sword, since the Aurora funds -are- lower than what their team is likely to need, and he's offering. I'd personally be okay with him getting his money back from those funds when they grow too.
Title: Re: Random DM nagging.
Post by: Corwin on February 06, 2012, 02:17:07 AM
QuoteDo any of you have access to Phantom Steed? It's bard and sor/wiz 3 and I know Annalise doesn't have it. Checking sheets none of you do, so you'd need someone like Tepen to cast it before you leave Aurora.

Only Kascha and Tepen should have it, but that's not really an issue. If we want to try it then we can make it work. For example, plane-shifting with Kascha to that warded place and then sending her back at the end, or having the steeds cast on the Aurora and then Gating to Avernus, whichever. If I'm the only one who cares about this or thinks it would be neat then we don't need to bother.

QuoteReminder: The matter of funding the diplomatic trip to Mechanus remains. Adrian offered his old sword to sell if all else fails. I want a decision here before session start, or we'll begin the session figuring it out. It's been a bit lost in the preparatory shuffle, so let's get this resolved one way or another now.

Does it really need to be decided RIGHT NOW? We're attacking Hell, and realistically it would only take a few in-game hours. Surely he can hold off for that long. If we all somehow wipe, then Adrian will just have to man up and decide on his own. I'd understand if we were taking an action that timeskips for a few weeks, but it's not really what is going on....

(and maybe we'll come across and kill someone with another expensive sword, problem solved)
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 02:28:27 AM
Quote from: Corwin on February 06, 2012, 02:17:07 AMDoes it really need to be decided RIGHT NOW? We're attacking Hell, and realistically it would only take a few in-game hours. Surely he can hold off for that long. If we all somehow wipe, then Adrian will just have to man up and decide on his own. I'd understand if we were taking an action that timeskips for a few weeks, but it's not really what is going on....

(and maybe we'll come across and kill someone with another expensive sword, problem solved)

If you want to wait pending that battle, that's a decision. It's up to you guys what the decision is, even if it's to wait to possibly gather money in another way. I don't want this hanging unresolved and then oh hey guys, we forgot about this!

Anyway, if your decision is to wait on this and see if this gets you booty to take care of the diplomatic expenses, that's fine.
Title: Re: Random DM nagging.
Post by: Corwin on February 06, 2012, 02:59:59 AM
From my understanding we are doing this the very next day after Afina and I returned from Hell, and the whole attack shouldn't last over an hour. I'm deciding to wait a day. I don't want Adrian gone while we're all gone as well, anyway.
Title: Re: Random DM nagging.
Post by: Ebiris on February 06, 2012, 03:27:32 AM
If we don't have the cash on hand to finance an embassy we shouldn't be sending one out, end of story. We'll do it when we have the money.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 08:52:44 PM
Congratulations!

The Child of Lifasa is no more. Your victory is an important step towards the eventual liberation of Lifasa. Take a moment to relax and enjoy the feeling of a hard won success.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 08:58:26 PM
Okay, resurrection chances for Willim. He's been dead less than a week so we use the first table. This gives a base 75% chance and the following modifiers are applied:

+10% if the deceased's death was premature or left affairs beyond. A young man's murder, a parent dying and leaving children behind to fend for themselves, a warrior with an unfinished holy quest are all fine examples. Spirits motivated above and beyond even this tend not to reach the Well of Souls, becoming ghosts instead.
-25% if a neutral but unconnected power attempts the resurrection. This applies to powers with no ties to the realm or god the deceased is going to pass onto - for example, a cleric of Mystra attempting to revive a follower of Hanali Celanil. This does not apply to friendly powers in the same group or alliance of powers at the DM's discretion: A cleric of Helm can raise a follower of Tyr just fine, for example.
-10% if the deceased is aware of his afterlife and welcomes it. This doesn't mean that he may be going to one of the Heavens, only that he's happy with his assumed final fate.

This assumes Hanna or the Jarl casts Resurrection. This gives a 50% chance of resurrection. If anything about this is wrong - you feel a modifier should apply or one listed shouldn't, or you're interested in Reincarnation(though I figured that was in jest) - say so now. Assuming not, poke me in #elysium and I'll direct you to your resurrection chance roll. Make sure I'm around, don't just roll it and assume I am. Post the results after.
Title: Re: Random DM nagging.
Post by: Merc on February 06, 2012, 09:00:14 PM
Quoteor you're interested in Reincarnation(though I figured that was in jest)
Reincarnate him, dammit! He wants to be an elf-troll! Or a dwarf-troll! Even an aasimar-troll!

...actually, the last one would be kind of awesome.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 09:01:24 PM
Angel trolls? Sure, why not?
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 09:03:45 PM
Also: If you see that I edited your sheet, Yuth, that was a mistake. I was on auto pilot and saw a typo, went to correct it and didn't realize it was a PC sheet. Was just a small spelling thing so don't worry about it. My mistake.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 06, 2012, 09:22:08 PM
Life me!
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 09:27:57 PM
I'm around, hop into#elysium and we'll roll.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 06, 2012, 09:39:09 PM
Quote from: Anastasia on February 06, 2012, 09:01:24 PM
Angel trolls? Sure, why not?

I'm okay with cambion and earth elemental trolls too.
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 09:51:55 PM
<Yuthirin> roll 1d100
* Hatbot --> "Yuthirin rolls 1d100 and gets 81." [1d100=81]

Willim is dead. Let us have a moment of silence for he who gave his life to ensure that the Child of Lifasa would not enslave an entire world.

...

Alright. Procedure here is as follows.

1. Post Willim's gear and possessions into loot, the party can sort that out themselves.
2. Remove Willim's post in PC sheets and place him here: http://www.soulriders.net/forum/index.php/topic,101930.0.html
3. The question of who you want to play next is open. If there is an NPC who particularly appeals to you and is set to Autobattle=Yes, you can pick them up if you'd like. This is entirely optional and they'll gain a level immediately to match up with the other PCs.
4. Otherwise, we look at rollchar. The procedure is the same as before, as detailed here: http://www.soulriders.net/forum/index.php/topic,101724.0.html In addition, your starting gold is now 260,000 gold.
5. Once you !rollchar, post your results and chosen set in here: http://www.soulriders.net/forum/index.php/topic,101723.0.html
Title: Re: Random DM nagging.
Post by: Merc on February 06, 2012, 09:57:04 PM
Can the moonflight thing be harvested from Willim's corpse? Do we need to visit Mistfall if it is possible? Knowledge check about that?

...

*pats Yuth also* >_>
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2012, 10:00:33 PM
No, it can't be.
Title: Re: Random DM nagging.
Post by: Merc on February 06, 2012, 10:01:34 PM
Curses!
Title: Re: Random DM nagging.
Post by: Yuthirin on February 06, 2012, 10:34:54 PM
Merc you jerk!
Title: Re: Random DM nagging.
Post by: Merc on February 06, 2012, 10:49:25 PM
What? I was just being practical! You weren't going to use them anymore!
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2012, 01:27:48 AM
Ilsenine will take a few days to post. I'm not up to fully constructing a character right now, I ran her on DM notes today. Her build is below if you're curious.

Pixie 4/Noble 16//Beguiler 20
Title: Re: Random DM nagging.
Post by: Corwin on February 07, 2012, 02:16:03 AM
Evil being vanquished for the time being, what are my chances of going on a fun ring redemption quest?
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2012, 02:24:52 AM
Ask me after our next decent session, be it tomorrow, Wednesday or Thursday. It'll depend on how things settle out from the Ilsenine thing and some ramifications.
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2012, 03:06:40 AM
Question. I had the cornugons act as a military unit in tactics. They used two and four person teams, fire support, artillery and generally worked as a coherent whole. I even subsumed personalities as part of the greater unit. Do you guys feel this game across well? It's no spoiler to say that they were well trained troops honed on the Blood War.

---

I want to post/finalize grouped monster rules. I've been experimenting with them the entire game and having them written and usable helps everyone.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 07, 2012, 03:22:40 AM
They fucked Willim up hardcore like that. Working together definitely raised their CR by a bit like that.
Title: Re: Random DM nagging.
Post by: Merc on February 07, 2012, 03:23:29 AM
They're devils. If they weren't organized, they'd be demons. So yeah, they came across devilishly well. Except for when those four broke away until we screeched at them with sonic damage. Those guys were losers.
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2012, 03:27:56 AM
Quote from: Merc on February 07, 2012, 03:23:29 AM
They're devils. If they weren't organized, they'd be demons. So yeah, they came across devilishly well. Except for when those four broke away until we screeched at them with sonic damage. Those guys were losers.

Wasn't their call to make, they got mental orders to come help within and form a line inside. Thank Jaela or whomever it was who suggested making a diversion.
Title: Re: Random DM nagging.
Post by: Corwin on February 07, 2012, 03:37:43 AM
Curse me, otherwise we could've killed a marshall and picked up nice stuff.

Anyway, I told you what I thought when you asked. The feel of it came through as intended. But boss mooks always feel very weird, when a faceless and nameless group of enemies is better than the elite PCs sent to take on them and their pals.

Out of curiousity, how many devils died inside?
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2012, 03:59:33 AM
21.

Pure coincidence for once, I rolled it out and just happened to get 21.
Title: Re: Random DM nagging.
Post by: Merc on February 07, 2012, 12:07:56 PM
Twenty-one is all powerful!
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2012, 03:19:36 AM
Things coming tomorrow

1. Ilsenine's stats. She's about 85% done, but I'm too tired to get through feats right now.
1a. A revised Fey domain, or perhaps an Unseelie and Seelie court domain set. Not sure. The Fey domain comes from the BoED and is set up for it, which doesn't really match the cosmology.
2. Epic Noble. It won't be hard since I did most of the work for Empress Sulia's build. Two feats for it are already in house rules from that.
3. Shapeshift feats since Yuth was asking about 'em. Various wild shape feats need to be examined and considered for conversion.
4. Maybe Epic Beguiler. I doubt I'll have time, but hope springs eternal.

This is on top of helping Yuth with his new PC and maybe, just maybe, doing a single scene or two. Don't bug me about it, I'll bug you if you're around and I'm in the mood.
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2012, 04:41:48 PM
Shapeshift and possible expansion feats go here. Text of shapeshift is in the spoiler for reference.

Spoiler: ShowHide
Benefit: 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. Druids pick animals from the terrain and climate they're most familiar with. For example, a druid from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they're identical. This is a supernatural ability.

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 you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score.

You keep 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.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. 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, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the Table: Increased Damage By Size.

If knocked unconscious or slain in shapeshifted form, you revert to your original form.

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting druid learns.

While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet.

At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites).

Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.

While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability).

At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.

Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.

While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement 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) as bonus feats whenever you are 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.)

While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 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 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet.

You gain damage reduction 5/slashing while in forest avenger form.

At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don't meet the normal prerequisites).

Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).

While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.

You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don't need to breathe while in elemental fury form.

At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites).


What needs to be taken away here is that each form isn't a set form or monster. It's a general guideline, you choose a shape and it all works the same mechanically. You basically trade your spellcasting for pre-packaged shapeshifted forms, which matches the design philosophy of the polymorph subschool. With that in mind, my first attempt at design is to make the shapeshift feats buffs for the pre-existing forms. Rather than reinventing the wheel, let's improve the wheel.

Feedback welcomed. Are these good? Too strong? Too weak? Let me know.

I'm not going to convert Natural Spell. It doesn't mesh with the design of the ACF, which goes out of its way to say Natural Spell doesn't work. Like polymorph subschool spells, it's a tradeoff. You lose your casting while changed, but you gain the powers of the form you transform into.

Frozen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on an icy appearance, as if partially made of ice. This grants all of your shapeshift forms the cold subtype, granting them immunity to cold and vulnerability to fire. In addition, your natural attacks in shapeshift form deal an extra 1d6 points of cold damage.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to fire or composed of fire, such as the fire elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Burning Shapeshift feat.

Deep Chill [Shapeshift]
Prerequisite: Frozen Shapeshift
Benefit: Your natural attacks while shapeshifted are so cold that they render foes numb, unable to effectively act. Any opponent stricken by your natural attacks and who takes cold damage from it must make a fortitude save (DC 10 + 1/2 hd + con modifier) or be slowed for 1 round, ending at the start of your next turn. An opponent can only be affected by this power once per round.

Burning Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on a burning appearance, as if partially made of fire. This grants all of your shapeshift forms the fire subtype, granting them immunity to fire and vulnerability to cold. In addition, your natural attacks set opponents on fire unless they pass a reflex save (DC 10 + 1/2 hit dice + con modifier). This follows all the rules for being set on fire, except that the reflex save DC to extinguish the fire is the same DC as above.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to cold or composed of ice or water, such as the water elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Frozen Shapeshift feat.

Blistering Fires [Shapeshift]
Prerequisite: Burning Shapeshift
Benefit: Foes set on fire by your natural attacks find themselves so pained that they cannot effectively defend themselves. As long as they are on fire, they suffer a -4 penalty to armor class and saving throws.

Exalted Shapeshift [Exalted, Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a glorious appearance, as if from the Heavens Above. This grants all of your shapeshift forms the benefits of the celestial template. For the sake of the smite evil ability, you may only use this once per day, no matter how many times you shapeshift.

Vile Shapeshift [Shapeshift, Vile]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a fiendish appearance, as if from the Depths Below. This grants all of your shapeshift forms the benefits of the fiendish template. For the sake of the smite good ability, you may only use this once per day, no matter how many times you shapeshift.

Mighty Shapeshift [Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: The enhancement bonuses to strength from your shapeshift ability rise by two. This applies to all forms; for example, your predator form now has a +6 enhancement bonus to strength and your aerial form has a +4 enhancement bonus to strength.
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2012, 09:31:59 PM
On returning to her quarters to prepare to her trip out, Jaela finds a scrap of parchment resting just outside her quarter's doors. It has a few words on it, then details an incantation, all written in 27's familiar hand.

They're coming. Stop them.

Repel the Crawling Ones
Abjuration
Effective Level: 3rd.
Skill Checks: Knowledge (Nature) DC 23, 2 successes.
Failure: Reversal.
Components: V, S, M.
Casting Time: 30 minutes.
Range: Touch.
Area: 100ft radius from touched point.
Duration: Permanent.
Saving Throw: See text.
Spell Resistance: No.

By drawing strange and non-linear symbols that repel vermin, you ward an area against intrusion by them. No creature of the vermin type can enter the warded area, by free will or by being forced. If attempted to be forced, the vermin will be pushed back by an equal force. Intelligent vermin are allowed a DC 23 will save to overcome this effect. A dispel magic effect can end this incantation. (Treat this incantation's caster level as 5 for the sake of this.)

Material Components

Oil and concentrated pungent smoke that costs no less than 200 gold.

Reversal

If the incantation is failed, vermin are instead inexorably drawn to the warded area.
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2012, 03:36:01 AM
Notes from around the horn:

Eb, what's your typical crafting price modification, all told? How much cheaper is it than standard?

Erinyes interrogations will be done tomorrow. I just didn't have it in me for whatever reason. If they aren't, Cor, kindly remind me until I do it.

Yuth, start thinking up a good story reason for your turtle to come to Aurora and join in. We can all spitball something together if you're having difficulty, the main goal is a smooth insertion. (Shut up)

Merc, if Adrian dies he's willing Ithea his sword.
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2012, 03:38:38 AM
Updating. What else needs to be added? The order listed isn't the order of priority, this is just keeping them all listed. Italics is in progress.

1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Find out about the devils so Tepen's soul can be liberated.
4. Find another green dragon so you can recruit Gisfal.
5. PCs get a weapon suitable for murdering Lixer.
6. Slaughter Lixer and take his stuff.

Any new ones to add to the pile post Ilsenine?
Title: Re: Random DM nagging.
Post by: Corwin on February 09, 2012, 03:41:57 AM
I'm not even sure how it would work, but doesn't Noble let our queen GI the stuff about Tepen's soul (who is the pit fiend that holds it, where is he, etc)? Or am I getting it wrong? If she had a chance to overhear it, we could aim for helping him out.

List the Mechanus trip? It's an NPC venture, but might as well?
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2012, 03:48:57 AM
Quote from: Corwin on February 09, 2012, 03:41:57 AM
I'm not even sure how it would work, but doesn't Noble let our queen GI the stuff about Tepen's soul (who is the pit fiend that holds it, where is he, etc)? Or am I getting it wrong? If she had a chance to overhear it, we could aim for helping him out.

That'll be touched on IC when Ilsenine holds court with Afina, Crystal and the other fey.

QuoteList the Mechanus trip? It's an NPC venture, but might as well?

It shall be updated when I update the list tomorrow, after everyone has a chance to speak up.
Title: Re: Random DM nagging.
Post by: Ebiris on February 09, 2012, 01:56:07 PM
Afina pays 35% of base item cost to make magical armour, magical weapons, and wondrous items.

Recruiting fey allies is now on the table with Ilsenine among us.

edit: sorry, price is halved first then 15% subtracted from that figure. Works out to... 42.5%
Title: Re: Random DM nagging.
Post by: Corwin on February 09, 2012, 06:09:14 PM
Feats are awesome, how about moving to the Pathfinder model of getting feats more frequently?

http://www.d20pfsrd.com/classes/character-advancement
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2012, 07:09:12 PM
Quoting this for Yuth and will add it to house rules, since he was curious about monk+animated shield shenanigans.

Quote-Does an animated shield negate the abilities of a Monk?

RAW grey area. It depends on how you want to interpret 'carries a shield' and if you feel it violates RAI. I'm fine with personally. Same with Battle Dancer. It works with Mystic Wanderer, as it only mentions armor and nothing about shields.
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2012, 07:12:24 PM
Quote from: Corwin on February 09, 2012, 06:09:14 PM
Feats are awesome, how about moving to the Pathfinder model of getting feats more frequently?

http://www.d20pfsrd.com/classes/character-advancement

No.

This is a fairly high power game already and it's gestalt. I'm not going to open things up even further by giving you guys more feats for free. If you need feats, go take some levels in fighter. Anyway, Pathfinder tends to water down each feat to compensate. Look at how the combat maneuver feats are handled in them versus the 3.5 incarnations. That's just way too much crap to bring in and frankly, you guys don't need more feats.
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2012, 07:15:04 PM
Updating. What else needs to be added? The order listed isn't the order of priority, this is just keeping them all listed. Italics is in progress.

1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Find out about the devils so Tepen's soul can be liberated.
4. Find another green dragon so you can recruit Gisfal.
5. PCs get a weapon suitable for murdering Lixer.
6. Slaughter Lixer and take his stuff.
7. Mechanus delegation, pending some cash.
Title: Re: Random DM nagging.
Post by: Merc on February 10, 2012, 12:28:43 AM
<Afina> Bad news on the traitors.
<Afina> They're unsummonable.
<Ithea> Laaaame
<Ithea> I'll want to hunt down survivors from my side of town then. I figured most of them just settled and made a new life for themselves so I wasn't going to bug them about joining the crusade/liberation front, but maybe someone there knows something about our catfolk traitor.

Dunno if you want me to have to find them or if I have a rough idea of where they might be, if they settled on whatever prime people from my area of Lifasa fled to or if they just kept world hopping like I did, etc.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 02:24:51 AM
Replies and content promised tonight will be done tomorrow, as I'm having a massively unproductive evening.
Title: Re: Random DM nagging.
Post by: Corwin on February 10, 2012, 07:05:19 AM
2 waits on you. Basically, as soon as Tannin is back with the info.
7 can go on their way, Dana is financing the expedition.
For 5, I think that my transmuting weapon should do the trick.
Title: Re: Random DM nagging.
Post by: Corwin on February 10, 2012, 07:35:18 AM
Any chance I can convince you to drop the feat tax on Sudden Quicken so it only requires Quicken?
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 07:37:02 PM
Yuth's spells since he wanted me to go over them.

Assume SRD spells are fine unless said otherwise.

1st level

Aquatic escape is fine. Camouflage is fine. Silvered Claws is fine; it's from the BoED but it's not a sanctified spell or anything like that. Thunderhead is fine and hilarious. Winged Watcher is fine. Spider Hand is fine. Odd source, but it's fine.

2nd level

Blinding Spittle is fine. Desiccate is fine but an odd spell for a water elemental, going for water control or something? Earthbind is fine. Halo of Sand is fine. Luminous Armor is out; that's sanctified magic and you need to be of exalted alignment to memorize those spells.

3rd level

Attune Form is fine. Arctic Haze is fine. Thornskin is fine. Spiritjaws is fine, but write up the attack block for them and have that ready on your sheet, including CMB for its grapple. No to Venomfire; heaps of uncapped acid damage per strike isn't a particularly well balanced spell.

4th level

Blast of Sand is fine. Superior Magic Fang is fine; bear in mind that your shapeshift forms give an enhancement bonus to your attack rolls so this should be 100% redundant. (See below for the text, since I bet you missed it, as Superior Magic Fang is self only) Do you have a way to use it on your companion or some other way to not make it un-worthwhile? Vortex of Teeth is fine.

5th level

Blizzard is fine.

6th level

Bite of the Werebear is fine. Superior Resistance is fine. No to Energy Immunity, it's on the banned spells list. It exists, but as an epic spell instead.

7th level

Master Earth is fine, do note it only works on the Material Plane and will likely be useless 99% of the time. Rain of Roses is fine, Tuxedo Kamen. Word of Balance is fine, but be aware that the HD based nature of those abilities tend to hobble them against powerful foes and it would be houseruled to have a saving throw like holy word and its kin are. Also the killed result is ignored as it is for holy word and its cousins.

8th level

Leonal's Roar is fine, see above with Word of Balance, all comments there would apply here. I'll post a little later about Frostfell, since that requires refreshing myself on the various mechanics from Frostburn. Stormrage is fine.

Shapeshift enhancement bonus text: [spoiler]

When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 07:38:53 PM
Quote from: Corwin on February 10, 2012, 07:35:18 AM
Any chance I can convince you to drop the feat tax on Sudden Quicken so it only requires Quicken?

Yeah, I'm fine with that. I'll rewrite it this weekend, it's hideously overpriced.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 07:41:05 PM
Quote from: Corwin on February 10, 2012, 07:05:19 AM
2 waits on you. Basically, as soon as Tannin is back with the info.
7 can go on their way, Dana is financing the expedition.
For 5, I think that my transmuting weapon should do the trick.

Yes, as soon as he returns; duly noted and make sure to detect the cost of the expedition in loot along with the figure given so I'm clear on it; okay then, I'll remove that one.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 07:45:59 PM
Quote from: Merc on February 10, 2012, 12:28:43 AM
<Afina> Bad news on the traitors.
<Afina> They're unsummonable.
<Ithea> Laaaame
<Ithea> I'll want to hunt down survivors from my side of town then. I figured most of them just settled and made a new life for themselves so I wasn't going to bug them about joining the crusade/liberation front, but maybe someone there knows something about our catfolk traitor.

Dunno if you want me to have to find them or if I have a rough idea of where they might be, if they settled on whatever prime people from my area of Lifasa fled to or if they just kept world hopping like I did, etc.

By your side of town you mean more catfolk, right? Okay, reading your profile I'd assume you'd have an idea. The catfolk survivors of your world decided to search for another world or place to call home. If you need to contact them, magic would be the best way. Sending to an individual you know or divinations to try and find them + teleportation or what have you could all work.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 07:52:08 PM
1. Get apples of Idun for the sage.
2. Save Elrisa's old allies from the human-dwarf alliance.
3. Find out about the devils so Tepen's soul can be liberated.
4. Find another green dragon so you can recruit Gisfal.
5. Slaughter Lixer and take his stuff.
6. Mechanus delegation, pending some cash.
7. Gather information on the nine traitors of Lifasa and bring them to justice.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 08:04:31 PM
Yuth's sheet is done or almost done, so it's audit time.

Re: Faith. What's Mother Ocean?

Init is at +10 ,but I only see a +5 dex modifier. Where do the other 5 points come from?

Mighty Shapeshift isn't officially a feat yet, but it'll probably stick around so it's fine to have.

Add Endurance to your feat list along with the other feats, instead of having it segmented off under racial powers.

No trapsense. Rogues automatically get the penetrating strike ACF in this game, unless you'd like to switch that back out for trapsense anyway?

Note how many times per day you can Stunning Fist and the DC for it?

Backstory looks good enough. Other PCs, any comments on it or ways to hook it in better? I give you guys some lassitude in this sort of thing, so by all means feel free to chime in suggestions. I'd prefer a smooth integration of the new PC, as much as possible.
Title: Re: Random DM nagging.
Post by: Merc on February 10, 2012, 08:17:21 PM
Suggestions on introducing Yuth's character to us, you mean?

1) When I go hunting for other catfolk for info, we could find Yuth there and possibly some others who might want to fight after hearing of Aurora

2) Whenever we go resolve the apple/love quest thing, he can pop in when the pixies try to  kidnap Jessica and ruin the whole thing. Yuth would carry the fine tradition of making cats facepalm that way, I'm sure.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 10, 2012, 10:18:45 PM
Quote from: Anastasia on February 10, 2012, 08:04:31 PM
Yuth's sheet is done or almost done, so it's audit time.

Re: Faith. What's Mother Ocean?

Tortles are spiritual creatures. They worship Mother Ocean, the protector: Father Earth, the life-bringer, Brother Shell, the warrior; and Sister Grain, the patron of farmers and fertility. The typical tortle hut contains a seashell shrine dedicated to at least one of these deities. The domains to which these deities can grant access are given on the following table.

Deity   Domains
Mother Ocean   Good, Healing, Protection, Water
Father Earth   Animal, Earth, Good, Strength
Brother Shell   Destruction, Fire, War
Sister Grain    Air, Plant, Sun

QuoteInit is at +10 ,but I only see a +5 dex modifier. Where do the other 5 points come from?

Quarterstaff has the Warning special property from MIC. In hindsight, I should have asked you about it. All it does is provide +5 to initiative checks. Cost is +1.

QuoteNo trapsense. Rogues automatically get the penetrating strike ACF in this game, unless you'd like to switch that back out for trapsense anyway?

Must've missed that, I'll correct it.

QuoteNote how many times per day you can Stunning Fist and the DC for it?

Sure.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 10:32:37 PM
Quote from: Yuthirin on February 10, 2012, 10:18:45 PMTortles are spiritual creatures. They worship Mother Ocean, the protector: Father Earth, the life-bringer, Brother Shell, the warrior; and Sister Grain, the patron of farmers and fertility. The typical tortle hut contains a seashell shrine dedicated to at least one of these deities. The domains to which these deities can grant access are given on the following table.

Deity   Domains
Mother Ocean   Good, Healing, Protection, Water
Father Earth   Animal, Earth, Good, Strength
Brother Shell   Destruction, Fire, War
Sister Grain    Air, Plant, Sun

Cosmologically, I'd interpret these as views of the various deities of the House of Nature - Lathander, Silvanus, Chauntea, Mielikki, Eldath and so forth. This happens a lot on various prime worlds; deities are called one thing but it's all the same powers adapted to the area's history and culture. For example, remember Jannath from Balmuria 2, the deity Janson and Aralla revered? Jannath is one such manifestation of that; Jannath is Chauntea worshiped in a more primal fashion with a strong tinge of earth mother/matriarchal views. In particular, this faith feels entirely nature-oriented, so the House of Nature is a natural fit.

Mechanically, if you have animal devotion, you need to revere a deity who offers the animal domain.

QuoteQuarterstaff has the Warning special property from MIC. In hindsight, I should have asked you about it. All it does is provide +5 to initiative checks. Cost is +1.

Okay.

I thought I ruled on the Warning property awhile back but I can't find any mention of it. Does this ring a bell for anyone?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 10, 2012, 10:37:28 PM
ACF Check!

-I noticed you didn't pick up any ACFs. No interest in them? Huge Water Elemental (Complete Mage pg 33, animal companion ACF) vs Dire Tiger is an option that I dunno if that might look interesting/thematic for you. Has more health and AC, and comes with improved evasion/link/devotion which the tiger doesn't. This could also potentially allow you to trade Handle Animal for Gather Information (as per the cityscape ACF), since you seem to want to put high ranks there, since you don't need to teach it tricks. The elemental won't improve past that point though, while the dire tiger would slowly pick up some of those special abilities, HD and armor.

Hoping you could get it to scale with level, because that would be super keen. Thematic AND delicious.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 10:46:58 PM
Quote from: Yuthirin on February 10, 2012, 10:37:28 PM
ACF Check!

-I noticed you didn't pick up any ACFs. No interest in them? Huge Water Elemental (Complete Mage pg 33, animal companion ACF) vs Dire Tiger is an option that I dunno if that might look interesting/thematic for you. Has more health and AC, and comes with improved evasion/link/devotion which the tiger doesn't. This could also potentially allow you to trade Handle Animal for Gather Information (as per the cityscape ACF), since you seem to want to put high ranks there, since you don't need to teach it tricks. The elemental won't improve past that point though, while the dire tiger would slowly pick up some of those special abilities, HD and armor.

Hoping you could get it to scale with level, because that would be super keen. Thematic AND delicious.

It would probably have some form of advancement in epic, like any other animal companion. I'd probably just have it start gaining normal animal companion benefits at level 21 and every 3 levels thereafter - +2 HD, +2 natural armor, +1 str/dex.

I'm fine with the ACF, as it's thematic and makes sense for you.
Title: Re: Random DM nagging.
Post by: Merc on February 10, 2012, 10:51:22 PM
As an aside regarding the elemental companion, it actually does scale, as it does pick up animal companion's special abilities (excepting multiattack), it just doesn't pick up the tricks/HD/armor/str/dex. Instead it grows in bursts every couple of levels.

If you wanted to take it into epic, since it increases in size every 6 levels (or gets improvements then if you choose not to increase it's size), that's a consistent scale of reference that Dune might want to use.
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2012, 10:56:15 PM
Mmm, that's true. It has two more bursts possible - greater and elder. (Not counting something epic like a primal elemental) That's a problem later into epic, but eh. Can be worked out either way.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 10, 2012, 11:30:46 PM
I can work with that.
Title: Re: Random DM nagging.
Post by: Corwin on February 11, 2012, 04:16:07 PM
Per your request~

Quote from: Anastasia on February 09, 2012, 03:36:01 AM
Notes from around the horn:

Erinyes interrogations will be done tomorrow. I just didn't have it in me for whatever reason. If they aren't, Cor, kindly remind me until I do it.

Quote from: Anastasia on February 10, 2012, 07:38:53 PM
Quote from: Corwin on February 10, 2012, 07:35:18 AM
Any chance I can convince you to drop the feat tax on Sudden Quicken so it only requires Quicken?

Yeah, I'm fine with that. I'll rewrite it this weekend, it's hideously overpriced.
Title: Re: Random DM nagging.
Post by: Anastasia on February 11, 2012, 08:11:37 PM
Is it alright if I remove the Bloodletting Peak questions from the devil questionnaires now?
Title: Re: Random DM nagging.
Post by: Ebiris on February 11, 2012, 08:14:18 PM
Go for it. May as well keep things neat.
Title: Re: Random DM nagging.
Post by: Anastasia on February 11, 2012, 08:14:40 PM
Fantastic.

Cor, Sudden Quicken was added to houserules.
Title: Re: Random DM nagging.
Post by: Anastasia on February 11, 2012, 10:15:29 PM
Spells. Here we go again.

2nd

Splinterbolt is fine. Ow.

4th

Boreal Wind is fine.

6th level

Fires of Purity is fine.

8th

Picking this up from before, let's not use Frostfell.
Title: Re: Random DM nagging.
Post by: Corwin on February 12, 2012, 12:54:38 AM
Eb, going to replace those with Tepen's attacker and traitors-related questions, or we'll be trying different means to get to them?
Title: Re: Random DM nagging.
Post by: Ebiris on February 12, 2012, 07:51:34 AM
I figure Tepen is covered by the questions we have about activities on Lifasa - if we can capture a devil who took part in or who knows another devil that took part in the attack on the Throne (I think that's where Tepen and Adrian were based, if not substitute it for wherever), we can use that to get a solid lead on the pit fiend responsible and take it from there.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2012, 02:17:58 PM
Yes, Tepen and Adrian were based around the Ascended Throne of Heaven.

Also, a yes or a no on the Bloodletting Peak question would be appreciated.
Title: Re: Random DM nagging.
Post by: Corwin on February 12, 2012, 03:42:57 PM
Quote from: Anastasia on February 11, 2012, 08:11:37 PM
Is it alright if I remove the Bloodletting Peak questions from the devil questionnaires now?

Yes, go for it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2012, 06:32:32 PM
Done.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2012, 06:33:59 PM
Yuth: Is your sheet+spells officially done? I'd like to give 'em another look over if everything's supposed to be final. Once I do, I'll want to talk to you about intro stuff.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 12, 2012, 06:48:22 PM
Yes, I believe I'm satisfied with them.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2012, 07:00:36 PM
Yuth's sheet review v999.

Attack and full attack isn't done. At the very least you have your quarterstaff and monk unarmed strike to add.

You trained diplo, okay. Now this probably isn't news to you, but in case you've missed it before, heads up. I don't follow the SRD standard diplomacy DCs and instead assign them on a case by case basis. This is probably something you already know.

Your jump score should have a -6 misc modifier. If your movement rate is below 30ft, you suffer a -6 penalty to jump for every 10ft it is. (-6 for 20ft, -12 for 10ft)

Open Lock was rolled into Disable Device, no need to have that 'round any more.

Your Swim score is missing the +8 racial bonus Tortles receive.

Go ahead and remove Frostfell from 8th level magic and select another spell.

Things look about done otherwise. More on IRC when I catch you.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2012, 09:03:19 PM
With the diplomatic trip paid for, Adrian, Misalea and Drena leave for Mechanus. They are officially away until further notice.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 12, 2012, 10:05:13 PM
Quote from: Anastasia on February 12, 2012, 07:00:36 PM
Yuth's sheet review v999.

Attack and full attack isn't done. At the very least you have your quarterstaff and monk unarmed strike to add.

Done. Added Stunning Fist DC as well.

QuoteYou trained diplo, okay. Now this probably isn't news to you, but in case you've missed it before, heads up. I don't follow the SRD standard diplomacy DCs and instead assign them on a case by case basis. This is probably something you already know.

Yeah, I noticed that. Having it as a representative of my tribe is a good thing. It makes thematic sense and it's still pretty useful.

QuoteYour jump score should have a -6 misc modifier. If your movement rate is below 30ft, you suffer a -6 penalty to jump for every 10ft it is. (-6 for 20ft, -12 for 10ft)

I keep forgetting about Jump. Fixed.

QuoteOpen Lock was rolled into Disable Device, no need to have that 'round any more.

Done.

QuoteYour Swim score is missing the +8 racial bonus Tortles receive.

Realized that last night, yeah.

QuoteGo ahead and remove Frostfell from 8th level magic and select another spell.

I thought I did?
Title: Re: Random DM nagging.
Post by: Anastasia on February 13, 2012, 08:28:01 PM
This came up in chat today so I'll put this out there. If any of you are interested in trying to knowledge check any of the nine traitors, speak up and say which one(s) interest you. The most useful skill will be K:L for a Lifasan region, but other skills may be useful as well. The DCs vary considerably depending on which region of Lifasa you come from and other factors, FYI.

Tepen, being knowledgeable and from Lifasa, is going to make some checks.

> roll 7#1d20+33
* Hatbot --> "Kotono rolls 7#1d20+33 and gets 312." [7#1d20+33 = 42, 50, 41, 47, 41, 38, 53]
> roll 1d20+33
> roll 1d20+33
* Hatbot --> "Kotono rolls 1d20+33 and gets 34." [1d20=1]
* Hatbot --> "Kotono rolls 1d20+33 and gets 38." [1d20=5]

Tepen has heard of Harkin. Harkin Banestrom, a wandering human noble. He left a comfortable life to take to the road. There wasn't anything unusual about him when he left, but that was years before Lifasa fell.

Tepen has heard of Mala. A tiefling from far away, he recalls hearing of him/her(Mala's gender is uncertain based on what Tepen recalls, assumed female for now due to names ending in a usually being feminine) as a troublemaker in faraway Janspu. As the tiefling lands had more trouble than is normal in Lifasa, this doesn't mean all that much. In any case, Tepen heard of her from his wizardly studies. Mala is apparently a wizard of some considerable skill.

Title: Re: Random DM nagging.
Post by: Merc on February 13, 2012, 08:37:44 PM
Well, nobody besides Tepen even has K:L(Lifasa) anyway. I'd figure we'd want to try on all of them either way if there's a relevant skill for them.

I would have definitely tried on the catfolk at least.

Edit: Would Collector of Stories skill trick allow me to make untrained checks in the worst case where another relevant skill wasn't available?
Title: Re: Random DM nagging.
Post by: Anastasia on February 13, 2012, 09:56:16 PM
Make an int check on the catfolk, then. If you have ranks in K:A you can make it for Yian the dragon and K:N allows for Willah the nymph.
Title: Re: Random DM nagging.
Post by: Merc on February 13, 2012, 09:59:47 PM
Hatbot --> "Merc rolls d20+6+2 (Int-check, with cunning knowledge for catfolk) and gets 13." [d20=5]

Hatbot --> "Merc rolls d20+28+2 (K:A, with cunning knowledge for dragon) and gets 50." [d20=20]

Hatbot --> "Merc rolls d20+21+2 (K:N, with cunning knowledge for nymph) and gets 24." [d20=1]

Add +5 to all of those if collector of stories applies.
Title: Re: Random DM nagging.
Post by: Anastasia on February 13, 2012, 10:13:45 PM
Ithea has yeard of Yian. A sour red dragon with a penchant for servants and solitude, he had little to no role in Lifasa for hundreds of years before the fall. Of note, Ithea recalls that he had a monastery of monkly devotees and servants, and was said to train them in humanoid form. A dragon with martial arts just isn't fair, dammit. His devotees were/are known as the Initiates of the Draconic Mysteries.
Title: Re: Random DM nagging.
Post by: Merc on February 13, 2012, 10:19:49 PM
Any way to find out if the monks were betrayed and died/captured/fled same as everyone else, or if they left with their master and still follow him?
Title: Re: Random DM nagging.
Post by: Anastasia on February 13, 2012, 10:35:55 PM
Good question! Tannin could look into this once he's back, if you like. He's currently investigating Glitterrock.
Title: Re: Random DM nagging.
Post by: Merc on February 15, 2012, 03:42:41 PM
<Ithea> When we get into epic, I need to make/get an evasion based feat that allows me to evade into damage to save someone who fails their evasion roll and get a morale bonus out of taking damage that would have killed the other person. Ithea has got to be getting a complex out of this.
* Infinite_Ko_Loop nods.
<Infinite_Ko_Loop> Yes, no kidding. Make a not eof that in nagging.
<Ithea> I'd say pre-epic, but that sort of thing sounds epic feat level honestly.
Title: Re: Random DM nagging.
Post by: Anastasia on February 15, 2012, 04:01:45 PM
Quote from: Merc on February 15, 2012, 03:42:41 PM
<Ithea> When we get into epic, I need to make/get an evasion based feat that allows me to evade into damage to save someone who fails their evasion roll and get a morale bonus out of taking damage that would have killed the other person. Ithea has got to be getting a complex out of this.
* Infinite_Ko_Loop nods.
<Infinite_Ko_Loop> Yes, no kidding. Make a not eof that in nagging.
<Ithea> I'd say pre-epic, but that sort of thing sounds epic feat level honestly.

Keep that in mind and remind me. I'll see what I can come up with.
Title: Re: Random DM nagging.
Post by: Anastasia on February 15, 2012, 04:04:19 PM
Tom needs a resurrection. His base roll is 75%.

+10 for leaving affairs behind.
-25 for a neutral power.

Odds of 60%.

> roll 1d100 vs 60%
* Hatbot --> "Infinite_Ko_Loop rolls 1d100 vs 60% and gets 80." [1d100=80]

Tom is off to kitty heaven, I'm afraid.
Title: Re: Random DM nagging.
Post by: Merc on February 15, 2012, 04:11:46 PM
Was the solar's name "Jerry"?
Title: Re: Random DM nagging.
Post by: Anastasia on February 15, 2012, 04:33:58 PM
No. I'm almost tempted now, but no.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 15, 2012, 04:58:06 PM
Alas.

[14:55] * Hatbot --> "Muirfinn rolls 1d20+29 and gets 35."12 [1d20=6]

For info on Willah
Title: Re: Random DM nagging.
Post by: Corwin on February 15, 2012, 05:55:28 PM
Some stuff I bugged Dune about, and listed here for posterity:

Divine Metamagic ACF from Complete Mage is not eligible.

Items-wise:

SRD: Bead of Karma, Orange Ioun Stone are okay.
CC: Periapt of Redemption p140, Special Holy Symbol/Silver Badge of Corellon Larethian (now Silver Badge of Angharradh) p134 are okay.
MIC: Boots of Temporal Acceleration p79 were priced at x2 listed price.

I'd like opinions on the following items:

CC: Helm of Righteous War p139, Blade of Righteous War (can it be a spear?) p137, Bastion of Righteous War p136 need vetting. They're so cool!
MIC: Armbands of Might p72, Belt of Battle p73, Boots of the Battle Charge p76, Bracers of Opportunity p81, Circlet of Rapid Casting p86, Counterstrike Bracers p90, Crystal Mask of Dread p91, Crystal Mask of Knowledge p90, Crystal Mask of Languages p90 (these can come in Eyepatch of Power form, right?), Dispelling Cord p94 (a counterspell item!), Greatreach Bracers p108-109, Quicksilver Boots p119, Reciprocal Bracers p120, Reliquary Holy Symbol p120-121, Torc of Displacement p143, Torc of Heroic Sacrifice p143, Torc of the Titans p143, Transposer Cloak p144, Vampiric Torc p144-145.
Title: Re: Random DM nagging.
Post by: Anastasia on February 15, 2012, 06:34:09 PM
Helm of Righteous War is fine on paper, though it strikes me as being a bit on the underpriced side. I'll crunch the numbers later and see. The blade strikes me as being overpriced instead - is a turn for +4 on crit confirms really worth over 8k gold? The Bastion is probably okay - I'd really like to see how they came to the price of it though - but it's not particularly objectionable. In any case I don't really have any problem with the set overall. God only knows you're pulling your turn undead pool four or five different ways now. Edit: They'll work at face value for pricing. They're all some manner of off, but I think they cancel out together.

Note that all MIC things are assumed to have a x2 price multiplier unless said otherwise.

Armbands of Might are fine.

No to the Belt of Battle, don't really want to start handing out charged items that grant immediate extra turns like that.

Bracers of Opportunity are fine, though combo so well with your build that it gets an eyebrow raised.

No to the circlet of rapid casting, same reasons as I discourage rods of quicken spell.

Counterstrike bracers are fine.

Crystal Mask of Dread is fine. In fact, it's actually priced correctly so the price isn't doubled.! Amazing.

Crystal Mask of Knowledge is likewise fine and doesn't double its price.

Crystal Mask of Languages is fine.

Yes, they can come in eyepatch form - they'd take up the same face slot as the crystal masks.

Dispelling Cord is fine.

Greatreach Bracers are fine.

No on Quicksilver boots - they look like a buyable travel devotion, let's not do that.

Reciprocal bracers are fine.

No to the Reliquary Holy Symbol. It's not a bad item, but it's too close to Nightstick shenanigans for my tastes.

Torc of Displacement is fine.

Torc of Sacrifice is fine. Note that I'll follow the intent of the item - the damage you take is non-typed damage you can't avoid or negate, even to the point of counting as lethal damage if you have regeneration.

Torc of the Titans is fine, but probably some shade or another of underpriced, beyond even normal MIC means. I'll do some math on that one, but +5 morale for 3,300 strikes me as way out of line. Even 6,600 doesn't feel right.

Transposer cloak is fine.

I'm going to say no to the Vampire Torc for now. The problem is that getting HP of physical attacks is hard to balance, I'd really need to take a look at it before committing to anything.
Title: Re: Random DM nagging.
Post by: Corwin on February 16, 2012, 07:08:54 AM
So, theoretically, if I wanted to make Bracers of Battle they would go like this?

Bracers of Battle: Armbands of Might p72 [4,100gp x2], Bracers of Opportunity p81 [2,300gp x2], Counterstrike Bracers p90 [2,500gp x2], Greatreach Bracers p108-109 [2,000gp x2], Reciprocal Bracers p120 [5,000gp x2]

5,000x2 + 2,000x2x1.5 + 2,500x2x1.5 + 2,300x2x1.5 + 4,100x2x1.5 = 10,000 + 6,000 + 7,500 + 6,900 + 12,300 = 42,700gp => 18,174.5gp (Afina crafting, 15% discount)
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 08:21:28 PM
I'd have to check the math but that looks right. Someone's going to want multiaction once epic rolls 'round.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 08:24:32 PM
DM NAGGING INCOMING

I've been off and on toying around with converting to some manner of spell point system. I already favor using spontaneous casters instead of prepared casters, and this would push things even further in that direction. Is there interest at all? Like or dislike? Let me know.

This is all purely in the realm of what if right now. No change is immediately incoming, but I've been considering this for awhile. It'll be a considerable effort, so if there is no interest or opposition, say so.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 16, 2012, 09:50:56 PM
It could be really cool?
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 10:00:21 PM
Quote from: Yuthirin on February 16, 2012, 09:50:56 PM
It could be really cool?

I'm thinking about borrowing large chunks of material from psionics, they do the same basic thing with power points.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 16, 2012, 10:49:52 PM
They do. PP are also used to enhance powers to keep them competitive at later levels.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:14:40 PM
Quote from: Yuthirin on February 16, 2012, 10:49:52 PM
They do. PP are also used to enhance powers to keep them competitive at later levels.

Yes. It's a fairly big paradigm shift, enough to where I don't want to do it unless people are interested.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 16, 2012, 11:16:35 PM
It's got my vote, though that should be obvious by now. It'd kind of require a complete rewrite of how all spells work everywhere. I suppose. That's a hell of an undertaking.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:17:30 PM
Quote from: Yuthirin on February 16, 2012, 11:16:35 PM
It's got my vote, though that should be obvious by now. It'd kind of require a complete rewrite of how all spells work everywhere. I suppose. That's a hell of an undertaking.

Not really. I'm not looking to convert spells to psionics style. I'm simply looking for a spell charges/spells memorized shift over to spell points instead.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 16, 2012, 11:18:41 PM
Well, if you think you can make it work, I'm in.
Title: Re: Random DM nagging.
Post by: Merc on February 16, 2012, 11:21:33 PM
Well, if you do go with spell points, I'd have to find a new feat since that's kind of what Versatile Spellcaster does. You'd have to make some new spell point tables too, since there's only tables for the core classes.

Also, how would arcane strike translate to that? Just use up relevant amount of spell points for spell level that you'd sac?
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:23:45 PM
Quote from: Merc on February 16, 2012, 11:21:33 PM
Well, if you do go with spell points, I'd have to find a new feat since that's kind of what Versatile Spellcaster does. You'd have to make some new spell point tables too, since there's only tables for the core classes.

Also, how would arcane strike translate to that? Just use up relevant amount of spell points for spell level that you'd sac?

Versatile Spellcaster would need to be retrained, yeah. Spell point tables aren't hard to make and I figure I'll need to make them in any event. So no big.

Arcane Strike would probably translate to the number of spell points needed for a spell of that level, yes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:25:14 PM
For reference, there would probably be three spell point progression tables, to match bab. Poor (Paladin, Ranger, ect), Medium (Bard, Duskblade, probably Chameleon though who the fuck knows there) and Good (Wizard, Sorcerer, Cleric, ect). Keep it simple.
Title: Re: Random DM nagging.
Post by: Merc on February 16, 2012, 11:33:35 PM
If that's your plan, I'm against spell points!

I'd point out that duskblades get a hell of a lot more spells/day than bards do, even if they only get up to level 5 spells instead of level 6.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:35:27 PM
Mmm, true. A fair point. Okay then, it probably would need more unique tables.
Title: Re: Random DM nagging.
Post by: Merc on February 16, 2012, 11:46:52 PM
A lot of classes/PrCs deserve unique spell point tables if the switch is made, though in this particular game the only two classes that should require unique tables at the moment are duskblades (me) and beguiler (Ilsanine).

Sorcerors are actually not a 'good' table, they get their own table that's better than cleric/druid/wizard because they get limited spells known. More focused spellcasters like beguiler/warmage/dread necromancer would probably get slightly more points for the same reason.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:52:40 PM
Ilsenine. Sorry, I try and stomp out misspellings when I notice them. Anyway.

I'm not strictly using the spell points variant from the SRD for my frame of reference, if that matters.
Title: Re: Random DM nagging.
Post by: Merc on February 16, 2012, 11:54:17 PM
Fair enough. Those spell point tables do actually give less spells/day strictly on a cost basis to the tables, but that's mostly due to the flexibility of casting. That aside, I do still think duskblades should get more spell points than bards, and focused spell-list casters should get more spells than sorcs.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2012, 11:56:04 PM
Yeah, right now it's all in the fiddling stages. Fair enough.
Title: Re: Random DM nagging.
Post by: Ebiris on February 17, 2012, 03:24:28 AM
I have no idea? I guess if it works for you then great, I just dunno how it'd play out so can offer no opinion.
Title: Re: Random DM nagging.
Post by: Ebiris on February 17, 2012, 04:36:53 AM
On reflection, though, if it's to remain balanced it's a bit like six of one and half a dozen of the other, so why bother?
Title: Re: Random DM nagging.
Post by: Corwin on February 17, 2012, 06:39:59 AM
Quote from: Anastasia on February 16, 2012, 08:21:28 PM
I'd have to check the math but that looks right. Someone's going to want multiaction once epic rolls 'round.

Everyone wants multiaction, although I'm intending to have more options available, not so much have them all work at once.

Quote from: Anastasia on February 16, 2012, 08:24:32 PM
DM NAGGING INCOMING

I've been off and on toying around with converting to some manner of spell point system. I already favor using spontaneous casters instead of prepared casters, and this would push things even further in that direction. Is there interest at all? Like or dislike? Let me know.

This is all purely in the realm of what if right now. No change is immediately incoming, but I've been considering this for awhile. It'll be a considerable effort, so if there is no interest or opposition, say so.

A second (third?) expression of opposition to this.
Title: Re: Random DM nagging.
Post by: Corwin on February 17, 2012, 06:55:48 AM
I saw it come up in #e so I'll elaborate on that. My original plan for the diplo trip, Afina aside, was:

1. Crystal, 2. Hanna and Annalise, 3. Tannin and Morniel

The list just kept on getting expanded each time the plan advanced to execution. This assumes they all still want to go and all can go, same as they did when I originally asked them.

---

That aside, can we try to settle the 21 bit first thing today? Even if it just ends with Sylvie going 'I need to think about it' or whichever. I don't want to be distracted over it.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 17, 2012, 12:31:57 PM
Ko, there's a couple of questions that I have for you regarding some spells.

Firstly, I found a spell called Last Breath in Masters of the Wild that looked useful, and I wanted to know if it would be useable and if the standard ressurrection rules would apply.

Secondly, is there a difference between most ressurrection spells and True Ressurrection in your world? This has been scratching at the inside of my head for a while, but I only seem to remember it when I bed down for the night. I wrote it down last night to remind myself. o_o
Title: Re: Random DM nagging.
Post by: Corwin on February 17, 2012, 12:43:13 PM
Pretty sure Dune banned a cleric spell that did exactly that (Revivify). Both are in the Spell Compendium.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 17, 2012, 01:12:03 PM
Damn.
Title: Re: Random DM nagging.
Post by: Corwin on February 17, 2012, 01:40:37 PM
I have a spell question myself. Adept Spirit, p98 Magic of Incarnum. Is it eligible? Is it eligible to only those who have the Incarnum Spellshaping feat?

For the Dispelling Cord (MIC p94), can it come in a version that does activation as a free action instead of a swift one?
Title: Re: Random DM nagging.
Post by: Corwin on February 17, 2012, 04:28:11 PM
Is there a sort of Code of Conduct for an Anarchic character? An Exalted one? If not a code of 'what to do', how about a code of 'what not to do'? I think it would be very helpful, with the accepted caveat that things can't be neatly summarized into a few short lines. Still, as a general guideline it would be priceless, Dune.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 06:15:28 PM
Okay, no go on spell points then.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 08:05:03 PM
Quote from: Yuthirin on February 17, 2012, 12:31:57 PMSecondly, is there a difference between most ressurrection spells and True Ressurrection in your world? This has been scratching at the inside of my head for a while, but I only seem to remember it when I bed down for the night. I wrote it down last night to remind myself. o_o

Just Resurrection. It's in Resurrection Rules in houserules, I'll paste it here. It works a lot like True Resurrection but is contingent on divine will and uncertain chances. (Aside, if druids get the res line(forget if they do), they'd get access to this spell too. Do they get it or is it just reincarnate for them?) Generally this spell has to be specially requested and granted by a deity to do so. I've been ignoring this for Healers (and thus the Jarl) half on accident and half on purpose.  I sort of like that, I admit, since it gives the Healer another reason to exist. I digress, though.

Resurrection[spoiler]

Resurrection
Level: Clr 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

This spell raises the dead. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Status conditions are removed unless stated otherwise. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell cannot resurrect elementals or outsiders,nor can it resurrect constructs or undead creatures. In any case, the creature must succeed on a resurrection chance check or the spell fails.

This spell cannot be selected freely. A cleric can request it if they wish, but only their patron can decide if it should be allowed. At other times, a suitable cleric will find themselves granted with this spell, often with a stark vision of what is to be done with it.

Material Component

A droplet of fresh blood from the caster, to symbolize the rebirth given from the Gods.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 08:11:00 PM
Quote from: Corwin on February 17, 2012, 01:40:37 PM
I have a spell question myself. Adept Spirit, p98 Magic of Incarnum. Is it eligible? Is it eligible to only those who have the Incarnum Spellshaping feat?

For the Dispelling Cord (MIC p94), can it come in a version that does activation as a free action instead of a swift one?

Yes, it requires Incarnum Spellshaping. Any spell with the Incarnum descriptor does.

Not without rebalancing it and reworking it entirely. It's possible, but the resulting cord would likely be markedly more expensive. I'd have to figure out how they priced it and work from there. Hold on a few for that.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 09:32:53 PM
Quote from: Corwin on February 17, 2012, 04:28:11 PM
Is there a sort of Code of Conduct for an Anarchic character? An Exalted one?

No and no. Not in the sense that you're getting at, I think. There's no grand code that every Exalted person checks. I use guidelines usually and analyze behavior, choices and actions for each one. A few guidelines:

1. Make a good faith effort to ascribe to the spirit of that alignment.
2. Avoid acts of the other alignment, and neutral acts when possible. When you must choose between an easy neutral act and a hard good one, an exalted character does the good one every time.
3. Being an extreme alignment is a choice. It is an effort, a dedication. It does not mean one is free of sin or failure.

For what it's worth, I think Jaela hits one and three for exalted. Two is arguable, depending if you feel laying with Annalise (and sexual relations, from my understanding) is evil or not. I've largely avoided more information on this one on purpose, beyond noting that the Triune Goddess is giving you a fair deal of leeway here, as is the Seladrine. I think she hits all three for anarchic, to the point of possible detriment to other things.

Afina? Doesn't strike me as anarchic as much as fey. Her alignment is a result of her fey lifestyle and role more than defining her. She's not that sort of character. I could see her sliding more and more into evil without much change if she went Unseelie or anything like that.

Ithea's chaotic neutral, but but doesn't really pass muster into anarchic. The drive for that isn't there, nor is any dedication.

QuoteI think it would be very helpful, with the accepted caveat that things can't be neatly summarized into a few short lines. Still, as a general guideline it would be priceless, Dune.

It's generally a judgment call.
Title: Re: Random DM nagging.
Post by: Merc on February 17, 2012, 09:56:49 PM
QuoteIthea's chaotic neutral, but but doesn't really pass muster into anarchic. The drive for that isn't there, nor is any dedication.
I'm very dedicated! I'm just not dedicated to extreme silliness! =p
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 09:59:45 PM
Quote from: Merc on February 17, 2012, 09:56:49 PM
QuoteIthea's chaotic neutral, but but doesn't really pass muster into anarchic. The drive for that isn't there, nor is any dedication.
I'm very dedicated! I'm just not dedicated to extreme silliness! =p

Snerk. Somewhere a slaad just got annoyed. Maybe.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 10:08:42 PM
Re: Sunday gaming.

I think I'm going to try this for this Sunday, at least for Muirfinn and Ithea, so they can get some delayed things done. We'll see how that goes and I'll decide if this is needed on a more permanent basis.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 17, 2012, 10:12:16 PM
Quote from: Anastasia on February 17, 2012, 08:05:03 PM
Quote from: Yuthirin on February 17, 2012, 12:31:57 PMSecondly, is there a difference between most ressurrection spells and True Ressurrection in your world? This has been scratching at the inside of my head for a while, but I only seem to remember it when I bed down for the night. I wrote it down last night to remind myself. o_o

Just Resurrection. It's in Resurrection Rules in houserules, I'll paste it here. It works a lot like True Resurrection but is contingent on divine will and uncertain chances. (Aside, if druids get the res line(forget if they do), they'd get access to this spell too. Do they get it or is it just reincarnate for them?) Generally this spell has to be specially requested and granted by a deity to do so. I've been ignoring this for Healers (and thus the Jarl) half on accident and half on purpose.  I sort of like that, I admit, since it gives the Healer another reason to exist. I digress, though.

Resurrection[spoiler]

Resurrection
Level: Clr 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

This spell raises the dead. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Status conditions are removed unless stated otherwise. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell cannot resurrect elementals or outsiders,nor can it resurrect constructs or undead creatures. In any case, the creature must succeed on a resurrection chance check or the spell fails.

This spell cannot be selected freely. A cleric can request it if they wish, but only their patron can decide if it should be allowed. At other times, a suitable cleric will find themselves granted with this spell, often with a stark vision of what is to be done with it.

Material Component

A droplet of fresh blood from the caster, to symbolize the rebirth given from the Gods.

Druids have Greater Reincarnate in a splatbook somewhere, MotW? I think.

So TR DOES exist, but it's a superdivine spell? I can live with that.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2012, 10:15:39 PM
Greater Reincarnate is probably fine pending checking it.

True Resurrection is essentially Resurrection, the paradigm shifted. Anything else generally falls into divine intervention and isn't worth codifying with a spell. The practical difference is nil and none.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 17, 2012, 11:19:20 PM
GR is the same, just giving some control over what they reincarnate as.
Title: Re: Random DM nagging.
Post by: Anastasia on February 18, 2012, 01:43:46 AM
Quote from: Yuthirin on February 17, 2012, 11:19:20 PM
GR is the same, just giving some control over what they reincarnate as.

It's True Reincarnate and it's in Masters of the Wild. I'm fine with it. Same res chance applies to reincarnations, though, bear in mind.
Title: Re: Random DM nagging.
Post by: Anastasia on February 18, 2012, 02:12:38 AM
Updated Tannin's reports. This one wasn't too deep since the info was given IC and it's ultimately unremarkable as far as you can tell.
Title: Re: Random DM nagging.
Post by: Corwin on February 18, 2012, 03:07:52 PM
As followup on alignments (http://www.soulriders.net/forum/index.php/topic,101729.msg1031658.html#msg1031658), can you help me understand the meaning of the distinction, say like in the following example? It seems commonly accepted that a good paladin will generally hold himself to a higher standard than a regular good character. So how would he compare to an exalted one? To an exalted paladin? All following the same deity/ideals, to avoid the apples and oranges situation. With the chaotic/anarchic response, you seemed to suggest that the extreme means you are partially blinded to opposing ideas or pursue your own so strongly that you ignore such things. Is that a correct understanding? It's essentially zealotry, without the negative connotation of the term?

Quote from: Anastasia on February 17, 2012, 08:11:00 PM
Quote from: Corwin on February 17, 2012, 01:40:37 PM
For the Dispelling Cord (MIC p94), can it come in a version that does activation as a free action instead of a swift one?

Not without rebalancing it and reworking it entirely. It's possible, but the resulting cord would likely be markedly more expensive. I'd have to figure out how they priced it and work from there. Hold on a few for that.

I'd appreciate a look at this, then. My counterspelling method is superior so I'm not going to whine about it, but the way I use it sort of precludes swift actions. If I can afford the new cost, I'd prefer something that meshed more smoothly with my counterspelling style.
Title: Re: Random DM nagging.
Post by: Corwin on February 18, 2012, 03:38:01 PM
Quote from: Anastasia on December 11, 2011, 09:18:41 PM
Quote from: Corwin on December 09, 2011, 05:59:54 PM
-Distances. How far am I to Enemy X and the like. How about using relative distances? Pick a reference point, say the enemy army's first ranks, and list the relative distance in an ooc channel or in the init order. For example:

Afina(25)>Ogre and Goblin army(24)>Willim(20)>Misalea=Jaela(19)>Ithea(10)>Red-haired woman

would thus become:

Afina(25, 100ft)>Ogre and Goblin army(24)>Willim(20, 260ft)>Misalea=Jaela(19, 500ft)>Ithea(10, 500ft)>Red-haired woman (20ft)

Even if the battle isn't linear or is fought in 3D, it can work since you can say distances are oversimplified for convenience's sake. Since the same thing applies to everyone involved, it should be fair enough, and as we're not using models or a map it's not like we reliably keep track of it anyway.

That's a good thought and I'll implement something like that. The exact form of it is to be decided, but you have a fine idea.

Quote-Full attack. Once armies inter-penetrate, how about saying that X enemies are always within melee range? Say 2 within 5ft, 3 within 10ft, 5 within 15ft... we can pick whichever numbers we want, but they could be an approximation of who we could attack instead of slowing things down by asking "who's near me?"

Yeah, I came to the same conclusion myself. Once you wade into the lines, you should assume full attacking is automatically possible against the army in general.

What I'm doing is treating the army as a distinct entity with hit points, a range of attack rolls and several attacks per round. It's a fairly simplified system, where hit point damage is shown by slaying members of that army.

Quote-Flanking. Same as above, with our troops all mixed up, how about stating when flanking happens? We can say it always takes place, or that it takes place with say half of the opponents (if we use the above suggestion, then of the 2 opponents within 5ft, one would have an ally on the other side and the other wouldn't).

Flanking is much trickier, depending on the lines, tactics involved and a lot of things. Let me see if I can work something out here.

Quote-Some sort of incentive for using anything but melee or attacks against 'named' enemy characters would be nice. If, instead of advancing steadily, keeping my troops safe and then engaging in melee I had instead used my long-ranged Radiant Assault to annihilate 20ft radiuses of mooks each turn? Here, I didn't feel it'd do much of a difference, but I think using something so powerful should provide better results than just another melee attack. It might help if we actually knew how we win battles. This one ended when Afina took out the boss. Is that all we need to do, then, and the rest is pointless? I want to say no, but I'm not sure how else we can win, or how our actions can affect the outcome against a faceless horde of goons we can't even count.

EDIT: To clarify this more, I figure that before we even talk about choosing better options than melee, how about establishing some basic win conditions for army battles? Capture the flag, take out the enemy commander and the like. If we had any sort of real, measurable indication of how well the battle was going and how much of a push we needed to seal the deal, what I posted about in the paragraph above should be really easy to define.

Good idea. Let me work on that as well.

Just wanted to remind you about this. Here's the original post (http://www.soulriders.net/forum/index.php/topic,101729.msg1028643.html#msg1028643), in case the quotes within a quotes look too ugly.
Title: Re: Random DM nagging.
Post by: Anastasia on February 18, 2012, 08:02:24 PM
QuoteI'd appreciate a look at this, then. My counterspelling method is superior so I'm not going to whine about it, but the way I use it sort of precludes swift actions. If I can afford the new cost, I'd prefer something that meshed more smoothly with my counterspelling style.

Turns out the MIC doesn't show its work (and is actually against it), so I ended up having to do this from scratch. I went with bonus squared times 1000. A +1 competence bonus to dispel checks is 1,000, +2 is 4,000, +3 is 9,000, +4 is 16,000 and +5 is 25,000 gold. The progression would continue to +6 and beyond in epic, I suppose.
Title: Re: Random DM nagging.
Post by: Anastasia on February 18, 2012, 08:09:29 PM
1. Probably for battles that need it, yes. It would've been nice for Bloodletting Peak, though I don't think it would've been needed for Ithea's ambush due to the closeness of the battle. Forgot all about it, should remember it for the next battle.

2. Still using that, and using variants of it with group attack rules.

3. Will deal with that next army/big battle.

4. Yeah, will come up with the next army battle.
Title: Re: Random DM nagging.
Post by: Anastasia on February 18, 2012, 10:38:54 PM
Posting this here for future reference.

<Yuthirin> Ko, any word on that Tortoise Shell spell?
> It stacks. None of the shapeshift bonuses for natural armor mention enhancement bonus.
> Bear in mind the penalty it inflicts to movement speed, though. Would probably wanna combo it with a speed booster.
* Laggy is now known as AbrahamLincolnVampireHunter
<Merc> post
<Yuthirin> Alriiiight.
<Yuthirin> I might prep it later then.
Title: Re: Random DM nagging.
Post by: Anastasia on February 19, 2012, 02:20:44 AM
1. Cor, I'll answer that alignment post a little later. I haven't had the wherewithal to dive into it.

2. Merc/Yuth, there was discussion on who you'd take back with you for Marambor. Anything settled yet?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 19, 2012, 02:22:22 AM
Heavy artillery please.
Title: Re: Random DM nagging.
Post by: Merc on February 19, 2012, 02:38:10 AM
As Cor/Eb have claimed Crystal, Hanna, Annalise, Tannin and Morniel, and mechanus crew is Adrian, Annalise and Drena...

That leaves us with: Sylvie, Dana, Lief, the Master, and Arrel.

I'd rather not take any of the huge sized beings into a city, there is no fucking way I'm taking Ilsenine or Tepen, and I don't trust 27 not to burrow through someone's home. Also fuck taking care of the living spell that nobody's claiming responsibility for.

I don't think we need to take all five though. How many do you want to take and any preferences, Yuth? We at least need to take Sylvie for transportation. I'd probably say Sylvie, Dana and the Master. If the Master would prefer not to leave Aurora, then Arrel.
Title: Re: Random DM nagging.
Post by: Anastasia on February 19, 2012, 02:43:48 AM
You'll need to wait a day for Sylvie to rememorize spells and she'd also tweak her loadout of spells slightly for it. Fair warning in case you wanted to go back that day.
Title: Re: Random DM nagging.
Post by: Merc on February 19, 2012, 02:45:01 AM
I can wait a day. I'd be perfectly happy to go back all healed up!
Title: Re: Random DM nagging.
Post by: Anastasia on February 19, 2012, 02:45:41 AM
Okay. Restore HP in topic and add relevant people into the topic.
Title: Re: Random DM nagging.
Post by: Corwin on February 19, 2012, 04:45:19 PM
More nagging, since I might as well.

Quote
Dimensional Interference (Su)

At will, as a swift action, an orthon can emit a 20-foot-radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.

Is it possible to get an item made with that exact ability? If so, how much would it cost, and which slot would it occupy?
Title: Re: Random DM nagging.
Post by: Anastasia on February 19, 2012, 05:41:32 PM
With the exact ability? No. Monster abilities are not for sale for cash. Even if it was, it would likely be a hellforged item and out of your reach in any case.

Something that has the same net effect? That's possible. The simplest would be an item of dimensional lock.

> roll 8*15*2000
* Hatbot --> "Kotono rolls 8*15*2000 and gets 240000."

A constant dimensional lock effect on an item would be an epic magical item in price, and can't say I don't disagree. Further, that's without any tweaking or ability to turn it on/off. So let's look at something less expensive for now. Say we make it a 3/day item that lasts for 1 minute.

> roll 8*15*2000
* Hatbot --> "Kotono rolls 8*15*2000 and gets 240000."
> roll 8*15*2000
* Hatbot --> "Kotono rolls 8*15*2000 and gets 240000."
> roll 5/3
* Hatbot --> "Kotono rolls 5/3 and gets 1.6666666666667."
> roll 240000/1.66
* Hatbot --> "Kotono rolls 240000/1.66 and gets 144578.31325301."

This doesn't factor in the ad-hoc adjustments for it only lasting a minute versus the day/level duration of dimensional lock. This isn't a serious imposition to the function of the item, and in fact is really how it's desired to be. This shouldn't be a serious discount for that reason. Let's knock it down to 140,000 even. This still allows spell resistance as it is using the spell in question. From there it descends further in the muddy world of DM fiat. The question that needs to be answered is: Do I want no save, no SR abilities to be for sale? As a general principal, the answer is no. However! I'm also active with people taking anti-teleportation and plane shift measures. These don't generally allow a saving throw, so this point is enough to allow an exception to that rule. So how does this look?

Barrier Amulet

This amulet resembles an Amulet of the Planes, except that looking at the amulet closely gives the impression of seeing a barred window. Three times per day as a swift action, the wearer may invoke a powerful field similar to dimensional lock in a 20ft radius, based on the amulet. This effect stops all dimensional travel and teleport within the radius of the effect. Portals and other natural points of travel between dimensions are non-functional while in the radius. This effect lasts for one minute.

Strong abjuration; CL 15; Craft Wondrous Item, dimensional lock; Price 140,000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2012, 10:19:49 PM
NPC loot priorities came up in a PM, so I'd like to elaborate on them. Generally, the first and most important factor is the what the character's interested in. This trumps practicalities sometimes and also means that every gold isn't spent on gear or related things. The second is practicality. Things that are needed to make the character work go here - Damage and more AC for Dana, metamagic rods for spellcasters, along with the typical things to boost essentials. This also includes belts of magnificence when possible, as getting stat boosting items done with and spoken for has a distinct appeal.

Of course, suggestions are always welcome. There's no guarantee an NPC will follow them due to personal choices, but they're always welcome.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 20, 2012, 11:20:34 PM
Posting about the Icicle Rod in Frostburn, page 110-111. Query if it's fine RAW or if it needs tweaking.
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2012, 11:27:57 PM
It's fine. Bear in mind that suffocation takes 2*con score rounds before you even start to have to save against it actual suffocation. The damage or con damage is almost certainly going to kill them before that, or they'll break out with the DC 20 strength check.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 20, 2012, 11:29:27 PM
I'm more interested in incapacitation, really.
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2012, 11:31:25 PM
I figured, yeah. With a fort save to negate, SR and the chance of a DC 20 str check (quite easily made by  many monsters at this point) or fire damage breaking it (SLAs are common at this level, and they take purely mental effort, which is allowed by the spell), it's not going to kill anyone. Tying people up for a round or two is probably the ideal outcome for it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2012, 02:12:49 AM
Scratchpad of item costs for Afina's crafting. Posting this here since it may be useful for other people.

Price modifier is .425. Half off for making it yourself and then -15% off that for the laboratory adjustments. Afina can make wondrous items plus weapons/armor. With support staff I figure you guys cover the rest easily, and at worst Sylvie can spot fill in with her floating feat.

Notable items cost. The math otherwise is a straight 1/2 off. Really just listing out the mundane but useful magical items, so once these are dealt with more interesting things can be invoked. At these levels, making items with more than one enchantment is a lot more realistic. So are off-slot items or even slotless, though note the houserule about them.

+2 stat booster: 1700 gold.
+4 stat booster: 6800 gold.
+6 stat booster: 15300 gold.
Belt of Magnificence+4: 42500 gold.
Belt of Magnificence+6: 85000 gold.

Bracers of Armor+8: 27200 gold.
Armor+5: 10625 gold.
Armor+10: 42500 gold.
Ring of Protection+5: 21250 gold.
Cloak of Resistance+5: 10625 gold.
Robe of the Archmagi: 31875 gold.

Weapon+5: 21250 gold.
Weapon+10: 85000 gold.
Amulet of Mighty Fists+5: 63750 gold.

Mental note: Houserule epic item creation feats. I'll probably condense it down to one feat. No need for a huge epic feat tax. Same idea as removing the need for improved spell capacity every few levels.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2012, 01:48:08 PM
Merc/Yuth: If today and tomorrow are a wash, can we do sometime later on Wednesday?
Title: Re: Random DM nagging.
Post by: Merc on February 21, 2012, 01:54:12 PM
QuoteAs an aside, different job fair on wednesday too, so I probably won't be around then if you wanted to game then.
From attendance thread. That one starts at 10am as well, so I'd be around in the afternoon, but I couldn't say at what time I'd get back home.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2012, 02:07:13 PM
That's fine, I was thinking later afternoon or evening if possible. It would depend on Yuth, I don't know his later day schedule.
Title: Re: Random DM nagging.
Post by: Merc on February 22, 2012, 12:30:49 AM
* Hatbot --> "Merc rolls d20+28+2+5 K:P/CK/CoS for Raitalo and gets 50." [d20=15]
* Hatbot --> "Merc rolls d20+28+5 K:P/CK/CoS for steel/face and gets 45." [d20=12]
* Hatbot --> "Merc rolls d20+28 K:P/CK/CoS for sea dragon group and gets 37." [d20=9]

No K:N&R to get info on swan signet ring.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 12:46:06 AM
Quote from: Merc on February 22, 2012, 12:30:49 AM
* Hatbot --> "Merc rolls d20+28+2+5 K:P/CK/CoS for Raitalo and gets 50." [d20=15]

Recalling her lore lessons well, Ithea recalls that Raitalo is a 3rd circle general within the Dark Ministry; Infernal Denomination of Espionage; Infiltration branch. This branch deals in gathering information and causing dissent in enemy ranks, as well as corruption and undercover agents. While things are rather shadowy and hidden in this particular branch of the Dark Ministry, you recall that Raitalo serves General Nurquist, the Chief Operation Officer of that branch.

In other words, Hell's up to no good. Earth is stony and Water is wet, too.

Quote* Hatbot --> "Merc rolls d20+28+2+5 K:P/CK/CoS for steel/face and gets 47." [d20=12]

The coins bear the face of Mephistopheles, Lord of the Eighth. In Caina these coins are worth eight times face value, for a total of 7200 gold. On other layers of Hell these range in value wildly depending on the politics of the realm, and are worth the metal value of 900 gold outside of Hell. Mephisto and the court of Caina use these coins as payments to agents who serve them well, knowing that they are only truly valued in Caina.

As a note, Ithea can recall that Baatorian Greensteel is usually only mined in Avernus. A few observers of Hell have wondered why Mephisto has adopted a relatively rare metal for coinage when other, far more available metals would do. As is often the case with Hell's politics and maneuvering, no answer easily presents itself.

Quote* Hatbot --> "Merc rolls d20+28+2 K:P/CK/CoS for sea dragon group and gets 39." [d20=9]

Oh yeah, you remember! You met the Sea Dragon Group!

http://www.soulriders.net/forum/index.php/topic,101819.msg1024451.html#msg1024451
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 01:17:38 AM
Since it looks like Sylvie might be keeping 21 awhile, I added the powers you know of from it to her sheet. Incidentally, there was surprise at it being a direct weapon against evil in the fallen solar battle.

[00:15] <Kotono> "A name? I have no need for such. 21 is only named because it is made by the three with the essence of the Heavens, to use as a weapon to understand evil."

It really shouldn't be, since the Guardian of 21 called it a weapon.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 02:38:56 AM
Celadrin 1/Fighter 9/Sorcerer 6//Scout 6/Arcane Duelist 8/Champion of CL 2

Mirima's build. Won't have her done until tomorrow, most likely. More complicated than I like, but it was one of those cases where it wasn't able to be helped.
Title: Re: Random DM nagging.
Post by: Corwin on February 22, 2012, 02:44:11 AM
Not AD10?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 02:47:35 AM
Not the way the build worked out, no.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2012, 11:28:55 AM
Quote from: Anastasia on February 21, 2012, 02:07:13 PM
That's fine, I was thinking later afternoon or evening if possible. It would depend on Yuth, I don't know his later day schedule.

If you still feel like running tonight and want to wrap up Earth, I can do it after 5:30 CST
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2012, 11:59:11 AM
*Hatbot --> "Yuthirin rolls 1d20+11 K: N&R and gets 19."
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 02:18:10 PM
Quote from: Yuthirin on February 22, 2012, 11:59:11 AM
*Hatbot --> "Yuthirin rolls 1d20+11 K: N&R and gets 19."

Swing and a miss.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 02:18:21 PM
Quote from: Yuthirin on February 22, 2012, 11:28:55 AM
Quote from: Anastasia on February 21, 2012, 02:07:13 PM
That's fine, I was thinking later afternoon or evening if possible. It would depend on Yuth, I don't know his later day schedule.

If you still feel like running tonight and want to wrap up Earth, I can do it after 5:30 CST

I'll most likely be around. Merc?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 02:19:09 PM
Few things.

1. How are you going to recruit/advertise Mad Miller's offer?

2. Afina, Mirima would be greatful if you'd make her an elven courtblade. Normally I'd assume the armory would have a masterwork weapon for a new, equipment-less recruit, but this blade is specialized enough to where I feel it wouldn't be there.
Title: Re: Random DM nagging.
Post by: Corwin on February 22, 2012, 02:34:01 PM
[07:03] <Jaela> roll 1d20+12+15 K:N&R
[07:03] * Hatbot --> "Jaela rolls 1d20+12+15 K:N&R and gets 34." [1d20=7]
[07:04] <Jaela> Hope that's enough for what you wanted to know?
[07:04] <Merc> Probably. Once we meet up and I show it to you anyway.

---

Eb, I'll pitch in for a sacred shiftsilver courtblade +1 (or some +2 equivalent courtblade of your choice). I think I can afford to if I sell something useless. Want to split the cost on that?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 02:37:32 PM
If you're going to discuss it, she'd prefer keen. Courtblades are 18-20 and she's a bit feat starved for improved crit right now.
Title: Re: Random DM nagging.
Post by: Corwin on February 22, 2012, 03:15:35 PM
Oh right, false keenness stacks with it. Sure, I don't really mind.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 03:17:57 PM
I'd actually rule it doesn't, as it's a relic of 3.0's improved crit+keen effects stacking. It's more than -3 to attack isn't really worth 3 points of crit range for her.
Title: Re: Random DM nagging.
Post by: Ebiris on February 22, 2012, 05:13:16 PM
Inheritor of the Cycle

Within every fey resides the accumulated experience and heritage of innumerable previous lives prior to the current existence. For most this is nothing more than distant and dim memories, put aside in favour of savouring the moment. But some fey are able to draw upon that prior experience in a tangible fashion, becoming a step closer to sylvan perfection.

Hit dice d6

Requirements

Any fey

Skills

12 ranks in Concentration
12 ranks in Knowledge (Nature)

Saves

Base Will +7

Class Skills

The Inheritor of the Cycle's class skills are: Concentration, Handle Animal, Hide, Knowledge (Nature), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Survival, Swim

Skill Points at Each Level

4 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+2+1 druid or sorcerer spellcasting, Memories of Spring
2+1+0+3+3+1 druid or sorcerer spellcasting, Sprite's Tricks
3+1+1+3+3+1 druid or sorcerer spellcasting, Memories of Summer
4+2+1+4+4+1 druid or sorcerer spellcasting, Nymph's Wrath
5+2+1+4+4+1 druid or sorcerer spellcasting, Leanan Sidhe's Inspiration
6+3+2+5+5+1 druid or sorcerer spellcasting, Memories of Autumn
7+3+2+5+5+1 druid or sorcerer spellcasting, Dryad's Bond
8+4+2+6+6+1 druid or sorcerer spellcasting, Memories of Winter
9+4+3+6+6+1 druid or sorcerer spellcasting, Frostwind's Caress
10+5+3+7+7+1 druid or sorcerer spellcasting, Spirit of all Seasons


Memories of Spring (Ex)

As you once celebrated the burgeoning vitality and creation of the Spring, your spirit becomes better able to resist the sometimes out of control creation that magic can bring. This results in a +1 increase to your spell resistance.

Sprite's Tricks (Sp)

Often overlooked as mere pranksters, you can recall many a time when a talent for stealth and illusion was all that stood between your past incarnations and disaster. You gain either Pyrotechnics, Invisibility, or Major Image as a spell like ability usable 3 times per day.

Memories of Summer (Ex)

The baking heat of the Summer sun feels like joyful caresses to a fey of that season, as you once were. From this you are able to resist the first 5 points of damage from any source of fire damage. If you already possess fire resistance, it is increased by 5 points.

Nymph's Wrath (Su)

While primarily known for their beauty, your previous experiences show that a wronged nymph can easily provoked into a fury that few can resist. With but a glance, you can channel your wrath into a look that leaves all but the stoutest shaking in their boots. The target must succeed on a fortitude save (the DC is equal to ten plus half your hit dice and your charisma bonus) or be stunned for 1d4 rounds. If you already possess the Stunning Glance ability, increase the DC by 2 points.

Leanan Sidhe's Inspiration (Su)

You once existed as a leanan sidhe, a mysterious muse that brought inspiration and despair in equal measure to foolish mortals. So to can you now offer aid to your others in reaching greater heights, yet always at a price. As an immediate action, you can designate any creature that can see and hear you to gain a bonus equal to half your Inheritor level to one ability coupled with a penalty of the same amount to another. Possible pairs are attack and armour class (either way) or one saving throw (the penalty being applied to the remaining two). This ability can be resisted with a will save (the DC is equal to ten plus your Inheritor level and your charisma bonus) and lasts until the start of your next turn.

Memories of Autumn (Ex)

As vitality recedes with Autumn's ascent, all life must shelter itself and prepare the cold ahead. But as you once took quiet joy in this subdued season, your skin grows stronger to endure its travails. This grants a +1 increase to your natural armour score.

Dryad's Bond (Su)

Once your very existence depended utterly upon a single tree, that you cherished as it grew in the Spring and Summer, and guarded as it fell into its torpor of Autumn and Winter. That tree is long since gone, but with your recognition of those memories, you also become aware of the gratitude felt by trees wishing to repay that bond. Once per day you may touch a huge tree, animating it to act as a treant for one hour. This treant does not possess the Animate Trees ability, but gains a morale bonus to attack, damage, armour class, and saving throws equal to your Inheritor level.

Memories of Winter (Ex)

The harsh winter punishes all but the hardiest of life, but the biting winds and endless blizzards were once a source of strength and security for you, so it will be again. From this you are able to resist the first 5 points of damage from any source of cold damage. If you already possess cold resistance, it is increased by 5 points.

Frostwind's Caress (Su)

As a pitiless spirit of the coldest mountain snowstorms, you once embodied nature at its most indiscriminate and cruel. You are no longer that being, having been tempered by so many other incarnations. But when required you can still call upon the frost against those you judge unworthy, disrupting and freezing their bodies. As a touch attack you can inflict 1d6 untyped and 1d6 cold damage, both damage dies being modified by your charisma bonus (for example a nymph with 22 charisma would do 1d6+6 +1d6+6). If you already possess the Frostbite Touch ability, the damage stacks.

Spirit of all Seasons

Possessing an understanding and affinity for all of the four seasons beyond that which most fey can appreciate, you are ever more in tune with the rhythms and flows of the natural world, setting you apart from your more focused siblings. With this greater attunement, your natural resistance improves, increasing your damage reduction/cold iron by 5 points, or granting damage reduction if it is not already possessed.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 05:36:47 PM
Comments.

There's some formatting errors in the requirements. Skills should be a number of ranks, not a total modifier. A save should be noted as a base save, in this case a base will save of +7. These are actually worth bothering with and revising, as it's a matter of clarity and understanding the requirements correctly.

I'd add spellcraft to the list of skills.

Memories of Spring is fine. Sprite's Tricks is fine. Memories of Summer is fine. I'd make Nymph's Wrath equal to 10 + 1/2 hd + cha modifier. Setting to hit dice instead of prestige class level helps the DC remain competitive, especially with gestalt increasing everyone's saves. Leanan Sidhe's Inspiration is alright, but what do you mean by:

QuoteAs an immediate action, you can designate any creature that can see and hear you to gain a bonus equal to half your Inheritor to one ability coupled with a penalty of the same amount to another.

Half of your Inheritor what? Level? I presume so and I assume that's what you mean, but it really does need to be said.

Everything else until Frostwind's Caress is fine. For that:

QuoteAs a touch attack you can inflict 1d6 untyped and 1d6 cold damage, both damage dies being modified by your charisma bonus. If you already possess the Frostbite Touch ability, the damage stacks.

To be clear, you mean that both would gain a bonus to damage equal to your charisma modifier? For example, an 18 charisma character with this would deal 1d6+4 non typed damage and 1d6+4 cold damage?

Finally, a few minor fey don't have cold iron damage reduction innately. I'd add a clause to the capstone about it establishing damage reduction 5/cold iron if the Inheritor does not possess damage reduction.

---

Overall it's pretty good. It is distinctly a casting class. Hm. I like the flavor of it a lot and I think it's a clever application of how the fey reincarnate. I'd be tempted to knock it down to 9/10 casting or add a few or two for prerequisites. It's superior to sorcerer levels and racial hit dice, but not that great for druids since it doesn't progress what they do at all beyond spellcasting. I'd put it at a solid +1 for tiers? Nothing in here completely changes the game by taking it, but most everything is a solid addition.
Title: Re: Random DM nagging.
Post by: Ebiris on February 22, 2012, 05:46:20 PM
Formatting fixed along with mentioned suggestion for Nymph's Wrath.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 08:28:26 PM
Character level up summaries.

Adrian first. He's taking rogue 12 and planar champion 10. Got a 9 on his d10 for hit points. Yay. Got +1 bab. Got another favored plane and his previous favored planes went up by one; he chose the Abyss. All saves go up by 1. He puts his stat point in charisma. Not optimal, but he's struggling with it so I feel this makes IC sense. Spell resistance rises by one, skills go up as normal. Not a great level for him, but finishing up Planar Champion is nice. He'll have that queued up for epic.

Next is Misalea. Adding her bloodline bonus first so I don't forget: +2 bonus to perform checks. Nice. Okay, she's taking Arcane Duelist 3 and Sentinel 4. Got a 4 on her d10, ow.  At least she's cracked three digit hit points now. Her bab rises by 1. Gains dextrous attack, which isn't all that great for her but the extra to hit isn't entirely worthless. She also gets turn outsider, hello divine feats. I'm probably going to houserule this to turn undead for the sake of use or at least houserule this ability in some manner. I'll come back to it later. Trading in her spellcasting for the holy warrior ACF - she technically isn't a paladin, but it's close enough and she doesn't need a third spellcasting progression. She takes Extra Smiting with it. She gains +1 fort. Skills go up as normal. Leaving the extra smiting from level 12 for now, will retrain it later.  Anyway, okay level. Turning alone makes it worthwhile, though she won't be able to grab a divine feat until 15.

Now we get to Dana, who is taking Psychic Warrior 3 and Dwarven Defender 8. 5 on a d12, owwies. Her bab rises by 1. She gains another 1st level power and 2+2 power points. She grabs Defensive Precognition as her new power. She also gains mobile defense and another point of TRAP SENSE. All of her saves rise by 1. She puts her stat point in wis, which nets her another power point. She puts her skill points into K:P and K:H to satisfy the coming pre-reqs for War Mind. She's done. Solid enough level - will be reviewing her in a moment and moving her psionics into spells to keep track of them.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2012, 09:06:10 PM
[18:57] <Muirfinn> Ko, is there some sort of artifact I can attach to my elemental that would allow me to summon it across planes?
[18:57] <Muirfinn> Or at least across the same plane?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 09:10:38 PM
Next up is Tannin. He's taking Spellflich 1 and Battle Dancer 14. 4 on a d8, crushing mediocrity. Bab rises by 1, gains a 4th attack like all the other warriors at 16. Gains dance of the crushing python. He gets exotic weapon proficiency as a bonus feat, he selects whip. He also gains spellwise(skills). He gains +2 ref and will. He also puts his stat point into charisma, act shocked. Charisma whores, all of you. Skills go up as normal. Not much of a level - really just transitory. Picking up the whip allows him to cosplay Indian Jones, I suppose. Yay?

Arrel's next. Fighter 2 and Giant Eagle 7 shenanigans ahead. Got a 3 on his d10, not a great level for hp for most anyone. +1 bab, same old same old. Spell resistance rises by 1. +1 fort. Puts his stat point into con, more HP ensues. Skills go up as normal. He grabs combat expertise with his fighter 2 feat, to better spend his to hit excess.  He's done, that was the unholy mother of boring level ups.

Lief's up. It's time for Dread Commando 2 and Fighter 5. He got a 1 on his d10 to continue the fuck Hatbot parade. +1 bab, act shocked. He picks up armored ease 2, which isn't bad at all for him. +1 ref. Skills go up as normal. Spell resistance+1. Done. Another mediocre level. Besides Misalea there hasn't been a real breakout level, and even hers was only because of turning.

More later.
Title: Re: Random DM nagging.
Post by: Merc on February 22, 2012, 10:16:15 PM
* Hatbot --> "Merc rolls d20+24+3 GI+CK for buyers for greensteel with better exchange rates that aren't devils. and gets 37." [d20=10]
Title: Re: Random DM nagging.
Post by: Merc on February 22, 2012, 11:17:19 PM
Level-up Summary for Ithea (sheet updated):
+15 HP, +14 skill points, +1 fort, +1 will, +1 BAB, factotum 3 (brawn over brains, cunning defense), duskblade 3 (+1 lv1/day, +3 lv 5/day, learned chain lightning). For skills, I picked up three languages (aquan, celestial, terran) along with usual stuff.

Also, Dune, I traded a fair bit of my bluff skill (lowered from 19 to 10) for diplomacy, as I seem to roll more often for diplomacy than bluff. Is this fine?

Money is up to date as well, and dragon glaive is fixed (~yayness~).
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2012, 11:26:28 PM
Crystal mk2. I lost most of this one before due to a power flicker (read as: idiots near the power cords), so I'll be brief. Ranger 12 and Defender of the Natural World 2. HD roll was 6. +1 bab and all that entails. SR+1. Got spellcasting synergy(1st level) and +1 to all saves. Stat point in charisma. Skills up as normal. Gains a new 2nd level paladin spell, goes with Fell the Greatest Foe again. Gains a 3rd level ranger spell, goes with Brilliant Emanation from the BoED Sanctified spell list. Okay level for her, will be posting and revising her spells to spells at some point after this.

Hope gains an animal companion boost! +2 HD, gets a 5 and 3 on his d12s. Well fuck you too, Hatbot. Bab goes up to 2. Frightful presence radius increases by 5ft. Spell resistance does not rise, as his resistance is capped at 25 with the celestial template. Darkvision range increases to 120ft with the rise to epic levels. +1 to all saves. Stat point from 20 placed in con. Skills rise as normal. He takes Great Ability(Constitution) as his level 21 feat, hit points rise along with all the other things related to this. Now to apply the other benefits of the animal companion boost. +2 natural armor added. +1 str/dex added. That's it.

Drena time! Gets a 2 on his d8 for hit dice. Really Hatbot, who pissed on you today, anyway? Bab goes up up up by 1. Drena gains another domain! He grabs the Windstorm domain. Drena's saves all rise by 1 and he puts his stat point in dexterity. He gains another 7th level charge and 3 8th level charges. He gains a 5th, 6th, 7th and 3 8th level spells. He learns Boreal Wind, Wind's Scorn, Control Weather, Mastery of the Skies, Stormrage and Heat Drain. Nice level for him - lots of new tricks and he expands his mind focus in cold as well.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2012, 11:42:09 PM
Muirfinn: +1 BAB, +1 Fort & Will. +1 CL from Hierophant. +1 6th level spell and access to 9th level spells.
Title: Fuck Hatbot!
Post by: Anastasia on February 23, 2012, 12:12:57 AM
Kascha's up. Hopefully her luck will rebound! She takes Ghaele 16 and Wyrm Wizard 10. Aaand she gets a 2 on her d8. That's it, I'm naming this post Fuck Hatbot! Her bab goes up by one, chill comfort to the wizard. She gains break resistance and another incarnation of spell research. She grabs Surge of Hope(Houserules) for her new spell. I normally frown on cherry-picking from initiate lists, but in this case it's from the initiate of Seira list so I'm okay with it. Spell resistance+1. All saves+1. Put her stat point into int. Skills rise as normal. Gains +1 7th&8th level spell slot. She grabs another Righteous Smite(A good spell and not the reason she died last time) and Maximized Greater Fireburst.

Onto Hanna. Planetar 16 and Champion of Gwynharwyf 10. She gets an 8 on her d12 to defy Hatbot. Bab+1 as expected. Damage reduction rises to 5/- and she gains 5 more resistance to electricity. She gains another rage per day, though she hasn't really been put through the grinder on rage uses yet. All saves+1. Hanna puts her stat point into strength. Hatbotted it between that, dex and wis. All three will get raised in time. Skills go up as normal. She gains a 7th and 8th level casting slot. She grabs Fortunate Fate and an Extended Fortunate Fate. She gains a 3rd level Champion of Gwynharwyf slot, which becomes another cure moderate wounds.

Sylvie and Morniel last.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 12:13:58 AM
Hanna would like to suggest, at axe point if needed, that anyone going out into a potentially dangerous or unknown area drops by for a Fortunate Fate casting, or even an Extended Fortunate Fate. Especially if you're relatively squishy or bad on defense. Just tossing this out here.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2012, 12:57:11 AM
Spell review requests!

Nature's Avatar in the Spell Compendium. This is cool, but only if I can apply it to my elemental. If not, scrub it.

Summon Elemental Monolith in the Spell Compendium. I want this for every reason you would think.

Tsunami in the Spell Compendium. I'm aware that it's atrociously expensive to cast. It'd be cool as a water-elemental thing though, and I could farm for the materials myself!

Transmute Rock to Lava, Red Tide, Deadfall, Unyielding Roots, Waterspout, Slime Wave, Aura of Vitality in the Spell Compendium.

Undermaster in the Spell Compendium. It's kinda sexy.

Glacier in Frostburn. Thematic and useful.

Cometstrike in Frostburn. Same as above.

Flashflood in Sandstorm. Thematic and great for creating room.

Bombardment, & Cocoon from Magic of Faerun.

Greater Whirlwind from Complete Divine (or whatever revision there has been thereof)

Bleed from Complete Champion.

Bear's Heart from Defenders of the Faith.

Thunderswarm from Masters of the Wild.

Rain of Black Tulips, Unearthly Beauty, & Touch of Adamantine from the Book of Exalted Deeds.

Have fun!
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 01:18:38 AM
Sylvie's up. She's taking Factotum 16 and Exemplar 1.  She gets an 8 on her d8 roll. Sometimes I don't get you at ALL, 'bot. She gets +1 bab like most everyone else. Put a placeholder for factotum 16 since I forgot to finish an ACF for it. She gains skill artistry and skill mastery; concentration for the first, tumble, swim, jump, move silently, hide, bluff, concentration, disguise, heal, spellcraft, climb, forgery and use magic device. She gains +2 will and +1 reflex. In the least surprising move ever, she puts her stat point into intelligence. Skills go as normal, save for buying up a few ranks of UMD. Removed her NE tendencies - she's in a far different place now than when you met her. Unexpected, but right now I don't feel that's appropriate for her to have. She's done. Average level for her, pending me figuring out that ACF thing.

Finally, Morniel. I'm allowing him ot take Justicar of Tyr and sub in psionics. It's a reasonable conversion and he serves Tyr, so I'm okay with it. Gets a 3 on the d8, fuck Hatbot. +1 bab and spell resistance. He gains detect chaos and smite anarchy 1/day. 27 does not approve. He gains +2 fort and will, and +1 ref. He puts his stat point into charisma without a second thought. Skills go without incident, though he picks up ranks in K:L (Aurora). He gains 2+3 power points. He takes Detect Hostile Intent as his power.

Woof, DONE.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 01:28:25 AM
Quote from: Yuthirin on February 22, 2012, 09:06:10 PM
[18:57] <Muirfinn> Ko, is there some sort of artifact I can attach to my elemental that would allow me to summon it across planes?
[18:57] <Muirfinn> Or at least across the same plane?

I don't see one offhand. If you wanna dig for such, by all means. Assuming you don't find one, I'd just price it as a teleport magic item? That's in the 90k region, around 40k after Afina.  If you can find something cheaper that does it that's printed, by all means. I can't offhand, but I'm also buried in work. If you want a custom one like that, let me know and I'll write it out.

Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 01:29:38 AM
Quote from: Merc on February 22, 2012, 10:16:15 PM
* Hatbot --> "Merc rolls d20+24+3 GI+CK for buyers for greensteel with better exchange rates that aren't devils. and gets 37." [d20=10]

Where are you GIing for this, Ithea? I asked you and you didn't specify. I need to know that before I can answer.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 01:30:20 AM
Quote from: Merc on February 22, 2012, 11:17:19 PMAlso, Dune, I traded a fair bit of my bluff skill (lowered from 19 to 10) for diplomacy, as I seem to roll more often for diplomacy than bluff. Is this fine?

That's fine. I had to do the same thing for Tannin - simply forgot to train up one of his skills for Spellfilch. Dur.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2012, 01:42:40 AM
Quote from: Anastasia on February 23, 2012, 01:28:25 AM
Quote from: Yuthirin on February 22, 2012, 09:06:10 PM
[18:57] <Muirfinn> Ko, is there some sort of artifact I can attach to my elemental that would allow me to summon it across planes?
[18:57] <Muirfinn> Or at least across the same plane?

I don't see one offhand. If you wanna dig for such, by all means. Assuming you don't find one, I'd just price it as a teleport magic item? That's in the 90k region, around 40k after Afina.  If you can find something cheaper that does it that's printed, by all means. I can't offhand, but I'm also buried in work. If you want a custom one like that, let me know and I'll write it out.

I'll take it! A specialized plane shift/teleport without error item? Feel free to work it up at your leisure. It'll probably be prohibitively expensive.
Title: Re: Random DM nagging.
Post by: Merc on February 23, 2012, 01:43:39 AM
I misread the question last time, sorry. And I guess Marambor since I'm there already and haven't had a chance to try elsewhere. I'll probably try to search for the sea dragon group or ask Tannin to check into that if nothing pans out from an immediate first check.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 02:08:36 AM
Quote from: Yuthirin on February 23, 2012, 12:57:11 AM
Spell review requests!

Nature's Avatar in the Spell Compendium. This is cool, but only if I can apply it to my elemental. If not, scrub it.

It can't on your companion since it is an elemental, not an animal.

QuoteSummon Elemental Monolith in the Spell Compendium. I want this for every reason you would think.

That's fine. Make sure you have the stat block handy and are familiar with it.

QuoteTsunami in the Spell Compendium. I'm aware that it's atrociously expensive to cast. It'd be cool as a water-elemental thing though, and I could farm for the materials myself!

That's fine. Expensive but fine.

QuoteTransmute Rock to Lava

That's fine.

QuoteRed Tide

That's fine.

QuoteDeadfall

That's fine.

QuoteUnyielding Roots

That's fine. I'd rule the spell's healing aspect wouldn't work on a negative dominate plane, as there's no life energy to draw from the ground. Fair warning if you go to one.

QuoteWaterspout

That's fine.

QuoteSlime Wave

Mmm. No, that feels a little too good at what it does for the level.

QuoteAura of Vitality

Mmmm.

I'm borderline on this. We'll try it, and if it turns out that it's screwing things up I'll ban it and you can choose another spell.

QuoteUndermaster

I was going to say no, but with a 5 round duration and the other limitations it's okay.

QuoteGlacier

That's fine.

QuoteCometstrike

That's fine.

QuoteFlashflood

Okay.

QuoteBombardment

Updated and changed in the SC. SC version is fine.

QuoteCocoon

Ditto with the SC. Anyway, it's essentially irrelevant since resurrections don't take con or other drawbacks in this game. There's no point to the spell, so no.

QuoteGreater Whirlwind

That's fine. Updated/reprinted in the SC.

QuoteBleed

Bleed is fine.

QuoteBear's Heart

No. It's a better Mass Bull's Strength two levels earlier, and with a heap of temp HP tossed on. Granted Mass stat boosters aren't great by the time you get them, but the other to factors consign it to the ban bin.

QuoteThunderswarm

Eeeeh. It's a tweaked meteor swarm, but meteor swarm isn't any great shakes. Okay.

QuoteRain of Black Tulips, Unearthly Beauty, & Touch of Adamantine

Yes, no and yes respectively. Rain is fine, as is Touch of Adamantine. No to Unearthly Beauty as it's instant death.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 02:09:52 AM
Quote from: Merc on February 23, 2012, 01:43:39 AM
I misread the question last time, sorry. And I guess Marambor since I'm there already and haven't had a chance to try elsewhere. I'll probably try to search for the sea dragon group or ask Tannin to check into that if nothing pans out from an immediate first check.

No useful information. Most of the non-catfolk residents of Marambor aren't terribly knowledgeable about the planes beyond Earth, being elementals or xorn.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 09:24:57 AM
So. House Rules have Wizard's Grace.

Spoiler: ShowHide

Wizard's Grace
Transmutation
Level: Sorc/Wiz 10
Components: V, S, M
Casting Time: 14 days
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.

This spell permanently increases the target's age categories by 100 years. For example, a human is middle aged at 135 years, old at 153 years, and venerable at 170 years. This spell can benefit a single creature only once, multiple castings have no effect.

Material Component

An apple from the Tree of Idun, a potion of youth or other magical item that permanently reduces the age of a creature by at least 1 year. Herbs, unguents, incense and offerings worth at least 100,000 GP are also required.


I find it realistic for Kascha to know this spell, and Tepen might as well (even if my own spellcraft/knowledge: arcana can't learn of it). Since I really do want to help our gith sage pal, how about suggesting it to him? We currently have over 100k in our Aurora funds, and while I believe a dimensional lock on the courtyard is key, helping a friend is more important. It's an epic spell, but it's not like we absolutely can't get it if we try (via Brightwater or Cauldron or by going to the Mercane/GIing for merchants who might have it).

Naturally, this relies on a potion of youth or other items that qualify here being more readily accessible than the Tree of Idun. Assuming this gets no PC objections, what skill would be relevant to determining our options and going this route, Dune? And yes, I'm aware it might not save the guy outright, but if it brings him halfway over that's already worthwhile.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 09:41:06 AM
Levelup questions.

Wings ACF. I asked you to use this list (http://www.soulriders.net/forum/index.php/topic,101739.msg1023444.html#msg1023444) before to grab a domain for Favored Soul, and you said I could go with it if I wanted to. Would it be possible to take Protection Domain and convert it to Protection Devotion? Since I need to grab domains that belong to Ang-chan and not the Seldarine as a whole here, judging by the intent, I don't really have any new domains I really want to take from her. But freeing up a feat slot to qualify for stuff easier is always welcome, and I haven't gone past my devotion feat limit yet.

Divine Bulwark from Ordained Champion. Since the class is no longer Law-oriented, are we still keeping this DR/Chaotic power as is? I don't really mind since it makes it harder for devils to get me, but I want it to be legit, if so.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 11:46:10 AM
Quote from: Corwin on February 23, 2012, 09:24:57 AMI find it realistic for Kascha to know this spell, and Tepen might as well (even if my own spellcraft/knowledge: arcana can't learn of it).

Know it? Of course not. They can't even cast it yet ,so they can't know it. Know -of- it? It's possible. Kascha probably would at the very least due to her insane K:A score.

QuoteNaturally, this relies on a potion of youth or other items that qualify here being more readily accessible than the Tree of Idun. Assuming this gets no PC objections, what skill would be relevant to determining our options and going this route, Dune? And yes, I'm aware it might not save the guy outright, but if it brings him halfway over that's already worthwhile.

Assuming someone knows of it, gathering information or K:A or otherwise looking into it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 11:48:21 AM
Quote from: Corwin on February 23, 2012, 09:41:06 AM
Levelup questions.

Wings ACF. I asked you to use this list (http://www.soulriders.net/forum/index.php/topic,101739.msg1023444.html#msg1023444) before to grab a domain for Favored Soul, and you said I could go with it if I wanted to. Would it be possible to take Protection Domain and convert it to Protection Devotion? Since I need to grab domains that belong to Ang-chan and not the Seldarine as a whole here, judging by the intent, I don't really have any new domains I really want to take from her. But freeing up a feat slot to qualify for stuff easier is always welcome, and I haven't gone past my devotion feat limit yet.

Divine Bulwark from Ordained Champion. Since the class is no longer Law-oriented, are we still keeping this DR/Chaotic power as is? I don't really mind since it makes it harder for devils to get me, but I want it to be legit, if so.

1. Yeah sure, whatever.

2. I'd just change it to needing /axiomatic or lawful to bypass your DR. Jaela putting up DR/chaotic simply doesn't make sense. That's like a fiend needing DR/evil to bypass its damage reduction.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 11:55:38 AM
Yeah, know of it, naturally. I figure if people are willing to try this, we can try looking for a scroll or look into hiring a caster+find the material component. So what do you think, guys? Our Mercane friend might be able to point us in the right direction, and even if not the Infinite Stairway/Brightwater/Dweomerheart might give us a good lead. Assuming Kascha just doesn't point us towards the Cauldron to begin with or something.

Quote
2. I'd just change it to needing /axiomatic or lawful to bypass your DR. Jaela putting up DR/chaotic simply doesn't make sense. That's like a fiend needing DR/evil to bypass its damage reduction.

Yeeeeah. So we'll go with Axiomatic? Changed.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 12:35:47 PM
Taking Protection Devotion as the aforementioned Wings ACF. Reshuffling feats a bit to take Deft Opportunist (http://dndtools.eu/feats/complete-adventurer--54/deft-opportunist--572/) in the now-freed feat slot. Water Domain will replace Protection Domain on the Divine Crusader side of the build.

Minor gear shifts. Gae Bolg works best as a longspear, most likely. And since Binding isn't working as I thought it did, Gae Dearg would be best as a +1 shiftsilver ghost touch longspear.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 01:14:44 PM
Permanency question. SC has Hand of the Faithful (page 109). Is it possible to Permanency it? If so, is it possible to treat it like SR is treated in RAW (meaning, whether I could decide to 'raise' and 'lower' it at will) since it would be kinda dickish to force Fort saves out of my friends and random strangers whenever I'm near them.

Spell question. Greater/Anticipate Teleport from SC are eligible? I can't cast them, but we have mages who can, and the duration is golden.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2012, 01:58:41 PM
QuoteYeeeeah. So we'll go with Axiomatic? Changed.

To clarify since word and intent matters here: It's lawful. Lawful subtype, axiomatic weapon and anything like that would beat it. I was in a bit of a hurry when I typed that, so.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 01:59:20 PM
Done.
Title: Re: Random DM nagging.
Post by: Ebiris on February 23, 2012, 02:12:32 PM
ELEMENTAL BODY
Transmutation [see text]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Drawing upon the power of the elemental
planes, your transform your body in a flash
of light.
You can transform your body into a
particular type of elemental substance.
You and your possessions appear to be
made of that element, though in the
same general shape and size as your
normal appearance.
You gain the following abilities when
you cast elemental body:
• You have the benefits of the attune
form spell (page 17) with respect
to the appropriate element. If you
choose a water body, for example,
you can breathe normally on waterdominant
planes.
• You are immune to poison, sleep,
paralysis, and stunning, and are not
subject to extra damage from critical
hits or flanking. You gain darkvision
out to 60 feet.
• Your creature type remains
unchanged, so you are unaffected
by spells that target elementals, but
you gain the air, earth, fire, or water
subtype depending on the elemental
substance you chose.
In addition, you gain the following
exceptional abilities according to the
element chosen:
Air: Fly at your normal speed (perfect
maneuverability), air mastery (airborne
creatures take a –1 penalty on attack
rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1
bonus on attack rolls and damage rolls
if both you and your foe touch the
ground), push (you can start a bull rush
maneuver without provoking attacks of
opportunity), +3 natural armor bonus
to AC.
Fire: Fire immunity, burn (those
you hit in melee and those who attack
you with natural weapons must make
a Reflex save or catch fire, with a save
DC equal to that of a fire elemental of
the same size).
Water: Swim at your normal speed,
water mastery (you gain a +1 bonus on
attack rolls and damage rolls if both
you and your opponent touch
water), drench (you can use
your elemental form to
put out nonmagical open
flames and dispel magical
fire you touch as if
casting dispel magic at
your caster level).
The elemental body
spell has the descriptor
of the element
you choose. So, if
you choose a body of
fire, elemental body is a fire
spell.
Material Component: A bit
of the element in question
from a plane other than the
one where the spell is being cast.
Title: Re: Random DM nagging.
Post by: Corwin on February 23, 2012, 02:12:40 PM
[20:11] <Jaela> roll 1d20+23+15 K:A what are our options for getting a scroll/potion/etc of Wizard's Grace or the key component for it?
[20:11] * Hatbot --> "Jaela rolls 1d20+23+15 K:A what are our options for getting a scroll/potion/etc of Wizard's Grace or the key component for it? and gets 47." [1d20=9]
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2012, 08:55:52 AM
So I've been working on the Manual again, and I realized circa log 019 that Yuth never followed up on the CHEF.

http://www.soulriders.net/forum/index.php/topic,101985.msg1028620.html#msg1028620
http://www.soulriders.net/forum/index.php/topic,101985.msg1028625.html#msg1028625
http://www.soulriders.net/forum/index.php/topic,101985.msg1028641.html#msg1028641

This guy was actually recruited, though he doesn't show up anywhere in the writeup, be it the Tablet or the Aurora topics. Want to add him retroactively, Dune?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 11:15:37 AM
Well, I kind of expected to have Dune work his magic and set him up with a kitchen. Willim wasn't exactly a planner.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 01:54:20 PM
Quote from: Yuthirin on February 24, 2012, 11:15:37 AM
Well, I kind of expected to have Dune work his magic and set him up with a kitchen. Willim wasn't exactly a planner.

He's had a cameo or two, but that's it. I've assumed he's busy but he hasn't been explicitly called out.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 01:58:34 PM
If there's one part of gestalt that I'm lukewarm on, it's saving throws. The system as written provides inevitable saving throw bloat. Is this a bad thing? Eh. It has upsides and downsides, I'll say that much. It's enough to make me consider changing how saves work in gestalt. I'm considering two alternate systems, detailed below.

1. You choose two good saves and one bad save, based on your general character type. These progress independent of your classes; in essence, saving throws are divorced from classes. I think this is the simplest and cleanest solution, though I don't really like it. The way 3.5 does saves is interesting and only gets muddy because of gestalt.

2. <Merc> Ko: Have you considered the alternate way of handling gestalt I've mentioned?
> What way was that?
<Merc> Instead of comparing saves at each level, you add up all the saves on one side, then all the saves on the other side, and compare the final product. It tends to produce more balanced saves (still superior to non-gestalt though), and since we're playing with LA, results will generally skewer towards the non-LA side.

Forgive the copy/paste, Merc says it as well as I could. It's different, don't have much of an opinion on it yet.

So I'm really asking three questions. Do you think gestalt saves need to be changed? If so, which one of these do you prefer? If you think they need to be changed but don't like either of the methods posted, got an idea of your own?
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2012, 02:01:12 PM
I really don't want to change our mechanics, and certainly not midway. Not the saves, not the spells, not the BAB, not any of that. Please, let's not.
Title: Re: Random DM nagging.
Post by: Merc on February 24, 2012, 02:29:34 PM
While I do think they need fixing as well, changing mid-game does seem a bad idea, especially when the change is generally going to work against us.

I'd rather just live with them at this point and have this a 'lesson learned' for next time you do a gestalt game. Our builds would change a fair bit with changes like this, and we'd been building with the current mechanics in mind. If it was still level 13-14, not so bad, but we've been playing long enough that strong core mechanical changes at this point would be a pain to adjust to.

That said, if you were attached to the idea of changing them, I would prefer the method I'd suggested, since having two good/one bad save doesn't really mesh well when there's classes that get 1-3 good saves instead of everyone getting the same number.
Title: Re: Random DM nagging.
Post by: Ebiris on February 24, 2012, 02:39:02 PM
Yeah I see no reason to bother changing how saves work.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 02:42:18 PM
Okay then, that deep sixes this idea.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 02:45:10 PM
Quote from: Anastasia on February 24, 2012, 01:54:20 PM
He's had a cameo or two, but that's it. I've assumed he's busy but he hasn't been explicitly called out.

So in other words, he's established. GG.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 02:49:58 PM
Quote from: Yuthirin on February 23, 2012, 01:42:40 AM
Quote from: Anastasia on February 23, 2012, 01:28:25 AM
Quote from: Yuthirin on February 22, 2012, 09:06:10 PM
[18:57] <Muirfinn> Ko, is there some sort of artifact I can attach to my elemental that would allow me to summon it across planes?
[18:57] <Muirfinn> Or at least across the same plane?

I don't see one offhand. If you wanna dig for such, by all means. Assuming you don't find one, I'd just price it as a teleport magic item? That's in the 90k region, around 40k after Afina.  If you can find something cheaper that does it that's printed, by all means. I can't offhand, but I'm also buried in work. If you want a custom one like that, let me know and I'll write it out.

I'll take it! A specialized plane shift/teleport without error item? Feel free to work it up at your leisure. It'll probably be prohibitively expensive.

Regarding this, I came across the Familiar's Belt in Complete Mage. Cost is 6000g and it pulls the familiar from wherever it is on the plane and teleports it into a pouch on the belt. I want something similar, with Plane Shift and not into a bag (which would be very very unfortunate).
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 04:30:47 PM
Oh! You know what would be GREAT? A wand/rod/staff of a spell, like a Summon Animal Companion spell! Or familiar. Or whatever.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2012, 04:45:23 PM
Why not just give your pokemon a 1/day item of greater plane shift and Permanency an interplanar telepathic bond between you two?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 05:15:28 PM
Quote from: Corwin on February 24, 2012, 04:45:23 PM
Why not just give your pokemon a 1/day item of greater plane shift and Permanency an interplanar telepathic bond between you two?

I shall name him Waterelementalchu.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 07:39:53 PM
As you all know, you're 4 levels away from reaching epic. There's a good chance this game will make it there now, so I think it's time to talk about it. First of all, you're all spellcasters of one stripe or another. There's various approaches you can use for epic spellcasting. Whichever one you want to use is up to you.

1. Ignore it. There's no obligation to keep taking caster levels past 20. Diversify out and don't worry about it. This is the simplest answer, though it may not be entirely practical.

2. Ignore epic magic and focus on boosting your existing casting. With feats like Improved Metamagic, Automatic Metamagic, Great Ability, Epic Spell Focus and so on, you can focus on honing what you already have. While you won't gain any more spells or tricks, you'll get better with what you have.

3. Take Epic Spell Capacity and use epic magic. This requires the investment of a feat but gains you access to more spell charges and more resources. While it sounds nice, there is one mitigating factor. You'll end up having to make at least some of your own spells, as epic's support base is low. This is considerable amount of effort and will requires you to put more work into your character.

You don't need to decide right now, or even until level 21 or whenever you finish up your spell progression. Do keep it in mind, so that when it is time you can make a considered and informed choice. Take a look at what epic spells are already in the epic rules section of house rules, think and ponder it. I'll be posting a small guide on epic spell creation a little later. If you have questions you'd like answered in it, let me know.

Second of all, there's the matter of saves. Level 20 is the last level that you use class save progressions. At level 21+ you use the epic save progression instead. So if you were thinking about a dip to give your saves an extra little boost, you'll want to do so by level 20 at the latest. Also, while not official yet, I'm almost certainly going to reduce the epic save bonus progression to +1 at level 23 and every three levels thereafter. Saves are usually too high come epic in normal D&D, gestalt only exacerbates this problem.

Third, epic feats are coming up as well as epic PrCs. You may want to consider what epic feats you want and what non-epic prerequisites they require. You have one more feat between now and epic, so if you need something in place for that, this is the time. As far as epic PrCs go, the ones in the house rules are all valid choices. Any in the SRD are also valid, though may require revisions - some are underwhelming, over-prerequisited or simply in need of update from 3.0's design paradigm. If any of those interest you, talk to me. If you want to make a new epic PrC, you're more than welcome to. However, you need to be able to answer one question: Why is this an epic PrC instead of a normal PrC? What about epic is required to make this concept work?

Finally, have fun and continue to use this to resist your fates. Can you overturn the destiny dictated from Nessus? Can you defeat fate itself, twisted by Baator's iron chains?
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2012, 08:05:33 PM
Mostly reposting stuff, since all the recent posts put it pages away and out of sight.

First, on the chef. It might be cool if he got a name and/or a listing in the Aurora topic? I like how people have places where they can often be found, it's a nice bit of flavor.

Second, my Permanency question. I think this would be neat, and whatever the answer it'd help me see how you decide Permanency spells better.
http://www.soulriders.net/forum/index.php/topic,101729.msg1031931.html#msg1031931

Third, rolled this for Merc a while back. I saw you respond to Yuth's roll but not this one, so I've been wondering if you missed it.
http://www.soulriders.net/forum/index.php/topic,101729.msg1031848.html#msg1031848

Last, alignment stuff. I'm considering a shift to exciting zealotry, but I won't if it ends up leading to headaches. The more info I have to decide, the better.
http://www.soulriders.net/forum/index.php/topic,101729.msg1031658.html#msg1031658
http://www.soulriders.net/forum/index.php/topic,101729.msg1031701.html#msg1031701
http://www.soulriders.net/forum/index.php/topic,101729.msg1031721.html#msg1031721
Title: Re: Random DM nagging.
Post by: Merc on February 24, 2012, 09:15:48 PM
Quote from: AnastasiaAs you all know, you're 4 levels away from reaching epic. There's a good chance this game will make it there now, so I think it's time to talk about it.
I've thought about it.

Quoteepic spells
I'm still not charmed by the epic spell lists for duskblades, particularly level 6, though I know you were making some cooler spells like the vacuum one, and I dunno exactly what spell creation options are for duskblades (if any). Most pre-epic spells have caps on them for scaling too, and even if I don't like the spells, I can still use them for better arcane strike. So yeah, epic feat tax will be paid. That said, I'm debating whether I'd rather pick up automatic quick cast at 21 or epic spell capacity. Either way, I'd take the other at 24, along with improved AQC.

Quoteepic saves
Hadn't considered the epic save thing. I had mentioned that I'd planned to go back to rogue, and then start taking the prestige archivist class in epic, but given rogue 13 gives no saves, so I might hold off on that for level 21. I'll still pick up rogue for level 18-19 though.

Quoteepic feats
While not definite, I do have a general idea of where to go...
21: Automatic Quick Cast
24: Epic Spell Capacity + Improved Automatic Quick Cast
27: (depends on what I end up taking on rogue side, but might default to Source of Inspiration)
28: Superior Initiative
30: (depends on what I end up taking on rogue side, but might default to Epic Font of Inspiration)

Part of it depends on how that AoO epic PrC you were making finishes shaping up or if I have any ideas for other new epic feats.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 09:26:26 PM
QuoteRapid Healing

This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual. Market Price: 300,000 gold. Spells used: regenerate.

This is weird. The SRD has a Ring of Regeneration for 90,000. Regen is better. Right?
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 09:27:23 PM
Quote from: Yuthirin on February 24, 2012, 09:26:26 PM
QuoteRapid Healing

This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual. Market Price: 300,000 gold. Spells used: regenerate.

This is weird. The SRD has a Ring of Regeneration for 90,000. Regen is better. Right?

Quick answer here: The Ring of Regeneration heals 1 hit point every hour. Not round. Hour.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 09:28:52 PM
Quote from: Corwin on February 24, 2012, 08:05:33 PMFirst, on the chef. It might be cool if he got a name and/or a listing in the Aurora topic? I like how people have places where they can often be found, it's a nice bit of flavor.

I swore I gave him a name. I'll add him to the Aurora post when I update the shops shortly.

QuoteSecond, my Permanency question. I think this would be neat, and whatever the answer it'd help me see how you decide Permanency spells better.
http://www.soulriders.net/forum/index.php/topic,101729.msg1031931.html#msg1031931

Points in its favor are that the duration is 24 hours and that it (arguably) corrects a fundamental imbalance in gameplay; scry in die in particular. There's no point against them, either. I honestly don't have any concrete objection to doing so, go ahead if you wish. My complaint boils down to not liking the spell. I don't have a particular mechanical beef with it; while you can argue that it should allow SR or a save, the function it accomplished isn't one that automatically needs it. The spells just bug me on a personal level. I don't know why. At worst if I feel it's being abused or poorly balanced, I'll slap a save or spell resistance on it.

So yeah, go ahead.

QuoteThird, rolled this for Merc a while back. I saw you respond to Yuth's roll but not this one, so I've been wondering if you missed it.
http://www.soulriders.net/forum/index.php/topic,101729.msg1031848.html#msg1031848

The ring has the symbol of Swanmays, an organization of nature based, exalted women who can shapeshift into swans. In particular it refers to the Swan Kingdom - you don't know anything else, it's fairly obscure Prime Material information.

QuoteLast, alignment stuff. I'm considering a shift to exciting zealotry, but I won't if it ends up leading to headaches. The more info I have to decide, the better.
http://www.soulriders.net/forum/index.php/topic,101729.msg1031658.html#msg1031658
http://www.soulriders.net/forum/index.php/topic,101729.msg1031701.html#msg1031701
http://www.soulriders.net/forum/index.php/topic,101729.msg1031721.html#msg1031721

Let's not. It's going to lead to headaches the more I think about it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 09:33:04 PM
Quote from: Merc on February 24, 2012, 09:15:48 PMI'm still not charmed by the epic spell lists for duskblades, particularly level 6, though I know you were making some cooler spells like the vacuum one, and I dunno exactly what spell creation options are for duskblades (if any). Most pre-epic spells have caps on them for scaling too, and even if I don't like the spells, I can still use them for better arcane strike. So yeah, epic feat tax will be paid. That said, I'm debating whether I'd rather pick up automatic quick cast at 21 or epic spell capacity. Either way, I'd take the other at 24, along with improved AQC.

Spell creation costs nothing and is basically free. Since epic lacks support I'm not going to charge you for making up spells. If you want a spell, make one up and if I approve it, you can take it and I'll add it to the epic duskblade spell list. By all means, feel free to do so. There's no checks or expenses involved. The player shouldn't be penalized for having to make up new gaming materials for epic.

QuotePart of it depends on how that AoO epic PrC you were making finishes shaping up or if I have any ideas for other new epic feats.

I backburnered it, as I wasn't comfortable with how it turned out. Honestly, since I dislike AoO builds like that I'm not the sort of person who should be making a class around it. I'm invariably unhappy with the results since I dislike the premise. This in turns leads me to wanting to revise it, yet I'm not happy with that result so it ends up being zero-sum. If you wanna take a stab at the concept feel free.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2012, 09:48:33 PM
Dune, what's your opinion on Optional material components from Complete Mage?
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 09:58:30 PM
Quote from: Yuthirin on February 24, 2012, 09:48:33 PM
Dune, what's your opinion on Optional material components from Complete Mage?

About the same opinion as buying Metamagic rods, I suppose.
Title: Re: Random DM nagging.
Post by: Merc on February 24, 2012, 10:04:08 PM
QuoteI backburnered it, as I wasn't comfortable with how it turned out. Honestly, since I dislike AoO builds like that I'm not the sort of person who should be making a class around it. I'm invariably unhappy with the results since I dislike the premise. This in turns leads me to wanting to revise it, yet I'm not happy with that result so it ends up being zero-sum. If you wanna take a stab at the concept feel free.
*nods* Makes sense. A bit of a pity since a lot of the ideas you had for it worked well for Ithea, but it did seem a bit powerful too. I'll pass on giving the concept a stab myself though, I honestly don't get what part of the class would signal 'this requires epic to work, concept-wise', outside of a high power level and even with the ones that you've already made up or that already exist, I don't feel I have a good frame of reference for designing there.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 10:13:26 PM
The rationale I worked with was that the level of denial and skill involved was superhuman. After all, overcoming those limits and managing attacks at the slightest mistake or chance an enemy gives can't be easy.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2012, 11:07:13 PM
While Tannin is here and has a bit of downtime, he'd like to formally request any sort of magical item that would assist in gather information or bluff checks. These help him do his job.
Title: Re: Random DM nagging.
Post by: Anastasia on February 25, 2012, 12:44:57 AM
Since we're talking about characters into epic, here's a foursome of updated build charts. I chose 33 as a completely arbitrary number. Nothing in these is set in stone, things can and do happen to divert the course of a character's career. I never imagined Adrian would take Dragon Devotee, or that Misalea would go into the Graceful Blow. Shit happens, priorities shift and needs change.

Adrian:
Spoiler: ShowHide


17: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 1//Fighter 7/Planar Champion 10
18: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 2//Fighter 8/Planar Champion 10 - Feats: Staggering Strike(18), Toughness(DD2), Greater Weapon Focus(F8)
19: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 3//Fighter 9/Planar Champion 10
20: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 4//Fighter 10/Planar Champion 10 - Feat: Combat Reflexes(F10), Dodge(DD4)
21: Hagspawn 2/Rogue 12/Dragonfire Adept 2/Dragon Devotee 5//Fighter 11/Planar Champion 10 - Feat: Great Ability(Strength)(21)
22: Hagspawn 2/Rogue 13/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 10 - Feat: Greater Weapon Specialization(F12)
23: Hagspawn 2/Rogue 14/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 11
24: Hagspawn 2/Rogue 15/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 12 - Feat: Epic Weapon Focus(24)
25: Hagspawn 2/Rogue 16/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 13 - Feat: Shared Planar Survival(PC13)
26: Hagspawn 2/Rogue 17/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 14
27: Hagspawn 2/Rogue 18/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 15 - Feat: Epic Weapon Specialization(27)
28: Hagspawn 2/Rogue 19/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 16 - Feat: Planar Bubble(PC16)
29: Hagspawn 2/Rogue 20/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 17
30: Hagspawn 2/Rogue 21/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 18 - Feat: Dire Charge(30)
31: Hagspawn 2/Rogue 22/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 19 - Feat: Epic Rip Portal(PC19)
32: Hagspawn 2/Rogue 23/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 20
33: Hagspawn 2/Rogue 24/Dragonfire Adept 2/Dragon Devotee 5//Fighter 12/Planar Champion 21 - Feat: Epic Toughness(33), Spellcasting Harrier(R24)


Misalea:
Spoiler: ShowHide

14: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 4//Bard 9/Sentinel 5
15: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 5//Bard 9/Sentinel 6 - Feat: Divine Power(15)
16: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 6//Bard 10/Sentinel 6
17: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 7//Bard 10/Sentinel 7
18: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 8//Bard 11/Sentinel 7 - Feat: Song of the Heart(18)
19: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 9//Bard 11/Sentinel 8 - Feat: Extra Smiting(S8)
20: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 10//Bard 12/Sentinel 8
21: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 11//Bard 12/Sentinel 9 - Feat: Great Ability(Charisma)(21)
22: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 12//Bard 13/Sentinel 9
23: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 13//Bard 13/Sentinel 10 - Feat: Improved Enchant Chosen Weapon(AD13)
24: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 14//Bard 14/Sentinel 10 - Feat: Great Ability(Charisma(24)
25: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 15//Bard 14/Sentinel 11 - Feat: Extra Smiting(S11)
26: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 16//Bard 15/Sentinel 11 - Feat: Improved Enchant Chosen Weapon(AD16)
27: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 17//Bard 15/Sentinel 12 - Feat: Great Ability(Charisma)(27)
28: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 18//Bard 16/Sentinel 12
29: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 19//Bard 17/Sentinel 12 - Feat: Greater Blur(AD19)
30: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 20//Bard 17/Sentinel 13 - Feat: Great Ability(Charisma(30)
31: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 21//Bard 18/Sentinel 13
32: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 22//Bard 18/Sentinel 14 - Feats: Extra Smiting(S14), Dire Charge(AD22)
33: Star Elf Fey Bloodline 3/Ranger 7/Arcane Duelist 23//Bard 19/Sentinel 14 - Feat: Great Ability(Charisma)(33)


Dana
Spoiler: ShowHide


16: Aasimar 0/Knight 13/Psychic Warrior 3//Fighter 8/Dwarven Defender 8
17: Aasimar 0/Knight 13/Psychic Warrior 4//Fighter 8/Dwarven Defender 9
18: Aasimar 0/Knight 13/Psychic Warrior 5//Fighter 8/Dwarven Defender 10 - Feats: Focused Shield(18), Psionic Dodge(PW5)
19: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 1//Fighter 8/Dwarven Defender 10/Monk (Raging Variant) 1 - Feats: Monk default feats.
20: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 2//Fighter 8/Dwarven Defender 10/Monk (Raging Variant) 2 - Feat: Combat Reflexes(M2)
21: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 3//Fighter 9/Dwarven Defender 10/Monk (Raging Variant) 2 - Feat: Damage Reduction(21)
22: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 4//Fighter 10/Dwarven Defender 10/Monk (Raging Variant) 2 - Feat: Driving Attack(F10)
23: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 5//Fighter 11/Dwarven Defender 10/Monk (Raging Variant) 2
24: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 6//Fighter 12/Dwarven Defender 10/Monk (Raging Variant) 2 - Feats: Damage Reduction(24), Greater Weapon Specialization(F12)
25: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 7//Fighter 13/Dwarven Defender 10/Monk (Raging Variant) 2
26: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 8//Fighter 14/Dwarven Defender 10/Monk (Raging Variant) 2 - Feat: Overwhelming Assault(F14)*
27: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 9//Fighter 15/Dwarven Defender 10/Monk (Raging Variant) 2 - Feat: Damage Reduction(27)
28: Aasimar 0/Knight 13/Psychic Warrior 5/Warmind 10//Fighter 16/Dwarven Defender 10/Monk (Raging Variant) 2 - Feat: Improved Initiative(F16)

Dana finishes early, as going further may well require epic Warmind. While I'm feeling more comfortable with psionics, I'm not so comfortable as to design an epic continuation on the spot for it.


Tannin
Spoiler: ShowHide


16: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 1//Fighter 2/Battle Dancer 14
17: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 2//Fighter 2/Battle Dancer 15
18: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 3//Fighter 2/Battle Dancer 16 - Feats: Quicken Spell-Like Ability(Glibness)(18)
19: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 4//Fighter 2/Battle Dancer 17
20: Cansin 1/Rogue 4/Vigilante 10/Spellfilch 5//Fighter 2/Battle Dancer 18
21: Cansin 1/Rogue 4/Vigilante 11/Spellfilch 5//Fighter 2/Battle Dancer 19 - Feats: Epic Spell Capacity(21)
22: Cansin 1/Rogue 4/Vigilante 12/Spellfilch 5//Fighter 2/Battle Dancer 20
23: Cansin 1/Rogue 4/Vigilante 13/Spellfilch 5//Fighter 2/Battle Dancer 21 - Feat: Superior Initiative(V13)
24: Cansin 1/Rogue 4/Vigilante 14/Spellfilch 5//Fighter 2/Battle Dancer 22 - Feat: Epic Skill Focus(Gather Information)(24)
25: Cansin 1/Rogue 4/Vigilante 15/Spellfilch 5//Fighter 2/Battle Dancer 23 - Feat: Penetrate Damage Reduction(Silver)(BD23)
26: Cansin 1/Rogue 4/Vigilante 16/Spellfilch 5//Fighter 2/Battle Dancer 24 - Feat: Epic Skill Focus(Bluff)(V16)
27: Cansin 1/Rogue 4/Vigilante 17/Spellfilch 5//Fighter 2/Battle Dancer 25 - Feat: Great Ability(Dexterity)(27)
28: Cansin 1/Rogue 4/Vigilante 18/Spellfilch 5//Fighter 2/Battle Dancer 26 - Feat: Battle Dance(BD26)
29: Cansin 1/Rogue 4/Vigilante 19/Spellfilch 5//Fighter 2/Battle Dancer 27 - Feat: Epic Skill Focus(Tumble)(V19)
30: Cansin 1/Rogue 4/Vigilante 20/Spellfilch 5//Fighter 2/Battle Dancer 28 - Feat: Great Ability(Strength)(30)
31: Cansin 1/Rogue 4/Vigilante 21/Spellfilch 5//Fighter 2/Battle Dancer 29 - Feat: Fist of Anarchy(BD29)
32: Cansin 1/Rogue 4/Vigilante 22/Spellfilch 5//Fighter 2/Battle Dancer 30 - Feat: Curse of the Guilty(V22)
33: Cansin 1/Rogue 4/Vigilante 23/Spellfilch 5//Fighter 2/Battle Dancer 31 - Feat: Dire Charge(33)
Title: Re: Random DM nagging.
Post by: Anastasia on February 25, 2012, 01:08:52 PM
Cor wanted a list of the previous booksets from Vel's, so here you go. If you want information on any of them feel free to ask.

Gwinnan's Travel Logs, Volume 1: The Silver Sea. 150 gold.
Parsali's Secrets of Transmutative Alchemy. 500 gold.
The Narrative Guide to the Styx. 600 gold.
Lost Lore of the Abyss: Kelvezu demons. 250 gold.
The Hidden Blade of Elysium: 700 gold.
Biological Functions of Lemures: 100 gold.
Nephilim, Children of the Fallen: 400 gold.
The Bloodeye Ritual: 1,000 gold.
Title: Re: Random DM nagging.
Post by: Corwin on February 25, 2012, 01:10:33 PM
I'd prefer to ask IC whenever it works out.
Title: Re: Random DM nagging.
Post by: Anastasia on February 25, 2012, 07:29:42 PM
On returning to her room after Marambor, Ithea finds the following missive on her bed. It is in 27's handwriting.

Three acts. Three enemies. Three climaxes. Lifasa will not know peace until the grand play's final curtain falls. The second act has begun.

There are nine keys and nine guardians, as one whole. Kill them and peace can return.

Morniel knows too much, don't you think?
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2012, 03:14:55 PM
Since they came up IC.

The Hidden Blade of Elysium

This book speaks of the First Sunrise, a holy blade carried by a nameless paladin of antiquity. It is said this paladin accomplished a great act of good. The precise act of good varies from source to source and legend to legend. Some claim he laid a demon lord low, others claim the Oinoloth fell to his blade, and yet others claim an Archduke of Hell was cut in twain by First Sunrise; yet other sources claim he instead saved a soul from certain damnation or liberated a great swath of stolen souls from one of the Lower Planes. No matter what the truth of it is, all agree that First Sunrise is a mighty weapon. It is the Sun Sword of Sun Swords, perhaps the first one ever created. It is said to have marvelous powers - and in addition it has a twin, the Shield of the Sun.

In any case, it is said that First Sunrise was hidden away in a holy shrine within Elysium, waiting for a worthy bearer to claim it. It has never been seen on the stage of history again, so perhaps it still waits for a worthy warrior to claim it.

----

Nephilim, Children of the Fallen

Nephilim are the offspring of powerful fallen angels and mortals. Creatures of the dark that know a tiny fragment of the light, they are beautiful as angels and as accursed as the worst fiend. As beautiful as they are, the blood in their veins burns like the fires of the Hells, and their gaze charms victims into listening to the seductive evils they speak. They are the often great tempters, dragging countless souls to misery eternal. The only point of hope is one from their parental legacy. Just as their parents fell from grace, the promise of grace restored is with the nephilim. They are not as tightly bound to evil as fallen or fiends, possessing the free will to absolve themselves of evil. Some have managed exactly that, recapturing the grace that their parent lost long ago.
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2012, 04:01:38 PM
Gwinnan's Travel Logs, Volume 1

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Astral Plane, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"Of the Githyanki tribes I met with, none were stranger than the Speakers of Void. Ascetics to the core, they spend great deals of time - as much as time matters on the Astral - in meditation. These strange figures claim to be able to sleep on the Astral, and moreover these sleeps lead to dreams of great potency. Expressing my disbelief at the shameless oneiromancy before me, the Speakers were all too willing to induce such a state in me. I found it worked with a disturbing efficiency, rendering me into unawareness. I cannot speak entirely to the truth or falseness of the Speakers based on this, but I do recall one thing with flawless clarity. A great red dragon soared through the Silver Sea, coming to alight on a volcano floating in the void. Around this vast volcano a city of splendor was built, wherein all the elements converged."

---

Parsali's Secrets to Transmutative Alchemy

This book is filled with the ramblings of an alchemist named Parsali. It seems he stumbled on a process to aid alchemical research and efficiency. While the basic discovery is of use, his extrapoliations from there seem to be little more than fanciful ramblings. He rants in at some length about finding the proper formulate to transmute iron or lead into gold. No final formula is presented within the book, despite much talk of it. The basic discovery is enough to reduce the cost of creating alchemical items by 2%, if a proper alchemist reads the book and integrates the discovery into his own work.
Title: Re: Random DM nagging.
Post by: Merc on February 26, 2012, 09:16:14 PM
This was an exercise I did, given we had already decided not to make any changes regarding this, as I wanted to show Dune how the different calculation method on gestalt would affect those values. Figured it might be useful reference for any future gestalt games, and used the Balmuria 3 characters as examples.

He said to post it (http://www.mediafire.com/?o4q2rqqr4p66rrw) in Random DM Nagging in case anybody else might find it curious/illuminating.

It may not be completely accurate everywhere, I may have missed something here and there, but overall should be a good representation. Can still be checked in excel spreadsheet if someone was curious enough to check it all. Otherwise, summary follows:

(http://i43.tinypic.com/egyh5k.jpg)

In addition to above, four characters (Muirfinn, Jaela, Afina, and Sylvie) all lose one attack on full-attack, as their BAB would all drop from +16 to +12 (Afina's drops only to +13).
Title: Re: Random DM nagging.
Post by: Yuthirin on February 26, 2012, 09:19:28 PM
pass.
Title: Re: Random DM nagging.
Post by: Merc on February 26, 2012, 09:20:22 PM
We already passed on it a while ago. This was purely a curiosity/exercise thing. =p
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2012, 09:21:21 PM
Yes.

I think monsters would benefit from this, especially outsiders. Outsider HD gets full BAB and all good saves, so they're already set on those things. The rest is just pure gravy. It hurts PCs more than I anticipated, and is a fair reason not to use it since I'd have to rejigger a lot more balance to compensate.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 26, 2012, 09:33:38 PM
Quote from: Yuthirin on February 24, 2012, 02:49:58 PM
Quote from: Yuthirin on February 23, 2012, 01:42:40 AM
Quote from: Anastasia on February 23, 2012, 01:28:25 AM
Quote from: Yuthirin on February 22, 2012, 09:06:10 PM
[18:57] <Muirfinn> Ko, is there some sort of artifact I can attach to my elemental that would allow me to summon it across planes?
[18:57] <Muirfinn> Or at least across the same plane?

I don't see one offhand. If you wanna dig for such, by all means. Assuming you don't find one, I'd just price it as a teleport magic item? That's in the 90k region, around 40k after Afina.  If you can find something cheaper that does it that's printed, by all means. I can't offhand, but I'm also buried in work. If you want a custom one like that, let me know and I'll write it out.

I'll take it! A specialized plane shift/teleport without error item? Feel free to work it up at your leisure. It'll probably be prohibitively expensive.

Regarding this, I came across the Familiar's Belt in Complete Mage. Cost is 6000g and it pulls the familiar from wherever it is on the plane and teleports it into a pouch on the belt. I want something similar, with Plane Shift and not into a bag (which would be very very unfortunate).
Quote from: Yuthirin on February 24, 2012, 04:30:47 PM
Oh! You know what would be GREAT? A wand/rod/staff of a spell, like a Summon Animal Companion spell! Or familiar. Or whatever.
Quote from: Corwin on February 24, 2012, 04:45:23 PM
Why not just give your pokemon a 1/day item of greater plane shift and Permanency an interplanar telepathic bond between you two?
Quote from: Yuthirin on February 24, 2012, 05:15:28 PM
Quote from: Corwin on February 24, 2012, 04:45:23 PM
Why not just give your pokemon a 1/day item of greater plane shift and Permanency an interplanar telepathic bond between you two?

I shall name him Waterelementalchu.
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2012, 09:45:44 PM
Collar of Animal Summoning

This collar allows an animal companion to immediately appear at its master's side immediately, as if by a greater plane shift spell. Using this collar is a standard action. A Collar of Animal Summoning functions once per day.

Strong conjuration(teleportation); CL 13; Craft Wondrous Item, greater plane shift, 36400 gold.

A permanent interplanar telepathic bond would cost 6,000 gold. You also need to have 18 hit dice to fully bear this. This would be -1 con to Muirfinn until he reaches level 18, at which point the penalty would vanish. It would be -2 for your animal companion until he gains more hit dice. It's much cheaper than an item that accomplishes the same. An item to do so would be considerably more expensive. A regular telepathic bond would inflict no  con loss but only work on the same plane. Could do that as a stop gap measure, though you'd be wasting the 5,000 gold for the regular bond in the long run.
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2012, 11:59:50 PM
Added autobattle settings to Baleruk or so on.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2012, 12:02:37 AM
New avatar to reflect that this topic has waaaay too many posts.
Title: Re: Random DM nagging.
Post by: Merc on February 27, 2012, 12:05:26 AM
So we won't be seeing Yulia posting around SR anymore? =p
Title: Re: Random DM nagging.
Post by: Yulia on February 27, 2012, 12:06:16 AM
We are legion, bitch.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2012, 12:06:41 AM
We are many. We are unstoppable. You will...LISTEN.
Title: Re: Random DM nagging.
Post by: Merc on February 27, 2012, 12:07:55 AM
http://genzoman.deviantart.com/art/Zelda-Navi-hey-listen-164360757
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2012, 12:09:36 AM
I have a group of cruel, uncaring PCs.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2012, 12:20:53 AM
Quote from: Merc on February 27, 2012, 12:07:55 AM
http://genzoman.deviantart.com/art/Zelda-Navi-hey-listen-164360757
D:
Title: Re: Random DM nagging.
Post by: Ebiris on February 27, 2012, 03:27:11 AM
Yuth, you'd be much better off just buying a couple of these: http://www.d20srd.org/srd/magicItems/wondrousItems.htm#braceletofFriends
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2012, 11:16:14 AM
They're not for interplanar summoning, though. That is unfortunately the entire point. :(
Title: Re: Random DM nagging.
Post by: Yuthirin on February 28, 2012, 01:01:21 AM
[22:34] <Yuthirin> Ko. Dragon 357, page 52 has an interesting article, one that includes elemental flora. Available in your world?
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2012, 01:46:18 AM
Quote from: Yuthirin on February 28, 2012, 01:01:21 AM
[22:34] <Yuthirin> Ko. Dragon 357, page 52 has an interesting article, one that includes elemental flora. Available in your world?

Yeah. Exotic planar plants occasionally come up, but not all that often. Most of the time you guys are fighting or working at your goals, not studying botany. I'd want to review any particular one in this article before committing to it, so if one in particular interests you, ask me.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 28, 2012, 01:47:25 AM
I'm just trying to make the place look all pretty~
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2012, 01:49:47 AM
Knock yourself out.

I remember a few bits and pieces of them have come up in previous games. I remember the burning fruit from Fire that Antenora liked, and I think Balmuria 2 has some Elysian grains that were part of the gift of the celestials from back in Balmuria 1. So yeah, the stuff does exist.
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2012, 06:09:42 PM
HEY LISTEN!

I've been sent a few PrCs lately. If you're going to make a PrC table, I highly recommend using BBcode to do so. In particular, the following website can do it automatically. http://www.teamopolis.com/tools/bbcode-table-generator.aspx Just make sure to turn first row as header off and it should come out fine. It makes things much easier to read, and I usually want it in that form before posting in any event. Thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on February 29, 2012, 12:51:02 AM
First try and writing up a mini-guide to making epic level spells. How is this? Do you guys find it helpful?

Epic spell creation tutorial.

Before anything else, the DMG has a section on creating new magical spells. It's on page 35 and it's not in the SRD, so go find your DMG and read it. Done? Good. Read it again. I'll be waiting. Done? Alright then. Epic magic works largely the same way - the spells continue at 10th level and beyond magic. There's no massive paradigm shift like in ELH epic magic. However, things aren't precisely the same, either.

First of all, each spell level is 'bigger'. Instead of two levels long, spell levels are 3 or 4 levels long, depending on the class. A wizard gets access to a higher level of spells every two levels, right? In epic he gets a new spell level every three levels instead. So what does that mean? There's more room to work with in each spell level. There's stretching room in design to make a concept work. Bear in this mind.

Second is that I make a concerned effort to make epic magic, for lack of a better word, epic. I aim for interesting and distinct magic when possible; things that have a certain style or new angles rather than just another 5d6 damage tossed on top of it. Whenever I make an epic spell, I ask myself on question. That question is: What makes this spell epic? I aim for a certain flare with them, a certain vibe that makes them more than the common fireball.

Third is that balance should be maintained. Some ideas aren't suitable, such as things that mimic the Celerity line of spells. Keep things along the same guidelines as lower levels, this isn't an invitation to do crazy-broken shit. I don't think you guys are likely to do this, but it bears repeating. This all gets filtered through the lens of DM approval, so anything particularly out of line won't make it past that in the first place.

Finally, have fun. Come up with ideas, throw ideas to together and go for it.

Designing a spell.

Once you have a spell in mind, you need to stat it out. I recommend that you at least write a beta version of the spell out first, so you have something to refer to. This isn't required, but I find it to be helpful.

First is the name of the spell. Take some time and come up with a decent name. We don't need literary gold here, but something that doesn't sound too horrible is preferred. If you developed the spell yourself, you may prefix it with your own name. For example, Melf's Acid Arrow. This isn't mandatory and is more akin to asserting your work and ego than anything else.

From here, I recommend that you read down this list and follow it. http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm This provides a basic overview and explains what a spell is made of and how it is expressed. I'd recommend keeping a few spells open in another tab so you can refer to them and see how things look in practice.

Once you have all that done, polish up your spell, balance it out and present it to me. Once we get this going, I'll make a topic for spell posting and discussion, so we can keep it all focused in one place. In any case, I'll either accept it, reject it if it is completely out of hand or unsuitable, or offer suggestions on how to revise and clarify the spell and tell you to work on it some more. Most of the time it will be the first or third, I don't foresee having to reject many spells.
Title: Re: Random DM nagging.
Post by: Anastasia on March 01, 2012, 01:48:59 AM
By the way, have you guys figured out about that tome of con+2 yet?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 02, 2012, 03:08:05 AM
Quote from: Anastasia on February 10, 2012, 10:32:37 PM
Mechanically, if you have animal devotion, you need to revere a deity who offers the animal domain.

Fuck. I missed this. Will pick a different feat real fast tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on March 03, 2012, 09:00:17 PM
Quote from: Yuthirin on March 02, 2012, 03:08:05 AM
Quote from: Anastasia on February 10, 2012, 10:32:37 PM
Mechanically, if you have animal devotion, you need to revere a deity who offers the animal domain.

Fuck. I missed this. Will pick a different feat real fast tomorrow.

So which one did you select?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 04, 2012, 12:43:31 PM
Sudden Maximize
Title: Re: Random DM nagging.
Post by: Corwin on March 04, 2012, 12:55:25 PM
Complete Champion p47-48 has a Cleric ACF that's called Pool of Healing. Can I take it once I'm safely back at the Aurora? A lvl4 Favored Soul slot is worth being able to heal people better.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 04:05:25 PM
I'll check that after session, Cor.

I'm going to be looking at something for an ACF for Factotum 16 for Sylvie, put it off too long. Any suggestions?
Title: Re: Random DM nagging.
Post by: Merc on March 04, 2012, 07:12:08 PM
Random thought for that 16th level ACF:
Improved Arcane Dilettante (Sp)
Spoiler: ShowHide
At 16th level, while preparing your spells for Arcane Dilettante, you may sacrifice any number of your available mimicked spells to instead mimic any number of metamagic feats you qualify for. You may use mimicked feats to qualify and mimic other metamagic feats you wish to have access for the day.

The number of spells sacrificed to mimic a metamagic feat is equal to the number of levels a spell is normally increased by when using that feat, minimum one. As an example, if you mimic quicken spell, you would need to sacrifice four spell preparations from Arcane Dilettante, while if you mimic silent spell, you would only need to sacrifice one spell preparation, and if you mimic both, you would need to sacrifice five spells.

When mimicking a spell through Arcane Dilettante, instead of spending 1 inspiration point to cast it as a spell-like ability, you may instead spend 3 inspiration to improve the spell-like ability, casting it as if it had been enhanced by one of your mimicked metamagic feats. You may only use one mimicked metamagic feat to improve the spell-like ability, even if you selected more than one metamagic feats that day.

You may not use a mimicked metamagic feat to improve any spells or spell-like abilities you have access to from other sources, nor may you use any actual metamagic feat you have to improve a mimicked spell through the use of this ability.

Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:19:34 PM
I'm thinking about ganking the crafting epic feats as written and taking one of two tacks.

1. One epic feat to rule them all.

Epic Crafting [Epic]
Prerequisite: Any two item creation feats.
Benefit: You can create items that exceed 200,000 gold or items that exceed the normal limits for non-epic equipment. You must still have the normal, non epic feat to create an item in the first place, such as Craft Wondrous Item, Craft Ring and so on.

Not sure how this interacts with Craft Golem.

2. Revising it in some other way.

Epic crafting isn't a matter of a feat, but finding some way to exceed normal limits. A special forge, training, something else. The benefit is that you don't pay yet more feats to craft, as the non-epic craft feats are already numerous. The downside is that you can't be assured of getting it at level 21 and that it'll be a hell of a lot more complicated and questy. There's enough of a feat tax for crafting that I'm sympathetic to not requiring yet more feats for it.
Title: Re: Random DM nagging.
Post by: Ebiris on March 04, 2012, 07:24:18 PM
The first one's simple enough and has no real bearing on craft golems - the epic golems only require the craft epic weapons feat since there is no epic golem feat.

The second one's cool, too, though. I'm already down two feats (soon to be three) and max ranks on two crafting skills, so at least having freedom to pick epic feats without worrying about further feat taxing is nice.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:24:55 PM
Quote from: Merc on March 04, 2012, 07:12:08 PM
Random thought for that 16th level ACF:
Improved Arcane Dilettante (Sp)
Spoiler: ShowHide
At 16th level, while preparing your spells for Arcane Dilettante, you may sacrifice any number of your available mimicked spells to instead mimic any number of metamagic feats you qualify for. You may use mimicked feats to qualify and mimic other metamagic feats you wish to have access for the day.

The number of spells sacrificed to mimic a metamagic feat is equal to the number of levels a spell is normally increased by when using that feat, minimum one. As an example, if you mimic quicken spell, you would need to sacrifice four spell preparations from Arcane Dilettante, while if you mimic silent spell, you would only need to sacrifice one spell preparation, and if you mimic both, you would need to sacrifice five spells.

When mimicking a spell through Arcane Dilettante, instead of spending 1 inspiration point to cast it as a spell-like ability, you may instead spend 3 inspiration to improve the spell-like ability, casting it as if it had been enhanced by one of your mimicked metamagic feats. You may only use one mimicked metamagic feat to improve the spell-like ability, even if you selected more than one metamagic feats that day.

You may not use a mimicked metamagic feat to improve any spells or spell-like abilities you have access to from other sources, nor may you use any actual metamagic feat you have to improve a mimicked spell through the use of this ability.


I'm really hesitant to make Sylvie's casting any more complicated than it is. I actually think it is underpowered - sacrificing your highly limited slots for a Factotum isn't usually a winning trade. It's arguable in any case, but eh.



Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:27:54 PM
Quote from: Ebiris on March 04, 2012, 07:24:18 PM
The first one's simple enough and has no real bearing on craft golems - the epic golems only require the craft epic weapons feat since there is no epic golem feat.

The second one's cool, too, though. I'm already down two feats (soon to be three) and max ranks on two crafting skills, so at least having freedom to pick epic feats without worrying about further feat taxing is nice.

I should really look at the epic golem rules.

Anyway, if you have a preference speak up.

Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:29:38 PM
Quote from: Corwin on March 04, 2012, 12:55:25 PM
Complete Champion p47-48 has a Cleric ACF that's called Pool of Healing. Can I take it once I'm safely back at the Aurora? A lvl4 Favored Soul slot is worth being able to heal people better.

Eh sure.
Title: Re: Random DM nagging.
Post by: Merc on March 04, 2012, 07:30:06 PM
If there's a 200k gold limit on items (I was not aware of this, and can't really find this anywhere in core books/srd/house rules, just the fact that highest available non-epic item costs such), would this mean artifacts cannot be improved by the +1.5x cost modifier? I had hoped to at some point add the effect of Bracers of Opportunity to the Unseen Enemy bracers.
Title: Re: Random DM nagging.
Post by: Ebiris on March 04, 2012, 07:32:12 PM
Quote from: Anastasia on March 04, 2012, 07:27:54 PM
I should really look at the epic golem rules.

Anyway, if you have a preference speak up.

Lets just go for the blanket epic crafting feat. It feels less cheap.
Title: Re: Random DM nagging.
Post by: Merc on March 04, 2012, 07:32:36 PM
Quote from: Anastasia on March 04, 2012, 07:24:55 PM
I'm really hesitant to make Sylvie's casting any more complicated than it is. I actually think it is underpowered - sacrificing your highly limited slots for a Factotum isn't usually a winning trade. It's arguable in any case, but eh.

Yes, the limited slots sacrificing was the main balancing point, but adds some flexibility. I figured it would be used to just mimic one +1lv metamagic usually, with the occassional quicken maybe. I figured it was close enough to balanced, but I do agree it's going to make her casting more complicated.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:33:22 PM
Quote from: Merc on March 04, 2012, 07:30:06 PM
If there's a 200k gold limit on items (I was not aware of this, and can't really find this anywhere in core books/srd/house rules, just the fact that highest available non-epic item costs such), would this mean artifacts cannot be improved by the +1.5x cost modifier? I had hoped to at some point add the effect of Bracers of Opportunity to the Unseen Enemy bracers.

http://www.d20srd.org/srd/epic/magicItems/basics.htm

The regular rules don't directly touch on it since they weren't built with epic in mind. It's elaborated on in the epic rules. I'll add that to the epic rules at some point, as well as my own revision. I cap skill boosters at +15 pre-epic, for example. Most of what's there holds true, though.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:33:53 PM
Quote from: Ebiris on March 04, 2012, 07:32:12 PM
Quote from: Anastasia on March 04, 2012, 07:27:54 PM
I should really look at the epic golem rules.

Anyway, if you have a preference speak up.

Lets just go for the blanket epic crafting feat. It feels less cheap.

Okay, I'll add that to house rules tonight.
Title: Re: Random DM nagging.
Post by: Merc on March 04, 2012, 07:37:45 PM
Quote from: Anastasia on March 04, 2012, 07:33:22 PMThe regular rules don't directly touch on it since they weren't built with epic in mind. It's elaborated on in the epic rules. I'll add that to the epic rules at some point, as well as my own revision. I cap skill boosters at +15 pre-epic, for example. Most of what's there holds true, though.

I see.

Regarding adding stuff to artifact bracers or cloak, since they are priceless, can they or not have effects added to them? As I mentioned, I'd hoped to add the effect of Bracers of Opportunity at some point. If it's not possible, could I get that sort of effect in another slot, such as hands?
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 07:38:29 PM
Quote from: Merc on March 04, 2012, 07:37:45 PMI see.

Regarding adding stuff to artifact bracers or cloak, since they are priceless, can they or not have effects added to them? As I mentioned, I'd hoped to add the effect of Bracers of Opportunity at some point. If it's not possible, could I get that sort of effect in another slot, such as hands?

Let me get back to you on that, in any case.
Title: Re: Random DM nagging.
Post by: Merc on March 04, 2012, 07:49:06 PM
Alrighty. I'll bug you again in a week if I haven't heard~

Other ACF options:
-Let her add Int to her Con/Wis/Cha skills, not just Str/Dex?
-Spend inspiration to naturally let her take 13 (taking 10 is boring!) on a skill roll, regardless of situation? (And she'd still be able to boost it through cunning knowledge as well)
-Since factotum learn a little bit of everything and have arcane/divine-flavored abilities, something that grants psionic/incarnum-flavored abilities?
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 09:04:01 PM
Quote from: Merc on March 04, 2012, 07:49:06 PM
Alrighty. I'll bug you again in a week if I haven't heard~

Other ACF options:
-Let her add Int to her Con/Wis/Cha skills, not just Str/Dex?
-Spend inspiration to naturally let her take 13 (taking 10 is boring!) on a skill roll, regardless of situation? (And she'd still be able to boost it through cunning knowledge as well)
-Since factotum learn a little bit of everything and have arcane/divine-flavored abilities, something that grants psionic/incarnum-flavored abilities?

Second is redundant with Exemplar rather horribly, and probably not good enough to justify the trade off in the first place. Third runs into the problem of adding yet more things to keep up with her. I like the first a lot - I need to review it to make sure it doesn't have any broken or stupid application - but it's probably the best of the lot and I'll run with it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 09:10:12 PM
Anyone see anything grossly wrong or abusable here?

Alternate Class Feature: Brains Over Everything

Not content with merely outthinking athletics, you apply your formidable intellect to myriad pursuits.

Class: Factotum

Level: 16th.

Replaces: If you select this alternate class feature, you do not gain improved cunning defense.

Benefit: You gain your Intelligence bonus to skill checks based on Wisdom, Charisma and Constitution.
Title: Re: Random DM nagging.
Post by: Merc on March 04, 2012, 09:20:00 PM
I don't think it's a problem.

It does boost 8 of her skills by +12, and pretty much means she makes all of her untrained check at +12 minimum because of Jack of all Trades, but she's focused on upping her intelligence and her build is centered around skills, so I think it's fine for a high level ability.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2012, 11:33:20 PM
http://www.soulriders.net/forum/index.php/topic,101739.msg1029548.html#msg1029548

This post now has information about what constitutes an epic magical item. Remember that epic magical items are not artifacts. The only serious change from the ELH are that skill boosters are capped at +15 instead of +30.
Title: Re: Random DM nagging.
Post by: Corwin on March 05, 2012, 04:32:29 AM
Per your request, reposting this.

SC has Hand of the Faithful (page 109), and I wanted to know if it could be Permanency'd. And if so, whether it could be suppressed at will, much like SR is handled, since it'd be pretty annoying to other people outside of any fight.
Title: Re: Random DM nagging.
Post by: Merc on March 05, 2012, 12:19:18 PM
Haven't really thought about its balance/level (waiting at doc on phone), but one thing stood out for me. The damage is weird for a level 9 spell. Its scale means it'd reach its max damage before you'd get access to the spell. Either make it a flat 15d6 or something like 5d6+1d6/2 levels and then set a maximum of 15d6 dmg.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2012, 12:47:52 PM
That's a good point.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 01:27:07 PM
http://www.soulriders.net/forum/index.php/topic,102129.0.html

Go ahead and move it over to here, Yuth?
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 01:39:03 PM
Quote from: Corwin on March 05, 2012, 04:32:29 AM
Per your request, reposting this.

SC has Hand of the Faithful (page 109), and I wanted to know if it could be Permanency'd. And if so, whether it could be suppressed at will, much like SR is handled, since it'd be pretty annoying to other people outside of any fight.

One question - where precisely are you planning on casting this? I got the impression you wanted it on yourself, but it's a spell that targets a point in space.
Title: Re: Random DM nagging.
Post by: Corwin on March 05, 2012, 01:46:58 PM
The original spell was cast on you! Magic of Faerun p100, to be more specific. (http://dndtools.eu/spells/magic-of-faerun--20/hand-of-torm--1581/)
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 02:43:39 PM
Quick question for Yuth: How many tortles are there? I had it in my notes but I can't find it.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2012, 03:13:33 PM
Somewhat less than fifty. I believe I said 43, including Kole and myself.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 06:30:43 PM
Okay. Tentative heads up. I'm thinking of running 5 days per week: Friday, Saturday, Sunday and two other days TBA. Of the remaining days, which two do each of you prefer? I'm aware Saturday isn't best for Eb/Cor due to GF and may require some misses there, likewise I know Friday is every other for Merc coming up and Yuth is a question mark there.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2012, 06:39:16 PM
Saturday would HAVE to afternoon for me. There is no compromise on my part for that. I can't get out of Saturdays.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 06:40:41 PM
How late in the afternoon?
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 06:42:25 PM
Quote from: Corwin on March 05, 2012, 01:46:58 PM
The original spell was cast on you! Magic of Faerun p100, to be more specific. (http://dndtools.eu/spells/magic-of-faerun--20/hand-of-torm--1581/)

I think I agree with the SC's revision of it - a long term, mobile barrier of non-entry that hits those that try and fail with status? Isn't a good spell as designed. I have no problem with the SC version being permanent on a space or object, but not as a personal, mobile anti-contact field. I mean, the only other spell that I can think of that does something like that is some versions of the 8th level aura spells. Holy Aura blinds for a round on a successful hit - not coming near, but a successful hit.
Title: Re: Random DM nagging.
Post by: Ebiris on March 05, 2012, 06:44:06 PM
I have no set schedule, so pick whatever days suit other people.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 06:44:19 PM
Quote from: Ebiris on March 05, 2012, 06:44:06 PM
I have no set schedule, so pick whatever days suit other people.

Noted, thanks.
Title: Re: Random DM nagging.
Post by: Corwin on March 05, 2012, 06:53:26 PM
It's 1am now, and we usually run till 11pm. Whatever afternoon for you guys might be, 11pm for me sets the ending time. Day-wise, no real preference.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 06:55:26 PM
Okay, thanks Cor. Yuth? Any preference on the remaining days?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2012, 07:00:59 PM
Sundays, Tuesdays, and Thursdays are the best for me. Saturdays will work for me, but only after I get home from work, at around 12:30 CST. Mondays, Wednesdays, and Fridays I have work from 9am-5pm CST, though if I'm SNEAKY, I can game like I did today. This is hit or miss, as a lot of days I spend most of my time in a vehicle, able to make forum posts and that's it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 07:04:33 PM
Okay, duly noted. Thanks Yuth. More information to be forthcoming tonight.

---

Tepen's updated.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 11:36:12 PM
Tentative schedule is as follows. If you have problems with this or any comments, speak up now. It won't go into effect until Merc starts work.

Monday: OFF.
Tuesday: Normal session. Works good for everyone but Merc.
Wednesday: OFF.
Thursday: Normal session. Works good for everyone but Merc.
Friday: Normal session. Works good for everyone but Yuth (and Merc every other week).
Saturday: Normal session. This day has some conflict issues with GF but I feel it's best not to waste a day where everyone could be available.
Sunday: Normal session. No one has much else conflicting on Sundays (until football season, worry about that in 5 months), so let's use this day as much as possible.

Mondays and Wednesdays may be used for little things at my discretion. Depends if I need downtime or want a day off. For Merc and/or Yuth things, evening sessions are viable until I get employment, should that help ease congestion and timing concerns.
Title: Re: Random DM nagging.
Post by: Merc on March 05, 2012, 11:45:48 PM
It does mean we're going to be a bit more stuck with the usual splits of Yuth/me and Eb/Cor, even though you wanted us mixing up more, but oh well. Being able to keep playing would be awesome if it's workable.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2012, 11:49:12 PM
Ironic how that works, but you gotta work with what you have to work with.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2012, 12:17:42 AM
Canderella posted. She leveled up to 16 as a result of her adventure with Afina and Jaela. She doesn't technically qualify for Stormcaster due to not having access to Gust of Wind, but I gave her a pass on it. She learns enough storm based magic where I feel it's thematically appropriate to give this one a pass on a single spell.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2012, 01:47:35 AM
Vul'lath'll be posted tomorrow night sometime, too busy to finish him up tonight.
Title: Re: Random DM nagging.
Post by: Corwin on March 06, 2012, 02:02:47 AM
Can someone finance the anti-vermin incantations? I can handle the price of components on my room, but the outer gate, fortress gate, main portal chamber and the Triune temple are sadly out of reach.
Title: Re: Random DM nagging.
Post by: Ebiris on March 06, 2012, 03:26:07 AM
That kind of stuff can surely come out of the Aurora budget.
Title: Re: Random DM nagging.
Post by: Corwin on March 06, 2012, 05:08:06 PM
If guardinals don't exist, can you please post what I could summon instead with Summon Monster (celestials only) at the relevant levels?
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 01:24:31 PM
Summon Monster 7: Replace avorals with movanic devas.

Summon Monster 9: Replace leonals with monadic devas.

Added to house rules.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 01:24:49 PM
Quote from: Anastasia on March 06, 2012, 01:47:35 AM
Vul'lath'll be posted tomorrow night sometime, too busy to finish him up tonight.

Make that tonight. Dur.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 02:41:56 PM
You're that dead at work today, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 07, 2012, 02:44:48 PM
YES. We are completely crippled.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 02:45:33 PM
Post away, then.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 02:47:30 PM
Fixed the link issue in the spells thread you pointed out, Yuth. Gonna lock that topic since I don't want posting in it.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 07, 2012, 02:55:19 PM
Groovetastic.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 07, 2012, 03:34:03 PM
If you're gonna lock the Spell Collection thread, could you please sticky it?
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 03:39:11 PM
Done. Destickied the cosmology roundup as well.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 07, 2012, 04:13:47 PM
Would I qualify for the Multiattack feat if I have three natural attacks, but only when shapeshifted? I'm assuming it would only apply to forms where I had three or more natural attacks.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 05:01:34 PM
Quote from: Yuthirin on March 07, 2012, 04:13:47 PM
Would I qualify for the Multiattack feat if I have three natural attacks, but only when shapeshifted? I'm assuming it would only apply to forms where I had three or more natural attacks.

RAW no, you wouldn't, since you don't innately have 3 or more natural weapons.  (I don't think most of your shapeshift forms do, either). If this is related to the PrC you're working on, I'd just add it as a level+2 feature to that particular form. On a related tack, I'll read that PM over later. A bit distracted right now.
Title: Re: Random DM nagging.
Post by: Merc on March 07, 2012, 11:09:28 PM
Add a changelog/spoiler for the spell thread please? It's annoying to see it get a 'new' tag and not know what changed. >_>

Edit, nevermind, you apparently have it in houserules...which is a little weird, but okay! =p
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2012, 11:23:55 PM
Yeah, I basically consider that thread a part of houserules. It's just another topic for the sake of space.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2012, 02:18:29 AM
I'm working on a Balmuria 3 OST. Tossing out a few preview tracks, let me know what you think.

Battles

Gathgorian battle. (http://www.youtube.com/watch?v=XiDI4GZMVF0) Heavy and serious, it immediately lets you know that you're in for a fight even worse than the last ones. All high ranking devils musics should have Latin style chanting in them...at least that's what I think.

Events

Finding Medicant. (http://www.youtube.com/watch?v=qaDWeQZI8AE) A sad, nostalgic track. After all, all that's left is one sad, forgotten servant and the broken dreams of a great man.

Places

Elysium. (http://www.youtube.com/watch?v=vamr7qq6hoA) Beautiful and soothing, an uplifting bit of music that fits the plane well.

People

Kascha's theme. (http://www.youtube.com/watch?v=q5jucCWWMSk) The name of the track aside, I just feel this really fits her. Gorgeous bit of music.
Title: Re: Random DM nagging.
Post by: Corwin on March 08, 2012, 04:16:43 PM
Let's go fight Comolinahalas (http://www.soulriders.net/forum/index.php/topic,101897.msg1029584.html#msg1029584) once we establish the dimensional lock and assign combat roles/chain of command on the Aurora while it's on Ysgard. Just the PCs and Baleruk.
Title: Re: Random DM nagging.
Post by: Corwin on March 08, 2012, 04:22:26 PM
[22:22] <Jaela> roll 1d20+20+4+15 (GH, DI) planes to tell how to get to the Silent Order of Eternal Tranquility
[22:22] * Hatbot --> "Jaela rolls 1d20+20+4+15 (GH, DI) planes to tell how to get to the Silent Order of Eternal Tranquility and gets 44." [1d20=5]
Title: Re: Random DM nagging.
Post by: Yuthirin on March 08, 2012, 04:24:20 PM
Quote from: Corwin on March 08, 2012, 04:16:43 PM
Let's go fight Comolinahalas (http://www.soulriders.net/forum/index.php/topic,101897.msg1029584.html#msg1029584) once we establish the dimensional lock and assign combat roles/chain of command on the Aurora while it's on Ysgard. Just the PCs and Baleruk.

I like this idea. It smells like money.
Title: Re: Random DM nagging.
Post by: Corwin on March 08, 2012, 04:31:48 PM
Cool. Let's send Tannin to find out more, with the stipulation that he has to come back within a week's time. That's what the upgrades will take us, anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2012, 05:23:48 PM
Done, Tannin's sent.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2012, 05:27:34 PM
Quote from: Corwin on March 08, 2012, 04:22:26 PM
[22:22] <Jaela> roll 1d20+20+4+15 (GH, DI) planes to tell how to get to the Silent Order of Eternal Tranquility
[22:22] * Hatbot --> "Jaela rolls 1d20+20+4+15 (GH, DI) planes to tell how to get to the Silent Order of Eternal Tranquility and gets 44." [1d20=5]

One must travel to Thalasia, the 3rd and final layer of Elysium. You must travel far on the horizon, holding nothing but thoughts of the Triune Goddess in your mind. Should you be worthy, you will find the path to it at sunrise.
Title: Re: Random DM nagging.
Post by: Corwin on March 08, 2012, 06:09:36 PM
Can greatswords be reforged into longspears?
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2012, 07:39:40 PM
Quote from: Corwin on March 08, 2012, 06:09:36 PM
Can greatswords be reforged into longspears?

No. Too many differences to consider.
Title: Re: Random DM nagging.
Post by: Corwin on March 08, 2012, 09:49:56 PM
Can Mantle of Good (SC p137-138) be Permanency'd?
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2012, 10:01:31 PM
Quote from: Corwin on March 08, 2012, 09:49:56 PM
Can Mantle of Good (SC p137-138) be Permanency'd?

No points in its favor, it doesn't hit any of those categories. It doesn't really hit any of the negative, either. So eh. It's purely a judgment call, though it is a personal/you spell. Spell resistance is common in the Planes, so it's not like that boat hasn't sailed already. Yeah, that's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2012, 12:35:29 AM
Divination really peters off in later levels. I noticed that when I was statting out Vul'lath, must make a mental note to make some more divinations.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2012, 12:59:59 AM
Added the following old spells from Balmuria 1 to custom spells.

1st level

Sandalphon's Unerring Projectile (Revisions/cleanup)

2nd level

Helical Mirage
Heroic Aspirations

3rd level

Grace of the Courre
Umut's Greater Magic Missile (With minor revisions)

4th level

Wall of Boiling Water (Water descriptor added)

8th level

Divert Teleport (Nearly identical to the psionic version)

Spells not ported over aren't needed for this particular game or too niche. In the event you feel one of the might be relevant to you and you're familiar with them, drop a note in nagging about it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2012, 03:12:32 AM
As you all know, Wish and Miracle are about to become realistic options for at least two of you, Afina and Jaela. Further, a few people you have already have access to these mighty spells, and Limited Wish has been around for awhile. What you may not know is that I houseruled Wish and Miracle back in Balmuria 1 and we've been mentally following that. However, I don't think Merc or Yuth were ever informed! Since neither of them are playing Wish/Miracle capable characters, this was an easy mistake to make. So I'm going to elaborate on these here and then add them to house rules when I revamp the magic section. It's still in progress.

Wish and Miracle don't work as written without XP costs to balance them out. So they're a little more limited than the SRD standard ones. These spells enact a toll on the caster that tempers the mighty power they offer. A Limited Wish, Wish or Miracle can do amazing things and have an incredible depth of magic available to them to copy, but they aren't omnipotent.

Note that for the sake of deities, wish imposes none of the penalties or limitations noted in the spell. Deities can use wishes or limited wishes at will, remember. It's the mechanism they use to affect their portfolio. Shouldn't matter to you guys, but heads up.

Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

* Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
* Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
* Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
* Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.
* Undo the harmful effects of many spells, such as geas/quest or insanity.
* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell).

Casting Limited Wish is a great strain on both the Weave and your own body. For one hour after casting Limited Wish, you suffer a 50% chance of spell failure. This failure cannot be mitigated by any normal circumstances, including another person casting Wish. Should you manage to cast Limited Wish again within the hour, the time resets to one hour, you become fatigued and the chance of spell failure rises to 60%.  A third casting makes you exhausted and raises the failure to 80%. If a fourth Limited Wish is managed, you must make a fortitude save (DC equal to the DC of a seventh level spell you cast.) or collapse into a coma for 1d8 days. Regardless of success or failure on this fortitude save, doing so temporarily burns out your connection to the Weave. You are treated as being within a self contained antimagic field for 24 hours.

The fatigue, exhaustion and coma take effect even through immunity to such abilities, as they are caused by enforcing your will directly into the Weave. These effects cannot be undone by mortal magic, including casting other Wishes or Miracles. The strain must be allowed to heal in its own time.

Wish
Universal
Level: Sor/Wiz 9
Components: V
Casting Time: 1 full round action.
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects:

* Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
* Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
* Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.
* Duplicate any other spell of 5th level or lower even if it's of a prohibited school.
* Undo the harmful effects of many other spells, such as geas/quest or insanity.
* Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish.
* Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Wards and barriers may be bypassed with an opposed caster level check, failure causes the wish to fizzle.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

Casting Wish is a great strain on both the Weave and your own body. The effects of Limited Wish apply to Wish, save that a fourth wish within penalty snuffs the caster's life out due to the strain on his body and soul.

Wish as a spell like ability

Wishes from extraplanar beings such as genies and pit fiends are not as limited as mortal wishes. These wishes draw on their patron to accomplish what they do. They are closer in effect to miracles and may be denied, though this is very rare. Assume that nonmagical or magical goods of up to 25,000 gold may be produced by these, the dead can be raised and statistics may be increased. Other effects may happen at the DM's discretion.

Generally, the most common reason for one of these wishes to fail is mortals attempting to abuse wishes, such as constantly summoning efreet or trying to wish for more wishes. In other words, don't try to abuse wishes. It's the number one way to have me smack you with my DMG.

Miracle is not rewritten, as the entire spell hinges on the deity's will. This is more than enough of a limiting factor, as deities do not grant miracles lightly.
Title: Re: Random DM nagging.
Post by: Corwin on March 09, 2012, 07:28:49 AM
Speaking of Miracle. I've always been under the impression that the effects divide into two sets. One where you replicate a valid lower level spell (as in the writeup for Miracle) or undo some curse that has Miracle as one of the spells that can remove it. And the other where you plead for an intervention by your patron to do something a spell doesn't cover.

Is that right? If so, is the first type actually limited by the deity? Do the Seldarine actually care if I use Miracle to cast Bite of the Werebear and will audit every casting to emulate a spell?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 09, 2012, 11:46:37 AM
Quote from: Corwin on March 09, 2012, 07:28:49 AM
Speaking of Miracle. I've always been under the impression that the effects divide into two sets. One where you replicate a valid lower level spell (as in the writeup for Miracle) or undo some curse that has Miracle as one of the spells that can remove it. And the other where you plead for an intervention by your patron to do something a spell doesn't cover.

Is that right? If so, is the first type actually limited by the deity? Do the Seldarine actually care if I use Miracle to cast Bite of the Werebear and will audit every casting to emulate a spell?

I've kind of always thought this way too, ...BUT WE'VE ALL SEEN HOW ACCURATE MY ATTEMPTS TO INTERPRET 3.5 RULES HAVE BEEN LATELY HURR HURR. But Corwin voiced it first, so I have backup!
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2012, 09:02:43 PM
Yuth: Could you compile everything about that PrC (Including my PM reply) and send it to me in one large PM? Thanks.
Title: Re: Random DM nagging.
Post by: Corwin on March 09, 2012, 09:29:05 PM
Short of Gisfal and my fellow paladin, do we have any other leads on people we could recruit?
Title: Re: Random DM nagging.
Post by: Ebiris on March 09, 2012, 09:48:38 PM
I asked Ilsenine about fey recruitment before. Perhaps she has ideas to put into practice, now?
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2012, 10:37:12 PM
Speaking of that, I'd been meaning to have Ilsenine talk to you about that, Eb. Also to hold court with Afina around, but I haven't gotten around to it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 12:34:07 AM
Army Reorganization and Command Structure Act.

Morniel proposes three changes to command and organization. The first is adopting an official means of organizing the army by the following structure:

10 soldiers = 1 unit
10 units = 1 company (100 soldiers)
10 companies = 1 division (1,000 soldiers)
10 divisions = 1 army (10,000 soldiers)

This provides an easy to customize and flexible unit structure. You can mix and match at whatever level of precision you desire and can have your troops set up to taste. It also allows combining units that complement each other well and segregating less compatible units. Further, specialized units can be made as well.

Second of all, Morniel proposes that you adopt an official rank system. It has the traditional tiers of officer and enlisted, with enlisted having 7 ranks and officers 4. These numbers can be tweaked as you desire; Morniel recommends a lot of lower ranks to give the common soldier something extra to strive for in promotions.  For officer ranks, Morniel's opinion is that you should create as many as you need. The exact structure Morniel suggests is bleow.

There are seven non-commissioned ranks. Private, master private, corporal, lance corporal, sergeant, master sergeant and command sergeant. The differences between these aren't directly relevant to the party, so I'll just summarize. Private to corporal are the common grunts of varying use. Lance corporal and above have various leadership responsibilities on the unit and company scale. They often assist the commanding officer and direct the soldiers.

There are three commissioned ranks. Major, Colonel, Generals. Majors are powerful warriors who are not directly involved in leadership or command. Colonels, who handle some command and leadership, but are not involved in the highest ranks. Generals, who hold the highest power in Aurora. These ranks can be more customized and expanded - Morniel suggests this, as he's presenting a compacted version and leading your ultimate command structure decisions to you. Once you have your officer ranks selected, Morniel would be willing to recommend ranks if you desire.

Third of all, Morniel recommends the creation of various awards for the army. As a cynical man once said, a soldier will risk life and limb for pretty bits of ribbon and the acclaim of his fellow man. The exacts of this are left to you, but he suggests it. Internal awards can raise morale and give the soldiers a greater sense of striving and belonging. Further, he recommends awards to be given to non-Aurora members for great service or diplomacy. These are purely a diplomatic caveat, something to curry favor when needed.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 12:42:11 AM
Tannin's new report is up. If you have another job for him, speak up.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2012, 01:11:44 AM
I think a posthumous award for valor, bravery, and/or heroism for those who die in the service or defense of the Aurora would help to mitigate some of the morale hits we take when people die.

Individual awards for exemplary service in individual battles, such as the Battle of Earthfall, or the Assault on the Bronze Citadel would be good too. Lets people with skill show off what they've got, earn promotions, etc.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 09:41:11 AM
Actually, I'm reminded of the GolemDwarf. Since we said we would float the question off screen, did anyone step up who was interested in apprenticing with him?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 09:42:22 AM
No one's said or done anything about that.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 12:49:15 PM
Quote from: Anastasia on March 10, 2012, 09:42:22 AM
No one's said or done anything about that.

For clarity's sake, do you mean we didn't get any responses? Or that we need to do it IC despite wishing to just spread word off screen and seeing who bites?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 02:14:36 PM
Yuth: See the PM, won't get to it 'till tonight-ish.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2012, 02:40:09 PM
That's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 02:52:38 PM
Just FYI.

Lycanthropes

- Morale = 100.
- Aurora is in Ysgard or the House of the Moon.
- Selune's favor is not a negative number.
- Party possesses Gaelach. (Optional)

Your timing on Ysgard is good in another aspect.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 03:13:24 PM
So. If we're going to be hunting down a dragon on a hostile plane like Radiance, there are a few spells we could use.

SC p18, Aura of Evasion, Clr5; Sorc/Wiz6, 1min/lvl, 500gp material component
SC p17, Attune Form, Clr3; Drd3; Sorc/Wiz4, 24hr
SC p14, Antidragon Aura, Clr3; Sorc/Wiz3, 1min/lvl, 25gp material component (CL17 for best results)
SC p115, Hide from Dragons, Sorc/Wiz7, 10min/lvl
http://dndtools.eu/spells/dragon-magic--62/vision-of-the-omniscient-eye--1061/ , Brd3; Cr3; Drd3; Sorc/Wiz3, bonuses to spot/immunity to blindness, personal, 1min/lvl

Attune Form is probably something Yuth can cover with 2-3 castings (since we were told the natives like dispelling outsiders to have the plane itself kill them). I think Eb and I can also hold onto a scroll of it at CL10 to cover the four of us + Baleruk.

Aura of Evasion should be pretty useful as well, since even you guys with evasion gain improved evasion vs dragon breath. Since the dragon has half-dragon minions, it might come even more handy. If we go for it, do we bring one scroll of it? Two?

Same with Antidragon Aura. It's probably useless to me, but +5 luck to saves and AC is bound to help the rest of you. Any thoughts?

It looks like we're not going the Hide from Dragons route, although having a scroll for it can't really hurt.

The Vision spell might come useful, especially given the dragon's secondary breath weapon. And just in general, given Radiance. I have blindsight (and can recast it), and Eb has blindsense/blind fight, I believe? But probably better safe than sorry.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 03:26:06 PM
Quote from: Anastasia on March 10, 2012, 12:34:07 AM
Army Reorganization and Command Structure Act.

Morniel proposes three changes to command and organization.

I have no objection or comments on 1. Let's do it, and change it if it isn't working. I must once more emphasize that with the rank and file troops not coming in contact with us, I perceive them in a very abstract manner.

I have no objections on 2 and 3. I would be glad to hear Morniel's suggestions on who he thinks should hold which officer rank, and which medals he thinks we should officially have.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 03:27:24 PM
Since I interpret morale as how much someone wants to be here, I would like to look into why elemental/courre/elven/gith morale is so low, and how it could be raised. If you have a convenient way to fit that into our schedule some time, Dune, I'd appreciate it.
Title: Re: Random DM nagging.
Post by: Merc on March 10, 2012, 03:28:57 PM
Regarding Morniel's proposal, I was fine with it when he mentioned it in-game. I was mostly curious as to who went where rank-wise, figured that was going to be part of the proposal and that's what I'd originally wanted to wait on for Afina/Jaela.

And regarding prep for dragon hunt, if we get stuff in scroll form, I can cast stuff again through UMD if we're worried about duration. Who are we taking btw? I recall mention of Baleruk coming, but dragons get bonuses to kill him, so...doesn't seem a great idea?

Edit: Actually, forgot he's immune to light/blindness, so he's probably still fine.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 03:32:23 PM
I was the same way at first, but Baleruk is really, really hard to kill. Even with the penalties he's still awesome, and there are the dragon's flunkies, too. Also, I think he will be fine on Radiance, and we'll be there too. So yeah, us four + Baleruk.

Any thoughts on the actual scrolls? How many we should get, who will hold them, etc? It might mean losing a turn if we get in a fight, but the benefits are pretty great.
Title: Re: Random DM nagging.
Post by: Merc on March 10, 2012, 03:41:22 PM
Well, apparently Muirfinn has UMD as well, so we can split scrolls between the two of us or I can carry them all since I have better mod. Either way works for me. Not really sure which spells we should take as scrolls or how many though.

I'd probably want to take at least one or two scrolls of the vision spell.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 07:03:14 PM
Quote from: Corwin on March 10, 2012, 12:49:15 PM
Quote from: Anastasia on March 10, 2012, 09:42:22 AM
No one's said or done anything about that.

For clarity's sake, do you mean we didn't get any responses? Or that we need to do it IC despite wishing to just spread word off screen and seeing who bites?

That I never heard anything else directing it beyond a vague tell people. I was waiting on more information about it or someone to post something, but it never happened. This may have been crossed wires; if so, go ahead and elaborate on how you'll spread word and to whom.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 07:08:17 PM
QuoteAura of Evasion should be pretty useful as well, since even you guys with evasion gain improved evasion vs dragon breath. Since the dragon has half-dragon minions, it might come even more handy. If we go for it, do we bring one scroll of it? Two?

This is incorrect. From the Spell Compendium re: evasion and Aura of Evasion:

QuoteCreatures within the spell's area that already have evasion or improved evasion get a +4 bonus on Reflex saving throws against breath weapons.

Fair warning.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 07:09:25 PM
Quote from: Corwin on March 10, 2012, 03:27:24 PM
Since I interpret morale as how much someone wants to be here, I would like to look into why elemental/courre/elven/gith morale is so low, and how it could be raised. If you have a convenient way to fit that into our schedule some time, Dune, I'd appreciate it.

Okay, noted.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 07:25:16 PM
Quote from: Anastasia on March 10, 2012, 07:03:14 PM
That I never heard anything else directing it beyond a vague tell people. I was waiting on more information about it or someone to post something, but it never happened. This may have been crossed wires; if so, go ahead and elaborate on how you'll spread word and to whom.

Named NPCs will be told that there is an ancient dwarf who is looking for an apprentice. It involves the making of golems, and the transformation of one's body into a golem. The price of that stronger body seems to be a loss of ingenuity, personal charm and spellcasting ability, and is not something to be taken lightly.

If no one is interested (I don't really expect people to, it doesn't feel like we have the right makeup for that), then we'll just announce it to the troops and see if anyone is interested. Let's say each of us approaches someone we know by name (Barth for me, Mirr for Ithea, Skye for Afina?) and spreads the word that way. We'll eventually make sure to have a bulletin board for the Aurora or something.

Ideally, someone manly will step up from the rank and file troops and joins our npc list.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 07:38:23 PM
Quote from: Anastasia on March 10, 2012, 12:34:07 AM
Army Reorganization and Command Structure Act.

Morniel proposes three changes to command and organization. The first is adopting an official means of organizing the army by the following structure:

10 soldiers = 1 unit
10 units = 1 company (100 soldiers)
10 companies = 1 division (1,000 soldiers)
10 divisions = 1 army (10,000 soldiers)

This provides an easy to customize and flexible unit structure. You can mix and match at whatever level of precision you desire and can have your troops set up to taste. It also allows combining units that complement each other well and segregating less compatible units. Further, specialized units can be made as well.

Okay, if this is going through, do you guys have any interest in organizing forces yourself on any level?

QuoteSecond of all, Morniel proposes that you adopt an official rank system. It has the traditional tiers of officer and enlisted, with enlisted having 7 ranks and officers 4. These numbers can be tweaked as you desire; Morniel recommends a lot of lower ranks to give the common soldier something extra to strive for in promotions.  For officer ranks, Morniel's opinion is that you should create as many as you need. The exact structure Morniel suggests is below.

There are seven non-commissioned ranks. Private, master private, corporal, lance corporal, sergeant, master sergeant and command sergeant. The differences between these aren't directly relevant to the party, so I'll just summarize. Private to corporal are the common grunts of varying use. Lance corporal and above have various leadership responsibilities on the unit and company scale. They often assist the commanding officer and direct the soldiers.

There are three commissioned ranks. Major, Colonel, Generals. Majors are powerful warriors who are not directly involved in leadership or command. Colonels, who handle some command and leadership, but are not involved in the highest ranks. Generals, who hold the highest power in Aurora. These ranks can be more customized and expanded - Morniel suggests this, as he's presenting a compacted version and leading your ultimate command structure decisions to you. Once you have your officer ranks selected, Morniel would be willing to recommend ranks if you desire.

This covers most, barring those that have just arrived. This is by no means ironclad; feel free to posit modifications or adjustments.

Majors: Annalise, Misalea*, Dana, Tannin, Arrel, The Jarl, Lief, The Master, Baleruk, Sylvie, Canderella, Sage Vul'lath.
Colonels: Elder Magi Tepen, Crystal, Drena, Kascha, Hanna, Morniel**, Mirima.
Generals: Afina, Jaela, Ithea, Adrian.

*Assuming Mirima takes over the Graceful Blow from her.
**Morniel doesn't feel it entirely proper to rank himself, but he's doing it since a full ranking was requested.

Special: 27 (Not sure if a ranking is desired or appropriate), Queen Ilsenine (Aforementioned political reasons make ranking discouraged).

Note: I'm avoiding Muirfinn for the moment. OOC reasons of Muirfinn being a PC clash with the fact that he's really new. Guys, this one is up to you guys on how you all want to rank Muirfinn. You guys should figure this one out OOC and IC. I don't want a situation where this ends up excluding one player due to having to !rollchar; past that I'll leave it up to you guys to hash out.

QuoteThird of all, Morniel recommends the creation of various awards for the army. As a cynical man once said, a soldier will risk life and limb for pretty bits of ribbon and the acclaim of his fellow man. The exacts of this are left to you, but he suggests it. Internal awards can raise morale and give the soldiers a greater sense of striving and belonging. Further, he recommends awards to be given to non-Aurora members for great service or diplomacy. These are purely a diplomatic caveat, something to curry favor when needed.

Morniel recommends a motif based around auroras and light, based on the name of Aurora. Simple enough, right. Suggested medals and awards:

Medal of the Final Light: Medal bestowed on those who fall in the service of Aurora committing acts of valor. (Standard died in service award)
Medal of the Eternal Light: Medal bestowed on those who fall in the service of Aurora committing acts of the highest heroism and valor. (Honored death in service - to recognize the ultimate sacrifices of particular poignancy or selflessness for the Crusade.)

Order of the Northern Lights - Exceptional Valor in the service of Aurora. (Bravery, heroism, that manner of thing.)
Order of the Western Lights - Exceptional Leadership in the service of Aurora. (Command, leadership and so forth.)
Order of the Eastern Lights - Exceptional Recruiting in the service of Aurora. (Gathering allies and diplomacy.)
Order of the Southern Lights - Exceptional Might in the service of Aurora. (Defeating powerful foes - the exact grade of this can be adjusted to taste or be case by case.)

Honorable Order of the Light - For those not affliated with Aurora who deserve recognition. Largely a political and diplomatic tool.
Honorable Knights of Aurora - As above, but more prestigious. It's what you give rarely and to great effect.

Campaign badges should have a set system and be reasonably clear and concise. Beyond that, things like campaign badge: earthfall is generally sufficient.

Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 07:43:53 PM
Quote from: Corwin on March 10, 2012, 07:25:16 PMNamed NPCs will be told that there is an ancient dwarf who is looking for an apprentice. It involves the making of golems, and the transformation of one's body into a golem. The price of that stronger body seems to be a loss of ingenuity, personal charm and spellcasting ability, and is not something to be taken lightly.

If no one is interested (I don't really expect people to, it doesn't feel like we have the right makeup for that), then we'll just announce it to the troops and see if anyone is interested. Let's say each of us approaches someone we know by name (Barth for me, Mirr for Ithea, Skye for Afina?) and spreads the word that way. We'll eventually make sure to have a bulletin board for the Aurora or something.

Ideally, someone manly will step up from the rank and file troops and joins our npc list.

Aside, some sort of Aurora bulletin board could be nice if you guys want to go to the effort.

Dana's sort of interested, maybe. Hell, I think she is. Past that Mirr may very well bite if you're interested in telling him.

Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2012, 07:49:10 PM
We don't have a bulletin board? How did we miss this?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 07:50:57 PM
Too busy daydreaming about Annalise, Jaela and game of hide the longsword?
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 08:11:11 PM
Some of her Knight stuff and the psionics will be hit. In any case, I think it'd be more fun to add more people to the Tablet of Destiny? Presumably Dana wants to reproduce after killing her old man and taking over as queen (scary prospect, yes).
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 08:16:11 PM
Her psionics run off wisdom, so the loss there is non-existent. Her knight stuff does use charisma so there would be a hit there.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 08:16:29 PM
Queen Ilsenine and Morniel are there in advisory capacity, in a sense. They're pretty much civilians and shouldn't hold army rank, from how I see it.

For Muirfinn, let's just make him a colonel for being from Lifasa?
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2012, 08:17:57 PM
Do the people in leadership positions actually want to be in leadership positions? And is there anyone not in leadership position who really wants to be?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 08:59:24 PM
Quote from: Corwin on March 10, 2012, 08:16:29 PM
Queen Ilsenine and Morniel are there in advisory capacity, in a sense. They're pretty much civilians and shouldn't hold army rank, from how I see it.

For Muirfinn, let's just make him a colonel for being from Lifasa?

I wasn't sure on Morniel for that reason, so up to you guys on him.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2012, 09:02:05 PM
Quote from: Corwin on March 10, 2012, 08:17:57 PM
Do the people in leadership positions actually want to be in leadership positions? And is there anyone not in leadership position who really wants to be?

Majors: Annalise, Misalea*, Dana, Tannin, Arrel, The Jarl, Lief, The Master, Baleruk, Sylvie, Canderella, Sage Vul'lath.
Colonels: Elder Magi Tepen, Crystal, Drena, Kascha, Hanna, Morniel**, Mirima.
Generals: Afina, Jaela, Ithea, Adrian.

Annalise wouldn't mind more power. She certainly pulls her weight and then some, doesn't she? Dana wouldn't fuckin' mind either. Tannin's too busy and often away, Arrel's not a leader as it stands. The Jarl actually is a leader to be fair, so he could certainly be promoted. Lief isn't that enthralled with leadership, he's more of a special operative type. Baleruk RULES ALL ANYWAY, Sylvie's not the take charge leader type, Canderella and Vul'lath are both low. The middle rank is about right. Adrian will want to keep his position if asked.
Title: Re: Random DM nagging.
Post by: Merc on March 10, 2012, 09:20:03 PM
I'm with Corwin regarding Morniel and Muirfinn.

I don't have a problem with Annalise getting colonel rank. I worry a little over how much of her interest would be because Hanna is getting that rank and also how many troops are comfortable being led by a vampire. I'm pretty sure a good chunk of our forces would actually be okay with following her after having been in some battles with her though. Still, I'd be curious about getting a better feel of that before granting her the higher rank.

I'm fine with Dana and the Jarl at either rank, and no preference for promoting or leaving them there.

The others are fine at the rank suggested.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2012, 11:44:01 PM
Quote from: Anastasia on March 10, 2012, 07:50:57 PM
Too busy daydreaming about Annalise, Jaela and game of hide the longsword?

Spoiler: ShowHide
(http://www.roypetitfils.com/wp-content/uploads/2011/02/awkward-front.jpg)
Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2012, 11:46:02 PM
Quote from: Corwin on March 10, 2012, 08:16:29 PM
For Muirfinn, let's just make him a colonel for being from Lifasa?

I'm fine with this. I don't need a general's rank, so long as you don't ignore me if I can be helpful!
Title: Re: Random DM nagging.
Post by: Merc on March 10, 2012, 11:52:07 PM
QuoteMorniel recommends a motif based around auroras and light, based on the name of Aurora. Simple enough, right. Suggested medals and awards
While a light motif is pretty cool, given our goal... what about naming the medals after heroes from Lifasa's past, or important sites from there?

It'd mean more to the actual Lifasans, probably, but that's not necessarily a bad thing either. It might also get the non-Lifasans more interested in our world's history, and understanding the names we're using in honoring them with when they do awesome stuff.

QuoteWe don't have a bulletin board? How did we miss this?
Sylvie should suggest this, and then build one decorated like a candy shop's window display. >_>
Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2012, 11:53:54 PM
I GOT THIS
Title: Re: Random DM nagging.
Post by: Merc on March 10, 2012, 11:57:26 PM
Got what? =p
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 12:02:59 AM
That's a cute callback if you guys wanna go in that direction with Sylvie, Merc.

What'cha got, Yuth?
Title: Re: Random DM nagging.
Post by: Merc on March 11, 2012, 12:05:08 AM
He apparently got the board thing!
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 12:06:39 AM
Got it like Jaela and Ann-okay damn it, that was not awkward.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 11, 2012, 12:08:29 AM
Dude. That would mean I'm fantasizing about Corwin's character. That's super awkward.
Title: Re: Random DM nagging.
Post by: Merc on March 11, 2012, 12:09:32 AM
Ask Zeph about fantasizing about other PC's characters. =D
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 12:10:09 AM
Quote from: Yuthirin on March 11, 2012, 12:08:29 AM
Dude. That would mean I'm fantasizing about Corwin's character. That's super awkward.

I dunno. I wasn't being, y'know, serious about it. >_> Anyway, that's gone past funny and into weird so let's move along.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 12:11:34 AM
Quote from: Merc on March 10, 2012, 11:52:07 PMIt'd mean more to the actual Lifasans, probably, but that's not necessarily a bad thing either. It might also get the non-Lifasans more interested in our world's history, and understanding the names we're using in honoring them with when they do awesome stuff.

Could do, sure. Which one do the rest of you prefer? I don't wanna do the work if everyone says to keep the light ones is all.
Title: Re: Random DM nagging.
Post by: Yulia on March 11, 2012, 12:13:50 AM
HEY LISTEN!

Tonight DST starts for the ol' US of A. What this means is that we're an hour ahead of Eb and Cor now. That means that game times will seem to start an hour later because of this. Keep this in mind; it lasts for about two weeks. We'll work with it as best we can until we synch back up.
Title: Re: Random DM nagging.
Post by: Merc on March 11, 2012, 12:19:37 AM
...Wouldn't it mean that game times will start an hour earlier for them actually?

Edit: Nvm, -we're- the ones adjusting for them~
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 12:21:30 AM
Right. I thought I was right, but timezones can be annoying.
Title: Re: Random DM nagging.
Post by: Merc on March 11, 2012, 12:48:48 AM
<Merc> Yuth! Since you're up, which do you prefer for motifs, light or Lifasa?
<Yuth> Why not both?
<Yuth> You saw my suggestion for a medal of honor equiv, right?
<Merc> He did, he called it the medal of final light
<Yuth> Nice.
<Merc> A combination motif could be neat too, though I'd like to use more synonyms or other light references rather than just saying "Medal of X Light"/"Order of X Light"
<Merc> Even if we kept a purely light/aurora motif.
* Yuth nods. We need to mix it up a bit
Title: Re: Random DM nagging.
Post by: Corwin on March 11, 2012, 03:45:45 AM
Do we have anyone who can scribe clerical scrolls?
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 04:26:32 AM
Sylvie if all else fails, up to sixth level. I don't think there are others offhand, could be wrong but I'm too tired to check.
Title: Re: Random DM nagging.
Post by: Corwin on March 11, 2012, 05:16:28 AM
Let's grab...

-1 sorc/wiz scroll of Aura of Evasion, CL11, held by Afina
-2 cleric scrolls of Attune Form CL5, held by Jaela and Ithea each (may we not need them with Muirfinn memorizing a few of them)
-2 sorc/wiz scrolls of Antidragon Aura CL17, held by Jaela and Afina each
-3 sorc/wiz scrolls of Vision of the Omniscient Eye CL5, held by Jaela, Afina and Ithea each (it's also a druid spell so Muirfinn can memorize it, unless he prefers to UMD it from a scroll)
-3 potions of Remove Blindness, held by Afina, Ithea and Muirfinn each

How does this sound? Aurora funds will pay for it.
Title: Re: Random DM nagging.
Post by: Ebiris on March 11, 2012, 08:58:31 AM
Belated posting catch up go!

Afina is fine with the army organisation given.

Likewise she's fine with the heroic Lifasan exemplars for prestigious medals. So long as all the heroes chosen represent a broad spectrum of Lifasan races.

I'll trust Jaela knows what she's doing as far as scrolls go for our trip to radiance. Out of interest, can fire elementals survive there? If so then elemental form could be handy as well.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2012, 01:26:42 PM
They aren't damaged by the heat of Radiance, but they do have sight issues still.
Title: Re: Random DM nagging.
Post by: Corwin on March 12, 2012, 02:30:12 PM
Dragon 325 p62 has Easy Metamagic. Does that feat exist?
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2012, 02:32:13 PM
I don't have that Dragon handy. Could you copy/paste it into here?
Title: Re: Random DM nagging.
Post by: Corwin on March 12, 2012, 02:35:45 PM
Prerequisite is a metamagic feat. Taking it means you lower the adjustment on any single metamagic feat by 1 to a minimum of +1. So quickened fireball becomes a lvl6 spell instead of a lvl7 one.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2012, 03:13:08 PM
I'm usually wary of metamagic decreasers like that pre-epic. I'd make it a judgment call leaning towards a solid maybe.

Okay, that's a pretty wishy-washy answer. To get to business, are you interested in it or just curious?
Title: Re: Random DM nagging.
Post by: Corwin on March 12, 2012, 03:25:28 PM
Vaguely interested. I do know I don't intend to pick up more than one metamagic feat so the epic improved metamagic doesn't do it for me. If there were an epic feat that lowered the adjustment level by 2-3 for a single metamagic feat of your choice, I'd be fine with it as well?
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2012, 04:03:10 PM
That's a thought. It's an interesting option for feat-compressed builds or people who don't want/don't qualify for improved or automatic metamagic.  How's this look for a quick approach to the idea?

Specialized Metamagic [Epic, Metamagic]
Prerequisite: Any one metamagic feat
Benefit: Select a metamagic feat that you possess. The level adjustment of this metamagic feat decreases by 2, to a minimum of +0.

Vs

Improved Metamagic [Epic, Metamagic]
Prerequisite: Four metamagic feats, Spellcraft 15 ranks.
Benefit: The spell slot modifier of all the character's metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.
Special: A character can gain this feat multiple times. The effects stack, though a character can't reduce any metamagic feat's spell slot modifier to less than +1.

Vs

Automatic Metamagic [Epic, Metamagic]
Prerequisite: Any metamagic feat, spellcraft 15 ranks, ability to cast 9th level arcane or divine magic.
Benefit: Choose a non-epic metamagic feat you possess. All of your 0, 1st, 2nd and 3rd level spells are automatically affected by this metamagic without using higher level spell slots.
Special: You can gain this feat multiple times. Each time you take this feat, you may either select a different metamagic you possess and apply it to your 0, 1st, 2nd and 3rd level spells or apply it to the next three levels of spells. For example, a sorcerer with Automatic Metamagic(Empowerx2) would automatically empower all spells from 0 to 6th level. This feat doesn't increase the casting time for those spells that normally become full round actions when cast in metamagic form, or for sorcerer metamagic.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 12, 2012, 04:20:35 PM
Automatic Metamagic is unbelievably sexy.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2012, 04:25:10 PM
All of the epic metamagic boosters are shiny.
Title: Re: Random DM nagging.
Post by: Corwin on March 12, 2012, 04:49:11 PM
Not bad. Are you making that epic reduced metamagic cost feat in place of the normal one or on top of it?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 12, 2012, 05:06:55 PM
Crazy question: Can Sudden Metamagic feats let you qualify for that branch of Automatic Metamagic?
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2012, 05:12:50 PM
Yes. They're a metamagic feat, so they satisfy the prerequisite of a metamagic feat (or one if multiple are required).
Title: Re: Random DM nagging.
Post by: Yuthirin on March 12, 2012, 06:05:41 PM
Ko, do you adhere to the 3rd level or lower restriction for spells becoming potions in your world? I only ask because I've played in worlds that don't, and I wanted to be sure about it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2012, 06:54:14 PM
Quote from: Yuthirin on March 12, 2012, 06:05:41 PM
Ko, do you adhere to the 3rd level or lower restriction for spells becoming potions in your world? I only ask because I've played in worlds that don't, and I wanted to be sure about it.

Yes. Hasn't really come up and I do bend it on occasion, but. I'm open to something if you're going somewhere with this.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 12, 2012, 07:48:30 PM
I'm not looking for potions of Wish, but Heal would be neat.
Title: Re: Random DM nagging.
Post by: Anastasia on March 13, 2012, 03:14:53 AM
Sometime tomorrow I will be going through the last ten pages of this topic and finalizing anything there. Heads up, last chance for comments on matters.
Title: Re: Random DM nagging.
Post by: Anastasia on March 13, 2012, 03:24:34 AM
Quote from: Yuthirin on March 12, 2012, 07:48:30 PM
I'm not looking for potions of Wish, but Heal would be neat.

Two options here, I'll go with what you guys want. One, there's a PrC that do this already. Master Alchemist (Magic of Faerun), though it requires a large investment of levels. Two is simply to loosen up the potion rules as written. Opinions? I don't care either way here.
Title: Re: Random DM nagging.
Post by: Corwin on March 13, 2012, 04:00:20 AM
Why not just get a scroll of Heal? It's on your class list and scrolls are half the cost of potions even if you buy them (and a quarter if someone scribes them for you).
Title: Re: Random DM nagging.
Post by: Yuthirin on March 13, 2012, 12:28:29 PM
Dur. I can just swap out Brew Potion for Scribe Scroll at next level. That'll solve the whole problem. I'll do that.
Title: Re: Random DM nagging.
Post by: Anastasia on March 13, 2012, 03:07:17 PM
Okayo then.
Title: Re: Random DM nagging.
Post by: Anastasia on March 13, 2012, 08:58:47 PM
Quote from: Corwin on March 12, 2012, 04:49:11 PM
Not bad. Are you making that epic reduced metamagic cost feat in place of the normal one or on top of it?

Think I'll use both. Gonna post the epic one to houserules in a bit after running it through a quick check.
Title: Re: Random DM nagging.
Post by: Anastasia on March 13, 2012, 10:05:45 PM
Are these preferable for medals?

Award of the Ascended Throne: Medal bestowed on those who fall in the service of Aurora committing acts of valor. (Standard died in service award)
Order of the Radiant Throne: Medal bestowed on those who fall in the service of Aurora committing acts of the highest heroism and valor. (Honored death in service - to recognize the ultimate sacrifices of particular poignancy or selflessness for the Crusade.)

Medal of Darral - Exceptional Valor in the service of Aurora. (Bravery, heroism, that manner of thing.)
Medal of Fol - Exceptional Leadership in the service of Aurora. (Command, leadership and so forth.)
Medal of the Elven Tree - Exceptional Recruiting in the service of Aurora. (Gathering allies and diplomacy.)
Medal of Revenge - Exceptional Might in the service of Aurora. (Defeating powerful foes - the exact grade of this can be adjusted to taste or be case by case.)

Honorable Order of Aurora - For those not affliated with Aurora who deserve recognition. Largely a political and diplomatic tool.
Honorable Knights of the Crusade - As above, but more prestigious. It's what you give rarely and to great effect.

Title: Re: Random DM nagging.
Post by: Yuthirin on March 13, 2012, 10:08:04 PM
Sounds great!
Title: Re: Random DM nagging.
Post by: Merc on March 13, 2012, 10:14:32 PM
I approve of most of those. Elven Tree and Revenge are a little boring sounding, but they'll do.
Title: Re: Random DM nagging.
Post by: Ebiris on March 14, 2012, 04:21:36 AM
I agree with Merc. Elven Tree sounds unspeakably boring, and Revenge lacks oomph.
Title: Re: Random DM nagging.
Post by: Corwin on March 14, 2012, 12:04:12 PM
Use Sequoioideae! Or Sequoiadendron!
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2012, 02:24:42 PM
How about these tweaks?

Award of the Ascended Throne: Medal bestowed on those who fall in the service of Aurora committing acts of valor. (Standard died in service award)
Order of the Radiant Throne: Medal bestowed on those who fall in the service of Aurora committing acts of the highest heroism and valor. (Honored death in service - to recognize the ultimate sacrifices of particular poignancy or selflessness for the Crusade.)

Medal of Darral - Exceptional Valor in the service of Aurora. (Bravery, heroism, that manner of thing.)
Medal of Fol - Exceptional Leadership in the service of Aurora. (Command, leadership and so forth.)
Medal of the Sequoiadendron - Exceptional Recruiting in the service of Aurora. (Gathering allies and diplomacy.)
Medal of Triumph - Exceptional Might in the service of Aurora. (Defeating powerful foes - the exact grade of this can be adjusted to taste or be case by case.)

Honorable Order of Aurora - For those not affliated with Aurora who deserve recognition. Largely a political and diplomatic tool.
Honorable Knights of the Crusade - As above, but more prestigious. It's what you give rarely and to great effect.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2012, 04:48:10 PM
Hanna's picture is updated.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 14, 2012, 05:18:26 PM
Quote from: Anastasia on March 14, 2012, 04:48:10 PM
Hanna's picture is updated.

Badass.
Title: Re: Random DM nagging.
Post by: Merc on March 14, 2012, 05:20:54 PM
Quote from: Yuthirin on March 14, 2012, 05:18:26 PM
QuoteHanna's picture is updated.
Badass.

Genzoman's art always is!
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2012, 05:22:03 PM
Whozzat?
Title: Re: Random DM nagging.
Post by: Merc on March 14, 2012, 05:42:56 PM
Genzoman is the artist of the picture you updated Hanna with, Ko. He also did that Link pic where he's crushing a poor defenseless fairy...that will never again go "HEY LISTEN!". >_>
Title: Re: Random DM nagging.
Post by: Yuthirin on March 14, 2012, 05:45:24 PM
I should have realized it was Genzoman.
Title: Re: Random DM nagging.
Post by: Ebiris on March 14, 2012, 07:49:12 PM
Is Hanna compensating for something?
Title: Re: Random DM nagging.
Post by: Merc on March 14, 2012, 07:52:26 PM
*gasps* That sounds like something Annalise would say! =p
Title: Re: Random DM nagging.
Post by: Ebiris on March 14, 2012, 07:56:18 PM
But now she's been beaten to the punch she can't dare say it or else seem like she's just following the crowd rather than setting a bold example!
Title: Re: Random DM nagging.
Post by: Corwin on March 14, 2012, 08:02:37 PM
Heartfelt thanks for this valuable public service.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2012, 09:26:15 PM
Ahahahahhahahahahhahahahahhhhhhhaaaaa.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2012, 03:13:43 AM
Yuth, sent you a small PM about what you PMed me about. Shorter than I meant, but the point's a simple one. Nothing wrong with it, just a fair few empty levels right now.

---

Okay, drawing up a to-do list since I have some things I need to do. Feel free to suggest more things. (Sanely.)

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 15, 2012, 06:55:48 PM
Epic Shapeshift Feats reminder, add to To-Do List!
Title: Re: Random DM nagging.
Post by: Merc on March 15, 2012, 07:07:31 PM
Quote from: Merc on March 04, 2012, 07:37:45 PMRegarding adding stuff to artifact bracers or cloak, since they are priceless, can they or not have effects added to them? As I mentioned, I'd hoped to add the effect of Bracers of Opportunity at some point. If it's not possible, could I get that sort of effect in another slot, such as hands?

Poking again about adding effects to artifacts or getting them in different slots.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2012, 07:19:30 PM
You can't add to artifacts unless noted otherwise.

Changing the slot of an item (off slot) is entirely possible, though this comes with a 1.5 times price multiplier.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2012, 07:19:52 PM
Quote from: Yuthirin on March 15, 2012, 06:55:48 PM
Epic Shapeshift Feats reminder, add to To-Do List!

Added.
Title: Re: Random DM nagging.
Post by: Merc on March 15, 2012, 07:24:29 PM
Quote from: Anastasia on March 15, 2012, 07:19:30 PM
You can't add to artifacts unless noted otherwise.

Changing the slot of an item (off slot) is entirely possible, though this comes with a 1.5 times price multiplier.
This is on top of the 1.5 multiplier for multiple enchantments, correct?
Title: Re: Random DM nagging.
Post by: Corwin on March 15, 2012, 07:29:13 PM
So, let's fix the Aurora some more.

Improve laboratories(25% discount on magical items; 10% discount on repairs/improvements): 125,000 gold; 2 DC 50 K:A checks; 2 DC 50 spellcraft checks; 1 DC 50 C:A check; 3 days. ---> Improve laboratories (50% discount on magical items; 25% discount on repairs/improvements): 250,000 gold; 1 DC 65 K:A check; 1 DC 65 spellcraft check; 1 DC 60 C:A check; 2 days.

I think if Afina makes skill boosters +15 (one each for K:A, Spellcraft and C:A), then we can afford this and make the rest of the stuff we want to get a lot more affordable in the process. Who knows when we'll get windfall like just now, so let's go for it? Duration is pretty short here.

We can follow it up with:

Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days.
Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days. Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days. ---> Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.
Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days.
Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days. ---> Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.

No need to actually do those ourselves, either, since we have plenty of talented people onboard.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 15, 2012, 07:31:30 PM
It'll certainly make getting gear a lot easier. I'm on board.
Title: Re: Random DM nagging.
Post by: Merc on March 15, 2012, 07:35:57 PM
Added cash to PC sheet, I'll make purchases over weekend when I've had time to look at stuff.
Title: Re: Random DM nagging.
Post by: Corwin on March 15, 2012, 08:16:48 PM
Quote from: Corwin on March 15, 2012, 07:29:13 PM
So, let's fix the Aurora some more.

Improve laboratories(25% discount on magical items; 10% discount on repairs/improvements): 125,000 gold; 2 DC 50 K:A checks; 2 DC 50 spellcraft checks; 1 DC 50 C:A check; 3 days. ---> Improve laboratories (50% discount on magical items; 25% discount on repairs/improvements): 250,000 gold; 1 DC 65 K:A check; 1 DC 65 spellcraft check; 1 DC 60 C:A check; 2 days.

I think if Afina makes skill boosters +15 (one each for K:A, Spellcraft and C:A), then we can afford this and make the rest of the stuff we want to get a lot more affordable in the process. Who knows when we'll get windfall like just now, so let's go for it? Duration is pretty short here.

Okay. I made the purchase post for the boosters in the Loot thread.

Ithea can roll primary on K:A. At +29+15 and with aiding, it should give us a good result.
Muirfinn or Ithea can easily do Spellcraft as primaries, with their +28/+29 to the check.
For C:A, the choice is between Sylvie and Tepen, I guess? Either way, it would be +12+15 and aiding.
Title: Re: Random DM nagging.
Post by: Corwin on March 15, 2012, 08:28:30 PM
To keep things simple, how about going with this?

Lab upgrade #1
K:A. Ithea primary, rolls twice at +44 vs DC50. Tepen and Sylvie aid (on anything but a 1).
Spellcraft. Ithea primary, rolls twice at +43 vs DC50. Tepen and Sylvie aid (on anything but a 1).
C:A. Sylvie primary, rolls once at +27 vs DC50 (+30 due to feat shenanigans). Tepen and Ithea aid (Ithea needs 4 or higher, Tepen 2 or higher).

Lab upgrade #2
K:A. Ithea primary, rolls once at +44 vs DC65. Tepen and Sylvie aid (on anything but a 1).
Spellcraft. Ithea primary, rolls once at +43 vs DC65. Tepen and Sylvie aid (on anything but a 1).
C:A. Sylvie primary, rolls once at +27 vs DC65 (+30 due to feat shenanigans). Tepen and Ithea aid (Ithea needs 4 or higher, Tepen 2 or higher).
Title: Re: Random DM nagging.
Post by: Corwin on March 15, 2012, 08:31:56 PM
This (http://www.soulriders.net/forum/index.php/topic,101967.msg1032967.html#msg1032967) is actually interesting. Any chance we can planar bind that major or find out more where this attack took place? If people are raiding Hell's supplies on other worlds, it sounds like fun! And were more trade interruptions, indeed, found on that secret mission?
Title: Re: Random DM nagging.
Post by: Ebiris on March 15, 2012, 08:36:54 PM
If said Major has less than 12hd! Afina will bump him to the top of her schedule and we'll see?
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2012, 10:29:38 PM
Progress.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2012, 10:35:49 PM
Reviewing constructs as noted above.

Craft Construct [Item Creation]
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item's price in XP and use up raw materials costing half of this price (see individual construct monster entries for details). A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.

Looks clear enough there. The golem prices look expensive but reasonable for what they do. So what I ask is this:

1. What golems are you interested in? Do you have some master source of them?
2. Are you interested in advanced HD golems? These invoke various price increases.
3. How many golems do you want? What do you plan to use them for?
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2012, 12:37:16 AM
Progress.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
Title: Re: Random DM nagging.
Post by: Corwin on March 16, 2012, 05:31:45 PM
No one really added the scrolls from http://www.soulriders.net/forum/index.php/topic,101784.msg1032821.html#msg1032821 and http://www.soulriders.net/forum/index.php/topic,101784.msg1032827.html#msg1032827 to their sheets. Do we want to keep a listing of them and other shared stuff (like the axiomatic daggers, the tent and the like) in the Aurora thread?
Title: Re: Random DM nagging.
Post by: Ebiris on March 16, 2012, 06:17:55 PM
Unfortunately I have nothing as badass as a Hellfire Engine, but I'll try to impress with my creations!

Serious question, will golems with intelligence scores gain access to gestalt levels? There's not many that can be made out of the box as intelligent, but Afina is definitely taking Awaken Construct as her first 9th level spell.


1. What golems are you interested in? Do you have some master source of them?

There's a handy guide here (http://brilliantgameologists.com/boards/index.php?topic=177).
As for constructs that I'm interested in, I'll list along with source and relevant thoughts.

Nimblewrights (p162 MM2). 3.0 so some edits needed, but basically a construct infiltrator type with a few SLAs, strong SR, and intelligent right out of the box. Somewhat pricey for its power level, but seems useful.

Stained Glass Golem (p116 MM2). 3.0 again. A bit weaker than the nimblewright, and mindless, but has typical golem advantages as well as fast healing which is really cool on a golem. Quite cheap, too.

Prismatic Golem (p72 MM3). Technically I have to be neutral good to make this, though the book suggests ones for other alignments they aren't statted out and this one is too flavourful to pass up with Baleruk and Renbuu on side. Solidly powerful and incorporeal, with a random prismatic touch attack (not the same as the spray but similarly themed). Extremely expensive, but very cool.

Shredstorm (p154 MM3). It's a swarm! It melts through fortifications and shoots lightning bolts! It can be killed by a fireball! Pretty pricy for how fragile it is, but with careful deployment it'd be very good for getting through tricky defences.

Slaughterstone Behemoth (p160 MM3). A huge trampling monster that knocks over people just from being nearby when it moves, dazes stuff it hits, and has a very solid attack routine. Just the thing for breaking enemy formations! Pricy, but so very worth it.

Slaughterstone Eviscerator (p161 MM3). More expensive than the previous construct but weaker in defence and offence. It makes up for that by being able to move 15 feet and full attack. Suits Afina thematically to make, and if we can get scout levels on one it'd be a terror.

Ironwyrm Golem (p167 Draconomicon). This thing is my best bet for matching a Hellfire Engine pre-epic. Similar breath weapon (regular fire only, but high damage) and a monstrous attack routine. It'd probably still die one on one since it has less hp and takes hellfire damage from hitting it, but I'll take what I can get. Even costlier than the Prismatic Golem, but well worth it.

Elder Eidolon (p147 LoM). Not a specific construct but a template. Add it to any other monster to make a construct based on said monster, so the possibilities are limitless. Stuff with lots of attacks like Hydras and Mariliths are top contenders, since special attacks tend to not carry over. Afina would go on a quest to learn the secrets of making these things any day of the week!

2. Are you interested in advanced HD golems? These invoke various price increases.

I may advance some golems depending on available funds and finding golems that decently benefit from advanced hd.

3. How many golems do you want? What do you plan to use them for?

As many as I can afford. Primarily they'll be used for defence and bodyguard duty, if I can make a large number of lower tier golems they can form a unit of the army in their own right, and some of the more impressive ones will function as mobile siege engines.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 16, 2012, 06:44:10 PM
Quote from: Corwin on March 16, 2012, 05:31:45 PM
No one really added the scrolls from http://www.soulriders.net/forum/index.php/topic,101784.msg1032821.html#msg1032821 and http://www.soulriders.net/forum/index.php/topic,101784.msg1032827.html#msg1032827 to their sheets. Do we want to keep a listing of them and other shared stuff (like the axiomatic daggers, the tent and the like) in the Aurora thread?
Let's keep them as available gear and grab them as we might need them?
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2012, 06:49:07 PM
QuoteSerious question, will golems with intelligence scores gain access to gestalt levels? There's not many that can be made out of the box as intelligent, but Afina is definitely taking Awaken Construct as her first 9th level spell.

Yes, assuming they have an intelligence score of 3 or higher. For the sake of game balance - and the fact hat many constructs use hit dice bloat to work - I'd like to ask that you avoid heavy casting classes with epic spell capacity with them. RAW, a CR 20 golem can easily have 40+ hit dice. I usually rewrite constructs to use less hit dice when I use them, such as the Hellfire Engine posted last night. Not wanting to grapple with this or deal with the consequences of allowing it, I'd like to softban serious casting from golems. It'll just mess things up and make my job that much more difficult.

Note that I'm inclined to use the 3.5 magic immunity versus the 3.0, except possibly for epic level golems like adamantine and mithral. I don't think any 3.5 golem used the 3.0 version, correct me if I'm wrong.

QuoteNimblewrights (p162 MM2). 3.0 so some edits needed, but basically a construct infiltrator type with a few SLAs, strong SR, and intelligent right out of the box. Somewhat pricey for its power level, but seems useful.

That's one hell of an augmented critical! It looks fine overall.

QuoteStained Glass Golem (p116 MM2). 3.0 again. A bit weaker than the nimblewright, and mindless, but has typical golem advantages as well as fast healing which is really cool on a golem. Quite cheap, too.

That's fine.

QuotePrismatic Golem (p72 MM3). Technically I have to be neutral good to make this, though the book suggests ones for other alignments they aren't statted out and this one is too flavourful to pass up with Baleruk and Renbuu on side. Solidly powerful and incorporeal, with a random prismatic touch attack (not the same as the spray but similarly themed). Extremely expensive, but very cool.

Yeah, I'd allow them since they're such a dead on thematic match to what's going on.

QuoteShredstorm (p154 MM3). It's a swarm! It melts through fortifications and shoots lightning bolts! It can be killed by a fireball! Pretty pricy for how fragile it is, but with careful deployment it'd be very good for getting through tricky defences.

Okay, no problem there.

QuoteSlaughterstone Behemoth (p160 MM3). A huge trampling monster that knocks over people just from being nearby when it moves, dazes stuff it hits, and has a very solid attack routine. Just the thing for breaking enemy formations! Pricy, but so very worth it.

That's fine.

QuoteSlaughterstone Eviscerator (p161 MM3). More expensive than the previous construct but weaker in defence and offence. It makes up for that by being able to move 15 feet and full attack. Suits Afina thematically to make, and if we can get scout levels on one it'd be a terror.

Shreddy. That one's tentatively fine.

QuoteIronwyrm Golem (p167 Draconomicon). This thing is my best bet for matching a Hellfire Engine pre-epic. Similar breath weapon (regular fire only, but high damage) and a monstrous attack routine. It'd probably still die one on one since it has less hp and takes hellfire damage from hitting it, but I'll take what I can get. Even costlier than the Prismatic Golem, but well worth it.

Speaking of dumb levels of hit dice bloat! Anyway, it's fine.

QuoteElder Eidolon (p147 LoM). Not a specific construct but a template. Add it to any other monster to make a construct based on said monster, so the possibilities are limitless. Stuff with lots of attacks like Hydras and Mariliths are top contenders, since special attacks tend to not carry over. Afina would go on a quest to learn the secrets of making these things any day of the week!

Mariliths are out since the template doesn't allow for outsiders. That said, this one's the most complex by far so let me go take a serious read of it and think it over.
Title: Re: Random DM nagging.
Post by: Corwin on March 16, 2012, 08:30:47 PM
Quote from: Corwin on March 15, 2012, 08:28:30 PM
To keep things simple, how about going with this?

Lab upgrade #1
K:A. Ithea primary, rolls twice at +44 vs DC50. Tepen and Sylvie aid (on anything but a 1).
Spellcraft. Ithea primary, rolls twice at +43 vs DC50. Tepen and Sylvie aid (on anything but a 1).
C:A. Sylvie primary, rolls once at +27 vs DC50 (+30 due to feat shenanigans). Tepen and Ithea aid (Ithea needs 4 or higher, Tepen 2 or higher).

Lab upgrade #2
K:A. Ithea primary, rolls once at +44 vs DC65. Tepen and Sylvie aid (on anything but a 1).
Spellcraft. Ithea primary, rolls once at +43 vs DC65. Tepen and Sylvie aid (on anything but a 1).
C:A. Sylvie primary, rolls once at +27 vs DC65 (+30 due to feat shenanigans). Tepen and Ithea aid (Ithea needs 4 or higher, Tepen 2 or higher).

Spoiler: ShowHide

Upgrade #1

[01:19] <Merc> roll d20+44 K:A lab 1 (main)
[01:19] * Hatbot --> "Merc rolls d20+44 K:A lab 1 (main) and gets 59." [d20=15]
[01:19] <Kotono> roll 1d20 Sylvie aid, anything but a 1
[01:19] * Hatbot --> "Kotono rolls 1d20 Sylvie aid, anything but a 1 and gets 13." [1d20=13]
[01:19] <Jaela> roll 1d20 Tepen aids!
[01:19] * Hatbot --> "Jaela rolls 1d20 Tepen aids! and gets 16." [1d20=16]
[01:19] <Kotono> Total of 63.
[01:19] <Merc> roll d20+44 K:A 2 lab 1 (main)
[01:19] * Hatbot --> "Merc rolls d20+44 K:A 2 lab 1 (main) and gets 58." [d20=14]
[01:19] <Kotono> roll 1d20 Sylvie aid, anything but a 1
[01:19] * Hatbot --> "Kotono rolls 1d20 Sylvie aid, anything but a 1 and gets 7." [1d20=7]
[01:19] <Jaela> roll 1d20 Tepen aids!
[01:19] * Hatbot --> "Jaela rolls 1d20 Tepen aids! and gets 8." [1d20=8]
[01:19] <Kotono> Total of 62.
[01:20] <Merc> roll d20+43 spellcraft 1 lab 1 (main)
[01:20] * Hatbot --> "Merc rolls d20+43 spellcraft 1 lab 1 (main) and gets 48." [d20=5]
[01:20] <Jaela> roll 1d20 Tepen aids!
[01:20] * Hatbot --> "Jaela rolls 1d20 Tepen aids! and gets 11." [1d20=11]
[01:20] <Kotono> roll 1d20 Sylvie aid, anything but a 1
[01:20] * Hatbot --> "Kotono rolls 1d20 Sylvie aid, anything but a 1 and gets 20." [1d20=20]
[01:20] <Merc> roll d20+43 spellcraft 2 lab 1 (main)
[01:20] <Kotono> Total of 52.
[01:20] * Hatbot --> "Merc rolls d20+43 spellcraft 2 lab 1 (main) and gets 45." [d20=2]
[01:20] <Kotono> roll 1d20 Sylvie aid, anything but a 1
[01:20] * Hatbot --> "Kotono rolls 1d20 Sylvie aid, anything but a 1 and gets 17." [1d20=17]
[01:20] <Jaela> roll 1d20 Tepen aids!
[01:20] * Hatbot --> "Jaela rolls 1d20 Tepen aids! and gets 5." [1d20=5]
[01:20] <Kotono> Total of 49.
[01:21] <Kotono> Okay, what's next? C:A?
[01:21] <Jaela> Yeah, roll for Sylvie?
[01:21] <Jaela> We'll aid
[01:21] <Kotono> roll 1d20+30 Sylvie main
[01:21] * Hatbot --> "Kotono rolls 1d20+30 Sylvie main and gets 38." [1d20=8]
[01:21] <Merc> roll d20+6 C:A Ithea aid
[01:21] * Hatbot --> "Merc rolls d20+6 C:A Ithea aid and gets 15." [d20=9]
[01:21] <Jaela> roll 1d20 Tepen aids
[01:21] * Hatbot --> "Jaela rolls 1d20 Tepen aids and gets 15." [1d20=15]
[01:21] <Kotono> Total of 42.

Upgrade #2

[01:25] <Merc> roll d20+44 K:A main
[01:25] * Hatbot --> "Merc rolls d20+44 K:A main and gets 62." [d20=18]
[01:25] <Kotono> roll 1d20 Sylvie
[01:25] * Hatbot --> "Kotono rolls 1d20 Sylvie and gets 15." [1d20=15]
[01:25] <Jaela> roll 1d20 Tepen aids
[01:25] * Hatbot --> "Jaela rolls 1d20 Tepen aids and gets 2." [1d20=2]
[01:25] <Kotono> Total of 66.
[01:25] <Merc> roll d20+43 spellcraft main
[01:25] * Hatbot --> "Merc rolls d20+43 spellcraft main and gets 45." [d20=2]
[01:25] <Kotono> roll 1d20 Sylvie
[01:25] * Hatbot --> "Kotono rolls 1d20 Sylvie and gets 11." [1d20=11]
[01:25] <Jaela> roll 1d20 Tepen aids
[01:25] * Hatbot --> "Jaela rolls 1d20 Tepen aids and gets 20." [1d20=20]
[01:25] <Kotono> Total of 49.
[01:26] <Merc> roll d20+6 C:A Ithea aid
[01:26] <Kotono> roll 1d20+30 Sylvie C:A
[01:26] * Hatbot --> "Merc rolls d20+6 C:A Ithea aid and gets 18." [d20=12]
[01:26] * Hatbot --> "Kotono rolls 1d20+30 Sylvie C:A and gets 45." [1d20=15]
[01:26] <Jaela> roll 1d20 Tepen aids
[01:26] * Hatbot --> "Jaela rolls 1d20 Tepen aids and gets 11." [1d20=11]
[01:26] <Kotono> Total of 49.


[01:27] <Jaela> 125,000gp at a 11% discount
[01:27] <Jaela> 250,000gp at a 2% discount
Title: Re: Random DM nagging.
Post by: Corwin on March 16, 2012, 08:36:11 PM
My suggestions for NPCs fixing the following...

Quote
Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days.
Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days. Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days. ---> Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.
Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days.
Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days. ---> Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Aquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.

...in no particular order. Thoughts?
Title: Re: Random DM nagging.
Post by: Ebiris on March 16, 2012, 09:12:18 PM
We need real food, dammit!
Title: Re: Random DM nagging.
Post by: Merc on March 16, 2012, 09:18:14 PM
Delicious food would be nice!
Title: Re: Random DM nagging.
Post by: Yuthirin on March 16, 2012, 10:46:16 PM
Quote from: Ebiris on March 16, 2012, 09:12:18 PM
We need real food, dammit!

I'm growing it!
Title: Re: Random DM nagging.
Post by: Merc on March 16, 2012, 11:03:41 PM
Dune, add to Tannin's list of stuff to gather info on:
-Search for someone willing to give good rate on baatorian greensteel coins that isn't a devil. Ithea's okay dealing with shady and potentially evil types, just as long as they're not devils. She'd still prefer someone neutral (or good, but that's unlikely) if possible, though.
-Alternatively, can any interesting non-evil items be created after melting the coins, using the material?

Priority isn't high, I'd mentioned before I'm just holding onto it and then giving any profit that results from that to Aurora pool after grabbing my 900g share of it back.
Title: Re: Random DM nagging.
Post by: Corwin on March 16, 2012, 11:14:10 PM
Speaking of Tannin, let's first ask him to look into the people Elena mentioned as Medi's old pals and for the Stars of Mystra? Even the very act of searching for them will probably set things in motion, so let's go for it.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2012, 12:50:34 AM
Okay! Suggestions for our home improvement, now actually in order.

Before it all, let's get more +15 skill boosters like the three we already have for K:A, C:A and Spellcraft from the Aurora funds! K:A&E, K:N, Appraise, K:P for 22,500gp.

So we're starting out with 167,589.54gp (http://www.soulriders.net/forum/index.php/topic,101784.msg1033074.html#msg1033074).

First round, starting as soon as we finished our lab repairs (all those listed under a given 'round' are in parallel):

Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Aquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.
Tepen. K:A&E +33 normally; K:A&E +48 with the K:A&E booster.

Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days.
Kascha. K:A +42, Spellcraft +39 normally; K:A +57, Spellcraft +54 with the K:A, Spellcraft boosters.

Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days.
Annalise. Spellcraft +28.

Let's have a couple of the middle ranks aiding on each. Except for K:A&E the other skills are fairly common, so aiding should be easy enough.


Second repairs round:

Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +39 normally; Spellcraft +54 with Spellcraft booster.

Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.


Third round:

Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days.
Kascha. Spellcraft +39 normally; Spellcraft +54 with Spellcraft booster.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

I think we can decide what to do next, once this happens.
Title: Re: Random DM nagging.
Post by: Merc on March 17, 2012, 01:13:36 AM
I'd rather we improve the library sorting system from 1 hour->10minutes(30,000 gold)->1minute(50,000 gold), instead of the selection to knowledge+15. (100,000gold).

Other than that, looks good to me.

Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2012, 08:14:11 AM
Really? It feels authentic to me that looking things up in the library takes time.
Title: Re: Random DM nagging.
Post by: Merc on March 17, 2012, 10:30:52 AM
Notes from Aurora:
Current capability (upgrade blurb) - Repair library sorting and translation system(Takes 1 hour to consult with the library on a check)
Current research time (library blurb) - As of now, you can gain a +5 bonus to any knowledge check, presuming you spent 10 hours studying in the library first and have the capacity to read several languages.

Because of above, I was understanding that the sorting system just finds books with relevant information and plops them in a table in front of you. As it is a huge magical library, the sorting just finds us the likely 'best' selection of books with stuff based on what we consulted it for, and upgrades just do it much faster, 1hr->10min->1min. It doesn't work like googling/wiki'ing stuff and getting an immediate blurb of text with relevant info that grants +x to knowledge checks.

After the consulting, we'd still have a pile of books to actually read, and we might want to cross-reference/request more books along the way, which adds to the research time as well.

...Of course, I guess it's also pretty likely Dune meant for it to work like you said, and the 10 hour should have been reduced to 1 hour and then he forgot to update (I don't remember the library's blurb before repairing it so it's certainly possible). I do like the intent implied with the different times based around the use of the words 'consult' vs 'studying' for the similar reason of authenticity.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2012, 10:43:47 AM
I just know it's 1 hour right now after our original repairs. I don't really mind it all that much if you do want to focus on speeding things up.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 02:56:36 PM
Metamagic: The myths, the legends and the cold facts

This book is an extensive analysis of metamagic. It asserts that metamagic is by and large not worth the investment of magic, save for only a few certain metamagics and the occasional specialist. The author further ascertains that most spellcasters learn too much metamagic, and that the metamagiced spells are not worth the sacrifice in both spell levels and training elsewhere in a wizard's overall ability. The author states that he speaks from experience, and has learned a few methods to gain more benefit from using heavily metamagiced spells.

Reading this book unlocks the following feats for selection.

Metamagic Power [General]
Prerequisite: Any three metamagic feats.
Benefit: When you cast a spell that has three or more metamagics applied to it, the caster level of that spell is considered one higher. For example, a 19th level wizard casting an empowered, maximized, silent fireball would cast it at caster level 20th.

Metamagic Recovery [General]
Prerequisite: Any three metamagic feats.
Benefit: You learn to harness the energies of metamagic into your body. Any time you cast a spell that has three or more metamagics applied to it, you heal 5 hit points.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 03:06:39 PM
The shocking truth of fey decadence!

This book is written in the style of an expose, chronicling the horribly decadent and lavishly indulgent lifestyles of the fey. According to this book, fey are little more than natural pleasure seekers, having great feasts, grand revels and zero work. They live off nature's bounty, while watching what they term 'lesser' races such as humans. Going on, the book further and further paints the fey as living the high life and having no shame or control, while other races struggle and strive to survive. By the mid chapters it begins to detail more sordid things, such as the fey kidnapping infants for 'unspeakable acts', corrupting young maidens into toys, stealing harvests for themselves and leaving lesser races to starve and other such atrocities. The last chapters advocate violent rebellion against the fey, going so far as to assert that the systematic extermination of them is the only way to safeguard the other races. If there is to be any future for any but the fey and those they pity as slaves, they must be exterminated!
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 03:56:01 PM
Quote from: Yuthirin on March 16, 2012, 10:46:16 PM
Quote from: Ebiris on March 16, 2012, 09:12:18 PM
We need real food, dammit!

I'm growing it!

Will be adding that to the next Aurora topic update.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 03:56:48 PM
Quote from: Merc on March 16, 2012, 11:03:41 PM
Dune, add to Tannin's list of stuff to gather info on:
-Search for someone willing to give good rate on baatorian greensteel coins that isn't a devil. Ithea's okay dealing with shady and potentially evil types, just as long as they're not devils. She'd still prefer someone neutral (or good, but that's unlikely) if possible, though.
-Alternatively, can any interesting non-evil items be created after melting the coins, using the material?

Priority isn't high, I'd mentioned before I'm just holding onto it and then giving any profit that results from that to Aurora pool after grabbing my 900g share of it back.

Added.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 03:57:18 PM
Quote from: Corwin on March 16, 2012, 11:14:10 PM
Speaking of Tannin, let's first ask him to look into the people Elena mentioned as Medi's old pals and for the Stars of Mystra? Even the very act of searching for them will probably set things in motion, so let's go for it.

Done.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 03:58:49 PM
Quote from: Corwin on March 17, 2012, 12:50:34 AM
Okay! Suggestions for our home improvement, now actually in order.

Before it all, let's get more +15 skill boosters like the three we already have for K:A, C:A and Spellcraft from the Aurora funds! K:A&E, K:N, Appraise, K:P for 22,500gp.

So we're starting out with 167,589.54gp (http://www.soulriders.net/forum/index.php/topic,101784.msg1033074.html#msg1033074).

First round, starting as soon as we finished our lab repairs (all those listed under a given 'round' are in parallel):

Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Aquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.
Tepen. K:A&E +33 normally; K:A&E +48 with the K:A&E booster.

Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days.
Kascha. K:A +42, Spellcraft +39 normally; K:A +57, Spellcraft +54 with the K:A, Spellcraft boosters.

Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days.
Annalise. Spellcraft +28.

Let's have a couple of the middle ranks aiding on each. Except for K:A&E the other skills are fairly common, so aiding should be easy enough.


Second repairs round:

Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +39 normally; Spellcraft +54 with Spellcraft booster.

Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.


Third round:

Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days.
Kascha. Spellcraft +39 normally; Spellcraft +54 with Spellcraft booster.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

I think we can decide what to do next, once this happens.

Okay, that's fine. We'll work these out in the coming days. There's various things to do around Aurora that are up now, so we'll see how those go.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 05:08:39 PM
Study of a Goddess

This book is be a study of the goddess Saint Alicia. It is a biography of her, composed via years of interviews and studies. It chronicles her early life, growing up as a member of the petty nobility on a Prime Material. Her life was unremarkable - a marriage and child, until brigands slaughtered her family. From there it tells tales of her time, ending up eastward in a nation known as the United Baronies. She joined an elite group known as the Crimson Guard and was involved in various incidents, such as a war with the neighboring empire of Malmuth, whispered battles to the west in a desert, confrontations with liches and other such tales. Finally, it ends with her leaving the Prime and becoming a Goddess - here the information becomes fragmentary and largely suppositional, culled from religious texts.

Internal Power, the answer to magic

This book is a deep elaboration of the natural forces that reside in each and every person. It titles them psionics and elaborates on the roll of them in each person's lives. There's more ,but I need Muirfinn to make a wisdom check here.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2012, 06:51:04 PM
I'm kind of interested about a few of the past books.

[Misc]Book of the scriptures and tactics of the Red Knight.
[Misc]Revelations from the Truth.
[Misc]Burning Hands, variants on the classic.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 06:51:59 PM
You're free to ask Sylvie to borrow them if you like. If you do I'll post the info from them.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2012, 06:54:12 PM
Mmm. Sure, I'll do that. I was originally interested in the Elysium one as well, but Ithea pretty much told me how it went so that was good enough.

That aside, is it possible to use Amanuensis to copy these books for myself/our library, assuming I have permission from the owners?
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 06:55:54 PM
Certainly. Book information incoming.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 07:19:20 PM
The first is a carryover from Balmuria 2, so it's mostly just information.

Book of the scriptures and tactics of the Red Knight

This book is written by the followers of the Red Knight, detailing tactics and strategy. It goes into the theory of warfare, what war is and how to properly use war. Once war is begun, it talks about the proper strategies and tactics. As the Red Knight's faith revolves around these, it is as much a religious tract as a book of strategy. It references several battles and history in a Prime Material, involving such countries as Malmuth, the United Baronies, Pallanth, the Desert Fiefdoms, Kelara and other regions.

Revelations from the Truth

A tome of religious ecstasy and insight, this book is written by a nameless pilgrim who claims to have glimpsed into Chronias, the Seventh Heaven. Reading it is difficult, as the author uses no punctuation, breaks or pacing. The entire book is one fantastically long run on sentence, endlessly expounding and darting about. It repeatedly refers to the Column of Light, though it never delves into details about it. It speaks of the Seven Signs who stand before it in waiting, each with a blade of fire. Often he calls these terrible to look at, referring to them obliquely save for three passages. In the last third of the book, the author begins to write in some form of Celestial. You are aware of reading...something, but the moment you finish it is gone from your mind.

Burning Hands, variants on the classic

This book has several variants of Burning Hands. They are as follows:

Flaming Hand
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Chanting the syllables for fire, you engulf your hand in flame. Your successful melee touch deals 1d4 points of fire damage per caster level, maximum 5d4. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Notes: This spell was developed by a wizard who had problems with his allies getting in range of his spells.

Smack of Burning Shame
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Target: 1 creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

On casting this spell, a hand of burning fire appears and smacks the target. This requires no attack roll and deals 1d4 points of fire damage per two caster levels, maximum 4d4.

Notes: This spell was designed by a sorcerer who liked to insult his enemies. It is noted he did not live long past creating this spell.

Singing Mists
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60ft
Area: 60ft radius spread based on the caster
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell causes steam and sparks of fire to momentarily engulf the area. All targets within the radius, including the caster, take 1d4 points of fire damage. A successful reflex save negates the damage.

Notes: This spell was created by a wizard who used this spell to create fires to control the battlefield.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 17, 2012, 08:46:17 PM
Yuthirin_ rolls 1d20+9+1 wisdom check? and gets 24." [1d20=14
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2012, 08:54:02 PM
Internal Power, the answer to magic

This book is a deep elaboration of the natural forces that reside in each and every person. It titles them psionics and elaborates on the roll of them in each person's lives. This book is a primer to unleashing the bare bones of it, crafted to allow a single person to gain this benefit. Muirfinn is able to control himself and not expend the book. By reading this book, a single person can gain the Wild Talent feat as a bonus feat.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 17, 2012, 09:00:06 PM
Cool. Anyone want Brain Power? If nobody feels a burning need, I'll take it.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 18, 2012, 05:41:45 PM
Anyone? Not even Dana or Morniel or Sylvie or...anybody? Really?
Title: Re: Random DM nagging.
Post by: Merc on March 18, 2012, 05:45:38 PM
I'm not really interested in psionics stuff, so I know too little to care!
Title: Re: Random DM nagging.
Post by: Corwin on March 18, 2012, 05:51:01 PM
I think only Dana actually has psionics? For myself, I prefer divine-themed powers over this heresy.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 03:04:51 AM
Morniel has psionics as well, Cor.

Dana'll take it if it's freely offered. If not, feel free. Up to you - two power points would be nice for her but not critical.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 03:05:58 AM
General heads up - tomorrow's a day off. I have some things going on top of it so I won't be around steadily. Moreover, when I am around, I'll probably be working on DM work and clearing my backlog further. If you need DM stuff from me, post it in here. Don't PM me on IRC unless I PM you first - I won't be paying attention.

I have a mix of high work volume and a low productive output lately. It's been slowly clearing, but I'm still behind. It happens occasionally, so bear with me.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 03:07:10 AM
Progress.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
10. Work on new PrC and polish it up.
11. Aurora topic update.
12. Magic section. No really, since I started it and got derailed. Sigh.
13. Look at Owl's Insight.
14. Look at spells below.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 19, 2012, 02:45:07 PM
Requesting when you have time. This is not a priority.

Phantom Stag, Spell Compendium
Phantom Bear, Spell Compendium
Stonehold, Spell Compendium
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 03:06:59 PM
Beta. If you have comments get 'em in now.

Shapeshift feats:
Spoiler: ShowHide


These should be familiar. Comments on them welcome.

Frozen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on an icy appearance, as if partially made of ice. This grants all of your shapeshift forms the cold subtype, granting them immunity to cold and vulnerability to fire. In addition, your natural attacks in shapeshift form deal an extra 1d6 points of cold damage.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to fire or composed of fire, such as the fire elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Burning Shapeshift feat.

Deep Chill [Shapeshift]
Prerequisite: Frozen Shapeshift
Benefit: Your natural attacks while shapeshifted are so cold that they render foes numb, unable to effectively act. Any opponent stricken by your natural attacks and who takes cold damage from it must make a fortitude save (DC 10 + 1/2 hd + con modifier) or be slowed for 1 round, ending at the start of your next turn. An opponent can only be affected by this power once per round.

Burning Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on a burning appearance, as if partially made of fire. This grants all of your shapeshift forms the fire subtype, granting them immunity to fire and vulnerability to cold. In addition, your natural attacks set opponents on fire unless they pass a reflex save (DC 10 + 1/2 hit dice + con modifier). This follows all the rules for being set on fire, except that the reflex save DC to extinguish the fire is the same DC as above.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to cold or composed of ice or water, such as the water elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Frozen Shapeshift feat.

Blistering Fires [Shapeshift]
Prerequisite: Burning Shapeshift
Benefit: Foes set on fire by your natural attacks find themselves so pained that they cannot effectively defend themselves. As long as they are on fire, they suffer a -4 penalty to armor class and saving throws.

Earthen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a rocky appearance, as if partially made of stone. This grants all of your shapeshift forms the earth subtype, granting them a burrow speed of 15ft. In addition, your natural attacks count as adamantine to overcome damage reduction.
Special: You do not gain the benefits of this feat if you shift into a form composed of air, such as the air elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Airy Shapeshift feat.

Airy Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a airy appearance, as if partially made of wind. This grants all of your shapeshift forms the air subtype, granting them a fly speed of 30ft (perfect). In addition, your gain the benefit of the Weapon Finesse feat while shapeshifted.
Special: You do not gain the benefits of this feat if you shift into a form composed of earth, such as the earth elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Earthen Shapeshift feat.

Exalted Shapeshift [Exalted, Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a glorious appearance, as if from the Heavens Above. This grants all of your shapeshift forms the benefits of the celestial template. For the sake of the smite evil ability, you may only use this once per day, no matter how many times you shapeshift.

Vile Shapeshift [Shapeshift, Vile]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a fiendish appearance, as if from the Depths Below. This grants all of your shapeshift forms the benefits of the fiendish template. For the sake of the smite good ability, you may only use this once per day, no matter how many times you shapeshift.

Mighty Shapeshift [Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: The enhancement bonuses to strength from your shapeshift ability rise by two. This applies to all forms; for example, your predator form now has a +6 enhancement bonus to strength and your aerial form has a +4 enhancement bonus to strength.


Epic Shapeshift feats:
Spoiler: ShowHide


Epic shapeshift feats come in two flavors. There are feats that affect every form. These benefits are useful but not overly potent. Feats focused on a single form are much more powerful. This sets up a good structure to make more feats with.

Sharp Nose [Epic, Shapeshift]
Prerequisite: Shapeshift ability, wis 19
Benefit: Your nose is as sharp as that of any predator. All of your shapeshift forms gain the scent special ability.

Wild Ferocity [Epic, Shapeshift]
Prerequisite: Mighty Shapeshift, wis 21
Benefit: The natural attacks of your shapeshift forms rise in power. The die size of each of your natural attacks while shapeshifted increase by one step. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. A d12 does not increase in size.

Eagle Eye [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Skill Focus or Epic Skill Focus (Spot), wis 25
Benefit: Your eyes are as keen as an eagle's. All of your shapeshift forms gain the low-light vision special quality, as well as a +8 racial bonus to spot checks.

Improved Predator Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Predator form with mobility, wis 19
Benefit: Your predator form evolves, gaining greater powers. While in predator form, the bonuses to strength and natural armor rises by 4, and your land speed rises to 80ft. Further, you gain the benefits of the Spring Attack feat when in predator form.

Improved Aerial Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Aerial form with flyby attack, wis 21
Benefit: Your Aerial form improves, granting you new abilities and improved capacities. While in aerial form, the bonuses to strength and reflex saves rises by 4, and your fly speed rises to 70ft (good). Further, you gain the benefits of the Improved Flyby Attack feat when in aerial form.

Improved Ferocious Slayer Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Ferocious Slayer form with improved critical, wis 23
Benefit: Your Ferocious Slayer form becomes stronger. While in Ferocious Slayer form, the bonuses to strength, fortitude saves and natural armor rises by 4. Further, you gain the benefits of the Power Critical feat when in Ferocious Slayer form.

Improved Forest Avenger Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Forest Avenger form with damage reduction 5/slashing, wis 25
Benefit: Your Forest Avenger form becomes even more potent, like the greatest redwoods. While in Forest Avenger form, the bonuses to strength, fortitude saves, will saves and natural armor rises by 4. Further, your damage reduction in Forest Avenger form rises to 10/slashing.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your Elemental Fury form gains even greater powers. While in Elemental Fury form, the bonuses to strength, fortitude saves, reflex saves, will saves and natural armor rise by 4.


Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 04:35:35 PM
Quote from: Yuthirin on March 19, 2012, 02:45:07 PM
Requesting when you have time. This is not a priority.

Phantom Stag, Spell Compendium
Phantom Bear, Spell Compendium
Stonehold, Spell Compendium

These are all fine.
Title: Re: Random DM nagging.
Post by: Corwin on March 19, 2012, 05:24:11 PM
QuoteLightblood Stone: An extraordinarily rare stone said to be mined from the pulsing veins of Elysium is now in stock! There is only enough for one suit of armor for a medium creature, so come now if you're interested! This is a deal that only happens once in a millennium! (Price to be announced on arrival.)

Armor?
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 05:25:59 PM
Yes, one suit of armor. What about it?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 19, 2012, 05:29:22 PM
Quote from: Anastasia on March 19, 2012, 03:06:59 PM
Beta. If you have comments get 'em in now.

Shapeshift feats:
Spoiler: ShowHide


These should be familiar. Comments on them welcome.

Frozen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on an icy appearance, as if partially made of ice. This grants all of your shapeshift forms the cold subtype, granting them immunity to cold and vulnerability to fire. In addition, your natural attacks in shapeshift form deal an extra 1d6 points of cold damage.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to fire or composed of fire, such as the fire elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Burning Shapeshift feat.

Deep Chill [Shapeshift]
Prerequisite: Frozen Shapeshift
Benefit: Your natural attacks while shapeshifted are so cold that they render foes numb, unable to effectively act. Any opponent stricken by your natural attacks and who takes cold damage from it must make a fortitude save (DC 10 + 1/2 hd + con modifier) or be slowed for 1 round, ending at the start of your next turn. An opponent can only be affected by this power once per round.

Burning Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on a burning appearance, as if partially made of fire. This grants all of your shapeshift forms the fire subtype, granting them immunity to fire and vulnerability to cold. In addition, your natural attacks set opponents on fire unless they pass a reflex save (DC 10 + 1/2 hit dice + con modifier). This follows all the rules for being set on fire, except that the reflex save DC to extinguish the fire is the same DC as above.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to cold or composed of ice or water, such as the water elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Frozen Shapeshift feat.

Blistering Fires [Shapeshift]
Prerequisite: Burning Shapeshift
Benefit: Foes set on fire by your natural attacks find themselves so pained that they cannot effectively defend themselves. As long as they are on fire, they suffer a -4 penalty to armor class and saving throws.

Earthen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a rocky appearance, as if partially made of stone. This grants all of your shapeshift forms the earth subtype, granting them a burrow speed of 15ft. In addition, your natural attacks count as adamantine to overcome damage reduction.
Special: You do not gain the benefits of this feat if you shift into a form composed of air, such as the air elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Airy Shapeshift feat.

Airy Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a airy appearance, as if partially made of wind. This grants all of your shapeshift forms the air subtype, granting them a fly speed of 30ft (perfect). In addition, your gain the benefit of the Weapon Finesse feat while shapeshifted.
Special: You do not gain the benefits of this feat if you shift into a form composed of earth, such as the earth elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Earthen Shapeshift feat.

Exalted Shapeshift [Exalted, Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a glorious appearance, as if from the Heavens Above. This grants all of your shapeshift forms the benefits of the celestial template. For the sake of the smite evil ability, you may only use this once per day, no matter how many times you shapeshift.

Vile Shapeshift [Shapeshift, Vile]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a fiendish appearance, as if from the Depths Below. This grants all of your shapeshift forms the benefits of the fiendish template. For the sake of the smite good ability, you may only use this once per day, no matter how many times you shapeshift.

Mighty Shapeshift [Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: The enhancement bonuses to strength from your shapeshift ability rise by two. This applies to all forms; for example, your predator form now has a +6 enhancement bonus to strength and your aerial form has a +4 enhancement bonus to strength.


Epic Shapeshift feats:
Spoiler: ShowHide


Epic shapeshift feats come in two flavors. There are feats that affect every form. These benefits are useful but not overly potent. Feats focused on a single form are much more powerful. This sets up a good structure to make more feats with.

Sharp Nose [Epic, Shapeshift]
Prerequisite: Shapeshift ability, wis 19
Benefit: Your nose is as sharp as that of any predator. All of your shapeshift forms gain the scent special ability.

Wild Ferocity [Epic, Shapeshift]
Prerequisite: Mighty Shapeshift, wis 21
Benefit: The natural attacks of your shapeshift forms rise in power. The die size of each of your natural attacks while shapeshifted increase by one step. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. A d12 does not increase in size.

Eagle Eye [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Skill Focus or Epic Skill Focus (Spot), wis 25
Benefit: Your eyes are as keen as an eagle's. All of your shapeshift forms gain the low-light vision special quality, as well as a +8 racial bonus to spot checks.

Improved Predator Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Predator form with mobility, wis 19
Benefit: Your predator form evolves, gaining greater powers. While in predator form, the bonuses to strength and natural armor rises by 4, and your land speed rises to 80ft. Further, you gain the benefits of the Spring Attack feat when in predator form.

Improved Aerial Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Aerial form with flyby attack, wis 21
Benefit: Your Aerial form improves, granting you new abilities and improved capacities. While in aerial form, the bonuses to strength and reflex saves rises by 4, and your fly speed rises to 70ft (good). Further, you gain the benefits of the Improved Flyby Attack feat when in aerial form.

Improved Ferocious Slayer Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Ferocious Slayer form with improved critical, wis 23
Benefit: Your Ferocious Slayer form becomes stronger. While in Ferocious Slayer form, the bonuses to strength, fortitude saves and natural armor rises by 4. Further, you gain the benefits of the Power Critical feat when in Ferocious Slayer form.

Improved Forest Avenger Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Forest Avenger form with damage reduction 5/slashing, wis 25
Benefit: Your Forest Avenger form becomes even more potent, like the greatest redwoods. While in Forest Avenger form, the bonuses to strength, fortitude saves, will saves and natural armor rises by 4. Further, your damage reduction in Forest Avenger form rises to 10/slashing.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your Elemental Fury form gains even greater powers. While in Elemental Fury form, the bonuses to strength, fortitude saves, reflex saves, will saves and natural armor rise by 4.


Putting stupid biases aside, I think they're pretty good. :D
Title: Re: Random DM nagging.
Post by: Yuthirin on March 19, 2012, 05:29:43 PM
Quote from: Anastasia on March 19, 2012, 05:25:59 PM
Yes, one suit of armor. What about it?

I was hoping to make a really sweet lamp post out of it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 05:30:49 PM
Quote from: Yuthirin on March 19, 2012, 05:29:22 PM
Quote from: Anastasia on March 19, 2012, 03:06:59 PM
Beta. If you have comments get 'em in now.

Shapeshift feats:
Spoiler: ShowHide


These should be familiar. Comments on them welcome.

Frozen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on an icy appearance, as if partially made of ice. This grants all of your shapeshift forms the cold subtype, granting them immunity to cold and vulnerability to fire. In addition, your natural attacks in shapeshift form deal an extra 1d6 points of cold damage.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to fire or composed of fire, such as the fire elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Burning Shapeshift feat.

Deep Chill [Shapeshift]
Prerequisite: Frozen Shapeshift
Benefit: Your natural attacks while shapeshifted are so cold that they render foes numb, unable to effectively act. Any opponent stricken by your natural attacks and who takes cold damage from it must make a fortitude save (DC 10 + 1/2 hd + con modifier) or be slowed for 1 round, ending at the start of your next turn. An opponent can only be affected by this power once per round.

Burning Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability
Benefit: Your shapeshift forms take on a burning appearance, as if partially made of fire. This grants all of your shapeshift forms the fire subtype, granting them immunity to fire and vulnerability to cold. In addition, your natural attacks set opponents on fire unless they pass a reflex save (DC 10 + 1/2 hit dice + con modifier). This follows all the rules for being set on fire, except that the reflex save DC to extinguish the fire is the same DC as above.
Special: You do not gain the benefits of this feat if you shift into a form with immunity to cold or composed of ice or water, such as the water elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Frozen Shapeshift feat.

Blistering Fires [Shapeshift]
Prerequisite: Burning Shapeshift
Benefit: Foes set on fire by your natural attacks find themselves so pained that they cannot effectively defend themselves. As long as they are on fire, they suffer a -4 penalty to armor class and saving throws.

Earthen Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a rocky appearance, as if partially made of stone. This grants all of your shapeshift forms the earth subtype, granting them a burrow speed of 15ft. In addition, your natural attacks count as adamantine to overcome damage reduction.
Special: You do not gain the benefits of this feat if you shift into a form composed of air, such as the air elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Airy Shapeshift feat.

Airy Shapeshift [Shapeshift]
Prerequisite: Base fortitude save+6, shapeshift ability.
Benefit: Your shapeshift forms take on a airy appearance, as if partially made of wind. This grants all of your shapeshift forms the air subtype, granting them a fly speed of 30ft (perfect). In addition, your gain the benefit of the Weapon Finesse feat while shapeshifted.
Special: You do not gain the benefits of this feat if you shift into a form composed of earth, such as the earth elemental form of the elemental fury form.
Special: If you select this feat, you may not select the Earthen Shapeshift feat.

Exalted Shapeshift [Exalted, Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a glorious appearance, as if from the Heavens Above. This grants all of your shapeshift forms the benefits of the celestial template. For the sake of the smite evil ability, you may only use this once per day, no matter how many times you shapeshift.

Vile Shapeshift [Shapeshift, Vile]
Prerequisite: Shapeshift ability.
Benefit: Your shapeshift forms take on a fiendish appearance, as if from the Depths Below. This grants all of your shapeshift forms the benefits of the fiendish template. For the sake of the smite good ability, you may only use this once per day, no matter how many times you shapeshift.

Mighty Shapeshift [Shapeshift]
Prerequisite: Shapeshift ability.
Benefit: The enhancement bonuses to strength from your shapeshift ability rise by two. This applies to all forms; for example, your predator form now has a +6 enhancement bonus to strength and your aerial form has a +4 enhancement bonus to strength.


Epic Shapeshift feats:
Spoiler: ShowHide


Epic shapeshift feats come in two flavors. There are feats that affect every form. These benefits are useful but not overly potent. Feats focused on a single form are much more powerful. This sets up a good structure to make more feats with.

Sharp Nose [Epic, Shapeshift]
Prerequisite: Shapeshift ability, wis 19
Benefit: Your nose is as sharp as that of any predator. All of your shapeshift forms gain the scent special ability.

Wild Ferocity [Epic, Shapeshift]
Prerequisite: Mighty Shapeshift, wis 21
Benefit: The natural attacks of your shapeshift forms rise in power. The die size of each of your natural attacks while shapeshifted increase by one step. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. A d12 does not increase in size.

Eagle Eye [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Skill Focus or Epic Skill Focus (Spot), wis 25
Benefit: Your eyes are as keen as an eagle's. All of your shapeshift forms gain the low-light vision special quality, as well as a +8 racial bonus to spot checks.

Improved Predator Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Predator form with mobility, wis 19
Benefit: Your predator form evolves, gaining greater powers. While in predator form, the bonuses to strength and natural armor rises by 4, and your land speed rises to 80ft. Further, you gain the benefits of the Spring Attack feat when in predator form.

Improved Aerial Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Aerial form with flyby attack, wis 21
Benefit: Your Aerial form improves, granting you new abilities and improved capacities. While in aerial form, the bonuses to strength and reflex saves rises by 4, and your fly speed rises to 70ft (good). Further, you gain the benefits of the Improved Flyby Attack feat when in aerial form.

Improved Ferocious Slayer Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Ferocious Slayer form with improved critical, wis 23
Benefit: Your Ferocious Slayer form becomes stronger. While in Ferocious Slayer form, the bonuses to strength, fortitude saves and natural armor rises by 4. Further, you gain the benefits of the Power Critical feat when in Ferocious Slayer form.

Improved Forest Avenger Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Forest Avenger form with damage reduction 5/slashing, wis 25
Benefit: Your Forest Avenger form becomes even more potent, like the greatest redwoods. While in Forest Avenger form, the bonuses to strength, fortitude saves, will saves and natural armor rises by 4. Further, your damage reduction in Forest Avenger form rises to 10/slashing.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your Elemental Fury form gains even greater powers. While in Elemental Fury form, the bonuses to strength, fortitude saves, reflex saves, will saves and natural armor rise by 4.


Putting stupid biases aside, I think they're pretty good. :D

Okay then, barring any other feedback, I'll add them to the house rules topic tonight.
Title: Re: Random DM nagging.
Post by: Corwin on March 19, 2012, 05:36:07 PM
Quote from: Anastasia on March 19, 2012, 05:25:59 PM
Yes, one suit of armor. What about it?

What sort of armor? I don't recognize it. Should I?
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 05:37:22 PM
Any one suit, subbing in stone for metal. This makes leather/padded impossible, but anything heavier should be fine.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2012, 10:39:25 PM
Progress v2.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
10. Work on new PrC and polish it up.
11. Aurora topic update.
12. Magic section. No really, since I started it and got derailed. Sigh.
13. Look at Owl's Insight.
14. Look at spells below.
15. Add shapeshift feats to house rules.
16. Add Lightblood Stone to custom material and house rules.
17. Add Gisfal and related things.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2012, 01:33:17 AM
Owl's Insight will be capped at +10 insight bonus to wisdom. That feels like plenty of performance for the spell level. This will be added to the magic section when I finally redo it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2012, 02:26:09 AM
Old magic section of house rules. Keeping this here for future reference.

Magic:
Spoiler: ShowHide


General magic notes: [spoiler]

Alignment spells:

Any spell that functions on an alignment also functions on it's more extreme version. Holy Word works on both evil and vile creatures in the exact same way, for example.

Death spells:

Spells that cause instant death are banned. This is in recognition that spells that instantly kill or end fights aren't particularly fun or productive, especially with the houseruled changes to resurrection.

Permanency:

Permancy rules can be found here in depth. Yes, I have a sense of humor on occasion. (http://www.soulriders.net/forum/index.php/topic,101739.msg1030599.html#msg1030599)

Polymorph spells:

Polymorph spells that do not have one fixed form are banned, as is baleful polymorph. Spells from the polymorph subschool curtsey of splatbooks are allowed. These spells allow one fixed form with different rules for how they work.

Resurrection magic:

Resurrection magic is altered, see below in resurrection rules.

Sanctified and vile magic:

You must be the appropriate extreme alignment (Exalted and Vile, respectively) to cast these spells. In addition, spontaneous spellcaters who meet this prerequisite can select these spells if they desire. Also, clerics cannot spontaneously cast any sanctified spell.

Second chance and reroll magic:

There is a light ban on these spells. Yes, there's a chance you might still roll a 1 even with a +50 save modifier or somehow blow a roll otherwise. Live with it, no risk means no rewards.

Epic magic:

See below in the epic section, as there are considerable changes to epic magic.


Banned spells:
Spoiler: ShowHide


Banned specific spells:

The following spells are banned and may not be selected. This is addition to the above spell types that are already banned. The reason why is noted in parenthesis.

Scintillating Scales (Fucks with touch AC balance and is abusive.)
Serene Visage (It's a little too good at what it does. A 2nd level version would be more acceptable.)
Celerity (+Lesser/Greater variants) (It's broken and hugely abuse prone. No, casters don't get to take their turns whenever they want.)
Make Manifest (+Mass) (Giant headache of a spell to deal with. Not worth it.)
Thunderlance (Too good at what it does.)
Wraithstrike (Hideously broken. If you don't know why, consider how much of mid/high level monster's AC is from natural armor.)
Find the Gap (See above. Mildly less abusive the way its set up, still nothing I want going around.)
Hunter's Mercy (Automatic critical hit with a 1st level spell isn't really the sort of balance I want.)
Energy Immunity (Is an epic spell. See 10th level epic magic; I feel energy immunity via magic should be placed back into epic.)


Minor spell changes:
Spoiler: ShowHide


For minor changes to spells that don't warrant rewriting the entire spell, or affects multiple spells.

Holy Word (and its cousins): These spells all allow a saving throw with a -2 penalty. These spells are horribly powerful otherwise.
Prismatic spells: Prismatic spells use two substitutions. Green inflicts 2d6 con damage and fortitude negates. Blue stuns for 1d6 rounds and fortitude negates.
Consecrate (and its evil twin): Adds 1d6 to the turning damage dice.
Summon spells: Any summon spell with a duration of 1 round is reduced to 1 standard action.
Ray of Stupidity: This now inflicts a penalty to intelligence instead of damage, and thus cannot lower intelligence past 1. It's not an instant win vs animals or anything with a low int score.
Greater Mighty Wallop: This now gives a flat +2 size category bonus to the targeted bludgeoning weapon.
Trap the Soul: Is now a necromancy spell.


Altered domains:
Spoiler: ShowHide


Fey Domain

Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).

1. Faerie Fire
2. Charm Person
3. Inspired Aim
4. Command Plants
5. Tree Stride
6. Heroes' Feat
7. Liveoak
8. Changestaff
9. Summon Nature's Ally 9

Hope Domain

Granted Power: Once per day, you may add +4 to any one attack roll, skill check or saving throw. This must be declared before you make the roll.

1. Bless
2. Aid
3. Heroism
4. Good Hope
5. Atonement
6. Greater Heroism
7. Greater Restoration
8. Greater Planar Ally
9. Miracle

Lust Domain

Granted Power: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round.

1. Charm Person
2. Invisibility
3. Clairaudience/Clairvoyance
4. Charm Monster
5. Scrying
6. Symbol of Persuasion
7. Refuge
8. Sympathy
9. Mass Charm Monster

Moon Domain

Granted Power: You gain a +2 bonus to hit and damage versus lycanthropes.

1. Faerie Fire
2. Moonbeam
3. Moon Blade   
4. Fear
5. Moon Path
6. Permanent Image
7. Insanity
8. Maddening Whispers
9. Moonfire

Renewal Domain

Granted Power:  If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to –10 hit points or lower, you die before this power takes effect.

1. Charm Person
2. Lesser Restoration
3. Remove Disease
4. Reincarnate
5. Atonement
6. Heroes' Feast
7. Greater Restoration
8. Clone
9. Freedom

Suffering Domain

Granted Power: You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.

1. Bane
2. Bear's Endurance
3. Bestow Curse
4. Enervation
5. Feeblemind
6. Harm
7. Waves of Exhaustion
8. Horrid Wilting
9. Energy Drain

Sun Domain

Granted Power: You gain Empower Turning as a bonus feat.

1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
6. Fire Seeds
7. Sunbeam
8. Sunburst
9. Prismatic Sphere

Trickery Domain

Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

1. Disguise Self
2. Invisibility
3. Nondetection
4. Confusion
5. False Vision
6. Mislead
7. Screen
8. Irresistible Dance
9. Teleportation Circle

War Domain

Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.
   
1. Magic Weapon
2. Spiritual Weapon
3. Magic Vestment
4. Divine Power
5. Flame Strike
6. Blade Barrier
7. Power Word Blind
8. Power Word Stun
9. Foresight


Altered and new spells:
Spoiler: ShowHide


New material component: Vampire.

Spells with the vampire component can only be cast by vampires. A vampire is a creature with the vampire template that drains blood to live forever.

Annalise's Kiss
Necromancy
Level: Sor/Wiz 7
Components: V, S, Vampire.
Casting Time: 1 standard action.
Range: Close (25ft + 5ft/2 levels)
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: Yes.

On casting this spell, three ghostly fangs assail the target and attempt to suck its blood. Make three ranged touch attacks against your opponent. For each fang that hits, the target suffers constitution drain to them as if you had drained their blood. This drain is one dice size lower than usual. For example, a drain of 1d8 would become 1d6, and 2d4 would become 2d3. The blood drained by this spell is instantly absorbed by you as if you had bitten the target.

At your discretion, creatures slain by this spell may die normally or be condemned to rise as a vampire spawn or vampire. Creatures cursed to become living dead in this way are treated as if you turned them.

Crushing Fist of Talos
Evocation [Electricity]
Level: Thunderborn 9
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell conjures a storm cloud from which a massive fist of lightning smites a single foe. You  must succeed on a ranged touch attack to hit with the first. A successful hit deals 25d8 points of electricity damage. Despite the size of the fist, it only damages the target.

Note that this spell requires at least 30ft of space above the target's head to work, otherwise the spell fizzles.

Deathwatch
Necromancy
Level: Clr 1
Components: V, S
Range: 30ft
Area: Cone shaped emanation
Duration 10 min/level
Saving Throw: None
Spell Resistance: No

You can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 10 or fewer hit points left), alive (alive with 11 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.

Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject gains a +15 bonus on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Material Component

A leather thong, bound around the arm or a similar appendage.

Lore of the Gods
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level.

Your mind opens to the secrets of the cosmos and briefly touches the omniscience of the gods. You gain a +5 insight bonus on all Knowledge checks. If you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5—even if you did not choose that domain. While you are under the effect of this spell, you may make knowledge checks untrained, even if you would normally be unable to due to the DC being higher than 10.

Magic Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9, Clr 9, Drd 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are treated as being affected as by a targeted dispel attempt. The dispel check uses a modifier equal to your caster level, maximum+30.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are dispelled.

Artifacts and divinities are unaffected by mortal magic such as this.

Note: Mage's Disjunction has been changed from RAW. In the event an ability references mage's disjunction working on it, the DM should assign a caster level and allow the dispel check to work as normal.

Might of the Planetar
Transmutation
Level: Sorcerer/Wizard 7, Initiate of Alicia 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverise any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to Natural Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.

Ring the Bell
Evocation [Sonic]
Level: Sorcerer/Wizard 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

As you shake the bell and speak the words, a ball of warped air appears before you, filling the air with a harsh buzzing noise. At your mental command, it blasts forth to strike at your enemies.

The ball will proceed to the target at great speed, provided it does not impact with any object in the intervening space, and then explode, dealing 16d6 sonic damage.

Any creature within the area of effect when the ball explodes must make a fortitude save or be permanently deafened. A successful fortitude save also halves the damage done by this spell.

Any inanimate object, crystalline creature, or objects held by a creature at the epicenter of the blast must make a Fortitude save or be destroyed, as the Shatter spell. This effect only affects creatures in a 5 foot radius from the epicenter of the blast.

Arcane Focus: A delicate and ornate spherical bell made of glass and mithral worth no less than 1000 gold.

Surge of Hope
Enchantment (Compulsion) [Mind-Affecting]
Level: Initiate of Seira 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except that it grants a +4 morale bonus instead of +2. In addition, the targets are immune to fear for the duration of the spell.
[/spoiler]
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2012, 02:31:40 AM
Magic section of houserules cleaned up and streamlined. A few more tweaks will come later with the changed spell section, probably alphabetically or by spell list.

Any missing magic houserules or rulings can be added. Just let me know which ones I missed.  (Rulings on spells in the various misc/odds'n'ends/nagging topics are likely the most abundant source of these.)
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2012, 02:33:05 AM
Progress v3.

1. Devil reports from captives of the Battle of Mala's Treachery.
2. Look over craft golem options/talk to Eb about it since he's planning things there.
3. Add new medal and unit structure into topics/consider new Aurora topics and some reorganization there.
4. Redo magic section of house rules since Cor keeps mentioning it. It's happening, just been buried and low productivity lately.
5. Revise/check over spells posted in PC spells.
6. Epic Beguiler+some mechanical odds and ends there. Low priority.
7. Get Baleruk a really good chew toy.
8. Shapeshifter feats.
9. Review new PrC PM.
10. Work on new PrC and polish it up.
11. Aurora topic update.
12. Magic section. No really, since I started it and got derailed. Sigh.
13. Look at Owl's Insight.
14. Look at spells below.
15. Add shapeshift feats to house rules.
16. Add Lightblood Stone to custom material and house rules.
17. Add Gisfal and related things.
18. Army shit and divisions, more on this later.

Gisfal is first, then Yuth's PrC, then army stuff. 5 and 6 are at the bottom of the barrel, barring a change in circumstances.
Title: Re: Random DM nagging.
Post by: Corwin on March 21, 2012, 06:36:06 PM
[21:39] <Kotono> "Oh, such bravery!" Laughing with an entirely mocking tone now, "Jaela then. I reside in Westenrock Castle. If you're as powerful, resourceful and potent as you think you are, you can find this place. If you can reach there and find me, I'll reward you well."

QuoteWestenrock Castle

[21:40] <Jaela> roll 1d20+23+15 this one I really want to know
[21:40] * Hatbot --> "Jaela rolls 1d20+23+15 this one I really want to know and gets 43." [1d20=5]

[21:42] <Kotono> It's in Limbo somewhere. You heard about it once - a castle forged by a raging titan, who beat slaad who offended him into bricks.
Title: Re: Random DM nagging.
Post by: Anastasia on March 23, 2012, 02:09:48 PM
Eb, I like your Veserya avatar, but have you considered changing to an Afina one? It sorta feels due at the least.
Title: Re: Random DM nagging.
Post by: Ebiris on March 23, 2012, 06:34:55 PM
How's this?
Title: Re: Random DM nagging.
Post by: Anastasia on March 23, 2012, 07:40:09 PM
Little small but doable enough. Who is it? (Besides Afina. I mean the source image.)
Title: Re: Random DM nagging.
Post by: Ebiris on March 23, 2012, 07:40:36 PM
Some scantily clad fairy.
Title: Re: Random DM nagging.
Post by: Corwin on March 23, 2012, 09:30:30 PM
I have a question regarding http://dnd.savannahsoft.eu/feat-1405-holy-warrior.html

Let's say you are in an antimagic zone/field. Do you still get the damage bonus if you have the relevant spells left?
Title: Re: Random DM nagging.
Post by: Anastasia on March 23, 2012, 09:40:41 PM
No, the following text in the description of reserve feats specifically calls it a supernatural ability.

QuoteEach reserve feat's primary benefit is a supernatural ability usable at will.
Title: Re: Random DM nagging.
Post by: Anastasia on March 25, 2012, 01:25:09 AM
Okay, let's talk army structure again.

QuoteThe army is structured as follows.

10 soldiers = 1 unit
10 units = 1 company (100 soldiers)
10 companies = 1 division (1,000 soldiers)
10 divisions = 1 army (10,000 soldiers)

This provides an easy to customize and flexible unit structure. You can mix and match at whatever level of precision you desire and can have your troops set up to taste. It also allows combining units that complement each other well and segregating less compatible units. Further, specialized units can be made as well.

This set up gives you the option to design units, companies and divisions as you please. Are you guys interested into getting into this nitty-gritty at all? It'll let you customize things better for army battled, but it does take some effort. It also lets you play with composition and expose different units, which can have impacts in both combat performance and morale, temporary and otherwise.
Title: Re: Random DM nagging.
Post by: Ebiris on March 25, 2012, 09:03:46 AM
I've been tooling around with a default defence setup for attacks on Aurora that would involve various unit structures. A lot harder to work with for offensive operations except for making preset units that can function in multiple situations and then calling on those units when preparing for battle. Could still be done, though, and I can have a crack at it.
Title: Re: Random DM nagging.
Post by: Ebiris on March 25, 2012, 09:12:58 AM
Also I suggest making Gisfal a general. The guy knows war inside out, and he's given us a massive troop commitment. May as well put his talents to best use in helping guide our overall strategy. What do the other generals think?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 25, 2012, 09:27:12 AM
While not a general, I agree with this idea.
Title: Re: Random DM nagging.
Post by: Corwin on March 25, 2012, 11:53:47 AM
Quote from: Ebiris on March 25, 2012, 09:03:46 AM
I've been tooling around with a default defence setup for attacks on Aurora that would involve various unit structures.

Do you have an example?
Title: Re: Random DM nagging.
Post by: Corwin on March 25, 2012, 12:03:09 PM
As for the rest of it....

I think we have enough troops right now to make several mini-armies of several companies, and will soon have a division each to play with. It might be fun to devise defense/offense setups for them and either divide responsibility for guarding parts of the Aurora or rotate them in shifts. It would probably feel more fun that way.

Gisfal-wise, I don't have any objections. It's a pretty good idea, Eb. We might not know him enough yet, but we're the ones who asked him to come so it wouldn't make much sense to play coy right now. Plus, epic marshall. Sure, let's go for it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 25, 2012, 12:55:03 PM
Adding Gisfal as a general now, unless Merc comes by with some impressive counter-argument.
Title: Re: Random DM nagging.
Post by: Ebiris on March 25, 2012, 01:47:32 PM
Quote from: Corwin on March 25, 2012, 11:53:47 AM
Quote from: Ebiris on March 25, 2012, 09:03:46 AM
I've been tooling around with a default defence setup for attacks on Aurora that would involve various unit structures.

Do you have an example?

It's all in my head, but basically stuff like putting fast fliers on the roof as rapid responders, earth elementals underground in various spots to ambush, big hitters with lots of attacks by chokepoints. But yeah, I figure if we make several preset armies out of what we have we can divide our forces up more neatly when battle comes.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2012, 12:01:35 AM
Query. This is more for Cor/Eb since the dicebot situation has been stable for a goodly while, but how many dicebots have we had over the span of Balmuria? Am I missing any?

Hatbot, Kobot, Reikobot, Rei-chan, Serith, Penuche. Any others I'm forgetting?
Title: Re: Random DM nagging.
Post by: Corwin on March 27, 2012, 02:07:28 AM
Hatebot is the one true bot (can't think of any others, yeah).
Title: Re: Random DM nagging.
Post by: Corwin on March 27, 2012, 03:08:38 PM
If we do divide into rotating armies eventually, I'd like to aim for Vampy and Hanna for mine as far as officer selection goes, along with Candy, Vul'lath and Ebony from the lower tier. We should have enough officers to man four of our original would-be armies, and I presume Gisfal came with his own staff? If not, that's easily adjustable too.

Speaking of Yuth for a sec, he could easily team up with Adrian for his army given how passive Adrian is?
Title: Re: Random DM nagging.
Post by: Ebiris on March 27, 2012, 05:12:21 PM
Any particular reason you're set on those? I wasn't really thinking of PCs claiming 'personal' armies so much as setting up groups that work well for certain tasks with an NPC CO that could be put under any PC or work independently depending on what force composition a battle needs. Probably 4-5 with our current numbers. I may as well work on that tonight so there's something people can comment on.
Title: Re: Random DM nagging.
Post by: Ebiris on March 27, 2012, 05:37:19 PM
So as promised I've thrown together a tentative idea for four armies that could be integrated together for easier training and deployment. The names obviously need better more flavourful replacements like Devil Dogs or Spetznaz or whatever like in real life, but should give an idea as to the basic intent behind each army.


1st Aurora Army Heavy Force

5 Companies Ysgardian Regulars
1/2 Unit Cloud Giants
1 Unit Earth Elementals (Honor Guard)
2 Units Conflagration Ooze
4 Units Tortles
6 Units Catfolk Warriors
3 Units Elven Warriors


2nd Aurora Army Mobile Force

1 Company Ysgardian Warriors
1 Company Catfolk Warriors
1 Company Graceful Blow students
1 Company Elven Warriors
6 Units Dire Wolves
5 Units Water Elementals
5 Units Air Elementals (Cauldron)
5 Units Earth Elementals (Cauldron)


3rd Aurora Army Air Force

2 Companies Air Elementals (Chan)
4 Units Pixies
7 Units Courre


4th Aurora Army Artillery Force

1 Company Elven Warriors
1 Unit Githyanki Acolytes
3 Units Graceful Blow Students
7 Units Firre
5 Units Fire Elementals
3 Units Lifasa Refugees


As far as COs to handle day to day running of each army, I'd suggest the following: Hanna for the heavy army, Mirima for the mobile army, Crystal for the air army, and Tepen for the artillery army. We could assign every major NPC to an army to further foster esprit des corps or however that goes, but I'd like to throw it open for discussion before that.


Reserves
Spoiler: ShowHide

5 female students of the Graceful Blow. They range from 4 to 10 hd, having levels in sorcerer, fighter and swashbuckler. Alignment: Chaotic Good, Neutral Good, Neutral and Chaotic Neutral. Morale: 97/100 (Fanatic)
1 refugee-warriors from Lifasa. They range from 3 to 7 hd, having levels in many various classes. Alignment: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral. Morale: 100/100 (Devoted)
5 air elementals of small, medium and large size. They range from 3 to 10 hd, having levels in fighter and aerial avenger. Alignment: Neutral. Morale: 69/100 (Good)
6 dire wolves. They range from 6 to 8 hit dice, having no gestalt as animals. Alignment: Neutral. Morale: 59/100 (Fair)
7 courre scouts. They range from 3 to 5 hd, having levels in rogue and scout. Alignment: Chaotic Good. Morale: 65/100 (Fair)
1 elven warriors. They range from 4 to 8 hd, having levels in various classes. Alignment: Chaotic Good. Morale: 60/100 (Fair)
7 firre warrior/clerics. They range from 8 to 12 hd, having levels in cleric, paladin of freedom, barbarian and champion of Gwynharwyf. Alignment: Chaotic Good. Morale: 60/100 (Fair)
3 catfolk warriors of medium size. They range from 3 to 8 hd, having levels in many various classes. Alignment: Neutral, Neutral Good, Chaotic Good, Chaotic Neutral. Morale: 70/100 (Good)
5 conflagration oozes of large size. They range from 7 to 7 hd, having levels in fighter. Alignment: Neutral. Morale: 51/100 (Fair)
3 tortles of medium size. They range from 3 to 7 hd, having levels in many various classes. Alignment: Neutral, Neutral Good. Morale: 65/100 (Fair)
Title: Re: Random DM nagging.
Post by: Corwin on March 27, 2012, 05:42:40 PM
Quote from: Ebiris on March 27, 2012, 05:12:21 PM
Any particular reason you're set on those? I wasn't really thinking of PCs claiming 'personal' armies so much as setting up groups that work well for certain tasks with an NPC CO that could be put under any PC or work independently depending on what force composition a battle needs. Probably 4-5 with our current numbers. I may as well work on that tonight so there's something people can comment on.

Yes. The reason I went for those people is that I like them and have a personal connection to them. I also think it could work, although it's always possible to rework things.

The reason I'm thinking in terms of personally-lead armies is that I want to have an effect of some sort. We're ostensibly generals but we don't actually do any general stuff so far, not really. And my problem with following your suggestion is that rather playing a general I'm just rubber-stamping something someone else did without actually contributing much. I also think we all have slightly different goals, and rather than argue over them I figure we could all pursue them with our troops? I tend to prioritize safety for the troops above all, I think you focus more on a speedy and decisive victory, and if we all have our armies to deal with we can all have what we prefer.
Title: Re: Random DM nagging.
Post by: Ebiris on March 27, 2012, 05:48:09 PM
That's true. It also feels like fencing off 'our' NPCs though and creating our own personal little fiefdoms which I'm not really crazy about, though.
Title: Re: Random DM nagging.
Post by: Corwin on March 27, 2012, 05:51:31 PM
I've reread Ender's Game lately so maybe it influenced me a bit in the 'selecting people' part. I recognize that it can get that way, but I just figured that since it's 'off screen' for the most part and we'll still continue to mix and match NPCs coming along with us for actual sessions it won't be an issue.

Hmm, suggestions on fixing it. Just like I suggested rotating duties (for guarding the Aurora and the like), we could have rotating commanding officers as well? So the lieutenants don't have to stay that way, but can swap from time to time.

Another possibility is that we make several armies for different purposes, like you suggested, and just assign the officers to _them_ instead of to _us_. And we'll rotate ourselves, to command the different types of armies.

Do any of these sound sensible?
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2012, 06:25:04 PM
I'd prefer not to start claiming NPCs, no. That happened a bit too much in Balmuria 1 and I try and avoid that when possible.  Beyond that up to you guys.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2012, 12:54:49 AM
Ebony preview, as Jaela selected her to lead the force detachment from Sylica. She's mostly done, but I won't have the chance to finish her for another day or two.

Bard 18//Sorcerer 6/Exalted Arcanist 5/Sacred Exorcist 7

Feats: Consecrate Spell(H), Lingering Song(1), Eschew Materials(S1), Improved Initiative(3), Purify Spell(S5), Inspire Spellpower(6), Skill Focus(String Instruments)(9), Sacred Vow(EA3), Vow of Obedience(EA5), Toughness(12), Requiem(15), Song of Cleansing Light(18)

Song of Cleansing Light [Bardic, Exalted]
Prerequisite: Bardic music, turn undead.
Benefit: As a standard action, you may expend one use of your bardic music ability and one use of your turn undead ability to grant your allies within 60ft bonus damage against undead. They deal an extra 2d6 points of damage on weapon damage rolls, including natural weapons. This damage rises by 1d6 to 3d6 when you reach level 10, as well as by 1d6 to 4d6 when you reach level 20. This effect lasts for as long as you play and for 5 rounds thereafter.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2012, 01:08:24 AM
On the other hand, what you missed with Dawnhope.

Courre 18(with advanced racial features)//Rogue 5/Paladin of Freedom 5/Knight of Sylica 5/Hellbreaker 3.

Courre Smiting [General]
Prerequisite: Courre eladrin, smite evil class feature.
Benefit: By tapping into the duality of your forms when you smite evil, your attacks strike true. Whenever you smite evil, that attack is treated as having the ghost touch property. In addition, you are able to briefly blink between corporeal and incorporeal. Until the start of your next turn, you benefit from a 50% miss chance on all attacks. Ghost touch weapons and effects that affect incorporeal and corporeal creatures equally bypass this miss chance.

This one was in Balmuria 2 but never made the leap for whatever reason. It's a middling niche feat, but no reason not to have it in. Adding it to houserules now.

Devotee to Sylica [Exalted]
Prerequisite: Must have Alicia or Syala as a patron
Benefit: For the purposes of determining damage from spells or abilities dependent on alignment, you are treated as either lawful or chaotic, whichever is most advantageous. This does not apply to other effects based on alignment, such as the deflection bonus from a protection from chaos or law spell.
Title: Re: Random DM nagging.
Post by: Corwin on March 28, 2012, 03:47:41 AM
Given a choice between two people I went for the one I met since she seemed nice?
Title: Re: Random DM nagging.
Post by: Corwin on March 28, 2012, 11:05:08 AM
My own thoughts on armies. I think that we don't really need an airforce. I also feel that rather than a single pillar we could have several, much like in our attack on Earthfall. So I think it might be neat to break our forces down into three main armies, and supplement them with taskforces roughly half their size that are purpose-built and will be diverted to address any issues. Naturally, said taskforces could also have their own thing, such as scouting should we need to rely on that first.

All the different troops will train with each other and learn the other's weaknesses and strengths, not to mention build camraderie and iron out any disagreements. The officers should work reasonably well together, and have a mix of might and magic to handle various situations they might find themselves in. Each army is largely self-sufficient, and has moderate scouting and healing abilities, and naturally a solid combat base.
3 main armies: 440 in each
150 Ysgardian regulars
60 elven warriors
40 catfolk warriors
40 air elementals (Chan)
30 Ysgardian warriors
30 Graceful Blow students
15 air elementals (Cauldron)
15 water elementals (Cauldron)
15 earth elementals (Cauldron)
15 fire elementals (Cauldron)
10 firre warriors/clerics
10 tortles
10 courre scouts
Officers: (1) Drena, Dana, The Master; (2) Mirima, Misalea, Sylvie; (3) Crystal, Lief, Canderella.
In command: PCs, ideally? If not, then the first/second choice listed for each army should do well.

The idea is to have a force that is largely light and swift, and can respond far more quickly to any situation or need for reinforcements. The situation at Earthfall where Afina and Willim fell back with the air elementals comes to mind here, but it could also double for scouting and for hit and run/harrassment tactics.
1 rapid response force: 254
65 air elementals (Chan)
66 dire wolves
43 catfolk
40 pixies from Lifasa
40 courre scouts
Officers: Annalise, Tannin, Arrel
In command: PCs, Annalise or Tannin, depending on the situation.

Magic is really what makes or breaks things in D&D3.5 and battles aren't any different. This mage-oriented force could either serve as artillery or provide aid (having lots and lots of clerics) or buff or debuff and basically be fairly multi-purpose. And since mages are usually squishier and not that suited for melee, they have some really strong defenders attached to them.
1 mage-heavy force: 199
47 firre warriors/clerics
50 Ysgardian regulars
45 Graceful Blow students
20 air elementals (Chan)
12 githyanki acolytes
12 earth elementals (Earth)
8 Ysgardian warriors
5 cloud giants
Officers: Hanna, Kascha, Sage Vul'lath
In command: PCs, Hanna or Kascha, depending on the situation.

I suppose this is really the same as a reserve, but I can entirely see it being sufficient to hold Aurora indefinitely for us, thus freeing our main force(s) for attacking/responding/counter-attacking.
Aurora defense: 147
51 elven warriors
31 refugee warrios from Lifasa
25 conflagration oozes
13 tortles
7 courre scouts
5 air elementals (Cauldron)
5 water elementals (Cauldron)
5 earth elementals (Cauldron)
5 fire elementals (Cauldron)
Officers: Adrian, Baleruk, The Jarl, Elder Magi Teppen
In command: Gisfal

Once we get more troops, we'll break them up three ways, and integrate them into the armies. The remainder will go into the Aurora defense/reserve, and integrate with the forces there. In the case of exceptional forces (i.e. forces very much suitable towards mageness, sneakiness, top speed or whichever else we might come across) we could just create more special forces. For example, the fast response taskforce is a bit large right now, and we can always create two different ones if it ever grew almost as large as an army.
Title: Re: Random DM nagging.
Post by: Ebiris on March 28, 2012, 01:47:51 PM
I really like this.

Only suggestion I can add on is for the three core armies to give them different training focuses, it can foster friendly rivalry and let them organically grow as we go on so that even if all three are solid at everything, one might excel at static defence, another becomes pro at blitzkreig attacks, and the other can brag about siege-breaking skills. Also leads easily into each army earning cool thematic nicknames.

edit: This is probably a given thanks to officer selection, actually. An army led by Dana and the Master is naturally going to turn out different to one led by Mirima and Sylvie over time.
Title: Re: Random DM nagging.
Post by: Corwin on March 28, 2012, 05:08:03 PM
Cool. With a bit of hope, Sylica and Ilsenine's efforts with the Seelie courts will provide us with more troops and, therefore, extra flexibility.

Speaking of growing organically, I think this might be accomplished somehow with items/armament. We're next to done with the essential Aurora upgrades once the listed rounds are over, so we could shift the Aurora half of the loot into equipment for our troops. Tower shields for defense, adamant weapons for breaking through sieges, that sort of thing?
Title: Re: Random DM nagging.
Post by: Anastasia on March 31, 2012, 02:16:42 AM
Is Cor's list what we're going with? Merc'n'Yuth, do you have any opinions here at all?
Title: Re: Random DM nagging.
Post by: Anastasia on March 31, 2012, 02:56:29 AM
Todo list over the weekend. If I'm missing something add it.

1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2012, 02:33:00 AM
For tomorrow since I got nabbed tonight.

1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
4. Worldmeet Glade info check and ruling for Yuth.
5. Ebony post + Sylica forces added to army.
6. Check wilding clasp+weapon, was discussion in chat that one doesn't work with a weapon. Will look into it.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 01, 2012, 12:58:28 PM
Quote from: Anastasia on March 31, 2012, 02:16:42 AM
Is Cor's list what we're going with? Merc'n'Yuth, do you have any opinions here at all?

I'm fine with it. Looks good. We'll see how it works out and revise if needed.
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2012, 05:23:49 PM
Todo today.

1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
4. Worldmeet Glade info check and ruling for Yuth.
5. Ebony post + Sylica forces added to army.
6. Check wilding clasp+weapon, was discussion in chat that one doesn't work with a weapon. Will look into it.
7. Post unmatter info Yuth and company turned up.
8. Post information from the books the Guardian gave you.
9. Post Kascha's completed question and answer session with the Guardian.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 01, 2012, 05:45:55 PM
Worldmeet Glade:

Description: A worldmeet glade is an outdoor location with several different kinds of habitats concentrated in a smaller than normal space. Typically, such a site includes a forest, a marsh, a freshwater lake, a saltwater lake, and some hilly or mountainous terrain. Some even include deserts and frozen tundra, depending on the kinds of creatures present. The temperature in any given section is appropriate for its terrain, and all the sections coexist without "bleeding" into one another.

A worldmeet glade teems with life. The air is filled with squawks, grunts, roars, and growls, and creatures cavort in every part of the space. Nuts, berries, and ordinary prey animals abound to satisfy the hunger of every creature present. If both good and evil creatures are present, they ignore one another rather than fighting. The thrum of life is everywhere, and an intangible sense of peace and harmony pervades the area. When a spellcaster who has successfully drawn power from a worldmeet glade casts a summoning spell, the summoned creature is briefly outlined in a green glowing light.

Prerequisite:
Only an arcane spellcaster capable of casting at least three different conjuration spells of 3rd level or higher can sense and access the power contained within a worldmeet glade. (This is garbage.)

Location Activation:
To claim the power of a worldmeet glade, a qualified spellcaster must meditate uninterrupted for 8 hours within its confines. If this meditation is interrupted, the character can begin again.

Recharge:
Once a worldmeet glade has bestowed its poweron a single spellcaster, it cannot do so again for one year.

Special Ability (Ex):  A worldmeet glade grants a qualified spellcaster the ability to summon an enhanced version of any creature he could normally call with a given summon monster spell. The creature gains +2 hit points per Hit Die and a +2 bonus on all saving throws, checks, attack rolls, and damage rolls.

Duration:
The ability to summon enhanced creatures lasts for one year.

Aura:
None.

Ability Value:
18,000 gp

My request is basically to make this function for any kind of spellcasting, and not just for arcane/summon monster. I'm giving serious thought to shifting my build toward summoning/buffs and shapeshift, dropping most of my direct damage spells. This would be an awesome way to improve that. Plus, it'd give all our extraplanar creatures a place to go and feel more at home. Morale booster!
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2012, 07:07:48 PM
Kascha's question and answer session as follows. It might have been hard to tell at the time, but at points she changed gears when she felt a line of questions were exhausted. A blank line is used to indicate these. The Guardian is not a mortal creature and has a unique outlook and way of answering some questions.

Kascha would also like to state that she didn't really get to think through some of her questions for entirely obvious reasons.

1. Is there a way for Good to win: Yes there is.
2. Is it possible for any of us to do it: No it isn't.
3. Why: It is extremely difficult, if the questions were simple the conflicts would never have been between Good and Evil. It isn't about strength as much as ideas. The idea of Good has to utterly defeat the idea of Evil.
4. Does that mean we need to kill the Gods of Evil and the fiend lords: You could, and if you did, it would be a huge victory, but another would come as you've only slain a symptom of the underlying cause.
5. Which side do you think is right: I don't know - not even the Incarnations could answer that, and the Incarnation of Law long grappled with the answer to that question.

6. Um, how do you know what I'm asking before I ask it: I am not bound by linear thought or what you define as limits.
7. Well then...um...if you know all the answers, is there a soulmate out there for me: Yes, there is. Several.
8. Several?!: The concept of only one is a mortal conceit. What it describes is how well your spirits resonate with each other.
9. But, what if I meet more than one of them: Does it matter?
10. Who are my soulmates? Tell me who they are: No, I can't, I don't know.
11. How do I find them: Be yourself and pay attention. Connect to other people and you'll find it eventually.
12. What if its someone I don't expect or shouldn't fit: That? A mortal preoccupation.

13. Is Seira a true Goddess?: From your image of her, of course she is one.
14. She's wonderful, but she's so young and not like the other Gods! I don't meant to doubt her, but sometimes I wonder how she can be so nice and unlike most of the others: Age and origin are irrelevant once you have the divine spark.
15. How strong will Seira get? How strong will Donald get? How strong will I get: That I do not know, nor that or that.

16. Where did the Incarnations come from: That question has no meaning to Them, origins are for creatures with limitations.
17. Well, if they didn't come from here, does that mean they came from somewhere else? Another Creation: It may be so, I was created to deal with one part of this Creation.
18. Does that mean its possible: Yes, it is.
19. Are the Three why the number 3 recurs in meaningful ways: An echo of the simple fact of the Three.
20. What about the other numbers: All the others are closer to mortal concepts, but not quite.
21. But aren't they related to the Outer Planes: Ah, anything that is limited is a mortal in my thoughts. The definitions you assign between limited creatures are irrelevant.

22. Can you tell me if there are others besides the Three: Of course I can.
23. Are there: That is not a question I will answer.
24. Why not?!: Because the answer is both forbidden and meaningless to you.

25. Can you tell me more about 21, then: She already knows those answers, ask her.

26. <On reflection Kascha has blotted out this answer. She writes a note saying that this is a personal question.> It may be so, it is not an impossible task. However, I know nothing of it.

27. What do you think of the four competing ethos: They are not stronger than each other, only different.
28. Which one do you think will win: I care nothing for them. Law and Chaos are the concerns of the Incarnations, and Good and Evil are mortal creations.

29. Back to numbers, which ones are most effective against Baator: 6, 7 or 8 work best, particularly in conjunctions of 6 and 8 or 7 and 3.

30. Say, Ithea said the Abyss made dolls of her. Why: Don't even bother with the next question. The Abyss is what it is; those who gaze into it too long find themselves drawn in.

31. You know, you're starting to remind me of a bad date the way you dodge questions: I have never thought of that.
32. Really, you've never thought about having a date: It is irrelevant, for procreation is irrelevant to me.
33. But what if you want a wife or children: Should I desire another of myself, the enaction of will shall see to it.
34. Enaction of Will? You mean magic: No, it is not like veins of Mystra.
35. Wait wait wait. What are the veins of Mystra: The Weave.
36. So you can do magic without using magic?! Is that true: It is.
37. How: It needs nothing else to power or justify it. Sources are for limited creatures.
38. You sound like a God more than anything else. Could you even die: I suppose it could be done.
39. How: Besides the will of the Incarnations, the material that could dissolve my awareness is not native to Creation.
40. How would they do it: The Incarnations are not bound to Creation, of course.
41. Could you kill yourself: I suppose I could, but the concept of suicide is irrelevant to me. For that matter, choosing to return from nothingness is possible for me.
42. What, that makes no sense: Awareness as you define it is woefully unprepared to define the awareness of a limitless creature.
43. Wait, you can be both aware and unaware at the same time: Yes. I would be aware and oblivious at the same time.
44. So because you have no limits, you can also ignore the limits we know, including being a single state: Yes, that is why. I can be any number of states at any time.
45. You sound as if you are a non-linear creature: Yes, non-linear is close enough.
46. Then you ignore time as well: Including time, though I largely observe it due to my duties.
47. So could you make us a paradox: I suppose I could, but you would be the ones in danger once you left this place.  Those who cannot manipulate time have no chance against those that can.
48. Could the keepers of the Temporal Compact remove us from history? What about trying again if they lose? How about changing history so we never meet you: Yes, they could do that. Or that. Or that.
49. That makes it sound as if no one can defeat them: That is intentional, I would suppose. It is not a matter I concerned myself with, but my understanding of time would suggest thus.
50. Could you give me the same ability to control and manipulate time: I could, but your mind would shatter from it.
51. I've seen bad things, couldn't I take it: That is quite literal. Filling your mind with over 7,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 times 3 of its maximum capacity would cause your brain to liquefy into plasma and burst.
52. Oh Seira...how do you...did you...: No, I have not, though I could simulate it on you if you desire.
53. You bastard, that's...are you making fun of me? Is that a joke: Yes, I suppose that was.

54. Why do you speak about death in such a cavalier manner: Why? Death is merely another state and a particularly weak one. Mortal creatures overcome it all the time, and sometimes even of their own will. It's not a true state as much as a transitory description. Death is a change. Even what you define as oblivion, such as a spirit dying on its home plane, is merely a transference of the spirit's matter to another form.
55. That reminds me. Is it...: Because it is almost impossible to escape that perfect resonation.
56. So it's what I thought: Yes. Mortal souls and ethos resonate.
57. So the lore of I know is correct: Yes, that's correct. The lore is essentially accurate.

58. Wait a moment, you implied you know more about the Temporal Compact: You were thinking of it. Yes, I suppose that did give you false hope.
59. Are you trying to get rid of me: Why would I? This is entertaining.
60. Sorry, it's like you're making fun of me and plucking half formed thoughts out of my head...wait, are you lonely: I am not lonely, but nor do I not appreciate visitors.
61. So does companionship mean nothing to you: Yes, that's correct.

62. Is there any relation between the nine circles of magic and the nine layers of Hell: No, in this case the numbers are coincidental. Nine circles of magic merely happen to share the same number as Baator.
63. Yes, I've read and see magic beyond the ninth circle. What is the ultimate circle of magic: Yes, that's correct as well. There is no limit, only what the caster can reach with his skill.
64: Well, what's the highest spell Mystra could cast: That is a meaningless question.
65: Why: Because she is magic and magic is she.
66: What is the limit of her power, then: That is an answer you are not prepared to understand.
67: So, assuming Mystra is beyond mortal ken as you define it, would she be closer to being a creature like you and a creature of this 'will': Yes, that's why, accepting your basic supposition about her status.
68: So could she change magic then, if it's a matter of her will:  She could, I suppose, again accepting another supposition.

69. Fine. Moving on, how do diseases spread? I've always wanted to study them: Tiny bits of matter, smaller than the eye can see.
70: So they're tiny bits of matter that...touch the body, or invade it: Yes, that's correct.
71: They travel through the air: Some are aireborn, some are liquid or solid borne, and a few use magic to propagate.
72. Are there limitless diseases out there: Of course, entities can create new ones if they care to or change the rules.
73. What are the worst ones: Irrelevant, that is a concern of bodies made of flesh and blood.
74. If these diseases are really tiny bits of matter, can they be cured without magic like how you'd brush off wetness from something, or repair a crack in a jar: Magic does not need to precisely follow material rules such as that.
75. But are there ways: Certainly so.
76. Is this a worthwhile path to follow for those who don't have access to magic: The amount of effort is many times greater than magic and ultimately blends back into magic.
77. So this is a waste of time: That is correct, yes
78. Well, how can I prevent diseases without magic then? I've been on Primes where the sick far outweigh the resources to heal them: Heat can help, as can purified air. Air is the hardest source to control, and distance is the best way to do so.
79: Could control of Air or Fire aid this: It could, though they are not intristically related beyond the medium of transport.
80. So between these 'entities' and Air and Fire, is this at least in part a matter of the Outer Planes: Yes, that's correct.
81. So if the sources of all this could be changed, could that cure disease on a great scale? If the source of these diseases was changed to something that aids life instead, could it turn disease into a blessing: Yes, that's correct. ...hah. Now that is an interesting idea, mortal. It would be best to slay the fiends controlling pestilence before attempting it, such as the Oinoloth and several demon princes.
82. I see, would the consequence of doing this be severe: Reprisals, it is an act directly in opposition to their ideals. Further, too much could lead to mutations.
83. Mutations: Unplanned changes to the host entity as a result of exposure to exotic forces.
84. Oh yes, too much positive energy can be fatal, including in a situation like this: Yes, that is correct.
85. What's the worst that could happen to living beings if this happened: Mmm, complete collapse into an entity of pure energy or death. There may not be a difference, depending on how you wish to define both states.

86. Speaking of divinities and archfiends, do you have to be another God or Power to kill one: Essentially, yes. Extreme might, magic and resources is traditionally best, as well as divinity.
87. 21 would help bypass some of that: Yes, 21 could help.
88. So could I kill an archfiend with 21 and enough force: Yes, that's correct.

89. This entire idea here with disease and the archfiends, would the likely results be within acceptable drawbacks: No. What you define as unacceptable drawbacks is well exceeded by this idea.

90. Sorry, my stupid questions wasted your time: You don't really believe that.
91. Is it really that obvious: Yes, it was that obvious.
92. I just want to find out more, even when the questions might be stupid. Is that wrong: You have a love of learning. Faint traces of guilt from your childhood linger.
93. <Kascha politely blotted out this question as well, as it deals entirely with her personal life> Yes. Yes, that's correct. Those things in those formative years matter greatly to mortal creatures. Imagine it as the first brushstrokes on a canvas, setting the tone for the entire painting.
94. <Again with some blotting> No, of course not. Yes, the entity you are thinking of would be ample proof.

95. You'd be an amazing counselor, wouldn't you: I suppose I would be, for mysteries that would plague mortals are obvious to me.
96. Is it because of what you've said and done: No, you are essentially happy.
97. <Kascha has blotted out these questions out of respect for Sylvie's privacy.> Yes, that's correct. She made her own mistakes and lives with them every day.  Pride comes before the fall and makes it all the more painful. Time and friendship. 21 is 21. It brings only the Truth. What that brings to the bearer is up to them.
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2012, 08:10:07 PM
Todo today.

1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
4. Worldmeet Glade info check and ruling for Yuth.
5. Ebony post + Sylica forces added to army.
6. Check wilding clasp+weapon, was discussion in chat that one doesn't work with a weapon. Will look into it.
7. Post unmatter info Yuth and company turned up.
8. Post information from the books the Guardian gave you.
9. Post Kascha's completed question and answer session with the Guardian.
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2012, 08:11:30 PM
Re: Worldmeet Glade. I have no problem with a non arcane version. The flavor trends just as much to the natural world, and if you showed me how the flavor was without information I'd guess it was druidic. That said, are you looking to create one in Aurora here?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 01, 2012, 08:23:44 PM
I am! How much would it cost and what would I have to do?
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2012, 09:05:28 PM
The scroll holds the following information:

Evigmael's Gauntlets

1 ounce alchemical silver (100 gold)
1 ounce cold iron (50 gold)
1 ounce adamantine (300 gold)

1 3 karat blue diamond (25,000 gold)
1 3 karat red ruby (1,000 gold)
1 3 karat opal (500 gold)

1 feather from a solar
1 lock of hair from a tome archon
1 nail from a tulani eladrin
1 quart of blood from a varakhut
1 quart of spittle from a white slaad
1 fingerbone from a pit fiend
1 fang from an ultroloth
1 tear from a balor

500 gallons bleach
500 gallons lava
500 gallons melted snow runoff

1 drop unmatter

Combine bleach, lava and snow runoff in vat. Stir for 5 minutes, add in in blue diamond, red ruby and opal at 2, 3 and 4 minutes into the stirring. Each gem must be immediately followed by a casting of Black Blade of Disaster within the swirling center of the stirred mixture. Thereafter, allow to sit for 3 minutes and then add all eight outsider components at the same time, followed by the alchemical silver, cold iron and adamantine. Immediately follow by adding unmatter and a properly worded Wish (see below). Thereafter stir for 24 hours, mixture will reduce down during this time. Douse with common water and allow to sit for 1 hour, then remove. Ritual makes three gauntlets.

The Wish must be spoken in the Words of Creation, requiring a high degree of skill with them. The Wish is as follows: "Weave, I call on those who created all, let not it be undone this day! Shape the unshapable by my will!"
Title: Re: Random DM nagging.
Post by: Yuthirin on April 01, 2012, 10:37:31 PM
Quote from: Anastasia
[20:25] <04@Kotono> Am I the only one that thinks we need a booze domain for dwarf deities?
[20:26] <Yuthirin> That I can agree to.
[20:27] <Merc> Booze is a portfolio, not a domain!
[20:27] <04@Kotono> Okay. First level spell is bless water, since holy fuck you know they're using the holy water to make booze.
[20:27] <04@Kotono> Second level spell? Lesser Restoration all the way. FUCK hangovers.
[20:27] * Cidward reads link of Merc. That is pretty amusing.
[20:28] <Yuthirin> http://en.wikipedia.org/wiki/List_of_Forgotten_Realms_deities
[20:28] <04@Kotono> Third level? Water breathing. A lifesaver if you pass out drunk face down in a pool or some shit, or if you risk choking to death on you rown vomit.
[20:29] <04@Kotono> 4th level is absofuckinglutely Confusion.
[20:30] <04@Kotono> Gonna have to go with Commune for 5th level. You know yo ucome up with some whacked out shit when you're drunk, but it sounds like it's a fucking heavensent idea at t he time.
[20:31] <04@Kotono> Sixth level is Heroes' Feast, since that shit summons like booze or whatever with it.
[20:32] <Yuthirin> 7-9?
[20:32] <04@Kotono> 7th level? Regeneration. I mean, who hasn't woken up with a serious injury after a night of catching up with Mr. Beam and Mr. Coors?
[20:32] <Yuthirin> 9 should be Wish, for wishing for more beer.
[20:33] * Yuthirin thinks this list should be houseruled.
[20:33] <04@Kotono> 8th level is Discern fucking Location. Lost carkeys or your car? What about that girl yo uremember being hot. BAM. Done.
[20:33] <04@Kotono> I'd actually go with Gate for 9th level. Instant trip to a fucking out of this world drunken adventure.
[20:33] * Yuthirin approves.
[20:34] <Yuthirin> HOUSERULE IT.
[20:34] <Yuthirin> Or put it in Custom material.
[20:35] <04@Kotono> Custom domani power: +4 bonus vs poison saves, since your liver is made of cast iron and spits that cirrosis shit out doublequick.

Because I still think it should happen.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 01:39:36 PM
Quote from: Corwin on March 28, 2012, 11:05:08 AM
Spoiler: ShowHide
My own thoughts on armies. I think that we don't really need an airforce. I also feel that rather than a single pillar we could have several, much like in our attack on Earthfall. So I think it might be neat to break our forces down into three main armies, and supplement them with taskforces roughly half their size that are purpose-built and will be diverted to address any issues. Naturally, said taskforces could also have their own thing, such as scouting should we need to rely on that first.

All the different troops will train with each other and learn the other's weaknesses and strengths, not to mention build camraderie and iron out any disagreements. The officers should work reasonably well together, and have a mix of might and magic to handle various situations they might find themselves in. Each army is largely self-sufficient, and has moderate scouting and healing abilities, and naturally a solid combat base.
3 main armies: 440 in each
150 Ysgardian regulars
60 elven warriors
40 catfolk warriors
40 air elementals (Chan)
30 Ysgardian warriors
30 Graceful Blow students
15 air elementals (Cauldron)
15 water elementals (Cauldron)
15 earth elementals (Cauldron)
15 fire elementals (Cauldron)
10 firre warriors/clerics
10 tortles
10 courre scouts
Officers: (1) Drena, Dana, The Master; (2) Mirima, Misalea, Sylvie; (3) Crystal, Lief, Canderella.
In command: PCs, ideally? If not, then the first/second choice listed for each army should do well.

The idea is to have a force that is largely light and swift, and can respond far more quickly to any situation or need for reinforcements. The situation at Earthfall where Afina and Willim fell back with the air elementals comes to mind here, but it could also double for scouting and for hit and run/harrassment tactics.
1 rapid response force: 254
65 air elementals (Chan)
66 dire wolves
43 catfolk
40 pixies from Lifasa
40 courre scouts
Officers: Annalise, Tannin, Arrel
In command: PCs, Annalise or Tannin, depending on the situation.

Magic is really what makes or breaks things in D&D3.5 and battles aren't any different. This mage-oriented force could either serve as artillery or provide aid (having lots and lots of clerics) or buff or debuff and basically be fairly multi-purpose. And since mages are usually squishier and not that suited for melee, they have some really strong defenders attached to them.
1 mage-heavy force: 199
47 firre warriors/clerics
50 Ysgardian regulars
45 Graceful Blow students
20 air elementals (Chan)
12 githyanki acolytes
12 earth elementals (Earth)
8 Ysgardian warriors
5 cloud giants
Officers: Hanna, Kascha, Sage Vul'lath
In command: PCs, Hanna or Kascha, depending on the situation.

I suppose this is really the same as a reserve, but I can entirely see it being sufficient to hold Aurora indefinitely for us, thus freeing our main force(s) for attacking/responding/counter-attacking.
Aurora defense: 147
51 elven warriors
31 refugee warrios from Lifasa
25 conflagration oozes
13 tortles
7 courre scouts
5 air elementals (Cauldron)
5 water elementals (Cauldron)
5 earth elementals (Cauldron)
5 fire elementals (Cauldron)
Officers: Adrian, Baleruk, The Jarl, Elder Magi Teppen
In command: Gisfal

Once we get more troops, we'll break them up three ways, and integrate them into the armies. The remainder will go into the Aurora defense/reserve, and integrate with the forces there. In the case of exceptional forces (i.e. forces very much suitable towards mageness, sneakiness, top speed or whichever else we might come across) we could just create more special forces. For example, the fast response taskforce is a bit large right now, and we can always create two different ones if it ever grew almost as large as an army.


Do you want to factor in the new troops from Sylica for this, guys? Otherwise I'll add it to the crusade topic.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 02, 2012, 02:15:51 PM
Does anyone think that offering a reward for captured devils or information about the Lifasan traitors would be a good idea?
Title: Re: Random DM nagging.
Post by: Corwin on April 02, 2012, 03:01:52 PM
Was just going to post about it, Dune. Each 'main' army gets 15 Sylican troops, and the 5 left are wrapped into the Aurora defense. The 50 spiders all go into the recon force for now. Once we get more swift/stealthy units, we can split those up better into two groups.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 03:02:31 PM
Post an updated version here and I'll add it.
Title: Re: Random DM nagging.
Post by: Corwin on April 02, 2012, 03:02:38 PM
Quote from: Yuthirin on April 02, 2012, 02:15:51 PM
Does anyone think that offering a reward for captured devils or information about the Lifasan traitors would be a good idea?

I kinda think it's cooler if we fight devils before throwing them in jail instead of buying them on the market.

Re: traitors, I would rather not. Anything we make public leads to inferences about us. In this case, the inference that we don't know enough about the traitors and don't have the means to do it. Plus they'll just send you misinformation.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 02, 2012, 03:05:09 PM
Quote from: Corwin on April 02, 2012, 03:02:38 PM
I kinda think it's cooler if we fight devils before throwing them in jail instead of buying them on the market.

Re: traitors, I would rather not. Anything we make public leads to inferences about us. In this case, the inference that we don't know enough about the traitors and don't have the means to do it. Plus they'll just send you misinformation.

Okay.
Title: Re: Random DM nagging.
Post by: Corwin on April 02, 2012, 03:05:24 PM
My own thoughts on armies. I think that we don't really need an airforce. I also feel that rather than a single pillar we could have several, much like in our attack on Earthfall. So I think it might be neat to break our forces down into three main armies, and supplement them with taskforces roughly half their size that are purpose-built and will be diverted to address any issues. Naturally, said taskforces could also have their own thing, such as scouting should we need to rely on that first.

All the different troops will train with each other and learn the other's weaknesses and strengths, not to mention build camraderie and iron out any disagreements. The officers should work reasonably well together, and have a mix of might and magic to handle various situations they might find themselves in. Each army is largely self-sufficient, and has moderate scouting and healing abilities, and naturally a solid combat base.
3 main armies: 455 in each
150 Ysgardian regulars
60 elven warriors
40 catfolk warriors
40 air elementals (Chan)
30 Ysgardian warriors
30 Graceful Blow students
15 air elementals (Cauldron)
15 water elementals (Cauldron)
15 earth elementals (Cauldron)
15 fire elementals (Cauldron)
15 Sylican regulars
10 firre warriors/clerics
10 tortles
10 courre scouts
Officers: (1) Drena, Dana, The Master; (2) Mirima, Misalea, Sylvie; (3) Crystal, Lief, Canderella.
In command: PCs, ideally? If not, then the first/second choice listed for each army should do well.

The idea is to have a force that is largely light and swift, and can respond far more quickly to any situation or need for reinforcements. The situation at Earthfall where Afina and Willim fell back with the air elementals comes to mind here, but it could also double for scouting and for hit and run/harrassment tactics.
1 rapid response force: 304
65 air elementals (Chan)
66 dire wolves
50 phase spiders
43 catfolk
40 pixies from Lifasa
40 courre scouts
Officers: Annalise, Tannin, Arrel
In command: PCs, Annalise or Tannin, depending on the situation.

Magic is really what makes or breaks things in D&D3.5 and battles aren't any different. This mage-oriented force could either serve as artillery or provide aid (having lots and lots of clerics) or buff or debuff and basically be fairly multi-purpose. And since mages are usually squishier and not that suited for melee, they have some really strong defenders attached to them.
1 mage-heavy force: 199
50 Ysgardian regulars
47 firre warriors/clerics
45 Graceful Blow students
20 air elementals (Chan)
12 githyanki acolytes
12 earth elementals (Earth)
8 Ysgardian warriors
5 cloud giants
Officers: Hanna, Kascha, Sage Vul'lath
In command: PCs, Hanna or Kascha, depending on the situation.

I suppose this is really the same as a reserve, but I can entirely see it being sufficient to hold Aurora indefinitely for us, thus freeing our main force(s) for attacking/responding/counter-attacking.
Aurora defense: 152
51 elven warriors
31 refugee warrios from Lifasa
25 conflagration oozes
13 tortles
7 courre scouts
5 Sylica regulars
5 air elementals (Cauldron)
5 water elementals (Cauldron)
5 earth elementals (Cauldron)
5 fire elementals (Cauldron)
Officers: Adrian, Baleruk, The Jarl, Elder Magi Teppen, Ebony
In command: Gisfal

Once we get more troops, we'll break them up three ways, and integrate them into the armies. The remainder will go into the Aurora defense/reserve, and integrate with the forces there. In the case of exceptional forces (i.e. forces very much suitable towards mageness, sneakiness, top speed or whichever else we might come across) we could just create more special forces. For example, the fast response taskforce is a bit large right now, and we can always create two different ones if it ever grew almost as large as an army.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 03:06:34 PM
Okay thanks, adding.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 03:35:14 PM
Todo today.

1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
4. Worldmeet Glade info check and ruling for Yuth.
5. Ebony post + Sylica forces added to army.
6. Check wilding clasp+weapon, was discussion in chat that one doesn't work with a weapon. Will look into it.
7. Post unmatter info Yuth and company turned up.
8. Post information from the books the Guardian gave you.
9. Post Kascha's completed question and answer session with the Guardian.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 03:44:24 PM
Okay, Cor pointed out that RAW a Wilding Clasp and a weapon may not work together. I checked both Shapeshift and Wilding Clasps, and the following sections are relevant.

Shapeshift

QuoteAll your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. 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, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Wilding Clasps

QuoteA wilding clasp can be attached to any item worn on the body.

Emphasis mine. The first point is on target - it doesn't really matter if he keeps a weapon around shapeshifted unless it has latent abilities by being held or nearby. That said, while a strict RAW reading says a Wilding Clasp wouldn't work on a weapon, I have no problem with one doing so. I mean, it's a simple matter to drop your weapon a moment so it doesn't melt, or something else to sidestep that. I don't see it as any problem, so I'd allow it. However, considering the above, this may scotch the entire point of it. If so, you're welcome to un-buy that Clasp and use the money on something else, Yuth.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 03:44:52 PM
Todo today.

1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
4. Worldmeet Glade info check and ruling for Yuth.
5. Ebony post + Sylica forces added to army.
6. Check wilding clasp+weapon, was discussion in chat that one doesn't work with a weapon. Will look into it.
7. Post unmatter info Yuth and company turned up.
8. Post information from the books the Guardian gave you.
9. Post Kascha's completed question and answer session with the Guardian.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 02, 2012, 03:48:04 PM
Quote from: Anastasia on April 02, 2012, 03:44:24 PM
Okay, Cor pointed out that RAW a Wilding Clasp and a weapon may not work together. I checked both Shapeshift and Wilding Clasps, and the following sections are relevant.

Shapeshift

QuoteAll your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. 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, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

Wilding Clasps

QuoteA wilding clasp can be attached to any item worn on the body.

Emphasis mine. The first point is on target - it doesn't really matter if he keeps a weapon around shapeshifted unless it has latent abilities by being held or nearby. That said, while a strict RAW reading says a Wilding Clasp wouldn't work on a weapon, I have no problem with one doing so. I mean, it's a simple matter to drop your weapon a moment so it doesn't melt, or something else to sidestep that. I don't see it as any problem, so I'd allow it. However, considering the above, this may scotch the entire point of it. If so, you're welcome to un-buy that Clasp and use the money on something else, Yuth.

The entire point of it all was just to net myself the +5 init bonus from the staff while in shapeshift form. I'm...not sure if you're saying that would work or not.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 03:53:49 PM
QuoteA warning weapon grants you a +5 insight bonus on initiative checks as long as it is held.

By the logic I'm using here, it would work for that at least. It's a latent ability that works by being held. As long as the form you shift into has the ability to hold the staff in some manner, I'd allow it. Obviously, holding it in you mouth in wolf form would disable a bite attack, for example. Bear this in mind. Further, if the form has no logical way to hold the staff, it would simply fall to the ground.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 02, 2012, 03:56:44 PM
Blerg. I'll replace it. o-o

I'd actually prefer to do away with it altogether. I'm considering the idea of turning it into a slotless iten like a belt clasp or an earring. Assuming I did this, I would take the total cost of the item (+1 bonus and all) and multiply it by 2.5, yes?
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 04:24:22 PM
There's no rules for pricing or creating magical locations save by DM fiat. (If there are and I've missed them, point it out since I'd like to see how the designers did it.) I'm flying by the seat of my pants here, so lemme outline where I'm coming from here. Pricing these like a magical item is difficult but not impossible. There are limits to how often a location can be used at any one time, and once used and gone it can't be regained by that particular caster.

QuoteUnless otherwise specified, no creature can gain the benefit of a magical location's conferred power more than once. Even if the power has limited uses or a fixed duration, a character cannot regain it by returning to the magical location after it expires. Furthermore, once a location has conferred its ability on a character, it must recharge its power for a specified period of time (1 day to one year, depending on the location) before it can do so again.

On top of pricing that, the location may have related effects as well that need to be factored in. So I'm going to be pricing these by fiat for the moment and adding them as possible Aurora upgrades.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 04:48:44 PM
Quote from: Yuthirin on April 02, 2012, 03:56:44 PM
Blerg. I'll replace it. o-o

I'd actually prefer to do away with it altogether. I'm considering the idea of turning it into a slotless iten like a belt clasp or an earring. Assuming I did this, I would take the total cost of the item (+1 bonus and all) and multiply it by 2.5, yes?

You can't RAW replace magical weapon/armor properties onto non weapon/armor items. I uphold this one, since it's difficult to convert them due to the way magic weapons/armor scale in pricing depending on how much enchantment is already on there. If you're looking to improve your init, I'd make the following suggestions:

- Wand of Sign (SpC). Requires some shenanigans for you to use since I don't think it's on your spell lists, and also requires knowing when you're getting into battle.

- Bracers of Blinding Strike (MIC) Constant.

- Pale Green Ioun Stone (SRD) +1 bonus to ability checks, which includes dex checks and thus initiative.

- Possibly a custom item, though there's no useful guidelines in creating or pricing +init items.

Alternately you can look into class level investments to boost init.

- Factotum 3 adds your int mod as a bonus to initiative (among other things).

- Dread Commando grants an init bonus equal to your Dread Commando class level, as well as everyone within 30ft. Lief is taking this class, so you could always just keep him around for the boost.

- Marshal 1 grants you a minor aura, including motivate dexterity. This essentially allows you to add your cha modifier to init checks for yourself and allies. This is by far the highest preforming init boosting dip in the game, to the point where it really rather resembles a big block of Limburger.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 02, 2012, 04:53:10 PM
Quote from: Anastasia on April 02, 2012, 04:24:22 PM
There's no rules for pricing or creating magical locations save by DM fiat. (If there are and I've missed them, point it out since I'd like to see how the designers did it.) I'm flying by the seat of my pants here, so lemme outline where I'm coming from here. Pricing these like a magical item is difficult but not impossible. There are limits to how often a location can be used at any one time, and once used and gone it can't be regained by that particular caster.

QuoteUnless otherwise specified, no creature can gain the benefit of a magical location's conferred power more than once. Even if the power has limited uses or a fixed duration, a character cannot regain it by returning to the magical location after it expires. Furthermore, once a location has conferred its ability on a character, it must recharge its power for a specified period of time (1 day to one year, depending on the location) before it can do so again.

On top of pricing that, the location may have related effects as well that need to be factored in. So I'm going to be pricing these by fiat for the moment and adding them as possible Aurora upgrades.

Sounds good. Even if I can only gain the ability for a year, it's still highly useful. How much time has passed in-game since this whole thing started? I'm guessing it's not too long. We're speedy movers.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 04:53:59 PM
Not much. A post about Aurora upgrades is halfway done.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 04:56:43 PM
QuoteImprove cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Okay. There's been enough time passed for this. Someone roll this out and post the results in loot? Sylvie had enough down time to get it done.

QuoteAquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.
Tepen. K:A&E +33 normally; K:A&E +48 with the K:A&E booster.

Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days.
Kascha. K:A +42, Spellcraft +39 normally; K:A +57, Spellcraft +54 with the K:A, Spellcraft boosters.[/quote\

Likewise with these two.

---
Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days.
Annalise. Spellcraft +28.

Let's have a couple of the middle ranks aiding on each. Except for K:A&E the other skills are fairly common, so aiding should be easy enough.


Second repairs round:

Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +39 normally; Spellcraft +54 with Spellcraft booster.

Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.


Third round:

Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.

Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days.
Kascha. Spellcraft +39 normally; Spellcraft +54 with Spellcraft booster.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

I think we can decide what to do next, once this happens.
[/quote]

Okay, that's fine. We'll work these out in the coming days. There's various things to do around Aurora that are up now, so we'll see how those go.
[/quote]
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 04:57:33 PM
1. Yuth PrC.
2. Log fragments to Cor.
3. Finalize army information above, barring more debate or alterations.
4. Worldmeet Glade info check and ruling for Yuth.
5. Ebony post + Sylica forces added to army.
6. Check wilding clasp+weapon, was discussion in chat that one doesn't work with a weapon. Will look into it.
7. Post unmatter info Yuth and company turned up.
8. Post information from the books the Guardian gave you.
9. Post Kascha's completed question and answer session with the Guardian.
Title: Re: Random DM nagging.
Post by: Corwin on April 02, 2012, 05:26:48 PM
[23:10] <Jaela> Improve cafeteria(Just like the real thing! Keeps everyone happier): 35,000 gold; 2 DC 25 spellcraft checks; 1 DC 25 K:N check; 4 days.
[23:10] <Jaela> Sylvie. K:N +36, Spellcraft +31 normally; K:N +51 with the K:N booster, Spellcraft +34 with the floating feat.
[23:10] <Jaela> roll 1d20+34 spellcraft 1
[23:10] * Hatbot --> "Jaela rolls 1d20+34 spellcraft 1 and gets 54." [1d20=20]
[23:10] <Jaela> roll 1d20+34 spellcraft 2
[23:10] * Hatbot --> "Jaela rolls 1d20+34 spellcraft 2 and gets 54." [1d20=20]
[23:10] <Jaela> roll 1d20+51 K:N
[23:10] * Hatbot --> "Jaela rolls 1d20+51 K:N and gets 63." [1d20=12]
[23:13] <Jaela> roll 2#1d20 spellcraft 1 aid
[23:13] * Hatbot --> "Jaela rolls 2#1d20 spellcraft 1 aid and gets 16." [2#1d20 = 10, 6]
[23:13] <Jaela> roll 2#1d20 spellcraft 2 aid
[23:13] * Hatbot --> "Jaela rolls 2#1d20 spellcraft 2 aid and gets 25." [2#1d20 = 9, 16]
[23:13] <Jaela> roll 2#1d20 K:N aid
[23:13] * Hatbot --> "Jaela rolls 2#1d20 K:N aid and gets 4." [2#1d20 = 3, 1]
[23:14] <Jaela> So that's 58 on spellcraft 1 (DC25), 58 on spellcraft 2 (DC25), 65 on K:N (DC25)
[23:15] <Jaela> So 25+11+11+13?

60% discount, unless I counted badly.
14,000gp/35,000gp


[23:16] <Jaela> Onwards!
[23:16] <Jaela> Aquarium (For the tortles and other aquatic or amphibious races): 5,000 gold; 2 DC 25 K:A&E checks; 4 days.
[23:16] <Jaela> Tepen. K:A&E +33 normally; K:A&E +48 with the K:A&E booster.
[23:16] <Jaela> roll 1d20+48 K:A&E 1
[23:16] * Hatbot --> "Jaela rolls 1d20+48 K:A&E 1 and gets 59." [1d20=11]
[23:16] <Jaela> roll 1d20+48 K:A&E 2
[23:16] * Hatbot --> "Jaela rolls 1d20+48 K:A&E 2 and gets 68." [1d20=20]
[23:16] <Jaela> Wanna roll 4 aid rolls?
[23:17] <Muirfinn> I lack the Knowledge.
[23:17] <Jaela> Just the 1d20 for GOONS
[23:17] <Muirfinn> roll 4#1d20
[23:17] * Hatbot --> "Muirfinn rolls 4#1d20 and gets 37." [4#1d20 = 12, 13, 6, 6]
[23:17] <Jaela> Okays!
[23:18] <Jaela> 63 on K:A&E1 (DC25), 72 on K:A&E2 (DC25)
[23:18] <Jaela> 25+12+15

52% discount, unless I counted badly.
2,400gp/5,000gp


[23:18] <Jaela> Last one
[23:18] <Jaela> Speed up portal enlargement to 1 full round action: 50,000 gold; 1 DC 23 spellcraft check; 3 DC 40 K:A checks; 5 days.
[23:18] <Jaela> Kascha. K:A +42, Spellcraft +39 normally; K:A +57, Spellcraft +54 with the K:A, Spellcraft boosters.
[23:19] <Jaela> roll 1d20+54 spellcraft
[23:19] * Hatbot --> "Jaela rolls 1d20+54 spellcraft and gets 69." [1d20=15]
[23:19] <Jaela> roll 1d20+57 K:A1
[23:19] * Hatbot --> "Jaela rolls 1d20+57 K:A1 and gets 67." [1d20=10]
[23:19] <Jaela> roll 1d20+57 K:A2
[23:19] * Hatbot --> "Jaela rolls 1d20+57 K:A2 and gets 73." [1d20=16]
[23:19] <Jaela> roll 1d20+57 K:A3
[23:19] * Hatbot --> "Jaela rolls 1d20+57 K:A3 and gets 72." [1d20=15]
[23:21] <Jaela> roll 2#1d20 spellcraft
[23:21] * Hatbot --> "Jaela rolls 2#1d20 spellcraft and gets 16." [2#1d20 = 10, 6]
[23:21] <Jaela> roll 2#1d20 K:A1
[23:21] * Hatbot --> "Jaela rolls 2#1d20 K:A1 and gets 22." [2#1d20 = 18, 4]
[23:21] <Jaela> roll 2#1d20 K:A2
[23:21] * Hatbot --> "Jaela rolls 2#1d20 K:A2 and gets 10." [2#1d20 = 8, 2]
[23:21] <Jaela> roll 2#1d20 K:A3
[23:21] * Hatbot --> "Jaela rolls 2#1d20 K:A3 and gets 13." [2#1d20 = 8, 5]
[23:21] <Jaela> Spellcraft 73 (DC23), K:A1 71 (DC40), K:A2 77 (DC40), K:A3 76 (DC40)
[23:22] <Jaela> 25+16+10+12+12

75% discount, unless I counted badly.
12,500gp/50,000gp
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2012, 06:11:46 PM
Graceful Blow

- Morale = 100.
- At least 2 NPCs or 1 PC have at least 1 level in arcane duelist.
- Army leader composition is at least half female. (Elementals and creatures without gender do not count for the sake of this.)
- Elrisa or Mirima is alive and in Aurora, or Misalea has reached arcane duelist level 5.
- Have Girdle of Greater Sex Change (Optional)
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2012, 02:12:38 PM
Vacation planning:

Eb is away April 13th for 'a few days to settle in'. That's a Friday and I'll assume he'll be gone the weekend + Monday, up to the 16th. If that's way off base say so, Eb. Yuth is gone the 12th and the 19th-23rd. Cor's gone from the 24th-28th. Two factors come into play. I'd rather not miss Merc days when possible, and missing days with two people out makes the most sense. Merc works the 13th and is off the 19th. Checking with Eb, he expects to be back by midweek.

Okay. I'm going to take off April 13th and April 16th-19th. The various missed days are spread out in a way where there's no clean and easy choice, frankly. Someone's gonna get the short end of the stick. I'd rather have this time sooner than later, so I'm using that as the tiebreaker.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 04, 2012, 02:48:02 PM
@_@
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2012, 06:54:43 PM
Sometimes I need to recharge my batteries. It happens.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 04, 2012, 07:22:21 PM
This month is really busy!
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2012, 01:14:52 AM
Yes. I hate when it happens like this, with missed days layering past each other instead of over each other. Can't really help it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2012, 08:49:32 PM
Back in Balmuria 1, there was the following topic: http://www.soulriders.net/forum/index.php/topic,100800.0.html It's a fun bit of character work all around. I do things like this on a smaller scale; if I find the inspiration to strike this up for Balmuria 3, is there interest in me doing this?
Title: Re: Random DM nagging.
Post by: Corwin on April 06, 2012, 07:20:39 AM
My answer hasn't changed since B1, so yes.
Title: Re: Random DM nagging.
Post by: Ebiris on April 06, 2012, 08:02:49 AM
Yeah, that topic was really cool. Be good to see a version for this group.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2012, 01:02:56 PM
Quote from: Anastasia on April 05, 2012, 08:49:32 PM
Back in Balmuria 1, there was the following topic: http://www.soulriders.net/forum/index.php/topic,100800.0.html It's a fun bit of character work all around. I do things like this on a smaller scale; if I find the inspiration to strike this up for Balmuria 3, is there interest in me doing this?

This is...really kinda cool.
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2012, 12:56:22 AM
Okay, I'll work on these the next down days I have. This requires some quick log readings and effort, so don't expect serious progress right away.
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2012, 08:25:55 PM
You guys will need a new method of interrogations for devils, by the way.
Title: Re: Random DM nagging.
Post by: Ebiris on April 07, 2012, 08:33:34 PM
Well shit, I hadn't thought of that. Getting one of our wizard casters to use Probe Thoughts is probably the most efficient response. Kascha or Vul'lath is probably best to save the load on Tepen's constitution.
Title: Re: Random DM nagging.
Post by: Corwin on April 08, 2012, 12:45:29 AM
Let's go with Vul'lath?
Title: Re: Random DM nagging.
Post by: Ebiris on April 08, 2012, 08:48:17 AM
Kascha has a higher DC, but sure why not. He's a diviner so it makes sense.

Ilsenine also has dominate monster if we ever feel like going old school and doing it the way Annalise did.
Title: Re: Random DM nagging.
Post by: Corwin on April 08, 2012, 08:52:55 AM
She'd probably like it. On the one hand, it's kind of demeaning. On the other, dominating devils.

Want to just craft an item for it? We can probably stop relying on people altogether and just have something that spams a spell with a weak DC until they fail the save at last.
Title: Re: Random DM nagging.
Post by: Ebiris on April 08, 2012, 11:10:28 AM
Relying on people is what people are there for!

Also even with all our discounts, an item of dominate monster will cost over 70k.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 01:07:36 PM
Yeah, Sage Vul'lath is a diviner for heaven's sake. Why make an item of it for a downtime thing when you have an ally who specializes in it? I mean, isn't that one of the perks of assembling your own army?
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 01:08:11 PM
Besides, I enjoy thinking up reasons to leech funds from the party for things instead. <_<
Title: Re: Random DM nagging.
Post by: Corwin on April 08, 2012, 01:12:12 PM
It just felt like a boring task and I wanted to save our people the bother? But it's Afina's show, I support whatever she chooses to go with~
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 01:13:14 PM
HEY LISTEN!

Okay class, spring break is coming up soon! Be sure to have fun out there, but remember you do have an assignment over spring break. See the topic here: http://www.soulriders.net/forum/index.php/topic,100800.0.html See the first post there? I want you to make a version of that for your PC. It should be in the exact same format as in that post, with a color of your choice for the name. The font size is 14pt, in case that isn't clear. If you want extra credit, you can do the second post as well. I want these in and done no later than April 19th. Any questions?

Edit: Oh yes, submit them by forum PM or post them here. Whichever.
Title: Re: Random DM nagging.
Post by: Merc on April 08, 2012, 01:44:36 PM
Do you accept late homeworks? =p
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 01:54:37 PM
You will be PUNISHED for late homework.
Title: Re: Random DM nagging.
Post by: Merc on April 08, 2012, 01:59:37 PM
Just saying in advance...Good chance I will get it in late. I have other things I'm more worried about honestly.

I've got the 20th off, so I could work on it for sure then.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 02:00:08 PM
Okay. In all seriousness that's fine, since I know you're work+job comboed.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 02:25:34 PM
Note: Until further notice, Drena, Kascha and Morniel are away on a diplomatic mission to Zaaman Rul's realm.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2012, 09:21:14 PM
Stille's posted.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2012, 01:53:13 AM
Balyss will be posted tomorrow, as will the Priest stuff.

Balyss, Aasimar Cleric 5/Silverstar 10/Divine Oracle 1//Favored Soul 16

I rebuilt Balyss from the ground up. The major change is that the Ardent Dilettante level is no longer needed. Stille does that much better than she can hope to, so I'd rather keep her focused instead. This gives her three domains from the get-go here, namely Moon, Protection and Oracle. This results in her butting heads with Vul'lath a bit, but that's okay. I'll need to houserule the Oracle 8 domain spell into something besides Discern Location. The two other divination spells at level 8 are both sor/wiz spells, those being Moment of Prescience and Greater Prying Eyes. I'll probably go with Greater Prying Eyes, but I won't commit to this until I check it when I'm not sleepy.

I feel Balyss has a clunky design. There's really no need for both Favored Soul and Cleric, it's excessive spell list overkill. She feels like a relic of early gestalt design, where I didn't realize how bad an idea this was for an NPC. I don't want to change her that severely so she's stuck with favored soul. I'll be spending some time tweaking her spell lists to try and make this worthwhile. I may also make another favored soul ACF depending on how far I want to take this. There's enough favored souls around that another option couldn't hurt, even if it is likely to be Selune themed.

Yes, she has a belt+6 as well. Her Dad gives them out as gifts to his children once they reach a certain level of capability. This is admittedly something of a kludge so take care of stat boosting for a long time, so whatever.

The fact that Stille has a name that ends with a vowel and Balyss has a name that ends with a consonant is reversal of typical gender naming schemes.  That's how this family rolls. The only other characters that defy this are Crystal(common girl's name anyway) and Drena(Close to genderless elemental). No reason to mention this, I think it's interesting and nothing more.

Anyway, Balyss will run the table 'till 20 in Divine Oracle and Favored Soul. I suppose it's possible she could dip something like Contemplative, since Divine Oracle 5 is essentially a dead level. I don't think it's needed, but I'll keep it in the back of my head in case it's desirable by them. That or find some kind of party animal spin on Evangelist.
Title: Re: Random DM nagging.
Post by: Corwin on April 09, 2012, 03:12:54 AM
When I joked about recruiting the guy himself, I was half-serious. It's a shop, it offers people a chance to recruit heroes. Why not try to bring him over along with his entire operation alongside the jeweler?

As for Balyss's build... FS ACFs would be pretty neat. I could also share some of my own thoughts (since I have a favored soul and I made another for fun). Nothing is really new but goes from the handy cleric handbook. It mentions Champion Cleric as a bad idea, but then again it never considers the possibility of someone making a gestalt FS/cleric where both sides have turning. If you swap away the FS turning, you can give her a pretty sweet aura and several decent smites. Pool of Healing is something I grabbed myself, and it's pretty useful. True Daylight feels like something Balyss might like, too, considering her anti-undead record in B2 if I'm reading the ability right and it's spend a turn attempt to make daylight (the spell) into a direct sunlight (the burnings!) aura. And if it doesn't work like this, why doesn't it work like this?  >_>

You can't really go wrong with casters, either. Just select spammable spells on one side and unique support spells for whatever situation she needs to deal with on the other?

And since I mentioned spells, a brief Stille question. He has moon blade for some of his slots, but isn't that a domain-only spell for him? I've always thought those only went into domain slots (of equal or higher level) so if my understanding of that is wrong I'd appreciate being set right.

Getting back to new ACFs, this is as good a time as any to ask about one for the capstone (ie the FS20 ability). I figure precedent with Healer does exist?
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2012, 10:34:59 AM
Quote from: Corwin on April 09, 2012, 03:12:54 AM
When I joked about recruiting the guy himself, I was half-serious. It's a shop, it offers people a chance to recruit heroes. Why not try to bring him over along with his entire operation alongside the jeweler?

Worth a shot. Give it a try if you wanna.

QuoteAs for Balyss's build... FS ACFs would be pretty neat. I could also share some of my own thoughts (since I have a favored soul and I made another for fun). Nothing is really new but goes from the handy cleric handbook. It mentions Champion Cleric as a bad idea, but then again it never considers the possibility of someone making a gestalt FS/cleric where both sides have turning.

Well, the thing is that I'm not too interested in trading in favored soul turning. That's already a houseruled add-on to the class, and I'd rather barter with the bones of the class instead. If she was going to trade away turning, she'd trade away her cleric turning since it has less progression put into it and more options. Most of your comments following work well enough with adjustment anyway.

QuoteIf you swap away the FS turning, you can give her a pretty sweet aura and several decent smites. Pool of Healing is something I grabbed myself, and it's pretty useful. True Daylight feels like something Balyss might like, too, considering her anti-undead record in B2 if I'm reading the ability right and it's spend a turn attempt to make daylight (the spell) into a direct sunlight (the burnings!) aura. And if it doesn't work like this, why doesn't it work like this?  >_>

Champion Cleric isn't bad at all. She's not melee heavy so two smites aren't that appealing, but fear immunity is. No on True Daylight, it doesn't fit the flavor of a servant of Selune.

QuoteYou can't really go wrong with casters, either. Just select spammable spells on one side and unique support spells for whatever situation she needs to deal with on the other?

Casters aren't easy to screw up. That said, I'd rather take a bit of effort and make a useful melee or ranged fighter than a caster. There's much less upkeep to deal with, and in any case, I can get all the variety I need out of one set of fullcasting.

QuoteAnd since I mentioned spells, a brief Stille question. He has moon blade for some of his slots, but isn't that a domain-only spell for him? I've always thought those only went into domain slots (of equal or higher level) so if my understanding of that is wrong I'd appreciate being set right.

Initiate of Selune grants it as a normal cleric spell.

QuoteGetting back to new ACFs, this is as good a time as any to ask about one for the capstone (ie the FS20 ability). I figure precedent with Healer does exist?

Blah blah blah don't ACF capstones blah blah blah. That said this one is completely worthless to you, so make something reasonable up or just take a bonus feat or whatever.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2012, 03:45:51 PM
If I'm short or snappy to anyone about game stuff this week, I apologize in advance. I'm ready for that vacation. It's nothing you guys did.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2012, 03:47:07 PM
Right. Do not taunt Happy Fun Dune.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2012, 03:57:35 PM
More or less. 8 or so straight months of heavy DMing requires some downtime around now.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2012, 03:58:14 PM
Has it really been 8 months already? Wow.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2012, 03:58:47 PM
Time flies when you're DMing and trying to save an entire world.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2012, 09:58:53 PM
The promised updates (Balyss, convent+Priest material) probably won't make it up tonight. Feeling massively unmotivated right now. While it's possible this will pass, I'm not holding my breath.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2012, 01:20:07 AM
Tomorrow will be a light session. If you have something you want to do around Aurora or someone you want to spend some time with, this is a good time.
Title: Re: Random DM nagging.
Post by: Ebiris on April 10, 2012, 03:24:57 AM
I want to be around when Balyss and Sylvie run into each other!
Title: Re: Random DM nagging.
Post by: Corwin on April 10, 2012, 06:28:39 AM
Quote from: Ebiris on April 10, 2012, 03:24:57 AM
I want to be around when Balyss and Sylvie run into each other!

Might be fun.

Aurora-wise, I think it depends on whether it's a serious or a fluff scene, for me. I do want to actually chat with the group of erinyes we have, but if we're going for light and fluff then I'm fine with spending a bit of time with Candy. We haven't had a chance to talk ever since she joined up, and I wanted to see how she's doing.
Title: Re: Random DM nagging.
Post by: Corwin on April 10, 2012, 02:02:47 PM
I want to move into the third suite. We've got 20-30, right?
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2012, 01:59:58 PM
Okay, attention. My vacation's coming up. I may or may not run Thursday, and I will run something for da Mercury over the weekend, but I'm basically on vacation now. During this time, I don't want to be poked on IRC with questions about the game. This is my vacation and getting away from things is the point. If you do have any questions or thoughts, post them in this topic. There's no guarantee I'll answer them anytime soon, but get 'em out here for discussion.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2012, 11:02:02 PM
Miscellaneous note:

While there are charts for wealth per level past level 20, these take into account the 10x cost multiplier for epic equipment. At some point I'll work out a revised progression, one that's balanced around this change. Will this matter to you guys? Probably not. Just a heads up in case it does later.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2012, 02:01:13 AM
Okay, check this out. Balyss has redundant turning from cleric. I'm looking to ACF it out, but nothing really appeals on flavor or character strategy grounds. Anyone have ideas for a new cleric ACF to swap out turn undead? Suggestions welcome.
Title: Re: Random DM nagging.
Post by: Ebiris on April 12, 2012, 03:22:14 AM
It'll matter if any of us die after we hit level 21 and don't want to be or can't be resurrected!

As for Balyss, give her an extra devotion feat?
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2012, 03:31:52 AM
Quote from: Ebiris on April 12, 2012, 03:22:14 AM
It'll matter if any of us die after we hit level 21 and don't want to be or can't be resurrected!

As for Balyss, give her an extra devotion feat?

On looking at the tables PC wealth really balloons at about level 15-20. For reference:

15 - 200,000
16 - 260,000
17 - 340,000
18 - 440,000
19 - 580,000
20 - 760,000
21 - 975,000
22 - 1,200,000
23 - 1,500,000

I'm going to fiddle with this in some way. Past 200k or so the wealth slope can afford to slow way down, as with epic's price deflation there's not nearly as much call for heaps of gold.
Title: Re: Random DM nagging.
Post by: Corwin on April 12, 2012, 04:25:50 AM
Actually. You let me ACF turning away for a divine feat (I picked Divine Might). Devotion feats like Eb's suggestion work well too.

If you're looking for something new, how about Turning-boosting abilities? Quicken Turning if you have two progressions and remove one or something. Maybe something healing-based? You heal more with your turning/cure spells, say a couple extra dice with turning or double the level cap on cure spells?
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2012, 02:50:04 PM
I already have quicken turning penciled in for her. I may just go the bonus feat route since I'm not coming up with any good ACFs.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2012, 02:51:03 PM
Awhile back I was working on an epic PrC built around AoOs. I chose not to pursue it past the first draft, but it did get shown around some. Did anyone want a copy to fiddle-faddle with?
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2012, 09:49:38 PM
Have I ever ruled on Holy Star (Spell Compendium)? I swear I have, but I can't find it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2012, 01:00:51 AM
Added Balyss to daily spells and spell posted. Also removed Annalise.
Title: Re: Random DM nagging.
Post by: Corwin on April 13, 2012, 05:11:21 AM
What is there to rule on? It goes for 3 rounds and you can use it for the stuff it lists. I once had it but it's not very interesting.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2012, 01:26:59 PM
Quote from: Corwin on April 13, 2012, 05:11:21 AM
What is there to rule on? It goes for 3 rounds and you can use it for the stuff it lists. I once had it but it's not very interesting.

Okay, I thought it sounded familiar. Thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2012, 01:52:43 PM
Dana's alignment has fully shifted to neutral. As thus, she loses access to a good portion of her knight abilities. She may be retraining a bit to compensate for this, more later.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2012, 02:20:40 PM
Dana's modified. I traded in two levels of Knight for two levels of Rogue Knight. This arguably breaks the rule about only one PrC at a time for gestalt, but I'm letting it slide since it's about trading in a base class. Plus it's Knight, so it's not like it's breaking anything.

Dana loses:

Knight's Challenge and all related abilities.

Dana gains:

+4 skill bonuses and init bonus versus members of her order.
Smite law 1/day.
Morale bonus to saves equal to her charisma modifier.
Further minor skill adjustments vs her order and unsavory elements.
Desperate strike+1d6 (it sucks goats).

Overall I suspect she about broke even on paper and did a bit better overall. She's never used her Knight's Challenge much, and shield block and shield ally are more useful to her anyway.
Title: Re: Random DM nagging.
Post by: Corwin on April 13, 2012, 06:29:06 PM
Quote from: Anastasia on April 09, 2012, 10:34:59 AM
QuoteGetting back to new ACFs, this is as good a time as any to ask about one for the capstone (ie the FS20 ability). I figure precedent with Healer does exist?

Blah blah blah don't ACF capstones blah blah blah. That said this one is completely worthless to you, so make something reasonable up or just take a bonus feat or whatever.

How about just +5 to existing DR? Or copying the Healer thing of 1/2 class level as regen?
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2012, 06:36:32 PM
Quote from: Corwin on April 13, 2012, 06:29:06 PM
Quote from: Anastasia on April 09, 2012, 10:34:59 AM
QuoteGetting back to new ACFs, this is as good a time as any to ask about one for the capstone (ie the FS20 ability). I figure precedent with Healer does exist?

Blah blah blah don't ACF capstones blah blah blah. That said this one is completely worthless to you, so make something reasonable up or just take a bonus feat or whatever.

How about just +5 to existing DR? Or copying the Healer thing of 1/2 class level as regen?

No, I'd rather not poach another class capstone. +5 DR is fine, though.
Title: Re: Random DM nagging.
Post by: Corwin on April 13, 2012, 06:46:25 PM
Works for me. I'll write something up when it's relevant.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2012, 06:56:37 PM
Sure thing, whenever.
Title: Re: Random DM nagging.
Post by: Anastasia on April 14, 2012, 02:55:23 AM
Balyss is currently level 16.

Cleric 5/Silverstar 10/Divine Oracle 1//Favored Soul 16

17: Cleric 5/Silverstar 10/Divine Oracle 2//Favored Soul 17
18: Cleric 5/Silverstar 10/Divine Oracle 3//Favored Soul 18 - Feat: Quicken Spell(18)
19: Cleric 5/Silverstar 10/Divine Oracle 4//Favored Soul 19
20: Cleric 5/Silverstar 10/Divine Oracle 5//Favored Soul 20
21: Cleric 5/Silverstar 11/Divine Oracle 5//Favored Soul 21 - Feat: Epic Spell Capacity(21)

Tentative. Wants automatic metmagic (quicken). She may cut Divine Oracle a bit short if I find another PrC that appeals, but this isn't mandatory. Alternately she could take Divine Oracle 6 for Improved Uncanny Dodge, or even run it to 10 for the shiny capstone.
Title: Re: Random DM nagging.
Post by: Anastasia on April 15, 2012, 09:13:09 PM
Proposed house rule alert!

Spell Focus grants a +2 bonus to the chosen school of magic. Greater Spell Focus is eliminated, though Epic Spell Focus continues to exist (and may be revised to better work with this change). Any prerequisites of Greater Spell Focus becomes Spell Focus instead. Any opinions? This mainly reduces feat bloat a bit, as I feel Spell Focus isn't really competitive as written.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 15, 2012, 09:23:43 PM
I like it
Title: Re: Random DM nagging.
Post by: Anastasia on April 16, 2012, 11:07:09 PM
Anyone else? Barring comments I'll add it tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2012, 12:40:52 AM
Minor nagging: Eb, could you fix your level layout atop Afina's sheet? It's missing a 1 after Inheritor of the Cycle and needs a double slash after it instead of a single slash.
Title: Re: Random DM nagging.
Post by: Corwin on April 17, 2012, 01:04:31 AM
It's too late in the game for me to plan a different build for myself. I might have, if this rule were in effect from the start. I don't really think it's needed, but I also don't see any issue with it. No strong opinion in either direction.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2012, 01:22:59 AM
I'm curious. How would a single feat for Spell Focus instead of two have changed your build?
Title: Re: Random DM nagging.
Post by: Corwin on April 17, 2012, 02:55:31 AM
That Veil prc. I always liked it but was never going to drop three useless feats on it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2012, 03:08:26 AM
Just as well, since I'd probably not allow it. For all I think it's a neat idea for a class, it's really powerful and a pain in the ass to DM around. Immediate action veils are a nightmare to DM around and threaten a PC.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2012, 11:00:40 PM
Quick question: Are you guys keeping track of the information you've found about the nine traitors?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 18, 2012, 05:58:34 PM
If I cast a Poison spell and hold it instead of using it, then shift to elemental form, would I lose the spell? RAW doesn't say one way or another.

Also, as a huge creature, can I flank gargantuan and colossal creatures? Again, SRD doesn't say. I'm assuming I can at least flank a gargantuan creature, as it's one step larger than myself.

Furthermore, if I were to wear a vest underneath my monk's robe, would I be able to gain the benefits of the vest AND the robe? I've seen some mention that I could and some mention that I couldn't, but I couldn't find anything from memory to link to. Assuming it's a DM ruling.
Title: Re: Random DM nagging.
Post by: Anastasia on April 18, 2012, 06:52:20 PM
Quote from: Yuthirin on April 18, 2012, 05:58:34 PM
If I cast a Poison spell and hold it instead of using it, then shift to elemental form, would I lose the spell? RAW doesn't say one way or another.

No, you keep the spell. Shapeshift doesn't affect spells already cast.

QuoteAlso, as a huge creature, can I flank gargantuan and colossal creatures? Again, SRD doesn't say. I'm assuming I can at least flank a gargantuan creature, as it's one step larger than myself.

You can flank creatures up to one size larger than you, so you can flank gargantuan but not colossal creatures.

QuoteFurthermore, if I were to wear a vest underneath my monk's robe, would I be able to gain the benefits of the vest AND the robe? I've seen some mention that I could and some mention that I couldn't, but I couldn't find anything from memory to link to. Assuming it's a DM ruling.

Yes. (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#bodySlotAffinities)
Title: Re: Random DM nagging.
Post by: Anastasia on April 18, 2012, 06:52:59 PM
Quote from: Anastasia on April 17, 2012, 11:00:40 PM
Quick question: Are you guys keeping track of the information you've found about the nine traitors?

I'll take that as a no. I'd like one of you to keep track of this information somewhere on the boards, as it's important. Do I have a volunteer?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 18, 2012, 07:00:14 PM
OHH! OOH! ME! OOH ME! PICK ME! PLEASE PICK ME! ME ME ME!
Title: Re: Random DM nagging.
Post by: Anastasia on April 18, 2012, 07:07:44 PM
Done. Make a topic for it or include it in one of the other info dump topics.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 18, 2012, 07:18:31 PM
Cool. I needed something to do.
Title: Re: Random DM nagging.
Post by: Anastasia on April 18, 2012, 07:26:32 PM
Awesome. I know some info came up around the time of Ilsenine's liberation from her and in nagging. Further, discussions with the catfolk yielded more information.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 18, 2012, 07:52:47 PM
Awesome. Something to do at the airport tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on April 19, 2012, 12:44:19 AM
Okay, we resume Friday. The next few weeks are likely to be a lot of solo work since we have people out. We'll see how it goes, but I'm likely going to start back up slow and ease my way back in.

Incidentally, tomorrow's my big work on the character archive topic day.
Title: Re: Random DM nagging.
Post by: Anastasia on April 19, 2012, 08:18:12 PM
Jaela finds the following sheet of paper resting just inside her room. In 27's handwriting can be read, "21 can kill Annalise. You know why you need to know this. Do you think she'll forgive you? Do you think she'll let someone she loves go? Do you think she's worth your soul?"

Afina finds the following sheet of paper resting just inside of her room. In 27's handwriting can be read, "The power to forge stars will be important in the next few days. Don't leave Aurora without it."

Ithea finds the following sheet of paper resting just inside of her room. In 27's handwriting can be read, "Yian moves against Lief. Fast as you can, go! You and one other, but no more. More and he will certainly escape. Alone and you will die. Two of you with him will make three, and three can survive or even slay Yian. Beware his martial arts, they are the equal of any save perhaps the Master's. Worst yet, he can become the dragon he once was. Hurry with all your speed!"
Title: Re: Random DM nagging.
Post by: Yuthirin on April 19, 2012, 08:23:28 PM
So Jaela needs Sylvie's help.

Afina needs to drag Hanna around.

Ithea needs the Master.

In other news, Jaela could do this!
Spoiler: ShowHide
(http://magickalgraphics.com/Graphics/TVandMovies/Buffy/buffy5.jpg)
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2012, 07:06:25 PM
Okay, what's the plan on dealing with/interrogating Yian? Standard or something else?
Title: Re: Random DM nagging.
Post by: Merc on April 20, 2012, 07:54:38 PM
I'd want to add questions about the other eight:
1) What are their abilities?
2) How many devils are under their command?
3) What were their reasons for giving up Lifasa to the devils?
3b) If you don't know their reason, what do you -think- was their reason?
4) What was your reason?
5) Rank them from most dangerous to least.
5b) Explain your ranking of them.
6) Are there any places we can set traps for any of them that are likely to go in our favor?
6b) What traps do you think would work well against them?
6c) Why?

How to word that for report, as well as other questions, I'll leave to the expert pixie/gith interrogation team.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2012, 08:01:22 PM
I'll add those to the questionnaire when I fill it out tonight.
Title: Re: Random DM nagging.
Post by: Merc on April 20, 2012, 11:16:17 PM
<Merc> So hey, Ko, moving on! what do I roll for info on Makaril? Planes?
<Kotono> Sure.
<Kotono> Roll it'n'post it.
<Merc> roll d20+29+3 K:P(+ck)
* Hatbot --> "Merc rolls d20+29+3 K:P(+ck) and gets 37." [d20=5]
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2012, 11:19:31 PM
Makaril is the name of an accomplished movanic deva, a powerful avenging angel. He has not made much noise in a long time - it is said he was sequestered away in some great task. Little is known of him, but it is said he is a fearsome holy warrior.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2012, 11:44:20 PM
Lief's quest went without a hitch and he gains a bonus level!

Lief takes fighter 6 and dread commando 3. Rolls a 5 on a d10 for HP. +1 bab, nothing special there. Gains +1d6 sneak attack from Dread Commando 3. +1 to all saves, shiny. Skills go up as normal. He takes Darkstalker and Weapon Specialization(Longbow) as his feats. He's done. Nice level for the feats, both of which do him some good.
Title: Re: Random DM nagging.
Post by: Ebiris on April 21, 2012, 08:42:33 AM
All the questions about listing devils interacted with, I'm not actually looking for specific details so much as feeding into a huge list which can be pulled from for planar bindings - this is more the foundation of our equivalent to the Simon Wiesenthal Center rather than fishing for quest hooks. Feel free to say 'exhaustive list provided'. The only ones we'd specifically look for and prioritise are ones connected to the attack on the Throne (which might lead to the guy with half of Tepen's soul).

Beyond that, I want to know who's in charge of Operations Inferno, Renewal (ick), and Silence.

What's the Lower Polis? Is it a place on Lifasa?

For an expansion on the traitor specific questions, ask him what mental blind spots and fears/weaknesses he's noticed in the other eight.
Title: Re: Random DM nagging.
Post by: Ebiris on April 21, 2012, 12:23:03 PM
Afina politely asks Tepen if he can manage a greater planar binding spell to summon Melisa the erinyes dominator.

Due to the dimensional anchor putting her own summoning chamber out of use, she'll make a temporary circle just outside of Aurora's gate. Crystal is invited along as well, along with a pair of Medicant golems so we can quickly KO her and cart her into the dungeon.

edit: Hanna is invited as well. She can heal Tepen after casting and I don't want her out of my sight.
Title: Re: Random DM nagging.
Post by: Anastasia on April 21, 2012, 12:24:20 PM
Sure, we'll handle that at some point today since you've just returned to Aurora.
Title: Re: Random DM nagging.
Post by: Corwin on April 21, 2012, 12:43:13 PM
[18:41] <Shizuru> roll 1d20+23+4+15 GH, DI, Makaril
[18:41] * Hatbot --> "Shizuru rolls 1d20+23+4+15 GH, DI, Makaril and gets 55." [1d20=13]
[18:42] <Shizuru> roll 1d20+23+4+15 GH, DI, Melisa
[18:42] * Hatbot --> "Shizuru rolls 1d20+23+4+15 GH, DI, Melisa and gets 47." [1d20=5]
[18:43] <Shizuru> roll 1d20+24+4+15 GH, DI, spellcraft/sigil
[18:43] * Hatbot --> "Shizuru rolls 1d20+24+4+15 GH, DI, spellcraft/sigil and gets 47." [1d20=4]
Title: Re: Random DM nagging.
Post by: Anastasia on April 21, 2012, 12:53:30 PM
You know that Makaril went on a hermitage about 10,000 years ago. The reasons why are unclear, but lore states he came back from the prime shaken and withdrawn, refusing to speak to any of what troubled him so. His blade, Kalembar, severs magic apart and can even blot out the Weave for a brief time. It was a gift from Mystra long ago for rescuing the souls of several of her faithful from a lich.

---

Melisa is known as one of the myriad and many names associated with the pain-bringers and tormentors who serve Belial, Lord of the Fourth. Melisa is a free agent, loaned about to the Dark Ministry for cross-training. She is said to be a rising diabolical star, and may be directly promoted to pit fiend or paeliryon, according to some whispers. She has the ability to make her spell-like abilities cause overwhelming, debilitating pain or indecent, scandalizing pleasure at her whim.

---

You do not learn anything Ithea did not with the sigil. As a matter of fact, she beat your roll so.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 22, 2012, 02:39:22 PM
For serious consideration:

If we begin manufacturing material spell components using the bonuses granted by the Aurora, could we essentially be getting expensive material components at a discounted price?

Example: The Tsunami spell requires a 5000g tiara. With the discounts applied, it would only cost 1250g. Would it still be usable for the spell, with no change in the spell's functionality?
Title: Re: Random DM nagging.
Post by: Corwin on April 22, 2012, 04:09:09 PM
It's cheesier than Craft Contingent Spell.
Title: Re: Random DM nagging.
Post by: Corwin on April 22, 2012, 04:51:01 PM
[22:29] <Kotono> Your mind's eye clears. You see the ring - and you see in it. Faces. Endless faces. 999 faces, you believe. Crying, screaming, sobbing. 999 souls, writhing within the ring! The truth of the ring slams into you like a train, staggering you. 999 Lifasans reside within this ring, forever bound into being little more than a tool for a devil. This is not a mission to purify, but to liberate and destroy.
[22:38] <Kotono> The ring can only be shattered with eight others. They must be be broken together in one swing of a weapon, in the rising light of a Lifasan dawn.
Title: Re: Random DM nagging.
Post by: Corwin on April 22, 2012, 04:55:00 PM
Let's try to break the book of hellish 'truth'! Fortunate Fate, Greater Heroism, temp hp, safe workspace, etc.

[22:53] <Jaela> roll 1d20+18 Dispel Evil, me, CL
[22:53] * Hatbot --> "Jaela rolls 1d20+18 Dispel Evil, me, CL and gets 31." [1d20=13]
[22:53] <Jaela> roll 1d20+16 Dispel Law, Hanna, CL
[22:53] * Hatbot --> "Jaela rolls 1d20+16 Dispel Law, Hanna, CL and gets 23." [1d20=7]

My bad, it'd be a SLA for me, so +17 for 30 instead of the +18. Hanna's roll is okay.
Title: Re: Random DM nagging.
Post by: Corwin on April 22, 2012, 05:07:01 PM
Since you asked....

-Can you give us an estimate of how many priests to the Triune we have now, and whether they're all about as competent as Priest?
-Do we know whether dimensional travel to/from Lifasa is restricted/can be restricted? If not, can we ask our captives?
Title: Re: Random DM nagging.
Post by: Ebiris on April 22, 2012, 05:14:03 PM
Questions Afina has for Yian prior to raid on Burning Aeropolis.

Who is in charge of the Aeropolis in your absence?
What response would be enacted in the case of an open attack on the Aeropolis?
Are there any prison facilities for Lifasans on the Aeropolis? Where? What defences are in place? Who is held there?
What part of the Aeropolis is most tactically important to continued devil control of the area? What defences are in place?
What part of the Aeropolis is most symbolically important to continued devil control of the area? What defences are in place?
Title: Re: Random DM nagging.
Post by: Corwin on April 22, 2012, 05:21:55 PM
This is for fellow PCs, really.

Do we know any names for resistance leaders that managed to evade capture so far? If not, does Yian?
If we get them, how about using Sendings to coordinate? It's not like we need their help in the attack, but if they can provide us targets or ask us to rescue someone and take them off world, it might be possible.
Do we think the devils know Yian's been captured by now? The flunkies we caught seemed surprised, but I don't know how long that will last.
Title: Re: Random DM nagging.
Post by: Merc on April 22, 2012, 05:27:01 PM
The only name I can think of is Makaril's, which Yian just gave up. I don't recall any other names in the past.

Don't think anybody knows Yian's been captured, it's only been a few hours at best so far. Sooner we do something if we want to do a raid or such, the better though.
Title: Re: Random DM nagging.
Post by: Anastasia on April 23, 2012, 02:38:06 PM
For the sake of PC curiosity:

Yian, Former Dragon (Pit fiend 20/Half Dragon 3/Monk 7/Initiate of the Draconic Mysteries 10), ruler of the Burning Aeropolis.

Initiate of the Draconic Mysteries had some mild modifications, mostly to the capstone due to it being a polymorph effect.

Feats: Multiattack(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Alertness(3), Improved Trip(M6), Power Attack(6), Improved Multiattack(9), Improved Natural Attack(Unarmed Strike)(12), Toughness(15), Law Devotion(18)

Typical feat layout. Nothing too interesting here beyond pre-reqs and monk feats. Law Devotion would have helped if he got a turn.
Title: Re: Random DM nagging.
Post by: Anastasia on April 23, 2012, 07:08:40 PM
Quote from: Yuthirin on April 22, 2012, 02:39:22 PM
For serious consideration:

If we begin manufacturing material spell components using the bonuses granted by the Aurora, could we essentially be getting expensive material components at a discounted price?

Example: The Tsunami spell requires a 5000g tiara. With the discounts applied, it would only cost 1250g. Would it still be usable for the spell, with no change in the spell's functionality?

Unless the material is a magical item or something eligible for the discount in the first place, it doesn't apply. You generally need to pay full price for components or focuses, especially as oftentimes the component is a specific quantity of a precious material (diamond dust, black opal, ect).
Title: Re: Random DM nagging.
Post by: Anastasia on April 23, 2012, 07:12:43 PM
Quote from: Corwin on April 22, 2012, 04:55:00 PM
Let's try to break the book of hellish 'truth'! Fortunate Fate, Greater Heroism, temp hp, safe workspace, etc.

[22:53] <Jaela> roll 1d20+18 Dispel Evil, me, CL
[22:53] * Hatbot --> "Jaela rolls 1d20+18 Dispel Evil, me, CL and gets 31." [1d20=13]
[22:53] <Jaela> roll 1d20+16 Dispel Law, Hanna, CL
[22:53] * Hatbot --> "Jaela rolls 1d20+16 Dispel Law, Hanna, CL and gets 23." [1d20=7]

My bad, it'd be a SLA for me, so +17 for 30 instead of the +18. Hanna's roll is okay.

If you have time before you leave, could you post a link to the log or post with more information on this? I'm not finding it for whatever reason. If not I'll dig it up later tonight or tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on April 23, 2012, 07:19:11 PM
Quote from: Corwin on April 22, 2012, 05:07:01 PM
Since you asked....

-Can you give us an estimate of how many priests to the Triune we have now, and whether they're all about as competent as Priest?
-Do we know whether dimensional travel to/from Lifasa is restricted/can be restricted? If not, can we ask our captives?

The forces have been added.

I'll come back and answer the second question if the coming interrogations don't make that clear, Cor.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2012, 12:59:24 AM
Anatomy of Oblivion

This book is a study of the denizens of the Shadow Plane. Such creatures are noted to largely tie back to Shar, the Lady of Loss, and her endless song of oblivion. The tone of the book is clinical and detached, several multipage diagrams of the dissection of shadows, entropic creatures and other such things of note. Interestingly, the more powerful the entropic or oblivion based creature, the less of them that exists. A powerful creature tied to oblivion is little more than a pure black shadow with a form superimposed over it. They have no bodily functions, organs or even blood. Despite this, they resist dissolution just as much as any other creature of that fell level of power. When such a creature drains life, such as a shadow's strength drain, they actually lose internal mass temporarily even as they grow bolstered. The author does not draw a final conclusion from this, instead presenting the arguments and coming to a close without any final answer.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2012, 01:13:08 AM
Ten foot tall dwarves and other fantastic tales!

This book is a collected tome of wondrous stories of various Prime Material worlds, written in the form of fairy tales. The foreword insists that everything in the book is true, if one only has an open mind and an adventurer's soul.

Ten foot tall dwarves: This story focuses on a race of dwarves known as the High Dwarves, who tower over the other races like stony paragons. Silent and wise, they work stone and earth as well as any other dwarf. It is said they have a mystical kingdom of wondrous riches, populated by stone-dogs, floating gemstone fairies and guardian mice.
The Lost City: Far away on one misty Prime, it is said that a great, forgotten race forged a utopia of towers hundreds of stories tall. In this mythical city all was made of mithral, so everything shined sleek-smooth. So beautiful was the city that the Gods themselves came to live in the city, for it outshone the heavens. Yet one day it is said that it faded from the world, lost to mortal knowledge. It is said that if anyone ever finds the way, they can join the Gods in eternal revelry there, becoming a demigod in honor of this legendary deed.
<This chapter has every word blotted out. In the margins is scribbed "I'm sorry!", "Don't look past the blots." and "Close the book and LIVE." in Draconic.>
The baby fairies: In one Prime world, it is said that childlike innocence never leaves. The people live as children in a world of plenty, knowing nothing of adulthood and making great cities of magical building blocks. Everyone plays every day forever, entire cities full of couch bunkers, paths over imaginary burning floors and pillow-towers. As these children are innocent, love making is something unknown to them. Instead, little fairies come when a boy and a girl become friends. She spreads her pixie dust, and a month later a new child is brought by the baby fairies to them, to join them in playing.
The wolf-dragon: This final story tells the story of a dragon so greedy that he even stole the howls and hunting prowess of the wolves. The big bad dragon kept going, stalking and stealing from all the wolves! Oh, it was terrible! Until...a young boy befriended the dragon, and made him happier! With a friend, he was glad to give the wolves back what he stole.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2012, 01:21:56 AM
Tailfeathers and Raindrops

This is a book about alternate material components. It has a list of alternate material components for popular spells. If used, these variants cause minor changes to the spells. Most of this is just theory and bloat, but there are three that look to be entirely legitimate.

Fly: Tailfeather of a Celestial Hawk. The fly speed granted increases to 80ft, but the duration is reduced to 1 round per level.
Sleep: Raindrops falling from the sky. The gentle lulling of the raindrops grant a +2 bonus to the DC of sleep, but it affects only 3 HD of creatures.
Fireball: Stomach acids of a fire elemental. The spell deals an extra 2d6 points of fire damage (does not count against the 10d6 damage cap), but the save DC is reduced by 2.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2012, 03:15:07 AM
Let us rejoice, for I finally got a good beta of that damn dragon PrC PMed to Yuth.
Title: Re: Random DM nagging.
Post by: Corwin on April 24, 2012, 04:41:08 AM
I don't think it's particularly clear, but I'll take the implied 'travel is open'.

What about Priest himself? He should be around 18hd, I thought. Is he going to be added as a 'named' NPC on top of the forces he brought?
Title: Re: Random DM nagging.
Post by: Corwin on April 24, 2012, 04:43:13 AM
Quote from: Anastasia on April 23, 2012, 07:12:43 PM
If you have time before you leave, could you post a link to the log or post with more information on this? I'm not finding it for whatever reason. If not I'll dig it up later tonight or tomorrow.

http://www.soulriders.net/forum/index.php/topic,102075.0.html

Look near the end of the first log. We just never got around to doing it.
Title: Re: Random DM nagging.
Post by: Corwin on April 24, 2012, 04:48:00 AM
Quote
<This chapter has every word blotted out. In the margins is scribbed "I'm sorry!", "Don't look past the blots." and "Close the book and LIVE." in Draconic.>

Merc, you must read it. It is your destiny!
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2012, 12:08:01 PM
Quote from: Corwin on April 24, 2012, 04:41:08 AM
I don't think it's particularly clear, but I'll take the implied 'travel is open'.

What about Priest himself? He should be around 18hd, I thought. Is he going to be added as a 'named' NPC on top of the forces he brought.

It isn't clear at all. Since it wasn't made clear, I'll assume you ask Yian and others. There is indeed a barrier. Hell's forces can travel in and out with impunity, while other forces have trouble getting in due to interdiction. While Yian can verify it's not 100% and can be overcome by powerful spellcasters, it prevents easy incursions.

I'm not going to stat out Priest. He's a pure support unit and I'd rather focus on the three pages of NPCs we have right now rather than adding another right away.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 24, 2012, 12:33:56 PM
Quote from: Corwin on April 24, 2012, 04:48:00 AM
Quote
<This chapter has every word blotted out. In the margins is scribbed "I'm sorry!", "Don't look past the blots." and "Close the book and LIVE." in Draconic.>

Merc, you must read it. It is your destiny!

Obviously, what we're being told here is that great power and phat lootz lie in wait if we can just decipher this.
Title: Re: Random DM nagging.
Post by: Corwin on April 25, 2012, 06:13:25 PM
Post logs! Or else!
Title: Re: Random DM nagging.
Post by: Yuthirin on April 25, 2012, 07:39:12 PM
I am afreard. They'll go up tonight.

See? They're up.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2012, 01:25:00 AM
Yuth, you said you were going to gather all the info on the traitors that you've found? With all that Yian's spilled, now's a good time to review it all.
Title: Re: Random DM nagging.
Post by: Ebiris on April 27, 2012, 08:40:52 AM
Operation Black Cloud

The Aurora will gate onto Lifasa in the vicinity of the Burning Aeropolis and take up position directly overhead. Feint Team will emerge and immediately occupy the defences. Once defences have been effectively neutralised, First and Second armies will muster out under command of Gisfal and commence envelopment attack on the surface while Feint Team pushes into the Polis and Rescue Team teleports to their objective.

Once Rescue Team moves onto objective 2, the armies will begin retreating back to Aurora, with the Rapid Response Force under Tannin available to provide cover during the retreat. Once all units are back aboard or Feint and Rescue Teams have departed (whichever comes first), Aurora will gate back to Ysgard to rendezvous with the two teams and the liberated prisoners.

If resistance is heavier than expected (notably the presence of Nessian Pit Fiends) then all operations are to be immediately halted. Feint and Rescue Teams must evacuate via the swiftest means available, while the Mage Heavy Force will be dispatched to slow down devil pursuit via battlefield control spells as the first and second armies retreat.

Feint Team
Dana, Arrel, Hanna, Sylvie, Canderella
Everyone gets Fire Resistance and Fortunate Fate cast on them. Anything that provides fast healing of a decent duration would be good, too.
Objective 1: Destroy or disable the burning cannons, brimstone launchers, and the sphere of dragonfire. (stealing the sphere if possible would be a bonus)
Objective 2: Penetrate into the Aeropolis, leading enemy forces with them to attack the Cloister of the Victorious Dragon. Retreat via plane shift to Ysgard once Rescue Team has departed

Rescue Team
Adrian, Lief, Kascha, Stille, (Jarl)
Objective 1: Once defences fully engaged on Feint Team, plane shift or teleport to vicinity of prison. Stealthily take up positions near orthons and attack once Feint Team has penetrated the Aeropolis.
Objective 2: Secure area as Jarl plane shifts in with the circus tent and defend prisoners as they enter the tent. Plane shift to Ysgard afterwards for rendezvous with Aurora.


PCs can of course choose which team they want to join. Notably the Feint Team requires heavy endurance/resilience and the ability to unleash visibly overpowering and demoralising attacks. The Rescue Team requires both high stealth and perception as well potent offence.

Afina will be on the Rescue Team.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2012, 10:41:27 AM
A few things of note.

1. While there's no obligation for all of you to be on one team, this will run faster if you are. There will be a lot less DM overhead that way and will help ensure a good experience.

2. I'd like at least a few of you to run an NPC during this. Exact details on who will be determined after grouping is sorted out.  Again, with so much going on, keeping down my overhead is important.
Title: Re: Random DM nagging.
Post by: Ebiris on April 27, 2012, 10:45:30 AM
Noted. In that case since the Rescue part is what this all hinges on, it  might be best if we all go with that. If we do I'd put Kascha and Adrian back in Aurora to keep the team managable.

I'm happy to play various NPCs as needed.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2012, 10:49:23 AM
OOC here, Adrian was going to to request being included if he wasn't. The others are your discretion.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 27, 2012, 11:20:48 AM
I'll get it up this morning.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2012, 12:19:59 PM
Thanks!
Title: Re: Random DM nagging.
Post by: Yuthirin on April 27, 2012, 12:25:07 PM
It's up. POST COUNT.
Title: Re: Random DM nagging.
Post by: Ebiris on April 27, 2012, 12:25:34 PM
Adrian can replace Stille if he's so eager, then. With Jaela and Muirfinn we don't so much need his healing spells there.
Title: Re: Random DM nagging.
Post by: Corwin on April 27, 2012, 02:01:15 PM
Before we do this, a few more things.

Does Yian know of any notable figures in the resistance? Of any traitors that were inserted into said resistance? We might be able to lend them a hand this way.

What's that black bell? Is there a way to prevent the enemy from ringing it?

The mage team can cast fire-resistant buffs and the like. Also, we never distributed the hundred or so healers that came with Priest, so there should be plenty of healing now. I can do this when I return home.
Title: Re: Random DM nagging.
Post by: Corwin on April 27, 2012, 02:07:24 PM
How about putting Stille and Balyss on the feint team? I would like to keep Hanna with us on the rescue one. Kascha could chill at the Aurora with Tepen, sure, and Adrian is with us?

Any reason we don't want to send out Baleruk with the feint team?
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2012, 02:24:07 PM
<Corwin> roll 1d20+26 K:A
* Hatbot --> "Corwin rolls 1d20+26 K:A and gets 31." [1d20=5]
<Corwin> It's a pain to post from this on the forum, but it's probably too low anyway

That's correct. Posting this for the sake of reference.
Title: Re: Random DM nagging.
Post by: Ebiris on April 27, 2012, 03:06:10 PM
I don't mind if Stille and Balyss go there.

As for Baleruk, it's always better to keep your strongest cards in reserve.
Title: Re: Random DM nagging.
Post by: Corwin on April 27, 2012, 04:48:55 PM
Sure. Baleruk as backup in case of Nessians and such?

For NPCs, I'm fine with it in-combat.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2012, 12:42:33 AM
Okay then, could you guys post updated teams and objectives?
Title: Re: Random DM nagging.
Post by: Ebiris on April 28, 2012, 07:22:25 AM
On reflection Sylvie's as big a trump card as Baleruk with 21, so better to keep her in reserve. I figure a giant dragon abomination and a power above the gods to unmake evil are both going to get Nessians called out really early in the game, so better not to throw them out first. I've added the Master and Ebony to the Feint Team to make up for the loss of Sylvie and potential PCs

Operation Black Cloud

The Aurora will gate onto Lifasa in the vicinity of the Burning Aeropolis and take up position directly overhead. Feint Team will emerge and immediately occupy the defences. Once defences have been effectively neutralised, First and Second armies will muster out under command of Gisfal and commence envelopment attack on the surface while Feint Team pushes into the Polis and Rescue Team teleports to their objective.

Once Rescue Team moves onto objective 2, the armies will begin retreating back to Aurora, with the Rapid Response Force under Tannin available to provide cover during the retreat. Once all units are back aboard or Feint and Rescue Teams have departed (whichever comes first), Aurora will gate back to Ysgard to rendezvous with the two teams and the liberated prisoners.

If resistance is heavier than expected (notably the presence of Nessian Pit Fiends) then all operations are to be immediately halted. Feint and Rescue Teams must evacuate via the swiftest means available, while the Mage Heavy Force will be dispatched to slow down devil pursuit via battlefield control spells as the first and second armies retreat.

Feint Team
Dana, Arrel, Stille, Balyss, Master, Ebony, Canderella
Everyone gets Fire Resistance and Fortunate Fate cast on them. Anything that provides fast healing of a decent duration would be good, too.
Objective 1: Destroy or disable the burning cannons, brimstone launchers, and the sphere of dragonfire. (stealing the sphere if possible would be a bonus)
Objective 2: Penetrate into the Aeropolis, leading enemy forces with them to attack the Cloister of the Victorious Dragon. Retreat via plane shift to Ysgard once Rescue Team has departed

Rescue Team
Adrian, Lief, Hanna, Afina, Jaela, Ithea, Muirfinn, (Jarl)
Objective 1: Once defences fully engaged on Feint Team, plane shift or teleport to vicinity of prison. Stealthily take up positions near orthons and attack once Feint Team has penetrated the Aeropolis.
Objective 2: Secure area as Jarl plane shifts in with the circus tent and defend prisoners as they enter the tent. Plane shift to Ysgard afterwards for rendezvous with Aurora.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2012, 07:26:37 PM
Okay, make sure you have an updated army roster based on your recent troop gains. Otherwise it's all good. Make sure everything's ready for tomorrow. If you have any questions, purchases or last minute preparation, now's the time. I want to hit the ground running tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2012, 07:28:21 PM
Okay, you guys have Lief and Hanna with you. I'd rather control Adrian since he wanted to come along, but the other two are up for grabs to control. I'd prefer if both of them are manned by someone. For Hanna, some spell list customization is fine if you want to go to the trouble, but try not to completely revamp her lists or I'll get peevish. I generally try and stick to fairly stable spell lists for NPCs for both distinctiveness and sanity reasons.
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2012, 07:58:31 PM
I'm fine with Hanna. I'll do something about the army lists.

One adjustment to the plan is that I want the teams linked with telepathic bond. Say PCs+Hanna+Lief+Tepen and Tepen+leader of each other army+Jarl+Sylvie+Gisfal? If I recall correctly, the limit is caster + CL/3, which should be enough.
Title: Re: Random DM nagging.
Post by: Merc on April 29, 2012, 12:29:46 AM
I didn't see any mention of buffs for our team, are we just getting our own usual personal buffs or anything extra?

I'd like to at least ask Tepen for Heroism (http://www.d20srd.org/srd/spells/heroism.htm), since I don't have any morale bonuses, and every little bit helps. Duration is long enough that I shouldn't need to keep track of it outside of a dispel too.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 01:07:27 AM
Easily enough done. If you guys want any more buffing prep, get it set up before session via posts here.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 09:31:58 AM
First, the army stuff. I'm updating for recruits/NPCs.

3 main armies: 475 in each
150 Ysgardian regulars
60 elven warriors
40 catfolk warriors
40 air elementals (Chan)
30 Ysgardian warriors
30 Graceful Blow students
20 healers (Priest)
15 air elementals (Cauldron)
15 water elementals (Cauldron)
15 earth elementals (Cauldron)
15 fire elementals (Cauldron)
15 Sylican regulars
10 firre warriors/clerics
10 tortles
10 courre scouts
Officers: (1) Drena, Dana, The Master; (2) Mirima, Misalea, Sylvie; (3) Crystal, Lief, Canderella.
In command: PCs or the first/second choice listed for each army.

1 rapid response force: 304
65 air elementals (Chan)
66 dire wolves
50 phase spiders
43 catfolk
40 pixies from Lifasa
40 courre scouts
Officers: Tannin, Arrel, Stille
In command: PCs or Tannin.

1 mage-heavy force: 219
50 Ysgardian regulars
47 firre warriors/clerics
45 Graceful Blow students
20 elite healers (Priest)
20 air elementals (Chan)
12 githyanki acolytes
12 earth elementals (Earth)
8 Ysgardian warriors
5 cloud giants
Officers: Hanna, Kascha, Sage Vul'lath, Balyss
In command: PCs, Hanna or Kascha.

Aurora defense: 172
51 elven warriors
31 refugee warrios from Lifasa
25 conflagration oozes
20 healers (Priest)
13 tortles
7 courre scouts
5 Sylica regulars
5 air elementals (Cauldron)
5 water elementals (Cauldron)
5 earth elementals (Cauldron)
5 fire elementals (Cauldron)
Officers: Adrian, Baleruk, The Jarl, Elder Magi Tepen, Ebony, Priest
In command: Gisfal

Next, the army configuration we'll be using.

Feint Team: Dana, Arrel, Stille, Balyss, Master, Ebony, Canderella.
Main assault force: Army1+Army2 [950 soldiers] lead by Gisfal. If he needs lieutenants to aid him, Crystal and Mirima should work quite well for it.
Rescue Team 1: PCs, Adrian, Hanna, Lief.
Rescue Team 2: Jarl [using the tent].
Aurora Defense: the normal defense, Army3  and Rapid Response Force [951 soldiers] lead by Tepen, with Tannin as his second. Tepen will also coordinate between the different armies.
Reserves: Mage-Heavy Force [219 soldiers] lead by Sage Vul'lath.

Sound about right, Eb?

Now, about buffs. I'd like to have Greater Anticipate Teleport precast on me. I can spare 4 Fortunate Fate castings to cover the PCs, and Hanna can probably cover the other four on the Rescue Teams? If Priest can be assumed to cover the Feint Team and the leader(s) of Army1+2 with Fortunate Fate, I think we're mostly good. Merc asked for Heroism from Tepen, and I want him to cast two Telepathic Bond spells as indicated in a previous post (interplanar, if possible, and regular if not). I will also handle the Heal on Tepen after he casts whatever he needs to, so he'd be at top shape after.

Dune, as with the assault on Gathgorian's place, if Yian were asked which 5 spells Greater Spell Immunity [up to 8th level] can best be deployed against in our assault on the Burning Aeropolis, how would he respond?
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 09:53:44 AM
The typical - Fireball, unholy blight, blasphemy, order's wrath and dictum.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 10:32:59 AM
Okay. I'll precast Greater Spell Immunity on myself. I can probably spare another casting, but more than that is difficult.

Hanna will drop Extended Exalted Raiment in favor of Fortunate Fate to be able to precast 4 of them (3 normal and 1 extended on herself). It's a bother to complicate things by calculating Hanna's attack/defense routine normally, with buffs and under Righteous Might as well, so let's swap those two Extended Righteous Might spells for Heal to have 3 Heal spells total. Since you want to keep her spells as is, let's go with the rest of them as is.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 10:52:16 AM
Okay. Keep track of Hanna's spells since you're running her.

Do I have a volunteer for Lief?
Title: Re: Random DM nagging.
Post by: Ebiris on April 29, 2012, 11:38:14 AM
I'll handle Lief.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 12:46:11 PM
Okay.

Last call for any prep.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 05:22:58 PM
I want to swap out Divine Vigor (lvl9 feat) for Quicken Spell. Then, I'm picking up Rapid Metamagic (http://dndtools.eu/feats/complete-mage--58/rapid-metamagic--2369/) for lvl18 to actually use Quicken Spell.

I also want to swap a few spells to better work with this and not die.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 05:23:38 PM
Okay, let me know about swapped spells.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 05:27:02 PM
Can you tell me if any of these are problematic? I'll choose for good and post afterwards.

lvl1
Sign (clr1), SC p189, +4 untyped to init/10min/lvl
http://dndtools.eu/spells/miniatures-handbook--75/conviction--1939/ (+5 morale on saving throws, touch, 1min/lvl)

lvl2
http://dndtools.eu/spells/ghostwalk--94/ghost-touch-armor--1388/ (armor becomes ghost touch, touch, 1min/lvl)
http://dndtools.eu/spells/book-of-exalted-deeds--52/elation--45/ (+2 morale str and dex and +5ft speed, you and allies within 80ft radius, 1 round/lvl)
http://dndtools.eu/spells/complete-champion--57/lore-of-the-gods--604/ (+10 insight on all knowledge checks, 10min/lvl, can make knowledge checks without ranks)

lvl3
http://dndtools.eu/spells/races-of-destiny--81/delay-death--3048/ (people don't die from negative hp, touch, 1 round/lvl)
http://dndtools.eu/spells/dragon-magic--62/vision-of-the-omniscient-eye--1061/ (bonuses to spot/immunity to blindness, personal, 1min/lvl)
http://dndtools.eu/spells/libris-mortis-the-book-of-the-dead--71/sheltered-vitality--1456/ (immunity to fatigue/exhaustion/ability damage/ability drain, touch, 1min/lvl)
Grace (SC p107, swift action, +2 sacred dex and +10ft speed and melee weapons are good-aligned, personal, 1 round/lvl)

lvl4
http://dndtools.eu/spells/unapproachable-east--33/recitation--3460/ (+2/+3 luck to attack and saving throws for allies and -2 to enemies within 60ft, 1 round/lvl, no save, SR)
http://dndtools.eu/spells/tome-of-magic--89/true-prayer-of-the-chosen--3452/ (+3 insight to AC and saving throws, personal, 1 round/lvl, truename component)

lvl6
Antilife Shell http://www.d20srd.org/srd/spells/antilifeShell.htm
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 05:36:52 PM
Sign is fine, Balyss and a few others have used it before. So did Deme, I think.

Ghost Touch Armor's fine. I think it's seen use too.

Elation's too low leveled. +2 to two stats is one thing (morale no less), as animalistic power does it to three. The movement boost and affecting creatures as a mass stat boost is out of line for a 2nd level spell.

Lore of the Gods is fine, Sylvie uses it. It does have a houserule about it, but the main functions of the spell are untouched.

No to delay death. I don't really want that sort of thing around in spell form. With your healing it essentially trivializes hit point damage.

Vision of the Omniscient Eye is fine.

Sheltered Vitality is fine.

Grace is fine. Balyss uses it as Selune's Grace.

Recitation is updated in the SC, I think. Is it changed at all?

How does that truename stuff work for Prayer of the Chosen?

Antilife Shell is fine. Small editorial, but I don't see it as being that useful, as outsiders are the focus of this game and explicitly immune to it. I mean, don't get me wrong, if you want to take it feel free to, but this isn't a campaign where it would shine.
Title: Re: Random DM nagging.
Post by: Merc on April 29, 2012, 06:14:37 PM
Sheet updated.

Summary:
Rogue 11/Duskblade 18
+1 BAB
+1 all saves
+15 HP
Learned Polar Ray
Spell Power to +5
+1 spell/day for level 4 and 5
Gained two feats, Defensive Sweep as martial rogue feat, and Bane Magic as level 18 feat
+16 skill points
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:16:40 PM
What do those two feats do?
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 06:17:48 PM
http://www.d20srd.org/srd/spells/destruction.htm

I don't suppose this could get the Disintegrate treatment?
Title: Re: Random DM nagging.
Post by: Merc on April 29, 2012, 06:20:02 PM
bane magic adds +2d6 damage on spells vs outsiders, defensive sweep (it gives an AoO against foes that don't move and that I threaten), so I need to change since it won't work for me due to reach. I just reread it, and only works on adjacent foes.

Blah, can't find anything that really works for second feat right now...
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:22:52 PM
Adrian levels up and he gains the following.

He gains Dragon Devotee level 1 and Fighter level 7.

He gains 6(d10)+6=12 hit points.

He gains +1 bab for a total of +17.

He gains +2 charisma.

He gains +1 natural armor.

He gains +2 fort.

Skills go as normal.

Spell resistance increases by 1.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:23:50 PM
Quote from: Corwin on April 29, 2012, 06:17:48 PM
http://www.d20srd.org/srd/spells/destruction.htm

I don't suppose this could get the Disintegrate treatment?

What exactly do you mean?
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:24:19 PM
Quote from: Merc on April 29, 2012, 06:20:02 PM
bane magic adds +2d6 damage on spells vs outsiders, defensive sweep (it gives an AoO against foes that don't move and that I threaten), so I need to change since it won't work for me due to reach. I just reread it, and only works on adjacent foes.

Blah, can't find anything that really works for second feat right now...

Bane Magic's fine. Just let me know about your other feat when you've decided.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 06:28:50 PM
Spell changes for now:

lvl1: Blade of Blood -> Conviction (SC p52), Light of Lunia -> Sign (SC p189)
lvl2: Stretch Weapon -> Lore of the Gods (CC p124)
lvl4: Celestial Brilliance -> Recitation (SC p170)
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 06:29:32 PM
Quote from: Anastasia on April 29, 2012, 06:23:50 PM
Quote from: Corwin on April 29, 2012, 06:17:48 PM
http://www.d20srd.org/srd/spells/destruction.htm

I don't suppose this could get the Disintegrate treatment?

What exactly do you mean?

Instead of killing someone on a failed save, can it do a ton of damage per CL? The idea behind both spells seems to be the same.
Title: Re: Random DM nagging.
Post by: Merc on April 29, 2012, 06:31:21 PM
Mmm...I'll think of last feat over the week, Dune. Nothing seems to really grab me, and I need to go back to working on my last homework.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 06:32:09 PM
Can I upgrade my Permanency of Blindsight to that of Greater Blindsight (SC p32)? If so, I'd happily emulate Greater Blindsight with Miracle and pay the 1,000gp of difference between the spell levels of Blindsight and Greater Blindsight.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:35:35 PM
Quote from: Merc on April 29, 2012, 06:31:21 PM
Mmm...I'll think of last feat over the week, Dune. Nothing seems to really grab me, and I need to go back to working on my last homework.

Sure, no hurry on it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:36:29 PM
Quote from: Corwin on April 29, 2012, 06:29:32 PM
Quote from: Anastasia on April 29, 2012, 06:23:50 PM
Quote from: Corwin on April 29, 2012, 06:17:48 PM
http://www.d20srd.org/srd/spells/destruction.htm

I don't suppose this could get the Disintegrate treatment?

What exactly do you mean?

Instead of killing someone on a failed save, can it do a ton of damage per CL? The idea behind both spells seems to be the same.

Just swap it out for disintegrate or something, I suppose. I don't really feel like rewriting it and disintegrate works just fine.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:36:46 PM
Quote from: Corwin on April 29, 2012, 06:32:09 PM
Can I upgrade my Permanency of Blindsight to that of Greater Blindsight (SC p32)? If so, I'd happily emulate Greater Blindsight with Miracle and pay the 1,000gp of difference between the spell levels of Blindsight and Greater Blindsight.

Does greater blindsight change any of the factors for permanency versus regular blindsight?
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 06:38:50 PM
It's a lvl4 instead of a lvl3 spell, and the area grows to 60ft instead of 30ft.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:42:37 PM
Misalea levels up and she gains the following.

She gains Arcane Duelist level 4 and Sentinel level 5.

She gains 2(1d10)+3=5 hit points.

She gains +1 bab for a total of +14.

She gains enchant chosen weapon+2.

She gains another daily use of smite evil.

She gains special mount, which she ACFs into Celestial Wings.

She gains +1 ref/will.

Skills go up as normal.

She gains damage reduction 1/cold iron.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 06:45:07 PM
Quote from: Corwin on April 29, 2012, 06:38:50 PM
It's a lvl4 instead of a lvl3 spell, and the area grows to 60ft instead of 30ft.

Yeah, go ahead.
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 06:48:24 PM
New spells:

lvl6: Bolt of Glory
lvl8: Righteous Halo
lvl9: Miracle, Mass Heal, Sublime Revelry

Permanency:

Blindsight -> Greater Blindsight [lvl4] (Miracle)
Mantle of Good [lvl3] (Miracle)
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 07:03:58 PM
Dana levels up and she gains the following.

She gains Psychic Warrior level 4 and Dwarven Defender level 9.

She gains 12(1d12)+5=17 hit points. She needs to get a con booster back up, mental note.

She gains +1 bab for a total of +17.

She gains another daily use of defensive stance.

She gains 2(level)+3(wis)=5 power points.

She gains access to 2nd level powers and another power known. She selects Strength of My Enemy as her chosen power.

She gains +1 ref/fort.

Skills go up as usual, diverting a few more points to set up prereqs for War Mind.

Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2012, 07:04:43 PM
Thinking about it, Protection Devotion isn't as helpful as I hoped. Can I get Knowledge Devotion for the Wings ACF instead of it, and pick Travel domain on the Divine Crusader side in place of Knowledge?
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 07:22:42 PM
Tannin levels up and he gains the following.

He gains Spellflich level 2 and Battle Dancer level 15.

He gains 4(1d8)+4=8 hit points.

He gains +1 bab for a total of +17.

He gains signature spell 1/day. He chooses glibness for it.

He gains +1 AC from battle dancer.

He gains +1 to all saves.

Skills go as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 07:30:08 PM
Arrel levels up and he gains the following.

He gains Giant Eagle level 8 and Fighter level 3.

He gains 4(1d10)+8=12 hit points.

He gains +1 bab for a total of +15.

He gains +1 to the DCs of his breath weapon and stunning fist.

He gains +1 spell resistance.

He gains +1 to all saves.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 07:31:11 PM
One more level until the Jarl levels up. He'll finally be a respectable Healer again.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 29, 2012, 07:46:21 PM
Quote from: Anastasia on April 29, 2012, 07:31:11 PM
One more level until the Jarl levels up. He'll finally be a respectable Healer again.
That's okay. I still love him.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 29, 2012, 07:47:24 PM
How many times would you say I had to use my Wand of Crumble to open cell doors today, Dune?
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 07:50:19 PM
Lief levels up and he gains the following.

He gains Fighter level 7 and Dread Commando level 4.

He gains 6(1d10)+7=13 hit points.

He gains +1 bab for a total of +15.

He gains armored ease 4.

He gains stealthy movement.

He gains +1 ref.

He gains a stat point at level 16, which he puts into dexterity. Notably he doesn't get any more AC out of this - he's hit the max dex cap for his armor. He'll need to look into that later. Also added the

He gains +1 spell resistance.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 07:52:12 PM
While 27 did not level up, the other side of his gestalt has been revealed.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 08:06:06 PM
Crystal levels up and she gains the following.

She gains Ranger level 13 and Defender of the Natural World level 3.

She gains 3(1d10)+3=6 hit points.

She gains +1 bab for a total of +17.

She gains camouflage.

She gains favored enemy(evil)+2.

She gains another level of ranger casting. No new spells, complete dead level for casting.

She gains another level of paladin casting. She gains a new third level slot, which she fills with Misdirection.

She gains +1 will.

Skills go up as normal.

She gains +1 spell resistance.

Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 08:22:06 PM
Drena levels up and he gains the following.

He gains Air Elemental 13 and Contemplative 7.

He gains 1(1d8)+6=7 hit points.

He gains divine soul, which is completely worthless to him.

He gains another level of favored soul spellcasting. He gains +1 7th/8th level spell charge. He gains no new spells known.

He gains +1 spell resistance.

He gains +1 fort/will.

Skills go up as normal.

What a shit train of a level.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 08:22:50 PM
Quote from: Yuthirin on April 29, 2012, 07:47:24 PM
How many times would you say I had to use my Wand of Crumble to open cell doors today, Dune?

6.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 08:23:15 PM
Quote from: Corwin on April 29, 2012, 07:04:43 PM
Thinking about it, Protection Devotion isn't as helpful as I hoped. Can I get Knowledge Devotion for the Wings ACF instead of it, and pick Travel domain on the Divine Crusader side in place of Knowledge?

Yeah, sure.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 08:47:24 PM
Kascha levels up and waves an anti shit level wand.

Kascha levels up and gains the following.

She gains Ghaele 17 and Loremaster 1.

She gains 5(1d8)+5=10 hit points.

She gains +1 bab for a total of +17.

She gains +1 spell resistance.

She gains secret. In particular, she chooses dodge trick to avoid getting hit again. Hopefully.

She gains another level of wizard casting. She gains 1 6th and 1 9th spell slot, as well as 1 9th level slot for high intelligence. She'll select Surge of Hope for her 6th level slot and Wish + Empowered Righteous Smite for her 9th level slots.

She gains +2 will.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 09:37:01 PM
Hanna levels up and gains the following.

She gains Planetar 17 and Wonderworker 1.

She gains 1(1d8)+8=9 hit points.

She gains +1 bab for a total of +17.

She gains a bonus exalted feat. She chooses Consecrate Spell.

She gains 2 bonus divine spells. One will be of 8th level and one of 9th level. More on these with her spell update.

She gains another level of cleric casting. She gains a 4th level slot, a 6th level slot, an 8th level slot and two 9th level slots+domain slot. She selects Dimensional Anchor, Heal, Lion's Roar, Miracle, (Foresight) and Righteous Exile.

She gains +1 spell resistance.

She gains +2 will.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 10:08:34 PM
Sylvie levels up and gains the following.

She gains -1 point of self destructive bitch.

She gains Factotum 17 and Monk 3.

She gains 8(1d8)+7=15 hit points.

She gains +1 bab for a total of +17.

She gains another step of unarmed strike damage progress with her monk's belt, up to 3d10. Really the point of knocking off another monk level. Well, that and the fast movement, which isn't shabby either.

She gains Still Mind, which she ACFs the hell away and grabs the Serene Body ACF from houserules instead.

She gains a +10 bonus to movement speed.

She gains another point of inspiration.

She gains another spell with arcane dilettante. She chooses Cone of Cold.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 10:20:18 PM
Morniel levels up and gains the following.

He gains Monadic Deva 17 and Justicar of Tyr 2.

He gains 2(1d8)+4=6 hit points.

He gains +1 bab, for a total of +17.

He gains bureaucratic knowledge.

He gains another level of psychic rogue manifesting.  He gains 2(class)+2(int)=4 power points. He select Cloud Mind as his new power.

He gains +1 fort/will.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 10:28:10 PM
Mirima levels up and gains the following.

She gains Fighter 10 and Arcane Duelist 9.

She gains 10(1d10)+3=13 hit points.

She gains +1 bab for a total of +15.

She gains a fighter bonus feat. She selects toughness, since holy hell are her hit points low.

She gains mirror image.

She gains +1 fort.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 10:35:17 PM
Canderella levels up and gains the following.

She gains Succubus 17 and Stormcaster 2.

She gains 8(1d8)+1=9 hit points.

She gains +1 bab for a total of +17.

She gains +1 spell resistance.

She gains +1 fort/ref. Incidentally, the poor progression for stormcaster's will save is wrong.

She gains +1 to the save DC of her suggestion ability.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 10:36:01 PM
No level up for Ebony yet, that's another mess that'll get sorted out later.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 11:01:11 PM
Stille gains a level and promptly goes all anarchic and shit again.

He gains Duskblade 1 and Phasic Priest 1.

He gains 8(1d8)+6=14 hit points.

He gains +1 bab for a total of +17.

He gains arcane attunement.

He gains armored mage(light).

He gains a level of duskblade casting. He gains 3 0 level and 4 1st level spell charges. He gains 5 0 level spells known and 2 1st level spells. He selects Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue, Blade of Blood and Stand.

He gains Lunar Magic.

He gains another level of cleric casting. He gains a 1st, 3rd and 6th+domain slot. He chooses Divine Favor, Prayer, Permanent Image and Heal.

He gains +2 to all saves.

Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2012, 11:02:25 PM
I'll do Balyss later tonight or tomorrow, as hers is last and requires a lot of spell selection.
Title: Re: Random DM nagging.
Post by: Merc on April 30, 2012, 12:40:11 AM
Since I'm still looking for feat to pick up, I wanted to ask about knowledge devotion and if I can grab that. I don't recall if I never picked it up just because I was initially trying to avoid having too similar a build to Jaela or if there was some sort of reason that I couldn't pick it up.
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 02:26:09 AM
Because you are a heretic.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 03:42:11 AM
Balyss gains a level and gains the following.

She gains Divine Oracle 2 and Favored Soul 17.

She gains 7(1d8)+6=13 hit points.

She gains +1 bab for a total of +13.

She gains prescient sense.

She gains trap sense+1. Yahoo.

She gains wings. Things are getting kind of wingy up here all of a sudden.

She gains another level of cleric casting. She gains a 4th, 6th and 1 9th+domain slot. She chooses Divine Power, Greater Dispel Magic, Greater Visage of the Deity and Foresight. Greater Visage will get subbed out at some point, once she has it for favored soul. More here later.

She gains another level of favored soul casting. She gains a 7th and 8th level spell charge and no new spells. Yeah, this was bullshit with Drena, too.

She gains +1 will, the will not to smack the cockmunch who decided level 17 favored souls don't get a new spell. I mean, fucking seriously. 17 is the level wizards and clerics get ninth level magic. Think you could toss them a bone here? Titty humping shit, that's just like waving the metaphorical dick in the metaphorical face, before you get a not so metaphorical visit from Mr. Choppy and Slicey.

Skills go up as normal. See? That's called a PROGRESSION. It's where things, you know, fucking progress. Who else could use a progression that, gasp, progresses something? Seriously, you're going to make some poor favored soul go play for the fighter team instead. Hear that, developers? You made your favored soul girlfriend break up with you and go date the mannish fighter chick over there, and start taking her levels instead. Are you happy now!? ARE YOU?!
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 10:50:51 AM
Spells, last batch.

lvl3: Blindsight -> Grace (SC p107)
lvl4: Light of Purity -> Dimensional Anchor
lvl5: Break Enchantment -> Wall of Stone
lvl7: Blood to Water (SC p33)

Truename spells require you to have a truespeak skill or something, and research into a personal truename is insanely expensive. Not really worth it for me for just the one spell.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 30, 2012, 11:22:16 AM
Quote from: Anastasia on April 30, 2012, 03:42:11 AM
Skills go up as normal. See? That's called a PROGRESSION. It's where things, you know, fucking progress. Who else could use a progression that, gasp, progresses something? Seriously, you're going to make some poor favored soul go play for the fighter team instead. Hear that, developers? You made your favored soul girlfriend break up with you and go date the mannish fighter chick over there, and start taking her levels instead. Are you happy now!? ARE YOU?!

I hope you went to bed after this. Also: You COULD fix it yourself. Just cause the devs fucked up doesn't mean you have to live with it.
Title: Re: Random DM nagging.
Post by: Merc on April 30, 2012, 12:14:52 PM
Quote from: Corwin on April 30, 2012, 02:26:09 AM
Because you are a heretic.
Heretics can be devoted too! Ithea spend more time in the library than Jaela for example!

Though I suppose Jaela buys more books.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 12:56:58 PM
Quote from: Yuthirin on April 30, 2012, 11:22:16 AM
Quote from: Anastasia on April 30, 2012, 03:42:11 AM
Skills go up as normal. See? That's called a PROGRESSION. It's where things, you know, fucking progress. Who else could use a progression that, gasp, progresses something? Seriously, you're going to make some poor favored soul go play for the fighter team instead. Hear that, developers? You made your favored soul girlfriend break up with you and go date the mannish fighter chick over there, and start taking her levels instead. Are you happy now!? ARE YOU?!

I hope you went to bed after this. Also: You COULD fix it yourself. Just cause the devs fucked up doesn't mean you have to live with it.

Nah. It's not a big deal, I just get verbose when I'm doing DM work and sleepy.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 03:55:32 PM
Quote from: Merc on April 30, 2012, 12:14:52 PM
Quote from: Corwin on April 30, 2012, 02:26:09 AM
Because you are a heretic.
Heretics can be devoted too! Ithea spend more time in the library than Jaela for example!

Though I suppose Jaela buys more books.

Okay, I had to dig this out of logs and it took me awhile. This is why I tell you guys to take it to DM nagging so much, as it's much easier to find something in here. Anyway.

Quote<Merc> feats are surprisingly hard for me to settle on though. I can't really find stuff I really like, or that feels right (example, Craven is usually a no duh for rogues, but I don't like the cowardly part of it on a freedom fighter type)
> Yes.
> Mmmmm.
> What's your alignment?
<Merc> I have no idea what feats I'll take for levels 15 & 18
<Merc> chaotic neutral
> Chaos Devotion might be nice, but it's 1/day without turning and completely erratic.
<Merc> devotion feats are the type I was a bit hesitant on. Not really religious this time, otherwise I'd probably have picked up Knowledge Devotion or Arcane Disciple. I have comparable knowledge to Corwin, so KD would really work well for me, and arcane disciple could net me some more spells known, but again, not really that religious.
* Kotono nods.

As noted, devotion feats require devotion to that concept. Generally, if you follow a deity that offers the matching domain you can select it. If you want to take it, I'd shore up that aspect of Ithea. Devotion feats are powerful, but there is a tradeoff that has to be settled.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 04:54:26 PM
I do some number work occasionally, to see how everyone stacks up and to identify weaknesses. Posting it here as I'm doing it, as I figure it'll be useful for you guys.

Hit points

Above Average

552(Baleruk)>286(Master)>271(Arrel)>254(Hope)>251(Hanna)>247(Muirfinn)>244(Jaela)>236(Ithea)>228(Sylvie)>213(Dana)>211(Lief, Stille)>204(Adrian)

Average

201.33

Below Average

193(Vul'lath)>185(Balyss)>182(Jarl)>178(Ebony)>165(Drena)>164(27, Kascha, Gisfal)>163(Mirima)>160(Afina)>149(Ilsenine)>144(Morniel)>134(Crystal)>131(Tepen)>130(Tannin)>118(Canderella)>108(Misalea)

Average hit points: 201.33

Assertions

1. Anyone who focuses on melee combat and has below average hit points has problems. This needs to be mitigated by superior defenses or means of otherwise negating damage, or by raising their total hit points.

2. 200 hit points it the minimum for serious melee combat. The more the merrier, and at this point if you don't scrape 200 hit points with a +6 con booster, you may want to rethink your roll in battle.

3. Mages have less need for hit points, but anything less than approximately 120 (one standard deviation) is unacceptably low and should be remedied immediately.

4. People who do not have a +6 or greater booster to constitution: Adrian(+4), Misalea(+4), Dana(+0), Tannin(+2), Arrel(+0), Tepen(+2), Jarl(+0), 27(+0), Crystal(+2), Hope(+0), Drena(+0), Morniel(+0), Ilsenine(+0), Mirima(+2), Canderella(+0), Gisfal(+0).

5. This average may shift slightly depending on what happens to Ebony. Shouldn't matter much if it at all, though.
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 04:58:37 PM
[22:49] <Jaela> roll 1d20+23+4+15 K:P Lixer, lvl18
[22:49] * Hatbot --> "Jaela rolls 1d20+23+4+15 K:P Lixer, lvl18 and gets 61." [1d20=19]

Old roll reference: http://www.soulriders.net/forum/index.php/topic,101729.msg1029762.html#msg1029762
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 05:11:38 PM
How about using a Sending to Makaril asking him where we could be of use? Even without the devils being in disarray from something like Yian's loss, we might be able to make another raid. And we could also ask him if he knows anything about the pit fiend holding onto that bit of Tepen's soul.

Any preferences on the wording, if there are no objections?
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 05:14:29 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1035785.html#msg1035785

This never really got resolved, for fairly understandable reasons. If it ended in failure, however, I can just roll again with the now-higher CL?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 30, 2012, 05:19:31 PM
Quote from: Corwin on April 30, 2012, 05:11:38 PM
How about using a Sending to Makaril asking him where we could be of use? Even without the devils being in disarray from something like Yian's loss, we might be able to make another raid. And we could also ask him if he knows anything about the pit fiend holding onto that bit of Tepen's soul.

Any preferences on the wording, if there are no objections?

I was thinking of suggesting this too. I'm all for it.
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 05:47:37 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1032669.html#msg1032669


* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.


You can use a Limited Wish to autohit or to give a -7 penalty to a save. What about using it to get an untyped bonus of X to a skill roll like Spellcraft or some knowledge? Can it be done?
Title: Re: Random DM nagging.
Post by: Ebiris on April 30, 2012, 05:56:10 PM
Probably better to arrange a meeting since 25 words isn't much to work with.
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 06:03:59 PM
Let's first try going through Morniel, then? Triad and all, even though I don't know it IC.
Title: Re: Random DM nagging.
Post by: Ebiris on April 30, 2012, 06:06:49 PM
Worth a shot.
Title: Re: Random DM nagging.
Post by: Corwin on April 30, 2012, 06:15:34 PM
And back to this, after our victory~

Second Repairs Round (to take place right now):


Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days.
Tepen. Spellcraft +28 normally.

Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +35 with the floating feat.

Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days. -> Improve library sorting system(Takes 1 minute to consult): 50,000 gold; 1 DC 29 K:A check; 1 DC 31 spellcraft check; 2 days.
Kascha. Spellcraft +40, K:A +43 normally; Spellcraft +55 with the Spellcraft booster.



Third Repairs Round (to take place a week from now, pending events and available cash):


Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +40 normally.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.


Thoughts?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 30, 2012, 06:37:29 PM
I'm all for it.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 30, 2012, 06:40:11 PM
This week's whining from Yuth:

1. Could the Elemental Swarm spell be used to summon storm elementals? It doesn't actually specifically say that it summons an Air/Water/Fire/Earth elemental, just that it opens a portal to a specific elemental plane and pulls elementals through.

2. If I wanted to look into adding a creature or two to the Animal Companion list, would I be able to? What are the criteria to do so? I don't have anything specific in mind yet, I'm just testing the waters so to speak.

3. Why are the Grig and the Pixie on the SNA IX list? Even with the fiddle, it's still CR1, and the Pixie is CR5! Jesus.
Title: Re: Random DM nagging.
Post by: Merc on April 30, 2012, 07:28:46 PM
Quote from: Anastasia on April 30, 2012, 03:55:32 PMAs noted, devotion feats require devotion to that concept. Generally, if you follow a deity that offers the matching domain you can select it. If you want to take it, I'd shore up that aspect of Ithea. Devotion feats are powerful, but there is a tradeoff that has to be settled.
Well, regarding domain/devotion feats...From page 52:

QuoteAppropriate Theme: If you do not follow any specific deity, your basic system of beliefs should support your domain feat choices. A good rule of thumb is to designate one to three domains (in addition to that corresponding to your first domain feat) that are important to you. These beliefs must also be consistent with your alignment.

I do feel I meet the requirements as far as theme goes, since Ithea does go to the library somewhat decently, and she's started to buy books now that she has more spending money. She's got a lot of knowledge skills too, and the minor lore ACF specifically boosts knowledge skills as well. I'll keep feat hunting if you feel Ithea doesn't quite meet that aspect still, however.
Title: Re: Random DM nagging.
Post by: Ebiris on April 30, 2012, 07:31:13 PM
What about the training rooms? We need an upgrade path for them so our dudes can become buffer and die less!
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 08:40:31 PM
So it isn't lost in loot: Ithea, Stille spend some money on you, boosting your ring of protection+3 to +4.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 10:17:26 PM
My life as a male pleasure slave: a story of the wild women of Jannath!

This book describes the wild women of Jannath. They are followers of Chauntea, worshiping a more primal take on her instead of Chauntea's more civilized worship. They are matriarchal in nature, holding women are closer to the earth and thus to be revered. Anyway, the story is a lust sodden affair, the lurid retelling of a traveler who stumbled into a desert colony of them and was promptly passed around as a pleasure slave. It tells of the humiliations and the pleasure, the emasculation contrasted with the constant, downright absurd amount of coupling, and how he finally escaped. It warns male travelers to avoid shimmering green fields that appear before them in the desert, for this is the sign of one of their colonies.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 10:33:48 PM
A list of 77 archangels.

The title is a misnomer, as it is not an actual list. Instead this old book speaks of the following story.

When Creation was young law and chaos did war onto each other. Strife consumed Limbo, as the Inevitables invaded the realm of perfect chaos. Though disorganized, the majority of slaad fought back and war was joined. In time the scheming of the fiends drew them all in - with the devils and demons beginning a genocidal war, whilst the yugoloths played both sides against the middle, joining the greater war. Soon the inflamed passions of law and chaos looked to spread to the Heavens, threatening war in the realms of paradise. In Elysium, seven angels of great wisdom gathered, understanding that this war must not be. The angels, in an act of profound sacrifice, shed the perfect devotion to pure good and embraced both law and chaos. In this act 77 new archangels were created, spread to all the Heavenly realms. Some came to serve the deities and planar lords, others working alone. These angels mingled with archon and eladrin, law and chaos. Through this shared family was war in the Heavens averted, the realms of Good able to do what no other was: Bring peace to law and chaos.

The last pages, while not a list, describes 12 categories of arch angels. 11 are groups of seven arch angels, each of the 77 created. The 12th group are the original seven, who are said to reside in deepest meditation and isolation within Elysium, to purposes known only to the Gods themselves. This book assigns some of the groups the following designations, though it does note these are not entirely confirmed or official. The text notes that information about these entities is exceedingly rare, and often fragmentary or hearsay. These 77+7 angels seem more than content to be lost to all but the wisest and best informed.

The Seven Wise Ones: The original seven who prevented a war between order and disorder in the Heavens.

The Angels of the Material: Angels tasked to matters dealing with the material world - the Prime Material, mostly.

The Seven of the Soul: Angels tasked with dealing with the souls of all Creation.

The Keepers of Chronos: Angels tasked with overseeing the flow of time. The author includes a short note, confessing knowledge of the Temporal Compact, and stating that he is not aware of how they interact with this, or even if they still do. The creation of these angels may predate the compact.

The Defenders of the Seal: Angels tasked with - here is a word in Celestial, difficult to translate even for magic. It approximately means 'barrier', but not quite. If anything, the word resembles the Words of Creation, but is not one.

The Wardens of the Heart: Seven angels tasked with dealing with love in all forms.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 10:40:55 PM
Rituals of Mineral.

This book is filled with thaumaturgic rituals relating to minerals and the plane of Mineral. It looks to be a compilation of many sources, without much screening for quality. Many of the entries are obviously in error or simply rubbish to Jaela's trained eye. However...

OOC: Make an int check, Jaela.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 10:45:48 PM
Stop! That's no female elf! How to avoid the trap of ambiguous elven appearances!

This book is written by a nameless author, who rants about the evils of 'deviant, crossdressing elves, all but indistinguishable from real females'. It asserts that these elves care for nothing more than corrupting good dwarven men into perverse acts of coupling with them, thus slowly eroding and destroying the fine dwarven bloodlines. The distinct holes in logic there aside - and there are many - the book gives surprisingly good knowledge about how to see through disguises and identify tells. After reading this book, Jaela gains a +2 competence bonus on opposed spot checks to detect disguises. This book can be reused, if Jaela cares to pass it around. Despite the content, the author does seem to be quite skilled in defeating disguises.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2012, 10:51:23 PM
Funeral dirges for the second death.

This book is full of ritual dirges concerned with laying the undead to a second and final death. It is written by Barrom Clanspar, self identified as a Deathguide of Kelemvor. While not magical, the songs are well crafted and suitable to any task to this purpose. This book counts as a masterwork tool for perform(song) checks regarding dirges or knowledge(religion) checks regarding Kelemvor's practices about destroying the undead.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 12:14:55 AM
Quote from: Corwin on April 30, 2012, 04:58:37 PM
[22:49] <Jaela> roll 1d20+23+4+15 K:P Lixer, lvl18
[22:49] * Hatbot --> "Jaela rolls 1d20+23+4+15 K:P Lixer, lvl18 and gets 61." [1d20=19]

Old roll reference: http://www.soulriders.net/forum/index.php/topic,101729.msg1029762.html#msg1029762

This is in addition to the previous information obtained about him. Quoting the previous questions for reference.

QuoteDo we know about his weaknesses?

Epic, silvered and good weapons or magic with the good and chaotic descriptors are required to truly wound Lixer. In addition, he has a particular weakness of note. While not one of the living dead himself, he is vulnerable to being turned by mortals. Turning attempts by mortals deal damage to him as if he were undead.

QuoteHis strengths?

Extreme mastery of necromantic magic, hordes of undead servitors as well as devil servants in proportion to the sort of power the son of Asmodeus is supposed to project, undead immunities without the weaknesses(barring the above).

QuoteWhether he's a quasideity?

He has great power. Whispers and ancient lore suggest he may have more than a typical arch devil, who are already close to divine power, if not already holding it. If this is due to his lineage or other factor is not known.

QuoteIf a special weapon/type of weapon to harm him exists?

Already answered.

QuoteIf he can be contained by our jail?

No idea. Put a hostile arch devil in and see if they can get out. I'm sure the results will be illuminating, one way or another.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 12:26:10 AM
Quote from: Corwin on April 30, 2012, 05:14:29 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1035785.html#msg1035785

This never really got resolved, for fairly understandable reasons. If it ended in failure, however, I can just roll again with the now-higher CL?

Failed, feel free to try again.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 12:28:03 AM
Quote from: Corwin on April 30, 2012, 05:47:37 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1032669.html#msg1032669


* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.


You can use a Limited Wish to autohit or to give a -7 penalty to a save. What about using it to get an untyped bonus of X to a skill roll like Spellcraft or some knowledge? Can it be done?

Is there a spell that can already do this that Limited Wish can mimic? Path of least resistance.

That said, I'd rather not. You're already using divine insight for a free +15 to any non-combat skill check. Let's not get completely silly with skill checks.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 12:35:43 AM
Quote from: Yuthirin on April 30, 2012, 06:40:11 PM1. Could the Elemental Swarm spell be used to summon storm elementals? It doesn't actually specifically say that it summons an Air/Water/Fire/Earth elemental, just that it opens a portal to a specific elemental plane and pulls elementals through.

RAW no, since it gives you the option of four planes and nothing implies you can choose others. The absence of saying no is not the same as implying it may be possible. That aside, it's not entirely unreasonable if it's thematic for a character. If say Canderella was casting Elemental Swarm, I'd probably use storm elementals for her. She follows Talos and is all about the lightning magic, so it makes sense.

You still haven't summoned storm elementals (I think) so I haven't really seen how effective they are for you. So let me put off ruling on this until I have an idea of how they're going to perform.

Quote2. If I wanted to look into adding a creature or two to the Animal Companion list, would I be able to? What are the criteria to do so? I don't have anything specific in mind yet, I'm just testing the waters so to speak.

You could suggest one and get a DM ruling. I'm not adverse to custom content. That's pure judgment call territory.

Quote3. Why are the Grig and the Pixie on the SNA IX list? Even with the fiddle, it's still CR1, and the Pixie is CR5! Jesus.

Hell if I know. If I had to guess, I'd say it is because the pixies have a decent heap of SLAs for utility and greater invisibility. If you're summoning pixies, it's not because you want them to kill things. You want invisible, small sized scouts or distractions. How much that helps with the duration of SNA is anyone's guess.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 12:36:55 AM
Quote from: Ebiris on April 30, 2012, 07:31:13 PM
What about the training rooms? We need an upgrade path for them so our dudes can become buffer and die less!

Post about this in the Aurora topic. I'll get to it Wednesday.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 12:38:27 AM
Quote from: Merc on April 30, 2012, 07:28:46 PM
Quote from: Anastasia on April 30, 2012, 03:55:32 PMAs noted, devotion feats require devotion to that concept. Generally, if you follow a deity that offers the matching domain you can select it. If you want to take it, I'd shore up that aspect of Ithea. Devotion feats are powerful, but there is a tradeoff that has to be settled.
Well, regarding domain/devotion feats...From page 52:

QuoteAppropriate Theme: If you do not follow any specific deity, your basic system of beliefs should support your domain feat choices. A good rule of thumb is to designate one to three domains (in addition to that corresponding to your first domain feat) that are important to you. These beliefs must also be consistent with your alignment.

I do feel I meet the requirements as far as theme goes, since Ithea does go to the library somewhat decently, and she's started to buy books now that she has more spending money. She's got a lot of knowledge skills too, and the minor lore ACF specifically boosts knowledge skills as well. I'll keep feat hunting if you feel Ithea doesn't quite meet that aspect still, however.

Mmmm.

I'll allow it on reflection. You are a lapsed follower of Mystra, and you have a point that you've been doing a lot of knowledge based stuff.
Title: Re: Random DM nagging.
Post by: Corwin on May 01, 2012, 03:11:55 AM
In reference to Lixer, I want to be clear. Let's say I have an Evil Outsider Bane, Lawful Outsider Bane, Undead Bane weapon. Will it strike Lixer at +4 for being a devil (lawful/evil outsider)? Or at +6, since he's also counted as undead for the sake of bane? If I have a Sacred weapon that does 2d6 damage to devils and 1d6 damage to undead, would it deal 2d6 to him or 3d6?
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 03:36:12 AM
Jaela isn't sure. That sort of fine picking is beyond what her knowledge check gave her. Feel free to make inferences and your own guesses based on the information already provided.
Title: Re: Random DM nagging.
Post by: Corwin on May 01, 2012, 12:52:57 PM
Rituals of Mineral

[08:28] <Shizuru> I'll roll the int check. I'll assume it's not an opposed one so moment of prescience doesn't apply.
[08:28] <Shizuru> roll 1d20+6
[08:28] * Hatbot --> "Shizuru rolls 1d20+6 and gets 21." [1d20=15]

---

Book of Hellish Truth

[08:31] <Shizuru> roll 1d20+18 Dispel Evil
[08:31] * Hatbot --> "Shizuru rolls 1d20+18 Dispel Evil and gets 22." [1d20=4]
[08:32] <Shizuru> roll 1d20+17 Dispel Law, Hanna
[08:32] * Hatbot --> "Shizuru rolls 1d20+17 Dispel Law, Hanna and gets 24." [1d20=7]
Title: Re: Random DM nagging.
Post by: Corwin on May 01, 2012, 05:59:17 PM
It's worth noting that we can do this incantation now without chance of failure:
http://www.soulriders.net/forum/index.php/topic,101739.msg1030928.html#msg1030928

Placing it at the entrance hall should block the castle's (not the courtyard's) sole gate and the way to the portal network/the chamber controlling the Aurora. Would it be an acceptable placing? It'll allow us to direct the enemies through the outer gates rather than have them avoid those traps and choke points and try to breach the outer walls, while adding an extra layer of security to the castle itself.

If the idea has merit, I propose to go for it once we repair the current batches + the training rooms.
Title: Re: Random DM nagging.
Post by: Ebiris on May 01, 2012, 07:15:07 PM
I'm for it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 08:18:03 PM
Round 2

Initiative

Above Average

+23(Afina)>+17(Lief, Sylvie)>+16(Drena)>+12(Kascha, Ilsenine)>+11(Jaela, Adrian, Ebony, Stille)>+10(Muirfinn, Ithea, Hope, Hanna)>+9(Crystal, Master)

Average

8.86

Below Average

+8(Mirima)>+7(Tannin, Morniel)>+6(Arrel, Tepen, Vul'lath)>+5(Misalea, Dana, 27, Baleruk)>+3(Balyss)>+2(Gisfal)>+1(Jarl, Canderella)

Assertions

1. These numbers aren't absolute. Initiative has more temporary things that can modify it than other statistics. Sign, nerveskitter, dex boosters and other things all play into it. Gisfal can get up around average if he uses motivate dexterity, for instance.

2. Looking at these numbers, I would recommend an initiative of at least +10. This is a little above average, but I've noticed most serious threats can hit 30 on a decent roll for init. Having at least a chance to match that is an advantage.

3. Character effectiveness tends to correlate with how well they do on initiative, but it isn't an absolute determinator. The opinion of Drena's combat abilities is generally low and he ranks high, while conversely Baleruk ranks well below average despite being your ace in the hole.

4. Characters that can boost initiative for others (Adrian, Lief, Gisfal) get an extra gold star for usefulness.  This was proven Sunday, as Adrian and Lief together had you guys crushing initiative and controlling the battlefield.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 08:33:13 PM
Round 3

Most levels in a single class

Above Average

24(Baleruk(Prismatic Dragon/Abomination))
21(Hope(Fairy Dragon))
20(Master(Monk), Ilsenine(Beguiler), Gisfal(Marshal))
18(Jaela(Favored Soul), Muirfinn(Druid), Ithea(Duskblade), Tepen(Wizard/Expert), Ebony(Bard))
17(Jarl(Healer/Cloud Giant), Kascha(Ghaele), Hanna(Planetar), Sylvie(Factotum), Morniel(Monadic Deva), Canderella(Succubus), Balyss(Favored Soul))
16(27(Outsider/Herald of Ygorl))

Average

15.66

Below Average

15(Tannin(Battle Dancer), Vul'lath(Savant))
14(Crystal(Paladin of Freedom))
13(Afina(Scout), Drena(Air Elemental))
12(Adrian(Rogue))
11(Dana(Knight))
10(Arrel(Aerial Avenger), Mirima(Fighter), Stille(Ardent Dilettante))
9(Misalea(Bard))
8(Lief(Ranger))

Assertions

None. While an interesting curiosity, these numbers aren't much to infer useful information from. The nature of 3.5 makes dipping an entirely valid strategy. It's the sum of the parts, not each component.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2012, 08:51:47 PM
Round 4

Land speed

Above Average

110(Master)>100(Baleruk)>60(Afina, 27)>50(Tannin, Hope, Kascha)

Average

41.72

Below Average

40(Jaela, Ithea, Dana, Jarl, Hanna, Sylvie, Morniel, Crystal, Mirima, Stille)>30(Adrian, Misalea, Tepen, Canderella, Vul'lath, Gisfal, Ebony)>20(Muirfinn, Arrel, Lief, Crystal, Ilsenine, Balyss)

Assertions

1. The average is thrown out of whack by the Master and Baleruk. Without them the average is 37, putting the heap of people at 40 above average.

2. Speed is a useful trait to have. At least 40ft is desirable if possible, to allow for long charges and outrun 30ft land speed opponents. Anything about 50 or 60 is excessive. It's nice to have, but it's not all that useful except for jump checks.

3. I don't think this one correlates much to character effectiveness. High speed is useful, but it's ultimately a luxury that most can do without. This is doubly so if you can work out a decent fly speed and maneuverability.

Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2012, 01:53:52 AM
Round 5

Fly speed

Above Average

280(Baleruk)>150(Kascha)>120(27)>110(Arrel)>105(Drena)>100(Hope)

Average

93.05

Below Average

90(Afina, Hanna, Morniel, Gisfal)>60(Jaela, Lief, Crystal, Ilsenine, Balyss)>50(Misalea, Sylvie, Canderella)

Assertions

1. Baleruk once again fucks up the average. Kascha has some turbo wings on her too.

2. A fly speed is the important thing along with at least average maneuverability. As long as you have it you're okay off. A higher speed is nice and it's served Afina well, but it's not essential.

3. I don't think any deeper inferences can be drawn from this. We're already in a subset of people who are advantaged by having a permanent or nearly permanent fly speed. This and land speed are mostly for the sake of completion.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2012, 02:20:30 AM
Round 6

Armor class

Above Average

60(Master)>54(27)>45(Baleruk)>43(Dana, Stille)>42(Afina, Misalea)>41(Muirfinn, Ithea)>40(Drena)>39(Hope, Hanna)>38(Jaela, Kascha)>37(Tannin, Arrel)

Average

36.5

Below Average

36(Sylvie)>35(Gisfal)>34(Morniel)>33(Balyss)>32(Adrian)>31(Crystal, Canderella)>30(Jarl, Lief, Mirima)>28(Ilsenine)>25(Vul'lath)>24(Ebony)>17(Tepen)

Comments

First of all, this doesn't include a heap of factors. There's lots of ways for people to situationally raise armor class, so take all this with a grain of salt. That said, from the numbers, I'd suggest several classifications. If you're doing melee, you want at least AC 40, or AC 30+a good secondary gimmick to add defense. While 40 is a bit above average, it ideally ensures you some misses and thus helping keep you alive. At this level gimmicks aren't ever foolproof, and various thing can and will counter you. The people who fall below fourty and lack a defensive gimmick have problems with this. Adrian comes right to mind, as his defenses haven't ever quite been up to snuff.

Interestingly, everyone below average but Adrian has some secondary line of defense or gimmick to help shore up their abilities. I may need to look into some sort of solution to this at some point. He has UMD, so a second want to join his wand of shield is probably in the offing.

I find it interesting on how different people assemble different competitive defensive styles.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2012, 05:17:48 PM
Requests for adding creatures to Summon Nature's Ally.

SNA II: Fetid Fungus, MM5 p56
SNA IV: Bloodthorn, FF p23. Spriggan, FF p162. Yellow Musk Creeper, FF p190.
SNA V: Fossergrim, FF p79.
SNA VI: Oread, FF p134.
SNA VII: Dire Rhino, FF p61. Kelp Angler, FF p112. Elementite Swarm, PlH p114.
SNA VIII: Sporebat, FF p161.
SNA IX: Kelpie, FF p114. Octopus Tree, FF p130.

Saw these in a post on the Min/Max boards, thought they might add a bit of versatility to the spells. Especially the higher level SNAs, which are completely ridiculous in my opinion.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2012, 05:28:43 PM
Quote from: Corwin on May 01, 2012, 12:52:57 PM
Rituals of Mineral

[08:28] <Shizuru> I'll roll the int check. I'll assume it's not an opposed one so moment of prescience doesn't apply.
[08:28] <Shizuru> roll 1d20+6
[08:28] * Hatbot --> "Shizuru rolls 1d20+6 and gets 21." [1d20=15]

Jaela can puzzle out that this entire book is a code. It suggests there is a greater ritual hid within it - but she can't puzzle it out herself.


Quote[08:31] <Shizuru> roll 1d20+18 Dispel Evil
[08:31] * Hatbot --> "Shizuru rolls 1d20+18 Dispel Evil and gets 22." [1d20=4]
[08:32] <Shizuru> roll 1d20+17 Dispel Law, Hanna
[08:32] * Hatbot --> "Shizuru rolls 1d20+17 Dispel Law, Hanna and gets 24." [1d20=7]

Swing and a miss.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2012, 05:32:50 PM
Quote from: Corwin on May 01, 2012, 05:59:17 PM
It's worth noting that we can do this incantation now without chance of failure:
http://www.soulriders.net/forum/index.php/topic,101739.msg1030928.html#msg1030928

Placing it at the entrance hall should block the castle's (not the courtyard's) sole gate and the way to the portal network/the chamber controlling the Aurora. Would it be an acceptable placing? It'll allow us to direct the enemies through the outer gates rather than have them avoid those traps and choke points and try to breach the outer walls, while adding an extra layer of security to the castle itself.

If the idea has merit, I propose to go for it once we repair the current batches + the training rooms.

It could work, yes. Do bear in mind the logistical and practical considerations about this, though.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2012, 06:00:31 PM
QuoteSNA II: Fetid Fungus, MM5 p56

No problem with them. Do note that only neutral or evil casters can summon them.

QuoteSNA IV: Bloodthorn, FF p23.

No objection.

QuoteSpriggan, FF p162.

That's fine.

QuoteYellow Musk Creeper, FF p190.

Weird monster. The 6 vine attacks per round give me pause, but the attack mod is so weak that it hardly matters at this level. I suspect these things are good enough utility to warrant bumping up to SNA 5, but in this campaign I don't think it's going to matter. We'll just try them at 4 here.

QuoteSNA V: Fossergrim, FF p79.

That's fine.

QuoteSNA VI: Oread, FF p134.

Earthquake spam much?

QuoteSNA VII: Dire Rhino, FF p61.

That's fine.

QuoteKelp Angler, FF p112.

They're fine.

QuoteElementite Swarm, PlH p114.

Those look okay.

QuoteSporebat, FF p161.

Eh. I'm concerned about summoning a heap o' them and then using the no SR (Su) enervation to drop 4d4 or 5d4 negative levels out in one go. Change it to an SLA and we'll give them a try. I'm still highly hesitant here - I just don't see any real use for them besides enervation bombs.

QuoteSNA IX: Kelpie, FF p114

Besides the emotion SLA - which got split into several spells for 3.5 - they're fine.

QuoteOctopus Tree, FF p130.

Okay.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2012, 06:01:34 PM
Additional animal companions.

Level 16 or 19: Battletitan Dinosaur, MM3 p38. I''m well aware of the flavor text, but it's just flavor text.

Yeah, that's it really. It's a ridiculously large dinosaur and extremely stylish mount. Not sure if I'll use it though. The Dire Tortoise and Fleshraker call to me. Also: Dragonhawks.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2012, 06:08:30 PM
Quote from: Anastasia on May 02, 2012, 06:00:31 PM
QuoteSNA VI: Oread, FF p134.

Earthquake spam much?

Errbody gon' be onna flo'.

Quote
QuoteSporebat, FF p161.

Eh. I'm concerned about summoning a heap o' them and then using the no SR (Su) enervation to drop 4d4 or 5d4 negative levels out in one go. Change it to an SLA and we'll give them a try. I'm still highly hesitant here - I just don't see any real use for them besides enervation bombs.

SLA is what I expected you to say! Also, for transparency's sake, I HAD planned on using Empowered Maximized SNAs to spam them for mass battles. I figure their SLA will bounce right off of anything boss-level though. They make for great aerial support against large groups of low to mid-HD beasties though!

Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2012, 06:23:35 PM
If I have a bipedal reptilian creature as an animal companion, how many slots does it have for equipment? Like, say, if it were a velociraptor.

What if it's quadrupedal? Like a horse?

Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2012, 08:31:20 PM
Was wondering about something I saw on the SRD, looked it up and found an answer.

Q: Do divine spells with Arcane Spell Components require the spell components?

A: According to this link (http://www.enworld.org/forum/d-d-legacy-discussion/24213-divine-spells-arcane-material-component.html#post367139), no. If the entry states that it is M/DF then a divine focus such as a holy symbol can be used to substitute for the Arcane Spell Component. Now, these answers were all from 2002, so I don't think that they're up on 3.5. Your thoughts on this?
Title: Re: Random DM nagging.
Post by: Anastasia on May 03, 2012, 08:19:56 PM
Quote from: Yuthirin on May 02, 2012, 06:01:34 PMAdditional animal companions.

Level 16 or 19: Battletitan Dinosaur, MM3 p38. I''m well aware of the flavor text, but it's just flavor text.

Yeah, that's it really. It's a ridiculously large dinosaur and extremely stylish mount. Not sure if I'll use it though. The Dire Tortoise and Fleshraker call to me. Also: Dragonhawks.

Yeaaaah no, not happening. The other two big level 16 entries have half the hit dice of the battletitan. That thing makes a T-Rex look like a party favor.
Title: Re: Random DM nagging.
Post by: Anastasia on May 03, 2012, 08:27:40 PM
Quote from: Yuthirin on May 02, 2012, 06:08:30 PMSLA is what I expected you to say! Also, for transparency's sake, I HAD planned on using Empowered Maximized SNAs to spam them for mass battles. I figure their SLA will bounce right off of anything boss-level though. They make for great aerial support against large groups of low to mid-HD beasties though!

Okay, we'll try it, see how it goes.
Title: Re: Random DM nagging.
Post by: Anastasia on May 03, 2012, 08:30:29 PM
Quote from: Yuthirin on May 02, 2012, 06:23:35 PM
If I have a bipedal reptilian creature as an animal companion, how many slots does it have for equipment? Like, say, if it were a velociraptor.

What if it's quadrupedal? Like a horse?

http://www.wizards.com/default.asp?x=dnd/re/20031125a

This gives solid guidance on the issue. When it comes up, I make a case by case judgment call about it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 03, 2012, 08:34:30 PM
Quote from: Yuthirin on May 02, 2012, 08:31:20 PM
Was wondering about something I saw on the SRD, looked it up and found an answer.

Q: Do divine spells with Arcane Spell Components require the spell components?

A: According to this link (http://www.enworld.org/forum/d-d-legacy-discussion/24213-divine-spells-arcane-material-component.html#post367139), no. If the entry states that it is M/DF then a divine focus such as a holy symbol can be used to substitute for the Arcane Spell Component. Now, these answers were all from 2002, so I don't think that they're up on 3.5. Your thoughts on this?

This is correct. See here: http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components

If a spell is M/DF or F/DF, all a divine caster needs is their holy/unholy symbol to satisfy that requirement.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 03, 2012, 08:44:47 PM
Neat.
Title: Re: Random DM nagging.
Post by: Corwin on May 04, 2012, 05:10:38 AM
Yeah, it's why I like the divine Identify even though it's a level higher.
Title: Re: Random DM nagging.
Post by: Corwin on May 04, 2012, 07:08:02 AM
A Turning question. It's 1/2 cleric level in the house rules. Does it mean literally levels in cleric, or clerical caster levels? I'm a Favored Soul 18, for example, but my CL for Favored Soul spells is 20. What would Turning be for me, 10d6 or 9d6?
Title: Re: Random DM nagging.
Post by: Anastasia on May 04, 2012, 10:34:47 AM
Quote from: Corwin on May 04, 2012, 07:08:02 AM
A Turning question. It's 1/2 cleric level in the house rules. Does it mean literally levels in cleric, or clerical caster levels? I'm a Favored Soul 18, for example, but my CL for Favored Soul spells is 20. What would Turning be for me, 10d6 or 9d6?

9d6. It's the total of all classes that progress turning. Caster level doesn't play into it. You know how there's a lot of PrCs that advance casting but don't advance turning? Same thing.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 04, 2012, 11:52:30 AM
Nevermind on the elementite swarm for SNA. Apparently there's a specific summoning spell for them in the Spell Compendium.
Title: Re: Random DM nagging.
Post by: Anastasia on May 04, 2012, 11:55:21 AM
Okay then.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2012, 07:31:50 PM
Reminder about that pm that I sent Dune for the animal companion
Title: Re: Random DM nagging.
Post by: Anastasia on May 05, 2012, 08:46:56 PM
Tonight's todo list. Not in any particular order.

1. Review Sanctify the Wicked since Cor was curious about it.
2. Review Yuth's new animal companion in PM.
3. Add tortle reinforcements+knight detachment to army.
4. Post Knights of the Wise Convent PrC.
5. Adjust army morales for recent victory.
6. Continue to tweak spells list for NPCs.
7. Post epic Divine Oracle.
8. Finish that <beeeeeeeeeeeeeeeeeeeeping> dragon epic PrC already.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2012, 05:53:42 PM
Reminder: You guys are level 18. Epic save progression looms, so if you want to boost your saves with a dip, now's the time.
Title: Re: Random DM nagging.
Post by: Corwin on May 06, 2012, 06:06:52 PM
Any chance you'll send me the #terror log remainders? I kinda paused all that stuff waiting on those.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2012, 06:09:21 PM
Uh, let me add that to the list.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2012, 06:09:37 PM
Tonight's todo list. Not in any particular order.

1. Review Sanctify the Wicked since Cor was curious about it.
2. Review Yuth's new animal companion in PM.
3. Add tortle reinforcements+knight detachment to army.
4. Post Knights of the Wise Convent PrC.
5. Adjust army morales for recent victory.
6. Continue to tweak spells list for NPCs.
7. Post epic Divine Oracle.
8. Finish that <beeeeeeeeeeeeeeeeeeeeping> dragon epic PrC already.
9. Terror log fragments.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2012, 11:06:44 PM
Tweaked Tepen's feats to better support his changed spell list.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2012, 02:31:20 AM
Spell topic is finally updated for NPCs. Changelog below.

- Moved all spellcasting upkeep to this topic. I will no longer use the Tablet of Destiny to track NPC spell lists. Sometime in the next few days, links to the spells topic will be added to character sheets.

- Standardized formatting, notations and other nitpicks.

- The information provided in each block is expanded. The proper save DCs are included, as are any metamagic options as well as a notation of sources for non-SRD spells. Further, for prepared casters, spell selection themes were added. These themes are how I design NPC spell selection. These are guidelines and not absolute rules, though most spells an NPC has can be fitted into their themes.

- Fixed Misalea's level 0 bard spells. Hopefully they should stay fixed this time.

- Tepen's spell selection was adjusted for his role in Aurora. He's entirely passive due to his condition, so he has a supporting spell set to better aid that role.

- Added Summon Monster 9 to Drena's half-celestial SLAs. Forgot to update this during level ups.

- Noticed Kascha was short an 8th level spell. I'm not sure why she is, but it was fixed. She selected Mind Blank.

- Sage Vul'lath had one too many 2nd level spells and one too few 1st level spells. This was corrected.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2012, 09:01:19 PM
Gisfal has concluded his interrogation and report about the Initiates of the Draconic Mysteries. The Initiate of Draconic Mysteries path is not intrinsically vile nor is it in obvious error. Any competent teacher could use what he recovered to teach the style. This provides the following options for the refugees to be trained with. This assumes they join up, of course, which is uncertain as of now.

Initiate of the Draconic Mysteries style: Grants dragon-like abilities, slow improved damage dice size, improved critical hit multiplier for unarmed attacks and ultimately the ability to take draconic form.
Master's style: You get monks who know something of several styles: War Dancer, Battle Dancer, Monk, Monk of the Enabled Hand and Shou Disciple.  He can also focus down on one path to teach them as desired.
Sylvie's style: This provides monks who know the basics and augment their abilities with magic and adaptability. While powerful, it is a demanding style and many are unsuited for it.
Stille's style: Throw everything in a pot, mix it together and hope it comes out well. Stille teaches them something of everything. You'll get a whole lot of variance and odd abilities from them with this style.

Preferences?
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2012, 09:07:52 PM
Ebony's sheet is updated. A quick changelog is as follows:

- Ebony gained the angel, good and lawful subtypes. Her type became outsider. She gained all benefits of those changes.

- Ebony lost her human bonus feat.

- Ebony gained a +7 natural armor bonus.

- Ebony regained +1 to her physical ability scores, as age no longer weakens her. She also gained +2 wisdom due to the insights gained by her transformation.

- I didn't bother with SLAs, as her build has two spell sets already. It would just be ability bloat.

- She'll have a bit of LA to pay off this changes when she next levels up.
Title: Re: Random DM nagging.
Post by: Corwin on May 09, 2012, 02:45:39 AM
Let's just wait until it actually is certain what those guys want. We were going to give them at least a month of recovery, right?
Title: Re: Random DM nagging.
Post by: Anastasia on May 09, 2012, 02:51:46 AM
That was the number batted around, yes.

Up to you guys if you want to wait. At least you know your options now.
Title: Re: Random DM nagging.
Post by: Ebiris on May 09, 2012, 04:09:40 PM
The Master's mixed style with the prospect of specialisation for those who fit it seems to offer the best potential return from the options given. If anyone's pretty enough or shows the inclination then armed styles like the Graceful blow or the favoured styles of other Aurora leaders are also possible, but if they want to languish in monkdom I won't stop them.
Title: Re: Random DM nagging.
Post by: Anastasia on May 09, 2012, 04:17:44 PM
Quote from: Ebiris on May 09, 2012, 04:09:40 PM
The Master's mixed style with the prospect of specialisation for those who fit it seems to offer the best potential return from the options given. If anyone's pretty enough or shows the inclination then armed styles like the Graceful blow or the favoured styles of other Aurora leaders are also possible, but if they want to languish in monkdom I won't stop them.

Well, they already have inclinations and basic monk training. Hence focusing on those angles. If you want to pursue other angles entirely, that's fine too, say so.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 09, 2012, 06:18:42 PM
I still don't think that we should deny people the opportunity to turn themselves into dragons. If people want to turn into dragons, and we have a valid path that has been investigated and determined to not be THE DEVIL, we should at least offer it to them and explain the benefits and drawbacks.
Title: Re: Random DM nagging.
Post by: Merc on May 10, 2012, 05:10:01 PM
...I'm seeing Annalise's sheet in the cemetary. What the heck happened to lead to her getting blown up by 21? 0_o
Title: Re: Random DM nagging.
Post by: Corwin on May 10, 2012, 05:14:41 PM
Logs are up.
Title: Re: Random DM nagging.
Post by: Anastasia on May 10, 2012, 06:56:20 PM
Yeah, just read the log. Shit got complicated.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 11, 2012, 04:27:52 PM
1. In the scope of Mass Awaken, the XP cost is 250. I see no reason not to use that on any animal on the Aurora that will be assisting in combat. Namely, the dire wolves. This could also be applied to trees though. In this scope, would the cost of XP->GP be direct, or modified?

2. In the MIC, there is an item called the Pearl of Speech. It is 600gp. Could this be used to allow Muirfinn to speak in shapeshift form? I totally understand if this doesn't overcome the Natural Spell ban (that's not what I'm getting at here), but I'd at least like to be able to communicate.

3. What would Muirfinn have to go about doing to reach Exalted alignment, and what would that entail?
Title: Re: Random DM nagging.
Post by: Anastasia on May 11, 2012, 10:36:36 PM
With any luck, Simmer will be up tonight. Mei will be tomorrow night most likely, as I have too much work to do. Those two books Eb bought are due as well.

EDIT: On reading Yuth's post, that'll probably be tomorrow too since it's gonna be a bit involved to answer and require looking up shit.
Title: Re: Random DM nagging.
Post by: Anastasia on May 11, 2012, 10:47:13 PM
Simmer's build in case I don't get her posted tonight is as follows.

Dryad 4/Half Fire Elemental 3/Barbarian (Hunter variant) 10//Sorcerer 5/Lord of the Bright Fires 10/War Mage 2

Hunter Barbarians get favored enemies and archery combat style while sacrificing rage related abilities. It's a so-so trade but it fits Simmer extremely well, down to the archery boosts. I originally considered pure ranger, but mixing in more spellcasting did not appeal nor did an animal companion. On the other hand, d12 HD and more standalone powers did. So there you go. War Mage is from Dragonlance: Age of Mortals and isn't the base class from Complete Arcane. Do note that this PrC was given errata in a later Dragonlance product. Battle Magic becomes 3 + con mod/day and isn't affected by abilities that influence variable damage, such as Empower Spell. Sucks for Simmer but such is life. They also get intimidate as a class skill.

For what it's worth, I'd have nerfed Battle Magic anyway. +3 per die of damage per spell is absurdly good. Hell, a free +1/die of damage is more than pulling its weight.
Title: Re: Random DM nagging.
Post by: Anastasia on May 11, 2012, 10:56:45 PM
Mei's build isn't finalized and probably won't be until tomorrow. This is the rough build.

Warlock 17//Paladin 5/Voice of the Triune 10/Enlightened Spirit 2. The Enlightened Spirit levels may come before the Triune levels and be resumed after them, things are still fluid. She has VoP and a homebrewed Vow of Silence, so how that ties into pre-reqs and general fiddling is still to be fully determined.  Fortunately she has a bunch of spare exalted feats so she'll not have prereq problems. Her basic build is a ranged paladin, looking into the feats and allow ranged smiting and a custom exalted warlock feat.

Yeah, she's gonna be tomorrow most likely just based on the work ahead of me. Oi.
Title: Re: Random DM nagging.
Post by: Merc on May 11, 2012, 10:58:37 PM
Animal Companion and the spells are pretty easy to ACF for ranger, there's the feats for spells trade from Complete Champion, and the distracting attack for companion (that Lief also has) from PHBII. She'd also get slightly more skills and class skills and a good reflex save.

That said, I'd rather she get barbarian just because of the giggles from Simmer going into a d12 HD class that also gets DR. Let's face it, even if it's silly, she could -really- use that. Unless she rolls crap, then...well, sucks to be her?
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 02:57:41 AM
It makes sense to me. Get butchered by Senaril, take steps to be more enduring and able to not be butchered.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 03:07:29 AM
Won't get Simmer done tonight, so he's a few tidbits if you're curious.

Feats: Toughness(1), Eschew Materials(S1), Combat Casting(3), Searing Spell(S5), Weapon Focus(Longbow)(6), Fiery Spell(9), Rapidshot(B2), Spell Penetration(12), Manyshot(B6), Fey Bloodline(15), Empower Spell(WM2) (Yes weapon focus is a pre-req.)

Simmer casts as a 16th level sorcerer. Her themes are fire, more fire and FIRE! Oh, and a few protection too since fuck Senaril.



Title: Re: Random DM nagging.
Post by: Corwin on May 12, 2012, 04:55:00 PM
When you have the time, I would be curious to see you post a few high-level NPCs on the side of Good. Not even necessarily people we'll ever come in contact with. Say like any of the angels that control a layer of Celestia, or anyone else really powerful and nongeneric (so not just Solar 33/Cleric 33).
Title: Re: Random DM nagging.
Post by: Corwin on May 12, 2012, 05:23:20 PM
The intent is for Afina and Jaela to go on the Graceful Blow ancestor tomb quest tomorrow, along with Adrian, Misalea and Mirima. This lineup looks perfectly fine to me, but if they really want to take someone else, there are up to three more spots.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 06:37:27 PM
Quote from: Yuthirin on May 11, 2012, 04:27:52 PM
1. In the scope of Mass Awaken, the XP cost is 250. I see no reason not to use that on any animal on the Aurora that will be assisting in combat. Namely, the dire wolves. This could also be applied to trees though. In this scope, would the cost of XP->GP be direct, or modified?

I can't find my old ruling on this. It hasn't really come up since Balmuria 1 so we've all been plodding along. For crafting the XP costs are ignored. In the case of awakening, I feel the benefit of awakening is worth some resource trade-off. Mmm. We'll go with 1-1 for Mass Awaken (Awaken Construct too), with the proviso that the lab doesn't lower the cost. Treat it like an expensive material component or focus.

I'll also give you the same ruling I gave to Afina about her constructs. You're welcome to awaken creatures; a result of awakening them is that they gain the ability to gestalt. Keep them to fairly simple classes and no full casting classes. That adds a whole other layer of unneeded complications if you start awakening up archmages and master clerics.

Quote2. In the MIC, there is an item called the Pearl of Speech. It is 600gp. Could this be used to allow Muirfinn to speak in shapeshift form? I totally understand if this doesn't overcome the Natural Spell ban (that's not what I'm getting at here), but I'd at least like to be able to communicate.

Yeah, that's fine. Just remember the normal MIC doubling.

Quote3. What would Muirfinn have to go about doing to reach Exalted alignment, and what would that entail?

Let me talk to you privately about that since it involves a lot of note checking on my end and feel out what you want here.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 06:44:50 PM
Quote from: Corwin on May 12, 2012, 04:55:00 PM
When you have the time, I would be curious to see you post a few high-level NPCs on the side of Good. Not even necessarily people we'll ever come in contact with. Say like any of the angels that control a layer of Celestia, or anyone else really powerful and nongeneric (so not just Solar 33/Cleric 33).

The Hebdomad is roughly equivalent to the Lords of the Nine in power. Barachiel is 52 hit dice, for example, with 52 levels of trumpet archon as one side of the gestalt. This outshines the deities I've posted, but this is on purpose. I've posted Alicia, most of Seira, Zaaman Rul, Empress Sulia and Malcanthet. All but Zaaman Rul are relatively new on the divine stage; Zaaman Rul got his ass kicked by Imix. I've been working my way up slowly, making a good base before working out the strongest creatures.

At some point I'll post them, but deities are a lot of work and doubly so if I want to publicly post them. Just don't expect it soon, since I have lots of DM work to do already.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 06:46:08 PM
Quote from: Corwin on May 12, 2012, 05:23:20 PM
The intent is for Afina and Jaela to go on the Graceful Blow ancestor tomb quest tomorrow, along with Adrian, Misalea and Mirima. This lineup looks perfectly fine to me, but if they really want to take someone else, there are up to three more spots.

They're good there. If you want to bring other PCs/they're interested now feel free. I'm all for making my life easier, though I won't force the other two to go along if they aren't interested.
Title: Re: Random DM nagging.
Post by: Corwin on May 12, 2012, 06:47:02 PM
No, no. I don't want deities. I just want Good epic dudes.
Title: Re: Random DM nagging.
Post by: Corwin on May 12, 2012, 06:48:16 PM
Quote from: Anastasia on May 12, 2012, 06:37:27 PM
Quote3. What would Muirfinn have to go about doing to reach Exalted alignment, and what would that entail?

Let me talk to you privately about that since it involves a lot of note checking on my end and feel out what you want here.

You told me no when I asked.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 06:48:42 PM
Quote from: Corwin on May 12, 2012, 06:47:02 PM
No, no. I don't want deities. I just want Good epic dudes.

Well, the Hebdomad are planar lords so I misunderstood your intent.

Grandfather Time was a solar 45//wizard 20/master of the compact 25, for example.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2012, 06:53:52 PM
Quote from: Corwin on May 12, 2012, 06:48:16 PM
Quote from: Anastasia on May 12, 2012, 06:37:27 PM
Quote3. What would Muirfinn have to go about doing to reach Exalted alignment, and what would that entail?

Let me talk to you privately about that since it involves a lot of note checking on my end and feel out what you want here.

You told me no when I asked.

Which involved stuff on my end and talking to you. I know you don't mean anything by it here, but let me deal with this.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2012, 01:38:24 AM
No Mei until tomorrow. Refreshing myself on warlock invocations+custom material is time consuming.
Title: Re: Random DM nagging.
Post by: Corwin on May 13, 2012, 06:17:20 PM
http://www.soulriders.net/forum/index.php/topic,101784.msg1036044.html#msg1036044

Ferrum Incendia

This ring grants the wearer's natural attacks a +5 enhancement bonus, as well as an additional 2d6 points of hellfire damage. This ring radiates overwhelming evil.

Can this ring be fixed? If so, how would the Triune like to handle it?
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2012, 07:34:11 PM
By the power of the orb Misalea used, she has gained three levels. Benefits as follows.

On one side of gestalt she takes three levels of Arcane Duelist. She doesn't have a choice here due to the orb. On the other side she takes two levels of Sentinel and one of Bard.

She gains 8(2d10+1d8)+9=17 hp. Ouch. As a note for next level, she rolled a 1 on her last HD.

She gains 3 points of BAB, bringing her to +17 total.

She gains blur as an SLA a number of times per day as her Arcane Duelist level.

She gains enchant chosen weapon+3.

She gains false keenness.

She gains no new spells per day but 0 4th level spells. With her charisma modifier she has two 4th level charges. She gains another 3rd level spell known and two 4th level spells. She selects Glibness, Inner Beauty and Healing Spirit.

She gains +2 to fort, reflex and will saves.

She gains +1 stat point. She chooses dex and goes up to a +6 dex modifier.

Skills go up as normal.

She gains a feat, choosing Divine Might.

She gains +1 wisdom from fey bloodline. This boosts her wisdom modifier to +4.

She gains deep slumber 1/day as an SLA from fey bloodline.

She gains fey affinity+6 from fey bloodline.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2012, 08:38:49 PM
I'm posting Villisa here since she's not official in any capacity. While she does exist, these stats aren't final. Should events ever bring her on stage, there's good odds I'll have made some changes. The basics are done. I'd add more customized powers dealing with her station at the least, and likely a few other tweaks to her existing powers, were I doing her seriously. This is purely for Cor's enlightenment since he was curious. A solar of this level and station would likely have some sort of official rank, perhaps even being a proxy of Sune. I didn't add that since it's purely extra effort.

Incidentally, I was originally going to do Sapha and make it a nudge and wink parody at the unusual abundance of lesbians you guys seem to pick up. The humor didn't work out so I scrapped that and did Villisa instead.

Villisa and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Villisa is one of the Stronghearted, an order of solars who see to the protection of love. Villisa's particular duties involve protecting loves of all sort, though she tends to protect traditional love while her sisters Debonah and Sapha see to relations between homosexual men and women, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

Villisa stands ten feet tall, a willowy woman of breath-taking beauty. She does not wear armor, wearing a dress of white silk resembling a bridal gown. Her hair is blonde, shining bright with a faintly metallic glint in the light. A length of red silk cord is curled around her right wrist.


Villisa, Guardian of Love.

Solar 35//Paladin of Freedom 20 (Ruby Rose Knight)/Heartwarder 10/Divine Champion 5

Size/Type: Large Outsider (Good, Chaotic)
Hit Dice: 22d10+13d8+385 (716 hp)
Initiative: +19
Speed: 50 ft, fly 150 ft (good)
Armor Class: 55 (-1 size, +12 dex, +21 natural, +1 dodge, +12 armor)
Base Attack/CMB/CMD: +35/+45/63
Attack: Villisa's Silk+54 (1d3+18 plus entangle)
Full Attack:Villisa's Silk+54 (1d3+18 plus entangle)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, smite evil 7/day, turn undead 16/day (DC 31; 8d6)
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, aura of good, detect evil, lay on hands(260 hp), divine grace, aura of resolve, enduring personality, special mount, heroism 5/week, heroic rapture, heart of passion, lips of rapture, voice of a siren, tears of evergold, lay on hands(DC version; 65 hp), imbue with spell ability, divine wrath.
Saves: Fort +41, Ref +44, Will +45  (+4 vs poison, +4 resistance vs evil, +2 sacred vs divine magic, outsider SLAs and SUs)
Abilities: Str 28, Dex 32, Con 32, Int 28, Wis 34, Cha 37
Skills: 38+ability modifier.
Feats: Words of Creation(B), Dodge(1), Mobility(3), Spell Focus(Enchantment)(6), Exotic Weapon Proficiency(Whip)(9), Divine Might(12), Weapon Focus(Whip)(15), Power Attack(18), Improved Initiative(21), Combat Reflexes(DC2), Combat Expertise(DC4)
Epic Feats: Epic Spell Capacity(24), Superior Initiative(27), Epic Skill Focus(Diplomacy)(30), Epic Skill Focus(Sense Motive)(33)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Villisa takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35nd, DC 23+spell level. Any of Villisa's always active abilities may be dispelled, but she can reactive them as a free action on her turn.

Spells

Villisa casts as a 33rd level cleric with access to the Chaos, Charm, Good, Protection and Pleasure domains.

Change Shape (Su)

Villisa can assume the form of any small or medium humanoid.


Paladin of Freedom powers:
Spoiler: ShowHide


Villisa casts as a 20th level paladin.

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) 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.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) 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 Resolve (Su)

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

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

Enduring Personality (Su)

A 3rd-level Ruby Rose Knight is immune to any effect that would deal Charisma damage or Charisma drain. This benefit replaces the standard paladin's divine health class feature.

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.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Heroism (Sp)

At 6th level, a Ruby Rose Knight can use a heroism effect once per week, using her class level as her caster level. She can't use this spell-like ability on herself, only on another creature.

This benefit replaces the remove disease class feature gained by a standard paladin. If she would later gain extra weekly uses of remove disease, a Ruby Rose Knight instead gains extra weekly uses of heroism.


Heartwarder powers:
Spoiler: ShowHide


Heart of Passion (Ex)

At 2nd level a heartwarder invokes such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This translates into a +2 bonus to all charisma based skills.

Lips of Rapture (Su)

At 4th level, the heartwarder's kiss bestows a state of bliss on the recipient, conferring a +2 morale bonus to attack rolls, weapon damage rolls, saves and checks. This ability lasts 5 rounds and can be used a number of times a day equal to your charisma modifier.  The only downside to a heartwarder's kiss is that it also afflicts a daze spell on the target(A normal saving throw negates, as if the heartwarder had cast daze.)

Voice of a Siren (Su)

A heartwarder's voice is so enticing that she weakens the ability of her foes to resist her spells. She gains the benefits of greater spell focus(Enchantment) and spell penetration, but only on spells that have a verbal component.

Tears of Evergold (Su)

Once a week, a heartwarder can cry tears from the sacred pool of Evergold. If the tears are collected, they serve as a potion of love and can be used by the Sunite faith as holy water.


Gear: [spoiler]

Villisa's Silk

This silken cord is usually seen wrapped around Villisa's right wrist, resembling nothing more than a red bracelet. As a free action Villisa may cause it to unfurl, forming a whip with 70ft of reach. Unlike normal whips, this whip may deal lethal damage and deal damage to enemies with a natural armor bonus of +3 or greater, or an armor bonus of +1 or greater. While it may make attacks of opportunity as well, the long length is difficult to control. As a result, Villisa's Silk only threatens to a range of 20ft.

Villisa's Silk is a whip+10, mighty smiting. On a successful attack with Villisa's Silk, silken strands and bonds appear over the target, covering them. The target must make a DC 41 reflex save or be entangled for 7 rounds.

Bridal Gown

This beautiful white gown is enchanted to protect Villisa, granting her a +12 armor bonus to armor class.


Title: Re: Random DM nagging.
Post by: Corwin on May 14, 2012, 02:43:11 AM
Divine Might is an awesome feat, though it has Power Attack as a prereq. Divine Vigor isn't bad?
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 02:50:27 AM
Quote from: Corwin on May 14, 2012, 02:43:11 AM
Divine Might is an awesome feat, though it has Power Attack as a prereq. Divine Vigor isn't bad?

Oh right, I forgot. I almost always have PA for warrior types, so it slips my mind when they don't. She replaces P4's extra smiting with power attack to satisfy the prerequisite. She needs the offense of divine might enough to where it's worth two smites. Thanks for the catch.
Title: Re: Random DM nagging.
Post by: Corwin on May 14, 2012, 11:26:51 AM
I have a question about design/build guidelines.

Essentially, are things that give the same or a very similar thing twice allowed to stack in Balmuria? I'm not talking about Evasion + Evasion becoming Improved Evasion, but say about being a paladin and getting Divine Grace and then going into Champion of Gwynharwyf and getting Charisma to saves a second time, or about being a chaos monk and a battledancer and getting a stat to AC twice (even the same stat, if you get the Ascetic Mage feat).
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 11:53:49 AM
It isn't officially banned, as I allow it in one or two situations (generally involving the divine rank templates or unique corner cases), but generally it's not going to happen. Stacking a stat to the same thing more than once is going to get nixed. I could get nasty and do things like that, but it's a level of numerical charop that I'd rather not bring to the table. As a related ruling, anything that boils down to 'paladin/divine blessing cha to saves' is going to be ruled to be the same thing, despite any naming differences.

I do allow getting multiple different stats to something, within reason. The Master has cha, wis and dex to AC, for instance. This falls back into the normal range of DM judgment, as generally you're making yourself more MAD doing so.
Title: Re: Random DM nagging.
Post by: Corwin on May 14, 2012, 01:22:06 PM
In other words, the issue is the 'same stat to same derived value', while different stats to the same derived value would generally be allowed? To use your Master example, if he had Charisma to saves and Intelligence to saves, both would apply and be legitimate?
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 01:26:29 PM
Ayup, pending DM discretion like everything else.
Title: Re: Random DM nagging.
Post by: Corwin on May 14, 2012, 01:33:19 PM
Cool, thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 01:39:18 PM
What'cha planning, by the way? I know you were toying with Knight of the Wise Convent when it was posted.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 01:44:52 PM
By the way people, I want the ring from the tomb + the Nessian's ring sorted out before session tomorrow. Otherwise we'll sit there and wait until it's sorted out. This is going on weeks. I want a decision, even if it's just to throw it into a lake and forget about it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 02:02:38 PM
Quote from: Corwin on May 13, 2012, 06:17:20 PMhttp://www.soulriders.net/forum/index.php/topic,101784.msg1036044.html#msg1036044

Ferrum Incendia

This ring grants the wearer's natural attacks a +5 enhancement bonus, as well as an additional 2d6 points of hellfire damage. This ring radiates overwhelming evil.

Can this ring be fixed? If so, how would the Triune like to handle it?

Ferrum Incendia must be doused in the joyous cries of newborn eternal life, then used to bring peace between great enemies.
Title: Re: Random DM nagging.
Post by: Corwin on May 14, 2012, 02:13:45 PM
I was simply thinking about trying to design an epic class for holy warriors which had Divine Grace. Then I figured, since paladins had the Grace ability and they were very likely to go for this prc, would it be good or bad for them? Or would they just have to ACF one of the instances out? That started me wondering how this stuff would work in a normal setting too, like with paladin/champion of gwynharwyf, and how other stuff might stack. Thus I asked.

It's more of a fun thing. I'm also trying to design a thematically fitting class, since there's been all this talk about disciples and training and what not, but that's not a priority.

Re: rings. I understand your frustration, but each of us is only responsible for ourselves. I never had a strong interest in the Nessian ring and indicated as much. The tomb ring is the same. I'm not going to force anyone into taking them, and I hardly intend to fight over something fairly ill-suited for me.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 02:29:04 PM
Aaah.

For reference, I personally wouldn't give divine grace as an epic class feature. A holy warrior is likely either going to have that, or has chosen not to add it to their build. The ability's been in play since level 2. Epic classes shouldn't just be rehashes of normal classes. Really, for an epic PrC you want go past what normal classes do and have some reason it is epic. That's the hardest part about designing one - if you can look at it and you can't come up with a good reason that it's not a normal PrC, you need to reconsider if it should be an epic PrC in the first place. That makes designing epic PrCs challenging. Got any concrete ideas formed up yet? I can give you some advice if you want.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 02:36:24 PM
Quote from: Corwin on May 14, 2012, 02:13:45 PMRe: rings. I understand your frustration, but each of us is only responsible for ourselves. I never had a strong interest in the Nessian ring and indicated as much. The tomb ring is the same. I'm not going to force anyone into taking them, and I hardly intend to fight over something fairly ill-suited for me.

I'd like one of you to step up and settle it then. I don't care which, just get it done with already. Nothing against any of you, this has just gone on too long. Someone needs to step up and move this.
Title: Re: Random DM nagging.
Post by: Corwin on May 14, 2012, 02:52:11 PM
Fine. Unless a PC claims it or has a better case/stronger preference, the Nessian ring goes to Mirima. Unless a PC claims it or has a better case/stronger preference, the WillMettle ring goes to Ebony.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 03:02:50 PM
Okay, thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on May 14, 2012, 11:56:27 PM
Mei will finally be posted tonight. Apologies for the delay, a mix of custom material and personal distractions slowed this down. Also, I'm posting this feat now to cut off questions later.

Devoted Warlock [General]
Prerequisite: Smite evil, eldritch blast.
Benefit: If you have levels in paladin and warlock those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and the total damage of your eldritch blast ability. In addition, you may smite evil with your eldritch blast. This functions as normal, adding your charisma modifier to hit and your paladin level to damage.

The first part of the feat doesn't apply to this game, but I put it there for the sake of completeness. Mei does gain the ability to smite evil with her eldritch blast.
Title: Re: Random DM nagging.
Post by: Anastasia on May 15, 2012, 01:45:44 AM
Mei is fiiiiiinally up. I had to do a crapload of custom material and tweaking, and moreover I needed a refresher course on warlocks. Oh, and I made her an entire custom PrC to better fit her role and theme. Some of that's on me for putting a lot of effort into her, but in any case it was a considerable amount of work. A few nit-picky things aren't in place yet. I haven't found a good picture for her, her spells and invocations need to be formatted and added to spells, she'll need epic progressions for Voice of the Triune and VoP and I need to make a good cheat sheet for her invocation combos.

By the way, one of the BoED designers made an epic progression for VoP. I'll probably use that with a few modifications. You can view it below.

[spoiler]

Epic Vow of Poverty (Epic, Exalted)
You have renewed your vow to forswear material possessions.

Prerequisites:  Sacred Vow, Vow of Poverty, character level 21+.

Benefit:  You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level.  See the table below for details.

Special:  To fulfil your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use an ordinary (neither magic nor masterwork) quarterstaff.  You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals).  You may carry and use a spell component pouch.  You may not use any magic item of any sort, though you can benefit from magic items used on your behalf  you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll or staff, or ride on your companion's ebon fly.  You may not, however, "borrow" a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand or staff.

If you break your vow, you immediately and irrevocably lose the benefit of this feat.  You may not take another feat to replace it.

Epic Vow of Poverty Benefits
AC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth).  These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats:

Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage.
* This feat can be taken multiple times, its effects stack.
** This feat can be taken multiple times, applying to a new domain each time.
*** This feat can be taken multiple times, applying to a different type of special material each time.

Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects.  An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su): An epic ascetic's exalted strike ability continues to increase as he gains levels.  The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th.  At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon.  At 26th level, the ascetic's attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial.  At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures.  At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level.  At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score.  At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score.  The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su): At 24th level, the epic ascetic's damage reduction improves to 10/epic and evil.  For every 10 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic & evil at 34th, 20/epic & evil at 44th, etc.).

Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores.  This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level).

Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell.  This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30.  Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic).  The epic ascetic is now immune to that energy type.  An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged.  Any such penalties that he has already taken, however, remain in place.  Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex): Upon reaching 32nd level, an epic ascetic's regeneration ability improves.  He gains the fast healing ability, healing an amount of damage per round equal to (ascetic's level -5)/5, rounded down.

Swiftness (Su): Upon reaching 36th level, the epic ascetic's speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature).  He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks.  Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits:

* His hit points are increased to the maximum possible for his Hit Dice.
* His base land speed increases to 60 feet (50 feet if he is Small)
* His deflection bonus to AC is increased by his Charisma bonus.
* He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option).
* He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects.
* He gains spell resistance 32, or his existing spell resistance increases by 5.

Aura of Menace (Su): Beginning at 43rd level, a righteous aura surrounds the epic ascetic when he is in combat or angry.  Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects.  The save DC is equal to 12 + half the ascetic's character level + the ascetic's Charisma modifier.  Those who fail take a penalty on attacks, AC and saves equal to (ascetic's level)/5, rounded down.  This penalty lasts for 24 hours or until they successfully hit the ascetic.  A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic's aura for 24 hours.

Special Ability: Upon reaching 45th level, and every 5 levels thereafter, the epic ascetic chooses one ability from the following list.

Exalted Banestrike (Su) – Any weapon the ascetic wields (including natural weapons or unarmed strikes) deals grievous damage to undead and evil outsiders. Against such foes, the ascetic's attacks deal an extra 4d6 points of damage.

Exalted Dodge (Ex) – When struck by an opponent the ascetic has designated as the target of his Dodge feat, he may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack.

Exalted Druid (Su) – While in wild shape, the ascetic gains all the extraordinary and supernatural abilities of the creature whose form he adopts. In addition, the ascetic can assume the form of magical beasts.

Exalted Evasion (Su) – Any physical attack or individually targeted spell directed at the ascetic has a 20% miss chance. Area effects that include the ascetic have a similar chance to be ineffective. If an attack overcomes the miss chance, the ascetic still gets the benefit of a saving throw (if applicable).

Exalted Monk (Su) – The ascetic's unarmed strikes are treated as slashing weapons with the keen, lawful and vorpal qualities. The ascetic can choose to deal bludgeoning damage instead of slashing damage, but the vorpal quality does not apply to the attack. In addition, the ascetic's unarmed damage increases by one die step.

Exalted Paladin (Su) – The ascetic's aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet. In addition, the ascetic can smite evil an additional three times per day, and gets an extra three points of damage per class level on a successful smite.

Exalted Radiance (Su) – The ascetic automatically dispels any darkness effect that comes into contact with his Nimbus of Light. In addition, undead within the brightly lit area of the Nimbus take an additional 2d8 points of holy damage each round with no save.

Exalted Sight (Su) – The ascetic is under the constant effects of a greater arcane sight spell.

Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers.

Exalted Weapon Mastery (Ex) – When striking with a simple or natural weapon, the ascetic gains the benefits of the Epic Weapon Focus, Epic Weapon Specialisation and Improved Critical feats.

I welcome constructive comments and feedback on the changes,  however, this thread is for the discussion of additional Special Abilities that can be added to the list.  From the previous thread we have the following to consider:

Call the Ascetic (Su)
Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again.  Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day.

Exalted Resurrection (Su)
Once per month the ascetic character is brought back to life as though by a true resurrection spell.

Exalted Grace (Ex)
The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12.

Greater Exalted Grace (Ex or Su?)
The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws.  Prerequisite: Exalted Grace.

Spell-like Ability
The Ascetic gains a spell-like ability.  He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day.  The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess.  You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier.  You may not select spells using Heighten, Fortify, or similar metamagics.  A spell-like ability may be seleced multiple times to gain additional uses.  The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based.  If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use.

Exalted Magic (Ex or Su?)
Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot.  In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects.  The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess.

Epic Exalted Companion (Ex)
The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (http://boards1.wizards.com/showthread.php?t=158114)  If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another).

Exalted Cohort (Ex)
A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service.  The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only).  The Ascetic does not attract followers by selecting this ability.  The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats.

Exalted Lifespark (Su?)
You are constantly under the effects of Deathward.  Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier.  If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat.

Improved Exalted Strike (Su)
You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes.  You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future.  Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once.  Note that selecting Holy or Holy Power would be redundant.  Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2).  If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.
Title: Re: Random DM nagging.
Post by: Corwin on May 15, 2012, 01:20:24 PM
From my understanding, Morniel is first working to arrange a meeting with the resistance, and then will switch to working on the Triad stuff. But if he's doing it in parallel, let's say he was instructed on our attitude towards betrayal of any kind and that Naliel will not be welcome. As an accomplished diplomat, he can probably spin it any way he wishes or just be honest, whichever works best for him.
Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2012, 11:40:14 AM
Gwinnan's Travel Logs, Volume 3: Fire.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Plane of Fire, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"There are many different tribes and kingdoms within Fire, but none were stranger than the Defilers of Water. They are a group of devoted efreeti who take burning rock and craft it into the shape of great boats. These huge boats are then painstakingly crafted to the finest detail, said to take centuries of work. When done, the boat is taken to a portal to the Astral, and then to another, special portal into Water. The boat, being of pure Fire, promptly explodes into a hundred-thousand pieces. I scoffed at this flagrant waste, yet each of the Defilers claimed they were striking great blows against Water. They claim that they are sponsored by the Sultan of the Efreet, and indeed possess considerable material wealth. Moreover, they use the reality altering power of Wishing to unhallow each boat before sending it into water, claiming that the Sultan personally grants this wish."
Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2012, 11:58:31 AM
Gwinnan's Travel Logs, Volume 4: Magma.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Para-Elemental Plane of Magma. It provides the following information and traits about Magma.

- Fire dominant. Creatures in Magma take 2d6 points of fire damage per round in open air, and 20d6 points of fire damage if immersed in the endless flows of melted rock there.

- Earth dominant. The thick magma is impossible to breathe in short of magic. In addition, the constant melting of earth releases great clouds of toxic gas. Open areas of Magma are poisonous, preventing breathing and forcing a fortitude save (DC 15 + 1 per round exposed). Failure inflicts 1d4 points of constitution damage. Most creatures succumb to the poison well before they suffocate. Creatures with the earth or fire subtype are not affected by these gasses and can breath as normal in the open spaces.

- Heavy gravity. Balance, Climb, Jump, Ride, Swim, and Tumble checks suffer a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character's speed. Weapon ranges are halved.

- Enhanced magic. Spells of the earth or fire descriptor are both enpowered and enlarged. Spells that have both descriptors are double empowered (200%) and double enlarged (range increased by 200%.).

- Impeded magic.  Spells of the air and water descriptor are impeded.

In addition, there is one tidbit in particular that is of unusual interest.

"My sojourn into Magma can be best described by my meeting with the Lavafriends. These earth and fire elementals smash into each other willingly, until they can smash no more and collapse. They repeat this day after day for weeks, until I at last decry the foolishness of this affair. I am told to be silent and watch one more day. This day they again smash into each other, but this time the earth melts and the fire cools. What were two are now one, a new magma para-elemental born. I found the entire display nauseating, moreso when the newly born para-elemental thanked its now deceased parents. Madness!"
Title: Re: Random DM nagging.
Post by: Corwin on May 16, 2012, 12:52:15 PM
I'll buy Eternal Life and Chaos.
Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2012, 01:40:15 PM
Post it in loot so I can keep track in there.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2012, 12:12:58 AM
Eternal Life

This book is a listing of the ways for a mortal creature to become immortal. It lists the following methods.

- Steady use of youthening agents, such as potions of youth. This method is noted to have several drawbacks. First of all, these are invariably expensive and often difficult to obtain. Secondly, it is not true eternal life, but only a stop-gap that can be nullified or taken away. Third of all, this eventually draws the attention of maruts. This is the least reliable option of them all.

- Magic to greatly enhance longevity. This is noted as being highly effective but ultimately limited, and extraordinarily difficult and expensive. The most basic of these spells is beyond the ninth circle and requires a kingdom's wealth to pay for the magical components. It also has the problem of maruts, though not quite to the degree of the previous.

- Stealing youth. It is noted there is a corrupt spell that can do this, destroying decades of life to grant the caster a few years of youth. The drawbacks (or lack of them, depending) are obvious.

- Body theft. While effective, high magics can banish you out of a stolen body and it is ultimately only a stop-gap measure. Further, the inevitables tend to particularly emphasize stopping this particular of manner of eternal life.

- Undeath. The author does not go deeply into this, simply stating that other works are better able to analyze the complex subject that the various forms of undeath available, along with the perks and draw backs. It lists lichdom, vampirism and ghosthood as three potentials, each with differing positives and negatives.

- Transcendence. This is noted as the most difficult path but likely the best. Transcending the flesh and becoming an outsider, elemental or certain other creatures such as a souled construct cease the tugging of mortality. This requires a great spiritual journey or experience, and often requires the consent of a powerful outsider or deity. However, this does not attract ire from maruts, and once you have it you usually have it forever.

In the back of the book are handwritten notes, a different style and ink used from the previous chapters. The writing is disjointed, but inevitably surges towards a conclusion. The conclusion provides the following feat.

Body of the Undying [Epic]
Prerequisite: Extended Lifespan, Perfect Health, con 25
Benefit: You become immune to effects that would advance your age. In addition, this feat counts as Extended Lifespan, again increasing your age categories.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2012, 12:29:46 AM
Chaos

Jaela finds this book to be a rousing collection of miniaturized stories, often changing genres, styles and pacing sentence from sentence! Yet it agrees with her, some of the best damn light reading in years! Even better, when checking an old page, she finds that the old pages are different and new again! With this great breath and width of stories, all sorts of things can happen if Jaela spends an hour reading this book! In fact, there's so many that a d8 is used to decide which effect happens!

1 - Rousing stories of adventure and derring do! You gain the benefits of a heroism spell for 10 minutes.
2 - Burning diatribes and politically charged rants! You gain the benefits of a rage spell for 10 minutes.
3 - Melancholy and heartbreaking stories! You gain the benefits of a crushing despair spell for 10 minutes.
4 - Love stories and grand romances! You gain the benefits of a charm monster spell on yourself for 10 minutes. (You are treated as charmed to the first person you see after finishing your reading.)
5 - A jumble of so many things that nothing stands out, but boy did you have fun reading it!
6 - Uplifting faith stories and people finding happiness! You gain the benefits of a good hope spell for 10 minutes.
7 - Oh, those slaad are so awesome and they just did awesome things! You gain the benefits of an Eagle's Splendor spell, but your features take on a slaad cast for the duration.
8 - All of the above! So much concentrated fun is difficult to manage and you must make a DC 25 will save (the benefits of the various effects above are not factored into this roll) or be stunned for 10 minutes due to the pure fun!
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2012, 06:00:34 PM
Quote from: Corwin on April 30, 2012, 06:15:34 PM
And back to this, after our victory~

Second Repairs Round (to take place right now):


Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days.
Tepen. Spellcraft +28 normally.

Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +35 with the floating feat.

Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days. -> Improve library sorting system(Takes 1 minute to consult): 50,000 gold; 1 DC 29 K:A check; 1 DC 31 spellcraft check; 2 days.
Kascha. Spellcraft +40, K:A +43 normally; Spellcraft +55 with the Spellcraft booster.



Third Repairs Round (to take place a week from now, pending events and available cash):


Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +40 normally.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.


Thoughts?

Okay, you guys are about there for the second round, so roll it up and post results.
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2012, 06:17:11 PM
[00:02] <Jaela> Set up electricity styled trap in the courtyard, 3d6 damage: 15,000 gold; 5 DC 25 spellcraft checks; 7 days.
[00:02] <Jaela> Tepen. Spellcraft +28 normally.
[00:02] <Jaela> roll 5#1d20 aiding #1
[00:02] * Hatbot --> "Jaela rolls 5#1d20 aiding #1 and gets 37." [5#1d20 = 3, 4, 16, 12, 2]
[00:02] <Jaela> roll 5#1d20 aiding #2
[00:02] * Hatbot --> "Jaela rolls 5#1d20 aiding #2 and gets 59." [5#1d20 = 11, 19, 3, 16, 10]
[00:02] <Jaela> Okay
[00:02] <Jaela> roll 5#1d20+32 Tepen
[00:02] * Hatbot --> "Jaela rolls 5#1d20+32 Tepen and gets 212." [5#1d20+32 = 42, 38, 52, 41, 39]

25%+5%+4%+9%+5%+4%=52% discount
7,200gp/15,000gp


[00:03] <Jaela> Improve growing farms(Things grow in 1/20th of the normal time): 10,000 gold; 2 DC 23 K:N checks, 1 DC 24 spellcraft check; 5 days.
[00:03] <Jaela> Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +35 with the floating feat.
[00:04] <Jaela> roll 3#1d20 aiding #1
[00:04] * Hatbot --> "Jaela rolls 3#1d20 aiding #1 and gets 36." [3#1d20 = 9, 15, 12]
[00:04] <Jaela> roll 3#1d20 aiding #2
[00:04] * Hatbot --> "Jaela rolls 3#1d20 aiding #2 and gets 27." [3#1d20 = 4, 7, 16]
[00:04] <Jaela> roll 2#1d20+56 Sylvie
[00:04] * Hatbot --> "Jaela rolls 2#1d20+56 Sylvie and gets 126." [2#1d20+56 = 64, 62]
[00:04] <Jaela> roll 1d20+39 Sylvie
[00:04] * Hatbot --> "Jaela rolls 1d20+39 Sylvie and gets 55." [1d20=16]

25%+13%+13%+10%=61% discount
3,900gp/10,000gp


[00:04] <Jaela> Improve library's selection(+10 to knowledge checks): 50,000 gold; 1 DC 27 K:P check; 1 DC 30 Appraise check; 7 days.
[00:04] <Jaela> Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.
[00:05] <Jaela> roll 2#1d20 aiding #1
[00:05] * Hatbot --> "Jaela rolls 2#1d20 aiding #1 and gets 20." [2#1d20 = 5, 15]
[00:05] <Jaela> roll 2#1d20 aiding #2
[00:05] * Hatbot --> "Jaela rolls 2#1d20 aiding #2 and gets 12." [2#1d20 = 1, 11]
[00:06] <Jaela> roll 1d20+49 Vul'lath, K:P
[00:06] * Hatbot --> "Jaela rolls 1d20+49 Vul'lath, K:P and gets 69." [1d20=20]
[00:06] <Jaela> roll 1d20+47 Vul'lath, Appraise
[00:06] * Hatbot --> "Jaela rolls 1d20+47 Vul'lath, Appraise and gets 48." [1d20=1]

25%+14%+6%=45% discount
27,500gp/50,000gp


[00:06] <Jaela> Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days. -> Improve library sorting system(Takes 1 minute to consult): 50,000 gold; 1 DC 29 K:A check; 1 DC 31 spellcraft check; 2 days.
[00:06] <Jaela> Kascha. Spellcraft +40, K:A +43 normally; Spellcraft +55 with the Spellcraft booster.
[00:06] <Jaela> roll 4#1d20 aiding #1
[00:06] * Hatbot --> "Jaela rolls 4#1d20 aiding #1 and gets 32." [4#1d20 = 4, 13, 14, 1]
[00:06] <Jaela> roll 4#1d20 aiding #2
[00:07] * Hatbot --> "Jaela rolls 4#1d20 aiding #2 and gets 49." [4#1d20 = 15, 7, 15, 12]
[00:07] <Jaela> roll 1d20+47 Kascha, K:A dc26
[00:07] * Hatbot --> "Jaela rolls 1d20+47 Kascha, K:A dc26 and gets 59." [1d20=12]
[00:07] <Jaela> roll 1d20+59 Kascha, spellcraft dc26
[00:07] * Hatbot --> "Jaela rolls 1d20+59 Kascha, spellcraft dc26 and gets 73." [1d20=14]
[00:08] <Jaela> roll 1d20+47 Kascha, K:A dc29
[00:08] * Hatbot --> "Jaela rolls 1d20+47 Kascha, K:A dc29 and gets 62." [1d20=15]
[00:08] <Jaela> roll 1d20+57 Kascha, spellcraft dc31
[00:08] * Hatbot --> "Jaela rolls 1d20+57 Kascha, spellcraft dc31 and gets 77." [1d20=20]

25%+11%+15%=51% discount
14,700gp/30,000gp

25%+11%+15%=51% discount
24,500gp/50,000gp
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2012, 06:30:21 PM
Third repairs round (any suggestions?):

Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +40 normally.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

Lava pools (For the pyrofey and other fiery races): 10,000 gold; 2 DC 30 K:A&E checks; 1 DC 32 K:A check; 4 days.
Tepen. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.

Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days.
Tepen, after lava pools. Spellcraft +28, K:A +33 normally; K:A +48 with K:A booster.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 18, 2012, 06:31:45 PM
I'd like to get that Worldmeet Glade in if possible. I know it's expensive, but still. Should be a morale booster for anything extraplanar, elemental, or outsider.
Title: Re: Random DM nagging.
Post by: Ebiris on May 18, 2012, 06:32:56 PM
We absolutely must upgrade our mess hall. This is insanely useful.

Devils love fear and poison.

Heroes feast provides immunity to both. This will provide a massive boost for our guys vs devils at very low cost. Do it.
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2012, 06:35:07 PM
Yuth: The relevant boosters are occupied right now and it's too expensive to afford without them at this point.
Eb: I was somewhat worried over the whole 'addictive' thing. Think it's just fluff?
Title: Re: Random DM nagging.
Post by: Ebiris on May 18, 2012, 06:36:11 PM
It'll only be addictive for a couple of days before it becomes a heroes feast.

Also addictive food means fewer desertions, and will more quickly suborn any devil infiltrators.

edit: My lawyers asked me to say that there's no proof it's addictive, it's merely habit forming.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 18, 2012, 06:36:41 PM
Cor: Alright, next round then.

Eb: The addictive bit did worry me a tad, though the granted ability would be insanely useful. >_>
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2012, 06:39:34 PM
Okay! Revision! We can push the farms back since the cafeteria is the exact same thing and requires the exact same skills. Lava baths and library boosting are key so they remain, and the elec trap is cheap and inoffensive. I know Merc wanted the faster library system so maybe this will get him to post. Let's go with this configuration for the week ahead?

Third round:

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +40 normally.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

Lava pools (For the pyrofey and other fiery races): 10,000 gold; 2 DC 30 K:A&E checks; 1 DC 32 K:A check; 4 days.
Tepen. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.

Improve library sorting system(Takes 10 minutes to consult): 30,000 gold; 1 DC 26 spellcraft check; 1 DC 26 K:A check; 3 days.
Tepen, after lava pools. Spellcraft +28, K:A +33 normally; K:A +48 with K:A booster.

Improve cafeteria(Better than the real thing. Possibly addictive!): 50,000 gold; 1 DC 30 spellcraft check; 2 DC 30 K:N checks; 4 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 18, 2012, 06:42:31 PM
Sounds good.
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2012, 06:48:13 PM
Can favored souls have K:P?
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2012, 06:59:12 PM
There was a dumb mistake in the former, and besides we have training rooms to fix now. So!

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +40 normally.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

Lava pools (For the pyrofey and other fiery races): 10,000 gold; 2 DC 30 K:A&E checks; 1 DC 32 K:A check; 4 days.
Tepen. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.
Tepen, after lava pools. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.

Improve cafeteria(Better than the real thing. Possibly addictive!): 50,000 gold; 1 DC 30 spellcraft check; 2 DC 30 K:N checks; 4 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2012, 07:14:32 PM
Quote from: Corwin on May 18, 2012, 06:48:13 PM
Can favored souls have K:P?

Fair enough. Houseruled.
Title: Re: Random DM nagging.
Post by: Anastasia on May 19, 2012, 12:34:06 AM
Miscellaneous bullshit alert!

Repeating this here since it came up in session: I'm running with the houseruling of Lingering Flames from today's session. It deals damage on benig cast, entering the radius and on the caster's turn each round. You can only take damage from Lingering Flames once per round. For the sake of this and ease of tracking, rounds are tracked by the caster's turns. It's possible to go in, take damage and then immediately take damage again if the caster's turn is up next, but oh well. This part of the ruling is for ease of management.
Title: Re: Random DM nagging.
Post by: Corwin on May 20, 2012, 06:16:29 AM
I want to fight the devils, it's been a while. Can we?
Title: Re: Random DM nagging.
Post by: Anastasia on May 20, 2012, 08:38:10 PM
Quote from: Corwin on May 20, 2012, 06:16:29 AM
I want to fight the devils, it's been a while. Can we?

Sure, go find a devil to attack or wait for them to come to you.
Title: Re: Random DM nagging.
Post by: Anastasia on May 20, 2012, 09:40:40 PM
Okay. We were chatting over things in chat tonight and the subject of spell DCs not keeping up with save modifiers came up. The idea of changing spell save DCs to function like supernatural ability DCs came up and there was interest. So I figured I'd bring it up here and see what you guys think.

Proposed house rule for spells and SLAs: Spell DCs are now 10 + 1/2 hit dice + casting stat modifier. Spell level no longer plays into it and the save DCs for spells rise with your level, just like how supernatural abilities work. For instance, Simmer (cha mod+9, 17 hd) would have a save DC of 27 for all of her spells.

This would help make save DCs keep up better, since I know all of you have noticed they struggle. Conversely, it would make your diabolical opponents stronger, as save DCs would be higher against you. Further, enemy spellcasters would be even more dangerous. What do you guys think? Interested? All of you are casters, so I figure all of you should have an opinion on this.
Title: Re: Random DM nagging.
Post by: Merc on May 20, 2012, 09:54:26 PM
I don't think it actually removes the existing problem, though it does help a bit. A spell's DC will still be around the same for newly learned spells (sorceror/wizard gets level 9 spells at level 17-18, which means DC of 19 before casting stat...which is the same as existing DC, to list an example), but it does allow lower level spells to increase in relevance, and the spell DC increases roughly proportionally to that of a characters' saves.

Anyway, I'm okay with trying it out, I don't think it would make enemy spellcasters (or us) that much more dangerous, overall.
Title: Re: Random DM nagging.
Post by: Anastasia on May 20, 2012, 09:56:16 PM
Quote from: Merc on May 20, 2012, 09:54:26 PM
I don't think it actually removes the existing problem, though it does help a bit. A spell's DC will still be around the same for newly learned spells (sorceror/wizard gets level 9 spells at level 17-18, which means DC of 19 before casting stat...which is the same as existing DC, to list an example), but it does allow lower level spells to increase in relevance, and the spell DC increases roughly proportionally to that of a characters' saves.

Anyway, I'm okay with trying it out, I don't think it would make enemy spellcasters (or us) that much more dangerous, overall.

It doesn't 100% fix DC issues. To be honest, only a lower level of optimization and reworking gestalt saves would do that. I do think this does help, which is all I'm aiming for.
Title: Re: Random DM nagging.
Post by: Merc on May 20, 2012, 10:01:19 PM
*nods*
Title: Re: Random DM nagging.
Post by: Corwin on May 21, 2012, 12:18:34 AM
I don't like it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 21, 2012, 12:19:52 AM
Quote from: Corwin on May 21, 2012, 12:18:34 AM
I don't like it.

Curiously, why not?
Title: Re: Random DM nagging.
Post by: Ebiris on May 21, 2012, 03:25:44 AM
I dislike it. Our foes are typically hd-bloated above ourselves, so it grants a greater advantage to them. Also higher level spell = higher dc isn't a model I'd like to get rid of.
Title: Re: Random DM nagging.
Post by: Corwin on May 21, 2012, 04:05:06 AM
Pretty much. Also, why do I need to stick through to Weird if Phantasmal Killer is just as good? Or, say, Glitterdust? It's a lot more satisfying to get to the higher levels if you're getting superior spells in every sense from them.

Also, it's certainly true that you favor the approach of boss enemies over a deluge of mooks, so their saves and HD will be bloated. Our potential gains are suspect, while we'll certainly get screwed. Doubly so, since devils=SLAs, and usually employ both spammable and quickened SLAs in your builds.

Personally, if we want higher DCs/you want to give us a bit of an edge, I would prefer boosting it via raising our casting stats and via DC boosters. I hope I'll get a chance to find a star for Hanna to craft something to make my Light spells better, that sort of stuff can be neat.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 21, 2012, 11:22:37 AM
Quote from: Corwin on May 21, 2012, 04:05:06 AM
Personally, if we want higher DCs/you want to give us a bit of an edge, I would prefer boosting it via raising our casting stats and via DC boosters. I hope I'll get a chance to find a star for Hanna to craft something to make my Light spells better, that sort of stuff can be neat.

This was my suggestion, and I think it would produce less insanity to do that.
Title: Re: Random DM nagging.
Post by: Anastasia on May 21, 2012, 12:27:03 PM
Fair enough then.
Title: Re: Random DM nagging.
Post by: Anastasia on May 21, 2012, 06:54:53 PM
Spell list update.

- The entry for Annalise has been removed.
- Ebony's formatting was adjusted.
- Adjusted Simmer's casting flowchart.
- Added Mei to the list.

In addition I did some stats for spellcasting in Balmuria 3. I don't know if these are helpful at all, but here you go.
Spoiler: ShowHide


Types of spellcasters:

Arcane spellcasters: 14 (Afina, Ithea, Misalea, Tannin, Tepen, Kascha, Baleruk, Sylvie, Ilsenine, Mirima, Vul'lath, Ebony, Stille, Simmer)
Divine spellcasters: 15 (Jaela, Muirfinn, Misalea, Jarl, Lief, Crystal, Drena, Hanna, Sylvie, Canderella, Vul'lath, Gisfal, Stille, Balyss, Mei)
Invoctation users: 2 (Adrian, Mei)
Psionics: 2 (Dana, Morniel)

Arcane spellcaster notes

Class breakdown

2 bards
1 vigilante
3 wizards
5 sorcerers
1 chameleon
1 beguiler
1 savant
2 duskblades
1 fatemaker

Maximum spellcasting levels

9th (Tepen, Kascha, Ilsenine, Vul'lath)
8th (Ebony, Simmer)
7th (Afina)
6th (Baleruk, Sylvie)
5th (Ithea)
4th (Misalea, Tannin)
3rd (Mirima)
1st (Stille)

Spells per day

103 (Ebony)
71 (Vul'lath)
64 (Simmer)
61 (Ithea)
60 (Afina)
57 (Tepen)
52 (Baleruk)
51 (Kascha)
47 (Sylvie)
24 (Mirima)
20 (Misalea, Tannin)
9 (Stille)

Divine spellcaster notes

Class breakdown

3 favored souls
1 divine crusader
1 druid
1 healer
2 rangers
2 paladins
4 clerics
1 champion of gwynharwyf
1 chameleon
1 thunderborn
1 savant

Maximum spellcasting levels

9th (Jaela, Muirfinn, Hanna, Canderella, Balyss)
8th (Jarl, Drena, Gisfal)
6th (Sylvie, Stille)
4th (Crystal)
3rd (Vul'lath)
2nd (Lief, Mei)
1st (Misalea)

Spells per day

125 (Balyss)
113 (Jaela)
72 (Hanna)
60 (Drena)
54 (Muirfinn)
48 (Gisfal)
39 (Stille)
28 (Sylvie)
18 (Crystal)
6 (Vul'lath)
4 (Lief)
2 (Misalea)

Invocation users notes

Class breakdown

1 dragonfire adept
1 warlock

Maximum invocation levels

Dark/Holy (Mei)
Least (Adrian)

Psionics notes

Class breakdown

1 psychic warrior
1 psychic rogue

Maximum manifesting levels.

2nd (Dana, Morniel)

Power points per day

27 (Morniel)
19 (Dana)
Title: Re: Random DM nagging.
Post by: Anastasia on May 22, 2012, 12:21:51 AM
Updated autobattle settings for all the new NPCs.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 02:07:56 AM
I wish I knew why I can get super inspired by a random project.
Title: Re: Random DM nagging.
Post by: Corwin on May 23, 2012, 03:06:09 PM
How much would Hanna price a cauldron of stars for the Aurora? The one we discussed?
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 03:08:27 PM
Let me get back to you on that, since odds are it'll come up IC soon anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 04:01:17 PM
Todo list:

1. Finish up Cor PrC.
2. Finish up Yuth PrC. Both are like 98% done.
3. Update shops for Azuril.

Anything else you guys want/need?
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 07:54:56 PM
Bonus DM nagging!

Could you guys spell out what classes you're planning to take for the next five or so levels? I don't know is a valid answer, but if you do tell me. Also, what feats are you grabbing at 21, 24 and any bonus feats? Thanks, doing some DM work and it would be useful to know.
Title: Re: Random DM nagging.
Post by: Merc on May 23, 2012, 08:37:41 PM
Duskblade side is duskblade FOREVER. On the other side, I'll take rogue 12-13 for levels 19-20.

For levels 21+, I'm not sure what I'll take on that side. I may just take rogue since I've not seen any PrCs that really seem to fit, unless I can come up with some PrC to design for myself.

Didn't we answer this a while back as well (feats too)?
Title: Re: Random DM nagging.
Post by: Merc on May 23, 2012, 08:42:41 PM
Also, on things want/need, did Tannin ever go look for info on the greensteel? His thread says no, and can't find post saying otherwise, but I -thought- he had for some reason... I'm positive he'd found something about it being craftable for one thing.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:24:59 PM
Quote from: Merc on May 23, 2012, 08:37:41 PM
Duskblade side is duskblade FOREVER. On the other side, I'll take rogue 12-13 for levels 19-20.

For levels 21+, I'm not sure what I'll take on that side. I may just take rogue since I've not seen any PrCs that really seem to fit, unless I can come up with some PrC to design for myself.

Didn't we answer this a while back as well (feats too)?

I want to make sure I'm clear on this and we have it all straight.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:26:00 PM
Quote from: Merc on May 23, 2012, 08:42:41 PM
Also, on things want/need, did Tannin ever go look for info on the greensteel? His thread says no, and can't find post saying otherwise, but I -thought- he had for some reason... I'm positive he'd found something about it being craftable for one thing.

He did, it just fell through the cracks pretty hard. I can dig that up or you can have Filbrez buy it for 150% market value. Your call.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:33:53 PM
Have you looked at Knight of the Weave (CoV), Merc? If you ever go from lapsed follow of Mystra to more active, the flavor fits and it gives you some options. It's really rather overlapping with duskblade, though. Oh, and there's always Wild Mage, Anarch. 27 would approve.
Title: Re: Random DM nagging.
Post by: Merc on May 23, 2012, 10:37:37 PM
Unless Afina says she's interested in crafting anything, I'll sell it.

As for Mystra, I doubt I'll follow her again, unless she starts becoming more active with us once we recruit one of her guys or something. One of the reasons Ithea supposedly went lapsed follower was disappointment in Mystra's lack of activity/involvement. Barring a good change in that, Ithea wouldn't start following her again.
Title: Re: Random DM nagging.
Post by: Merc on May 23, 2012, 10:37:52 PM
And fuck wild mage.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:39:09 PM
Quote from: Merc on May 23, 2012, 10:37:37 PM
Unless Afina says she's interested in crafting anything, I'll sell it.

As for Mystra, I doubt I'll follow her again, unless she starts becoming more active with us once we recruit one of her guys or something. One of the reasons Ithea supposedly went lapsed follower was disappointment in Mystra's lack of activity/involvement. Barring a good change in that, Ithea wouldn't start following her again.

Okay, note the purchase in loot. Fair enough on the second, really just tossing ideas out now.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:41:09 PM
Quote from: Merc on May 23, 2012, 10:37:52 PM
And fuck wild mage.

27 gives you a heartbroken look before gnawing on the wall.

You could go Green Star ADept and go MECHA KITTY?
Title: Re: Random DM nagging.
Post by: Merc on May 23, 2012, 10:43:29 PM
I just got done playing a robot. I think I'm good with that =p
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:46:44 PM
Quote from: Merc on May 23, 2012, 10:43:29 PM
I just got done playing a robot. I think I'm good with that =p

How about Celebrex from Dragon Compendium?
Title: Re: Random DM nagging.
Post by: Merc on May 23, 2012, 10:54:43 PM
I'll have to look at that, I guess. Dunno anything about it
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 10:56:29 PM
I'm really just firing out ideas here.

Planeshifter from Manual of the Planes, maybe? It could help you with your own plane shifts.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 23, 2012, 11:40:10 PM
Quote from: Anastasia on May 23, 2012, 07:54:56 PM
Bonus DM nagging!

Could you guys spell out what classes you're planning to take for the next five or so levels? I don't know is a valid answer, but if you do tell me. Also, what feats are you grabbing at 21, 24 and any bonus feats? Thanks, doing some DM work and it would be useful to know.

19: Druid 19//Ardent Dilletant 4
20: Druid 20//Ardent Dilletant 5
     +1 to Charisma
21: Custom PrC//Scout
     Epic Spellcasting
22: Custom PrC//Scout
23: Custom PrC//Scout

I'm open for suggestions!
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 11:47:56 PM
Base classes, eh? More rogue gets more SA and eventually rogue talents. Not bad depending on what you use them on. More monk gives you monk stuff, not great but it couldn't hurt depending on ACFs. You have full casting already, so I'd be thinking depth and boosting what you have. If all else fails you could go druid on that side for the bonus epic feats.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 11:49:05 PM
Also, are we talking a dip or a real level investment here?
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2012, 11:57:55 PM
Casual suggestions. Obviously bear on mind stepping on toes with things like sentinel, scout or factotum. Dunno if they care, but fair warning.

Barbarian: Rage while shapeshifted. +10 movement isn't bad. Most of the rest isn't worth too much for you barring ACF shenanigans.
Fighter: Feats. Always useful, never really excels.
Sentinel (paladin variant): Anti evil outsider NG paladin. Misalea uses it. Not bad but it is a paladin class so beware of all that brings in.
Ranger: Combat style isn't much for you, but you get a few bonus feats and odds'n'ends. If you get one of the favored enemy feats it might have some merit, but it would require a serious investment. The spellcasting is completely wasted on you.
Sor/Wiz: Casting dip. Probably not worth a lot since you already have one set of spellcasting.
Psionics in general: See sor/wiz. Psychic Warrior is an option if you want a small dip for a few bonus feats.
Ninja: Jokes aside, it doesn't really offer you much besides invisibility that's likely to be bypassed anyway.
Scout: Skirmish isn't bad since you do a fair bit of mobile combat, has some okay synergy with druid's nature-y abilities.
Savant: A shit load of little things spread out all over. Plays into the wiseman(turtle) angle, though it's not mechanically earthshattering.
Factotum: It's been done by Ithea'n'Sylvie, but it's not a terrible 3+ level dip.
Incarnum: I don't know it, but Merc got some use out of it in B2. It may be worth investigating. Same with vestiges and ToM.
Title: Re: Random DM nagging.
Post by: Merc on May 24, 2012, 12:09:24 AM
Incarnum's not really worth getting into at this point probably.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:10:42 AM
How does it work versus late level dipping, anyway? Does it scale at all?
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:13:57 AM
Ithea, your sheet init is only +10. You have +6 dex and +4 improved init, but don't you get int to init from Factotum 3?
Title: Re: Random DM nagging.
Post by: Merc on May 24, 2012, 12:21:15 AM
It scales well enough, it's just that the bonuses aren't particularly exciting for Yuth that he couldn't probably get better from another class unless he wants some investment, as far as I can tell.

In Dana's case I said it might work as a dip for her because she was lawful neutral and she could get bonuses to melee attack rolls as an incarnate. She doesn't qualify anymore since her alignment changed as an aside.

He'd probably have wanted to grab some incarnum feats, but at epic levels he'd probably want to use his feats on the epic ones, obviously.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:22:37 AM
Probably. This is why I try to be done with base class dips by epic. You struggle to integrate level 1-2 stuff in, oftentimes.
Title: Re: Random DM nagging.
Post by: Merc on May 24, 2012, 12:24:24 AM
Quote from: Anastasia on May 24, 2012, 12:13:57 AM
Ithea, your sheet init is only +10. You have +6 dex and +4 improved init, but don't you get int to init from Factotum 3?
Uh, I do? I don't see anything that says I get int to init, unless you mean that Brains over Brawns considers init a dexterity check (in which case I'd assume reflex is considered there too?).
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:25:42 AM
Saves=/=dexterity based check. Saves are something else entirely. Anyway, as far as init goes? From the SRD:

QuoteAt the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll.
Title: Re: Random DM nagging.
Post by: Merc on May 24, 2012, 12:26:43 AM
Oh, huh. I never really considered initiative a dexterity check for some reason. I mean, I knew that's what it was based on, but... *shrugs*

I'll add Int to it then.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:27:26 AM
Yes. It's why Motivate Dexterity and Brains over Brawn are so good. It's why Sylvie has something like a +16 init modifier, too.
Title: Re: Random DM nagging.
Post by: Merc on May 24, 2012, 12:28:16 AM
Sheet is updated.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:30:06 AM
Cool. That's by far the strongest aspect of a 3 level factotum dip. You could always just keep going in Factotum if all else fails, it gives out a lot of broad variety and useful things.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 24, 2012, 12:44:40 AM
Scout could get tasty with Flyby Attack. What book is Savant from?
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:45:53 AM
Dragon Compendium. It's also in the ultimate SRD if you have that handy.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 24, 2012, 12:46:36 AM
Always do. I'll check it out tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:47:30 AM
Let me know what you think.
Title: Re: Random DM nagging.
Post by: Corwin on May 24, 2012, 02:53:50 AM
I don't know, really. OC5 is going to get finished, but there's merit in going prestige knight first to raise saves pre-epic. Before said prc, I figured of doing the same thing with monk or rogue. I kind of want to continue it, so I'd probably stick with it for the most part past the point it would remain relevant.

I strongly dislike epic magic, and I have an even stronger hatred for the epic magic feat tax so I don't know what I'll do on the other side. I've been worrying over getting screwed due to SR if I don't advance my CL, but a marshal dip for Charisma to CL for purposes of bypassing SR takes care of that.

Some combination of Automatic Magic: Quicken, the feat that reduces quicken costs by 2 and Devilslayer (essentially flipped Demonslayer) appeal as lvl21 and lvl24 feats. I originally considered adding another alignment component to my DR but the strong enemies against whom it would come to guard would easily bypass it anyway so it'd be wasteful. The feat where you heal from energy you're immune to is cool but doesn't apply to me. Mutliaction is useful, but impossbly distant plus I don't want to get free haste as an epic feat while Afina is around to provide it anyway. A charisma or constitution boost would be nice, but I don't want to waste a feat on them with the other options existing. None of the other feats really left an impression on me, possibly because many of them wouldn't apply to me due to build/alignment.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 03:18:09 AM
Quote from: Corwin on May 24, 2012, 02:53:50 AMI strongly dislike epic magic, and I have an even stronger hatred for the epic magic feat tax so I don't know what I'll do on the other side. I've been worrying over getting screwed due to SR if I don't advance my CL, but a marshal dip for Charisma to CL for purposes of bypassing SR takes care of that.

That will mostly take care of caster level checks, at least for awhile. If nothing else, you doing this will make your spell game much better. Anyone casting SR: Yes spells will love you a long time for it.

As an aside for the FS part of your gestalt, perhaps just continue FS? The epic progression (http://www.soulriders.net/forum/index.php/topic,101739.msg1029371.html#msg1029371) for it is a bonus feat every three levels, +fly speed and dr+energy resistance boosts. It's not that bad for you, even the whole epic spells thing aside, and the bonus epic feats would let you get automatic quicken or other shenanigans going faster. Also, if for whatever reason you change your mind about epic magic, you won't be behind in CL. I'm not sure if you will, don't get me wrong, but it's nice to have a fall back.

QuoteSome combination of Automatic Magic: Quicken, the feat that reduces quicken costs by 2 and Devilslayer (essentially flipped Demonslayer) appeal as lvl21 and lvl24 feats. I originally considered adding another alignment component to my DR but the strong enemies against whom it would come to guard would easily bypass it anyway so it'd be wasteful. The feat where you heal from energy you're immune to is cool but doesn't apply to me. Mutliaction is useful, but impossbly distant plus I don't want to get free haste as an epic feat while Afina is around to provide it anyway. A charisma or constitution boost would be nice, but I don't want to waste a feat on them with the other options existing. None of the other feats really left an impression on me, possibly because many of them wouldn't apply to me due to build/alignment.

You could go for Great Smiting, though it's not optimal for you since you don't have a really high bonus damage total from smite. Pulverize would be nice as well if you're able to finesse the prerequisites. Bonus Domain is almost certainly overkill, but it could be an option if you want to grab yet another one. Oh, and Spell Opportunity could be crazy-good with your gambit setup. It does require the dreaded Combat Casting, though. For that matter Improved Combat Reflexes could be a good nab at some point if your dex doesn't improve much. <--Check that, missed dex 21 there. Ow.  Spellcasting Harrier too, by the same token. Finally, Holy Strike isn't the most interesting feat, but it is a solid +2d6 against evil.
Title: Re: Random DM nagging.
Post by: Corwin on May 24, 2012, 04:31:51 AM
I think I'm covered against evil. Spellcasting Harrier is the sort of thing that I think makes for a great mechanic but is kind of dumb as an epic feat, honestly. Given a choice, any caster should really 5ft step back/quick cast/etc, if they're even in melee to begin with (why?) over casting defensively. I guess they might do it anyway since SH is rare, but that just makes it a 1/encounter thing, perhaps even 1/game since our enemies apparently study our abilities. Yeah, Improved Combat Reflexes is kinda eh. If I have dex 21 I pretty much have infinite AoOs anyway since we don't do mook deluge battles. Spell Opportunity isn't bad, but touch spells kind of suck past a certain level and I'd rather just use my epic weapon to stab the devils over reaching out and touching them. One can get past this with custom and useful spells but that's just cheese.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 12:00:11 PM
Quote from: Corwin on May 24, 2012, 04:31:51 AMSpellcasting Harrier is the sort of thing that I think makes for a great mechanic but is kind of dumb as an epic feat, honestly. Given a choice, any caster should really 5ft step back/quick cast/etc, if they're even in melee to begin with (why?) over casting defensively. I guess they might do it anyway since SH is rare, but that just makes it a 1/encounter thing, perhaps even 1/game since our enemies apparently study our abilities.

It also works on SLAs, so you'd nail at least some outsiders with it.

QuoteYeah, Improved Combat Reflexes is kinda eh. If I have dex 21 I pretty much have infinite AoOs anyway since we don't do mook deluge battles. Spell Opportunity isn't bad, but touch spells kind of suck past a certain level and I'd rather just use my epic weapon to stab the devils over reaching out and touching them. One can get past this with custom and useful spells but that's just cheese.

Making custom spells is cheese? Really?
Title: Re: Random DM nagging.
Post by: Corwin on May 24, 2012, 12:54:22 PM
Custom and useful spells. It depends on why one might think spell lists for limited casters (ie not clerics/druids/wizards) don't have certain spells on them. If the idea is to balance/limit them, then yes, pretty much. In the same sense, if a wizard wants to make a custom spell that effectively gives him Cure Serious Wounds or Heal, is it cheese?
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2012, 01:10:31 PM
Quote from: Corwin on May 24, 2012, 12:54:22 PMCustom and useful spells. It depends on why one might think spell lists for limited casters (ie not clerics/druids/wizards) don't have certain spells on them. If the idea is to balance/limit them, then yes, pretty much. In the same sense, if a wizard wants to make a custom spell that effectively gives him Cure Serious Wounds or Heal, is it cheese?

I'm not really sure what you're arguing here, beyond some obscure definition of custom and useful. Clerics have plenty of touch spells already, making more is hardly close to a wizard making a healing spell.
Title: Re: Random DM nagging.
Post by: Ebiris on May 24, 2012, 01:38:49 PM
Subject to change if Afina manages to get anywhere on the prismatic path (likely accompanied by yet more depowering templates pushing her effectiveness lower and lower until she breaks through and becomes awesome again).

19 Firesoul Mage 3/Scout 11
20 Firesoul Mage 4/Scout 12 Blind Fight (scout bonus)
21 Firesoul Mage 5/Scout 13 Craft Epic Items
22 Swiftblade 11/Scout 14
23 Swiftblade 12/Scout 15
24 Swiftblade 13/Scout 16 Great Ability or Epic Spell Capacity? Toughness (scout bonus)
Title: Re: Random DM nagging.
Post by: Anastasia on May 25, 2012, 01:37:18 AM
Why Blind-Fight? Prereq, or are there no other useful bonus feats to grab? That doesn't strike me as all that great a feat for you.
Title: Re: Random DM nagging.
Post by: Anastasia on May 25, 2012, 01:42:26 AM
3000 posts on this board. Damn, we game hard.

---

Merc, are you going to update stats anytime soon? Idle curiosity, I know you're busy and it's a big job now.

Updated the Grimoire of Sacred Knowledge.
Title: Re: Random DM nagging.
Post by: Anastasia on May 25, 2012, 01:49:11 AM
SERIOUS DM NEWS

Okay guys, all of ya have been largely working alone lately. That's fine sometimes, but it's reaching the point where I'm running 3/4 rooms most days. Could we try and have all of you work together more? This is becoming a serious strain on me, to the detriment of my DMing and patience. This doesn't mean all four of you have to be joined at the hip forever now, but let's try and have you all achieve goals together more?

Thank you.
Title: Re: Random DM nagging.
Post by: Ebiris on May 25, 2012, 03:22:42 AM
Quote from: Anastasia on May 25, 2012, 01:37:18 AM
Why Blind-Fight? Prereq, or are there no other useful bonus feats to grab? That doesn't strike me as all that great a feat for you.

I have blindsense but not blindsight. Also very handy against incorporeal stuff. I had it before I got the half-fire elemental template and it proved itself situationally useful.
Title: Re: Random DM nagging.
Post by: Corwin on May 25, 2012, 04:13:06 AM
To be perfectly fair, I asked if we can go kill devils or rescue people. This is presumed to take place together. But there hasn't really been more response than 'we'll look into it' so....

I also suggested we go kill an evil dragon for cash. That might be fine too.
Title: Re: Random DM nagging.
Post by: Merc on May 25, 2012, 10:08:44 AM
Quote from: Anastasia on May 25, 2012, 01:42:26 AMMerc, are you going to update stats anytime soon? Idle curiosity, I know you're busy and it's a big job now.
I've quite honestly not touched stats stuff at -all- since early march, so it's gotten even worse. I may try to work on it again, but honestly, best thing might be for me to just start fresh from level 18+ since we recently just leveled up, and someday backtrack.

Time to dedicate to it is just a bit of a bitch, so I'd probably pull out a number of the stats I tracked before as well.

Quote from: Anastasia on May 25, 2012, 01:49:11 AM
Okay guys, all of ya have been largely working alone lately. That's fine sometimes, but it's reaching the point where I'm running 3/4 rooms most days. Could we try and have all of you work together more? This is becoming a serious strain on me, to the detriment of my DMing and patience. This doesn't mean all four of you have to be joined at the hip forever now, but let's try and have you all achieve goals together more.
I did have Ithea asking about Jaela/Afina for the dungeon thing (wouldn't have helped Muirfinn, but still).

Since I'm on for the normal game hours the least, I try to be flexible with plans of doing stuff and just go with whatever comes up, it's just that at least one person's always on their own quest already when I'm on, so I end up doing something else. I can't exactly do much about that.

And about the only thing I've asked in the past few weeks to do that wasn't an 'I'm up for whatever' was the visit to Brightwater/Bast too. I did have to vanish for family stuff on pyro-fey 'rescue' day too if you had originally planned stuff then...but Muirfinn was also missing anyway, so I suspect I didn't break a group thing then.
Title: Re: Random DM nagging.
Post by: Anastasia on May 25, 2012, 10:52:00 AM
Look guys it's cool. You don't need to justify it or say that you're doing it or not. Just keep it in mind, okay?
Title: Re: Random DM nagging.
Post by: Anastasia on May 26, 2012, 08:35:06 PM
Okay, Monday's a holiday in the US and at the least Merc will be around. Do you guys want to run Monday? If so, Tuesday will be a day off to compensate. Interested?
Title: Re: Random DM nagging.
Post by: Ebiris on May 26, 2012, 08:37:17 PM
Sure why not.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 26, 2012, 09:15:58 PM
Gotta work the parade at 9am. Should take about two hours. Then I'll be here. Might be a few minutes late, but I should be here.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2012, 06:57:55 PM
Merc: Could you sort out your loot, divide it and figure out who's getting the waters? I want those done before the next batch of loot from Void.
Title: Re: Random DM nagging.
Post by: Merc on May 27, 2012, 07:01:48 PM
I'll get to it now, sure
Title: Re: Random DM nagging.
Post by: Corwin on May 27, 2012, 07:02:01 PM
Does Candy know anything about Telastryiryn? Barring anything popping up, let's go kill him today.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2012, 07:15:30 PM
Quote from: Corwin on May 27, 2012, 07:02:01 PM
Does Candy know anything about Telastryiryn? Barring anything popping up, let's go kill him today.

Feel free to ask her. That said, how about we put that off until next weekend? That can be something fun to do for all four of you Saturday and Sunday.
Title: Re: Random DM nagging.
Post by: Merc on May 27, 2012, 09:26:40 PM
[19:12] <Merc> did we give any medals away after the assault on the burning aeropolis btw?
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2012, 11:01:06 PM
Todo

1. Books.
2. Aurora topic.
3. Misc posts/questions.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2012, 11:04:35 PM
Question: What IRC client do you guys use? Pure curiosity.
Title: Re: Random DM nagging.
Post by: Merc on May 27, 2012, 11:20:52 PM
mIRC/sysreset on main desktop, AndroIRC on tablet
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2012, 12:08:51 AM
Quote from: Anastasia on May 27, 2012, 11:04:35 PM
Question: What IRC client do you guys use? Pure curiosity.

mIRC, full version. No addons. Latest build.
Title: Re: Random DM nagging.
Post by: Corwin on May 28, 2012, 12:40:46 AM
mIRC/sysreset for me

What would praying over the Hammer of Evil (tm) tell me? How can I make it cool?
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 01:19:00 AM
Cor, I'm skipping over Greataxe Mastery for now since you wanted to read that with Hanna. If you'd rather I dump it here speak up.

---

Gwinnan's Travel Logs, Volume 5: Earth.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Earth, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"Of all the elementals and settlements deep in Earth, the most confounding were the Fleshknowers. These elementals are dedicated to understanding the way of what they call softs, beings of flesh and blood. As such, they abduct travelers and attempt to force them into teaching them about softs customs. Surprisingly this is rarely minded in the end, as the elementals pay what they would call a pittance: several pounds of precious metals and several large gemstones. What knowledge the elementals gain is put to use, opening academies of twisted and misunderstood facts, to train elementals in how to deal with softs who summon or attempt to bind them."
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 01:23:22 AM
A taxidermist's guide.

This book is a smashing and engaging study of trophy creation and collection. It explains everything to the reader in crisp, breezy writing, yet never fails to impart exactly the desired knowledge. On reading it, Ithea feels like she really gets it! That's how you do it! Just like that! You take a defeated foe, carve them up and you know what? You WEAR them! You wear them all. Yes. That is exactly what the book recommends.

Ithea gains 2 ranks in Craft(Taxidermy.)
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 01:48:23 AM
Sylvie offers this book out for whomever wants to read it.

Dancing with Mechanus

This book is written in a simplified form of Elven. Expression is eliminated and only direct statements of fact can be made. Emotion is foreign to the language, yet there is a predictable, understandable grace to it. Thoughts flow from one to another in a regulated way, the reader often able to anticipate the next paragraph as they get deeper into the book. The book is a description of the virtues of Mechanus. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all. All becomes one and one is all.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:01:02 AM
Gwinnan's Travel Logs, Volume 6: Water.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Water, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"In the many marid cities I visited, none were so fascinating as the Knights of the Corals. These marid breed chaos-blooded sharks as mounts, specializing in what they call the Tidal Waves - great charges of hundreds of marid knights. Moreover, they claimed to craft superior lances from coral to lead these charges. Aghast at such shameless thalassophilia and coralphilia, I scoffed at these claims. Laughing at my scorn, the knights drew their lances, and one threw it through the water! It traveled faster than if through air, and pierced the sedimentary stones behind me! Wondrous, curious things indeed. They claim it to be harder than even adamantine!"
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:01:39 AM
100 fair recipes.

Make a will save, Ithea.
Title: Re: Random DM nagging.
Post by: Merc on May 28, 2012, 02:03:28 AM
<Merc> roll d20+25+7 inspiration will
* Hatbot --> "Merc rolls d20+25+7 inspiration will and gets 33." [d20=1]
<Merc> ooc: oh hatebot
<Kotono> HATEBOT STRIKES AGAIN.
<Merc> And that book was for Stille too
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:13:57 AM
100 fair recipes.

This book describes how to kill, skin, butcher and prepare humanoid flesh for consumption. Despite a recoiling of disgust, Ithea finds herself unable to do anything but read on. The book goes into graphic detail on how to commit various acts of cannibalism, as well as the proper rites and names to call on to further damn your soul in exchange for power. Once done so, the book advises you on how to trick others into acts of cannibalism, and how to use it to pollute their souls. The final chapter is short and reads as follows.

"You are mine your mind is not strong enough your will was not strong enough you are not alone you will not be alone I am with you my child let it be so amen

Come home

Welcome home

I'm coming to take you home"

Ithea takes 8 points of wisdom damage from the ordeal and finds herself in the grip of a powerful paranoia. Father is coming. Father is going to make dinner for Ithea. Ithea is hungry.

Your will is not impinged, you're free to try and do something about this.
Title: Re: Random DM nagging.
Post by: Merc on May 28, 2012, 02:20:10 AM
Ithea will throw up, toss the book into a corner, wipe her mouth, and go see Stille. He can either comfort her, help her with the effects, and/or actually feed her since he always has food on the table.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:20:28 AM
Okay, we'll cover that tomorrow then.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:20:53 AM
108 pages. Outstanding. A perfect number for a Suikoden game.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:28:59 AM
Quote from: Corwin on May 28, 2012, 12:40:46 AMWhat would praying over the Hammer of Evil (tm) tell me? How can I make it cool?

The Blackguard's Hammer must be used to to forge a blade crafted from the hand of a virgin and quenched into the first cries of a newborn saint.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2012, 02:29:55 AM
Quote from: Anastasia on May 28, 2012, 02:28:59 AM
Quote from: Corwin on May 28, 2012, 12:40:46 AMWhat would praying over the Hammer of Evil (tm) tell me? How can I make it cool?

The Blackguard's Hammer must be used to to forge a blade crafted from the hand of a virgin and quenched into the first cries of a newborn saint.

That sounds ridiculously obtuse.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:30:21 AM
Purifying things comes in all sorts of flavors. Keeps things interesting.
Title: Re: Random DM nagging.
Post by: Corwin on May 28, 2012, 02:41:50 AM
Quote from: Anastasia on May 28, 2012, 02:28:59 AM
Quote from: Corwin on May 28, 2012, 12:40:46 AMWhat would praying over the Hammer of Evil (tm) tell me? How can I make it cool?

The Blackguard's Hammer must be used to to forge a blade crafted from the hand of a virgin and quenched into the first cries of a newborn saint.

So a Those Who Hunt Elves sort of quest?
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 02:44:39 AM
What's that mean to someone who doesn't know the series?
Title: Re: Random DM nagging.
Post by: Corwin on May 28, 2012, 02:52:45 AM
It's about a search for a very specific elf to complete a quest (signified by a small tattoo somewhere on their body), but since they have no idea which elf qualifies all of them must be stripped through superior firepower and hijinks.
Title: Re: Random DM nagging.
Post by: Corwin on May 28, 2012, 03:00:55 AM
QuoteThe Skull Mask is cursed. It grants power, but erases the mind of whomever puts it on, replacing it with the mind of a loyal diabolical servant. It is a vile, hideous artifact.

Too vile to undo, I take it? If there's no way to fix it, then let's break it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 03:04:44 AM
Quote from: Corwin on May 28, 2012, 02:52:45 AM
It's about a search for a very specific elf to complete a quest (signified by a small tattoo somewhere on their body), but since they have no idea which elf qualifies all of them must be stripped through superior firepower and hijinks.

Knowing your approach to it, that's probably not that far off.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2012, 03:05:26 AM
Quote from: Corwin on May 28, 2012, 03:00:55 AM
QuoteThe Skull Mask is cursed. It grants power, but erases the mind of whomever puts it on, replacing it with the mind of a loyal diabolical servant. It is a vile, hideous artifact.

Too vile to undo, I take it? If there's no way to fix it, then let's break it.

Artifact wasn't just descriptive there. It's going to take special measures to destroy. If you want to do that, seal it away or do something else is up to you.
Title: Re: Random DM nagging.
Post by: Ebiris on May 28, 2012, 03:31:10 AM
Afina happily offers to disintegrate the silver casket. Someone trapped by devils must be cool!
Title: Re: Random DM nagging.
Post by: Corwin on May 28, 2012, 04:25:16 AM
If Cel doesn't have any objections, I'm fine with it. Let's do it in one of the cells?
Title: Re: Random DM nagging.
Post by: Anastasia on May 29, 2012, 07:37:11 PM
Axagoras.

This book is a study of Axagoras, a conquering king. He was the ruler of Emponia, transforming a small backwater nation into a continent spanning empire. Over the 73 years of his reign, he instituted a common government, culture, monetary system and overall developed a unified empire. How it was done is claimed to be the work of the 'Blessing of Victory', a legendary lost shrine consecrated to Ulin-nar.

Ithea can make an K:R check on that, as can Sylvie if you wish since she's there reading it with you.
Title: Re: Random DM nagging.
Post by: Anastasia on May 29, 2012, 07:39:42 PM
Encyclopaedia Xorn.

The contents of this tome are an exhausting study of Xorn, a type of outsider from Earth. It goes over everything in fine detail, pointing out ways to parley with them and defend yourself from them. In particular Muirfinn's Water based nature finds this information particularly useful. He gains a +1 competence bonus to armor class against creatures with the Earth subtype.
Title: Re: Random DM nagging.
Post by: Merc on May 29, 2012, 07:43:12 PM
[17:40] <Merc> roll d20+27+3 K:R+inspiration
[17:40] * Hatbot --> "Merc rolls d20+27+3 K:R+inspiration and gets 35." [d20=5]

[17:42] <Merc> roll d20+37+17 K:R Sylvie inspiration
[17:42] * Hatbot --> "Merc rolls d20+37+17 K:R Sylvie inspiration and gets 65." [d20=11]
Title: Re: Random DM nagging.
Post by: Anastasia on May 29, 2012, 07:50:28 PM
Ulin-nar is an obscure, regional name for Tempus, God of War. Blessing of Victory is said to be a shrine hidden away somewhere in Kossuth's realm. However, Sylvie knows that isn't true, and that in fact the shrine is a small demiplane hidden away. Details beyond that are obscured, but lore puts it somewhere in the Deep Ethereal.
Title: Re: Random DM nagging.
Post by: Merc on May 29, 2012, 07:52:22 PM
We should go get Blessing of Victory inside of Aurora.
Title: Re: Random DM nagging.
Post by: Anastasia on May 29, 2012, 08:22:53 PM
Still looking to expand Aurora? I was sure you guys were about to try and get Aurora over for Void, but it fizzled out IC.
Title: Re: Random DM nagging.
Post by: Anastasia on May 29, 2012, 08:25:57 PM
Combat Commentaries! Since we've had a fair few battles lately, including chances for deeper analysis of a handful of characters, I wanna give you my thoughts on them.

Afina: Transformation's been rough, and slinging fire at devils is a difficult task. Mandatory searing+spell resistance is a bitter bitch of a combination to contend with. Longer term, Jaela's idea of dipping Marshal for +cha mod to caster level checks vs SR could help with that, but it's not an all the time solution. Getting a good weapon so you aren't quite so fire dependent strikes me as the first priority. I do like how fire immunity did at least help with devils, since it got her through the fire trap unburnt.

Jaela: Wrecked shit. This particular battle played to all her strengths and none of her weaknesses (barring the one dispel trap). Sublime Revelry is insanely good, though mostly with prep time as shown here. It does have a 1 round casting time, which makes it dicier to use in battle. Granted, this battle played to it 100% so I'm not sure how much past 'it's really good' to take away from it. Also, the flavor of it is rather odd on Jaela. Mechanically it's powerful, but I struggle with magic makes you happy juice for Jaela, all said. Anyway, that aside she broke the damage record Ithea set last night. I'm pretty sure she was doing a bunch right to do that.

Ithea: You and Sylvie both proved how good inspiration is over several encounters vs one long one. In particular Sylvie can do sick, sick, sick, sick things with it if she goes all out, though her nature doesn't play towards that. This is using a favorable interpretation of what exactly constitutes an encounter - one could break it up into segments or consider closely linked battles to be one encounter. It's about RAW I believe, but it might be a bit broken the way high/epic level factotums put away the inspiration points. Anyway, that all said, Ithea's build is solid and this reminded me why. Reach+decent damage+duskblade tricks is a good combo, and quick cast is worth its weight in gold.

Muirfinn: It's nice to see your summons pay off - yours helped save Ithea's life there, as well as occupy the blood charger. Your defensive game is great, but I'm struck that your attacks as an elemental could use a bit of a pick me up. Perhaps a few levels of monk to progress to the next tier of unarmed damage could help, if you're reasonably close to it? I do think you should've stayed in humanoid form and taken advantage of the free quickens from the Astral, though, barring the fire elemental change. Also that Hathran Mask has more than paid for itself, though yet another 20 against Ithea couldn't be helped against.
Title: Re: Random DM nagging.
Post by: Merc on May 29, 2012, 08:57:24 PM
Quote from: Anastasia on May 29, 2012, 08:22:53 PM
Still looking to expand Aurora? I was sure you guys were about to try and get Aurora over for Void, but it fizzled out IC.
I would have, but then evil book!
Title: Re: Random DM nagging.
Post by: Corwin on May 30, 2012, 12:36:28 AM
Yes, but not with shitty devil fortresses. Even pride aside, the amount of trojan horses they could've left within it just because they're devils and do it on principle made it not worth bothering with.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 03:12:42 AM
Quick check: Merc, do you work this Friday?
Title: Re: Random DM nagging.
Post by: Merc on May 31, 2012, 07:58:47 AM
Yes I do
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 01:02:57 PM
Thanks, Merc.
Title: Re: Random DM nagging.
Post by: Merc on May 31, 2012, 03:36:32 PM
You're welcome! :p
Title: Re: Random DM nagging.
Post by: Corwin on May 31, 2012, 03:59:43 PM
This dragon is just too disgusting to deal with and if we kill him then his girlfriend will keep on sending diseased slimes to our doorstep.  :(

I changed my mind about him. Maybe Tannin can find some strong evil nongreen dragons or an evil cannibal cult that must be stopped?
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:00:46 PM
Okay then, if you guys are deciding to leave that dragon alone, any ideas for a plan for the weekend?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 31, 2012, 05:04:16 PM
I'm down with killing black dragons. They're motherfuckers.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:05:34 PM
If you wanna send Tannin hunting for more dragon info that's fine, but he's currently dealing with that book thing, so it'll be a few days. Unless you wanna magically contact him and tell him to abort.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 31, 2012, 05:13:26 PM
I think the dragon thing can wait. Innocent lives could be at steak! ಠ_ಠ
Title: Re: Random DM nagging.
Post by: Corwin on May 31, 2012, 05:15:18 PM
Game days are not RL days, to be fair. Let's say we do stuff and have some Aurora scenes tomorrow, and then Tannin can return on saturday with info on his current job and something on another dragon that won't bring too much baggage with it? Our next batch of repairs will be done, too.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:18:06 PM
Subtle didn't work so I'll be direct. I spent 10 hours designing a dungeon+dragon+servants yesterday. I'm not doing all that work over again in time for Saturday.
Title: Re: Random DM nagging.
Post by: Corwin on May 31, 2012, 05:24:22 PM
In that case, can you please throw us a bone? We don't even know which plane he keeps his lair/hoard on, not to mention having no real clue where to find him. The Candy lead didn't help, unless I missed it somehow.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:27:29 PM
Why don't you make an effort to find him then? You could GI for him somewhere relevant, cast divinations, try and find people who would logically know or whatever options you can come up with. Canderella gave you some useful information about him, so perhaps you could use that to widen your net as well?

What I'm saying is to relax a moment, think and figure out how to track him down.
Title: Re: Random DM nagging.
Post by: Corwin on May 31, 2012, 05:29:39 PM
[23:29] <Jaela> roll 1d20+25+15 where are you?
[23:29] * Hatbot --> "Jaela rolls 1d20+25+15 where are you? and gets 49." [1d20=9]

My GI roll. Someone can aid me to beat DC50?
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:29:59 PM
So um, where the hell ARE you GIing in the first place?
Title: Re: Random DM nagging.
Post by: Corwin on May 31, 2012, 05:33:56 PM
The city where we met with Candy.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:36:36 PM
Okay. By requesting aid I presume you didn't go alone. Who went with you?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 31, 2012, 05:37:45 PM
I didn't. I'm in the middle of my own thing here.
Title: Re: Random DM nagging.
Post by: Corwin on May 31, 2012, 05:38:02 PM
Sure thing. I want to go with available PCs and with Candy.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 05:38:53 PM
Eb, were you up to going along?
Title: Re: Random DM nagging.
Post by: Ebiris on May 31, 2012, 06:04:13 PM
Sure, may as well endure the hateful stares of water denizens as well as my native discomfort with the element!
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:31:41 PM
Okay, you roll a GI aid check and so will Canderella. We'll pick up there next time.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:32:19 PM
> roll 1d20+35 Canderella
* Hatbot --> "Kotono rolls 1d20+35 Canderella and gets 41." [1d20=6]

Canderella.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:44:41 PM
Quick hits:

1. Added +2 modifiers to the weapons of Balyss, Sylvie and Mirima. This now frees Sylvie up from casting Greater Magic Weapon every day, so she now has vampiric touch on that slot. Blame Ithea.

2. If you guys are going to do this dragon thing after all and want to bring help, hash that out ahead of time. I suggest you guys chat it over here as it's a decision you should all have imput in. Having that sorted by Friday evening makes my life easier. Likewise any preparations should be settled before hand so that we can begin smoothly. Finally, in the event we run over on this and have to pause Sunday without the scenario being done/no escape route, decide if you want to wait until next Friday or have Ithea on autobattle.

3. When are you disposing of those books?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 31, 2012, 06:48:09 PM
1. Blah.

2. I'd like to go, but I'd also like to clear up the thing with the amulet first if at all possible. If not, it can wait.

3. The books can get blasted with Flame Strike or something with no problem.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:53:41 PM
Quote2. I'd like to go, but I'd also like to clear up the thing with the amulet first if at all possible. If not, it can wait.

It's probably best to wait then. It might be done in one day, it might not. At worst we have a slow day tomorrow and I get some extra prepwork done, which might even mean a nicer hoard for you guys if you win.

Quote3. The books can get blasted with Flame Strike or something with no problem.

Do not read this book! and the numerology book burn without incident. After the holy flames clear, you find 100 fair recipes to be unburnt and undamaged.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 31, 2012, 06:55:22 PM
Quote from: Anastasia on May 31, 2012, 06:53:41 PM
After the holy flames clear, you find 100 fair recipes to be unburnt and undamaged.

Well shit. Maybe soak it in holy water and burn it on consecrated ground?
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:56:46 PM
Quote from: Yuthirin on May 31, 2012, 06:55:22 PM
Quote from: Anastasia on May 31, 2012, 06:53:41 PM
After the holy flames clear, you find 100 fair recipes to be unburnt and undamaged.

Well shit. Maybe soak it in holy water and burn it on consecrated ground?

You find that holy water does not wet the book - it rolls around it like an impermeable rock. Applying fire to it in the temple to the Triune Goddess, Mother Ocean or Selune results in the book being unburnt.
Title: Re: Random DM nagging.
Post by: Ebiris on May 31, 2012, 06:56:52 PM
Rolling to aid Jaela.

[22:56] <@Ebiris> roll 1d20+11
[22:56] * Hatbot --> "Ebiris rolls 1d20+11 and gets 13." [1d20=2]
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:57:23 PM
Quote from: Ebiris on May 31, 2012, 06:56:52 PM
Rolling to aid Jaela.

[22:56] <@Ebiris> roll 1d20+11
[22:56] * Hatbot --> "Ebiris rolls 1d20+11 and gets 13." [1d20=2]

Total of 53 then. Duly noted for tomorrow.
Title: Re: Random DM nagging.
Post by: Ebiris on May 31, 2012, 06:58:43 PM
Afina can cast disintegrate on Fair Recipes and Silver Casket both!
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 06:59:35 PM
The distinegration has no effect on 100 fair recipes. If you wanna open the casket that's fine, but that needs to be done IC. That can be done tomorrow or after the trip, time pending.
Title: Re: Random DM nagging.
Post by: Merc on May 31, 2012, 07:46:57 PM
Quote
Quote3. The books can get blasted with Flame Strike or something with no problem.

Do not read this book! and the numerology book burn without incident. After the holy flames clear, you find 100 fair recipes to be unburnt and undamaged.

Oy, oy, we'd decided that those books wait until Tannin reports in. 100 fair recipes we were wanting to dispose of though.

[14:36] <Jaela> So. Destroy confirmed evil book, sit on the other two for now, go disintegrate silver coffin?
[14:37] <Ithea> Sounds like a plan to me.
[14:37] <Jaela> Let's do this thing
[14:38] <Afina> Sure
[14:38] <Ithea> Ithea will probably read the 'safe' book, Axagoras, though she'll ask Sylvie to pop by before she does, just out of precaution. But that's afterwards.
[14:38] <Ithea> The other two books get sat on until Tannin's report at the very least.
[14:39] * Jaela nods
[14:39] <Jaela> Invite me beforehand, I can drop mind blank on you
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2012, 07:55:10 PM
Okay, we can say you pulled those two books away, then.
Title: Re: Random DM nagging.
Post by: Corwin on June 01, 2012, 08:54:37 AM
Quote from: Anastasia on May 31, 2012, 06:44:41 PM
2. If you guys are going to do this dragon thing after all and want to bring help, hash that out ahead of time. I suggest you guys chat it over here as it's a decision you should all have imput in. Having that sorted by Friday evening makes my life easier. Likewise any preparations should be settled before hand so that we can begin smoothly. Finally, in the event we run over on this and have to pause Sunday without the scenario being done/no escape route, decide if you want to wait until next Friday or have Ithea on autobattle.

-Let's do this for saturday/sunday.
-My preference is to go as Team PC only. If we have to take one NPC, how about Gisfal? It might be nice to actually get to know him properly.
Title: Re: Random DM nagging.
Post by: Anastasia on June 01, 2012, 06:23:15 PM
Quote from: Corwin on June 01, 2012, 08:54:37 AM-My preference is to go as Team PC only. If we have to take one NPC, how about Gisfal? It might be nice to actually get to know him properly.

You don't have to take anyone. It's up to you guys how you go about this. Anyone else have an opinion?
Title: Re: Random DM nagging.
Post by: Corwin on June 01, 2012, 06:31:07 PM
[00:29] <Jaela> roll 1d20+23+10+15 Avengers of Telastryiryn
[00:29] * Hatbot --> "Jaela rolls 1d20+23+10+15 Avengers of Telastryiryn and gets 59." [1d20=11]
[00:30] <Jaela> roll 1d20+23+10+15 Dark Kalis
[00:30] * Hatbot --> "Jaela rolls 1d20+23+10+15 Dark Kalis and gets 52." [1d20=4]

Knowledge:Planes, while reading the library. Just in case it'll tell us more in preparation.
Title: Re: Random DM nagging.
Post by: Ebiris on June 01, 2012, 06:31:40 PM
Team PC works for me.
Title: Re: Random DM nagging.
Post by: Anastasia on June 01, 2012, 06:39:07 PM
Quote from: Corwin on June 01, 2012, 06:31:07 PM
[00:29] <Jaela> roll 1d20+23+10+15 Avengers of Telastryiryn
[00:29] * Hatbot --> "Jaela rolls 1d20+23+10+15 Avengers of Telastryiryn and gets 59." [1d20=11]
[00:30] <Jaela> roll 1d20+23+10+15 Dark Kalis
[00:30] * Hatbot --> "Jaela rolls 1d20+23+10+15 Dark Kalis and gets 52." [1d20=4]

Knowledge:Planes, while reading the library. Just in case it'll tell us more in preparation.

The Avengers of Telastryiryn are elder water elementals of power and fury. Somehow they have gained immunity to death - exactly what this entails and how to overcome it is not known, however.

There's no useful information about Dark Kalis. Information about Ooze and the areas near it is thin to non-existent, since few creatures care to go and many don't come back.
Title: Re: Random DM nagging.
Post by: Anastasia on June 01, 2012, 06:55:03 PM
From today's session.

Quote> The ioun stone splashes in! As one they chant, "In this is water, for it sustains." After a moment they answer, "Dark Kalis lies in the Fenlin Marsh just outside of the Bile Sea. Beware Dark Kalis, for the Avengers of Telastryiryn are forsaken by death and may not die."
<Jaela> A spell is cast swiftly to bolster her hold on the lore, and then Jaela tries to recall that particular location.
<Jaela> roll 1d20+33 lore of the gods
* Hatbot --> "Jaela rolls 1d20+33 lore of the gods and gets 47." [1d20=14]

For future reference, you don't have time on a knowledge check to cast a spell, even a quickened one, unless the spell explicitly allows you to do so. You either know the knowledge or you don't. You don't have time to cast a spell to boost it, that sort of thing needs to be in place already. This doesn't impact other things, such as pre-cast Divine Insight, Cunning Knowledge or related skills, nor does it affect using them on library/research style checks unless said otherwise. But yeah, on the spot doesn't allow you the chance to throw a spell down.
Title: Re: Random DM nagging.
Post by: Corwin on June 01, 2012, 07:28:12 PM
I kind of disagree on this one. Sure, if you're faced with something and must make the knowledge check right there on the spot, sure. But since we don't have to make knowledge checks the moment we hear about something, does it matter if I decided to go find a suitable book in the library on the subject or if I took a moment to cast a spell and only thought about that matter then? After all, the Fenlin Marsh was mentioned in the same sentence as Dark Kalis and the Avengers, yet you didn't have a problem with me researching those other two at a later time.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 01:47:33 AM
Re: Gate.

This came up today in chat since Yuth took Gate as one of his two bonus spells. As you know, Gate has two functions. The first is essentially an advanced form of Greater Plane Shift, something that I'm sure will serve Muirfinn well. The second function is more problematic. It's an open ended summons spell that allows you to summon and control creatures of up to double your caster level and trades off experience points to balance it out. Besides the obvious difficulties involved, Gate is a serious headache for the DM to adjudicate, since being able to summon almost anything in an open ended way requires considerable judgment calls.

I've been playing around with a variant we were going to use in Balmuria 1 for Gate in Balmuria 3. Let's face it - you guys have an entire army at your beck and call. Rather than summoning random things, how about Gate summons a member of your army currently at Aurora instead? Essentially it allows you to call in help in the same way that fiends call in summons. I admit I like this for several reasons. It lets you guys use the allies and forces you've worked hard to collect, it narrows down the scope of Gate and is thus far more manageable and finally it makes DMing this spell far easier. I freely admit that the last factor is the most important by far, especially because it means I don't have to try and balance Gate without an XP component.

Thoughts?
Title: Re: Random DM nagging.
Post by: Yuthirin on June 04, 2012, 02:05:07 AM
Significantly less fun than gating in ancient gold dragons. But surely more manageable.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 02:12:52 AM
Much more so, yes. Especially dragons and casting creatures, since they require a spell list.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2012, 02:22:21 AM
Works
Title: Re: Random DM nagging.
Post by: Yuthirin on June 04, 2012, 02:36:26 AM
[00:35] <12Muirfinn> Summon, summon, greater dispel on bossguy, area buff.
[00:35] <Corwin> You can't do the third
[00:35] <12Muirfinn> oh
[00:35] <12Muirfinn> true
[00:35] <Corwin> Not sure if you can do the fourth
[00:35] <12Muirfinn> Ican't
[00:35] <12Muirfinn> Just read that myself
[00:35] <Corwin> I think the fourth depends on Dune, so ask him first
[00:35] <Corwin> In fact, ask him on the forum so it's written down?
[00:36] <12Muirfinn> The area buff might kick me out of the Stop, but that's fine.
[00:36] <12Muirfinn> I'd pop it on the final round anyhow
Title: Re: Random DM nagging.
Post by: Ebiris on June 04, 2012, 08:51:10 AM
I like this version of Gate.

Baleruk is better than any ancient gold dragon, anyway.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 04, 2012, 11:14:17 AM
Yes, I thought of that after I went to bed.

Complaint withdrawn.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2012, 01:58:31 PM
After thinking it over, I'll take care of the kid we found. I'm sure it will be just fine.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 02:21:58 PM
Quote from: Yuthirin on June 04, 2012, 02:36:26 AM
[00:35] <12Muirfinn> Summon, summon, greater dispel on bossguy, area buff.
[00:35] <Corwin> You can't do the third
[00:35] <12Muirfinn> oh
[00:35] <12Muirfinn> true
[00:35] <Corwin> Not sure if you can do the fourth
[00:35] <12Muirfinn> Ican't
[00:35] <12Muirfinn> Just read that myself
[00:35] <Corwin> I think the fourth depends on Dune, so ask him first
[00:35] <Corwin> In fact, ask him on the forum so it's written down?
[00:36] <12Muirfinn> The area buff might kick me out of the Stop, but that's fine.
[00:36] <12Muirfinn> I'd pop it on the final round anyhow

Buffing doesn't work, since you can't target other creatures while under the effects of time stop.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 02:50:42 PM
Quote from: Corwin on June 04, 2012, 01:58:31 PM
After thinking it over, I'll take care of the kid we found. I'm sure it will be just fine.

Okay, your choice. Does Jaela have any baby raising experience, curiously?
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2012, 02:55:01 PM
Elven orphanage from the elven capital of a near-paradise Prime? Then her Order, I'd guess. So it would be indirect, but still surely better than Hanna's. She'd had nightmares for days fearing Hanna would volunteer.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 03:21:54 PM
Hanna was at the top of the list to volunteer, actually.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 04, 2012, 03:35:16 PM
Hanna's not that bad!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 04, 2012, 03:42:56 PM
Quote from: Anastasia on June 04, 2012, 02:21:58 PM
Quote from: Yuthirin on June 04, 2012, 02:36:26 AM
[00:35] <12Muirfinn> Summon, summon, greater dispel on bossguy, area buff.
[00:35] <Corwin> You can't do the third
[00:35] <12Muirfinn> oh
[00:35] <12Muirfinn> true
[00:35] <Corwin> Not sure if you can do the fourth
[00:35] <12Muirfinn> Ican't
[00:35] <12Muirfinn> Just read that myself
[00:35] <Corwin> I think the fourth depends on Dune, so ask him first
[00:35] <Corwin> In fact, ask him on the forum so it's written down?
[00:36] <12Muirfinn> The area buff might kick me out of the Stop, but that's fine.
[00:36] <12Muirfinn> I'd pop it on the final round anyhow

Buffing doesn't work, since you can't target other creatures while under the effects of time stop.

Could it be used on creatures summoned during Time Stop?
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2012, 04:06:11 PM
Quote from: Anastasia on June 04, 2012, 03:21:54 PM
Hanna was at the top of the list to volunteer, actually.

Figured, yes.

QuoteHanna's not that bad!

Did she raise you?  >_>
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 04:56:59 PM
Did she raise you, Jaela? >_>
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2012, 05:08:11 PM
Quote from: Anastasia on June 04, 2012, 04:56:59 PM
Did she raise you, Jaela? >_>

My point exactly!
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2012, 05:39:35 PM
Quote from: Corwin on June 04, 2012, 05:08:11 PM
Quote from: Anastasia on June 04, 2012, 04:56:59 PM
Did she raise you, Jaela? >_>

My point exactly!

Well, do you think you came out okay then?
Title: Re: Random DM nagging.
Post by: Yuthirin on June 04, 2012, 07:45:02 PM
Quote from: Corwin on June 04, 2012, 04:06:11 PM
QuoteHanna's not that bad!

Did she raise you?  >_>

Hanna is a nice lady and I would be proud to have been raised by her!
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2012, 08:51:52 PM
Cor, PMed you about that PrC stuff finally.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:27:03 AM
Yuth, a few days ago you were talking about a custom staff of elemental summons. Could you post your math for it here?
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:28:09 AM
Yyyyyeah. Gimme a bit? I kind of did it while I was half asleep and I need to get back there so I can do it again.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:28:48 AM
No hurry. I was hashing out the staff pricing scheme for DM work, and I wanted to see if you got it right. To be honest it took me some fiddling to figure out exactly how it works, so.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:29:32 AM
Yeah, it didn't make any sense to me until I was beyond tired, and then it just clicked.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:33:12 AM
Same here. You have to apply an x2 modifier at the end to make it all work out - I tried pricing a few SRD staves, and sputtered on that until it clicked.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:37:02 AM
Fromthe SRD:

QuoteThe cost for the materials is subsumed in the cost for creating the staff—375 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp × the level of the spell × the level of the caster), plus one-half of the value of any other abilities (187.5 gp × the level of the spell × the level of the caster).

Ergo:
375*9(spell level)*21(caster level)=70875
70875*.75=53156.25
(70875*.5)*2=70875
5000 in mats

Total: 199906.25 without discounts.

This will net a staff, Caster Level 21, with 50 charges. The staff can be used to cast Elemental Monolith, any element. Each such casting will use one charge.

I'm not super tired yet, but that sounds right.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:46:09 AM
CL 21 would make it an epic magic item, bear in mind. That nitpick aside, lessee.

Quote> roll 375*9*21
* Hatbot --> "Kotono rolls 375*9*21 and gets 70875."
> 53156.25
> roll 70875+70875+53156.25
* Hatbot --> "Kotono rolls 70875+70875+53156.25 and gets 194906.25."
> roll 5000+194906.25
* Hatbot --> "Kotono rolls 5000+194906.25 and gets 199906.25."

HOWEVER! Here the retardation kicks in. This isn't the final selling price. This is the price to create it - half off. Do the math on an SRD standard staff to see. For example, let's do it for a Staff of Charming.

12000 for charm monster, divided by 2 since it takes 2 charges. 6000 gold. Charm person is 2250 for a total of 8250. Doubled is 16000 - the actual selling price of the staff. In other words, you're expected to realize this is the creation price and not the final price. So your staff would cost 399812.5 gold. (99953.125 with Aurora discounts)
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:48:21 AM
Which would push it farfarfar into epic range. I am disappoint.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:50:24 AM
To be honest, I don't think you really need to slap all four spells in there for it to work. I mean, for resist energy on a staff, you don't need to specify it only works on one energy type.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:51:31 AM
That'd be much more sane. Actually, that would make sense, since there are staves with Summon Monster on them and they lack that key bit right there about specifying.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:52:24 AM
This would make it a remarkably-cheaper 141750 before the discount.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:55:13 AM
Indeed.

I do sort of frown on single spell staffs, though there isn't anything mechanical about it. It's more of a flavor preference. I'd prefer a staff to be developed as a theme like most of them with at least two spells, but I'm not going to force anyone over it.

In any case that's fairly affordable if you want to free up those spell slots.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 02:57:15 AM
Oh no, if it's like this, I can add more to it.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 02:59:58 AM
If you want to go for full elemental summon variety, perhaps you could do something like

Summon Elementite Swarm (1 charge)
Summon Greater Elemental (1 charge)
Summon Elemental Monolith (2 charges)

Or whatever? Really whatever to taste, since staffs are fairly flexible. Just keep in mind the 200k pre-epic limit.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2012, 03:00:41 AM
Yes.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2012, 06:56:00 PM
Quick question: Are you guys attempting any sort of identification or magic on the Blade of Endings?
Title: Re: Random DM nagging.
Post by: Ebiris on June 08, 2012, 07:03:45 PM
I may ask 27 for further info on it, but that comes after finding our spy!
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2012, 07:59:20 PM
Quick hit: You guys are magically making those two traitors talk, right? Probe Thoughts? Assuming so, what are the questions you're asking?
Title: Re: Random DM nagging.
Post by: Ebiris on June 09, 2012, 08:08:21 PM
How long have you been working for Hell?
What information have you passed on to devils? What results have you observed from this?
What means have you used to pass information on?
Who have you been passing information to?
Do you have any other roles beyond surveillance?

That work for everyone? The second question could add a lot of legitimacy for us punishing them in the eyes of the other refugees if they've previously fucked up escape attempts or sabotage.
Title: Re: Random DM nagging.
Post by: Merc on June 09, 2012, 08:09:08 PM
I figured in their case we were going to game through their interrogation rather than just toss up a report. Some questions to ask:
1) Why did you betray Lifasa and start working for the devils?
2) Who do you report to?
3) What have you revealed about Aurora and its forces?
4) How have you been sending your reports?
5) Do you know of other traitors?
6) Do you know of any that devils are targetting or asked you to observe in particular?
7) Interrogation Questions 4a through 5d (There's probably going to be some crossover with previous questions, but still worth asking)
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2012, 08:11:23 PM
Which set of questions, guys?

Also, how many questions do you get with Probe Thoughts?
Title: Re: Random DM nagging.
Post by: Ebiris on June 09, 2012, 08:13:08 PM
1 per caster level.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2012, 08:13:34 PM
Okay. Who's casting Probe Thoughts and what's the CL on it?
Title: Re: Random DM nagging.
Post by: Ebiris on June 09, 2012, 08:35:29 PM
Vul'lath has 2 of them prepped on his sheet so lets use him. CL 17.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2012, 12:02:56 AM
For future reference: You guys are sealing away the Deck of Many Things, right? How precisely are you doing this?
Title: Re: Random DM nagging.
Post by: Merc on June 10, 2012, 12:13:17 AM
I don't know, but I think I'm going to draw three cards by the time the weekend ends after all. (I'm weak to temptation)

Just so that if I get sealed away someplace horrible, the others have a quest for the week!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 10, 2012, 12:28:23 AM
Maybe you'll get lucky and be imprisoned with a celestial that likes us!

Also, if you want combat buffs beforehand in case you pull the skull card, let me know.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2012, 05:24:10 PM
I figure all these fireballs you guys are getting hit with are rubbing off.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 10, 2012, 09:52:17 PM
So Mei can cast Freedom of Movement like a billion times per day, on a bunch of targets each time. We should take her with us when we go dragon hunting.
Title: Re: Random DM nagging.
Post by: Corwin on June 11, 2012, 12:45:34 AM
We'll be fine on our own.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 01:54:34 AM
Quote from: Corwin on June 11, 2012, 12:45:34 AM
We'll be fine on our own.
I'll hold you to that.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 12:10:43 PM
I admit I wondered why you didn't even mention Mei there, since she has multitarget FoM on demand.

---

Today's todo list. If you have anything else speak up.

1. Update army for Celeblasson's+Triune's contributions.
2. Update shops.
Title: Re: Random DM nagging.
Post by: Corwin on June 11, 2012, 01:04:38 PM
Because I just want it to be the PCs, pretty much.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 01:11:23 PM
...why? We have all these awesome dudes that help us stay alive. What's the point of recruiting them if we don't take them along?
Title: Re: Random DM nagging.
Post by: Corwin on June 11, 2012, 02:12:17 PM
I kind of raised this 10 days ago (http://www.soulriders.net/forum/index.php/topic,101729.msg1037249.html#msg1037249) so it's weird to have it come back now all of a sudden. But okay. I'll try to be detailed so I don't miss anything.

In any case, it's a very simple reasoning. We're going to fight a dragon as a group thing since Dune was getting tired of us not doing stuff together. There will be a ton of NPCs already. Bringing some on our side will just clutter things some more. We are much stronger than most NPCs save Baleruk, The Master or Sylvie, so most NPCs who would come with us will likely die. The other IC reason to go kill dragons is to get cash. Mei is VoP-girl and will burn that cash, making it counter-productive. I originally suggested Gisfal since he is a fellow leader and we never got a chance to get to know him (plus he's epic and probably won't die from this). But Mei doesn't actually talk so I doubt we'll get a chance to know her in any meaningful way in a group combat situation since her condition will likely require an extra effort to get to know her.

On Freedom of Movement, I have it. So does Afina, effectively, from memory. It's not a difficult spell to cast.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 02:20:21 PM
By NPCs you mean everyone there, including bad guys and neutrals?
Title: Re: Random DM nagging.
Post by: Corwin on June 11, 2012, 02:23:05 PM
Yep.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 02:49:32 PM
I don't have an opinion here, besides thinking it's funny Mei never came up since Voice of Freedom is uniquely well suited to this situation. Again, it's up to you guys who you bring (or don't bring).

QuoteBringing some on our side will just clutter things some more.

This is why I usually request you guys run extra NPCs in bigger fights. This also has the benefit of giving you guys more to do in combat and more to plan out hands on - useful when it's a big fight and turns can be awhile. I figure it gives you guys added chances and opportunities for interaction and affecting the game world in those fights.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 02:51:20 PM
In other news, resolving the Mercane offer should be in pending stuff.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 02:58:41 PM
Nitpick mode: It's Kalabaros, not Kalabros. Also, while I'm at it, it's Gathgorian, not Gathgarian or Gathgarion.
Title: Re: Random DM nagging.
Post by: Ebiris on June 11, 2012, 04:09:31 PM
He'll always be That Man to me!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 04:36:54 PM
Actually, would Giant Vermin work on a phase spider?

RAW I don't think it would, since phase spiders are magical beasts, but they're also spiders. The spell specifies spiders.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 04:41:14 PM
Link me to both.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 04:43:28 PM
http://www.d20srd.org/srd/spells/giantVermin.htm
http://www.d20srd.org/srd/monsters/phaseSpider.htm
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 04:50:29 PM
RAW it wouldn't, no. Eeeeeh.

Do me a favor and stat out a colossal phase spider for me real quick. May as well make an informed judgment call.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 06:13:39 PM
This is quick and dirty. Not sure if it's accurate. Borrowed heavily from the stats for a colossal monstrous spider to keep things from getting a bit too crazy. This is assuming the damage for the poison doesn't scale like the monstrous spider's does. If it does, then it's like 2d10 damage or something. Or 3d8. Something along those lines.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Colossal Magical Beast
Hit Dice:32d10+288 (466 hp)
Initiative:+6
Speed:40 ft. (8 squares), climb 20 ft.
Armor Class:19 (-1-1-2-4, +2 Dex, +3+3+4+5 natural), touch 2, flat-footed 17
Base Attack/Grapple:+17/+24
Attack:Bite +32 melee (3d6+15 plus poison)
Space/Reach:40 ft., 30 ft.
Special Attacks:Poison
Special Qualities:Darkvision 60 ft., ethereal jaunt, low-light vision
Saves:Fort +25, Ref +18, Will +8
Abilities:Str 41, Dex 15, Con 28, Int 7, Wis 13, Cha 10
Skills:Climb +23, Move Silently +10, Spot +4
Feats:Ability Focus (poison), Improved Initiative
Advancement:7-10 HD (Large); 9-15 HD (Huge); 17-31 HD (Gargantuan); 32-60 HD (Colossal)

Ethereal Jaunt (Su)
A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Poison (Ex)
Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills
A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 06:14:36 PM
I'm not sure it works that way. I mean, I think it just increases the size, not hit dice.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 06:17:44 PM
If that's the case, then the spell is significantly less useful to me. That's not what I'm reading on the BG forums though. The druid handbook claims to be able to use it to creat 40HD monsters. I think that's a bit excessive, but it does mention increasing HD. Your ruling though.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 06:23:03 PM
Yeah, that's just excessive for a 4th level spell. Let's not.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 11, 2012, 06:24:01 PM
Groovy. I'll pick something else then.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2012, 06:26:58 PM
Arc of Lightning, maybe? Your direct damage is a little weak still, and lightning's the best energy type besides sonic to hit devils with.
Title: Re: Random DM nagging.
Post by: Anastasia on June 12, 2012, 02:29:03 PM
Greataxe Mastery

This book is about greataxe technique. When read, it explains how to use a greataxe in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with a greataxe. See the table below.

Non-proficient: Gain Weapon Proficiency(Greataxe) as a bonus feat.
Proficient: Gain Weapon Focus(Greataxe) as a bonus feat.
Proficient+Weapon Focus(Greataxe): Gain Executioner's Strike.

Executioner's Strike (Ex)

As a full round action while wielding a greataxe, you may make a single attack at your full base attack bonus against a single target. If you successfully hit, you deal an extra ten points of damage. In addition, your strike opens up a gushing, bloody wound. This wound drains 10 hit points per round due to blood loss. This wound can only be mended by a DC 30 heal check or a spell that heals hit point damage (such as cure light wounds) that passes a DC 30 caster level check.

This book can only be benefited from once before the mysteries within it fade and it becomes an ordinary tome.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 12, 2012, 02:44:18 PM
Sounds like Hanna's book.
Title: Re: Random DM nagging.
Post by: Anastasia on June 12, 2012, 03:22:16 PM
Fragments of the Valgadda(Which is No More) Codex.

...ation. May all the Gods of justice, righteousness and c...

...e Father is the spawn the Pale Mother and Demogorgon. The details of his parentage are unclear, but it is said that Demogorgon consumed the afterbirth and perhaps a newborn child of the Pale Mother. This afterbirth was not digested, but instead became a rotting tumor between the necks of the Prince of Demons. A frenzy came over Demogorgon, an absolute hunger as he slaughtered and devoured countless demons under his command, the tumor growing ever larger. Eventually, the tumor ruptured and the Father emerged on the wings of a holocaust, in the stinking mires of Abysm. Aameul desired to cons...

...de by the Glasae Queen, Empress of the Fey Marches. She was born of her own desire to exist, coming fully bo...

...g less than the spell Blank Mind. Anything less will result in the complete shattering of the victim's psyche into unrecoverable madness. Even then, the strain of viewing the Father will inflict gre...

...ness beyond our Creation could be effective against the Father. I do not know, for such means are vanishingly rare. However, there is one flaw in this premise. The Father is a priest. The Beyond rejects divine power and is nearly immune to it. This may be nothing more than addled speculation of madmen and demons forced to speak the truth.

You who read this are my hope. Angel or devil, sai...

...Amen.
Title: Re: Random DM nagging.
Post by: Merc on June 12, 2012, 09:03:17 PM
[19:01] <Ithea> any skill check to recognize the name of Hador?
[19:02] <Ko-AtelierLaggy> K:P. Post the roll and result in nagging.
[19:02] <Ithea> roll d20+33 K:P
[19:02] * Hatbot --> "Ithea rolls d20+33 K:P and gets 35." [d20=2]
Title: Re: Random DM nagging.
Post by: Anastasia on June 12, 2012, 09:10:39 PM
It rings a bell, but you can't quite pin what it is.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 13, 2012, 02:35:41 AM
[00:31] <Shizuru> roll 1d20+23+10+15 K:P Hador (library, DI)
[00:31] * Hatbot --> "Shizuru rolls 1d20+23+10+15 K:P Hador (library, DI) and gets 56."12 [1d20=8]
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2012, 02:39:52 AM
Hador is the name of a long forgotten smith. A fey that threw in with the Court of the Stars, it is said that he crafted using all the natural world around him. So great was this that it breathed life into his creations, including some of his own life. Eventually he expended himself completely into his blades, fading away. It is known that each weapon uses the name Hador, most likely as a side effect of that.

Legends disagree with how many blades he crafted. Some claim 7, 14 or 21. Other myths assert ten or even a hundred-fold number of them instead.
Title: Re: Random DM nagging.
Post by: Corwin on June 13, 2012, 02:40:58 AM
I'd like to buy (upon my return):

Happy Hands: 500 gold.
A Chronicle of Rokasai, the Golden Land: 400 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2012, 02:41:30 AM
Okay, remind me to post those when you get back.

Or better yet just make a loot post like I'll nag you to. <_<
Title: Re: Random DM nagging.
Post by: Corwin on June 13, 2012, 02:44:22 AM
A Kiki Shikizaki blade! Let's buy it with Aurora funds and then Afina or Hanna can fix it!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 13, 2012, 02:45:05 AM
Could be awesome! Let's do it!
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2012, 02:47:03 AM
Kiki Shiwhatnow?

I suspect this is another anime reference I don't get.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 01:33:14 AM
Cor'n'Eb, back in Balmuria 1 Time Stop was around as well as a pair of familiars. Was Time Stop ever used in conjunction with a familiar with Share Spell or anything like that, or did I ever make a ruling on it? I can't recall offhand.
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 03:24:33 AM
Alicia never used time stop. If Seira did it would have been after Seirat died.
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2012, 05:16:07 AM
Seira never used Time Stop. But the write up is pretty clear that even if you have a second personality or whichever, only you yourself are sped up.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 15, 2012, 01:51:00 PM
Quote from: Corwin on June 15, 2012, 05:16:07 AM
the write up is pretty clear that even if you have a second personality or whichever, only you yourself are sped up.

Which write up is this? Certainly not the one in the SRD.
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 01:58:21 PM
It's a personal spell. That means it can be shared via the Share Spells ability.

The only question is whether the mage/familiar shared time stops occur simultaneously or concurrently.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 02:00:29 PM
That. I thought I'd ruled on back in Balmuria 1, but I suppose I didn't. Okay then, I'll read it over and have a ruling tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:14:25 PM
Okay, how are you guys studying the moon and sunfire?
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 06:17:03 PM
Balyss can have her own lookout.

Afina is going to study it first as a magic item. If it lacks that sort of friendly user interface she'll perform various experiments with setting it on fire and using it as a focus for her fire magic.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:19:58 PM
As a quick aside, what was your guy's choice on training for the refugees?
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:20:44 PM
It's not a magical item and Afina finds it difficult, if alluring, to wrestle with. Make a K:A check, Afina.
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 06:22:07 PM
[22:21] <@Afina> roll 1d20+30 arcana
[22:21] * Hatbot --> "Afina rolls 1d20+30 arcana and gets 33." [1d20=3]
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 06:23:10 PM
Quote from: Anastasia on June 15, 2012, 06:19:58 PM
As a quick aside, what was your guy's choice on training for the refugees?

We never really decided because they can make their own decisions. I guess the majority will go to the Master since he has most time to train dudes. Sylvie has her books and Stille has his women.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:23:54 PM
Quote from: Ebiris on June 15, 2012, 06:22:07 PM
[22:21] <@Afina> roll 1d20+30 arcana
[22:21] * Hatbot --> "Afina rolls 1d20+30 arcana and gets 33." [1d20=3]

Afina takes three days of intense study. The sunfire is a marvelous thing, but its secrets currently elude her. Meanwhile...

> roll 1d20+27
* Hatbot --> "Kotono rolls 1d20+27 and gets 29." [1d20=2]

(As a direct miracle relating to her faith, Balyss is able to use K:R here.)

Balyss studies the moonfire for the same three days. She reports much the same as Afina.

You guys are free to continue studying, though it'll consume another 3 days.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:24:15 PM
Quote from: Ebiris on June 15, 2012, 06:23:10 PM
Quote from: Anastasia on June 15, 2012, 06:19:58 PM
As a quick aside, what was your guy's choice on training for the refugees?

We never really decided because they can make their own decisions. I guess the majority will go to the Master since he has most time to train dudes. Sylvie has her books and Stille has his women.

Okay. Duly noted.
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 06:25:34 PM
[22:25] <@Afina> roll 1d20+30 Time has no meaning, Afina is lost in her work without need to eat nor sleep distracting her!
[22:25] * Hatbot --> "Afina rolls 1d20+30 Time has no meaning, Afina is lost in her work without need to eat nor sleep distracting her! and gets 44." [1d20=14]
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:27:05 PM
Quote from: Ebiris on June 15, 2012, 06:25:34 PM
[22:25] <@Afina> roll 1d20+30 Time has no meaning, Afina is lost in her work without need to eat nor sleep distracting her!
[22:25] * Hatbot --> "Afina rolls 1d20+30 Time has no meaning, Afina is lost in her work without need to eat nor sleep distracting her! and gets 44." [1d20=14]

Afina loses herself in the study! She makes solid progress in understanding it, but she's not finished yet. Another three days of study are needed, make an K:A check with a +5 modifier.

Meanwhile...

> roll 1d20+27
* Hatbot --> "Kotono rolls 1d20+27 and gets 37." [1d20=10]

Balyss is in the same boat, making progress but not quite a breakthrough. She gets the same +5 to her next check.
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 06:28:28 PM
[22:28] <@Afina> roll 1d20+35 isn't 9 days ominous?
[22:28] * Hatbot --> "Afina rolls 1d20+35 isn't 9 days ominous? and gets 49." [1d20=14]
Title: Re: Random DM nagging.
Post by: Yuthirin on June 15, 2012, 06:32:38 PM
[16:32] <Muirfinn> roll 1d20+24 aiding Afina
[16:32] * Hatbot --> "Muirfinn rolls 1d20+24 aiding Afina and gets 35."12 [1d20=11]
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 06:46:02 PM
Finally! Nine days of toil pass for Afina before she makes a breakthrough! She is on the verge, the orb glowing with supernatural heat in her hands. With a burst, the orb shatters in her hands, immolating her in golden flames! They do not burn her - no, she feels more alive than ever as they fade away! Afina unlocks the following new weapon qualities.

Sunfire

A sunfire weapon burns with golden fire when drawn, shedding light equivalent to a torch. This is equivalent to a daylight spell and cannot be suppressed except by darkness descriptor spells of at least 4th level. A sunfire weapon deals an extra 2d6 points of fire damage. This fire bypasses any fire resistance and immunity of evil creatures, as well as all undead. Finally, if held when they turn undead, they deal the same 2d6 fire damage to all creatures harmed by the turning. Market Price: +3 bonus. Spells used: daylight, fire storm.

Sunfire Blasting

A sunfire blasting weapon gushes golden fire when drawn, shedding light equivalent to natural sunlight in a 200ft radius. This ability cannot be suppressed except by darkness descriptor spells of at least 10th level. A sunfire blasting weapon deals an extra 3d6 points of fire damage. This fire bypasses any fire resistance and immunity of evil creatures, as well as all undead. Finally, if held when they turn undead, they deal the same 3d6 fire damage to all creatures harmed by the turning. Market Price: +5 bonus. Spells used: daylight, fire storm.

Meanwhile Balyss is getting closer, but she still hasn't made a breakthrough.
Title: Re: Random DM nagging.
Post by: Ebiris on June 15, 2012, 06:48:45 PM
Afina will offer to help out Balyss with her own insights.
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2012, 06:50:37 PM
[00:50] <Jaela> roll 1d20 aiding Balyss with the third round of checks, while Muirfinn aids Afina
[00:50] * Hatbot --> "Jaela rolls 1d20 aiding Balyss with the third round of checks, while Muirfinn aids Afina and gets 8." [1d20=8]
[00:50] <Jaela> I'll also supply her with Lore of the Gods throughout for +10 insight.

Overall, +12 from me?
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 07:08:32 PM
Quote> roll 1d20+46 (+5, +12, +2)
* Hatbot --> "Kotono rolls 1d20+46 (+5, +12, +2) and gets 49." [1d20=3]

At last Balyss makes a breakthrough.

Moonfire

A moonfire weapon glows with silvery moonlight, shedding faint illumination in a 5ft radius when drawn. A moonfire weapon deals an extra 2d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire weapon must make a DC 20 will save or be immediately returned to their natural form. Finally, a moonfire weapon grants spell resistance 20 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +3 bonus. Spells used: moonfire.

Moonfire Blasting

A moonfire blasting weapon sheds silvery moonlight in a 10ft radius when drawn. A moonfire weapon deals an extra 3d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire blasting weapon must make a DC 35 will save or be immediately returned to their natural form. Finally, a moonfire weapon grants spell resistance 35 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +5 bonus. Spells used: moonfire.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 07:17:32 PM
Okay, this weekend will be various things, some split rooms and some combined rooms. I figure dragon trip is best done next week, since we'll have three days for it. (You are off next Friday, right, Merc? No one's going to miss a day?)
Title: Re: Random DM nagging.
Post by: Merc on June 15, 2012, 07:20:05 PM
...I have a summer class presentation that day actually. >_>
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2012, 07:21:43 PM
XORNED!

Well balls.

We'll see how it goes then.
Title: Re: Random DM nagging.
Post by: Anastasia on June 16, 2012, 06:14:26 PM
Pending stuff topic stickied. Feel free to use it for group and personal organization, everyone.
Title: Re: Random DM nagging.
Post by: Anastasia on June 16, 2012, 11:15:10 PM
Okay, you guys are spending a fair bit of downtime right now, so we're about do another round of repairs. What's on tap?
Title: Re: Random DM nagging.
Post by: Corwin on June 17, 2012, 12:15:56 AM
http://www.soulriders.net/forum/index.php/topic,101729.msg1036678.html#msg1036678
Title: Re: Random DM nagging.
Post by: Anastasia on June 17, 2012, 12:17:46 AM
Okay, sort out who's doing what, roll it and post the results/costs.
Title: Re: Random DM nagging.
Post by: Corwin on June 17, 2012, 02:10:39 PM
Quote from: Corwin on May 18, 2012, 06:59:12 PM
There was a dumb mistake in the former, and besides we have training rooms to fix now. So!

Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
Kascha. Spellcraft +40 normally.

Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.

Lava pools (For the pyrofey and other fiery races): 10,000 gold; 2 DC 30 K:A&E checks; 1 DC 32 K:A check; 4 days.
Tepen. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.
Tepen, after lava pools. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.

Improve cafeteria(Better than the real thing. Possibly addictive!): 50,000 gold; 1 DC 30 spellcraft check; 2 DC 30 K:N checks; 4 days.
Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.

Spoiler: ShowHide

[19:56] <Jaela> ---
[19:56] <Jaela> Improve courtyard electricity damage to 6d6: 10,000 gold; 3 DC 20 spellcraft checks; 5 days.
[19:56] <Jaela> Kascha. Spellcraft +40 normally.
[19:57] <Jaela> roll 3#1d20 aid1
[19:57] <Jaela> roll 3#1d20 aid2
[19:57] * Hatbot --> "Jaela rolls 3#1d20 aid1 and gets 8." [3#1d20 = 2, 1, 5]
[19:57] * Hatbot --> "Jaela rolls 3#1d20 aid2 and gets 43." [3#1d20 = 19, 13, 11]
[19:57] <Jaela> roll 1d20+44
[19:57] * Hatbot --> "Jaela rolls 1d20+44 and gets 50." [1d20=6]
[19:57] <Jaela> roll 1d20+42
[19:57] * Hatbot --> "Jaela rolls 1d20+42 and gets 50." [1d20=8]
[19:57] <Jaela> roll 1d20+44
[19:57] * Hatbot --> "Jaela rolls 1d20+44 and gets 50." [1d20=6]
[19:58] <Jaela> 10%+10%+10%+25%
[19:58] <Jaela> 4,500gp/10,000gp (45%)
[19:58] <Jaela> ---
[19:59] <Jaela> Improve library's selection(+15 to knowledge checks, aka Sylvie special): 100,000 gold; 1 DC 33 K:P check; 1 DC 36 Appraise check; 7 days.
[19:59] <Jaela> Vul'lath. Appraise +28, K:P +32 normally; Appraise +43, K:P +47 with the Appraise, K:P boosters.
[19:59] <Jaela> roll 1d20 k:p aid1
[19:59] <Jaela> roll 1d20 k:p aid2
[19:59] * Hatbot --> "Jaela rolls 1d20 k:p aid1 and gets 5." [1d20=5]
[19:59] * Hatbot --> "Jaela rolls 1d20 k:p aid2 and gets 2." [1d20=2]
[19:59] <Jaela> roll 1d20 appraise aid1
[19:59] <Jaela> roll 1d20 appraise aid2
[19:59] * Hatbot --> "Jaela rolls 1d20 appraise aid1 and gets 8." [1d20=8]
[19:59] * Hatbot --> "Jaela rolls 1d20 appraise aid2 and gets 15." [1d20=15]
[20:00] <Jaela> roll 1d20+47 appraise
[20:00] * Hatbot --> "Jaela rolls 1d20+47 appraise and gets 49." [1d20=2]
[20:00] <Jaela> roll 1d20+51 k:p
[20:00] * Hatbot --> "Jaela rolls 1d20+51 k:p and gets 60." [1d20=9]
[20:01] <Jaela> 9%+4%+25%
[20:02] <Jaela> 62,000gp/100,000gp (62%)
[20:02] <Jaela> ---
[20:02] <Jaela> Lava pools (For the pyrofey and other fiery races): 10,000 gold; 2 DC 30 K:A&E checks; 1 DC 32 K:A check; 4 days.
[20:02] <Jaela> Tepen. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.
[20:02] <Jaela> roll 2#1d20 k:a&e aid1
[20:02] * Hatbot --> "Jaela rolls 2#1d20 k:a&e aid1 and gets 25." [2#1d20 = 15, 10]
[20:02] <Jaela> roll 2#1d20 k:a&e aid2
[20:02] * Hatbot --> "Jaela rolls 2#1d20 k:a&e aid2 and gets 27." [2#1d20 = 10, 17]
[20:02] <Jaela> roll 1d20 k:a aid1
[20:03] * Hatbot --> "Jaela rolls 1d20 k:a aid1 and gets 2." [1d20=2]
[20:03] <Jaela> roll 1d20 k:a aid2
[20:03] * Hatbot --> "Jaela rolls 1d20 k:a aid2 and gets 10." [1d20=10]
[20:03] <Jaela> roll 2#1d20+52 k:a&e
[20:03] * Hatbot --> "Jaela rolls 2#1d20+52 k:a&e and gets 113." [2#1d20+52 = 60, 53]
[20:03] <Jaela> roll 1d20+52 k:a
[20:03] * Hatbot --> "Jaela rolls 1d20+52 k:a and gets 65." [1d20=13]
[20:04] <Jaela> 10%+7%+11%+25%
[20:04] <Jaela> 4,700gp/10,000gp (47%)
[20:04] <Jaela> ---
[20:04] <Jaela> Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.
[20:04] <Jaela> Tepen, after lava pools. K:A&E +33, K:A +33 normally; K:A&E +48, K:A +48 with the K:A&E, K:A boosters.
[20:05] <Jaela> roll 2#1d20 k:a aid1
[20:05] <Jaela> roll 2#1d20 k:a aid2
[20:05] * Hatbot --> "Jaela rolls 2#1d20 k:a aid1 and gets 10." [2#1d20 = 5, 5]
[20:05] * Hatbot --> "Jaela rolls 2#1d20 k:a aid2 and gets 32." [2#1d20 = 13, 19]
[20:05] <Jaela> roll 1d20 k:a&e aid1
[20:05] * Hatbot --> "Jaela rolls 1d20 k:a&e aid1 and gets 19." [1d20=19]
[20:05] <Jaela> roll 1d20 k:a&e aid2
[20:05] * Hatbot --> "Jaela rolls 1d20 k:a&e aid2 and gets 16." [1d20=16]
[20:05] <Jaela> roll 2#1d20+52 k:a&e
[20:05] * Hatbot --> "Jaela rolls 2#1d20+52 k:a&e and gets 127." [2#1d20+52 = 68, 59]
[20:05] <Jaela> roll 1d20+52 k:a
[20:05] * Hatbot --> "Jaela rolls 1d20+52 k:a and gets 67." [1d20=15]
[20:06] <Jaela> 12%+9%+11%+25%
[20:07] <Jaela> 12,900gp/30,000gp (43%)
[20:07] <Jaela> ---
[20:07] <Jaela> Improve cafeteria(Better than the real thing. Possibly addictive!): 50,000 gold; 1 DC 30 spellcraft check; 2 DC 30 K:N checks; 4 days.
[20:07] <Jaela> Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +50 with the floating feat and booster.
[20:07] <Jaela> roll 1d20 spellcraft aid1
[20:07] <Jaela> roll 1d20 spellcraft aid2
[20:07] * Hatbot --> "Jaela rolls 1d20 spellcraft aid1 and gets 8." [1d20=8]
[20:07] * Hatbot --> "Jaela rolls 1d20 spellcraft aid2 and gets 14." [1d20=14]
[20:07] <Jaela> roll 2#1d20 k:n aid1
[20:07] * Hatbot --> "Jaela rolls 2#1d20 k:n aid1 and gets 21." [2#1d20 = 6, 15]
[20:07] <Jaela> roll 2#1d20 k:n aid2
[20:07] * Hatbot --> "Jaela rolls 2#1d20 k:n aid2 and gets 23." [2#1d20 = 15, 8]
[20:07] <Jaela> roll 1d20+54 spellcraft
[20:08] * Hatbot --> "Jaela rolls 1d20+54 spellcraft and gets 57." [1d20=3]
[20:08] <Jaela> roll 2#1d20+56 k:n
[20:08] * Hatbot --> "Jaela rolls 2#1d20+56 k:n and gets 130." [2#1d20+56 = 70, 60]
[20:08] <Jaela> 9%+13%+10%+25%
[20:09] <Jaela> 21,500gp/50,000gp (43%)
[20:09] <Jaela> ---
Title: Re: Random DM nagging.
Post by: Corwin on June 17, 2012, 05:26:55 PM
Fourth repair round suggestions:

Not a lot can be done in parallel here, and things are getting expensive enough that fixing stuff sans boosters is probably too expensive to care about.

(1)

Unicorn arrow trap for the gates, fires after the magic missiles (5 unicorns; CL 17): 75,000 gold; 2 DC 32 spellcraft checks; 1 DC 33 K:A check; 3 days.

Improve cafeteria(Everything is a heroes' feast; soldiers who eat before battle will have the benefits of this): 200,000 gold; 3 DC 50 K:A checks; 2 DC 50 K:R checks; 2 DC 50 spellcraft checks; 3 days.

Kascha. Spellcraft +40, K:A +43, K:R +29 normally. Spellcraft +55, K:A +58, K:R +44 with Spellcraft, K:A, K:R boosters.

Six day mark....

Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.

Kascha. Spellcraft +40 normally. Spellcraft +55 with Spellcraft booster.


(2)

Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.

Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +35 with the floating feat.

Six day mark....

Improve officer's barracks more (As above again): 50,000 gold; 1 DC 27 K:A check, 1 DC 27 K:P check, 1 DC 27; K:N check; 15 days.

Sylvie. K:P +37, K:A +37, K:N +37 normally. K:P +55, K:A +52, K:N +52 with K:P, K:A, K:N boosters and floating feat.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 17, 2012, 05:35:44 PM
My request for the Worldmeet Glade stands for either this round or the next, please. :D
Title: Re: Random DM nagging.
Post by: Anastasia on June 18, 2012, 09:19:16 PM
Happy Hands

Now look here, I know you bought me. I bet you're feeling right smug with yourself, getting a gem of a book all to yourself! You know what? Fuck you, that's what! I'm not going to sit here and let some grubby dog sucker find out my secrets!

Jaela finds this book to be a difficult, resistant story of the book you're reading. It's written as if the book is alive and disdainful that someone like you has purchased it. It alternates trying to escape - figuratively, though you do drop it a few more times than usual - and instructing you how to properly hold a book. The lessons are intensive, demanding constant displays of manual dexterity. By the end of the book, the book's script deigns to allow to be held by you. While the book has nothing else but that, Jaela finds that the lessons improve her sleight of hand. She gains one rank in Sleight of Hand.
Title: Re: Random DM nagging.
Post by: Anastasia on June 18, 2012, 09:30:19 PM
A Chronicle of Rokasai, the Golden Land

This is a dry historical record of Rokasai, dubbed the Golden Land. A fertile plain bisected by the rivers Tam and Fin, it grew to be ruled by a single bloodline of kings. Rokasai boasted great prosperity through effective magical and alchemical rituals combined with strong military force against her neighbors, Lostlands and Farew Condeferacy. It details everything until the end. At the height of its power, Rokasai is said to have been beset by a destroyer from the Gods. A beast more akin to a mountain of blades than a living thing, it shredded entire cities and smashed armies underfoot. In desperation, the king turned to his personal seer, who divined that the beast could only be slain by a weapon that has never been a weapon and never will be a weapon. Unable to find such, Rokasai was rent asunder and forgotten, save by learned sages.

Speculation is that a weapon that only exists for one moment could ever wound or even slay this unnamed calamity. It is said all the kingdoms of the world sought to find such a weapon, yet the calamity vanished once Rokasai was torn apart. The reasons for this wrathful smiting has never been certain, though several faiths claim it to be divine vengeance for past misdeeds.
Title: Re: Random DM nagging.
Post by: Anastasia on June 18, 2012, 09:31:47 PM
Posting this lineup of books here for when Merc updates the book listing. Hint hint hint hint.

Lost Lore of the Abyss: Athux: 600 gold.
Lost Lore of the Abyss: The Pale Mother: 600 gold.
Lost Lore of the Abyss: Sualax: 600 gold.
Lost Lore of the Abyss: Kina-ja: 600 gold.
Lost Lore of the Abyss: The Radiant Sisters. 600 gold.
Gwinnan's Travel Logs, Volume 7: Steam. 150 gold.
Cheeses of the Outer Planes: 100 gold.
Happy Hands: 500 gold.
Rapier Mastery: 5,000 gold.
A Chronicle of Rokasai, the Golden Land: 400 gold.
99 Baatorian Proverbs: 900 gold.
Title: Re: Random DM nagging.
Post by: Corwin on June 19, 2012, 12:55:37 AM
Quote from: Anastasia on June 18, 2012, 09:30:19 PM
A Chronicle of Rokasai, the Golden Land

This is a dry historical record of Rokasai, dubbed the Golden Land. A fertile plain bisected by the rivers Tam and Fin, it grew to be ruled by a single bloodline of kings. Rokasai boasted great prosperity through effective magical and alchemical rituals combined with strong military force against her neighbors, Lostlands and Farew Condeferacy. It details everything until the end. At the height of its power, Rokasai is said to have been beset by a destroyer from the Gods. A beast more akin to a mountain of blades than a living thing, it shredded entire cities and smashed armies underfoot. In desperation, the king turned to his personal seer, who divined that the beast could only be slain by a weapon that has never been a weapon and never will be a weapon. Unable to find such, Rokasai was rent asunder and forgotten, save by learned sages.

Speculation is that a weapon that only exists for one moment could ever wound or even slay this unnamed calamity. It is said all the kingdoms of the world sought to find such a weapon, yet the calamity vanished once Rokasai was torn apart. The reasons for this wrathful smiting has never been certain, though several faiths claim it to be divine vengeance for past misdeeds.

Can any knowledge we currently have help narrow down what the mountain of blades is?
Title: Re: Random DM nagging.
Post by: Anastasia on June 19, 2012, 01:02:44 AM
K:P. Roll'n'post.
Title: Re: Random DM nagging.
Post by: Corwin on June 19, 2012, 02:40:12 AM
08:39   Corwin   roll 1d20+23+15+15 I'll spend a minute in the library, then
08:39      Hatbot --> "Corwin rolls 1d20+23+15+15 I'll spend a minute in the library, then and gets 71." [1d20=18]
Title: Re: Random DM nagging.
Post by: Anastasia on June 19, 2012, 02:45:01 AM
Ancient legends speak of a creature made of blades. Hundreds of blades held by hundreds of arms. A roving calamity, said to herald the end of civilizations. A killing machine made by the Gods, so powerful that it served its purpose and resisted destruction after. What happened to it is not known, only its name surviving in the rarest, oldest texts: Hecatoncheires.
Title: Re: Random DM nagging.
Post by: Corwin on June 19, 2012, 03:02:52 AM
Unposted books (from stuff that was bought before):

The Narrative Guide to the Styx.
Biological Functions of Lemures.
The Bloodeye Ritual.
Gwinnan's Travel Logs, Volume 2: Air.
Numerological Concepts in the Planes.
Regrets of the Well-Worn Inevitable.
The divided mind: 350 gold.
Do not read this book!: 500 gold.
Three Truths, Six Catastrophes, Seven Blessings, and the One Self: 2,000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2012, 01:33:32 AM
A bunch of those are Sylvie's. You're welcome to read them if someone's borrowing them. Are they? I asked last time and at the time Jaela didn't want to.
Title: Re: Random DM nagging.
Post by: Corwin on June 20, 2012, 08:52:23 AM
Divided Mind might be fun. A couple are Ithea's, and have now been cleared for reading by Tannin, mind.
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2012, 02:06:58 AM
The Divided Mind

This book is the story of a heretical 'sorcerer-wizard' who attempted to establish a divided mind in his subjects. He grafted parts of the brains of eye tyrants into the test subjects, using magic to integrate the parts into a divided whole. His logic was that since beholders can manipulate several eye stalks of magic at once, they have naturally compartmentalized minds that are well suited to this. The heretic's goals were to create subjects who would use segments of their mind to do several things at once - and ultimately to create spellcasters who could cast several spells at once.

Interestingly, despite calling the sorcerer-wizard a heretic, much of his surviving research is recorded within the book. It is noted that he never succeeded, though he believed his last few test subjects were coming closer, according to recovered research journals. Unfortunately, test subject A-A through B-E had proven either inadequate or unable to withstand the grafting process.

Should one wish to attempt to recreate this research, The Divided Mind offers a +5 circumstance bonus to the relevant rolls.
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2012, 02:21:33 AM
Do not read this book!

This book begins by praising the reader for defying its authority. It goes into long screeds against authority in all forms, calling it the drug of the weak minded and those who wish to be nothing more than two legged cattle. This book endorses the defiance of authority, at first alone, then in pairs, then in ever rising groups. It details how to form anarchic cells, engage in the destruction of authority on a township, regional and national level and finally the complete destruction of civilization. It envisions a world where all are independent and unchained, living how they wish with no other telling them how to live. This book is anti government, anti civilization, anti clerical and anti any other source of authority.
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2012, 02:24:41 AM
Three Truths, Six Catastrophes, Seven Blessings, and the One Self.

This particular book is a complicated tome about numerology in all forms. It is a part of the Numerologist PrC described here (http://www.soulriders.net/forum/index.php/topic,101739.msg1029911.html#msg1029911). In the unlikely event a PC ends up taking this class, this book can satisfy the related prerequisite.
Title: Re: Random DM nagging.
Post by: Corwin on June 21, 2012, 02:32:27 AM
It's a bit later than usual, but can we have the devil prisoners from Astral interrogated? Both the ones I caught with Hanna, and the one-two I said I'd grab during the cleanup of the devil fortress there?

Also, this never actually came up even though we both expected it to. You said you'd list the price/requirements for a cauldron of stars, Dune, remember? Do you mind doing that?
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2012, 03:24:06 AM
I'll get to them within a few days, thanks for the reminder.
Title: Re: Random DM nagging.
Post by: Corwin on June 21, 2012, 03:31:30 PM
There will be two versions of the contract, and the Mercane will get to choose which one to sign:

-1 item/month commissioned from Afina by the Mercane. Afina automatically refuses to craft for fiends and enemies of the Crusade. Afina may refuse any specific requests as well. Mercane who try to circumvent this pay inflated fines to Afina and the act or official attempts to conceal it may constitute a breach of contract between the Aurora and the Mercane, at Afina's discretion.
-Mercane get a 10% discount for this specific commission. They may commission more items from Afina at the normal price, should Afina be willing to work on said commissions.
-Afina is gifted with a book teaching her to surpass her limits where it comes to crafting. The Mercane will strive to provide opportunities for Afina's work to get noticed favorably by the higher powers, in hopes of further knowledge being shared with her further down the line by said powers.
-The Mercane get to expand their presence in the Aurora (more shops/space) threefold.
-The Aurora opens an account for 100,000gp at the Union Bank.
-The Mercane provide Aurora with actionable intelligence on its prime enemies of Tiamat and Abigor.

OR:

-1 item/month commissioned from Afina by the Mercane. Afina automatically refuses to craft for fiends and enemies of the Crusade. Afina may refuse any specific requests as well. Mercane who try to circumvent this pay inflated fines to Afina and the act or official attempts to conceal it may constitute a breach of contract between the Aurora and the Mercane, at Afina's discretion.
-Mercane get a 20% discount for this specific commission. They may commission more items from Afina at the normal price, should Afina be willing to work on said commissions.
-Afina is gifted with a book teaching her to surpass her limits where it comes to crafting. The Mercane will strive to provide opportunities for Afina's work to get noticed favorably by the higher powers, in hopes of further knowledge being shared with her further down the line by said powers.
-Should such opportunities not come to pass, the Mercane are to offer Afina something of equal value on a monthly basis as a type of insurance.
-The Aurora opens an account for 100,000gp at the Union Bank.
-The Mercane provide Aurora with actionable intelligence on its prime enemies of Tiamat and Abigor.
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2012, 03:50:33 PM
The Mercane will take the first one.
Title: Re: Random DM nagging.
Post by: Corwin on June 21, 2012, 05:32:51 PM
Can we go kill the rust dragon this weekend? Do we have anything to go on IC aside from blindly plane-shifting to Lifasa? I recall we asked both Makaril and Tannin (and possibly Morniel/Celestia as well) for info we could act on here, but I'm not sure what we actually got. Could you please refresh us on this, Dune?
Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2012, 02:39:54 AM
Todo when I'm not feeling like a dog:

1. Prisoner interrogations.
2. Cauldron of stars.
3. Add ring of mind blank to Tannin's sheet.
4. Mercane book and misc things related to that.

Anything else, guys?
Title: Re: Random DM nagging.
Post by: Corwin on June 22, 2012, 06:53:20 AM
3. Add ring of mind blank (http://www.soulriders.net/forum/index.php/topic,101784.msg1037930.html#msg1037930) and ring/boots of plane shift 1/day (his choice) (http://www.soulriders.net/forum/index.php/topic,101784.msg1037873.html#msg1037873) to Tannin's sheet.
5. Rust dragons waiting to be killed, let's go kill them.
Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2012, 01:06:25 PM
Todo when I'm not feeling like a dog:

1. Prisoner interrogations.
2. Cauldron of stars.
3. Add ring of mind blank to Tannin's sheet.
4. Mercane book and misc things related to that.

Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2012, 01:44:50 PM
Okay, the agreement with the Mercane includes a 100,000 deposit into the Union Bank. In addition, someone needs to go to tend to your affairs there and manage your investments. Any suggestions, guys?

In addition, Afina's first request is here: The Mercane would like to start with something uniquely 'Afina' to market and get attention. Something that encapsulates her personal style and skill at item creation. They'll cover the costs up to 200,000 gold (any non-epic item).
Title: Re: Random DM nagging.
Post by: Corwin on June 22, 2012, 01:56:01 PM
Morniel has been helping us with organization, so I'd want to ask him who he'd recommend here.
Title: Re: Random DM nagging.
Post by: Anastasia on June 25, 2012, 12:09:08 PM
Deleted Cor's topic after some thought. I have nothing against the sentiment expressed there and I've moved my reply from there to below. I just don't really want a topic about it lingering around for a bunch of reasons. Besides which, it gives the wrong impression about what's going on here. Reply from that topic as follows.

Eh. Do I feel the issue's been used as a bludgeon, as Eb put it? Not particularly. It's been used a few times to chilling effect, such as with Ilsenine and Ellese. I feel that the presence of it - as noted in Eb's post - is greatly overblown and over emphasized. A single incident gets immediate reactions, while murder doesn't even get blinked at. So really, I disagree about the basic premise of it being an everpresent part of the game.

That said, okay then. Don't really wanna argue about this, nor do I think it's something that should particularly be argued in the first place. I'll tone it down since it's bothering you guys so much.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2012, 02:16:16 PM
Okay, I'm burning out on 5 days a week of DMing (not counting 1/week Planar 2, but that's not the problem here).  I need more downtime, so consider Tuesdays cancelled until further notice. Also, be aware that come September football season kicks in, so Sundays are out from September to the start of February. Odds are we'll run Thur/Fri/Sat/Sun until then, then Thurs/Fri/Sat/one other day during football season. This creates some difficulties for Merc, but odds are he'll be doing more individual stuff with Ithea during that time, as needed, during the evenings. I'll work something out.

Also I'm taking tomorrow off at the least and maybe more time. My batteries need recharging.
Title: Re: Random DM nagging.
Post by: Merc on June 27, 2012, 04:31:52 PM
I actually don't think it's that bad for me! On a thu/fri/sat schedule, given off-fridays I miss only half the sessions vs the tue/thu/fri/sat/sun schedule where I still miss half the sessions... But there half is 5 sessions vs 3. The current schedule hasn't been fun for me since its pretty much a 'do whats available' schedule. Less missed days will surely make me feel less out of touch with the game.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 27, 2012, 06:20:01 PM
Quote from: Anastasia on June 27, 2012, 02:16:16 PM
Okay, I'm burning out on 5 days a week of DMing (not counting 1/week Planar 2, but that's not the problem here).  I need more downtime, so consider Tuesdays cancelled until further notice. Also, be aware that come September football season kicks in, so Sundays are out from September to the start of February. Odds are we'll run Thur/Fri/Sat/Sun until then, then Thurs/Fri/Sat/one other day during football season. This creates some difficulties for Merc, but odds are he'll be doing more individual stuff with Ithea during that time, as needed, during the evenings. I'll work something out.

Also I'm taking tomorrow off at the least and maybe more time. My batteries need recharging.

Do whatchoo gotta do, mang. Don't die on us.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2012, 10:09:01 PM
Todo when I'm not feeling burned out:

1. Prisoner interrogations.
2. Cauldron of stars.
3. Post Rosa. I meant to finish her awhile ago, but I've not managed to muster the will.

Further, do you guys want me to stat out Ellese? I had tentatively planned on doing so with her, but after the pushback on things related to her, I'm not sure if it's worth bothering now. Simple yes/no will suffice, don't need or want details.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 27, 2012, 11:32:14 PM
Crazy go-nuts elf chick? Can't possibly go wrong! I think she'll make a great addition to the team.
Title: Re: Random DM nagging.
Post by: Ebiris on June 28, 2012, 03:21:57 AM
If she's high enough level to justify statting, sure. If she's below level 15 she can join the Lifasan Refugee segment of the army.
Title: Re: Random DM nagging.
Post by: Anastasia on June 28, 2012, 01:25:55 PM
Okay, barring someone speaks up - this is your chance - I'll add her to the list.
Title: Re: Random DM nagging.
Post by: Anastasia on June 29, 2012, 12:58:42 PM
Todo when I'm not feeling burned out today.

1. Prisoner interrogations.
2. Cauldron of stars.
3. Post Rosa. I meant to finish her awhile ago, but I've not managed to muster the will.
4. Post Ellese.
5. Review Yuth's rebuild stuff.

Anything else?
Title: Re: Random DM nagging.
Post by: Yuthirin on June 29, 2012, 09:02:19 PM
Sounds good to me. 
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2012, 03:23:15 AM
From the category of I'm actually making progress, really:

Rosa

Rogue 7/Skullclan Hunter 10//Fighter 16/Cleric 1 (ACF Armored Savant at 1, Bonded Armor at 8, Armor of God at 10, Counterattack at 12, Overpowering Attack at 16; cleric is taken at level 2.) Base armor class 50. Defensive warrior that uses sneak attack to make up for going sword+shield.  Overpowering attack+PA gives her a secondary option against SA immunes - though she can sneak attack undead anyway. She has has elf immunities, a bunch of immunities from skullclan hunter and heavy fortification. She'll get spell resistance at fighter 18 with another ACF.

Ellese

Fiendtainted 9/Fiend-Blooded 8//Sorcerer 17. Fiendtainted is a custom template for her particular situation, which can be succinctly described as fucked up. She has a superior constitution score and regeneration due to the horrors she endured, but she is forever tainted by evil, from her body to her abilities to even her spells. She has no gear (obviously) and is single focused on spellcasting.

Prisoner interrogations are the lowest priority. Not much to say until they're done, though nothing groundbreaking is coming from them.

The cauldron of stars is tomorrow - it's not hard, just busywork to write out what needs to be wrote out.

Yuth wants to rebuild Muirfinn and remove the rogue levels he took, as they've ended up extraneous to his concept. I'm fine with this - Ithea did that a few levels ago and it worked out well for her. The build includes Fist of the Forest, which I'm going to nix. I don't feel the class is broken, though it is mechanically potent and probably some manner of cheese. I feel the premise of it - a wild nature savage - simply doesn't fix the premise of this game. You guys are the leaders of an interplanar fortress and army. There's not much wild and natural about it. While you could RAW satisfy the conditions by sleeping outside, the fact that you'd be spending most of your time inside with Aurora feels like it's passing RAW but violating the spirit of the class. I'm not eager to fiddle with the code of conduct, since the class is predicated and balanced on a restrictive code that can seriously hamper most type of characters. I'm usually more than willing to be adaptable with flavor, but in this case it's nothing but a headache and one I don't want to deal with.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 30, 2012, 03:24:46 AM
Okay. I'll find something else to fill the slot.
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2012, 03:25:57 AM
I can make recommendations if you want, as I went through the monk PrCs for the Master and Sylvie.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 30, 2012, 03:30:39 AM
That'd help! :D
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2012, 04:22:18 AM
You have six levels of rogue to eliminate and 1 level of monk as it stands. I'm going to assume at least one more level in monk since you want evasion. That leaves 5 levels to play with. These are the three best I found, as other classes are redundant for you, less useful in this campaign (boy does kensai sorta suck with cheap necklaces of natural attack around) or otherwise unrealistic. I also stuck to unarmed damage boosting classes, since I know you were interested in that.

Monk of the Enabled Hand (Dragon Compendium): The third level counter ability is awesome, but the prerequisites suck groats. You said you weren't all that interested in PM due to this, but I'm listing this for the sake of completeness. If you do look at it, there's a few houserules about it.

Arcanopath Monk (Dragon Compendium): The prereqs are awful, but it offers several status-style attacks that could be useful transformed, as you lack your spells shape shifted.

Shen (Dragon 319): Surprisingly humane prerequisites (but see text). It's a nature themed martial arts class with various options you choose at 2nd level. It also offers ki strie (silver), which obviously has appeal for this game. It also grants uncanny dodge at level 5, which you lose from rogue.

Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 05:30:41 PM
Level up summaries are as follows.

Adrian

- Dragon Devotee 2 and Fighter 8.
- 9 on a d10 for a total of 237 hp. (255 after toughness)
- +1 BAB to a total of +18.
- +4 bonus to saves against sleep and paralysis.
- +1 to fort saves.
- Skills go up as normal.
- New feats are Staggering Strike(18), Toughness(DD2), Greater Weapon Focus(F8).

Decent level. More HP helps mildly ameliorate his AC problems, while staggering strike gives him a useful option in combat.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 05:42:36 PM
Misalea

- Arcane Duelist 8 and Bard 11.
- 6 on a d8 for a total of 136 hp.
- +1 bab for a total of +18.
- Enchant chosen weapon rises to +4.
- +1 3rd and +4th level spells.
- +1 4th level spell known. She chooses Dimension Door.
- Gains speak with plants 1/day as an SLA.
- +1 to reflex and will saves.
- Skills go up as normal.
- New feat is Song of the Heart(18).

Solid level. Nothing overwhelming here, but she improved every aspect of her character besides smiting evil.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 06:19:07 PM
Dana

- Psychic Warrior 5 and Dwarven Defender 10.
- 4 on a d12 for a total of 276 hp.
- +1 bab for a total of +18.
- 2+3=5 pp gained this level.
- 1 new power. She chooses Dimension Swap.
- Damage reduction 3/- for a total of damage reduction 6/-.
- +1 dodge bonus to armor class.
- +1 to fort and will saves.
- Skills go up as normal.
- New feats are Focused Shield(18), Practiced Manifestor(PW5)

Not a bad level at all. +2 AC, +4 manifester level and dimensional swap lets her do her job better.
Title: Re: Random DM nagging.
Post by: Corwin on July 01, 2012, 06:26:17 PM
I see Afina spent the time reading her book, and I'll do the same with my Int one. Can we roll for the first (six day mark) batch of this (http://www.soulriders.net/forum/index.php/topic,101729.msg1037871/topicseen.html#msg1037871)?
Title: Re: Random DM nagging.
Post by: Corwin on July 01, 2012, 06:31:01 PM
[00:28] <Jaela> Dune, can I roll the int check for my tome of int?
[00:29] <Infinite_Ko_Loop> Yeah, do so and post a link to the loot topic info on it. I'
[00:29] <Infinite_Ko_Loop> I'll resolve it when I'm done with levels.

[00:30] <Jaela> roll 1d20+6 DC20
[00:30] * Hatbot --> "Jaela rolls 1d20+6 DC20 and gets 25." [1d20=19]

Nice rolls this levelup!

Tome of Clear Thought: This tome is packed with mind strengthening exercises. If studied for 8 hours per day for 7 days, it grants a 1 point bonus to intelligence. Alternately, if studied for 16 hours per day for 7 days and a DC 20 intelligence check is made at the end of the week, the bonus increases to 2. Once used, the magic of this tome is exhausted. [50,000gp]
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 06:36:08 PM
Tannin

- Spellfilch 3 and Battledancer 16.
- 6 on a d8 for a total of 140 hp.
- +1 bab for a total of +18.
- Unarmed strike reaches 4d8 (with boosters and improved natural attack) and is now maxed out.
- Spellwise(sneak attack) is gained.
- +10 movement speed.
- +1 to fort and ref saves.
- Skills go up as normal.
- New feat is Quicken Spell-Like Ability(Glibness)(18)

Good level. Spellwise(sneak attack) lets him do arcane strike style sacrifices for sneak attack dice. It's a move action so it's limited in use, but it gives him another option in battle. Quickened Glibnesses is obviously useful for someone in his line of work.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 06:43:27 PM
Arrel

- Giant Eagle 9 and Fighter 4
- 3 on a d10 for a total of 282 hp.
- +1 bab for a total of +16.
- Breath weapon DC rises by 1 to 26.
- Stunning fist DC rises by 1 to 23.
- +1 to fort saves.
- Skills go up as normal.
- New feats are Improved Rapidstrike(claw)(18), Improved Initiative(F4).

Good level for improved rapidstrike alone.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 06:52:22 PM
Jarl Bigansdir

- Cloud Giant 18 and Healer 18.
- 3 on a d8 for a total of 191 hp.
- +1 bab for a total of +13.
- +1 to turn undead healing/damage.
- True calling is gained.
- +1 to fort, ref and will saves.
- Skills go up as normal.
- New feat is Augment Healing(18).

I'm sure Jaela thinks this is a good level at least! He improved his healing game nicely, so I'd call it a good one. Spells to be updated later when I move him to the spells topic.
Title: Re: Random DM nagging.
Post by: Corwin on July 01, 2012, 06:58:16 PM
Contingency/Heal if Jaela is taken out of action for more than a single round, Heal can return her to action and Fortunate Fate was not activated or was not enough.

Basically, if I can't act for more than one round (so it won't activate on stuff like Stunning Fist) or have been killed, and if Heal can fix it, then it should activate. Works?
Title: Re: Random DM nagging.
Post by: Corwin on July 01, 2012, 07:00:16 PM
Quote from: Anastasia on July 01, 2012, 06:52:22 PM
I'm sure Jaela thinks this is a good level at least! He improved his healing game nicely, so I'd call it a good one. Spells to be updated later when I move him to the spells topic.

On paper, at least, he graduates from a quack. Whether he can be trusted with raising people from the dead is another matter entirely!
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 08:06:22 PM
Lief

- Fighter 8 and Dread Commando 5.
- 8 on a d10 for a total of 227 hp.
- +1 bab to a total of 16.
- +1 to team initiative bonus to a total of +5.
- +1d6 sneak attack to a total of +5d6.
- +1 to fort saves.
- Skills go up as normal.
- New feat is Ranged Weapon Mastery(Piercing)(F8).

Okay level. More SA and Ranged Weapon Mastery are nice but not overwhelming.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 08:23:28 PM
Also adjusted Lief's SR up to the proper number, forgot to update it.

Crystal

- Ranger 14 and Defender of the Natural World 4.
- 3 on a d10 for a total of 140 hp.
- +1 bab for a total of +18.
- Gains an additional 1st level ranger spell. She unlocks 4th level ranger casting but lacks the wisdom for a bonus spell. She selects another Rhino's Rush.
- Gains spellcasting synergy(2nd level).
- Gains an additional 1st level paladin spell. She selects another divine favor.
- +1 fort, ref and will saves.
- Skills go up as normal.
- New feat is Nemesis(Evil)(18).

Eh level. Not bad, not great. Nothing for Hope, but he gains an animal companion boost next level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 08:53:24 PM
Drena

- Air Elemental 14 and Contemplative 8.
- 5 on a d8 for a total of 230 hp.
- +1 bab for a total of +12.
- Gains an additional 8th level spell and 3 9th level spells per day.
- Gains an additional 6th, 7th, 8th and 3 9th level spells known. He selects Mantle of the Icy Soul(SC), Greater Aura of Cold(FB), Righteous Halo(Custom), Summon Monster 9, Fimbulwinter(FB) and Greater Whirlwind.
- +1 ref and will saves.
- New feat is Extra Turning(18).

A heap of new, useful spells makes it a solid level for Drena.  Fimbulwinter is utility (and expensive utility with the GP/XP conversion) but it may be useful sooner or later.

Cor, I'm assuming Righteous Halo is around to be learned. If you'd rather keep it for yourself, say so and I'll select another spell for Drena instead. Normally I'd ask first, but since I'm doing a ton of level ups, I'd rather ask and assume yes, rather than leave it hanging. Less chance of forgetting about it.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 09:14:22 PM
Kascha

- Ghaele 18 and Loremaster 2.
- 2 on a d8 for a total of 171 hp.
- +1 bab for a total of 18.
- Gains lore.
- Gains an 8th and 9th level spell. She selects quickened empowered scorching ray and maximized empowered enervation.
- +1 fort, ref and will saves.
- Skills go up as normal.
- New feat is Greater Spell Penetration(18).

Middling. Shameless metamagic use is a go.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 09:16:02 PM
Few notes as I work.

1. Ithea, Kascha would be willing to loan you her belt+6 until you get yours back. You bought her that vest, after all.
2. Yuth, post your rebuild spread here? I wanna read/comment on it a bit later.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 09:34:04 PM
Hanna

- Planetar 18 and Wonderworker 2.
- 7 on a d8 for a total of 264 hp. (282 after toughness)
- +1 bab for a total of 18.
- Gains an 8th and 9th level spell plus 2 8th and a 9th level spell from wonderworker's bonus spells. She selects consecrated radiant assaultx3 and consecrated fire stormx2.
- +1 to fort, ref and will saves.
- Skills go up as normal.
- New feats are Toughness(18), Words of Creation(WW2).

Nothing world shattering since planetar and wonderworker levels are empty. Nonetheless, consecrate spell+damaging spells gives Hanna more options when she can't close into melee range or has to deal with multiple targets. Options are nice.
Title: Re: Random DM nagging.
Post by: Merc on July 01, 2012, 09:40:36 PM
Quote from: Anastasia on July 01, 2012, 09:16:02 PM1. Ithea, Kascha would be willing to loan you her belt+6 until you get yours back. You bought her that vest, after all.
Sure, I appreciate that.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 10:27:19 PM
Fixed more SRs I forgot in previous rounds. I hate when I do that.

Sylvie

- Factotum 18 and Exemplar 2.
- 7 on a d8 for a total of 242 hp.
- +1 bab for a total of 18.
- Stunning fist DC rises by 1 to 34.
- Max spell level of Arcane Dilettante rises to 7th. She removes one cone of cold and replaces it with bite of the werebear.
- Gains lend talent (1/2 penalty).
- +1 ref and will saves.
- Skills go up as normal.
- New feat is Darkstalker(18).

Filler level. Darkstalker is good but she may swap it out later, as it's more of a useful placeholder.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 10:27:38 PM
Quote from: Merc on July 01, 2012, 09:40:36 PM
Quote from: Anastasia on July 01, 2012, 09:16:02 PM1. Ithea, Kascha would be willing to loan you her belt+6 until you get yours back. You bought her that vest, after all.
Sure, I appreciate that.

Done, add it to your sheet.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 11:00:08 PM
Quote from: Corwin on July 01, 2012, 06:58:16 PM
Contingency/Heal if Jaela is taken out of action for more than a single round, Heal can return her to action and Fortunate Fate was not activated or was not enough.

Basically, if I can't act for more than one round (so it won't activate on stuff like Stunning Fist) or have been killed, and if Heal can fix it, then it should activate. Works?

I'm going to put this through the wringer, since the last thing I want in combat is to have to parse out what a contingency is supposed to do. I want these as clear as possible.

For taken out of action, what precisely do you mean? Unable to do anything, like stunned or dazed? Partially limited, such as nauseated or staggered? Some other definition? Second of all, adding in secondary conditions (such as interacting with Fortunate Fate) adds a layer of complexity to this that I would rather avoid. Frankly, I'd prefer for a contingency to be one simple sentence when possible - clear, concise and direct.

Contingency: Teleport. Teleport home when you are gravely wounded(less than 1/3rd hp).
Contingency: Resist Energy(Fire). Cast when you suffer fire damage.
Contingency: Tongues. Cast when you hear a language you don't understand.
Contingency: Greater Invisibility. Cast when you are physically attacked by a longsword wielding elf.

If you find the need to use a comma in your contingency, it may well be overly complicated. Suggestions for what you're getting at here:

Contingency: Heal. Cast heal when you suffer a condition (http://www.d20srd.org/indexes/conditions.htm) that would reduce your actions (http://www.d20srd.org/srd/combat/actionsInCombat.htm) in a round.
Contingency: Heal. Cast heal when you are reduced to zero or less hit points.
Contingency: Heal. Cast heal when you suffer a condition that heal can cure.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 11:02:38 PM
Quote from: Corwin on July 01, 2012, 07:00:16 PM
Quote from: Anastasia on July 01, 2012, 06:52:22 PM
I'm sure Jaela thinks this is a good level at least! He improved his healing game nicely, so I'd call it a good one. Spells to be updated later when I move him to the spells topic.

On paper, at least, he graduates from a quack. Whether he can be trusted with raising people from the dead is another matter entirely!

The odds are generally in his favor now. What could possibly go wrong?
Title: Re: Random DM nagging.
Post by: Merc on July 01, 2012, 11:03:59 PM
Quote from: Anastasia on July 01, 2012, 11:02:38 PM
Quote from: Corwin on July 01, 2012, 07:00:16 PM
Quote from: Anastasia on July 01, 2012, 06:52:22 PM
I'm sure Jaela thinks this is a good level at least! He improved his healing game nicely, so I'd call it a good one. Spells to be updated later when I move him to the spells topic.

On paper, at least, he graduates from a quack. Whether he can be trusted with raising people from the dead is another matter entirely!

The odds are generally in his favor now. What could possibly go wrong?
Hatbot
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 11:05:56 PM
You make a well reasoned and cogent argument.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 01, 2012, 11:09:01 PM
Slapped together, looks like it'll be Druid 19//Half-Water Elemental 3/Monk 6/Ardent Dilettante 3/Hierophant 5/Shen 2
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 11:10:08 PM
Looks solid - why so many monk levels, though? ACFing them or anything? I mean, monk past about level 3 drops off a fair bit, and I figured you'd go for more PrC levels instead.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 01, 2012, 11:22:30 PM
Better attack bonus, better speed increase, bonus feat.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2012, 11:24:32 PM
Fair enough.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 02:27:41 AM
Morniel

- Monadic Deva 18 and Justicar of Tyr 3.
- 5 on a d8 for a total of 153 hp.
- +1 bab for a total of 18.
- Gained axiomatic spellcasting+1.
- +1 spell resistance.
- Gains 2+3=5 pp.
- +1 fort, ref and will saves.
- Skills go up as normal.
- New feat is Charming(18).

Okay level up. He continues to work at being a better diplomat.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 03:04:55 AM
Mirima

- Sorcerer 7 and Arcane Duelist 10.
- 5 on a d8 for a total of 172 hp.
- +1 bab for a total of 16.
- Gains flurry of swords. I'm going to keep it as is and tone it down as game play warrants. It'll probably need it. It is getting one houserule right now - it's getting turned into a Su over an Ex. Doesn't matter mechanically short of antimagic, but quasi real maiming'n'beating clones isn't an ex ability.
- Gains a 2nd and a 3rd level spell charge.
- Gains a 1st, 2nd and 3rd level spell known. She selects Fist of Stone (SC), Whirling Blade (SC) and False Gravity (SC).
- +1 ref and will saves.
- Skills go up as normal.
- New feat is Mighty Are Fallen(18).

Awesome level for flurry of swords, though that'll probably get toned down in time.
Title: Re: Random DM nagging.
Post by: Corwin on July 02, 2012, 03:07:14 AM
Quote from: Anastasia on July 01, 2012, 11:00:08 PM
I'm going to put this through the wringer, since the last thing I want in combat is to have to parse out what a contingency is supposed to do. I want these as clear as possible.

For taken out of action, what precisely do you mean? Unable to do anything, like stunned or dazed? Partially limited, such as nauseated or staggered? Some other definition? Second of all, adding in secondary conditions (such as interacting with Fortunate Fate) adds a layer of complexity to this that I would rather avoid. Frankly, I'd prefer for a contingency to be one simple sentence when possible - clear, concise and direct.

Contingency: Teleport. Teleport home when you are gravely wounded(less than 1/3rd hp).
Contingency: Resist Energy(Fire). Cast when you suffer fire damage.
Contingency: Tongues. Cast when you hear a language you don't understand.
Contingency: Greater Invisibility. Cast when you are physically attacked by a longsword wielding elf.

If you find the need to use a comma in your contingency, it may well be overly complicated. Suggestions for what you're getting at here:

Contingency: Heal. Cast heal when you suffer a condition that would reduce your actions in a round.
Contingency: Heal. Cast heal when you are reduced to zero or less hit points.
Contingency: Heal. Cast heal when you suffer a condition that heal can cure.

Okay. I'll follow your example of using the parenthesis to explain a situation in game terms i.e. 'gravely wounded(less than 1/3rd hp)'. How about 'taken out of action (can't use standard actions)'?

On the matter of Fortunate Fate, this is less a matter of me wanting to be complicated and more a matter of wanting to speed things up during gameplay. Let me explain what I mean. You have a simple contingency here: 'Contingency: Heal. Cast heal when you are reduced to zero or less hit points.' Let me ask you. If I have both that and Fortunate Fate, which activates first? It would inevitably come down to a judgement call midgame, and I'd prefer to just be clear about it in advance, even if it means making for a more complicated contingency description, since it would mean we both agree on the meaning ahead of time.

With that said, how would this work?

Contingency/Heal if Jaela is taken out of action (is unable to use standard actions) by any of the conditions curable by Heal (http://www.d20srd.org/srd/spells/heal.htm). This contingency always starts after Fortunate Fate if it is relevant.

It makes for a nice contingency that should help when I'm robbed of agency.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 04:05:46 AM
They both activate at the same time if the situation would trigger both of them. There's nothing in the spells to presume they'd intelligently interact, nor anything to prevent them from both occurring when a situation warrants it. Really, Fortunate Fate is nothing more than a contingent heal spell as it is. (As an aside, based on the last line of contingency stating you can only have one contingency at a time, I'm tempted to rule Fortunate Fate and Contingency don't stack.)

More in the morning.
Title: Re: Random DM nagging.
Post by: Corwin on July 02, 2012, 04:48:03 AM
That doesn't make sense with the existence of Craft Contingent Spell (which is pure cheese but still).
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 01:38:55 PM
Canderella

- Succubus 18 and Arcane Duelist 1.
- 2 on a d8 for a total of 158 hp.
- +1 bab for a total of 18.
- +1 spell resistance.
- Gains chosen weapon and enchant chosen weapon.
- +2 to ref and will saves and +1 to fort saves.
- Skills go up as normal.
- New feat is Transdimensional Spell(18).

Meh level. This is just setting up AD2.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 02:05:11 PM
Sage Vul'lath

- Savant 16 and Visionary Seeker 1.
- 1 on a d8 for a total of 201 hp.
- +1 bab for a total of 16.
- +1 to power resistance.
- Skill assistance rises to 25ft.
- Gains divination expertise.
- Gains 1 8th and 1 9th level (wizard) spell slot. He selects Moment of Prescience and Wish.
- Gains 1 4th level (savant/arcane) spell slot and 1 3rd level (savant/divine) spell splot. He selects Dimensional Anchor and Create Food and Water.
- +2 to reflex saves and +1 to will saves.
- Skills go up as normal.
- New feats is Greater Spell Penetration(18).

I deviated from his build chart in two aspects. Mixing in a level of visionary seeker feels apt with what Aurora's duties demand of him and I chose to swap greater spell penetration and quicken spell for the moment. Otherwise an okay level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 02:41:32 PM
Stille

- Duskblade 2 and Phasic Priest 2
- 1 on a d8 for a total of 219 hp.
- +1 bab for a total of 18.
- Gains new moon, which is essentially improved evasion.
- Gains 1 0 and 1 1st level spell charge for duskblade.
- Gains 1 new duskblade spell known. He chooses shocking grasp, ala Ithea.
- Gains 1 5th and 1 6th spell slot for cleric. He selects Righteous Might and Heal.
- +1 to fort, ref and will saves.
- Pours all but two skill points into profession(chef), since it makes sense. The remaining two go into spot and listen.
- New feats are Improved Natural Attack(18) and Combat Casting(D2)

Not a bad level. Stille levels are hard to judge.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 02, 2012, 03:58:09 PM
Does Tongues provide the ability to understand written languages as well as spoken, our would a concurrent Comprehend Languages be needed?
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 04:14:57 PM
Balyss

- Divine Oracle 3 and Favored Soul 18.
- 4 on a d8 for a total of 195 hp.
- +1 bab for a total of 14.
- Gains divination enhancement.
- Gains 1 8th and 1 9th level cleric spell slot. She selects Heat Drain and Miracle.
- Gains 1 8th level and 3 9th level favored soul spell charges.
- Gains 1 6th, 1 7th, 1 8th and 3 9th level favored soul spells. She selects Bolt of Glory, Rejuvenating Light, Dimensional Lock, Greater Visage of the Deity, Undeath's Eternal Foe and Mass Heal.
- +1 to fort, ref and will saves.
- New feat is Quicken Spell(18).

Will revise her spells to include quickened spells later. Okay level for her, got multiple Greater Visages per day. Selune prism power, I guess?
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 04:36:30 PM
Simmer

- Barbarian 11 and War Mage 3.
- 10 on a d12 for a total of 196 hp.
- +1 bab for a total of 14.
- Arcane Aegis improves to 2 allies.
- Battlemagic improves to +2 per die.
- Gains 1 7th and 1 8th level spell charge.
- Gains 1 7th and 1 8th level spell known. She selects Summon Monster 7 and Simmer's Surprise.
- +1 ref saves.
- Skills go up as normal.
- New feat is Arcane Thesis(Lingering Flames)(18) and Improved Precise Shot(B11)

Awesome level for Simmer. More battle magic, more arcane aegis and Arcane Thesis. I put it in lingering flames for now, gonna review a bit later and decide for sure. Might swap it, pending that.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 05:08:59 PM
Mei

- Warlock 18 and Enlightened Spirit 3.
- 5 on a d6 for a total of 143 hp.
- +1 bab for a total of 18.
- Exalted bonus to armor class rises by 1 to +10.
- Deflection bonus to armor class rises by 1 to +3.
- Gains true seeing as a constant Su ability.
- Celestial resilience rises to 5.
- Gains a new invocation. She selects Caster's Lament.
- Gains a new invocation, Celestial Flight.
- +1 fort, ref and will saves.
- Skills go up as normal.
- Her feats will be decided later, since I'm finally done and I don't feel like checking books for good warlock/exalted feats. Placeholders of ? will remain until later tonight.

Awesome level and a good one to end on.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 02, 2012, 05:55:27 PM
Muirfinn's sheet is up.

Completely reworked, geared toward better unarmed damage and defense.
Companion got attacky-er.

That took forever. -_-
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 07:04:16 PM
Mei's feats are Extra Smiting(18) and Gift of Faith(VoP18).
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 07:06:30 PM
Quote from: Yuthirin on July 02, 2012, 03:58:09 PM
Does Tongues provide the ability to understand written languages as well as spoken, our would a concurrent Comprehend Languages be needed?

No, it only covers verbal languages, looks like.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2012, 07:07:13 PM
Quote from: Yuthirin on July 02, 2012, 05:55:27 PM
Muirfinn's sheet is up.

Completely reworked, geared toward better unarmed damage and defense.
Companion got attacky-er.

That took forever. -_-

I can relate. Guess what I'm doing after all these level ups? Hint: Making new NPCs you guys recruited!

Whimper.
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2012, 02:01:39 AM
Rosa's up. She's an interesting case of trying to compensate for low hit points in every other way. She has okay saves, insane AC after Armor of God and/or Protection Devotion and several big immunities coupled with heavy fortification. But if you can get at that HP, she goes splat fast.
Title: Re: Random DM nagging.
Post by: Corwin on July 03, 2012, 02:34:25 AM
Incidentally, wouldn't she be at 18HD like the rest of the NPCs?
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2012, 02:36:27 AM
Yeah, gonna level her up in a bit. PrC hunting since she finished up Skullclan Hunter, but I wanted to get her posted already. It'll happen tonight or tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2012, 01:28:25 PM
Anyone know why DM nagging was locked?
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2012, 01:48:23 PM
Rosa

- Rogue 8 and Fighter 17.
- 8 on a d10 for a total of 123 hp.
- +1 bab for a total of 18.
- Gains improved uncanny dodge.
- +1 ref saves.
- Skills go up as normal.
- New feat is Divine Vigor(18)

Mediocre level, but divine vigor helps with her endurance problem. 36 temp hp for a turn undead use is a good deal for her.
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2012, 02:33:14 PM
Let's talk about contingency. I gave this a few days to percolate around my head, giving it a good'n'long chance to be weighed. I'm going to make several rulings that are as follows:

1. Craft Contingent Spell is banned. This isn't anything new, as it wasn't in use and I wasn't planning on allowing it anyway. Consider this the official word on it.
2. Contingency/Heal and Fortunate Fate do not stack. If one is applied, the other is dispelled. While Contingency/Heal allows more flexibility in execution than Fortunate Fate, they're essentially the same thing. I don't feel allowing these to stack is good for game balance.
3. Any contingency must be expressed in one simple, clear sentence. No second sentences, no commas. If you can't aptly express your contingency with that level of clarity, I will rule it fails for being too complicated. Contingency is not the place for elaborating how the contingent spell interacts with other spells active on your person. Ideally, a contingency should be something like this: x spell is cast when y circumstance happens. For the sake of ease, feel free to use mechanical terms here instead of fluff ones. We'll assume that IC the character in question dresses it up in the appropriate lingo instead of using mechanical terms. Contingency may range from the general to the specific as long as it falls under these guidelines. 

This ruling does scotch Cor's plan to use a contingent heal spell plus Fortunate Fate together. A contingent Panacea spell would accomplish much of the same, though I forget if you still have access to that spell. There's probably a few more spells that could accomplish something similar to that, though I can't think of any offhand.

The root of this ruling traces back to the same reason I heavily discourage abilities that grant rerolls. Layering contingency after contingency requires a higher level of power to properly threaten a character, and this leaves the characters without those protections in greater peril. It's an arms race that does no one any good - as the DM, I'll keep up simply because I control the rules. It places more stress on the other PCs and NPCs, increasing the overall lethality of the game.
Title: Re: Random DM nagging.
Post by: Anastasia on July 06, 2012, 01:21:06 PM
Ellese

- Fiend-Blooded 9 and Sorcerer 18.
- 4 on a d4 (max hp per hd) for a total of 270 hp.
- +1 bab for a total of 13.
- Gains acid and electricity resistance 5.
- Gains +1 constitution.
- Gains 1 8th and 3 9th level spell charges.
- Gains 1 9th level spell known. Her polluted magic selects Utterdark.
- +1 to fort, ref and will saves.
- Skills go up as normal.
- New feat is Steadfast Determination(18).

Okay level.
Title: Re: Random DM nagging.
Post by: Corwin on July 06, 2012, 06:35:05 PM
Currently, the Aurora fund (http://www.soulriders.net/forum/index.php/topic,101784.msg1038206.html#msg1038206) is at 271,026.27gp.

Quote from: Corwin on June 17, 2012, 05:26:55 PM
Fourth repair round suggestions:

Not a lot can be done in parallel here, and things are getting expensive enough that fixing stuff sans boosters is probably too expensive to care about.

(1)

Unicorn arrow trap for the gates, fires after the magic missiles (5 unicorns; CL 17): 75,000 gold; 2 DC 32 spellcraft checks; 1 DC 33 K:A check; 3 days.

Improve cafeteria(Everything is a heroes' feast; soldiers who eat before battle will have the benefits of this): 200,000 gold; 3 DC 50 K:A checks; 2 DC 50 K:R checks; 2 DC 50 spellcraft checks; 3 days.

Kascha. Spellcraft +40, K:A +43, K:R +29 normally. Spellcraft +55, K:A +58, K:R +44 with Spellcraft, K:A, K:R boosters.

Six day mark....

Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.

Kascha. Spellcraft +40 normally. Spellcraft +55 with Spellcraft booster.


(2)

Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.

Sylvie. K:N +37, Spellcraft +32 normally; K:N +52 with the K:N booster, Spellcraft +35 with the floating feat.

Six day mark....

Improve officer's barracks more (As above again): 50,000 gold; 1 DC 27 K:A check, 1 DC 27 K:P check, 1 DC 27; K:N check; 15 days.

Sylvie. K:P +37, K:A +37, K:N +37 normally. K:P +55, K:A +52, K:N +52 with K:P, K:A, K:N boosters and floating feat.

Adjustments due to leveling:

Kascha: Knowledge(arcana)+44, Knowledge(religion)+30, Spellcraft+41
Sylvie: Knowledge(arcana)+38, Knowledge(nature)+38, Knowledge(planes)+38, Spellcraft+33

(+1 to all)
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2012, 12:45:38 AM
Okay, go ahead and roll those up tomorrow, since I won't be here anyway. Post the results and I'll edit the Aurora topic tomorrow evening.
Title: Re: Random DM nagging.
Post by: Corwin on July 07, 2012, 05:17:30 AM
[11:04] <Jaela> ---
[11:04] <Jaela> Unicorn arrow trap for the gates, fires after the magic missiles (5 unicorns; CL 17): 75,000 gold; 2 DC 32 spellcraft checks; 1 DC 33 K:A check; 3 days.
[11:04] <Jaela> Kascha. Spellcraft +41, K:A +44, K:R +30 normally. Spellcraft +56, K:A +59, K:R +45 with Spellcraft, K:A, K:R boosters.

Spoiler: ShowHide
[11:05] <Jaela> roll 2#1d20 spellcraft aid1
[11:05] * Hatbot --> "Jaela rolls 2#1d20 spellcraft aid1 and gets 26." [2#1d20 = 6, 20]
[11:05] <Jaela> roll 2#1d20 spellcraft aid2
[11:05] * Hatbot --> "Jaela rolls 2#1d20 spellcraft aid2 and gets 32." [2#1d20 = 14, 18]
[11:05] <Jaela> roll 1d20 k:a aid1
[11:05] * Hatbot --> "Jaela rolls 1d20 k:a aid1 and gets 20." [1d20=20]
[11:05] <Jaela> roll 1d20 k:a aid2
[11:05] * Hatbot --> "Jaela rolls 1d20 k:a aid2 and gets 1." [1d20=1]
[11:06] <Jaela> roll 1d20+60 spellcraft1
[11:06] * Hatbot --> "Jaela rolls 1d20+60 spellcraft1 and gets 62." [1d20=2]
[11:06] <Jaela> roll 1d20+60 spellcraft2
[11:06] * Hatbot --> "Jaela rolls 1d20+60 spellcraft2 and gets 64." [1d20=4]
[11:06] <Jaela> roll 1d20+61 k:a
[11:06] * Hatbot --> "Jaela rolls 1d20+61 k:a and gets 78." [1d20=17]
[11:07] <Jaela> 25%+10%+10%+15% = 60%


[11:08] <Jaela> 30,000gp/75,000gp (60% discount)
[11:08] <Jaela> ---
[11:08] <Jaela> Improve cafeteria(Everything is a heroes' feast; soldiers who eat before battle will have the benefits of this): 200,000 gold; 3 DC 50 K:A checks; 2 DC 50 K:R checks; 2 DC 50 spellcraft checks; 3 days.
[11:08] <Jaela> Kascha. Spellcraft +41, K:A +44, K:R +30 normally. Spellcraft +56, K:A +59, K:R +45 with Spellcraft, K:A, K:R boosters.

Spoiler: ShowHide
[11:08] <Jaela> roll 3#1d20 k:a aid1
[11:08] * Hatbot --> "Jaela rolls 3#1d20 k:a aid1 and gets 36." [3#1d20 = 7, 16, 13]
[11:08] <Jaela> roll 3#1d20 k:a aid2
[11:08] * Hatbot --> "Jaela rolls 3#1d20 k:a aid2 and gets 29." [3#1d20 = 11, 5, 13]
[11:09] <Jaela> roll 2#1d20 k:r aid1
[11:09] * Hatbot --> "Jaela rolls 2#1d20 k:r aid1 and gets 30." [2#1d20 = 17, 13]
[11:09] <Jaela> roll 2#1d20 k:r aid2
[11:09] * Hatbot --> "Jaela rolls 2#1d20 k:r aid2 and gets 15." [2#1d20 = 11, 4]
[11:09] <Jaela> roll 2#1d20 spellcraft aid1
[11:09] * Hatbot --> "Jaela rolls 2#1d20 spellcraft aid1 and gets 16." [2#1d20 = 12, 4]
[11:09] <Jaela> roll 2#1d20 spellcraft aid2
[11:09] * Hatbot --> "Jaela rolls 2#1d20 spellcraft aid2 and gets 21." [2#1d20 = 14, 7]
[11:09] <Jaela> roll 1d20+63 k:a1
[11:09] * Hatbot --> "Jaela rolls 1d20+63 k:a1 and gets 79." [1d20=16]
[11:09] <Jaela> roll 1d20+63 k:a2
[11:09] * Hatbot --> "Jaela rolls 1d20+63 k:a2 and gets 71." [1d20=8]
[11:09] <Jaela> roll 1d20+63 k:a3
[11:09] * Hatbot --> "Jaela rolls 1d20+63 k:a3 and gets 78." [1d20=15]
[11:10] <Jaela> roll 1d20+49 k:r1
[11:10] * Hatbot --> "Jaela rolls 1d20+49 k:r1 and gets 65." [1d20=16]
[11:10] <Jaela> roll 1d20+49 k:r2
[11:10] * Hatbot --> "Jaela rolls 1d20+49 k:r2 and gets 57." [1d20=8]
[11:10] <Jaela> roll 1d20+60 spellcraft1
[11:10] * Hatbot --> "Jaela rolls 1d20+60 spellcraft1 and gets 67." [1d20=7]
[11:10] <Jaela> roll 1d20+60 spellcraft2
[11:10] * Hatbot --> "Jaela rolls 1d20+60 spellcraft2 and gets 64." [1d20=4]
[11:12] <Jaela> 25%+9%+7%+9%+5%+2%+5%+4% = 66%


[11:12] <Jaela> 68,000gp/200,000gp (66% discount)
[11:12] <Jaela> ---
[11:12] <Jaela> Improve growing farms (Things grow overnight): 25,000 gold; 2 DC 28 K:N checks, 1 DC 25 spellcraft check; 5 days.
[11:13] <Jaela> Sylvie. K:N +38, Spellcraft +33 normally; K:N +53 with the K:N booster, Spellcraft +36 with the floating feat.

Spoiler: ShowHide
[11:13] <Jaela> roll 2#1d20 k:n aid1
[11:13] * Hatbot --> "Jaela rolls 2#1d20 k:n aid1 and gets 21." [2#1d20 = 3, 18]
[11:13] <Jaela> roll 2#1d20 k:n aid2
[11:13] * Hatbot --> "Jaela rolls 2#1d20 k:n aid2 and gets 13." [2#1d20 = 11, 2]
[11:13] <Jaela> roll 1d20 spellcraft aid1
[11:13] * Hatbot --> "Jaela rolls 1d20 spellcraft aid1 and gets 2." [1d20=2]
[11:13] <Jaela> roll 1d20 spellcraft aid2
[11:13] * Hatbot --> "Jaela rolls 1d20 spellcraft aid2 and gets 15." [1d20=15]
[11:13] <Jaela> roll 1d20+57 k:n1
[11:13] * Hatbot --> "Jaela rolls 1d20+57 k:n1 and gets 75." [1d20=18]
[11:13] <Jaela> roll 1d20+57 k:n2
[11:13] * Hatbot --> "Jaela rolls 1d20+57 k:n2 and gets 77." [1d20=20]
[11:14] <Jaela> roll 1d20+40 spellcraft
[11:14] * Hatbot --> "Jaela rolls 1d20+40 spellcraft and gets 50." [1d20=10]
[11:14] <Jaela> 25%+15%+16%+8% = 64%


[11:15] <Jaela> 9,000gp/25,000gp (64% discount)
[11:15] <Jaela> ---
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2012, 11:48:56 PM
Quick question about the Cauldron of Stars you were interested in. As noted below, Hanna expressed there were several levels of Cauldrons. How strong a one are you interested in?

[22:41] <Kotono> "There's different grades and types of Cauldrons," Hanna says, "But they do about what you'd think - create stars. All but the greatest really just make overblown moving points of light. Making the stars in the Court requires special ones and forges that the Lady of the Lake created. Also, they're not the same stars as the ones on the Primes - t hose are different altogether."
Title: Re: Random DM nagging.
Post by: Corwin on July 10, 2012, 01:18:16 AM
One for a Prime is what we talked about, but I'm fine with knowing how to make both that and a greater one.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2012, 12:55:15 PM
Righto, that'll be posted tonight sometime. Didn't get a chance to do it yesterday due to Planar.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2012, 05:24:19 PM
Okay, who wants to do logging while Cor's gone?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 12, 2012, 08:11:18 PM
<=
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2012, 08:41:50 PM
Awesome, thanks. Just make sure to follow Cor's numbering style since he prefers that. Ask if you have any questions about it.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 12, 2012, 11:07:56 PM
kay
Title: Re: Random DM nagging.
Post by: Yuthirin on July 13, 2012, 04:34:56 PM
Druids get Baleful Polymorph on their spell list. I'm finding that it would be most useful as a means of conveying the animal companion into places it would be otherwise unable to reach. Is there some way I can devise a similar spell using the polymorph subschool rules to accomplish this goal?
Title: Re: Random DM nagging.
Post by: Anastasia on July 14, 2012, 10:50:40 PM
From the department of excessively minor nitpicking:

Cor, I think your saves under antimagic are wrong. As close as I can tell, you have divine grace added. Antimagic suppresses supernatural abilities and divine grace is one.
Title: Re: Random DM nagging.
Post by: Anastasia on July 15, 2012, 11:58:47 PM
Fix-a-fuckup: Sylvie has toughness but hasn't gotten the benefit of it the last three levels. Fixed, so +3 to her max HP. This is why I keep level up logs. Near as I can tell, I had it on her level 15 sheet and somehow it got lost before level 16.

Edit: I tracked down the problem and it was a revision mistake on my end. Her first draft had it, but the clean up draft didn't have the +15. It was in her hit point total, just not noted. +3 HP to her max is correct.
Title: Re: Random DM nagging.
Post by: Anastasia on July 16, 2012, 12:26:27 AM
Quote from: Yuthirin on July 13, 2012, 04:34:56 PM
Druids get Baleful Polymorph on their spell list. I'm finding that it would be most useful as a means of conveying the animal companion into places it would be otherwise unable to reach. Is there some way I can devise a similar spell using the polymorph subschool rules to accomplish this goal?

You could make some sort of reduce animal companion spell. I assume it's a question of getting them into small spaces or carrying them around or something? If it's a matter of locomotion, I'd reference Winged Watcher and similar spells from Complete Scoundrel and work from there. Considering you can cast personal/you spells on your familiar, those are fair game.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 16, 2012, 12:30:09 AM
Quote from: Anastasia on July 16, 2012, 12:26:27 AM
Quote from: Yuthirin on July 13, 2012, 04:34:56 PM
Druids get Baleful Polymorph on their spell list. I'm finding that it would be most useful as a means of conveying the animal companion into places it would be otherwise unable to reach. Is there some way I can devise a similar spell using the polymorph subschool rules to accomplish this goal?

You could make some sort of reduce animal companion spell. I assume it's a question of getting them into small spaces or carrying them around or something? If it's a matter of locomotion, I'd reference Winged Watcher and similar spells from Complete Scoundrel and work from there. Considering you can cast personal/you spells on your familiar, those are fair game.

Yeah I was thinking of something along the lines of a Minimize Companion/Familiar spell with a longer or permanent-until-dismissed duration. The Winged Watcher spell and those like it are great, don't get me wrong, but they're measured in rounds. If I need to get somewhere over a long period of time, or save my companion from falling 10,000 feet to his death, that's not gonna work. I'll come up with something.
Title: Re: Random DM nagging.
Post by: Anastasia on July 16, 2012, 12:31:24 AM
Sure, let me know.
Title: Re: Random DM nagging.
Post by: Anastasia on July 20, 2012, 02:31:36 PM
Cor asked what non-divine epic good guys look like. This is one such example. Notes as follows.

- The design of the Children of Liberty is a flexible one, suiting exemplars of chaos. Several fiddly bits are meant to be customized for each one. Further, generic feat choices are in place and they posses no items other than [REDACTED]. In that sense this sheet isn't complete and it's feature light as a result.
- Several parts of this stat block are spoilery and are thus [REDACTED]. This is an example for Cor's edification, so I'd rather not spoil in game elements with it.
- This is a beta. Nothing here is final.

The Children of Liberty have come up once or twice in Balmuria 3 and were alluded to in Balmuria 1. This also proves I'm doing things despite not posting. 95% of it is DM's work, that's all.

Finally, if you're familiar with eladrin design from the BoED, you'll see some distinct similarities.


Children of Liberty

Size/Type: Medium Outsider (Good, Chaotic, Eladrin)
Hit Dice: 35d8+420 (700 hp)
Initiative: +23
Speed: 70ft, fly 200ft (perfect)
Armor Class: 56 (+15 dex, +26 natural, +5 dodge)
Base Attack/CMB/CMD: +35/+49/79
Attack: [REDACTED]+56 (2d6+28 plus 3d6 holy and one negative level (6d6 on crit and 2 negative levels) plus 2d6 chaotic) plus [REDACTED] 19-20 x2) or slam+49 (1d8+14 plus [REDACTED])
Full Attack: [REDACTED]+56/+51/+46/+41 (2d6+28 plus 3d6 holy and one negative level (6d6 on crit and 2 negative levels) plus 2d6 chaotic plus [REDACTED]) 19-20 x2) or 2 slams+49 (1d8+14 plus [REDACTED])
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, [REDACTED], [REDACTED], [REDACTED].
Special Qualities: Immunity to electricity and petrification, resistance to acid and cold 30, tongues, protective aura, [REDACTED], alternate form, aura of freedom, [REDACTED].
Saves: Fort +29, Ref +32, Will +27 (+4 vs poison)
Abilities: Str 38, Dex 41, Con 35, Int 30, Wis 31, Cha 31   
Skills:  22 skills, 38+ability mod.
Feats: Words of Creation(B), [REDACTED](1), Power Attack(3), Extend Spell(6), Improved Initiative(9), Dodge(12), Mobility(15), Spring Attack(18)
Epic Feats: [REDACTED](21), Superior Initiative(24), Epic Spell Capacity(27), Epic Dodge(30), Epic Dodge(33)
Alignment: Anarchic Exalted

Spell-like abilities

Always active-blessed sight, detect law, detect lies, freedom of movement, see invisibility, true seeing. At will-chain lightning*, cure critical wounds*, dancing lights, detect thoughts, freedom, greater plane shift, greater teleport, [REDACTED], magic disjunction, [REDACTED], righteous smite*, [REDACTED], superior invisibility, [REDACTED]. 1/day-miracle. Caster level 35th. The save DCs are Charisma based.

*Automatically maximized as if by the maximize spell-like ability feat.

Spells

Children of Liberty cast as 30th level clerics with access to the Chaos and Good domains, as well as 5 others relating to their particular interests. They gain further caster levels with every racial hit die, except those divisible by seven. (7, 14, 21, 28, 35, 42, 49, ect)

Alternate Form (Su)

Children of Liberty each have a unique alternate form. This varies between each one. These forms represent the true personality of each Child of Liberty in a direct fashion. A Child of Liberty with a fiery, avenging personality may have an alternate form that is a pillar of cleansing holy fire, for example.

Aura of Freedom (Su)

The presence of a Child of Liberty shatters anything that would suppress that liberty. Enchantment spells and spell-like abilities within 70ft of the Child of Liberty are subject to an automatic dispel attempt (+35). For the sake of what this aura can effect, treat it as a magic disjunction effect. An effect can only be affected by this ability once per 24 hours.
Title: Re: Random DM nagging.
Post by: Anastasia on July 21, 2012, 12:46:04 AM
Woo hoo, progress. I'd like to get back to the character information posts, so this is a step forward. Hopefully I can knock some out over the next week.
Title: Re: Random DM nagging.
Post by: Anastasia on July 23, 2012, 01:45:32 AM
Updated the away list.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2012, 11:57:34 PM
Ithea, how are you going to research Zalmoch?
Title: Re: Random DM nagging.
Post by: Merc on July 27, 2012, 12:02:16 AM
Library first. See if I find anything there. Otherwise, ask Tannin, and if that fails...I dunno, figure out how to get in touch with Lady Sunnis? But first the library!
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2012, 12:02:38 AM
Okay, roll an K:P check with the library bonus.
Title: Re: Random DM nagging.
Post by: Merc on July 27, 2012, 12:07:48 AM
[22:07] <Ithea> roll d20+32+15 K:P (Add +7 if I can get inspiration in)
[22:07] * Hatbot --> "Ithea rolls d20+32+15 K:P (Add +7 if I can get inspiration in) and gets 59." [d20=12]
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2012, 12:10:39 AM
The lore is exceedingly old - but Zalmoch appears to have been either an Archomental of Earth or a demon. Lore varies considerably, with a few stating he was both a demon and an archomental. Further, fragments hint at his defeat at the hands of either Ogremoch or Entemoch and Sunnis. The lore again doesn't agree with itself.
Title: Re: Random DM nagging.
Post by: Merc on July 27, 2012, 12:14:21 AM
Tannin probably has enough on his plate, I guess I'd try to find out if there's any way to meet with Lady Sunnis? How easy/hard is it? Ebony mentioned a minor diplomatic relation already?
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2012, 12:15:12 AM
Ebony can call in a favor, but this is getting into the realm of things that need to be done IC.
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2012, 01:31:25 AM
Todo: Some sort of combat chart for Stille. He has enough options to where narrowing it down is needed.
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2012, 05:37:44 PM
Logs are current as of this moment.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 27, 2012, 05:45:36 PM
Huge thanks. Things have been crazier than I had expected.
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2012, 06:51:38 PM
That's fine. Just try'n'get the Planar logs up.
Title: Re: Random DM nagging.
Post by: Merc on July 29, 2012, 01:44:44 PM
Ithea'd like to leave a note on Tannin's door asking him to look for what info he can dig up on that one mage (with hostages) as well.
Title: Re: Random DM nagging.
Post by: Anastasia on July 29, 2012, 09:16:50 PM
Quote from: Merc on July 29, 2012, 01:44:44 PM
Ithea'd like to leave a note on Tannin's door asking him to look for what info he can dig up on that one mage (with hostages) as well.

He's on it.
Title: Re: Random DM nagging.
Post by: Anastasia on July 31, 2012, 09:40:17 PM
Ithea's recent trials on the sapphire sea were quite the adventure, weren't they? It was also a long shot to happen and an interesting case of when PC choices and luck conspire together. I find it interesting on how everything worked out so I'm going to outline how things went down on my side of the screen.

First of all, merely reaching the sapphire sea wasn't assured. I had multiple paths sketched out, depending on how Ithea decided to explore the Groundswells. Between choosing a different path, digging in different spots or getting different interactions or directions, the odds of seeing the crystal sea were approximately 1 in 3. I didn't have a single planned route to be taken, but instead several ways to reach the serenes. On reaching the crystal sea, Ithea and company came on a crystalline skiff. This skiff - provided by the sapphire dragon for safe passage, as it prefers things not being shredded or coming poking into the sea - was the most obvious means across. It also wasn't the only way. Obviously, it could have been flown across or more exotic means could have come into play. Flying or otherwise avoiding the surface of the crystal sea would have bypassed the chance for the sapphire dragon encounter. Frankly, I figured it would have been avoided that way.

At that point I rolled random encounter dice. The results are below:

Quote> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 86."12 [1d100=86]
> roll 1d100 subtables
* Hatbot --> "Kotono rolls 1d100 subtables and gets 94."12 [1d100=94]

The first roll was to determine if an encounter occurred. The range was 80-100 and Ithea nailed it. The second category was possible encounters. This was a fairly simple table, as there weren't too many encounters that could happen here. 1-20 was a flying wizard hunting for Radia, 21-40 was a minor sea-quake due to the dragon moving below but no other encounter, 41-60 was some elementals on another skiff and 61-80 was xorns doing the same. 81+ was the dragon. Now my notes for the dragon were pretty simple. "Sapphire dragon. Neutral to anything barring considerable provocation. Prefers not to draw attention to the crystalline sea or its presence." This shouldn't have lead to an encount-oh wait Ithea's mark. Now I generally design random encounters without considering the PCs, as by nature they're random. They are what they are and what both sides make of them, you know?

Instead we get a consequence for your choice regarding Baleruk. It isn't a nice consequence, but it's still the game world reacting to something the PCs did. In general I approve of this and want it to happen whenever possible. I feel it validates what you guys are doing, rather than making it a passive, uncaring setting. I find that more interesting than running into something nasty and fighting it for the sake of it being evil. At this point we're in a low odds situation, with several long shots having come home to put Ithea in a spot. Anyway, combat ensues. Ithea chooses not to retreat and the party engages. I don't mean to blame her for it, self defense is self defense. Anyhow, the party wounds the dragon enough for it to retreat and they continue on. A retreat here could've avoided round two, as could scurrying away ASAP. Unfortunately, Ithea ran into the problem of Sending's casting time and chose to cast it there anyway. This gave the dragon time to catch up, heal, buff up and start to create crude crystalline golems. I think this was the only mistake Ithea made in the entire chain of events, and another choice that lead deeper into this clusterfuck.

From there we get another fight. There isn't much to say about it. Ithea and company beat up golems, dragon comes out, Tiamat is a bitch. Only the reaction seems unusual - at this point you have a known force and an unknown force smacking right into each other. The odds of this happening were markedly low, surely less than 1%. But it happened and all Hell broke loose with the fivefold breath of Tiamat. Unfortunate and ultimately Ithea and Stille retreated. From there Ithea made the choice to heal up and return. Had she not, the rest of this wouldn't have occurred. Oh, Zalmoch would have escaped, but Ithea wouldn't have been involved any more, which would have had its own consequences. Yet she chose to return and all Hell broke loose again. By the time you had reached the valeoloth, you were down the rabbit hole of unlikely odds. Also from there things were more or less set. You were racing against the clock with a dangerous foe engaging you, all under a destructive time limit. This may seem rough - but every choice Ithea did lead to it, both obvious and subtle.

At heart I thought this felt a little railroady at first glance. Oh, Ithea just happens to stumble on the lair of a powerful entity and Tiamat's fuckery just happens to threaten those bonds. But really, I want to emphasize how this happened and how when you look at it, I don't feel it's railroady at all. Is it a longshot? Absolutely. Is it respectful and responsive to the choices Ithea made? Indeed it is. What happens to you guys can turn on the smallest seeming choices, no matter if you realize it or not. You made the first choice enabling this path when you chose to support Baleruk's ascension, and in the choices that lead you to the crystalline sea and finally the choices you made there.

Incidentally, from inviting Hanna along onward, I think Ithea made the best choices she could under the circumstances. Perhaps breaking away from the valeoloth a round or two earlier would have been possible, but easy to say that in retrospect. If there's a lesson to be picked up here, it's that fighting, even when justified in self defense, can have huge consequences. Discretion would have been the better part of valor here; a retreat when the dragon first appeared would have saved Ithea a lot of trouble. Would've saved 27 from getting gibbed and from Stille and Ebony coming to death's door. While you made out decently overall, you now have an unaccounted for enemy (the valeoloth) and this could have various political repercussions with Lady Sunnis.

As a final note, you were lucky Lady Sunnis is long-thinking and wise. While I do find this a refreshing change from someone who seals something and takes minimal precautions to keep it sealed, it is a factor that saved you a lot of grief.
Title: Re: Random DM nagging.
Post by: Corwin on August 01, 2012, 12:54:48 PM
Did Afina ever read the epic crafting book?
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2012, 02:13:17 PM
Don't think Eb has yet, no. Correct me if I'm wrong.
Title: Re: Random DM nagging.
Post by: Ebiris on August 01, 2012, 02:57:24 PM
Man I forgot all about that! I'll do it after I'm finished the Arborea stuff.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2012, 03:13:43 PM
Right. While we're on the subject?

Like with epic feats, it's possible to go nutso with epic magic items if you push things too far. I haven't been strictly enforcing the caster level and spell requirements for making magic items, but I may feel the need to if things go completely out of hand. With the crafting discounts you have and the removal of the 10x multiplier for epic items, you could conceivably do some nutty things. Please keep things within sane bounds. Thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on August 04, 2012, 10:04:30 PM
We're approaching our one year anniversary coming up and still going strong!

Would you guys like me to do anything special for it?

Edit: We started on August 18th or 23rd, need to check directly. Either way it's coming up on a year.
Title: Re: Random DM nagging.
Post by: Anastasia on August 05, 2012, 12:17:32 AM
Baleruk's picture updated.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 05, 2012, 08:31:15 PM
Quote from: Anastasia on August 04, 2012, 10:04:30 PM
We're approaching our one year anniversary coming up and still going strong!

Would you guys like me to do anything special for it?

Edit: We started on August 18th or 23rd, need to check directly. Either way it's coming up on a year.

Could be fun! I dunno though.
Title: Re: Random DM nagging.
Post by: Merc on August 05, 2012, 11:04:43 PM
Baleruk looks like a sissy dragon in his new picture!

Also, we definitely started on the 23rd, Dune. As for doing something special...it's a thursday, so I won't be here that day. =(

I do have a three-day weekend from the 17th-19th as an alternative! >_>
Title: Re: Random DM nagging.
Post by: Anastasia on August 05, 2012, 11:05:53 PM
I found the 18th in nagging, but that may have been pushed back. I'm going to use it as the day to observe it since it is a Saturday.

Anyway, that's some interest. Eb and Cor, are you interested in something for that day?
Title: Re: Random DM nagging.
Post by: Merc on August 05, 2012, 11:39:52 PM
It did get pushed back. In my own logs, we did the last session of Balmuria 2 on August 19th, and first of Balmuria 3 on the 23rd.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 06, 2012, 01:11:35 AM
Yeah, the 23rd is after the new job starts. I'll only be able to do weekend and evening sessions after that.
Title: Re: Random DM nagging.
Post by: Ebiris on August 06, 2012, 03:26:41 AM
I guess if there's something special we can do? What do you mean, exactly?
Title: Re: Random DM nagging.
Post by: Merc on August 06, 2012, 04:15:54 PM
*Guesses* He's going to give us an opportunity to capture new traitors and fight more devils!
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2012, 05:20:30 PM
Just tossing around some ideas for something special and something fun.
Title: Re: Random DM nagging.
Post by: Corwin on August 07, 2012, 12:15:34 AM
Killing important devils is always fun!
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2012, 12:59:01 AM
News and notes from around the horn:

I'm brewing up something for the 18th. Back in Planar 1, I celebrated our anniversary by springing for a gift card and some other things. That's not viable due to my job situation, but I'm going to try to do some things to celebrate, as well as set up a surprise or two.  Hopefully.

With our current Wednesday-Sunday schedule, that's five days straight of gaming. That's fun and all, but it can be a bit of a dragon by day 5. If you're here every day and need one off, feel free to say so.

With so many NPCs in play, I try to use simple, effective strokes to make them interesting. In Mirima's case, I rely on the fact she's a adrenaline/excitement junkie. Be it creating drama, seeking physical stimulation (not how it sounds...usually) or being daring, she does it. You may also notice she goes quiet in conversations that don't concern her or where she isn't the center of attention. This is intentional, she's bored but is polite enough around Jaela not to hijack things towards her.

Merc, I'm going to try and catch you tomorrow or Friday night for your scene. Thursday's no good for me. Just a heads up, speak up if neither of these are possible.

I've been reading old B2 logs and it's interesting to see how Sylvie's changed. So much of her typical playfulness isn't there or is submerged. Some of this is due to what's happened to her, but some is due to 21 too. You can't manipulate someone with a lie when you can't lie, so the chance to play it off and charm them never comes up. She's the hardest NPC to RP, since she has a long, complex history. I think her fall from grace, so to speak, let the negative parts of her personality shine through. Usually it was easy enough to overlook them. She's always been a flawed person. On a related tangent that Jaela will approve of, Hanna was probably going to win that interrupted duel against Sylvie. Her AC's a bit too high and can out heal/outlast Sylvie barring a lucky FA string with buffs up. This might change in a level, since I'm still not sure how the hell the factotum capstone will play out. Not that the previous means much, as good guy vs good guy duels aren't really representative of how useful they are to you.

Yuth, I want to finish up your Balmuria sojourn before your new job starts if at all possible. Besides the obvious of wanting to game with you, I'd rather not have this linger forever and Sylvie's in demand lately.

Speaking of AC, several people need to increase theirs already. Adrian comes to mind, as does Sylvie. I've been meaning to the next time they get some gold to spare.

In other news, I've been using staves more lately. Hanna's staff was useful for the sapphire sea and Stille grabbed one of his own. Do you guys particularly like or dislike this trend? They tend to be expensive on the whole, but strike me as being highly useful.
Title: Re: Random DM nagging.
Post by: Ebiris on August 08, 2012, 03:24:45 AM
They seem to have helped out, and Hanna's in particular is useful since emergency healing is never a bad thing.
Title: Re: Random DM nagging.
Post by: Corwin on August 08, 2012, 08:39:38 AM
They're a cost-effective, useful backup.
Title: Re: Random DM nagging.
Post by: Merc on August 08, 2012, 04:38:42 PM
I probably won't be up for gaming tonight. Flooded with extra work since my project lead is leaving for another job and we all want to make sure everything will transition well once she leaves.
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2012, 04:46:39 PM
Okay, duly noted.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2012, 01:17:03 AM
Next time on character archives 2:

"Afina? It's like being around a cute child who segues into pyromania and murder at the drop of a hat. So, a more agreeable Silver is about righ-" Sylvie is cut off as Simmer snatches a pillow, firmly throwing it into Sylvie's face. Sylvie blinks and grins after the pillow falls away, "Okay, that is low, but it fits! Afina's even a fey assassin, like Silver was supposed to be before her reincarnation was botched."
Title: Re: Random DM nagging.
Post by: Ebiris on August 09, 2012, 03:28:04 AM
Afina would become very cross if someone were to drop her hat.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2012, 03:33:59 AM
Indeed. I have this about half done (at over 3k words, gaaah), and hope to finish it tomorrow night.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2012, 03:35:33 AM
One more, just 'cause.

"I have no idea," Simmer says, "Nymphs have the same magic, but they don't use druidic classifications. The ones in the Barbarian Lands refer to each other as Beauifics, with the best spellcaster being the High Beauific."

"Simmer," Sylvie shakes her head, "I don't know if you noticed...but Muirfinn isn't a nymph. Not even close," With an exaggerated drawl, a smile creeping back to her lips, "Please tell me you noticed that."

"Hey Sylvie? Fuck you," Simmer mutters as she pulls the quilt in tighter around her, arms hidden within and only her head sticking out. Amid Sylvie's giggles, "Yes, I did notice. He doesn't have the tits to pull it off."

Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2012, 09:41:37 PM
Psssst, Yuth. Yeah, Yuth. Mr. Email alert. Go post in loot and the hey listen sticky. I was hoping to get all that done when I'm doing DM work tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2012, 02:31:31 AM
I forgot how much effort it takes to sit down and write. Sylvie's character archive post should be done late tonight or tomorrow. I'm about 90% done and then editing it shouldn't be too hard.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2012, 01:16:17 PM
Will update sheets for the great belt rollout 2k12 tonight, barring Yuth coming along and going OH HELL NAW DAWG YOU DID NOT JUST GIVE EVERYONE BELTS and turning the whole thing into a West Side Story style gang fight.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2012, 01:34:48 PM
Sorry!
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2012, 01:49:55 PM
Give them ALL THE BELTS!
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2012, 02:08:44 PM
Duly noted, tortle. I'll do the update tonight as stated.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2012, 03:01:47 AM
The next time I decide to bring in a bunch of legacy equipment and add a bunch of mixed effects on it, kick me. It seemed like a good idea at the time, but so did electing Carter.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2012, 06:58:23 PM
Okay people, army groupings and officer assignments are out of date. Since you're gunning for Castle Crumbling, let's get those updated. Do I have a volunteer?
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 01:59:21 AM
So let's talk your plan to attack Castle Crumbling. We have four days to get this in order, but I'd prefer to have it done by Wednesday if at all possible. What's your plan? Debate and outline it, and I'll ask for clarifications as desired.
Title: Re: Random DM nagging.
Post by: Corwin on August 13, 2012, 02:50:43 AM
I distributed the new forces, and I think it'll be a good idea to split some of them up into more armies once we get reinforcements from Celestia and the Triad. Each of the armies got a new officer in addition to the existing ones in anticipation of that, and to help handle the increased troop strength. Rosa was elected to lead one the auxiliary armies, given she came with credentials for that. Thoughts?

Total army strength: 5,662 + elite warriors (PCs, named NPCs in the NPC topic, ect)

3 main armies: 918 in each
300 burning aeropolis refugees
150 Ysgardian regulars
60 elven warriors
40 catfolk warriors
40 air elementals (Chan)
30 Ysgardian warriors
30 Graceful Blow students
30 Triune movanic devas
30 tortles
28 pixies, purple pixie bridage
20 fey-blooded centaurs
15 air elementals (Cauldron)
15 water elementals (Cauldron)
15 earth elementals (Cauldron)
15 fire elementals (Cauldron)
15 Sylican regulars
15 elven confederation of liberations
10 satyrs of the sunrise
10 courre scouts
10 firre warriors/clerics
10 healers
10 eidolons of rimefire
10 Triune courre
5 elite healers
5 knights of the wise convent
Officers: (1) Drena, Dana, The Master, Balyss; (2) Mirima, Misalea, Sylvie, Simmer; (3) Crystal, Lief, Canderella, Ebony.
In command: PCs, ideally? If not, then the first/second choice listed for each army should do well.

The idea is to have a force that is largely light and swift, and can respond far more quickly to any situation or need for reinforcements. The situation at Earthfall where Afina and Willim fell back with the air elementals comes to mind here, but it could also double for scouting and for hit and run/harrassment tactics.
1 rapid response force: 412
65 air elementals (Chan)
60 fey-blooded centaurs
48 air elementals (Shinear)
66 dire wolves
50 phase spiders
43 catfolk
40 pixies from Lifasa
40 courre scouts
Officers: Rosa, Tannin, Arrel, Stille
In command: PCs or Rosa, depending on the situation.

Magic is really what makes or breaks things in D&D3.5 and battles aren't any different. This mage-oriented force could either serve as artillery or provide aid (having lots and lots of clerics) or buff or debuff and basically be fairly multi-purpose. And since mages are usually squishier and not that suited for melee, they have some really strong defenders attached to them.
1 mage-heavy force: 425
60 Triune courre
50 satyrs of the sunrise
50 Ysgardian regulars
47 firre warriors/clerics
45 Graceful Blow students
40 healers
30 ladies of the butterfly kinship
20 eidolons of rimefire
20 air elementals (Chan)
12 githyanki acolytes
12 earth elementals (Earth)
10 Triune movaic devas
5 elite healers
8 Ysgardian warriors
5 cloud giants
Officers: Hanna, Kascha, Sage Vul'lath, The Jarl
In command: PCs, Hanna or Kascha, depending on the situation.

I suppose this is really the same as a reserve, but I can entirely see it being sufficient to hold Aurora indefinitely for us, thus freeing our main force(s) for attacking/responding/counter-attacking.
Aurora defense: 304
97 burning aeropolis refugees
51 elven warriors
31 refugee warrios from Lifasa
25 conflagration oozes
23 tortles
20 satyrs of the sunrise
10 healers
10 Triune courre
7 courre scouts
5 Sylica regulars
5 air elementals (Cauldron)
5 water elementals (Cauldron)
5 earth elementals (Cauldron)
5 fire elementals (Cauldron)
5 knights of the wise convent
5 elven confederation of liberations
Officers: Adrian, Baleruk, Elder Magi Tepen, Mei
In command: Gisfal
Title: Re: Random DM nagging.
Post by: Corwin on August 13, 2012, 02:52:38 AM
Additionally to that, anyone not directly listed for whatever reason (Hanna's apprentice, Ithea's pet, new sorc team that's not on the books yet) are automatically assigned to Aurora defense. In case it ever matters.
Title: Re: Random DM nagging.
Post by: Corwin on August 13, 2012, 02:57:44 AM
Plan-wise, how about we ram Castle Crumbling? Our forces can be ready in the courtyard for the invasion, and the defense could be centered around the mage-heavy army that would buff/debuff as our other forces assault the inevitable invaders. The skirmishers can watch their backs and generally be a nuisance to the enemy, and we'll take the fight to Lixer and try to end him.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 03:08:17 AM
Additional note for planning since it's been awhile.

Quote[21:10] <Kotono> Before you the winds gather! They grow tighter and stronger, howling with the force of a tornado! These winds blend into one, becoming a perfect pale-green diamond, the size of a fist. It clatters onto the ground with a soft tinkle, "This stone holds truth within it. Take it to whomever controls Medicant; Elena was mentioned as still being there. It will part the myriad lies and illusions
[21:10] <Kotono> protecting Castle Crumbling, showing you the way."
Title: Re: Random DM nagging.
Post by: Corwin on August 13, 2012, 03:12:14 AM
I remember that one, actually. I have that diamond.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 03:12:44 AM
Okay then, just make sure to account for it in your planning.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 03:14:30 AM
Quote from: Corwin on August 13, 2012, 02:57:44 AM
Plan-wise, how about we ram Castle Crumbling? Our forces can be ready in the courtyard for the invasion, and the defense could be centered around the mage-heavy army that would buff/debuff as our other forces assault the inevitable invaders. The skirmishers can watch their backs and generally be a nuisance to the enemy, and we'll take the fight to Lixer and try to end him.

Elder Magi Tepen and Gisfal would both like to point out one extremely relevant point. Castle Crumbling lies in the negative energy plane. While Aurora's courtyard is safe from it, going out to attack and invade Castle Crumbling brings the full difficulties of that realm to bear. At the least it deals 1d6 points of damage to living creatures per round (minor negative dominate trait) and more likely inflicts one negative level each round (major negative dominate trait). This makes the viability of en-masse assaults outside of Aurora's protective area difficult, or at least requires considerable measures to protect those that venture out.

This assumes that the castle keeps those traits, of course, but in the absence of knowledge otherwise, it's the working assumption Gisfal would go with. Plan for the worst so your army survives if the worst happens.
Title: Re: Random DM nagging.
Post by: Corwin on August 13, 2012, 03:22:35 AM
That's exactly why I'm proposing only Team PC+a few NPCs at the most actually head inside. If Lixer's minions are fine with us ramming their castle and won't go invade ours in return, I guess we're screwed?
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 03:24:00 AM
Yeah, I figured, but they felt obligated to mention it.  Speaking of, any ideas on an assault team?
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 03:24:34 AM
On a completely unrelated note, how the hell is Maw of Chaos(SC) an abjuration spell?
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 01:54:58 PM
Quote from: Anastasia on August 13, 2012, 03:24:00 AM
Yeah, I figured, but they felt obligated to mention it.  Speaking of, any ideas on an assault team?

In the interests of moving things along since we really need this prep done, here are some suggestions. This works with the assumption that of negative energy plane conditions+undead. Obviously there's going to be devils involved as well, but you guys should know who can deal with them by now.

Adrian (Su immunity to planar effects, can hit incorporeal creatures)
The Jarl (Full turn undead, tons and tons of healing which routs the undead)
The Master (52 touch AC, stops incorporeal undead cold)
Sylvie (21)
Ebony (Song of Cleansing Light and general buffing)
Balyss (Turn undead focused, moon blade, lots of healing and spell charges to devote to it.)
Simmer (Immune to negative energy and level drain)
Rosa (Immune to basically every nasty undead trick, can boost her touch AC to around the Master's with Armor of God, has protection devotion)
Title: Re: Random DM nagging.
Post by: Corwin on August 13, 2012, 02:08:09 PM
How about bringing Rosa and either Hanna or Ebony?
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2012, 02:10:49 PM
One final note here, especially if you end up bringing any more than that. Feel free to select ones you'd like to control yourselves, if you'd like a more active role in battle. Up to you guys there.
Title: Re: Random DM nagging.
Post by: Ebiris on August 13, 2012, 02:18:25 PM
Bring Adrian, he hasn't been out for a while. We probably have enough for two teams of people who are immune or can easily be protected from negative/undead stuff. One (NPCs mostly?) could work as a feint to push in and then lure defenders back towards Aurora while the other focuses on property damage?
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 02:02:29 AM
Okay, waiting on Yuth/Merc here. Anyone you two would like to bring or anything like that? Any opinions on what the other two said? Obligatory nagging goes here.
Title: Re: Random DM nagging.
Post by: Corwin on August 14, 2012, 11:09:41 AM
I still prefer my suggestion, but I wouldn't mind going for Eb's. Adrian will probably die since his wedding is a death flag for his character, which I dislike. What I like is the plan to send Team NPC composed of some of them (enough to have the armies still covered with commanders and such) into Castle Crumbling (post-ramming) as a distraction and to invite those very reprisals we hope the Aurora will draw (on our terms, of course, going through the gate and meeting the army in the courtyard, etc). Restating my belief that having a capable spontaneous healer besides me would be pro.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 11:59:46 AM
Quote from: Corwin on August 14, 2012, 11:09:41 AMAdrian will probably die since his wedding is a death flag for his character, which I dislike.

What?
Title: Re: Random DM nagging.
Post by: Merc on August 14, 2012, 02:33:56 PM
Anybody I recommend comes will probably die, between Hatbot, Ithea and Beshaba. So I'll pass on recommending anybody join us.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 03:34:51 PM
/me pats. Fair enough, but hey, your luck should rebound soon. You did well with Sunnis, at least. <_<
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 03:41:51 PM
This is an attempt to improve the fighter by adding on the various ACFs as part of the base chassis. For the sake of this, the fighter is meant to be good at hitting things, using armor, intimidating and surviving. I wanted to see how a fighter like this would turn out. It now has class features at every level and has the weapon focus line of feats integrated into the class.  This isn't official or anything, just a design exercise.

This does make the fighter more powerful, but beyond added intimidation skill, it doesn't greatly expand what they can do. They're merely better at doing what a fighter does. Let me know what you think. I made a decision not to change the base class with any homebrew (beyond integrating in the signature feat line for it and a few mild wording changes to existing ACFs). It's a mildly more interesting thought exercise than fighter remix 300 or so.

ACFs used: Armored Savant, Bonded Armor, Zhentarim Soldier, Overpowering Attack, Eldritch Juggernaut and Fortification (combined into Defensive Juggernaut for flavor reasons).


[spoiler]


Fighter

Hit Die

d10

Class Skills

The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str),

Skill Points at 1st Level

(2 + Int modifier) x 4.

Skill Points at Each Additional Level

2 + Int modifier.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Bonus feat, weapon focus
2+2+3+0+0Armored savant, bonus feat
3+3+3+1+1Skill focus(intimidate)
4+4+4+1+1Bonus feat, weapon specialization
5+5+4+1+1Extended intimidation
6+6+5+2+2Bonus feat
7+7+5+2+2Bonded armor+1
8+8+6+2+2Bonus feat, weapon mastery
9+9+6+3+3Swift demoralization
10+10+7+3+3Bonus feat, greater weapon focus
11+11+7+3+3Overpowering attack
12+12+8+4+4Bonus feat
13+13+8+4+4Bonded armor+2, defensive juggernaut (light fortification)
14+14+9+4+4Bonus feat, greater weapon specialization
15+15+9+5+5Defensive juggernaut(medium fortification)
16+16+10+5+5Bonus feat
17+17+10+5+5Defensive juggernaut (spell resistance)
18+18+11+6+6Bonus feat, weapon supremecy
19+19+11+6+6Bonded armor+3, defensive juggernaut (heavy fortification)
20+20+12+6+6Bonus feat

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Weapon Focus (Ex)

At 1st level, a fighter's martial prowess is established. He gains a +1 bonus to attack rolls with any weapon he is proficient with. This includes natural attacks and unarmed strikes, but does not include spells or supernatural abilities.

Armored Savant (Ex)

At 2nd level, a fighter's skill with his armor rises and he is able to handle even heavy armors smoothly. He ignores the weight of his armor for the purpose of calculating encumbrance. Armor you wear slows you as if it were one category lighter than it is (so medium armor does not slow you and heavy armor slows you as if it were medium armor). In addition, the maximum Dexterity bonus for any armor you wear improves by +1.

Skill Focus

A fighter gains Skill Focus (Intimidate) as a bonus feat at 3rd level.

Weapon Specialization (Ex)

At 4th level, a fighter gains a +2 bonus to all weapon damage rolls. This follows the guidelines in weapon focus.

Extended Intimidation (Ex)

A target successfully intimidated by a 5th level fighter suffers lasting effects. Instead of ending when the fighter leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the fighter shifts to unfriendly, but a lingering fear remains. Whenever the fighter returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

Bonded Armor (Ex)

At 7th level, a fighter's armor becomes like a second skin. You are able to don or remove armor as a full round action. In addition, the armor bonus of any armor you wear rises by 1. At 13th level this bonus increases to 2 and to 3 at level 19.

Weapon Mastery (Ex)

At 8th level, a fighter has reached exceptional pinnacles of skill. He gains a +2 bonus attack rolls and weapon damage rolls. This bonus stacks with the bonus provided by weapon focus and weapon specialization, as well as greater weapon focus and greater weapon specialization (see below). Otherwise, this follows the guidelines in weapon focus.

Swift Demoralization (Ex)

A 9th level fighter can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

Greater Weapon Focus  (Ex)

At 10th level, a fighter's skill with weapons becomes near-legendary.  He gains an additional +1 bonus to attack rolls. This follows the guidelines in weapon focus and stacks with weapon focus and weapon mastery.

Overpowering Attack (Ex)

At 11th level, a fighter can focus his attention in combat to deliver a single deadly attack. As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.

Defensive Juggernaut (Ex)

At 13th level, a fighter's armor is so protective that it renders him close to a living slab of steel. He gains light fortification whenever he wears armor. This functions as the armor special quality of the same name. At 15th level this improves to medium fortification and at 19th level it becomes heavy fortification. In addition, at 17th level, a fighter's skill with armor is so well developed that it even blocks mystical attacks. The fighter gains spell resistance equal to 10 + hit dice.

Greater Weapon Specialization (Ex)

At 14th level, a fighter's blows cause legendary amounts of damage. He gains an additional +2 bonus to weapon damage rolls. This follows the guidelines in weapon focus and stacks with weapon specialization and weapon mastery.

Weapon Supremacy (Ex)

At 18th level, a fighter has reached the peak of his skill, rivaled by only the greatest of all time. He gains several benefits when wielding a weapon he is proficient with. You gain a +4 bonus to CMD against attempts to disarm you. You can wield your weapon in a grapple freely (but not while pinned). Once per round when you make a full attack, you may add a +5 bonus to any attack roll after the first. Once per round before making an attack roll, you can take 10 on an attack. Whenever you are wielding a weapon you are proficient with, you gain a +1 bonus to armor class(this bonus only applies once if you are wielding more than one weapon at a time).
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 04:00:09 PM
In other news, I'm thinking about rebuilding Dana entirely. Her build has been a mess of conflicting ideas and concepts. Opinions?
Title: Re: Random DM nagging.
Post by: Ebiris on August 14, 2012, 07:12:43 PM
I offer no opinion.
Title: Re: Random DM nagging.
Post by: Merc on August 14, 2012, 08:38:05 PM
Dune: Gentlemen, I can rebuild her.
Dune: I have the splatbooks.
Dune: I have the capability to make Aurora's first psionic woman.
Dune: Dana will be that woman.
Dune: Better than she was before.
Dune: Better... stronger... faster.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 08:38:55 PM
Aahahahahhahahahhahahahahaha.

I'll take that as a 'yes' from Ithea. <_<
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2012, 09:29:34 PM
Point of clarification on request: Any possible rebuild won't happen until after this Castle Crumbling affair.
Title: Re: Random DM nagging.
Post by: Corwin on August 16, 2012, 12:52:48 PM
Spell-wise, I figure we can all handle the basic stuff as always individually. I think Merc's casting lets him channel the same spell to everyone in a single charge? If so, having Energy Res 30 x5 to everyone would simplify our prep. I can handle Fortunate Fate xPC +1NPC we bring with us without real trouble. It would be nice if someone (Priest?) were to cast Death Ward/Life's Grace/Extended Death Ward/Extended Life's Grace upon us.

About the secondary NPC team heading out to draw the defenders back to the Aurora. Since Hanna's not coming with us then she can provide DW/LG and FF for them fairly easily. Others there could be The Jarl, The Master and Simmer, plus whoever of Adrian and Ebony that doesn't come with us. How about it?

Dune, assuming no one else amongst the players cares, want to use Hatbot to decide between Ebony and Adrian?
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2012, 01:33:03 PM
Quote from: Corwin on August 16, 2012, 12:52:48 PMSpell-wise, I figure we can all handle the basic stuff as always individually. I think Merc's casting lets him channel the same spell to everyone in a single charge? If so, having Energy Res 30 x5 to everyone would simplify our prep. I can handle Fortunate Fate xPC +1NPC we bring with us without real trouble. It would be nice if someone (Priest?) were to cast Death Ward/Life's Grace/Extended Death Ward/Extended Life's Grace upon us.

About the secondary NPC team heading out to draw the defenders back to the Aurora. Since Hanna's not coming with us then she can provide DW/LG and FF for them fairly easily. Others there could be The Jarl, The Master and Simmer, plus whoever of Adrian and Ebony that doesn't come with us. How about it?

Dune, assuming no one else amongst the players cares, want to use Hatbot to decide between Ebony and Adrian?

Prep can go without incident. Let's wait on Yuth to speak up about the NPCs. Barring anything there, Ebony and Adrian comes down to if you want another sword to help you fight or someone to help you fight better.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 16, 2012, 01:36:18 PM
I can cast Attune Form, negating the damage/negative levels. I don't have a preference on NPCs off the top of my head.
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2012, 01:37:52 PM
Okay then. Let's get the teams firmed up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2012, 01:46:52 PM
Announcement: Due to Yuth being gone most of this week, we don't have time to properly deal with the Lannark Imperium negotiations before tomorrow. Under the circumstances I am ruling that this is retconned into not happening yet. If the assault on Castle Crumbling goes well, we'll just move that scene to afterwards. If circumstances resulting from it render it null and void, we'll redo the first part of the scene as appropriate.
Title: Re: Random DM nagging.
Post by: Corwin on August 16, 2012, 03:35:28 PM
Our team = Team PC + Ebony.

The secondary NPC team heading out to draw the defenders back to the Aurora: Adrian in the lead, Hanna, The Jarl, The Master and Simmer.

Precast magic: FF on everyone, RE x5 on everyone, the negative energy-blocking clerical spell of your choosing on everyone.
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2012, 11:30:59 PM
Quote from: Corwin on August 16, 2012, 03:35:28 PM
Our team = Team PC + Ebony.

The secondary NPC team heading out to draw the defenders back to the Aurora: Adrian in the lead, Hanna, The Jarl, The Master and Simmer.

Precast magic: FF on everyone, RE x5 on everyone, the negative energy-blocking clerical spell of your choosing on everyone.

So PCs+Ebony get Fortunate Fate, Resist Energyx5 (as needed, barring immunities) and Death Ward or Life's Grace. What about individual spells? If you have those ready already, post them so we'll be aware ahead of time.
Title: Re: Random DM nagging.
Post by: Merc on August 17, 2012, 12:49:15 AM
Besides the spells mentioned, GMW as usual. I'll share it if anybody wants it before the attack through arcane channeling.

Yuth mentioned last page Attune Form on everyone.

I'd also like to poke someone from the NPCs to see about some spells given where we're heading:
Hide from Undead (http://dndtools.eu/spells/players-handbook-v35--6/hide-from-undead--2330/). Considering how easy this is to cast on a lot of people and its duration, should be worth spreading around. Might help squishier soldiers in Aurora a fair bit if undead do start streaming in. There's got to be some brainless ones or ones that fail their will saves.
Undead Bane Weapon (http://dndtools.eu/spells/ghostwalk--94/undead-bane-weapon--1396/). Won't help against devil minions, but sure helps cut down the undead ones faster.

Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2012, 12:56:49 AM
So PCs+Ebony get Fortunate Fate, Resist Energyx5 (as needed, barring immunities), Death Ward or Life's Grace, Greater Magic Weapon, Attune Form.

Hanna or some of the firre/celestials can see to those spells on the soldiers as needed. Speak up if you want them on yourselves too. Hide from Undead is probably only so useful since offensive action or turning shatters that casting of it.
Title: Re: Random DM nagging.
Post by: Merc on August 17, 2012, 01:04:05 AM
I'd like the second spell (undead bane) on my glaive. As you said, first spell probably won't really help.

If nobody from team PC wants GMW, I'll pass it on to any of the NPC leaders that do want it, and I'll cast it a second time if there's a lot of requests (I could get it on six other people).
Title: Re: Random DM nagging.
Post by: Ebiris on August 17, 2012, 03:31:24 AM
Afina casts on herself Greater Mage Armour, Endure Elements, Shield, See Invisibility, Greater Heroism, Scalding Touch, and Moment of Prescience.

Also 10 minutes before the attack begins she'll cast both Elemental Swarm SLAs just outside Aurora's gate so that 2d4 large and 1d4 huge both water and fire elementals arrive and ten minutes into the battle a greater elemental for both will arrive as reinforcements.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 17, 2012, 01:13:06 PM
Muirfinn will also cast Elemental Swarm at the same time as Afina, adding additional reinforcements from Water.
Title: Re: Random DM nagging.
Post by: Corwin on August 17, 2012, 01:18:41 PM
All our goons (and us) can and should have a Heroes's Feast pre-battle.
Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2012, 01:19:37 PM
Duly noted, all of ya. If the five of you are partaking, say so too so you can apply those boosts.
Title: Re: Random DM nagging.
Post by: Corwin on August 17, 2012, 01:49:00 PM
We are
Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2012, 01:51:42 PM
Fantastic. Good luck!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2012, 06:05:26 PM
Todo list after this

1. Purify Spell + outliers (Bolt of Glory)
2. Crown of Flame and Archon component.

Pay this no mind, just taking notes.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2012, 03:26:42 AM
Tonight's miscellaneous announcements.

Make sure to read the away topic. Hopefully we can game tomorrow, but if not we'll finish this next weekend.

I'm going to reverse myself on Purify Spell and allow it to work as written on Bolt of Glory. Reasoning is in the spoiler box below.

Spoiler: ShowHide
Purify Spell isn't all that great normally, but it becomes solid when you turn 1d10 to 2d8 and awesome when you turn 1d12 to 3d6. Now there's not may spells that use d12s (For example, in the SC, there are nine that use d12s for damage, and of those only four do more than 2d12), so this is a corner case. Following the example of the rest of the weapon damage chart (add one die and decrease the die size by one step) ends up with 2d10, which has a higher damage potential than 3d6. So Purify Spell and Bolt of Glory don't play nice. I wanted to see how big an upgrade this was so I ran some numbers.

An average Bolt of Glory deals about 90 damage and a maximized one deals 180. This is against evil outsiders and whatever hits the highest damage category. By comparison, a purified Bolt of Glory deals 135 average damage and 270 max. Ouch. Impressive, but you're using a feat for one spell in particular. Compared to, say, an empowered Bolt of Glory, you're looking at 135/270 average/max damage. So that evens out with empower for a discount of one metamagic level. Now you get a lot more utility out of empower spell over purify spell, so I'm going to err on the side of this being okay for now.

As a final note, empowered+purified or other similar shenanigans for bolt of glory get nasty fast, but it's still a situation spell, so eh. I'm sure there's some potent d12 spell out there that purify spell shenanigans could do evil things with. For now I'll just exercise discretion with Ebony. (It would combo well with Afina's firebursts if nothing else)


As far as Crown of Flame goes, I'm going to table the matter until this adventure is over. As far as searching the board and my PMs go, I don't think anyone noticed the archon component in it. This isn't really a matter of the spell being broken as much as a rules fuck up. Cor, do you care about this spell much either way? If you do I'll grandfather it in, since it's been around for months and several appearances without anyone noticing. If not you can retrain it after this adventure (and use it for the duration of it).  While I'm not happy about the component screw up, that boat has long since sailed and it's my own fault for not checking your spells over more closely. Speaking of, I'll be checking them over tonight to see if any other slipped through. Yeah, I'm sorta annoyed at myself since I'm supposed to catch this shit.

I feel like Afina's AC is finally coming back down to earth, though her secondary defenses pick up that slack and then some. Jaela's saves rocket up to compensate; I ran some numbers and they're really eye opening. Jaela's saves from her sheet (disregarding non constant buffing that can raise these higher) are 46/37/45 (fort/ref/will).  Her fort and will have a double digit lead on everyone else (33/33/31 are the highest fort/ref/will from the other three PCs and 34/34/35 are the highest from the NPC topic.) and her ref is saner - until you realize that Jaela's weak save beats everyone else in the game's ref save.

As you may have noticed with to hit rolls when I want something that has a prayer of hitting Afina, one person's saves being grossly out of line with everyone else's can cause problems. If I want a save DC that can threaten Jaela on anything but a natural 1, the DC is going to be difficult to near impossible for anyone else to pass. This is obviously undesirable and will make the campaign more lethal for everyone but Jaela, so could you lay off the save optimization, Cor?

I have Dana's rebuild done, as I had more time during the past week than I anticipated. I've also constructed an epic psychic warrior and the bones of rules for epic powers. First of all, even with full PP progression, Dana's starving for power points. Psionics can eat them up at a frightening rate, especially with how the system focuses on augmenting powers. It's really a different paradigm than spellcasting with a fair few tradeoffs. Speaking of epic powers, one of the tradeoffs of psionics is that there's not much need for high/epic level powers. The basic augmentation setup largely reduces the number of higher level powers that are needed.  There's far less need for epic powers - and I don't intend to do much for them with Dana - but I'm going to establish the option for the sake of consistency and system balance. The concept of epic powers did exist in the ELH, though there weren't any in there and I dunno if any other book ever made any.
Title: Re: Random DM nagging.
Post by: Corwin on August 19, 2012, 08:55:54 AM
Favored Soul has all three good saves, like monk, and I'm a very pretty paladin (+13). That's really it, man. Look at the build section. The only booster I have is a Cloak of Resistance +5. Considering a lot of holy spells give Resistance vs Evil I didn't want to deal with the annoyance of constantly calculating it each time. What exactly would you have me do?

EDIT: In fact, just as a convenient example (ie sheet below mine). Yuth is using a daylong Superior Resistance spell that gives +6 Resistance to saves but listing it separately. In fact, his base saves are better than mine. Mine break down into Fort +46=+13+5+28, Ref +37=+13+5+19, Will +45=+13+5+27 [Cha+Res+Base]. His break down into  Fort +39=+6+33, Ref +29=+6+23, Will +37=+6+31 [Res+Base].
Title: Re: Random DM nagging.
Post by: Ebiris on August 19, 2012, 09:09:32 AM
Quote from: AnastasiaI feel like Afina's AC is finally coming back down to earth, though her secondary defenses pick up that slack and then some.

Yeah this run has been an eye-opener there. If not for miss chance she'd probably have used up fortunate fate by now. Not to mention how her to-hit has fallen so far behind so she's having to rely far more on touch attacks when previously Afina was the one most likely to hit out of all the PCs (albeit for less damage).

edit: One good thing which I didn't bother to appreciate but will now is that her miss chance applies to spells targeted on her, so those greater dispels are going to have more trouble going through when we resume.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2012, 06:51:21 PM
Comments.

First of all, I'd like to apologize for snapping at the end of the session. Two and a half days of DMing caught up with me.

The Good

- You guys feel really powerful and resourceful. While the party is being routinely challenged, you're rising up to each battle. I'm enjoying watching you guys carve your way through, especially when you use smart tactics to do so.
- Each you have contributed in several ways, both in and out of combat. I like it when all of you contribute towards your success - even some of it is having the foresight to have a high CL wand or staff in case you run out of resources. (Hi level drain)
- Ebony has been a superb choice for someone to aid you. She can attack, heal and buff effectively, even if she can't manage to scrape up a single break regarding initiative. I also feel she generally doesn't steal any of your thunder, as buffing support characters tend not to.
- It's interesting on how this is pushing through your resources. Speaking of, how are each of you looking for resources at this juncture?


The Bad

- Pay attention. I know occasional slips happen and it's no big deal, but nothing exasperates me faster than repeating and pasting things that should've been caught a few lines ago.
- Merc, upgrade your damn IRC already. I hate to be That Guy about it, but you're missing PMs and slowing the game down. It's not fair to everyone else. Make sure you have always highlight on too.
- I wish you guys had remembered telepathic bond, as I feel this adds a layer of added interest to army battles. Simmer hijacking the telepathic network was an option if group B went that way and has ameliorated that, but I still wish you'd done that in the first place.
- No gaming until Saturday. Uguu.
Title: Re: Random DM nagging.
Post by: Ebiris on August 19, 2012, 06:59:47 PM
Afina's pretty low on spells, and having to recast buffs after this fight won't help that. She's completely out of useful SLAs.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2012, 07:04:13 PM
As a note of interest, you've had a total of 7 fighting encounters so far (disregarding non combat encounters a sec, like the weirdstone trap). None barring the statues has been below CR 21. So yeah, this is a wringer of a battle for you guys.

Quote
Afina's pretty low on spells, and having to recast buffs after this fight won't help that. She's completely out of useful SLAs.

Do you have the exacts? Idly curious.
Title: Re: Random DM nagging.
Post by: Ebiris on August 19, 2012, 07:06:58 PM
6/6/7/2/7/3/0/4/1

Slots left in order by level.

As SLAs go she's got:

Dancing Lights, Detect Chaos, Detect Law, Detect Thoughts, Dispel Magic, Entangle, Permanent Image, Obscuring Mist, Produce Flame, Fog Cloud, Water Breathing, Control Water, Fire Shield, Ice Storm, Plane Shift(fire), Plane Shift(water)
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2012, 07:09:45 PM
Okay, thanks.
Title: Re: Random DM nagging.
Post by: Corwin on August 20, 2012, 12:34:40 AM
2/5/5/5/8/0/2/6/4 for me, and I still have a few useful SLAs/DC spells left. Turning's at the halfway point, alas. I've been mostly going for melee and it seems to be doing okay. Fighting a general and then Lixer will probably go badly for my resources, but we'll just have to see.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2012, 06:38:20 PM
Quick reminder: Have your buffs, resources and all that prepared ahead of time for tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2012, 08:10:45 PM
The battle summary is up. There's lot more coming, so hold your horses for now. I need a break first.
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2012, 08:49:35 PM
Todo list in wake of your victory. Feel free to add/subtract/suggest other things too.

1. General summary of the battle. Due to timing issues this may be best skipped or put off until next weekend. Up to you guys. It's largely redundant if hopefully useful analysis and planning.
2. Resurrecting Crystal. Assuming you do, I would imagine at least Afina would want to be there.
3. Going to see Ebony and likely dealing with Antenora. That falls on at least Jaela's shoulders and possibly others, depending on who wants to go.
4. Visiting Princess Chan as she gave you this quest in the first place.

Any others?
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2012, 09:58:17 PM
Also, you guys will be leveling up from this, but not quite yet. It's last on the priority list. Don't start until I give leave in a few days.
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2012, 10:06:51 PM
Expendables updated for the following people:

Adrian used 2 charges of his wand of shield.
Hanna several charges from both staves.
Canderella used 5 charges from her wand of cure serious wounds.
Stille used 6 charges on his staff of rejuvenation.
Balyss used 2 moonsalves.
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2012, 10:09:04 PM
Todo on my end

1. Interrogations.
2. Updating Aurora topic for army attrition and losses.

Just using this as a mental note so I don't forget shit.
Title: Re: Random DM nagging.
Post by: Corwin on August 27, 2012, 12:36:54 AM
I'll go visit Ebony, yes. As for adding stuff to the list, like Jarl said huge recent victory => recruitment opportunity. One of us should swing by Elysium with him (I could do that) and we could send Hanna to the Court to see about that as well.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 12:38:30 AM
Figured as much. We'll do that next session most likely.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 02:09:26 AM
Todo updated.

1. Interrogations.
2. Updating Aurora topic for army attrition and losses.
3. General commentary over the adventure.

Last: Start dealing with levels up; see post about it and remember it's not happening until I give the go ahead.

Just using this as a mental note so I don't forget shit.
Title: Re: Random DM nagging.
Post by: Ebiris on August 27, 2012, 06:40:10 AM
Afina would want to go ensure Ebony's okay post-reformation, and be around for Crystal's resurrection.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 11:58:34 AM
Quote from: Ebiris on August 27, 2012, 06:40:10 AM
Afina would want to go ensure Ebony's okay post-reformation, and be around for Crystal's resurrection.

Duly noted.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 12:29:25 PM
Do you guys want to use the standard interrogation form for the two Necrolyte captives or something customized?
Title: Re: Random DM nagging.
Post by: Ebiris on August 27, 2012, 12:39:30 PM
Standard is fine.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 12:40:40 PM
Right, should have those up in a half hour or so.
Title: Re: Random DM nagging.
Post by: Corwin on August 27, 2012, 01:20:54 PM
[19:18] <Jaela> roll 1d20+29+4+15 Planes for Abigor's couriers that we are capable of summoning
[19:18] * Hatbot --> "Jaela rolls 1d20+29+4+15 Planes for Abigor's couriers that we are capable of summoning and gets 63." [1d20=15]
[19:18] <Jaela> roll 1d20+29+4+15 Planes for couriers of Abigor's enemies that we are capable of summoning
[19:18] * Hatbot --> "Jaela rolls 1d20+29+4+15 Planes for couriers of Abigor's enemies that we are capable of summoning and gets 52." [1d20=4]

I actually had a bit more involved plan. I do want to give the document to Abigor like Eb suggested. But I also want to copy it and give copies to his enemies and alert our allies on Lifasa ahead of schedule. When it provokes infighting, we'll use that chance while they're destabilized to try and hit them. And the copies ensure that Daddy would know just where the leak came from. Works?
Title: Re: Random DM nagging.
Post by: Corwin on August 27, 2012, 01:23:26 PM
Come to think of it, why not send the spy reports on Dis over to Dispater? W might've been executed and I bet they all knew why, but it'd probably embarrass Lixer and also get people to wonder just what else we got our hands on while there.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 01:24:07 PM
The best and most realistic one to summon is Bullrud. A powerful and advanced spinagon, he serves as a quick, agile and surprisingly canny courier.

Abigor is enemies with basically any demon that's participated in the Blood War, various holy figures that he's done battle with and other things yet. I'm gonna need you to narrow that down a bit since you're aiming for things you can summon.
Title: Re: Random DM nagging.
Post by: Corwin on August 27, 2012, 01:25:03 PM
Sorry, I thought context made it clear. Enemies on Lifasa who might make a power grab when they realize his time is up, which we could then use to strike while they're having their civil war.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 01:35:15 PM
Quote from: Corwin on August 27, 2012, 01:25:03 PM
Sorry, I thought context made it clear. Enemies on Lifasa who might make a power grab when they realize his time is up, which we could then use to strike while they're having their civil war.

In theory Abigor doesn't really have any enemies on Lifasa. Hellish unity and all that. In reality, any of the surviving eight traitors could well be interested in gaining more power for themselves. I'll list suitable couriers here if you're interested in one in particular - I'm not sure you're willing to deal with them in any case. If you aren't interested in them I'll go into some detail about other possibilities.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 01:38:28 PM
Also, does anyone want to look at Dana's rebuild before I post her?
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 05:19:25 PM
Build charts updated. Most were mostly updating for level 18, but Lief, Dana and Canderella got considerable tweaks. Canderella in particular is going to be revised a little later.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2012, 10:23:32 PM
Dana's rebuild is up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 12:50:40 AM
It's level up time! Make sure I'm around on IRC before you begin so I can see HD rolls and shit. Make sure to post a brief summary of your gains either in chat when I'm around or in here, whichever you prefer.

As this is your last pre-epic level, there are several considerations to bear in mind. If you want to dip for a save boost this is your last chance. If you need to dip to get a class feature or bonus feat for an epic feat or prestige class, this is likewise the time to do it. By now you should have a good idea of what you're going to do in epic, not to mention if you'll need any custom content. I'm more than willing to help you guys with that and give advice. If you need something custom or want to make something, I'd recommend doing it before level 21. No need to rush it at the last minute.

I'll begin NPC level ups shortly.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 01:18:44 AM
Adrian levels up.

- Fighter 9 and Dragon Devotee 3.
- Rolls 10 on a d10 for a total of 18 hit points.
- +1 BAB for a total of +19.
- +2 con from Dragon Devotee for a total of 26. Score.
- Ignore Spell Failure and 1st level sorcerer casting from Dragon Devotee. Nice. Adrian selects Arcane Mark, Detect Poison, Mending, Prestidigitation, Golem Strike and Lesser Orb of Cold.
- +1 ref and will saves.
- Adrian dumps all his SP into concentration.

Pretty decent level. Adrian picked up some utility options with his magic plus +2 con. That's a solid level up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 01:59:59 AM
Misalea levels up.

- Arcane Duelist 9 and Sentinel 8.
- Rolls 8 on a d10 for a total of 12 hit points.
- +1 BAB for a total of +19.
- Corrected a typo in her attack routine. She was short a few points, think the enhancement bonus from Sylis was lost.
- +2 bluff checks from fey bloodline. Eh. She's not much of a bluffer so it's wasted.
- Mirror Image from Arcane Duelist. Free MIs isn't a bad thing at all, even if it's obsolete by now.
- Dispel evil 1/week from Sentinel. Hey, it's better than remove disease.
- +1 fort.
- Skills go up as normal. Fixed an error in Misalea's survival skill. 74? What the fuck happened last time I updated her?
- Extra Smiting(S8) as a feat. This frees up her level 12 feat, which is retrained into Divine Fervor.

Solid level. It isn't top tier, but Misalea picked up a lot of little things.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 28, 2012, 02:37:08 AM
Quote[22:14] <Muirfinn> I want to talk to you about Fires of Purity.
[22:14] <Muirfinn> IT's a great spell
[22:14] <Muirfinn> Capable of dealing good damage
[22:14] * @Kotono nods.
[22:14] <Muirfinn> But it allows for SR on every creature attacked.
[22:14] <@Kotono> Link me to it?
[22:15] <Muirfinn> And that's damned cumbersome when you've got 5 attacks.
[22:15] <Muirfinn> http://dndtools.eu/spells/complete-divine--56/fires-of-purity--702/
[22:16] <@Kotono> Oh that one. I think Alicia used it, it's ringing a bell. Lemme go check.
[22:16] <@Kotono> I may have already ruled on it/.
[22:16] <Muirfinn> Sure
[22:21] <@Kotono> I can't find a ruling, though she did use it. Anyway, what were you asking about?
[22:23] <Muirfinn> The constant SR checking.
[22:23] <Muirfinn> Is there some way to circumvent that?
[22:23] <Muirfinn> Maybe roll SR when cast, and then it applies to all uses thereafter?
[22:23] <Muirfinn> I'm asking for the expedience of combat.
[22:24] <@Kotono> Uh, lemme get back to you on that. To be honest I'm sorta fading here and that's a DMy decision. Could you post it in nagging?
[22:24] <@Kotono> I'll get to it tomorrow.
[22:24] <Muirfinn> Righto.

The whole point is that I wanted to make sure it was cool with you if I rolled the CL check at the time of casting, then whoever that spell was cast on used that CL check for the remainder of the time the spell was in effect to determine whether or not it could pierce spell resistance.

This would prevent the worst-case scenario of me rolling SR every time an attack was made. It would be doubly-so inconvenient if it were cast on someone else, like Jaela of Afina. Nobody wants me rolling SR in the middle of their combat round.
Title: Re: Random DM nagging.
Post by: Ebiris on August 28, 2012, 03:42:11 AM
SR is only rolled on the first attack. If it fails then the target is immune for the duration of the spell. If it succeeds the target can be affected for the duration of the spell.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 12:17:44 PM
Dana levels up.

- Fighter 9 and War Mind 4.
- 5 on a d10 for a total of 13 hit points.
- Corrected Dana's CMD, which is obscenely high thanks to her stupidly good touch AC. I forgot to factor it past BAB. Also added dex to her armor class. I thought I had her done, but I think I forgot the last sweep. Oh well.
- +1 BAB for a total of 19.
- Power points rise by 15 to a total of 174.
- Gains a new power. Dana selects Inconstant Location.
- Dana's fort, ref and will rise by 1.
- Skills go up as normal.

Nothing much this level, though the rebuild hogs attention anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 12:29:18 PM
I'm holding Tannin's level up until he gets back. There's a note on his sheet so I won't forget.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 12:40:03 PM
Arrel levels up.

- Giant Eagle 10 and Fighter 5.
- 10 on a d10 for a total of 18 hit points.
- +1 BAB for a total of 17.
- Spell resistance rises by 1.
- +1 to all saves.
- Skills rise as normal.

Eh.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 01:16:45 PM
Elder Magi Tepen levels up.

- Wizard 19 and Paragnostic Apostle 1.
- 1 on a d4 for a total of 9 hit points.
- Holy texts is gained, which is worthless to Tepen has he has no turn undead to stack with. I suppose if he ever decides to go into Sacred Exorcist this is nice. Which actually might not be an invalid option with him. Hm. Must think about that.
- He grabs Manifest Ethos from Paragnostic Apostle. Should he be required to take up a more warlike spell selection in the future, this will aid him greatly.
- Gained lore. His int mod makes it suck less but it's still not great. But hey, utility.
- Tepen gains a 7th level and 9th level spell slot. He selects Greater Teleport and Gate.
- +2 to will saves.
- Skills go up as normal.

Pretty decent level. Lots of little things.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 02:18:38 PM
The Jarl leveled up.

- Cloud Giant 19 and Healer 19.
- 3 on a d8 for a total of 12 hit points.
- +1 BAB for a total of 14.
- Turn undead rises by 1d6 to 10d6.
- Gains another 8th and 9th level spell charge.
- Skills go up as normal.

Empty level, but 20's better then he starts dipping.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 02:51:54 PM
Lief leveled up.

- Fighter 9 and Avenger 1.
- 8 on d10 for a total of 16 hit points.
- +1 BAB for a total of 17.
- Gains 1d6 of sneak attack for a total of 6d6.
- Got poison use. Not his thing, but it's an option.
- Learns paralyzing attack. This is death attack but with the death option removed. The melee aspect of it hurts Lief, but if he has three free rounds I figure getting close isn't that big a problem.
- Gains avenger spellcasting. Note that I'm allowing splatbook access to assassin spells that aren't at odds with the avenger, as this is really just a very mildly altered assassin anyway. He chooses Ebon Eyes and Critical Strike.
- +2 ref saves and +1 will saves.
- Gains Woodland Archer(18) as a feat. Nice pickup, it's a solid feat.
- Skills go up as usual.

Nice level. SA advancement, a few new spell options and a good feat combine nicely. Paralyzing attack blows for him, but what can you do?
Title: Re: Random DM nagging.
Post by: Corwin on August 28, 2012, 02:54:28 PM
Coded notebook: This notebook is written in code. Several hours and a Decipher Script check could undo the puzzle. <-- time for Sylvie to earn her keep?
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 02:54:56 PM
Sure. I'll do it once I'm done with Crystal's level up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 03:29:24 PM
Crystal leveled up.

- Ranger 15 and Defender of the Natural World 5.
- 9 on a d10 for a total of 14 hit points.
- +1 BAB for a total of 19.
- +1 spell resistance. Also boosted Lief's since I always fucking forget to do that.
- Crystal gains a 4th favored enemy. She chooses dragons. She also chooses to raise her favored enemy bonus against evil by 2.
- Adjusted ranger spells up for new wisdom.
- Crystal gains 1 1st, 1 3rd and 2 4th level ranger spell slots. She selects Lesser Restoration, Heal Animal Companion, Freedom of Movement and Sunmantle.
- Gains natural blessings. Awesome.
- Gains a 1st, 2nd, 3rd and 4th level spell slot. She selects Lesser Restoration, Fell the Greatest Foe, Righteous Fury and Holy Sword.
- Will save rises by 1.
- Skills go up as normal.

Nice level and she had a whole lot going on.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 04:30:31 PM
Quote from: Corwin on August 28, 2012, 02:54:28 PM
Coded notebook: This notebook is written in code. Several hours and a Decipher Script check could undo the puzzle. <-- time for Sylvie to earn her keep?

Okay. Note I'm using her leveled up stats, even though I haven't done them. It's +1 for another DS rank and +1 to the factotum skill booster. It's possible the factotum capstone could grab her another boost, but I'm not going to dig for it.

Base roll is +40. Sylvie will slot her floating feat into Skill Focus(Deciper Script) to raise it to +43. She'll mimic Jaela and prep Divine Inspiration for another +15 for a total of +58. She'll spend an inspiration point to boost it up by +19 for a total of +77.

Quote> roll 1d20+77
* Hatbot --> "Kotono rolls 1d20+77 and gets 83." [1d20=6]

Sylvie reports the book is coded in an ascending code - each part has to be deciphered in order and leads to the next. It's extremely complex and really it's a work of art. There are several segments, but Sylvie decoded them all. From inferences she suspects that Prince Lixer wrote this, though absolute certainty is impossible. The contents involve the First Vampire and Aurora. A summary of each part's salient point(s) follows as well as Sylvie's comments in the margins.

- The First Vampire has been gone for eons, though several of his children remain. He notes Annalise by name. - Ties into the correspondence taken from Lixer's room nicely. It also fits what Annalise said.

- The First Vampire has no weaknesses, even sunlight. Further, he is so resistant to positive energy as to be effectively immune. - Good lore to keep in the back of our minds, Sylvie makes a note of it.

- The First Vampire fell into a deep, restless sleep eons ago. - Lines up with what Annalise said before. At least he's not out raising trouble.

- The First Vampire went to sleep by choice. - Unlike Annalise, Sylvie supposes. An interesting but likely irrelevant parallel.

- The First Vampire is said to be due to awaken. Of note, next to that is Aurora with a question mark next to it. - Why is he due to awaken? Signs and portents? It doesn't say. Based on his letters, the devils suspect he's involved with Aurora due to Annalise. Either they know something we don't or they're speculating. Based on the letters, Sylvie leans towards speculation.

- While Orcus has often claimed the First was his work, ancient lore constantly contradicts this. - Good to know, and considering how Annalise and Orcus didn't like each other, it fits.

- It notes here there is no direct evidence connecting Orcus to Aurora. - Oh good. That row with the Father was bad enough.

- The awakening of Annalise and her disagreements with Orcus suggest another player is moving. It is most likely the First. - Oh great, just what Creation needs. Another impossibly powerful horror from the Hells! More seriously, this could be a problem if he is awake and takes offense over what happened with Annalise.

- The First Vampire cares nothing for order, yet nothing for Orcus or demons as well. - So he's a creature of chaos or at least akin to the yugoloths? Based on how the devils are treating this, he's probably a creature of chaos.

- The First Vampire is an abomination, possessing a fragment of divinity. - Wonderful. So he's the God of Vampires? Some cast off spawn of a true deity?

- The First Vampire desires to sate his lusts - blood and far more carnal things yet. This is his ultimate motivation. - So he's a slave to his desires. Sounds demonic. He cares for nothing about himself and his own pleasure.

- The First Vampire can be wounded by holy, axiomatic weapons of the highest magic that have been blessed by a deity of life, such as Lathander. - Good to know. Let's hope we never have to use this information.

- Typical wards to protect the mind are useless against the First Vampire should he will it to be so. He can even command mindless creatures, with only deities and powers being safe. - So we have Baleruk eat him then? Unstoppable mind control is terrifying to fight against.

- The First Vampire regenerates any wound in approximately six seconds. Even true wounds by holy magic or the proscribed weapon above, heal fully. The First Vampire must be slain decisively and within mere seconds or even the greatest effort is for naught. - If we do fight him, 21 sounds like the best option to bypass that.

- Through an ancient pact, the First can summon Ubalukk obyriths. - See below.

- In conclusion, the threat level of Medicant combined with the power of the First Vampire is a 9th circle threat to Order. The full complement of the Spark Hunters to eliminate complicit mortals and the Ashmaida to slaughter the leaders of Medicant is recommended, or other equivalent levels of force. - See below for information on both groups. This doesn't really change anything, but if this is happening, traveling out of Aurora alone is now even more dangerous. As a thought, the evidence of such direction action by Asmodeus could be useful to rally added support from our allies. Of course, this all assumes that Asmodeus agrees with what Lixer proposed. We haven't seen any sign of them yet, and odds are this at least a few weeks or months dated.

Quote> roll 1d20+57
* Hatbot --> "Kotono rolls 1d20+57 and gets 69." [1d20=12]

Ubalukk obyriths are fiends of 'Blood Madness'. They destroy the 'sanity of blood', causing horrific nightmares to be born. None have been recorded in eons, but that doesn't mean much in the Abyss.

Quote> roll 1d20+53 Spark Hunters
* Hatbot --> "Kotono rolls 1d20+53 Spark Hunters and gets 61." [1d20=8]

The Spark Hunters are a group of advanced hamatula mortal hunters that serve Asmodeus. They eliminate troublesome mortals that must be slain to further Hell's machinations. They resided within Nessus and Malsheem, the vast fortress of the Lord of the Ninth. The most powerful of the Spark Hunters are worthy to become pit fiends and gain great accolades, but they instead turn down promotions to personally serve the King of Hell. This is due to the immense prestige and freedom given to them as long as they succeed. The members are shrouded in secrecy and it is known there is turnover in the lower ranks of the Spark Hunters, so further details are difficult to find.

Quote> roll 1d20+53 Ashmaida
* Hatbot --> "Kotono rolls 1d20+53 Ashmaida and gets 72." [1d20=19]

The Ashmaida are the Executioners of Hell. They serve to destroy those who have personally offended Asmodeus. They are nine Nessian Pit Fiends of the highest stature lead by Aesmadeva, the personal bodyguard and confidant of the Lord of the Ninth. They have slain arch-devils, demon princes and even the occasional high celestial or slaad. They are direct, immensely powerful and a threat of the highest caliber. In addition, each carries a shield made from one of Tiamat's scales. Except for Aesmadeva, they are identified by the color of the shield they carry. The Azure and Sapphire Ashmadia, the Emerald and Jade Ashmadia, the Ebon and Onyx Ashmadia and the Ashen and Sallow Ashmadia.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 05:02:58 PM
This is predicated on Hope being restored and coming back. More on this IC later. If he doesn't he'll hop on over the Cemetary.

Hope has gained 2 hit dice from animal companion advancement.

- Fairy Dragon 23.
- 14 on 2d12 for a total of 29 hit points.
- +2 BAB for a total of 23.
- +2 boost to natural armor.
- +1 str.
- +1 all saves from epic save progression at 23.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 05:26:54 PM
Drena levels up.

- Air Elemental 15 and Contemplative 9.
- 1 on a d8 for a total of 10 hit points.
- +1 BAB for a total of 13.
- +1 spell resistance.
- Eternal Body from Contemplative. Oh wait, right, immortal creature. Bzzt!
- Drena evolves and gains the stat adjustments of a huge air elemental. This provides the following net gains: Str+4, Dex+4, Con+2.
- Gains an 8th and a 9th level spell charge.
- Gains no new spells known. FAVORED SOOOUUUUUULLLLL!
- All saves+1.
- Skills go up as normal.

Boring level. Boring, boring, boring. The stat gains were nice.
Title: Re: Random DM nagging.
Post by: Corwin on August 28, 2012, 06:22:42 PM
If I have a Lawful Outsider Bane and Evil Outsider Bane weapon +1 (+3 effective, attacks evil and lawful outsiders at +4) and I want to boost it with the Dread epic weapon enchantment, what would it become?
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 06:35:35 PM
Kascha levels up.

- Ghaele 19 and Loremaster 3.
- 5 on a d8 for a total of 10 hit points.
- +1 BAB for a total of 19.
- Lore+1 and spell resistance+1.
- Another loremaster secret! She takes the bonus feat option, more on that below.
- Gains a new 7th and 9th level spell slot. She selects Twinned Seira's Unicorn Arrow and Twinned Fireburst.
- +1 fort and ref saves.
- Skills go up as normal.
- Twin Spell(L3) as a new feat.

That was the last metamagic feat Kascha needed and wanted until epic, so it's good those got dealt with.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 06:38:05 PM
Quote from: Corwin on August 28, 2012, 06:22:42 PM
If I have a Lawful Outsider Bane and Evil Outsider Bane weapon +1 (+3 effective, attacks evil and lawful outsiders at +4) and I want to boost it with the Dread epic weapon enchantment, what would it become?

QuoteDread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe. Market Price: +4 bonus. Spells used: summon monster 9.

You'd upgrade it to either a Lawful Outsider Dread or Evil Outsider Dread weapon. This would subsume the bane enchantment and reduce the price by +1, so you'd only need to pay +3 to improve a bane weapon to dread.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 07:03:34 PM
Hanna levels up.

- Planetar 19 and Wonderworker 3.
- 1 on a d8 for a total of 10 hit points.
- +1 BAB for a total of 19.
- Spell resistance+1.
- Gains a 5th, 7th, 8th and 2 9th level spell slot. In addition, she gains two bonus spells from Wonderworker. She'll take those as 8th and 9th level slots, respectively. She selects Extended Freedom of Movement, Fortunate Fate, Consecrated Radiant Assault, Mass Heal and Righteous Exile.
- +1 reflex saves.
- Skills go up as normal.
- Her new feat is Exalted Spell Resistance(WW3).

Okay level. Wonderworker's done and those extra spell slots pay off nicely.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 07:15:25 PM
Sylvie levels up.

- Factotum 19 and Exemplar 3.
- 2 on a d8 for a total of 10 hit points.
- +1 BAB for a total of 19.
- Cunning Brilliance. This one's going to need some homework done on it for useful/likely/sane options.
- +1 fort and ref.
- Skills go up as normal.
- Improved Initiative(E3) as a bonus feat.

Cunning Brilliance alone makes this a good level up, but I'm not sure by how much.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 07:38:54 PM
Morniel levels up.

- Monadic Deva 19 and Justicar of Tyr 4.
- 7 on a d8 for a total of 14 hit points.
- +1 BAB for a total of 19.
- +1 spell resistance.
- Detect Lie from Justicar of Tyr. He already has discern lies as an at will SLA, so this is a big old bomb.
- Gains 8 power points for a total of 40.
- Gains a new power. Morniel selects Escape Detection.
- +1 fort and will.
- Skills go up as normal.

Nothing ground breaking here, Morniel continues along. Next level's better.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 08:06:03 PM
Mirima levels up.

- Sorcerer 8 and Champion of Corelleon Latherian 3.
- 9 on a d10 for a total of 16 hit points.
- +1 BAB for a total of 17.
- Superior defense+1. Mirima's not one to use armor, but if she ever does this is nice to have.
- Gains a 3rd and 5 4th level spell charges.
- Gains a 0 and 4th spell known. She chooses Resistance and Greater Invisibility.
- +1 reflex and will saves.
- Skills go up as normal.

So-so. The spell charges help arcane strike if nothing else.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 08:20:26 PM
Canderella levels up.

- Anarch 1 and Arcane Duelist 2.
- 6 on a d10 for a total of 11 hit points.
- +1 BAB for a total of 19.
- Smite law 1/day. Fight the man.
- Aura of Chaos. Nothing new here.
- Detect law. Good if you have a law infestation.
- Apparent defense. Hello AC!
- +2 ref and +1 will.
- Canderella dumps all her SP into K:R since she wants to take Hierophant sometime soon.

Good level. More later, getting this in now since storms are threatening.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 09:37:56 PM
Vul'lath levels up.

- Savant 17 and Wizard 8.
- 1 on a d-WAIT A SECOND! He rolled a one last level so he's entitled to a reroll. Rolled a 7 on a d8 for a total of 14 hit points.
- +1 BAB for a total of 17.
- Power resistance +1.
- Gains a 7th and 9th level spell slot. He selects Greater Scrying and Wish.
- Will saves rise by 1.
- Insightful Divination(S17) as a new feat.

The last few pre-epic levels aren't much for most spellcasters.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 09:59:52 PM
Ebony levels up.

- Bard 19 and Angel 1. Angel is outsider hit dice.
- 2 on a d8 for a total of 9 hit points.
- +1 BAB for a total of 16.
- She gains a 5th and 6th level bard spell charges.
- She gains a 4th and 6th level bard spell known. She selects Sirine's Grace and Snowsong.
- +2 to all saves.
- Skills go up as normal.

Awesome level for one thing - Snowsong. A thematically fitting and useful spell? Yeaaaaah.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 10:25:51 PM
Stille levels up.

- Duskblade 3 and Phasic Priest 3.
- 6 on a d8 for a total of 13 hit points.
- +1 BAB for a total of 19.
- Arcane channeling from duskblade. This is going to get some use, let me tell you.
- Gains a 0 and 1st level duskblade spell.
- Gains a new duskblade spell known. He selects Chill Touch.
- New Moon to Waxing Moon gained. Ref save boosts never hurt.
- Gains a 2nd, 4th and 2 7th+domain spell slots. He selects Lesser Restoration, Moon Bolt, Greater Harmx2 and Insanity.
- +1 fort and ref saves.
- Skills go up as usual.

Decent level. Arcane Channeling is the gem of duskblade dips and he gained 7th level spells.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 10:41:00 PM
Balyss levels up.

- Divine Oracle 4 and Favored Soul 19.
- 1 on a d8 for a total of 7 hit points.
- +1 BAB for a total of 15.
- Turn undead rises by 1d6 to 10d6 and a total of 13d6.
- Uncanny dodge from Divine Oracle. Always a nice pickup.
- Gains an 5th, 7th and 9th level cleric spell slots. She selects Quickened Divine Favor, Quickened Mass Aid and Miracle. She drops her cleric side Greater Visage of the Deity for a Quickened Moonweb.
- Gains an 8th and 9th level favored soul spell charge.
- +1 will saves.
- Skills go up as usual.

Another slow spellcaster level. 19 really is sort of a meh level for most pure casters who aren't in a PrC.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 28, 2012, 10:55:11 PM
[18:49] <Muirfinn> Ko!
[18:50] <Muirfinn> I want this feat! Make it work with shapeshift! http://dndtools.eu/feats/complete-champion--57/bestial-charge--203/
[18:50] <Muirfinn> It translates directly.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 11:00:59 PM
Simmer has leveled up.

- Barbarian 12 and War Mage 4.
- 5 on a d12 for a total of 10 hit points.
- +1 BAB for a total of 15.
- Gains plane shift(fire only).
- Spell sense rises by 1.
- Armored spellcasting rises to -10%. Wasted. The only way Simmer's getting in armor is if it's on fire. Say Afina, that's an idea.
- Gains an 8th level and 4 9th level spell charges.
- Gains an 9th level spell slot. She selects Deadly Sunstroke. Mental note, houserule that to have the fire descriptor. It's a spell that primarily deals fire damage, it should really have it.
- +1 to all saves.
- Skills go up as normal.
- Maximize Spell(WM4). Not much to say here other than BURN!

Okayish level. 20's going to be much more active and interesting.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 11:17:21 PM
Mei leveled up.

- Warlock 19 and Enlightened Spirit 4.
- 6 on a d6 for a total of 9 hit points.
- +1 BAB for a total of 19.
- +2 charisma, +2 constitution, +2 dexterity and +2 wisdom.
- Damage reduction rises 10/evil and cold iron.
- Permanent tongues. Always handy.
- +1d6 eldritch blast.
- +1 will save.
- Skills go up as normal.

Nice level for the stat boosts.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 11:26:05 PM
Rosa leveled up.

- Rogue 9 and Fighter 18.
- 2 on a d10 for a total of 6 hit points.
- +1 BAB for a total of 19.
- +1d6 sneak attack for a total of 8d6.
- +1 to all saves. As a result Armor of God rises to +16 AC.
- Skills go up as normal.
- Greater Weapon Focus(Longsword(F18) gained.

Eh. Really a filler level.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 11:40:50 PM
Ellese leveled up.

- Fiend-Blooded 10 and Sorcerer 19.
- 2 on a d4 for a total of 13 hit points.
- +1 BAB for a total of 14.
- Fiendish Exultation grants +1 dex, con, int, +2 str and damage reduction 10/magic.
- Gains an 8th and a 9th level spell charge.
- Gains an 8th and a 9th level known, plus a bonus spell from fiendish sorcery. Ellese's magic selects Create Greater Undead, Mindrape and Eternity of Torture.
- +1 will saves.
- Skills go up as normal.

Any level with that many stat boosts is a good level.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2012, 11:43:31 PM
Quote from: Yuthirin on August 28, 2012, 10:55:11 PM
[18:49] <Muirfinn> Ko!
[18:50] <Muirfinn> I want this feat! Make it work with shapeshift! http://dndtools.eu/feats/complete-champion--57/bestial-charge--203/
[18:50] <Muirfinn> It translates directly.

What parts of this do you want in particular?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 28, 2012, 11:59:50 PM
Pounce.
Title: Re: Random DM nagging.
Post by: Merc on August 29, 2012, 12:06:22 AM
Ithea leveled up. Not actually done, but...
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2012, 12:21:11 AM
Quote from: Yuthirin on August 28, 2012, 11:59:50 PM
Pounce.

This is where I again mention I frown on pounce shenanigans (speaking of, hi Ithea). As an aside, I swear I've said this before elsewhere but I can't find it on searching. Strange that.

Anyway, I'm wary of pouncing since it tends to make combat run even deadlier, let alone before you mix in shenanigans like valorous weapons or charging smite. The people in Balmuria 3 who can do multiple attacks after moving generally use the spring attack chain of feats and pay out the nose to do it without the added oomph of charge. I find this particular facet to be more harmful than helpful in game play.

Now both of those have limitations. Catfolk Pounce is flatfooted foes only while Bestial Charge is the round after you shape shift. Though considering shape shift is a swift action to turn on/off, that's not really that much of a limitation. So you understand why I'm decidedly hesitant here regarding both feats.

So let me ask you instead - what is it you want here, precisely? Why do you want pounce?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 29, 2012, 12:26:50 AM
To hit things more often. I don't really have anything that would really AUGMENT it and make it go crazy. This level. Just think! Next level will bring epic pouncing dragons!
Title: Re: Random DM nagging.
Post by: Merc on August 29, 2012, 12:29:39 AM
I don't want -pounce- particularly, it was just the only thing I saw that grabbed my attention and I thought worked with Ithea.

Primarily, for the two fighter feats, I want something that will get use and be beneficial, and isn't just some generic +1 or +2 bonus to something. A lot of fighter feats I simply don't qualify for or just don't work with Ithea's build, or are just incredibly situational for this game.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2012, 02:10:59 AM
Note to self: Lief, Mirima, Misalea, Rosa, Sage Vul'lath, Simmer, Stille, Sylvie, Tepen, The Jarl, The Master left for loot.
Title: Re: Random DM nagging.
Post by: Anastasia on August 30, 2012, 12:37:39 AM
In the interests of making armor that isn't inferior to bracers of armor: Check out glassteel from Champions of Valor, page 65. It's expensive but it's better than mithral.
Title: Re: Random DM nagging.
Post by: Anastasia on August 30, 2012, 10:19:31 PM
Awhile back, I was working on converting an epic VoP continuation. (http://www.soulriders.net/forum/index.php/topic,101729.msg1036556.html#msg1036556) It was made by one of the designers of the BoED and it's generally decent enough. I made minimal changes to it and it's what I'm going to use for Mei. It requires spending your level 21 feat on it (which really hurts spellcasters, who get double whammied there), but you get bonus feats from it so I feel it more than compensates for that. I'm not sure how this balances all in all, so we'll see how it works out.

If any of you have opinions about it, this is the time to speak up.


Epic Vow of Poverty [Epic, Exalted]
Prerequisite: Vow of Poverty
Benefit: You gain epic level benefits for your Vow of Poverty. See the table below. All conditions of Vow of Poverty continue to apply.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBenefit
21AC bonus+11, resistance+4
22Holy wake
23Ability score enhancement +10/+8/+6/+4/+2, bonus feat, exalted strike+6 (epic)
24AC bonus+12, damage reduction 15/epic and evil, deflection+4, natural armor+3
25Holy aura, resistance+5
26Bonus feat, Exalted strike+7 (cold iron or silver)
27Ability score enhancement +12/+10/+8/+6/+4/+2, AC bonus+13
28Energy resistance 30
29Bonus feat, damage reduction 20/epic and evil, exalted strike+8, resistance+6, timeless body
30AC bonus+14, deflection+5
31Ability score enhancement +14/+12/+10/+8/+6/+4
32Bonus feat, exalted strike+9 (holy), fast healing, natural armor+4
33AC bonus+15, resistance+7
34Damage reduction 25/epic and evil
35Ability score enhancement +16/+14/+12/+10/+8/+6, bonus feat, energy immunity (first), exalted strike+10
36AC bonus+16, deflection+6
37Resistance+8, swiftness
38Bonus feat, exalted strike+11 (holy power)
39Ability score enhancement +18/+16/+14/+12/+10/+8, AC bonus+17, damage reduction 30/epic and evil, tongues
40Energy immunity (second), natural armor+5

AC Bonus (Su)

An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth).

Resistance (Ex)

An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth).

Holy Wake (Ex)

Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects.  An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance.

Exalted Strike (Su)

An epic ascetic's exalted strike ability continues to increase as he gains levels.  The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th.  At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon.  At 26th level, the ascetic's attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial.  At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures.  At 41st level, any weapon the character wields is considered to have the holy power ability.

Ability Score Enhancement (Ex)

An epic ascetic's ability score enhancements continue to increase beyond 20th level.  At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score.  At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score.  The bonus for each ability score then increases by +2 for every 4 character levels he achieves.

Damage Reduction (Su)

At 24th level, the epic ascetic's damage reduction improves to 10/epic and evil.  For every 5 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic and evil at 29th, 20/epic and evil at 34th, etc.).

Deflection (Su)

An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter.

Natural Armour (Ex)

An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth).

Holy Aura (Su)

An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell.  This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic.

Energy Resistance (Ex)

At 28th level, an epic ascetic's energy resistance increases to 30.  Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic).  The epic ascetic is now immune to that energy type.  An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th).

Timeless Body (Ex)

Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged.  Any such penalties that he has already taken, however, remain in place.  Bonuses still accrue, and the ascetic still dies of old age when his time is up.

Fast Healing (Ex)

Upon reaching 32nd level, an epic ascetic's regeneration ability improves.  He gains the fast healing ability, healing an amount of damage per round equal to (ascetic's level -5)/5, rounded down.

Swiftness (Su)

Upon reaching 36th level, the epic ascetic's speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature).  He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks.  Three times per day, he can act as though under the effects of a haste spell for 20 rounds.

Tongues (Ex)

At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell.

Bonus Feats

An epic ascetic gains an epic bonus feat at level 23 and every 3 levels thereafter.

Armor Skin, Bonus Domain, Damage Reduction, Energy Resistance, Epic Toughness, Extended Life Span, Fast Healing, Great Ability, Great Smiting, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance, Music of the Gods, Penetrate Damage Reduction, Perfect Health, Spontaneous Domain Access, Widen Aura of Courage. An epic ascetic can also select any epic or non epic exalted feat.
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2012, 12:09:50 AM
Dunno if I'll have him done since tonight's session ran long, but here's the build for Finnegan: Fighter 25//Ranger 8(Moon-Warded Ranger)/Occult Slayer 5/Wildrunner 5/Divine Champion 5/Divine Agent 2
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2012, 01:27:26 PM
Finnegan's up and mostly done. I still need a picture, to do his ranger spells and post a revised for CMB/CMD Driving Attack. But he's basically done otherwise.
Title: Re: Random DM nagging.
Post by: Anastasia on September 03, 2012, 10:34:19 PM
Ebony changes:

Inspire Spellpower became Song of the Heart.
Added a notes section.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2012, 10:17:47 PM
Would all of y'all do me a favor and post your plans for the next week and a half? Thanks. A concise list would be useful.
Title: Re: Random DM nagging.
Post by: Merc on September 04, 2012, 10:32:48 PM
-Rescue Tannin through diplomacy
-Do other stuff
Title: Re: Random DM nagging.
Post by: Corwin on September 05, 2012, 12:30:10 AM
-Look into the rapier
-Go to Celestia
Title: Re: Random DM nagging.
Post by: Ebiris on September 05, 2012, 03:25:07 AM
-Go to Far Realm and ditch Blade of Endings
-Recon Elven Tree
-Attack Elven Tree
-Go to Celestia for different anti-Destiny weapon
-Become part Earth-Elemental

Of course any of them could take longer, but so it goes.
Title: Re: Random DM nagging.
Post by: Corwin on September 05, 2012, 05:06:17 AM
Now that I think about it, going to meet Princess Chan might be a good idea. Are we expected to go see her together?
Title: Re: Random DM nagging.
Post by: Ebiris on September 05, 2012, 08:59:14 AM
Lets move Aurora to Air near Chan's place while we're prepping for the Elven Tree attack? We can use that as our base for a little while since we've been stuck on Ysgard for ages.
Title: Re: Random DM nagging.
Post by: Corwin on September 05, 2012, 11:48:15 AM
Works for me.
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2012, 05:36:55 PM
I've had stomach problems the last few days, so certain updates (Aurora topic forces+morale adjustments, character postings and some promised things) are behind schedule. Bear with me.
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2012, 03:31:10 AM
Todo list for tomorrow:

1. Add soothing wind contingent.
2. Post mage tower information.
3. Buncha DM stuff.
4. Update the Aurora topic some more, it's due.
Title: Re: Random DM nagging.
Post by: Corwin on September 07, 2012, 07:53:41 AM
Griffon! Naming it?

Spoiler: ShowHide
Hit Dice 105hp
Init: +6
Speed: 30ft (land)/80ft (flight, average maneuverability, run 400ft)
Armor Class: 17 normal, 11 touch (-2 flat-footed, 6 natural armor)

Base Attack: +12/+7/+2
CMB: 12+4+1=+17
CMD: 10+17+2=29
Full Attack: +16 bite (2d6+4), +11/+11 claws (1d4+2), +11/+11 rake (1d6+2)

Special Attacks: Pounce, rake 1d6+2
Special Qualities: Darkvision 60 ft., low-light vision, scent

Saves: Fort +7+3, Ref +7+2, Will +3-2
Abilities: STR 18 [+4], DEX 15 [+2], CON 16 [+3], INT 6 [-2], WIS 14 [+2], CHA 8 [-1]

Skills: Knowledge/Planes (11) +9, Spellcraft (8) +10, Survival (15) +17, Use Magic Device (15) +14

Feats: Improved Initiative (lvl1), Track (lvl3), Toughness (lvl6), Run (lvl9), Astral Tracker (lvl12)


Pounce (Ex)
If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +8 melee, damage 1d6+2.

Skills
Griffons have a +4 racial bonus on Jump and Spot checks.

Astral Tracking: Tracking anyone even on Astral/Survival DC25, tracking a teleportation subschool effect/Survival DC30 (can teleport after them as if having viewed the destination once).

[20:56] <Jaela> roll 11d10 hp
[20:56] * Hatbot --> "Jaela rolls 11d10 hp and gets 47." [11d10=9, 5, 6, 3, 2, 1, 1, 8, 4, 6, 2]
Title: Re: Random DM nagging.
Post by: Merc on September 08, 2012, 03:12:19 PM
Ithea's lion, which she shall name... Aslan!

As she said in logs, she doesn't really have a need for a mount though, so she'll offer him to the defense of Aurora in general, specifically to any of the catfolk warriors that would like to pair up with him.

Spoiler: ShowHide
Size/Type: Large Magical Beast (Celestial Dire Lion)

Hit Dice: 12d8+48 (109 hp)
Initiative: +7
Speed: 40 ft
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13

Base Attack: +12
CMB/CMD:   +21/34
Full Attack: 2 claws +19 melee (1d6+7) and bite +13 melee (1d8+3)
Space/Reach: 10 ft./5 ft.

Special Attacks: Improved Grab, Pounce, Rake, Smite Evil 1/day, Mighty Roar
Special Qualities: Low-Light Vision, Darkvision, Scent, DR 10/magic, Resistance 10 to Acid/Cold/Electricity, SR 17

Saves: Fort +12, Ref +11, Will +9
Abilities: Str 25 (+8), Dex 16 (+3), Con 18 (+4), Int 3 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide (0) +3*, Listen (15) +16, Move Silently (0) +7, Spot (15) +16
Feats: Weapon Focus (claw), Improved Initiative, Mighty Roar, Greater Mighty Roar, Ability Focus (Roar)

Special Attacks
[spoiler]Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.

Rake (Ex): Melee attack+18 (Damage 1d6+3).

Smite Evil (Su): Once per day, a celestial creature can make a normal melee attack to deal +12 damage (equal to its HD, maximum of +20) against an evil foe.

Mighty Roar (Feat, Ex): Once per day, as a standard action, you can unleash a roar that affects every opponent within 30 feet of you that can hear your roar and has a character level lower than yours. An affected opponent must make a successful Will save, DC 18 (DC 10 + 1/2 your Hit Dice + your Cha modifier + Ability Focus) to negate the effect. Any opponent that fails, becomes panicked for 2d6 rounds. A panicked creature takes a -2 morale penalty on attack rolls, saves, and checks, has a 50% chance to drop what it is holding, and runs away from you as quickly as it can.


Miscellaneous
Spoiler: ShowHide
Racial: Dire lions have +4 racial to Hide/Move Silently, Hide bonus improves to +8 in tall grass/heavy undergrowth

Hit Die:
<Ithea> roll 11d8
* Hatbot --> "Ithea rolls 11d8 and gets 53." [11d8=7, 5, 6, 5, 4, 8, 5, 4, 7, 1, 1]
[/spoiler]
Title: Re: Random DM nagging.
Post by: Yuthirin on September 08, 2012, 11:23:08 PM
-Welcome Lillend contingent when it arrives
-Spend more time getting to know various members of the Aurora
-Give Dana a proper education, even if it kills her.
-Muirfinn lacks anything truly pressing within the next two weeks, aside from knocking over the Elven Tree. Actually, now that I think about it, figuring out what the hell is going on with the direction of energy there would be great if I can. Doing that would effectively hamstring the site's main defensive weapon and allow us to move in and occupy the place long enough to consecrate the shit out of it.
Title: Re: Random DM nagging.
Post by: Ebiris on September 09, 2012, 08:55:12 AM
What enhancement value does Afame count as for purposes of costing additional enhancements?
Title: Re: Random DM nagging.
Post by: Anastasia on September 10, 2012, 03:22:32 AM
Quote from: Ebiris on September 09, 2012, 08:55:12 AM
What enhancement value does Afame count as for purposes of costing additional enhancements?

Spitballing it, I'm going to call it +13. I'll revisit this in the morning for a more precise working, but it's going to come down to fiat since some of its abilities don't have anything close to it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 13, 2012, 11:08:54 PM
Apologies for delays, football has been extra consuming right now. Updates to resume shortly.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2012, 12:47:18 PM
The Tower of Flowswaurm.

This tower is the abode of the Compatriots, a trio of elven sorceresses recruited by Jaela. It is a tower only in the loosest sense of the word and via illusions. In reality it is a knotted series of tube, geometric shapes and lines; Flowswaurm is held together by potent magic. This tower can be integrated into Aurora in one of three ways.

The first option is to integrate it within Aurora's main building. This will provide a new area within the tower. As Flowswaurm has its own defenses, this would provide an excellent inner keep in case of a serious siege. This option is also the cheapest, requiring no money to implement.

The second option is to add Flowswaurm above Aurora, much how Baleruk's lair is now. With modifications it can be made into an aerial weapons platform as well as a shield to prevent easy aerial attacks against Aurora. However, this will cost considerable gold to implement.

The final option is to add Flowswaurm below Aurora. This will provide the same defenses from attacks from below as the previous would to above and also offer a strong secondary redoubt, from which counter attacks can be launched in case the Courtyard falls. This option will take money, but not as much as the second option.

Preferences?
Title: Re: Random DM nagging.
Post by: Corwin on September 14, 2012, 01:23:59 PM
To confirm, the second option provides a backup shield of sorts? And pretty much shuts down an attack from the sky of the sort we saw at Castle Crumbling? If yes to all of that, I'm fine with that option.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2012, 01:24:42 PM
Quote from: Corwin on September 14, 2012, 01:23:59 PM
To confirm, the second option provides a backup shield of sorts? And pretty much shuts down an attack from the sky of the sort we saw at Castle Crumbling? If yes to all of that, I'm fine with that option.

An aerial shield, yes. It would make attacking from above vastly more difficult.
Title: Re: Random DM nagging.
Post by: Corwin on September 14, 2012, 01:33:29 PM
Let's do that.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2012, 01:43:35 PM
Okayo, that's a vote for above Aurora. What about the rest of ya? Any opinions?
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 02:09:39 AM
Gwinnan's Travel Logs, Volume 7: Steam.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Para-Elemental Plane of Steam. It provides the following information and traits about Steam.

- Water dominant. Steam is filled with steam. This steam does not burn, but it is thick and impossible to breath. Creatures not native to Steam cannot breath without the aid of Water Breathing or the natural ability to breath water. In addition, the thick steam renders creatures without the water subtype slowed.

- Minor positive dominant. Creatures within Steam gain fast healing 2.

- Enhanced magic. Spells with the water descriptor are automatically empowered and enlarged.

- Impeded magic. Spells with the fire descriptor are impeded.

- Poor visibility. Visibility in Steam varies, but is usually from 10 to 100 feet. Even then, anything beyond shape and size are obscured by the mists.

In addition, there is one tidbit in particular that is of unusual interest.

During my journey within Steam, I happened to come on a particularly barbaric custom. I came on a monastery of githzerai monks known as the Steamsworn, dedicated to mastering a style of fighting like the steam around them. This fighting style incorporates much of the gith tradition and in particular steam based magic. Appalled at a flagrant exhibition of aerial pyromancy, I found myself on the receiving end of several fists of steam!

Only my quickest spells saved me from an unfortunate end. The steam must addle their heads.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 02:16:39 AM
Verhanez and the Wyrm

This book is a long novel describing the stoic hero Verhanez. His family is wiped out in a black dragon's attack, causing him to swear bloody revenge. The book details the many impossibly heroic adventures of Verhanez, a chiseled, muscled and stoic badass who constantly has comely maidens falling hopelessly in love with him. Indeed, the book soon becomes a slog of overly bloody battles against the blue wyrm's followers and turgid sex scenes with a steady stream of beautiful women. By the end Verhanez has wiped out enough dragon cultists, followers, toadies and kobolds to populate a full town, and likely slept with enough women to refill it; not to mention Afina feels she can never look at any kind of sword again and not think of the 'mighty purple-red blade of the legendary hero Verhanez, to which maidens swoon and wives neglect the sacred vows to chase; lo even the most chaste flower cannot help but...(ect)'.

All that aside, Afina has the knowledge about dragons and arcana to identify one worthwhile aspect. The technical work of this book is wholly accurate and specialized. Whomever wrote this is not a skilled writer but is one hell of a dragon hunter. Someone dedicated to hunting dragons (via the Dragonslayer or Dragonstalker prestige classes) would certainly find this book to be useful.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 02:24:25 AM
Slambeat

This book describes a method of fighting from the Lyrical Warriors of Kentabrooke. It involves considerable skill in dancing but seamlessly integrates blade and dance together. A warrior of this path could gain considerable powers and 'battle-dances'. However, this is only one book of two and the lessons are incomplete. The style could be salvaged, but it would take a little bit of effort and time. Afina can tell it's not that far from some of what she does, not to mention the Graceful Blow. A consultation with them could bear fruit.
Title: Re: Random DM nagging.
Post by: Ebiris on September 15, 2012, 12:33:57 PM
Operation Orange Timber

The Aurora will gate onto Lifasa ahead of the Wailing Tree and land to immediately deposit its armies.

Armies 1 and 2 will emerge, supported by elements from the magic force and move to encircle the tree, while Army 3 will hold back to maintain a safe corridor of retreat. The rapid response force will remain in reserve to augment the defences of Aurora and respond to changing conditions.

As soon as the attack commences, Ilsenine will cast Demand on Captain Gibook to suggest he reveal the best method for undoing the curses on the tree. Command staff and mage forces will make undoing those curses their priority. In the event that Gibook does not respond or does not know, command staff will brute force it with Miracles/Break Enchantments while mage forces will focus on simply destroying the tree.

To respond to the direction of unholy energy, an evenly spaced contingent of mages capable of employing barrier spells must be laced throughout the armies at the front. They will maintain readied actions to cast said barriers until the tree issues its energy. After that they have a window of 20 seconds to act freely before they must prepare for further bombardment.

Tepen will maintain telepathic links with command staff during the battle to coordinate movements more rapidly, as well as pass on any information Ilsenine can gather.


Thoughts?
Title: Re: Random DM nagging.
Post by: Merc on September 15, 2012, 01:10:37 PM
My only question....Why operation "orange" timber?
Title: Re: Random DM nagging.
Post by: Ebiris on September 15, 2012, 01:20:28 PM
Reference to Agent Orange. Or Fire. Whichever.

Death to plants!
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2012, 01:33:21 PM
Speaking of plants, Afina are you done with the leaf?

Plan looks good though. :D
Title: Re: Random DM nagging.
Post by: Ebiris on September 15, 2012, 01:34:38 PM
I assume so! Did Ilsenine have any words of wisdom about it, Dune?
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 01:36:46 PM
Only that Demand is easily thwarted, so that being able to work with or without it succeeding is paramount.  You have that covered.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2012, 01:39:02 PM
If she's done with it, I'll take it back then.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 01:44:33 PM
Oh, the leaf. I thought she never got it since Afina gave it back.
Title: Re: Random DM nagging.
Post by: Ebiris on September 15, 2012, 01:47:06 PM
No I didn't. We just moved onto other stuff after the meeting where I got it so I assumed it was of no import.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 01:48:45 PM
Oh hell. In that case we'll cover it after this. My mistake.
Title: Re: Random DM nagging.
Post by: Corwin on September 15, 2012, 01:51:20 PM
Let's have the armies also covered by MCaE and not just walls of force? But other than that I'm fine with the plan, let's do this.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 05:12:40 PM
There will be more loot later once the battle summary is posted, but for now the salient point is:

Everyone in Aurora gains a +1 bonus to wisdom from the manifestation of the Elven Tree.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2012, 07:42:31 PM
Updated stats for the wis bump across the board. Gisfal, Stille and Rosa need to adjust spells to compensate for the new wisdom point, mental note.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2012, 08:24:59 PM
Tannin (belatedly) levels up!

- Spellfilch 4 and Battle Dancer 17.
- 5 on a d8 for a total of 11 hit points.
- +1 BAB for a total of 19.
- Gains another use of signature spell.
- Gains a fly speed from dance of the soaring eagle. Nice.
- +1 ref and will saves.
- Skills go up as normal.

Nothing too special here, but the fly speed is handy.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2012, 08:30:45 PM
Morniel's promoted form has been posted. His manifesting is +1 level since he went to 20 HD as a result of the promotion, that will be updated shortly along with the adjustments to a few others in the post above.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2012, 08:43:13 PM
Everyone's spells are up to date now.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2012, 09:39:30 PM
Tome of the Regenerator

This book is a deep study of the phenomenon known as regeneration. It covers both non-resurrective regeneration better known as fast healing and resurrective regeneration. It is geared to a reader with a deep background in the healing arts, a strong understanding of basic anatomy and a good comprehension of magical theory. Jaela doesn't have the healing knowledge so this is slow going and some of the finer points are lost on her.

In any case, this book analyzes both types of regeneration. Both place a considerable strain on the body, often inflicting damage as they heal. In essence the body's ability to heal is hyper-stimulated, causing speedy recovery. Therefore, regenerative abilities have to be capable of doing more healing than harm. As such, it's a difficult skill to obtain without magic, as overcoming this limitation is a considerable hurdle. Magic has no such difficulties. Further, the book speculates that this is the root of why regeneration generally has a method of overcoming it. Types of damage particularly taxing and devastating to a creature raise the bar to recovery too high, essentially negating the ability for the body to regenerate.

Interestingly, the book notes that non-resurrective regeneration is not hobbled by this limitation, as it places less of a strain on the body. Further, it specifically excludes spirits that can regenerate, as fundamental aspects of their physiology are different.
Title: Re: Random DM nagging.
Post by: Corwin on September 17, 2012, 09:44:59 PM
I'll show the book to Hanna and Priest to see if they have any insights. Balyss as well, if she's up to it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2012, 09:56:25 PM
Longspear Mastery

This book is about longspear technique. When read, it explains how to use a longspear in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with a longspear. See the table below.

Non-proficient: Gain Weapon Proficiency(Longspear) as a bonus feat.
Proficient: Gain Weapon Focus(Longspear) as a bonus feat.
Proficient+Weapon Focus(Longspear): Gain Lunging Impalement.

Lunging Impalement (Ex)

As a full round action while wielding a longspear, you may make a single attack at your full base attack bonus against a single target. You gain a +10ft bonus to your reach for this attack. If you successfully hit, you deal a deep wound that deeply weakens your opponent. You deal 1 point of constitution damage on a successful Lunging Impalement in addition to your normal damage.

You may use Lunging Impalement while stationary or at the end of a charge.

This book can only be benefited from once before the mysteries within it fade and it becomes an ordinary tome.
Title: Re: Random DM nagging.
Post by: Corwin on September 17, 2012, 10:05:34 PM
Nice. I'll read it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2012, 10:06:53 PM
Okay, add it to your sheet.
Title: Re: Random DM nagging.
Post by: Corwin on September 17, 2012, 10:27:08 PM
Can Gae Ardaigh be reforged from Longspear+2, wounding to Longspear+1, wounding, valorous?
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 12:15:44 PM
Quote from: Corwin on September 17, 2012, 10:27:08 PM
Can Gae Ardaigh be reforged from Longspear+2, wounding to Longspear+1, wounding, valorous?

Can anyone recall if I've ruled on this sort of thing before? I swear I did but I can't find it offhand.
Title: Re: Random DM nagging.
Post by: Ebiris on September 18, 2012, 12:51:56 PM
Quote from: Anastasia on September 18, 2012, 12:15:44 PM
Quote from: Corwin on September 17, 2012, 10:27:08 PM
Can Gae Ardaigh be reforged from Longspear+2, wounding to Longspear+1, wounding, valorous?

Can anyone recall if I've ruled on this sort of thing before? I swear I did but I can't find it offhand.

Look at it this way, would you prefer if the +2 wounding was sold at full price and then the +1 wounding/valorous was built at 25% cost?
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 01:09:31 PM
Lost Lore of the Abyss: Athux

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Athux is the son of Graz'zt and a mortal woman lost to the mists of time. Fragments suggest that she was a blackguard of considerable power. Indeed, Athux himself is a powerful blackguard and enjoys the unholy blessings of evil. This extends to his body, and he revels in the same dark sensuality that Graz'zt does. He is as capable of seducing as slaying an opponent and will not hesitate to do either. He greatly enjoys despoiling what is pure and just, often going out of his way to do so. However, such adventures are not without a price. His one defeat came from a paladin who had taken vows of purity. Athux was smote terribly by a holy weapon of fey-feared iron and cast back into the Abyss, and since that day Athux recoils from similar weapons wielded by the pure.

Athux has proven able to survive in his father's court, making the needed alliances and siring his own bastard children to serve him. He has lead Graz'zt's armies on more than one occasion, often to great abyssal glory. (Here you note that the ahead is an addition, written in different ink) It is said that Athux desires his own realm, and indeed in the last decade has taken a the layer of Greenrot as his own. The impact this has had with his dark father is not known.

Athux wields Despoiler, an adamantine longsword that is said to be able to corrupt the purity of others. It is said he wears rings to protect himself from divinations and to enhance his own life force.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 01:10:48 PM
Quote from: Ebiris on September 18, 2012, 12:51:56 PM
Quote from: Anastasia on September 18, 2012, 12:15:44 PM
Quote from: Corwin on September 17, 2012, 10:27:08 PM
Can Gae Ardaigh be reforged from Longspear+2, wounding to Longspear+1, wounding, valorous?

Can anyone recall if I've ruled on this sort of thing before? I swear I did but I can't find it offhand.

Look at it this way, would you prefer if the +2 wounding was sold at full price and then the +1 wounding/valorous was built at 25% cost?

Well yeah, but that's not what I'm really addressing. What I'm addressing is consistency with previous rulings - I wanna make sure I don't contradict myself.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 01:25:22 PM
Lost Lore of the Abyss: The Pale Mother

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Few texts survive that talk about The Pale Mother in any detail. She is better known as Pale Night in recent eons, a full Prince(ess) of the Abyss. Pale Night is wrapped in mystery and fading information, and ancient books of lore refer to lore ancient when they were first written. As such the veracity of these facts should be vigorously questioned by any serious inquisitor. Her origins are completely unknown, though she is generally assumed to be one of the ancient, forgotten obyriths. Her motives and desires are likewise unknown and considered by many to be unknowable.

Pale Night rules over Androlynne (a note says to see the appendix) and parts of the Endless Maze. She shares the Endless Maze with Baphomet and is said to have lived there before the Father of Minotaurs was born. Ancient lore often cites her as the mother of several powerful demons, such as Graz'zt or Demogorgon. Indeed, current research suggests she may be the oldest known being in the Abyss.

Pale Night carries no weapon and wears naught save for her shroud. The Shroud of Pale Night protects her as an absolute defense that cannot be overcome by mortal means. It is said that if her shroud is removed, the true form of Pale Night can be seen. Such a sight renders any who see it utterly and forever mad, the ultimate display of obyrith power.

Appendix

Recent time have brought change to the Pale Mother's holdings. Androlynne's eladrin prisoners were freed and the realm thrown into chaos. In time Androlynne was captured by the newly risen demon lord Zquujaj, who went on to greatly devastate Avernus in the Blood War. Zquujaj has taken Pale Night as a patron. As Pale Night's interest in the Blood War was low to non-existent before, there is great speculation to what her entry into this contest means.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 01:39:06 PM
Lost Lore of the Abyss: Sualax

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Sualax is a study in contradictions. A goristro demon defeated by trickery ages ago and sealed away, his name was forgotten by all but the wisest. The conditions of his return are unclear, but what was once a massive, towering demon was now withered and lanky. He spoke with great charisma and wisdom, forsaking the normal role of the goristro. Indeed, Sualax quickly made a name for himself as a powerful wizard - the first and only goristro wizard. He now resides in the Charntome, a tower taller than a hundred goristros stacked up on one another. Since then he has been a wizard for hire, serving any mortal willing to accept his profane and vile demands.

While the details of Sualax's transformation are unknown, it is known that he greatly fears the loss of his intellect. He has mastered spells to shield his mind from damage. If overcame, it is said that any damage to his intellect is permanent and will cause him to be shorn of his wizardly powers for all time. The mere suggestion of means that would damage a target's intellect is enough to send Sualax into a murderous spell-rage, obliterating any and all who would suggest it.

Sualax carries no weapon, but he has six enchanted nose rings. One ring grants him the benefits of metamagic rods, a second wards him from magic and a third enables powerful counter-spelling. The abilities of the other three rings are not known. Sualax relies on spells that trap, disable or confuse his enemies. He avoids spells that cause direct physical harm except as a last resort. If pressed that far, Sualax will fall into a spell-rage, granting both his body and magic the berserk might of a barbarian's rage.
Title: Re: Random DM nagging.
Post by: Ebiris on September 18, 2012, 01:48:57 PM
Afina has some spells that she hasn't used in like the last five levels. So I'm gonna ditch them and replace them with more useful/fun alternatives.

3rd level - Junglerazer swapped for Control Temperature (Fburn 92)
4th level - Metal Melt swapped for Orb of Fire (SpC 151)
5th leve - Toxic Weapon swapped for Ball Lightning (SpC 23)
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 02:00:23 PM
Lost Lore of the Abyss: Kina-ja

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Kina-ja has an unusually well chronicled history, as she demands her every move be recorded by no less than six succubus biographers. The earliest information states that Kina-ja was a wildly successful succubus who earned promotion to the marilith caste. From there she took the Blood War by storm, winning several battles and amassing a force of demons to her banner. However, her true ire was never to the Hells but to the Realms Above.

Kina-ja claims to remember her mortal life, where she was a loyal servant of the deities of love and beauty, Sune and Sharess. According to her, she served loyally until her old age. Once she was aged, the goddesses turned their back on her and ordered her cast out of the faith. Kina-ja resisted and in this conflict was murdered. Cast into the Abyss for daring to question the will of the divine, Kina-ja was fully forsaken. This story is wholeheartedly rejected by Brightwater, who claim Kina-ja sold her soul for eternal youth and was murdered by a demon she summoned. The truth of this matter is disputed by both sides, though the fundamental nature of the Abyss suggests that Brightwater is more likely to be truthful.

As a result of this enmity, Kina-ja sought to entrap and slay both Sune and Sharess. It is of some interest that these rituals are recorded and yet utterly incomprehensible. Here details become fragmentary. By all reports Kina-ja managed to summon Sharess to the Abyss. What happened is unclear, but the end result is that the army of demons was decimated and Kina-ja utterly vanquished. It is said she ran screaming, all of her arms ripped off and tail split in twain from the claws of Sharess. Since that time, it is said that the maimed marilith hides in a dark corner of the Abyss, futilely trying to heal and restore her maimed body while plotting revenge.

Kina-ja wore many protecting piercings, rings and bangles. In addition, she wielded longswords of unholy power and the five elemental blasts.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 18, 2012, 03:25:51 PM
Quote from: Corwin on September 17, 2012, 09:44:59 PM
I'll show the book to Hanna and Priest to see if they have any insights. Balyss as well, if she's up to it.

I might be able to help.
Title: Re: Random DM nagging.
Post by: Corwin on September 18, 2012, 03:47:45 PM
Quote from: Yuthirin on September 18, 2012, 03:25:51 PM
Quote from: Corwin on September 17, 2012, 09:44:59 PM
I'll show the book to Hanna and Priest to see if they have any insights. Balyss as well, if she's up to it.

I might be able to help.

I thought you didn't have any heal ranks either.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 18, 2012, 03:57:15 PM
Fair enough.
Title: Re: Random DM nagging.
Post by: Corwin on September 18, 2012, 03:59:14 PM
Mind, I'm fine with anyone who wants reading it! It just seemed from the write-up that someone with the actual skill would gain more insight from it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 04:51:47 PM
Quote from: Corwin on September 18, 2012, 03:59:14 PM
Mind, I'm fine with anyone who wants reading it! It just seemed from the write-up that someone with the actual skill would gain more insight from it.

Yeah, Heal ranks are required for that. More incoming in the next post.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 04:56:55 PM
Quote from: Corwin on September 17, 2012, 09:44:59 PM
I'll show the book to Hanna and Priest to see if they have any insights. Balyss as well, if she's up to it.

Balyss has the chops to get through this with aid from Hanna and Priest. The knowledge within could be quite useful in constructing an advanced spell. Balyss has an idea now...she'll get back to you after some work.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 06:25:34 PM
Lost Lore of the Abyss: The Radiant Sisters

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Radiant Sisters are 13 lilitu bards that loyally serve Malcanthet, Queen of Succubi. They are beautiful women who can radiate a halo of colored light. Each one is named the light they radiate. While the exact personalities of each one vary, they are accomplished slavers, seducers, manipulators and when need be, killers. They are favored by Malcanthet and are all too eager to impress this fact on others.

Each Sister is a sublimely vain creature, convinced it is superior to her sisters and everyone else. As a result, the Sisters are engaged in constant, bitter intrigues of status and domination over one another. This is said to amuse Malcanthet greatly and provides much of the drama in her court. Despite many efforts, none of the Sisters have eliminated any of the others. When things get out of hand, it is said that Malcenthet 'invites' the guilty parties to personally talk these matters over with her. What happens during these incidents is not known, but reports state that the Razor Throne gleams brightly after them.

The Radiant Sisters each wear a locket that can steal the souls of mortals, as well as some bit of jewelry that enhances their beauty and personal magnetism.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 06:29:15 PM
Lost Lore of the Abyss: Creeping Doom

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, it appears the structure has been consumed in this book. As such the information is wild and uncontrolled, constantly shifting.

Creeping Doom is the end. Creeping Doom is all. Creeping Doom consumes everything. Creeping Doom is the demon of vermin and disgust. Creeping Doom is many. Creeping Doom is many. Creeping Doom is legion. As such, it is best to employ tactics that can successfully dispatch swarms of creatures. Searing fire and piercing cold are noted as being particularly effective as Creeping Doom is in the walls. Creeping Doom is in the walls. Creeping Doom is in the walls.

The rest of the book slides into the same sort of repetitions.
Title: Re: Random DM nagging.
Post by: Ebiris on September 18, 2012, 06:36:05 PM
Quote from: Anastasia on September 18, 2012, 06:29:15 PM
Lost Lore of the Abyss: Creeping Doom

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, it appears the structure has been consumed in this book. As such the information is wild and uncontrolled, constantly shifting.

Creeping Doom is the end. Creeping Doom is all. Creeping Doom consumes everything. Creeping Doom is the demon of vermin and disgust. Creeping Doom is many. Creeping Doom is many. Creeping Doom is legion. As such, it is best to employ tactics that can successfully dispatch swarms of creatures. Searing fire and piercing cold are noted as being particularly effective as Creeping Doom is in the walls. Creeping Doom is in the walls. Creeping Doom is in the walls.

The rest of the book slides into the same sort of repetitions.

Given the last creepy book we had, Afina shoots a searing lesser orb of fire into the nearest wall after reading that.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 06:37:38 PM
Quote from: Ebiris on September 18, 2012, 06:36:05 PM
Quote from: Anastasia on September 18, 2012, 06:29:15 PM
Lost Lore of the Abyss: Creeping Doom

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, it appears the structure has been consumed in this book. As such the information is wild and uncontrolled, constantly shifting.

Creeping Doom is the end. Creeping Doom is all. Creeping Doom consumes everything. Creeping Doom is the demon of vermin and disgust. Creeping Doom is many. Creeping Doom is many. Creeping Doom is legion. As such, it is best to employ tactics that can successfully dispatch swarms of creatures. Searing fire and piercing cold are noted as being particularly effective as Creeping Doom is in the walls. Creeping Doom is in the walls. Creeping Doom is in the walls.

The rest of the book slides into the same sort of repetitions.

Given the last creepy book we had, Afina shoots a searing lesser orb of fire into the nearest wall after reading that.

Afina shoots the wall. It burns! Nope, no bugs. But Elena appears, looking upset and cross.
Title: Re: Random DM nagging.
Post by: Ebiris on September 18, 2012, 06:40:55 PM
Afina apologises to Elena but explains it as an important precaution lest she end up with worms or something.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 06:42:42 PM
Elena gives Afina a looooong look, shakes her head and vanishes. Afina catches her muttering something about how fey should stay in the forests and not go reading.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 06:46:42 PM
Lost Lore of the Abyss: Orcus

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Orcus is the demon prince of the undead. He is one of the older demons of the Abyss and his origins are lost to history. Moreover, there are three distinct theories of his origins - mortal ascension, that he was a former unique demon or that he is a promoted demon. Regardless of the answer, Orcus has greatly influenced undeath throughout Creation. He is known to be a powerful necromancer, though he seldom draws on these powers. His rages are legendary, as is his often torpor-like episodes of sloth.

Orcus's weaknesses are his own sloth and blinding rage. His long wars with Graz'zt and Demogorgon help ensure that the Blood War remains a stalemate, as it diverts great legions of demons away from that eternal conflict.  His sloth often leads to Orcus missing opportunities, and ultimately allows many of his enemies to survive. It is safe to say that he hates every living creature in Creation with a violent fury, with only slightly less rage for the living dead. A common theory is that Orcus' sloth is a direct result of the hate he holds for himself - for not even Orcus is exempt from his own meaningless hate.

Orcus wields the Wand of Orcus, a powerful mace-wand that can steal life force and vastly augments necromantic magic. There are also constant rumors that suggest he has a more powerful sword as a secret weapon, often dubbed the 'Orcus-Sword'. These rumors are currently unproven.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 06:55:18 PM
Lost Lore of the Abyss: Rustax

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Rustax is a half fiend rust monster in the 'court' of Juiblex. In reality is it tough enough and resistant enough to survive and prosper within Shedaklah. This pitiable creature wanders the layer, seeking beings carrying metal to consume, for it desires both flesh and metal to eat. Rustax has gained a great deal of lethality, his touch causing massive physical damage akin to disintegration as well as the corrosion of metal. Worse yet, it's body is only semi-solid from its many lifetimes within Shedaklah, giving it near invulnerability to anything but bludgeoning weapons and superior reach.

Rustax has no weaknesses, save for its ever-present hunger. It will pursue living beings relentlessly, until they escape the layer or a bigger source of food becomes available. While intelligent, Rustax is best compared to a hungry, malicious child. It is not difficult to fool and well prepared travelers can often avoid Rustax entirely. However, Rustax is occasionally summoned by the rare madman that venerates Juiblex. When summoned, he follows the order of the summoner and ignores its own instincts.

Rustax carries no treasure, though it has absorbed great amounts of magic from all it has consumed. As such, it has the benefits of a ring of mind shielding, a powerful ring of deflection and cloak of resistance, an amulet of mighty fists, a ring of invisibility and a helmet of teleportation. It is likely it has more powers within it, as it seldom uses any but the passive abilities it has absorbed.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 09:04:57 PM
Quote from: Corwin on September 17, 2012, 10:27:08 PM
Can Gae Ardaigh be reforged from Longspear+2, wounding to Longspear+1, wounding, valorous?

I can't find a ruling for this despite my best efforts, so the consistency thing doesn't matter now. Go ahead.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2012, 09:22:25 PM
Rapier Mastery

This book is about rapier technique. When read, it explains how to use a rapier in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with a rapier. See the table below.

Non-proficient: Gain Weapon Proficiency(Rapier) as a bonus feat.
Proficient: Gain Weapon Focus(Rapier) as a bonus feat.
Proficient+Weapon Focus(Rapier): Gain Rapier Storm.

Rapier Storm (Ex)

When you make an attack or full attack with a rapier, you may choose to suffer a -3 penalty to your attack rolls until the beginning of your next turn. If you do, increase your critical hit range by two points and add a +4 bonus to critical confirmation rolls. The two point bonus to critical hit range is added after any bonus from a keen weapon or improved critical.
Title: Re: Random DM nagging.
Post by: Anastasia on September 20, 2012, 12:41:59 PM
Quote from: Anastasia on September 14, 2012, 12:47:18 PM
The Tower of Flowswaurm.

This tower is the abode of the Compatriots, a trio of elven sorceresses recruited by Jaela. It is a tower only in the loosest sense of the word and via illusions. In reality it is a knotted series of tube, geometric shapes and lines; Flowswaurm is held together by potent magic. This tower can be integrated into Aurora in one of three ways.

The second option is to add Flowswaurm above Aurora, much how Baleruk's lair is now. With modifications it can be made into an aerial weapons platform as well as a shield to prevent easy aerial attacks against Aurora. However, this will cost considerable gold to implement.

This is the winner! Okay, it will be added to the Aurora topic soon along with prices.
Title: Re: Random DM nagging.
Post by: Anastasia on September 20, 2012, 01:07:57 PM
Since no one was interested, Drena's off to sell Brink of Death. He ends up in Brightwater and talks around there, looking for a good buyer.

Quote> roll 1d20+6 Drena GI
* Hatbot --> "Kotono rolls 1d20+6 Drena GI and gets 16." [1d20=10]

He ends up at one of the many magic emporiums there. Naturally a unique armor requires some diplomacy and haggling over the price.

Quote> roll 1d20+6 Drena diplo
* Hatbot --> "Kotono rolls 1d20+6 Drena diplo and gets 13." [1d20=7]
> roll 1d20+16 opponent
* Hatbot --> "Kotono rolls 1d20+16 opponent and gets 35." [1d20=19]

Drena, to be not so kind about it, gets verbally beaten down. His offers are shot down, battered, kicked, punched and tossed into the trash heap. With his hopes in tatters he gets an offer for 40,000 gold.

Quote> roll 1d20+24 will
* Hatbot --> "Kotono rolls 1d20+24 will and gets 35." [1d20=11]

Yeow. Wind that! Drena takes his goods and leaves before he gets skinned. Selling it isn't working so he'll look into trading it instead.

Quote> roll 1d20+6 Drena GI
* Hatbot --> "Kotono rolls 1d20+6 Drena GI and gets 12." [1d20=6]

You know, Drena figured more people would be willing to talk to a huge mass of sentient air. Whoops! Grumpy and out of sorts, Drena decides to try and contact one of the official Mercane groups in Brightwater. Afina has dealings with them, maybe he can finesse some leverage?

Quote> roll 1d20+11 Drena diplo (+5 circumstancial)
* Hatbot --> "Kotono rolls 1d20+11 Drena diplo (+5 circumstancial) and gets 25." [1d20=14]

To the surprise of everyone, this works out well. Finding a Mercane consortium and mentioning Aurora and Afina is enough to get him some special attention. A bit of artful bullshittery leads to the following offer: 100,000 gold OR the following item:

Gale Blast

Longbow+4. This weapon functions even in tornado force winds and arrows fired from it are not impeded or stopped by high winds. Effects that deter projectiles with wind, such as wind wall, do not stop arrows from Gale Blast.

Gale Blast is stronger as the winds grow in fury. Gale Blast deals extra damage based on the winds around the target. Light winds: - Moderate winds: +1d6 Strong winds: +2d6 Severe winds: +3d6 Windstorm: +5d6 Hurricane: +7d6 Tornado: +10d6.

Drena takes the bow and returns to Aurora with a skip in his step.
Title: Re: Random DM nagging.
Post by: Corwin on September 23, 2012, 02:28:49 PM
[19:27] <Jaela> roll 1d20+30+15+15 Westenrock Castle, K:P, lvl20
[19:27] * Hatbot --> "Jaela rolls 1d20+30+15+15 Westenrock Castle, K:P, lvl20 and gets 68." [1d20=8]

I'll read up on the dude before going to fight him next session, if feasible. Old roll/result is here (http://www.soulriders.net/forum/index.php/topic,101968.msg1035394.html#msg1035394).
Title: Re: Random DM nagging.
Post by: Anastasia on September 23, 2012, 11:30:07 PM
Yuth, are you interested in any of the arena treasure since it was put up for grabs? Giving you guys first crack before I do anything else with it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 23, 2012, 11:47:07 PM
Cor, I'll reply to that post tomorrow. I didn't miss it, but the answer's in my notes somewhere and I don't feel like digging right now.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 24, 2012, 01:51:25 PM
Quote from: Anastasia on September 23, 2012, 11:30:07 PM
Yuth, are you interested in any of the arena treasure since it was put up for grabs? Giving you guys first crack before I do anything else with it.
Uhh, I kinda figured I wasn't eligible. Lemme look.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 24, 2012, 01:53:41 PM
Nah, it's all metal.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2012, 01:59:57 PM
Righto then. Updates in loot coming.
Title: Re: Random DM nagging.
Post by: Corwin on September 24, 2012, 05:44:18 PM
Finishing off the fourth round of updates (http://www.soulriders.net/forum/index.php/topic,101729.msg1038376/topicseen.html#msg1038376):

Spoiler: ShowHide
[22:35] <Jaela> Improve courtyard electricity damage to 10d6: 30,000 gold; 3 DC 30 spellcraft checks; 6 days. ---> Improve courtyard electricity damage to 20d6: 75,000 gold; 3 DC 40 spellcraft checks; 7 days.
[22:36] <Jaela> Kascha. Spellcraft +41 normally. Spellcraft +56 with Spellcraft booster.
[22:36] <Jaela> roll 3#1d20 aid1
[22:36] * Hatbot --> "Jaela rolls 3#1d20 aid1 and gets 49." [3#1d20 = 19, 13, 17]
[22:36] <Jaela> roll 3#1d20 aid2
[22:36] * Hatbot --> "Jaela rolls 3#1d20 aid2 and gets 50." [3#1d20 = 20, 16, 14]
[22:36] <Jaela> roll 3#1d20+60 spellcraft
[22:36] * Hatbot --> "Jaela rolls 3#1d20+60 spellcraft and gets 204." [3#1d20+60 = 63, 66, 75]
[22:37] <Jaela> roll 3#1d20 aid1
[22:37] * Hatbot --> "Jaela rolls 3#1d20 aid1 and gets 31." [3#1d20 = 11, 16, 4]
[22:37] <Jaela> roll 3#1d20 aid2
[22:37] * Hatbot --> "Jaela rolls 3#1d20 aid2 and gets 18." [3#1d20 = 3, 9, 6]
[22:37] <Jaela> roll 3#1d20+60 spellcraft
[22:37] * Hatbot --> "Jaela rolls 3#1d20+60 spellcraft and gets 217." [3#1d20+60 = 76, 75, 66]
[22:38] <Jaela> 15%+11%+12%+15%=53%
[22:39] <Jaela> 15%+12%+11%+8%=46%
[22:39] <Jaela> 14,100gp/30,000gp
[22:40] <Jaela> 40,500gp/75,000gp
[22:40] <Jaela> ---
[22:40] <Jaela> Improve officer's barracks more (As above again): 50,000 gold; 1 DC 27 K:A check, 1 DC 27 K:P check, 1 DC 27; K:N check; 15 days.
[22:41] <Jaela> Sylvie. K:P +38, K:A +38, K:N +38 normally. K:P +56, K:A +53, K:N +53 with K:P, K:A, K:N boosters and floating feat.
[22:41] <Jaela> roll 2#1d20 K:A aid
[22:41] * Hatbot --> "Jaela rolls 2#1d20 K:A aid and gets 21." [2#1d20 = 2, 19]
[22:41] <Jaela> roll 2#1d20 K:P aid
[22:41] * Hatbot --> "Jaela rolls 2#1d20 K:P aid and gets 19." [2#1d20 = 8, 11]
[22:41] <Jaela> roll 2#1d20 K:N aid
[22:41] * Hatbot --> "Jaela rolls 2#1d20 K:N aid and gets 26." [2#1d20 = 13, 13]
[22:41] <Jaela> roll 1d20+57 K:A
[22:41] * Hatbot --> "Jaela rolls 1d20+57 K:A and gets 76." [1d20=19]
[22:41] <Jaela> roll 1d20+60 K:P
[22:41] * Hatbot --> "Jaela rolls 1d20+60 K:P and gets 74." [1d20=14]
[22:42] <Jaela> roll 1d20+57 K:N
[22:42] * Hatbot --> "Jaela rolls 1d20+57 K:N and gets 63." [1d20=6]
[22:42] <Jaela> 15%+16%+15%+12%=58%
[22:43] <Jaela> 21,000gp/50,000gp
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2012, 10:04:31 PM
Small note: Balyss is still using the Lunatic Armor until the end of this adventure. I completely forgot she's away with Ithea. >_<

Idiot points+1.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2012, 01:49:35 AM
Todo list in the morning:

1. Cor's knowledge roll about Westernrock.
2. Update Aurora topic for upgrad3es then in general.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2012, 12:47:51 PM
Quote from: Corwin on September 23, 2012, 02:28:49 PM
[19:27] <Jaela> roll 1d20+30+15+15 Westenrock Castle, K:P, lvl20
[19:27] * Hatbot --> "Jaela rolls 1d20+30+15+15 Westenrock Castle, K:P, lvl20 and gets 68." [1d20=8]

I'll read up on the dude before going to fight him next session, if feasible. Old roll/result is here (http://www.soulriders.net/forum/index.php/topic,101968.msg1035394.html#msg1035394).

Westenrock Castle is the abode of a titan - his name is unclear and generally varies wildly from myth to myth. He is said to embody rage and has the benefits of a powerful barbarian's rage at all times with none of the drawbacks. He is also a powerful sorcerer of some sort. Westenrock castle itself is made from slaad transformed into bricks, creating a vibrant, chaotic, alive castle. It is surrounded by the Falles, a zone of hyper charged Limbo and regularly filled with exotic predators such as t-rexes, dragons, advanced dire wolves, burrowing great worms and other things yet. These creatures are infected by chaos and serve as both hunters and prey to the master of Westenrock.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2012, 12:07:21 PM
4th rounds of updates added to the Aurora topic. Sorry for the delay.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2012, 01:39:47 PM
What's everyone's opinion on the lillend group?

Swords and mobility or arrows and magic?
Title: Re: Random DM nagging.
Post by: Corwin on September 29, 2012, 01:42:06 PM
Magic.
Title: Re: Random DM nagging.
Post by: Ebiris on September 29, 2012, 01:50:38 PM
They're bards. Let them be bards.
Title: Re: Random DM nagging.
Post by: Anastasia on October 03, 2012, 01:23:02 PM
Todo

1. Update Aurora topic for upgrades then in general.
Title: Re: Random DM nagging.
Post by: Corwin on October 03, 2012, 04:25:53 PM
Armies edit from last time (http://www.soulriders.net/forum/index.php/topic,101729.msg1039291.html#msg1039291).

Total army strength: 6,472 + elite warriors (PCs, named NPCs in the NPC topic, etc)
For the love of god, let's remember to connect the commanding officers, the defense back on Aurora and the PCs with some sort of telepathic link before every scheduled battle.

Main armies.
3 main armies: 948 in each x3 = 2,844 total
300 burning aeropolis refugees
150 Ysgardian regulars
60 elven warriors
40 catfolk warriors
40 air elementals (Chan)
30 Ysgardian warriors
30 Graceful Blow students
30 Triune movanic devas
30 tortles
30 lantern archons
28 pixies, purple pixie bridage
20 fey-blooded centaurs
15 air elementals (Cauldron)
15 water elementals (Cauldron)
15 earth elementals (Cauldron)
15 fire elementals (Cauldron)
15 Sylican regulars
15 elven confederation of liberations
10 satyrs of the sunrise
10 courre scouts
10 firre warriors/clerics
10 healers
10 eidolons of rimefire
10 Triune courre
5 elite healers
5 knights of the wise convent
Officers: (1) Drena, Dana, The Master, Balyss; (2) Mirima, Misalea, Sylvie, Simmer; (3) Crystal, Lief, Canderella, Ebony.
In command: Drena for Army 1, Mirima for Army 2, Crystal for Army 3. Command goes down the line to other officers listed for each army.

Skirmishers.
A light force which would also double for scouting and for hit and run/harrassment tactics.
1 rapid response force: 512
65 air elementals (Chan)
60 fey-blooded centaurs
48 air elementals (Shinear)
66 dire wolves
50 phase spiders
50 dire lions
50 griffons
43 catfolk
40 pixies from Lifasa
40 courre scouts
Officers: Rosa, Tannin, Arrel
In command: Rosa, with command passing down the line of listed officers if she incapacitated.

Dedicated mage force.
3 mage-heavy support forces: 345 in each x3 = 1,035 total
210 lillend bards
200 hound archons
200 justice archons
60 Triune courre
50 satyrs of the sunrise
50 Ysgardian regulars
47 firre warriors/clerics
45 Graceful Blow students
40 healers
30 ladies of the butterfly kinship
20 eidolons of rimefire
20 air elementals (Chan)
12 githyanki acolytes
12 earth elementals (Earth)
10 Triune movaic devas
5 elite healers
8 Ysgardian warriors
5 cloud giants
Officers: Hanna, Kascha, Sage Vul'lath, The Jarl, Mei, Stille
In command: PCs or Hanna/Kascha/Sage Vul'lath if operating separated from the main armies; otherwise, the commanding officer for each army the appropriate mage force is attached to.

Reserves.
Aurora defense: 314
97 burning aeropolis refugees
51 elven warriors
31 refugee warrios from Lifasa
25 conflagration oozes
23 tortles
20 satyrs of the sunrise
10 healers
10 lantern archons
10 Triune courre
7 courre scouts
5 Sylica regulars
5 air elementals (Cauldron)
5 water elementals (Cauldron)
5 earth elementals (Cauldron)
5 fire elementals (Cauldron)
5 knights of the wise convent
5 elven confederation of liberations
Officers: Adrian, Baleruk, Gisfal, Elder Magi Tepen, Finnegan
In command: Gisfal. Adrian is to assume command if Gisfal becomes a casualty. If both are incapacitated, command is to pass to Elder Magi Tepen who is not to leave the Aurora's inner command center for any reason for the duration of the battle.
Title: Re: Random DM nagging.
Post by: Ebiris on October 03, 2012, 04:45:04 PM
Don't forget the golems! Each main army has a slaughterstone behemoth, the mage force has an ironwyrm golem, and the skirmish force has a battle horror.
Title: Re: Random DM nagging.
Post by: Corwin on October 03, 2012, 04:58:50 PM
Sorry! I was working solely from the Aurora topic's front page, and I only added the lillends since I was talking with Dune about them in PM. Anything else I should edit along with them?
Title: Re: Random DM nagging.
Post by: Corwin on October 03, 2012, 05:11:02 PM
Also, how much would two more ironwyrm golems cost us? Since our mage force has grown so massive and we're conditionally splitting it up into three corresponding parts, we might as well get one for each (or three for the combined force).
Title: Re: Random DM nagging.
Post by: Ebiris on October 03, 2012, 05:24:46 PM
Just their presence is enough to be noted. Full details are in the mechanised (http://www.soulriders.net/forum/index.php/topic,102353.0.html) post if they're ever needed.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2012, 08:19:41 PM
The next two days are going to go as follows:

Friday:

Ithea&Afina: Finish her current adventure and return.
Muirfinn: Vivantha and the lillend.
Jaela: Misc. Jaela depends the most on how the rest goes, since I'm trying to set up Saturday.

Saturday:

Group session. You'll find out what's happening tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on October 15, 2012, 12:46:04 AM
Bonus material, version Abigor.

I won't post his full sheet for awhile since it needs a bunch of cleanup. I had to change around things when he lost the Duke of Hell template, but various notes below. I'm a little dazed so coherency may be all over the place. Alas.

Abigor didn't have proper divine traits. He had a tiny bit of the spark, but he wasn't close to there yet. Mechanically he had maximum HP per HD and kept the +3 profane bonus to armor class from the Duke of Hell template. That's it.

Pit Fiend 40//Fighter 10/Cavalier 30: I used a basic pit fiend, advanced it to 40 HD and changed its body shape. Abigor lost most of his natural attacks from this, but that's fine since he's a 'civilized' warrior. His high level explains his heavy resistances - and in a straight battle he'd have more to hit and a bunch more AC, as he'd be properly enchanted. He could have been easily the climatic boss of the campaign in better circumstances. Even a 'mere' Duke of Hell is an epic level threat.

Speed: 50ft, fly 70ft (average) - Abigor can fly on his own power, but it wasn't relevant in this battle. It's mostly a surprise in case someone tries to dismount him from his flying mount.

Abilities: Str 44, Dex 27, Con 38, Int 26, Wis 26, Cha 26 - Abigor didn't have permanent stat boosters in place, save for a +6 con from his armor. He generally relied on his servants to enchant him up instead. If he'd had more time or perhaps escaped to a different hiding place, he would have gotten at least a belt of magnificence+4.

Abigor's Charge

Base is as follows: Ebon Sunder+71 (2d6+23 plus 2d6 lawful plus 3d6 unholy and 1 negative level (12d6 and 4 negative levels on crit) plus plus 6d6 on crit 19-20 x4) x5 with deadly charge. Up to x6 with valorous. Up to x7 with dire charge. Up to x10 on a crit. Thus, 14d6+161+2d6+3d6 and 1 negative level on a normal strike and 20d6+230+2d6+3d6 and 1 negative level on a crit. Of course, this doesn't take into account PA or the +2 to hit for charge. Let's assume -20 PA is his base charge routine. Therefore: Ebon Sunder+53 (14d6+301+2d6+3d6 and 1 negative level) (20d6+430+2d6+12d6 and 4 negative levels on crit). Note that this includes no enchantments or other boosts. Odds are his to hit and damage would be even higher. Note that Ebon Sunder has the ability to negate miss chance.

I'd made a point to hint at this all game. Fighting Abigor in a straight up charging battle is suicidal, full stop. From the beginning the flavor text was meant to reinforce this. A vision of fear clad in immaculate armor, Abigor wasted no time in ending any hope of victory. On his dark horned steed did he go, seemingly at every point of resistance in mere hours. Each time he came, his charge shattered all defiance. From the Story so far... information post before the start of the game. I usually frown on this level of charge shenanigans, but I decided to make an exception and make it a plot point. Technically he can make a full attack at the end of a charge, but I was ignoring that. 500+ damage charges is enough for a threat without making it silly. I gave him a bonus feat in place of it.

The epic feats Armor Mastery and Epic Heavy Armor Optimization came from Abigor, as did Epic Cavalier.

Abigor's SR was 52. By the time you'd fight him as a climatic end boss, you'd be able to deal with this. Be it SR boosters, levels or SR: No spells, I was anticipating you'd be able to work around it. Battling him early did take away his greatest weapon, but it did present difficulties like this.

Abigor having quickened Superb Dispelling was standard for mid-high epic creatures that get a racial greater dispel. Again, this was extra potent because you fought him early. It still would have been highly effective later on, but not 100% odds of dispelling anything you could throw out. Generally, mid-high epic threats find greater dispel magic worthless, so I upgrade it. 3.5 casting is potent as all hell, so I have a vested DMing interest in ensuring they can take counter measures.

Abigor's plot came out in such a way that his failures were presented fully. However, his countermeasures never came to light, so Auril's revelation about his divine seed was a surprise to everyone. Back in Balmuria 1, Abigor was embarrassed (like basically everyone in Avernus at the time) by Zquujaj's invasion. This fiasco cast failures on the entire military structure of Avernus. While the relatively recently ascended Bel could blame his predecessor and her military appointments, the rest of the command structure wasn't so lucky. This was strike 1. 

So now on the back foot, Abigor tried to recover by soaking up some glory. Romiel, Alicia and Seira's crusade to eliminate the Shar-tainted Agares was coming around. The plan was simple - let the two forces meet and then be in position to slaughter the winner. If Agares wins, march on in and finish the job. If the crusade wins, let them come out and engage them in a battle of annihilation. It was a good plan and it was one with good odds of success. Unfortunately for Abigor, he got dicked over by Beezlebub. The Fallen has no love for true devils and an interest in Alicia, so he provided the crusade a safe out from Avernus. Suddenly his plan became an unmitigated disaster, as he allowed a successful en masse heavenly incursion into Avernus. This was strike 2.

This more or less stewed for 20 years. As you know, at this point there were rumblings within Hell's military about replacing him. You saw the upshot of this and how Gathgorian was urged to take Abigor's position. Simply and sidestepping some spoilery material, Lifasa was a chance for Abigor to save himself. However, Abigor's no witless fool. He'd been preparing contingencies for twenty years, including safe havens and several deceptions in the mortal realms. Long ago Abigor had found a way to empower a faint few mortals with a fraction of clerical might. Disguising himself as 'variants' on local deities to witless mortal patsies, he began to attract worship. Now there's a lot more to divinity than just worshipers and collecting prayers, but the various plots were enough to gain some few shreds of divine power.

Anyway, Lifasa was glory followed by mounting embarrassments. Aurora's growth and continued success fell in Abigor's lap, and what's worse? Aurora was showing lots of chaotic leanings! Slaad influence! Courting the eladrin! Bad things. It's one thing to court celestial help against a diabolical crusade. It's expected, really. But when they also go chaotic? Unacceptable. Abigor was aware of the plots against him. He had plenty of "loyal friends" in Hell and particularly in the Dark Ministry. When Aurora used the notes of Marshal Dagos and Prince Lixer against him, he was prepared to move. It may hearten you to know that he narrowly avoided decapitation at Gathgorian's hands and only because he had a potent escape prepared, one that was able to circumvent the expected dimensional lock.

He had several potential allies to take refuge at, of varying power and reliability. For the sake of fairness I rolled the result randomly. It was pure luck that the Auril hint 27 gave was the one that happened.

As for Abigor's personality, I was aiming for WW2's Erich von Manstein. He had a quote about the Jews that had a deliberate reference in Abigor's rhetoric: When asked about the concentration camps, von Manstein replied, "They're just Jews." Abigor was a political opportunist and survivor, much like von Manstein. They're just mortals, after all. His personality didn't have much time to shine. Auril wasn't fooled by anything he said, which further undermined his chance to play this up. In a different situation, he'd casually dismiss all of Lifasa's horrors are 'overeager troops' and thus he is blameless in these horrors.

Incidentally, Auril really had no way to lose in this entire affair. She had her bases covered extremely well and circumstances played into her hand. Her role in your story is minor at best, but it's a profitable one for her.
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2012, 03:22:45 AM
Spell preview, circa Auril.

[spoiler]

Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You conjure armor of ice around your body. This armor does not inhibit or harm you nor does it melt. This armor grants a +4 armor bonus to armor class and resistance to fire 10.

Material Component

A handful of snow or a fragment of ice.

Greater Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 5
Components: V, S, M

This spell functions as Frost Armor, except as noted here. Greater Frost Armor grants a +6 bonus to armor class and resistance to fire 20.

Material Component

A white opal worth 50 gold.

Icedawn's Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell creates a full body suit of icy, form-fitting blue armor on you. This armor does not inhibit or harm you nor does it melt. This armor grants you a +15 armor bonus to armor class and immunity to fire.

Focus

A miniature breastplate made of blue ice that costs 10,000 gold.

Great Northern Wind
Evocation [Air, Cold]
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 1000ft cube
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell conjures a massive windstorm of sub-zero cold and frigid snow. This deals 25d6 points of cold damage to all creatures within the area of the spell except for the caster. A Fortitude save halves the damage and negates the following two effects. In addition, creatures that fail the save are knocked prone by the force of the wind. Further, the numbing cold inflicts a -10 penalty to Dexterity (cannot go below 1). Creatures immune to cold are only subject to possibly being knocked prone. Flying creatures that would be knocked prone are instead blown to the southern end of the cube.

Material Component

A handful of snow.
Title: Re: Random DM nagging.
Post by: Anastasia on October 21, 2012, 03:41:58 AM
Todo list for the next few days.

1. Golem stuff+unarmed book stuff.
2. Finish up Auril. She's about 95% done, it's all little stuff now.
3. Mirajane. Her build is going to involve favored soul on one side and the other side to be determined. I have notes for the choices she's made and the directions she's been influenced in, but that doesn't equate to a full build.
4. Posting Yuth's log from today since Cor wasn't in there. Whoops.
5. Essays if time permits or profile topic.

You can blame Tales of Graces for the backlog.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2012, 07:08:21 PM
We have a hellish super storm coming this way. If I vanish any time from tomorrow to Tuesday I may be gone up to a week. I hope it doesn't happen but we're gonna get hurricane-hammered up here.
Title: Re: Random DM nagging.
Post by: Anastasia on October 30, 2012, 02:20:05 PM
Unarmed Mastery

This book is about unarmed technique. When read, it explains how to use unarmed strikes in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with unarmed strikes. See the table below.

Non-proficient: Gain Improved Unarmed Strike as a bonus feat.
Proficient: Gain Weapon Focus(Unarmed Strike) as a bonus feat.
Proficient+Weapon Focus(Rapier): Gain Karmic Fist.

Karmic Fist (Ex)

As a full round action while fighting unarmed, you may make a single attack at your full base attack bonus against a single target. If you successfully hit, you deal extra damage. For each 10 points of damage the target has dealt to you or your allies in the past round, you deal an extra 1d6 points of damage (to a maximum of 30d6 extra damage).

This book can only be benefited from once before the mysteries within it fade and it becomes an ordinary tome.
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2012, 04:21:10 AM
Todo tomorrow: Distribute the material from Auril's post.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 01, 2012, 11:59:24 AM
Unless anyone has WF(rapier), Ill use the book.
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2012, 12:08:20 PM
Oh, typo. That's supposed to be Weapon Focus: Unarmed Strike. I forgot to change that when I copy/pasted the rapier book.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 01, 2012, 01:13:27 PM
Done!
Title: Re: Random DM nagging.
Post by: Ebiris on November 01, 2012, 01:59:39 PM
Quote from: Corwin on October 03, 2012, 05:11:02 PM
Also, how much would two more ironwyrm golems cost us? Since our mage force has grown so massive and we're conditionally splitting it up into three corresponding parts, we might as well get one for each (or three for the combined force).

Sorry I missed this!

Ironwyrm Golems are 56,250gp a pop. Also they're not that good for the mage forces since they're slow and can't fly and the only range stuff they have is a powerful (but fiery) breath weapon. One's okay to have a mage babysit for Fly and such, but I dunno if we need more.
Title: Re: Random DM nagging.
Post by: Anastasia on November 02, 2012, 02:15:31 AM
Sometimes an idea doesn't bear fruit. I've had the idea of spells tailored to augment fighter bonus feats for some time. Imagine a stout warrior that's picked up a bit of spellcasting or a charismatic fighter with a bit of sorcerous dragon blood granting them magic. Sounds good, right?

Nope. There's a whole raft of flaws with the idea. First of all, it reinforces the assertion that the only way to help fighters is to have them learn spells. Second of all, there's really not many feats that are fighter specific. Outside of the weapon specialization line, there's maybe two or three in the entire game. That's not much design space to work in. Finally, any good ideas here would be better off as an actual feat for fighters to take.

I present this here as a curiosity. The idea hasn't been proofread at all and won't be furthered developed.

[spoiler]Fighter Feat Spells

This category of spells are the result of a fighter's battle acumen being augmented with arcane magic. These are spells known by warriors with a dash of arcane ability, such as a brave melee brawler that has picked up the basics of spellcasting or a man at arms with a bit of supernatural blood in his veins. These spells are denoted by the Feat descriptor in the spell. Each Fighter Feat Spell requires a feat to cast and gain the benefit from the spell, noted at the bottom of the spell. A character that does not possess the appropriate feat cannot cast that Fighter Feat spell or gain any benefit from the spell.

Weapon Attunement
Transmutation [Feat]
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

When you cast this spell, you instantly shift your talents to another weapon. Select a weapon that you possess weapon specialization with. You may change the weapon for that feat and any related feats to another weapon. For feats that apply to an entire category of weapons, such as melee weapon mastery, you may choose to change them if your new weapon would not be eligible to benefit from them.

Focus

The weapon you wish to change your feats to.

Fighter Feat Required

Weapon Specialization


Title: Re: Random DM nagging.
Post by: Anastasia on November 05, 2012, 01:58:20 PM
If y'all want anything from the Aurora shops, go ahead and post about it now in loot. You won't officially buy them until you get back, but this lets me sort things out ahead of time.
Title: Re: Random DM nagging.
Post by: Merc on November 05, 2012, 11:40:14 PM
Yuth bought it all. I don't think the rest of us need to even bother looking now. =p
Title: Re: Random DM nagging.
Post by: Anastasia on November 06, 2012, 01:35:50 AM
Tortle talking one for the team's pocketbook, eh?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 06, 2012, 05:43:23 PM
That's me, the nice tortle.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:09:56 PM
Gwinnan's Travel Logs, Volume 8: Deep Ethereal

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Deep Ethereal, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"In all my travels in the Deep Ethereal, the most intriguing was the time I met the Solitary Mistwalker. This old angel is dedicated to wandering the mists, calming great secrets await to he who searches long and wisely. He claimed to have spent eons there, always searching for greater knowledge. Stunned at this brazen display of homichlophilia, I displayed righteous indignation at his claims. The angel smiled and pointed ahead. What I saw was myself in mist, and on touching it old memories became known to me again. What curious things lie in this misty realm!"
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:14:18 PM
Lost Lore of the Abyss: Felessa

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, evidence suggests that this book has somewhat succumbed to chaos.

Felessa is a succubus that focuses her attentions on mortal women. She calls herself the Mistress of Forbidden Love and specializes in corrupting women through seduction. She was once a compatriot of Malcanthet, but was betrayed and fled. Since that time, evidence suggests she has taken up residence in the court of Graz'zt and is so hungry. Her focus is on mortal women in societies that hold lesbian relationships immoral.

Besides her considerable talents at seduction and charming, no feasting woman can knowingly take a hostile action against Fylessa. In addition to this, she has learned both sorcererous magic and how to channel foul divine power as her lilitu kin can. She has one weakness of note - a woman who has rejected her advances can lay her low with a single strike.

As the current lover of Malcanthet, Felessa has access to great material wealth. Her continued devouring of succubus lovers has left her with a large collection of treasures.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:16:17 PM
Lost Lore of the Abyss: Cantessu

I'm making dinner for you because I'm still waiting for you entire writing style is highly orderI bless this coming feast for my blessed child!

At the battle of Weeping Laments, it was found that everyone has to eat because I'm coming and it will be good and it will be right and it will be happiness once more for everyone when I come, and the day is coming Muirfbroken sword. From the corpse came Cantessu and we all ate together until we were full and couldn't eat anymore and I smiled at my children and herded them to paradise now and forevermore because we're so hungry and tomo

Cantessa is vulnerable to cold iron bludgeoning weapons, such as maces. While a warrior of some skill, she is held back by her natural talents elsewhere.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 09, 2012, 01:22:28 PM
God dammit Father, leave me alone! I'm trying to read!
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:23:11 PM
The greatest evil is the one you do not see!

This book is a strident tome advocating constant vigilance against evil. Evil strikes high and low, often in places you cannot see. Your eyes must constantly be open and aware. A moment's lapse can miss something, leading to disaster. An unreported crime can lead to anarchy. This is not enough. The false idol of privacy only hides more evil. You must spy on your neighbor. Uncover their secrets. Expose the little evils they commit every day so they can be punished. Every evil you miss is an evil unavenged and uncorrected.

This tome continues in this manner for the entire book. There is a magic in these words and pages, one that Muirfinn believes would take rigorous study and dedication to the ideals within to unlock.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:26:59 PM
A study of the goblinoids

This book is a detailed study of goblins and related species. It is a deep and complex study of how they work on every level, with an emphasis on anatomy, psychology and social structure. While the writing is rather dry, the content matter is well presented and easy to understand. Anyone who reads this book gains a +1 bonus on any knowledge, heal and survival checks against goblinoids. In addition, if a ranger with favored enemy (humanoid(goblinoids) reads this book, they may gain greater insight.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:27:34 PM
Rise of the Dragon

This book is a study of the goddess Seira. It is a biography of her life, composed via years of various interviews, studies and research. It goes into her early life as the daughter of a rich merchant on the Prime Material. She ended up becoming a founding member of an elite group known as the Crimson Guard and was involved in various incidents, such as a war with the neighboring empire of Malmuth, whispered battles to the west in a desert, confrontations with liches and other such feats of heroism. Thereafter she established a political house in her home nation in a stunning move, all while gaining draconic power. From here information becomes hazy, but she underwent an apotheosis that left her equally divine and draconic.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2012, 01:28:11 PM
The rest after the session.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 09, 2012, 08:09:30 PM
Vul'lath and I, as well as anyone else who wants in on the "fun," are going to spend the foreseeable future researching both the Glasae Queen and another copy of the Valgadda Text.
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2012, 02:15:39 AM
Magic missile, variants on the classic

This book has several variants of Magic Missile. They are as follows:

Missile of Mercy
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: Up to five creatures, no two of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions as Magic Missile, except as noted above and here. This spell deals 1d6+1 points of nonlethal damage per missile.

Notes: This spell was created by a bounty hunter who was tired of having to accept only dead or alive bounties.

Recurring Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 round/2 levels; maximum 5 rounds.
Saving Throw: None
Spell Resistance: Yes

This spell fires a Magic Missile, identical to the spell of the same name, except that it only fires one missile and deals 1d4+2 points of damage. For each two caster levels you possess, the missile lingers another round, striking the target again for 1d4+2 points of damage.

Notes: This spell was created by a wizard who loved to annoy his opponents as much as defeat them. Unfortunately, he did not survive long enough to create another spell.

Focused Missile
Evocation [Force]
Level: Sor/Wiz 1
Range: Close (25ft + 5ft 2/levels)
Target: 1 creature

This spell functions as Magic Missile, except as noted above and here. This spell creates one missile per caster level, to a maximum of 4 missiles.

Notes: This spell was developed by a mage who preferred the concept of focused attacks.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2012, 01:39:04 AM
The Impatient Sword

This book details a special technique known as the Impatient Sword. This technique sacrifices defense and offense in exchange for better seizing the initiative in combat. The name of the technique is a misnomer, as it has nothing to do with swords.

Impatient Warrior [General]
Prerequisite: Improved Initiative, read the Impatient Sword
Benefit: When you roll initiative, you may choose to gain a +4 bonus to initiative. This bonus stacks with other bonuses to initiative, such as Improved Initiative. If you do, you suffer a -4 penalty to attack rolls and armor class for two rounds.

One person can benefit from the magic in this book to learn this feat as a bonus feat. They must fulfill all requirements to gain this benefit. Thereafter the book can be used to qualify for this feat as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2012, 01:53:03 AM
How to fall in love

This book is an extensive treatise studying the phenomenon of romantic love. It goes into considerable detail with it, exploring mating rituals for various species and so on and so forth. The last chapter is by far the most interesting. It goes into hypnosis and describes a process that allegedly allows one to hypnotize a willing subject and convince them that they love a person. This is claimed to be wholly effective and notes that the subject only needs to be willing to be hypnotized. It cautions that this hypnosis can be used for dishonorable end which are readily apparent, such as making them fall in love with someone other than they intended. There are also instructions on how to reverse the hypnosis.

A DC 20 intelligence check is required to successfully use this hypnosis. Alternately, four or more ranks in profession(hypnotist) or similar skills allow it to be used freely. Reversing the hypnosis has the same requirements.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 11, 2012, 01:59:45 AM
Quote from: Anastasia on November 11, 2012, 01:53:03 AM
How to fall in love

Creepy.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2012, 02:19:34 AM
The Urgalun Question

This book is written as a dialogue between two figures, known as Professor and Student. The structure is unvaried in the book, with each segment following the same structure. Student asks a question, Professor answers it back with a seemingly nonsensical question and Student answers in a way that incorporates both questions. The subject of the questions revolve around the Urgaluns, which seem to be some sort of nomadic humanoids. An example is as follows.

Student: Professor, how do I get the sheep the Urgaluns stole back?
Professor: Student, how many raindrops fall in a summer storm?
Student: Professor, to get my sheep back, the blood of Urgaluns must fall like rain in a summer storm.

The answers show a marked tendency for violence to the Urgaluns. Several times the solutions posed advocate bloody reprisals on the Urgaluns.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2012, 02:24:23 AM
Man's Best Friend

This book is a beautiful book of bright, colorful images of dogs. It is light reading and is relentlessly sunny. This book is great for cheering people up and has enough information to function as a masterwork tool for Handle Animal or Heal checks regarding dogs. This grants a +2 circumstantial bonus to these checks.

This book also makes one want a dog as a pet, though this seems to simply be a natural effect of reading a nice book about dogs.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2012, 02:27:52 AM
I haven't forgotten about Afina buying shortsword mastery, but she hasn't gotten back yet. Remind me when you get back, Afina.
Title: Re: Random DM nagging.
Post by: Anastasia on November 12, 2012, 12:06:16 AM
Cor, what tweaks were made to Sovereign Speaker for Balmuria? I'm drawing a blank.
Title: Re: Random DM nagging.
Post by: Corwin on November 12, 2012, 03:35:51 AM
You still pick a pantheon of some sort (the original idea was for the Triad). You let me swap out the prereq feat with an 'Initiate of X' one, with the idea that you follow one deity in that pantheon and by extension the rest of them as well. And when a pantheon is noticeably smaller than the Eberron one (or they all share a couple domains), you waivered the 2 domains per deity limit for practical reasons. Alignment-wise, it should be whatever makes sense for the pantheon in question.
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2012, 12:48:36 AM
Right, thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on November 15, 2012, 02:02:05 AM
Mirajane won't be finished for a day or two yet, so here's a preview.

[spoiler]

Favored Soul 10/Divine Oracle 10//Sentinel 19/Barbarian 1

Casts as a 20th level favored soul with access to the Oracle domain.

Unearthly Sentinel

These rare Sentinels are not the defenders of the natural world, but eternal spirits that endlessly fight against evil. They gain abilities that aid them in fighting evil and are less redundant with their innate gifts.

2nd: Lose Resist Fiendish Lure, gain Alight Gaze.
5th: Lose Celestial Minion, gain Heavenly Purity.
8th: Lose Dispel Evil, gain Redemption.
Title: Re: Random DM nagging.
Post by: Anastasia on November 15, 2012, 10:27:41 PM
Attention!

As mentioned on IRC, barring something going wrong y'all are leveling up after Saturday's session. If you want/need anything prepared for this coming level, now's the time.
Title: Re: Random DM nagging.
Post by: Anastasia on November 16, 2012, 02:51:36 AM
Mirajane'll be done tomorrow. She's finished except for spells, but I'm too tired to sort those out. As her classes and development was dependent on who raised her, she'll have a spell list highly similar to Jaela's and Hanna's. Oh, and it'll have the Oracle domain spells mixed in too.

Her Sentinel spells will be dedicated to Battle Blessing quickened buffs. This is meant to emulate Jaela's use of quickened spells.
Title: Re: Random DM nagging.
Post by: Anastasia on November 17, 2012, 02:47:20 PM
If you are reading this, then the Father is active in Creation. May all the Gods of justice, righteousness and compassion have mercy on your soul, for the Father will have none. Read well, for I pray that the information here will lead to the end of the nightmare. Should you not end the nightmare, then the Father will be freed and only the Gods themselves may be able to stop him.

The Father is the spawn the Pale Mother and Demogorgon. The details of his parentage are unclear, but it is said that Demogorgon consumed the afterbirth and perhaps a newborn child of the Pale Mother. This afterbirth was not digested, but instead became a rotting tumor between the necks of the Prince of Demons. A frenzy came over Demogorgon, an absolute hunger as he slaughtered and devoured countless demons under his command, the tumor growing ever larger. Eventually, the tumor ruptured and the Father emerged on the wings of a holocaust, in the stinking mires of Abysm. Aameul desired to consume the Father as well, while Hethradiah desired to torment the abomination they had unleashed. In the argument that followed, the Father was able to escape.

The above paragraph is correct as far as I have been able to discern. The massacre and consumption of Demogorgon's thralls has been confirmed by lore from multiple survivors. However, the information about the Pale Mother's role in this is far less reliable.

The Father is an abomination cursed by his sire and unwanted by his distant mother. He is forever cast out of the Outer Planes. Instead he is cast into the mortal realms. Unlike other greater demons, his presence does not wound the mortal world. No, the natural world rarely notices him and never recoils from him. He was cast into my world, wherein he established himself as a spiritual leader and attracted the veneration of thousands. But no mercies came from his worship, no everlasting life beyond that of flesh. His wisdom lead to the reduction of sentient mortals to cattle. The greatest heroes of the world came to face him, to put an end to this madness.

But the Father was all powerful.

Ultimately, I was one of the last heroes left. I gathered the few remaining, and sought not to destroy the Father, but to contain him. By Oghma's wisdom and the sacrifices of every other soul who opposed him that day, I sealed the Father away into my holy symbol - a book. Exhausted, I took this book to the farthest reaches of Valgadda, which are no more. I sought to seal this book away until the day Creation is no more. Yet that night the Lord of Knowledge spoke to me in my dreams, telling me that the Father would one day corrupt his prison and be free once more. The seal will not last forever. Should the Father be free again, he will return to the mortal world. He will return and again there will be feasts. Mortal life will become that of animals, awaiting slaughter.

Kill the Father. Only a weapon forged by a smith born from neither father or mother and made holy can destroy the Father. Unfortunately, one must be strong enough to use this to tear him asunder. We were not. The scythe that rests with this book is one such weapon. It was made by the Glasae Queen, Empress of the Fey Marches. She was born of her own desire to exist, coming fully born into the world. If you wish to slay him, you must free him from this book at dawn in the mortal world. The ground must be consecrated and hallowed, as well as inlaid with seven circles against evil and seven more against chaos. When dawn's light hits the book, he will be freed. The true form of the father is a vaguely human body of mouths, standing four dozen feet tall. He does not move as much as flow, mouths devouring each other and the space around them.

As to the actual battle, all who oppose him must have their minds completely protected by nothing less than the spell Blank Mind. Anything less will result in the complete shattering of the victim's psyche into unrecoverable madness. Even then, the strain of viewing the Father will inflict great mental trauma. This trauma in particular damages traditional priests, though those who cast from personal magnetism fare better. Of magic, lightning, cold and sound have no effect on his true form. Fire affects him, though he is resistant. Acid damages him greatly, but does not inflict mortal wounds. Life energy, strangely and for reasons I cannot discern, damage the Father. Of physical, the Father's true form has no discernible anatomy. Trained warriors that rely on well aimed blows or single, overwhelming strikes (such as from the scythe, to my great lament) are largely ineffective. Manufactured weapons, save the scythe and those like it, are consumed on striking the Father. Woe onto the fool who attempts to claw, punch or bite the Father, for they become his subsistence.

The Father's main strategy is to flow over his victim and consume them whole. Those consumed whole are consumed in body and soul, forever lost. Those who survive quickly transform into abominations, smaller versions of the Father that in the end consume themselves into spiritual and physical oblivion. In his time leading the souls of entire nations to oblivion or damnation, he became learned of clerical magic. His spells carry the same consumptive effect as his bite, though on a slower scale. Divine intervention is the only way known to reserve this process.

The Father also possesses two special traits, one from each of his parents. He has the ability to dominate the minds of the weak, breaking them to his will like his accursed father can. From his mother is the madness on sight explained above. I believe that the Father is in some small way similar to the Pale Mother beneath her ever-shifting veil. Further, the research into forbidden lore regarding the Pale Mother suggests that her origins do not come from this Creation, but from Beyond. It may be that means to battle back the spawns of madness beyond our Creation could be effective against the Father. I do not know, for such means are vanishingly rare. However, there is one flaw in this premise. The Father is a priest. The Beyond rejects divine power and is nearly immune to it. This may be nothing more than addled speculation of madmen and demons forced to speak the truth.

You who read this are my hope. Angel or devil, saint or sinner, I care not. End the nightmare. No more feasts. Kill the Father.

Amen.
Title: Re: Random DM nagging.
Post by: Ebiris on November 17, 2012, 04:25:45 PM
Firesoul Mage 5//Scout 10. +1 SR, +11 hp, +1 bab, +22 skills (+7 swim, +1 all others), Blindsense 30ft, Burning Focus +2, Flame Savant, +1 9th level spell known (Iceberg FF 101), +1 8th and +5 9th level spells per day.

Epic Crafting taken as my feat.

Does Afame get improved by Afina becoming epic?
Title: Re: Random DM nagging.
Post by: Anastasia on November 17, 2012, 05:14:34 PM
Won't get to NPC level ups for a few days, just FYI.
Title: Re: Random DM nagging.
Post by: Merc on November 17, 2012, 05:45:49 PM
Levels: Duskblade 21 // Factotum 4
HP: d8 = 4 (280 HP > 293 HP)
BAB: Improves to +21 (gain another attack on full attack)
Saves: no epic saves at 21. No change.
Epic Feat: Automatic Quick Cast
Racial abilities: +1 SR
Duskblade abilities: Spell Power improves to +6. Learn Disintegrate (level 5 spell). +1 CL
Factotum abilities: Arcane Dilettante improves (2 spells). Gain Cunning Strike
Skills: +16 skill points, I retrained some points of skills I wasn't using (such as sleigh of hand) and focused skills a bit more.

Rukkig:
HP: Improves to 146HP
BAB: Improves to +21 (gain another attack on full attack)
Saves: no epic saves at 21. No change.
Familiar abilities: +1 NA, +1 Int, +1 SR, Familiar Spell (Disintegrate)
Skills: See Ithea

Sheet updated, along with some purchases/upgrades.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 01:21:35 PM
This is going to suck, but there's no sense beating around the bush. For various reasons of his own, Cor no longer wishes to play in Balmuria 3. Cor's welcome to elaborate on those reasons to y'all privately as he wishes. Beyond allaying any fears you may have that it's the fault of other PCs, and it's not, I'm not going to put words into his mouth about it. Suffice to say he's set on this. This is a serious blow to the game and is a loss. In light of this and other reasons to be elaborated on below, I'm choosing to end Balmuria 3 here.

My reasons for doing so are many. Cor's decision to drop from Balmuria 3 was the catalyst, but there are several other reasons that prompted me to make this decision. First of all, losing Cor is going to leave Eb stranded alone on daytime sessions and further exasperate the day/night divide Balmuria 3 has suffered. I don't feel this is acceptable nor is it a reasonable situation to put Eb into.

Second of all, this day/night split has nearly doubled my DMing load. While I'm all for DMing and having a good time, I'm running over 20 hours of sessions per week. This often takes up multiple rooms and requires an immense amount of time, focus and energy from me. While I have great vigor for the things I enjoy, it is not unlimited and I feel I'm going beyond my limits. As a result, greater burnout and DM stress has accrued.

Third, I'm tired of D&D. I love the gameworld, system and all of that, but I need a break from it all. Enough is enough and I've had enough. No other way to say it.

Fourthly, when/if I get another job it will likely be an evenings job. As a result this will be an immediate problem for Merc/Yuth's side of things. While this isn't an immediate concern, it will likely be one sooner or later.

Fifth and finally, I feel Balmuria 3 has suffered from too much to do and not enough DM to go around. This is related to the second problem and has led to various unpleasant delays. The amount of sheer work and effort to keep this running has exceeded my capacity as a DM.

I'm not happy about this, but I feel it's the best choice to make in a bad situation. Before anything else, I'd like to thank each of you for your hard work contributing to this game. You've poured just as much into this as I have and you all deserve credit.

So what happens now?

In the immediate term, I'd like to spend a few days wrapping up loose ends and providing this saga a coda. This Friday I'd like to spend for a chance for you all to tie up any interpersonal issues with NPCs and the game world. If you'd like to talk to someone, go see something or do something you haven't had a chance to, this is the time for it. I don't want to do anything climatic or combative. This should be a chance to get resolution with people or things as well as a chance to have a final go around with any of your favorites. Participation in Friday's session is optional. I'm not going to force anyone to do it, though I do have suggestions for things to do if you would like inspiration. Try and keep your list of things to one day's session worth of things. If you absolutely cannot manage this, I'm willing to do a second day after Saturday, but I'd prefer not to.

Come Saturday, we'll do one final scene. This will be a chance to send the game off on a good note. It'll provide inspiration on what your coming adventures your characters will face as well as an ending. If you can't make either Friday or Saturday, speak up ASAP and we'll work something out.

In the short term, I'm going to take a few weeks off. This will last until mid-late December, giving me a chance to recharge my DMing banks. I'll be around chat as normal, though not as attentive as usual. I'll be going through my notes to post various things of interest as well as doing some writing and analysis of the game for those curious.

In the long term, come late December I intend to (possibly) run one or two short games. These games will be in any system but D&D and will be intended to last 2-4 sessions. This will be a chance to switch things up and will depend on if I can rustle up enough players. Merc has the last week of December off, so that week will likely hold one should these short games come through. Once these are done, I'll be looking at various options for another big game. Right now I haven't made a decision on anything about this yet, nor will I in the immediate future. More information will come about this later. Likely questions and answers are below.

So why did Cor leave Balmuria 3?

Ask him yourself. It's not a huge flameout or any grudges against you all. We don't hate each other and there's no simmering dramatic bloodfeud about to erupt.

Why aren't you having Cor post about it or explaining why yourself?

I prefer to keep this manner of thing off the boards. It ages poorly and can often be embarrassing for all concerned in the future. Call it discretion.

Why not bring in another PC to replace Cor/Jaela?

While a possibility, I decided that this wasn't an option I wished to take at this time. I don't want the extra work of finding someone and integrating them into a long running game on top of my normal responsibilities.

Will Balmuria 3 ever resume?

I don't know. Anything's possible. If the will's there in a few months, it is possible. If you're set on wanting to resume Balmuria 3, say so now. What material I release and post about will vary depending on if that looks like a realistic option or not. For the record, I'm neutral on the prospect as of right now. If you are interested, for fuck's sake say so since this is absolutely the time to speak up. If everyone's on board with that, this might turn into a loooong break instead. I don't want to raise anyone's hopes, but if everyone does want to do that it will get fair consideration.

Yes, this is me leaving the door open.

What material will be you be releasing/what writing will you be doing?

I'll be posting various DM notes, summaries, material and other things of interest to the party. I'll be explaining various parts of the mythology and how the cosmos works, as well as analysis of characters. I'd like to write about the various NPCs, as I had to put a hell of a lot of work into them. I also may do a final feedback post, but that may prove too much trouble to bother with.

Who was your favorite/least favorite PC?

I make it a matter of policy not to answer this question. I enjoyed each character. Make of that what you will.

Who was your favorite/least favorite NPC?

Depends on when. My two favorite overall were Kascha and Simmer. Kascha's a joy to play and a massive change of tone from most characters. Simmer's likewise straightforward and her alien mindset proves entertaining. For the record since Cor mentioned thinking Sylvie was my favorite, I'd like to dispel that. While I enjoyed her as a legacy character, I found her position in Balmuria 3 to be difficult and often unpleasant to RP. She is in the top 1/3rd or so, though.

My least favorite was probably Drena. I feel he was a victim of lack of spotlight+lack of interesting things+lack of PC interest.

You know, it's bullshit that with all the effort to get to epic, we stop right after reaching it!

You're right. The irony is not lost on me. I could have a few hundred hours back if I knew this was going to happen, as I put that much time into epic level design. I also apologize for having y'all level up for no reason. The timing of this sucks. For what it's worth, I felt the system was holding up fine. Well, beyond saves, but that's more of a problem with the method we chose to use for them.

Will you be leveling up all the NPCs one last time?

Probably not, unless there's considerable response to the prospect of resuming Balmuria 3 at a later date. In that case I will, so that I won't have to refamiliarize myself with them then level them up.

Questions welcome. I'll be glad to answer any questions you have about the game world, pending any that feel inappropriate depending on the prospect of ever picking Balmuria 3 back up.
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2012, 01:23:33 PM
No sordid secrets here. I think it's time for me to move on from Balmuria. I was thinking about this the past month or so, gave it some time to consider properly and finally talked to Dune when the level-up time was announced. I'm sorry for this result, guys.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 18, 2012, 01:26:19 PM
I am of course behind the idea of resuming at a later date. That said, if Dune isn't feeling it, I'm not about to force him. Then it's not fun for anyone.
Title: Re: Random DM nagging.
Post by: Ebiris on November 18, 2012, 01:34:10 PM
I can't make next Satuday. (leaving night for someone at work. Attendance looks sparse so I might still be back early, but yeah).

I'm neutral on ever picking it up. I'll say no, though, momentum being what it is.
Title: Re: Random DM nagging.
Post by: Merc on November 18, 2012, 01:36:24 PM
I think I probably wouldn't want to resume later on, although I'm good for a coda/being here friday and saturday.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 01:37:26 PM
Quote from: Ebiris on November 18, 2012, 01:34:10 PM
I can't make next Satuday. (leaving night for someone at work. Attendance looks sparse so I might still be back early, but yeah).

Okay, can we all make Sunday then? The Redskins play Thursday so I can wing Sunday.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 01:37:52 PM
Incidentally, decide if there's anything y'all want to do on Friday and what it is. Post when you do.
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2012, 01:38:02 PM
Posting about what I said in chat, I'm hoping we can open Medi's quarters as our group coda for the game. Where it comes to picking it up some day, to answer Dune, I'd say that if I ever did feel like returning to Balmuria, I'd prefer resuming B1 over B3.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 01:39:52 PM
Quote from: Corwin on November 18, 2012, 01:38:02 PM
Posting about what I said in chat, I'm hoping we can open Medi's quarters as our group coda for the game. Where it comes to picking it up some day, to answer Dune, I'd say that if I ever did feel like returning to Balmuria, I'd prefer resuming B1 over B3.

Whatever comes next is almost certainly going to be something that isn't D&D...but if it is, it'll almost certainly be Balmuria 1. I genuinely want to continue and finish that story for myriad reasons.

No promises on anything yet, but it's worth tossing out there.
Title: Re: Random DM nagging.
Post by: Merc on November 18, 2012, 01:45:29 PM
I can do sunday as well, and I'll second the Medi's quarters suggestion. I don't have anything planned for friday. Maybe a visit to Sharess or having Adrian's/Misalea's wedding sped up to then would be nice things.

I doubt I'd be interested in revisiting Balmuria, regardless of it being 1-3. Not out of dislike, I'd just rather call it done.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 18, 2012, 01:48:37 PM
Sunday works for me!
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 01:50:04 PM
Quote from: Merc on November 18, 2012, 01:45:29 PMI doubt I'd be interested in revisiting Balmuria, regardless of it being 1-3. Not out of dislike, I'd just rather call it done.

No offense, I'm mainly aiming for Cor/Eb with that one. If I run something during the evenings for you/Yuth at some point, it'll be something different anyway. I wouldn't want another D&D day/night split.
Title: Re: Random DM nagging.
Post by: Merc on November 18, 2012, 02:04:16 PM
None taken, both Yuth and I had previously said why we weren't interested in B1 anyway. Yuth might have changed his mind now that he's more familiar with the mythos, but I still feel the same. I still have no interest in digging through B1 logs.

I agree with the split thing too anyway. Going through another game where things keep happening in the background that I'm expected to keep track of but can't, well, not gonna do that again.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 18, 2012, 02:29:56 PM
Nah, that's Cor & Eb's team right there.
Title: Re: Random DM nagging.
Post by: Corwin on November 18, 2012, 02:32:58 PM
So. Personal scenes? I was going to talk to Mirajane, and hearing about the rest of Hanna's kids would have been fun, I thought. Merc's suggestion of Adrian and Misalea's wedding would also be nice, even if it were largely abbreviated. Once more, a reminder that Jaela is a proper priestess! If not, Adrian/Misalea/Tepen have been with us for ages and I'd want to talk to them in some setting. I would also like to ask the Triune for an audience, perhaps alongside Mirima and Mei? If they want to come, that is.

There's plenty others, of course, but I think keeping things reasonably focused would work better.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 03:33:25 PM
This is but one story and fragment of truth about Creation. It tells some and leaves other mysteries, like any good story. I like to imagine Kascha telling this story.

FEY VS ELADRIN

There has long been an argument between the fey and eladrin. While it generally accepted that the two races are distantly related, both hold they are the superior branch. We're here today to settle that question once and for all. The truth is...neither of them is superior.

Long ago, there were no fey and no eladrin. There was one race of nature inclined spirits, closely tied to the elven races and those attuned to the natural world. They were ruled by one supreme Queen, known to all as Queen Morwel. She was known as a vivacious and radiant queen, beloved by all her subjects. In times vastly ancient, it came to pass that Queen Morwel came to feel a deep lethargy. She wandered deep into Arborea, coming to the lowest, womb-like layer of the heavenly realm. There she slept for millenia, lost in dreams of the future. In those dreams she saw the need for two races - a race of eternal spirits, celestials that defend chaos and righteousness forever and a race of endlessly reincarnating nature creatures, who would steward over the natural world of the mortals.

Long was Queen Morwel lost in these dreams, unable to decide. It was essential that both races be, lest disaster come. Without the eladrin the Abyss would come to consume Limbo and eventually Arborea. Chaos would become unbalanced towards evil and thus would this imbalance threaten all Creation. Yet should the fey not come to pass, the natural worlds of mortals would become errant, ultimately resulting in unlimited calamity. Queen Morwel was torn by indecision, unable to choose. In this corundum did Selune and Lathander journey to her, bringing both the sun to warm her slumbering form and the moon to cover her in moonlight. Alight in the radiance of the sun and moon, Queen Morwel at last rose. Her heart was calm, for she understood what must be done.

Queen Morwel knelt a great empty place, the Womb of Arborea. Here she calmly wept, emptying her despair and forming a new ocean. From her tears flowed the her will, sundering apart her race. Half stayed within Arborea, becoming one with chaos and good. The others were cast into forms of flesh and dirt, charged with overseeing the natural world. She took the vivacious part of her soul, tossing her lively hopes into her sea of tears. From this grew the tree of Yggdrasil. She bound her exiled fey children to it, forever to be born and reborn through Yggdrasil. It was good, yet it was not done. Should Yggdrasil be left unhidden, spirits and powers would move to interfere with her fey children. With heaviness in her heart she removed all but three layers from the sight and minds of her children and eventually almost all of Creation. Knowing that she could not openly guide her fey children anymore, she chose to become two as one. Thus did Queen Morwel take the form and name Queen Titania, ruling both realms.

It is said this act of duality is what causes the true duality within her eladrin children. Likewise, when a fey finds religion, it is almost always to the Court of the Stars. It is said that these fey, such as Crystal, have a little bit of the old blood within them. Queen Morwel loves all her children, now a mysterious, reserved Queen that oversees both realms. She encourages her two kingdoms of children to see themselves as superior to the other, knowing that they must forever be apart.

---

Queen Morwel, aka Queen Titania.

Eladrin 70//Fey 70, DvR 20.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 03:45:31 PM
These are some old opinion/position summaries for several powerful players within Balmuria 3.

CELESTIA

The Hebdomad

The Hebdomad approves of going after Lifasa on general principals. However, the actions Aurora has taken in regard to both Helm and Bahamut are troubling. Opinions of the Hebdomad are split, but for now Zaphkiel has not taken any action. The current plan is to wait and see.

Bahamut

Is both angry and saddened by the actions of Aurora. He considers them enemies now who value the word of a renegade prismatic dragon than any source of righteousness. He considers them dangerous and erratic lunatics. He would have simply slain all concerned, had not both Tiamat and Renbuu's presence stayed his hand. He is seriously considering punitive action against Aurora. His current plan is to consider and prepare action, pending no other actions from Tiamat.

Helm

Is torn. He approves of the general actions - barring the Baleruk incidents - but agrees with Bahamut. He feels they're too focused on a goal and will take too many short cuts and bad choices to reach it. He hopes they succeed while fears they may very well fail or cause more harm than good. Fully believes that Annalise will not be saved or redeemed, despite agreeing with the concept of what Jaela's trying. His current plan is to watch and wait.

Tyr

Tyr has just received full information from his faithful priest in Brightwater. He is appreciative of freeing the long-held soul of one of his faithful from the Screaming Gate. Knowing Helm's situation limits him, he knows that any resolution lies with Bahamut and Zaphkiel. His current plan is to talk to both of them soon. If this goes favorably, he plans to send a personal diplomat to offer guidance and soothe tensions. A war between Heaven and Heaven serves none but the fiends, and he will not let that happen.

ELYSIUM

The High Ones

The Arch-Angels are aware of Aurora and the return of Medi's legacy. They are growing concerned that Aurora's friendliness to Arborea and growing hostility to Celestia could spark a rift between lawful good and chaotic good; they are preparing actions if that happens. The current plan is to pull strings if tensions rise, brokering an agreement for Arborea to withdraw support in exchange for Celestia staying its hand. Thereafter they will attempt to reason with Aurora, and if that fails, overcome it. Medi's legacy will not be wasted on fools.

ARBOREA

Corelleon Latherian

The Elf-Father does not agree with the lassitude the Triune Goddess has given Jaela regarding several manners, but has not seen fit to intervene yet. He has no love for Baator, and knows that Lifasa must be reclaimed. As he is aware of what's happening with Benfal, he is debating approaching Alicia Reynes and using her as a way to 'tame' Aurora instead. The current plan is to go to Alicia soon and do just that.

Queen Morwel

Queen Morwel has seen the many futures Aurora can bring. She believes it vital to push Hell back from Lifasa and that the Child of Lifasa CANNOT be allowed to be born. If need be, she will order Gwynharwyf to lead her berserkers to assassinate the Child and Queen Ilsenine, but only if no other options remain and the time of birth draws nigh. She believes that Aurora will do good, even if not in a way that pleases Celestia and perhaps Elysium. She is aware of possible tensions and accepts that if Aurora bungles things too far, she will have to ultimately comply with the High One's request. The current plan is to wait 4 months and see if Aurora can accomplish this, otherwise they will intervene.

YSGARD

Alicia Reynes

Has noticed Aurora. Times of liberation come soon to Benfal and she is discussing reaching out to Aurora to aid in that battle. She may send Antenora or Latha as a messenger soon. The current plan is exactly that, pending other things.

MECHANUS

Primus

Primus has taken notice of Aurora's return. Believing it to be another sign of the correctness of his calculations, he sees no reason to intervene. A looming war between law and chaos for Good will be yet another step to Shar ending everything. The current plan is for a regime of attacks on Aurora, both from Mechanus and from forces that may be mistaken as Celestia's. This war must be provoked.

LIMBO

Renbuu

Approves of Aurora, as much as he approves of any one thing in a constant way. Anything that enables his art and spreads chaos is (usually, sometimes, maybe) acceptable. He wants Baleruk to be spread far so his latest art can be properly appreciated. His current plan is to support Aurora as long as they continue to spread chaos, and give them occasional 'gifts'.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 03:48:01 PM
Wrote this near game start and forgot about it. It's done up to low epic, which isn't finished.

Teach me, Ko-chan!

So today I was asked how the PCs stack up regarding the greater multiverse. This is a valid question and one worth answering, so I'm going to respond with how I sort out power levels in D&D. I split it into 3 tiers, mortal, epic and divine. Each tier has sub-categories to further differentiate power levels. Before anything else, a few caveats: This only judges individual power by challenge rating. It does not account for other sources of power. A CR 1 prince who commands a trio of CR 25 solars is much more of a mover and shaker than a typical CR 1 creature, but that's not what we're measuring here. Exceptions can and do exist. Further, this is done from a DM and planar point of view. This isn't to denigrate mortal affairs or the Prime Material; a DM has to balance all aspects of the campaign world and understand how they work together. Further, as you reach into the epic tier and beyond, most matters involve the Prime Material less directly; highly powerful outsiders and divinities can't directly enter those realms without catastrophic and apocalyptic happenings.

Tier 1: Mortal

1-10 Mortal Tier

This tier is not limited to mortals, though mortal beings predominately make up its composition. This is for everyone from Mom and Pop to the blacksmith down the lane, to King Fancypants the 38th, to various adventurers, to mysterious elves and everything else you could imagine. Creatures at this power level range from affecting the immediate area to a few kingdoms. Such creatures usually lack the ability to adventure in and often withstand any plane but their own. While not fodder or weak within their kingdoms, they're of no notice to the greater Creation beyond them. Around the end of this tier, the means to transcend this tier begin to emerge - the ability to travel the planes, greater survivability in general, mastery of the basic circles of magic and the ability to break the rules of physics as we know them.

Roughly 99.95% of Creation resides in this tier. Of course, with parts of Creation being theoretically infinite, the number means relatively little.

11-20 Heroic Tier

This is the tier your characters currently reside in. It is the tier where characters begin to gain a great deal of personal power and are no longer just another knight, mage, cleric or what have you. You've made a name for yourself and are really starting to have an influence. In the mortal world, you are a hero of high renown or a feared villain, having accomplished many a deed. The planes of Creation are open to your explorations, legendary creatures can be faced and you can take abuse that would melt a peasant to ash without even blinking. In our parlance, you're a super hero. You aren't just another dismissible threat to be ignored or crushed, but instead a budding champion who can influence the courses of entire countries, a continent or even make an impact on the planes. As you advance higher in this tier, the rules of reality become less strict; oftentimes certain limitations lessers labor under become mere suggestions to you. At the peak of this tier, a fighter of this level can face down an army of goblins and win easily; a paladin can defeat a millenia old Pit Fiend that has influenced events in his world since the dawn of time; a cleric can invoke direct divine intervention in the form of a miracle; a wizard can speak his desires as a wish and see it become so.

At the end of this tier, one begins to glimpse even more power beyond. Epic feats and prestige classes become available, while the mortal plane begins to become less of a challenge. You likely have the attention of several planar entities; the name of a hero of this level invokes the fancy of fiends, wishing to slay them and gain great prestige, while your patrons are keenly interested in you and your continued growth.

Roughly 00.04% of all Creation resides in this tier.

21-26 Low Epic Tier

At this point, you have great power. A mortal of this level is a hero of legend, the sort born once a century at best. An immortal of this level has at last gained a measure of true power, further able to advance its aims.

Many find themselves limited by a mortal body at this time, the purified and powerful spirit chafing under the constraints of flesh. Those who are already outsiders find the material world reacting to them, unable to fully bear the intensity of their spirit.

Tiers

1-10: Mortal Tier. 99.95% of creation is here. Everything from a 2 HD blacksmith to a lantern archon to a dire bear is here. While not powerless, they are of no great importance in the grand scheme of things.
11-20: Heroic Tier. 00.04% of creation is here. At this point you have the power to do things and oppose more serious threats. Planar travel is possible and the rules of physics often bend to your will.
21-26: Low Epic Tier. You are a rising power in your own right.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 03:56:48 PM
Soul Harvest
Necromancy
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 minute
Target: 1 gemstone focus
Area: 300ft radius centered on the focus
Duration: 1 min/level
Saving Throw: See text
Spell Resistance: No

This spell transforms a large gemstone into the prison of many souls. The gem holds the trapped entities indefinitely or until the gem is broken and the life force is released, which allows the souls to pass on. When Soul Harvest is cast, the gemstone used as a focus turns an empty black. Any creature that is slain within the radius and that possesses a soul must make a will save one round after death or have its soul trapped within the gemstone. Note that as the material body has been left behind, any saving throw bonuses from equipment is lost, as well as any spells that were active on the deceased. Once absorbed, a soul is aware of nothing but a dim, hazy passing of sensationless time. This spell is not subtle, as each absorbed soul can be seen passing into the gem.

The gem can absorb a number of souls determined by its value. The gem can absorb 1 hit die worth of souls per 1,000 gold of its value. For example, a diamond worth 25,000 gold can absorb up to 25 hit dice of souls. To absorb a soul, the gem must be able to absorb all of the hit dice of the creature. If the value of a soul is higher than the remaining value of the gem, the soul cannot be absorbed and passes on safely. Unlike Trap the Soul, a soul that the gem is unable to absorb does not shatter the gem.

Once trapped within the gemstone, the souls can retrieved in a few ways. Shattering the gem will free the souls, allowing them to pass on. A Freedom spell cast on the gem can free one soul trapped within, the name and background of the soul must be stated at the time of casting. Finally, the spell Soul Collection can extract a soul from the gem into another vessel or into the hands of a creature capable of handling souls.

Resurrection attempts fail, as does reincarnation. A wish or miracle cannot free the soul, though a properly worded one can provide information on the location and fate of the trapped soul.

A gem used as a focus for this spell can be reused so long as it still has space to absorb souls.

Focus

The gem that is to be used to store the souls.

Soul Collection
Necromancy
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: 1 gemstone focus
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows souls to be trapped within the gem focus of a Soul Harvest spell to be extracted without shattering the gemstone. The caster may elect to collect as many or as few souls within the gemstone as he chooses. Once these souls are extracted, the caster has several options. He may deal with the souls one by one or at once as he sees fit. At any time he may choose to return to return the souls into the gemstone focus.

Imprison Soul

The caster may elect to imprison the soul in question within a single gemstone, identical to Trap the Soul. Note that as no material body was retained, the shattering of this gemstone allows the soul to pass on instead of reforming a material body.

Collect Soul

The caster, if capable by magic or personal power, may do what he wishes with the soul. This usually involves absorbing the soul into themselves, molding it into an outsider, or consuming it in certain vile rituals. A soul that is absorbed into an entity is considered lost beyond recovery, short of slaying the absorbing entity. A soul transformed into an outsider is likewise beyond recall, as is a consumed soul.

Demand Service

The collected soul may be called on to complete a service for the caster. They must agree to the service of their own will. Should the soul refuse, the caster may return the soul into the gem focus or do something else with it. If the soul is that of an outsider, they manifest a physical body and are bound to complete the service demanded. If the creature is mortal, they become a ghost and are bound to the Mortal Coil until this service is complete. Note that a mortal is aware of the fate they invite by accepting this demand and makes their own informed choice. Once this service is complete, the soul is freed to pass on as normal.

Free Soul

If the caster wishes, they may free the soul. Doing so allows it to pass on as normal.

Note

Deities do not need this spell to extract souls from a gemstone focus they touch. This spell is meant for powerful mortal spellcasters and outsiders who lack divinity.

Focus

The gemstone from Soul Harvest that contains the souls to be collected.

Shape Soul
Transmutation
Level: Clr 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 deceased mortal soul
Duration: Instantaneous
Saving Throw: Will negates; see text.
Spell Resistance: No

This mighty spell allows a spellcaster to shape a soul into a form of his choosing. On casting this spell, he chooses one of the following forms to shape the soul into: Lantern Archon, Cherub, Courre Eladrin, Formian Worker, Colorless Slaad, Lemure, Larvae or Dretch. A transformation that matches the alignment of a soul allows no saving throw; for example, a lawful good soul may be transformed into a Lantern Archon automatically. If the soul's alignment and the alignment of the new form do not match, the soul is allowed a will save to negate. For each step removed from its alignment, the soul receives a +3 bonus to the saving throw; these steps stack.

This spell gains the alignment descriptors matching the form the soul is to be shaped into. For instance, changing a soul into a Dretch makes this an evil and chaotic spell.

While this spell is not intrinsically evil, it is at best meddling in affairs that mortals have no business in. Deities take an extremely wrathful view of souls destined for them being stolen and twisted into forms that does not match the form it should have taken. The use of this spell has a 75% chance of alerting the deity or power the soul was destined to of the caster's meddling and his current location. On rare occasions a power grants this spell and permission to use it to one of his most faithful. In these cases no wrath is incurred as long as the use is in keeping with the deity's will.

Material Component

The soul to be shaped.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 04:01:23 PM
Telay's Ice Horror
Evocation
Level: Drd 10, Sor/Wiz 10
Components: S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

With one finger you point at the victim, as his body is frozen solid.

The subject of this spell is engulfed in absolute cold. This deals 1d6 points of cold damage per caster level (max 30d6), if this spell kills the subject, its body twisted into an ice statue of the victim in agony. The subject's body is ice in all respects, including melting in above freezing temperatures. An ice to flesh spell can reverse this and produce a corpse, but it does not restore the subject to life. A body that melts is lost and can only be recovered by resurrection or miracle. Any equipment on the subject is not damaged and may be retrieved.

This spell is often combined with Telay's Ice Servant.

Telay's Ice Servant
Transmutation
Level: Drd 10, Sor/Wiz 10
Components: V
Casting Time: 1 swift action
Range: Medium (100ft + 10ft/level)
Target: 1 ice statue created by Telay's Ice Horror
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

With one arcane word handed down from the frozen wastes, your victim becomes a temporary thrall.

This spell transforms a creature slain by Telay's Ice Horror into an ice golem subservient to the caster. It will follow the caster's commands to the best of its ability, even to destruction. The transformed ice golem uses all the statistics of an ice golem (Frostburn pg 137) with the following exceptions: It uses the size, base attack bonus, hit points and saving throws of the creature that was slain to produce the statue. Any magical items or equipment worn by the statue work as normal, though the golem may not activate any effects. For example, it gains the benefits of a cloak of resistance, but cannot activate a wand of cure light wounds. The golem will use any weapons it holds and is proficient in them as long as the creature slain was proficient in them. For the golem's slam attack, see the table below. An ice to flesh spell immediately dispels this spell and restores the golem into a corpse.

At the end of this spell's duration, the statue melts into lukewarm water.

This spell is often combined with Telay's Ice Horror.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 06:14:27 PM
Golden Bracelets

Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.

Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane.
Rank 11: CR 35, sunburst at will as an SLA.
Rank 12: CR 40, goldenfire damage rises to +6d6, gain goldenfire spell as a bonus feat.
Title: Re: Random DM nagging.
Post by: Anastasia on November 18, 2012, 11:37:42 PM
Quote from: Corwin on November 18, 2012, 01:38:02 PM
Posting about what I said in chat, I'm hoping we can open Medi's quarters as our group coda for the game. Where it comes to picking it up some day, to answer Dune, I'd say that if I ever did feel like returning to Balmuria, I'd prefer resuming B1 over B3.

That works. We'll do that on Sunday.

Quote from: Merc on November 18, 2012, 01:36:24 PM
I think I probably wouldn't want to resume later on, although I'm good for a coda/being here friday and saturday.

Do you have anything in particular you want to do Friday, Ithea? Edit: Besides the wedding which Cor brought up and missed/was said in chat.

Quote from: Corwin on November 18, 2012, 02:32:58 PM
So. Personal scenes? I was going to talk to Mirajane, and hearing about the rest of Hanna's kids would have been fun, I thought. Merc's suggestion of Adrian and Misalea's wedding would also be nice, even if it were largely abbreviated. Once more, a reminder that Jaela is a proper priestess! If not, Adrian/Misalea/Tepen have been with us for ages and I'd want to talk to them in some setting. I would also like to ask the Triune for an audience, perhaps alongside Mirima and Mei? If they want to come, that is.

There's plenty others, of course, but I think keeping things reasonably focused would work better.

Mirajane's fine, as well as Adrian and Misalea's wedding for you two (and Afina and Yuth if they're here/game for it Friday). Fair on the audience and we'll see how Hanna works out. That's about 4 or 5 scenes and I don't want to over commit immediately. Let me see how things shake out.

Eb and Yuth what about you two? If turnout is higher than expected, I may split this up into this Wednesday as well. We'll see.
Title: Re: Random DM nagging.
Post by: Merc on November 19, 2012, 12:00:26 AM
Quote from: Anastasia on November 18, 2012, 11:37:42 PM
Do you have anything in particular you want to do Friday, Ithea? Edit: Besides the wedding which Cor brought up and missed/was said in chat.

You've posted too much crap and missed it. I said it in this very thread when you asked about friday stuff earlier. =p

Quote from: Merc on November 18, 2012, 01:45:29 PMI don't have anything planned for friday. Maybe a visit to Sharess or having Adrian's/Misalea's wedding sped up to then would be nice things.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:01:07 AM
Well I suck. Thanks Merc.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2012, 12:09:01 AM
Hi. I should be available for any day you want. Whichever. :D
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:10:19 AM
Very good. Now do you have anything you want to do?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2012, 12:12:52 AM
Kill the Father, woo Vivantha, annoy Jaela, tout dragonity in front of Baleruk, and see Lifasa reclaimed.

I'll settle for whatever though.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:13:12 AM
Okay seriously, do you have anything you want to do or is this more of a whatever?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2012, 12:14:28 AM
More of a whatever.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:14:49 AM
Very good then.
Title: Re: Random DM nagging.
Post by: Corwin on November 19, 2012, 12:15:50 AM
I kind of want to know what these things might've become:

http://www.soulriders.net/forum/index.php/topic,101729.msg1036528.html#msg1036528
http://www.soulriders.net/forum/index.php/topic,101729.msg1037052.html#msg1037052
Title: Re: Random DM nagging.
Post by: Corwin on November 19, 2012, 12:18:09 AM
Quote from: Yuthirin on November 19, 2012, 12:12:52 AM
Kill the Father, woo Vivantha, annoy Jaela, tout dragonity in front of Baleruk, and see Lifasa reclaimed.

I'll settle for whatever though.

(http://i3.kym-cdn.com/entries/icons/square/000/002/085/Kornheiser_Why.JPG)
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:22:53 AM
To be honest, I usually don't stat out redeemable items until it happens or is close to happening. I usually do have some ideas in my head, which may or may be followed. Ferrum Incendia would become a ring of peace and defense, gaining a +5 deflection bonus to armor class and possibly give hellfire resistance 10. While not a lot, hellfire resistance is generally unheard of, so I feel that's a good prize. I'd probably write it so that it applies to goldenfire or searing fire too.

As for the hammer, it would depend how you satisfied the conditions. I had it marked as 'something powerful/worthwhile', so it would've been epic and/or a minor artifact. The quest to redeem it was quite challenging, even with some outside the box thinking.

Edit: This isn't 4chan, don't post image macros like it is. Seriously here, all big global mod voice and all.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:34:03 AM
Are they all lesbians?! or Why are there so many girls that like girls in Balmuria?

Because.

In all seriousness, it's a side effect of male players playing female characters plus having a lot of female NPCs. There's the occasional bit of IC speculation/justification about it, but that's really just nodding to the reality of it. I try to play it down on occasion (and I sort of regret Cor ended up in another pair of 'em in B3, since it wasn't planned. Variety would have been nice) as well, but I mostly treat it like it's not much of a big deal.

On an incidental note, I keep casual track of NPC preferences. This is purely for the sake of roleplaying, so you can put down your pitchforms and accusations of being creepy. I can manage being creepy without that anyway, thank you very much. Anyway, I view sexuality as a facet of a character as much as their personality or hair color. It's a part of the greater whole and should be duly considered. It shouldn't be the defining trait unless they're a person would make it thus. The one person who I felt came close to that was Mirima, and I made sure to add several dollops of excitement seeker and fiery passion to her composition.

Anyway, a lot of the realistic problems involving lesbians, such as discrimination, possible religious persecution and even children, are generally bypassed. While the latter can be justifiably handwaved by magic, I prefer to avoid genuine social/political issues in D&D. Like it or not, gay rights are a social issue. Therefore I avoid the issue. The last thing I want to do is haul hot button issues into gaming. That's a great way to derail things, cause dumbass arguments and sow discord.

For what it's worth, deities and religions in Balmuria tend to take a neutral stance on homosexuality unless there's make-sense reasons otherwise. For example, Sharess is the Goddess of Pleasure and Sex. That's an all inclusive sex, so she doesn't stop at heterosexual sex. On the other hand, part of Lathander's portfolio is newborn life. His clergy has a reasonable cause to oppose and discourage the practice, as barring magic it doesn't produce more newborn lives. With D&D if one deity doesn't fit, you can just go to another one anyway, so one particular deity's stance isn't that big a deal.

So any case, it tends not to be a big deal. But it's worth exploring, or at least I think so.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2012, 12:46:09 AM
Quote from: Corwin on November 19, 2012, 12:18:09 AM
Quote from: Yuthirin on November 19, 2012, 12:12:52 AM
Kill the Father, woo Vivantha, annoy Jaela, tout dragonity in front of Baleruk, and see Lifasa reclaimed.

I'll settle for whatever though.

WHY

Cause it's fun! I wasn't being serious.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:54:17 AM
Added Mirajane to the Tablet of Destiny. Her spells aren't done, but fuck it. I at least want her up since I finished her otherwise.
Title: Re: Random DM nagging.
Post by: Merc on November 19, 2012, 12:59:03 AM
Quote from: Anastasia on November 19, 2012, 12:34:03 AMAre they all lesbians?! or Why are there so many girls that like girls in Balmuria?

I didn't really think we had that many lesbians? Yes, there were definitely a lot of female characters, PC and NPC, but there wasn't exactly that many lesbians either. Actually, outside of Jaela and Mirima, were any characters strictly lesbian? Even if you were to count the bisexual ones, I don't think there were that many more to add to the list.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 12:59:14 AM
Unseen Needle
Conjuration (Creation)/Illusion (Glamer)
Level: Sor/Wiz 10, Asn 7
Components: M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One invisible needle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell conjures up a small, invisible needle that flies towards a chosen target. You must succeed on a ranged touch attack to hit your target. If you strike, you deal 1d6 points of damage per caster level  (maximum 25d6). As this spell lacks verbal and somatic components, this spell is nearly undetectable. Any creature that cannot see invisibility does not notice this spell being cast. They are treated as being flatfooted against it, including allowing the caster to inflict sneak attack damage, if they possess any. A creature that does not notice this spell cannot use spellcraft to analyze the spell, as they were not aware a spell was even cast. Creatures that can see invisibility defend as normal from the spell, but they cannot tell from where the spell came from.

Material Component

A tiny silver needle. This needle does not need to be handled by the caster and need only be on his person. It vanishes silently when the spell is cast.


Simmer's Contagious Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Range: Burst of fire extending 15ft from you

This spell functions as fireburst, except that it affects all creatures within 15ft of you and deals 20d10 fire damage. A creature killed or destroyed by this spell instantly detonates in an identical secondary fireburst, affecting all creatures within range. Each fireburst is considered a separate instance of the spell, though it uses the same saving throws, damage rolls, caster level checks to overcome spell resistance and so forth as the initial burst. Any metamagic that affects this spell affects any other firebursts created by this spell.

The caster is immune to any secondary firebursts creatued by her casting of this spell.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 01:09:15 AM
Quote from: Merc on November 19, 2012, 12:59:03 AM
Quote from: Anastasia on November 19, 2012, 12:34:03 AMAre they all lesbians?! or Why are there so many girls that like girls in Balmuria?

I didn't really think we had that many lesbians? Yes, there were definitely a lot of female characters, PC and NPC, but there wasn't exactly that many lesbians either. Actually, outside of Jaela and Mirima, were any characters strictly lesbian? Even if you were to count the bisexual ones, I don't think there were that many more to add to the list.

Hm.

Crystal may have had a few leanings that way. Nothing with Afina, but with Queen Ilsenine instead. Back when I designed the fey realm trip, it was with Afina in mind. If you recall, Ilsenine had vivid nightmares during this time. Crystal slept in the same bed to comfort her and hold her through the Hell-inspired terrors, a role Afina would have taken had she not fell into Magmaheart. In such a situation, I had allowed for the chance something romantic may have happened. A sort of needy relief that could inspire all sorts of dramatic feelings (or be swept under the rug as an event of necessity and nothing more). In Crystal's case I decided it was best left ambiguous. Maybe it happened, maybe it didn't, either way it has no impact on Crystal or Ilsenine. So it's possible she did something with Ilsenine. I don't think it's a question that's important to answer.

Hanna mentioned a few romantic encounters with women in the past, but she's wholly straight. When you live for eternity and have pure Chaos in your blood, sometimes an overwhelming need for change and variety leads to unexpected things. Plus in the Court of Stars those relationships are far more common, to the point where Queen Morwel has a male and a female consort. She wouldn't identify as lesbian at all, but she knows her way around those hills.

Canderella goes both ways. This should be no surprise, as succubi are succubi, even if no longer wholly evil. To be honest, the sex isn't what Canderella gets out of a relationship anyway. What she does get isn't gender specific.

I have it in my head that Ebony prefers girls, but she's not the type to mention it or mix it with her official business. She wasn't the type to admit to it or hint to it, so it's purely academic. She probably got the same bug that infected Alicia and Antenora.

I had a faint notion Rosa had her first relationship with a female instructor. Didn't go much past that, just a vague idea to play with for future depth.

So that's six before counting Mirima or Annalise. Elrisa, despite being a horrible stereotype of all the Graceful Blow hubris, was firmly straight. Tannin might've been gay or bi, but I confess zero interest in exploring that so it went nowhere. Just felt he might be.
Title: Re: Random DM nagging.
Post by: Merc on November 19, 2012, 01:16:15 AM
You actually posted straight for Tannin in the character archive thingie.

I was figuring Crystal/Ilsenine/Canderella/Annalise in the bi department. Ebony was a question mark for me, though I suspected straight or bi. Hanna I figured was straight for the most part. Most of the other characters I also considered straight. So yeah, I didn't really think Aurora as a whole had lesbian leanings.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 01:17:44 AM
Quote from: Merc on November 19, 2012, 01:16:15 AM
You actually posted straight for Tannin in the character archive thingie.

Yeah, I know. I did that since it wasn't worth dredging up, as I had zero interest in exploring that.

QuoteI was figuring Crystal/Ilsenine/Canderella/Annalise in the bi department. Ebony was a question mark for me, though I suspected straight or bi. Hanna I figured was straight for the most part. Most of the other characters I also considered straight. So yeah, I didn't really think Aurora as a whole had lesbian leanings.

What pinged you towards Ilsenine? I can reckon why with the others, but that one eludes me. Edit: Maybe it's just me or projecting from other games, but when about half of the female NPC cast swing/have swung that way, I consider that enough to say lesbian leanings on the whole. Actually, how many female NPCs are there? 15 not counting Mirajane (too new). That's about close to half.
Title: Re: Random DM nagging.
Post by: Merc on November 19, 2012, 01:24:23 AM
Nothing in particular, but at the very least after what she went through, she probably wouldn't have very strong leanings towards males for a while, I figured. Bi just seemed a good bet in any case.

The characters I probably wouldn't have been able to comment on are the ones that joined after Simmer, since I never really interacted with any of them except for briefly Rosa.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 01:27:28 AM
Quote from: Merc on November 19, 2012, 01:24:23 AM
Nothing in particular, but at the very least after what she went through, she probably wouldn't have very strong leanings towards males for a while, I figured. Bi just seemed a good bet in any case.

The characters I probably wouldn't have been able to comment on are the ones that joined after Simmer, since I never really interacted with any of them except for briefly Rosa.

Yeah. There was a bit of character overload by that point and none of them tied into Ithea much.

To be honest, I have an image of Ilsenine not caring that much about gender as much as someone to order around as she plays Queen in the bedroom. I dunno, the image of a tiny fairy wearing the stereotypical dominatrix leather outfit and whip amuses me to no end.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 01:38:39 AM
An idea I didn't continue. It's not strictly Balmuria 3 but I'm posting it here. I may do something like this in the future.


SRD:
Spoiler: ShowHide


Arcane Trickster

Used: Seira.

Rating: 7/10

This is a decent PrC. It's a rogue/wizard fusion class and achieves that well enough. With full casting progression, some sneak attack progression and custom features, it delivers. In particular I always felt Arcane Trickster stood out in Seira's build. She uses its abilities and it didn't feel like there were dead levels with it. In particular ranged legenwhatever and improptu sneak attack both saw use.

Archmage

Used: Celebrimbor Drake

Rating: 6/10

Crappy requirements but it's powers aren't bad. He only had a level or two of it so my opinion of it is minimal, but I have no complaints. Josa would've taken this between Candymancer 10 and epic, probably, had Balmuria 2 gone on that long. Giving up spell slots for class features stings.

Assassin

Used: Jessica before rebuild (variant), a few baddies here and there.

Rating: 7.5/10

Ignoring the problems with death attack in Balmuria, it's a solid PrC that always pulls its weight. You get poison use, spells, sneak attack and hide in plain sight. It doesn't ever dominate a build, but it's competent and gets the job done. I respect the hell out of that for it.

Blackguard

Rating: 0/10

The class is functional, it's just obsolete with paladin of tyranny/slaughter. I suppose it helps if you're NE and want to evil it up, but I infinitely prefer using those as a base instead. I routinely look at it and decide to use those instead. Ah well. I don't allow dark blessing+divine grace to stack anyway, so that niche use of it goes out the window.

Dragon Disciple

Used: Donald

Rating: 5/10

It's okay, not great. It has the problem of being a casting class without spell progression. It's not really meant for serious casters anyway, so what the fuck ever. It does the job, though these days I prefer using the half dragon template instead. It is distinctive and it is felt in builds and RP, which I do appreciate.

Dwarven Defender

Used: Oberuth, Dana

Rating: 3/10.

This is a victim of the particular type of game I tend to run. Flying and mobility matter too much. It gives decent abilities anyway and good damage reduction progression. Besides defensive stance, none of it really feels like a huge gamechanger to me. Mediocre, is most likely better in different campaigns. Ah well.

Horizon Walker

Used: That fire giant you got Tinia's Regret from, a few other odds and ends cases.

Rating: 5/10.

4 points for the flavor and how well it stands out. It does have some nice niche abilities, like immunity to blasphemy and the like, dimension door and immunity to fatigue.  Most of it feels underwhelming as hell until you get to the planar masteries. I also dislike how it combos with ranger, despite being the obvious flavor choice to take it.


BoED:
Spoiler: ShowHide


Champion of Gwynharwyf

Used: Kamvakua in Planar

Rating: 9/10

Awesomely potent class, albeit an exalted one. It's a weird barbarian/paladin hybrid with most of the best points of both. Rage spellcasting stands out in particular. Great class, especially if you have the stats to pull it off well.

Emissary of Barachiel

Used: Nemiel (Reversed version, admittedly)

Rating: 6/10

Good flavor and I like it. DC=Diplo check is hideous broken, though it is effective at what it does. It's not a dominating class if you ignore that, but it pulls its weight and feels useful. I like the class if you houserule the DC issues.

Swanmay

Used: Naliel

Rating: 5/10.

It's okay. It's not superb but it brings well flavored abilities to the table. It could probably use a mechanical tweak of some sort, as what it gives isn't all that overwhelmingly good. Sorta blends in with a nature theme, since the abilities it gives are largely things a druid or ranger can do anyway.


BoVD:
Spoiler: ShowHide


Mortal Hunter

Used by: Spark Hunters

Rating: 6/10

Odd one. Some strange design choices, like charisma based spellcasting and a wisdom based smite. Should be tweaked and updated for 3.5. I like it a lot though it could dove-tail with fiend abilities better. I almost made a Spark Hunter PrC based on this but ended up not.

Warrior of Darkness

Used by: Random bad guys.

Rating: 3/10.

My filler PrC, when I want a PrC for a bad guy but nothing else appeals. Gives a lot of vaguely useful abilities without a whole lot of overall coordination. Sorta like when I use fighter on a random monster, it's useful filler without changing its role much.


Champions of Valor:
Spoiler: ShowHide


Triadic Knight

Used by: Eudard.

Rating: 6/10

Fun PrC, does what it sets out to do. I like the idea of pantheon/divine group PrCs like this. A possible ally from the House of the Triad was going to use this PrC, but the souring of relations over the scotched that idea.


Complete Adventurer:
Spoiler: ShowHide


Exemplar

Used by: Sylvie (Abandoned)

Rating 3/10

Decent idea for a PrC, needs more oomph to compete. Skills are nice but they shouldn't be focused on to that degree. There are some nice abilities, though. It might be good in a gestalt where one side is factotum and the other is wizard or something? I dunno.

Vigilante

Used by: Tannin

Rating: Incomplete

Tannin hasn't gotten battle time. From using the class in design, I think it's a quirky beast of a PrC that could use a rewrite. Smite Guilty is oddly done, suggesting a city tie that the rest of the PrC doesn't really sell. The casting isn't bad but it's a bit odd, and quick search/hide isn't that useful.

Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 01:41:15 AM
For those times wild magic is needed. I didn't do a wild magic dungeon in Balmuria 3, despite wanting to several times. This is a conversion of an old 2nd edition chart. 3rd edition wild magic is so boring.

1: Wall of Force appears 5ft in front of the caster.
2: Caster smells like a skunk for 1 hour, causing a -10 penalty to diplomacy checks to any creature that can smell the caster.
3: Caster shoots forth 8 non-poisonous snakes from her fingers, they are not hostile unless provoked.
4: Caster's clothes itch, resulting in a -2 penalty to all rolls.
5: Caster glows as per a light spell.
6: Spell effect has a radius of 60ft, centered on the caster.
7: Next phrase spoken by the caster comes true, with a duration of 1 minute. For the sake of what this can and cannot do, treat this as a wish spell.
8: Caster's hair grows one foot in length.
9: Caster instantly pivots 180 degrees.
10: Caster's face is blackened by a small explosion. This deals 1 point of fire damage.
11: Caster develops an allergy to her magical items, cannot control sneezing until all of them are removed. This allergy lasts for 1d6*10 minutes. Treat a sneezing caster as dazed, though she may remove a single magical item per round.
12: Caster's head triples in size for 1d3*10 minutes.
13: Caster is affected as if by a reduce person spell for 1d3*10 minutes.
14: Caster madly falls in love with the target until a remove curse spell is cast.
15: Spell cannot be dismissed by the caster.
16: Caster changes shape randomly each round for 10 minutes, as if by an alter self spell.
17: Colorful bubbles come out of caster's mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 minute.
18: All people within 60ft of the caster, including the caster, cannot communicate with verbal languages for 10 minutes. A DC 25 will save negates this effect. This is a mind-affecting ability.
19: Wall of Fire encircles the caster.
20: Caster's feet enlarge, reducing movement to half and adding a -4 penalty to initiative rolls for 10 minutes.
21: Caster suffers same effect as target.
22: Caster levitates 20ft off ground for 1d4*10 minutes.
23: Fear effect in a 60ft radius around caster, treat as a fear spell with a DC of 25. The caster is not subject to this, but all other creatures in the radius are.
24: Caster speaks in a squeaky voice for 1d6 days.
25: Caster gains x-ray vision for 1d6 minutes.
26: Caster ages 10 years.
27: Silence effect in a 20ft radius around caster.
28: 50ft pit appears in the ground beneath the caster. A DC 25 reflex save allows the caster to avoid falling in, as well as anyone else in his square.
29: Caster is subject to a reverse gravity effect for 1 round.
30: Colored streamers pour from caster's fingertips.
31: Spell effects rebounds onto the caster.
32: Caster becomes invisible for 1d6*10 minutes. Treat this as greater invisibility.
33: Color spray comes out from the caster's hands.
34: Stream of butterflies pours from the caster's mouth.
35: Caster leaves large monster footprints instead of her until she receives a remove curse.
36: 3d10 gems shoot from the caster's fingertips, each one is worth 1d6*10 gp.
37: Music fills the air around the caster for 1 round.
38: The spell is instead create food and water in front of the caster.
39: All normal fires within 60ft of the caster are extinguished.
40: One magical item within 30ft of the caster is permanently rendered non-magical.
41: One normal item within 30ft of the caster becomes a magical item.
42: All magical weapons within 30ft of the caster gain an additional +2 enhancement bonus for 10 minutes.
43: Smoke trickles from the ears of all creatures within 60 feet of the caster for 10 minutes.
44: Dancing lights of all colors surround the caster for 1d6*10 minutes.
45: All creatures within 30 feet of the caster begin to hiccup (-1 penalty to attack rolls and initiative checks).
46: All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open.
47: Caster and target exchange places.
48: Spell affects random target within 60 feet of caster.
49: Spell fails but is not used up.
50: The spell summons a monster, as if by a summon monster 2 spell. The creature serves the caster as normal.
51: Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1 hour.
52: Deafening bang affects everyone within 60 feet; those who can hear must make a DC 25 fortitude save or be stunned and deafened for 1d3 rounds.
53: Caster and target exchange voices until a remove curse is cast.
54: Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear. Gate lasts for 1 round and may be passed through.
55: Spell functions, but shrieks like a shrieker.
56: Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%.
57: Spell effect is reversed if possible. A healing spell deals damage instead, a haste spell slows and so on and so forth. If not possible, the spell fails.
58: Spell takes form as a living spell for the duration of its effect. It is hostile to everyone.
59: All weapons within 60 feet of the caster glow for 1d4 rounds.
60: Spell functions; any applicable saving throw has a -10 penalty.
61: Spell appears to fail when cast, but occurs 1d4 rounds later.
62: All magical items within 60 feet of caster glow for 2d8 days.
63: Caster and target switch personalities for 2d10 minutes.
64: Slow spell centered on the target.
65: Target confused as if the spell was a confuse spell. He is allowed a saving throw for confuse as normal.
66: Lightning bolt spell shoots towards target.
67: Target is affected as if by an enlarge person spell.
68: Darkness centered on target.
69: Caster is lustful and amorous for 1d6*10 minutes, seeking sex indiscriminately.
70: 1,000 lbs. of nonliving matter within 10 feet of target is disintegrated.
71: Fireball centered on the target.
72: Target is effected by a flesh to stone spell.
73: Spell is cast; material components and memory of spell are retained.
74: Everyone within 10 feet of caster receives the benefit of a heal spell.
75: Target becomes dizzy for 2d4 rounds (–4 attack rolls and armor class, cannot cast spells)
76: Wall of Ice encircles target.
77: Target is effected by a fly spell.
78: Target is effected by a blindness/deafness spell.
79: Target and caster are charmed to each other.
80: Target forgets the last 10 minutes.
81: 5d20 flies pour out from the caster's mouth.
82: Rust monster appears in front of the target. It is hostile to everyone.
83: Target changes race as if reincarnated; no other effects such as memory loss are incurred.
84: Target falls madly in love with caster until a remove curse is cast
85: Target changes sex.
86: Small, black raincloud forms over target.
87: Stinking cloud centers on target.
88: Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 10d6 points of damage. A DC 25 reflex save halves this damage.
89: Target and caster change sex.
90: Spell has a 60ft radius centered on the caster, all within radius are affected.
91: Target is affected by an antimagic field that affects only him and any equipment on his person for 1d6*10 minutes.
92: Caster gains fast healing 10 for 1d10 minutes.
93: Target turns ethereal of 2d4 rounds.
94: Target is hastened for 1d10 rounds.
95: All cloth on target crumbles to dust. Magical equipment is allowed a DC 25 fortitude save to negate.
96: Target sprouts leaves (no damage caused, can be pruned without harm).
97: A dragon is summoned, as if by a greater draconic ally spell. The dragon is neutral towards everyone.
98: Target changes color.
99: Spell effects (Duration, damage, ect) are doubled.
100: Roll twice more, applying both effects. Multiple rolls of 100 stack.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 01:48:46 AM
Adrian's opening story. I'm pretty sure it was cut off IC. The last bit about Tepen's escape was changed up anyway, I believe.

Come and listen 'round the fire. Sit down and put aside the weight of years that you carry, it's a heavy burden. Close your eyes and smell the scent of the crackling fire. I remember when my Dad gave me bread and milk after playing all day, sat me down before the fire and told me stories. When I close my eyes, I can remember the scent of smoke. Aaaah...

It all started a long time ago. All the good stories are like that, aren't they? The past is always sweeter than the boring present and the uncertain future. As you know now, Creation is vast. The gem of Creation is the Prime Material Plane. It is an infinite prism, each reflection of light another full world. Infinity is something we can't really understand...but if you close your eyes and imagine it...just like that, I think you can see it. Do you? Look closer. Look deeper into that prism. Look at the world I speak of, see it's reflection in your mind's eye.

A long, long time ago a powerful sorcerer known as Medi rose to greatness. Do you remember the stories of Fol, King of the Ascended Throne of Heaven? What of Cleric-King Darral, or a dozen other heroes of Lifasa? Medi was all of them and more. In his reality he was burn near the End Times, when all would be rent asunder by ruin and the Triad would bring judgment to the wicked and salvation to the faithful. A dreadful time, a wondrous time! A time for heroes! Medi was truly the greatest...the legends say that he found where the avatar of ruin was held before his destined release. So great were his arts and hubris that he went to this place to challenge the avatar. In a battle like none other he destroyed the seed of destruction that had slept in his world since it's creation. See in your mind's eye as a hero changes the destiny of an entire world...! Such was his sorcery that he vanquished the inevitable destiny!

With the world's fate changed and his victory making him a hero in all the world, Medi took rule of the world. He ordered all the world's resources mustered to build a great fortress. A castle that could move on it's own, a mobile throne. Imagine as decades and centuries pass, magic unimaginable wrought to create it! On it's completion he dubbed it Medicant and declared that the battle was not over. In his studies he had gained the wisdom of the Gods themselves, and knew that there were more battles to be waged. His grand castle would leave this world and at last take the battle to the sources of ruination themselves! A great gate was opened and Medicant's crusade began. Lo, did he got to the heart of evil where he waged a great war. But at last, his hubris had gone too far.

The battle is only spoken of in the softest whispers. It is said that he went to lay siege to the various Hells, his castle striking fear into fiends high and wide! Yet, in his folly he believed he could defeat all the infinity of Evil in it's home. Perhaps he had the might to do so. But the fiends whisper into the hearts of mortals. Poisonous whispers filled the ears of his trusted advisers and allies, turning them against him. Under fierce assault from the fiends, Medi had no chance when his own commanders turned against him. Struck with a mortal wound and cursed by the breath of vast hordes of fiends, Medi fell. A cheer went up amid the fiends, for victory was theirs! Boldly did they stride forward, seeking to claim Medicant for themselves!

Imagine your life's work lost. Imagine yourself on the brink of death, just like Lifasa. Imagine as dying eyes shed final tears of regret, as all his will mustered for one last spell. A terrible curse, one that took away Medicant from where it is, forever lost! Great did the fiends howl in frustration, the prize lost to them! Countless aeons have passed since then...

Open your eyes now. It's a sad story, a tragedy. A great man's unceasing ambition lead him to the heights of power, but ultimately to a foe he could not overcome. Lifasa's fate is a similar tale of woe and despair, isn't it? But where ever did Medicant go? Through the times many have searched for it but none have succeeded! Listen to me once more, for I turn to a story of hope. Close your eyes again and imagine that last day of Lifasa, when Abigor, may all the Heavens strike him down, set foot on our world.

I was to evacuate all I could within the Castle of the White Swan. We knew the battle was lost once Abigor came. Hell had struck so decisively that we were hopelessly doomed. I opened all the portals I could, evacuating any who wished to flee. The royal family chose to stay, to confront Abigor with the same bravery that lead Fol against The Adversary. I begged all that would come, casting spell after spell! Yet so many stayed...

I'm sorry. Ahem. I cast until I could cast no more, and drew on my life force to cast more. I don't remember it very well. It was a haze of nightmares. One memory stays. One of the giant red tyrants stood over me. A Pit Fiend, if you've since learned what they call themselves. It raised a huge sword over me, ready to plunge it down! Somehow I cast one last spell, fading away as the blade would have cleaved my skull. I don't need to remind you, do I?

I was lost in dreams. I was lost in a sea of dreams for months. Nightmares and dreamscapes, my friends. But one dream stays amid them. A dream of a tome tucked away. A tome tucked away in a lost place, one that was seared into my dreams. A tome...a tome that I know that holds hope! A tome that I know in my soul that holds where Medicant lies! I know that if we are to ever fight back against Baator and save Lifasa, we need Medicant!
Title: Re: Random DM nagging.
Post by: Corwin on November 19, 2012, 02:46:58 AM
Quote from: Anastasia on November 19, 2012, 12:34:03 AM
In all seriousness, it's a side effect of male players playing female characters plus having a lot of female NPCs.

Well yeah. We were mostly traveling just with Adrian, who was alternating between flirting with Ithea and getting hitched to the first female NPC we came across.

Then we have a pair of old guys, and a shady unremarkable guy (who also kinda interacted the most with Ithea, now that I think about it, amusing). It took ages until Morniel joined us, and he was very much a quiet guy that took the back of the stage. Initiative is important, etc.

Eventually we recruited Gisfal, but it took quite some some. We also had an eagle, a dragon, giant and an air elemental that had male genders....

Going over the NPC list I see that I forgot Lief. It must be because I never interacted with him much and he's the wrong size anyway. Who else? The Master was Willim's mentor, and I never really clicked with him either for no real reason. Stille had promise, but he hit on Afina and followed up on Ithea. Finnegan is pretty endgame, though he was cool.
Title: Re: Random DM nagging.
Post by: Ebiris on November 19, 2012, 04:49:56 AM
Afina was technically bi (she's a fairy, c'mon) but had a heart full of hatred and revenge.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 02:57:42 PM
Quote from: Corwin on November 19, 2012, 02:46:58 AMWell yeah. We were mostly traveling just with Adrian, who was alternating between flirting with Ithea and getting hitched to the first female NPC we came across.

I'm not sure Adrian was quite flirting with Ithea. I don't think he'd be interested in someone with fur, though he enjoyed messing with her.

QuoteGoing over the NPC list I see that I forgot Lief. It must be because I never interacted with him much and he's the wrong size anyway. Who else? The Master was Willim's mentor, and I never really clicked with him either for no real reason. Stille had promise, but he hit on Afina and followed up on Ithea. Finnegan is pretty endgame, though he was cool.

That reminds me, I want to write a fair bit about Stille when the time comes.

I wish Finnegan had gotten more time, but he game too late into things. He had his own history, life and I felt he could be a good character. Circumstances conspired against him.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 02:58:33 PM
Quote from: Ebiris on November 19, 2012, 04:49:56 AM
Afina was technically bi (she's a fairy, c'mon) but had a heart full of hatred and revenge.

I don't think it mattered which way Afina went, short of Ilsenine making a move on her. Even that probably wouldn't matter, since I suspect she'd be with Ilsenine no matter her personal tastes.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 03:02:08 PM
THE COMING AGENDA! HEY LISTEN AND SHIT!

Friday

Jaela: Talk with Mirajane, wedding, talk with Hanna about siblings, Mei and Mirima to the Triune.
Afina: ???
Ithea: Visit Sharess, wedding.
Muirfinn: Whatever.

Sunday

The opening of Medi's quarters and game sendoff.

Eb, let me know if you have anything you want to do Friday.
Title: Re: Random DM nagging.
Post by: Ebiris on November 19, 2012, 03:14:39 PM
I got nothing. Just feels redundant with the game ending.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2012, 03:19:47 PM
Okay, then this is the schedule I'll roll with.

Friday

Jaela: Talk with Mirajane, wedding, talk with Hanna about siblings, Mei and Mirima to the Triune.
Afina: Nothing.
Ithea: Visit Sharess, wedding.
Muirfinn: Whatever.

Sunday

The opening of Medi's quarters and game sendoff.

Friday will roll around the wedding in the afternoon. Eb, if you're around for it you're welcome to join in, but no obligation. After that I'll see about knocking out individual stuff for Ithea and Jaela. Evening will deal with Muirfinn if whatever crystallized into anything. If a second day is desired and needed, it will be some time next week.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 12:25:26 AM
Okay guys, make sure to have the ritual stuff in order for Sunday. Don't worry about the cost of the weapons or anything, but make sure you have your ducks in a row.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 04:06:14 PM
What if?

What if the heroes chose to decline Adrian's offer and forsake finding Medicant?

Good question. While the basic tenet of not derailing a game as it starts all but eliminated this chance, I did have a backup plan if the PCs did not bite. The PCs would find themselves soon hunted by diabolical kidnapping squads. These squads, lead by cornugons and supported by erinyes and orthons, would be tracking survivors of Lifasa for capture. The fights wouldn't be fair - and I'll cop to a bit of railroading here - and would result with the PCs being knocked out and captured. They'd awaken in the same slave holding pen and from there I'd try to get you guys to run the whole rebellion angle from within. You'd likely become part of Makaril's rebellion in time and work on saving Lifasa from that angle.

This assumes you didn't come up with some other plan between rejecting Adrian and that. If you did I'd go along with that. That was my reserve option if the game's plot didn't want to come together.

What if the party did not free Annalise?

A lot less complications and one less powerful party member to call on. With the way it worked out, I'd call it a net gain. No problems with Celestia/Helm, no general complications from a vampire around and Jaela's heart doesn't get torn to shreds. This isn't to say Annalise was all negative, but with hindsight she was difficult for y'all. It's possible she may have been freed soon after, and if so she might come after Aurora for revenge. I had that idea as a B plot as you guys debated on freeing her.

What if a party member (or more) took some of Hell's early offers of status in exchange for submission?

BAD END.

Now you wouldn't be tortured and killed. As Hell showed, they're more than willing to corrupt those who accept it. You'd merely be damning yourselves to Hell, an eternal part of a miserable machine. You'd become another willing slave who has submitted to the chains of Perdition, casting away any light in favor of the illusions Baator grants. The entire party accepting would be a Game Over, while part of the party accepting would result as that PC being treated as slain. The player would be instructed to roll up a new PC and the old one would appear as a future antagonist.

Torture and murder is reserved for defiant PCs that are captured or soul-stolen. Speaking of...

What if a PC's soul was stolen on death or otherwise by magic?

The PC would drift in darkness, unaware of anything but a vague passage of time. This would persist until they are aware of a smirking devil's face all around them. This figure would seem to see them and all of them, as seeing the past, present and future and finding it piteously wanting. A coldness that would chill them to the bone. He would introduce himself as the Duke of Destiny and explain there are but two paths now. One offer is to submit wholly to Baator and be allowed to survive and the other is being consumed by Taelfagn.

Submission would lead to the PC being transformed into a lemure. While powerless, this lemure would retain the intelligence and awareness of the PC. Taelfagn would take it to the Serpent Throne and Asmodeus as an offering to the dread lord of Nessus. Asmodeus would then silently decide if the he will consume the PC utterly - as a complete submission to Baator does not rule this out - or transform them into a devil thrall. Either way is a bad end and removes the PC from play. The former is a true death, as short of slaying Asmodeus or convincing him to trade the soul away, there would be no escape. A devil thrall would be carefully used to demoralize Aurora, but in ways that prevent Aurora from affecting or recapturing the brainwashed PC.

The other is self explanatory. The PC would be consumed and that would be another true death. It's easier to slay Taelfagn than Asmodeus at least.

As a note, this would happen no matter what diabolical entity captured the PC's soul. The Order of the Lie has instructions to notify Asmodeus on this occurrence and has given Taelfagn special dispensation to confiscate the soul.

What if the Child of Lifasa was born?

GAME OVER. Full stop. GAME OVER. The moment the Child is born, Lifasa and any children of Lifasa are forever damned. The Child of Lifasa would have been able to effortlessly and irresistibly dominate anyone from Lifasa. He would consume them and then the traitors of Lifasa, consuming the nine-fold seal they maintain. He would then rise as a regal pit fiend, ruling over the broken land and absorbing all the souls of Lifasa. He would be a newborn horror, a nightmare of destiny wrought and perverted by Taelfagn. Aurora would be his palace on Lifasa and his reign would be a blight on all Creation. Hell would grow yet stronger.

Good call on putting that shit down.

What if the party chose to face Gathgorian instead of retreating with Queen Ilsenine?

Most likely you'd die. Gathgorian is 20+ CR above your range at the time, resulting in what is most likely a painful slaughter. While a few spells could slow him down, you're simply out of your depth against him. Moreover, Gathgorian is no fool. He had ordered reinforcements to be prepared in case of a serious struggle. If somehow you reduced Gathgorian to 1/4th of his HP, he's simply retreat and you'd have a chance to escape. If by some miracle you did more than 1/4th of his hit points to finish him off before that and lived to tell the tale, you'd gain Gathgorian's sword and armor as a drop, as well as a special reward.

More to come.
Title: Re: Random DM nagging.
Post by: Corwin on November 20, 2012, 04:18:41 PM
What if a PC got captured and thrall'd, and then we captured them back?  >_>
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 04:24:35 PM
Quote from: Corwin on November 20, 2012, 04:18:41 PM
What if a PC got captured and thrall'd, and then we captured them back?  >_>

In short, see Ellese.

You'd be dealing with someone broken by the will of Asmodeus. This takes but a moment and is a complete destruction of the psyche, reserved only for those who have personally offended the Lord of the Ninth. It would be picking up the pieces and trying to build someone close to what they were before. It would be your discretion if you wanted to pick them up as a PC again or stick with your new PC. It is well within Asmodeus' power to do in an instant what skilled tormentors could do over the span of years, decades or even centuries.

In the unlikely event you roll several 20s in a row to resist Asmodeus, you'd garner his personal interest. Only a handful of creatures through eternity have managed this feat. Most likely you'd be consumed utterly, so that Asmodeus may absorb that ferocious will and grow stronger, or put back into a soul gem and studied by a Duke or Archduke of Hell. The purpose of this would to be to explain where this supreme will came from and what created it.
Title: Re: Random DM nagging.
Post by: Corwin on November 20, 2012, 04:31:30 PM
I've been curious about whether we needed a certain amount of soldiers before we could unlock certain things. Like an assault on Benfal/Lifasa, say.

Also curious about the events we didn't trigger like some 100% loyalty in troops (which conditions would trigger it and what would happen).
Title: Re: Random DM nagging.
Post by: Ebiris on November 20, 2012, 04:32:07 PM
Yes, what is up with those fucking pixies?
Title: Re: Random DM nagging.
Post by: Corwin on November 20, 2012, 04:36:18 PM
Too emo?
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 04:48:15 PM
Quote from: Corwin on November 20, 2012, 04:31:30 PM
I've been curious about whether we needed a certain amount of soldiers before we could unlock certain things. Like an assault on Benfal/Lifasa, say.

I didn't run the army battles too complexly, but your numbers did influence the base odds of a battle. You didn't 'need' nay raw number to attack, but the more you have, the better.

QuoteAlso curious about the events we didn't trigger like some 100% loyalty in troops (which conditions would trigger it and what would happen).

Depends on the events you mean. There's a lot of events you triggered and just as many you missed. A few examples:

Romantic Details
Trigger: Get Balyss to mention who she's in a relationship with back home.
Event: A conversation with Balyss where she loosely outlines what happened and why she was being cagey about it.
Reward: Finding out what happened to old characters.

Strain
Trigger: Cause Sylvie to have three otherworldly instances of thought. (Such as when she was able to lie with 21 due to tapping into two instances of herself across time.)
Event: Sylvie makes Will save vs DC 63. The constant strain of 21 and the new thought patterns forays into the Far Realm have provided cause her mind to break. Success leads to a functional person who is beginning to think in ways alien to this Creation - and able to tap into more powers from 21. Failure results in distorted madness and a crushed mind.
Reward: If successful, a weapon form for 21, more damage when using it and souped up true seeing. If failed, no reward and madness. Also more hints about 21 regardless of success or failure.

Echos of the Past
Trigger: Successfully improve the Celestial Key.
Event: Aurora is further empowered by the new key. As a result, both Galariel and Elena gain more power and freedom. In addition, a hidden message from Medi plays.
Reward: Galariel and Elena as usable NPCs, information and world setting details from Medi.
Note: You guys didn't even come close to sniffing this one out.

The 100% loyalty ones had 2/3 triggers and were simplified to triggers+reward provided. Refresh me on which ones you triggered?
Title: Re: Random DM nagging.
Post by: Ebiris on November 20, 2012, 04:51:55 PM
I think we got these ones...

Ysgardian Warriors
Graceful Blow
Refugee Warriors
Tortles
Title: Re: Random DM nagging.
Post by: Corwin on November 20, 2012, 04:53:53 PM
So what's up with Balyss, since you provided the opening?  :)

I think Eb's right. Not sure if the thing with the giants where I got a feast and recruited more of them was part of an event or not.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 04:54:24 PM
Quote from: Ebiris on November 20, 2012, 04:32:07 PM
Yes, what is up with those fucking pixies?

What precisely do you mean? Elaborate.
Title: Re: Random DM nagging.
Post by: Corwin on November 20, 2012, 04:55:35 PM
And now that I think about it, we could take the key out of the Aurora without impeding it in any way?

What about our somewhat backburner plans of making a golem body for Elena? Would it have worked? Was it possible to make one that lets her leave Aurora for a while?
Title: Re: Random DM nagging.
Post by: Ebiris on November 20, 2012, 04:55:57 PM
I mean how come we never got their morale up when they'd been with us for ages.. and actually I think they were at 100% briefly at some point too and still never triggered an event.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 04:58:16 PM
Quote from: Corwin on November 20, 2012, 04:53:53 PM
So what's up with Balyss, since you provided the opening?  :)

It's a secret!

There's an answer but it's largely a tease. If you really want to know...

Spoiler: ShowHide
I wanted Balyss to be taken but without any baggage. She's an interesting character, but one of her premises about her appearance was to focus on being the official voice of Selune on Aurora. It's meant to keep her out of those matters and more focused on her official duty. She ran herself down working that angle as it is.

Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 05:05:55 PM
Quote from: Corwin on November 20, 2012, 04:55:35 PM
And now that I think about it, we could take the key out of the Aurora without impeding it in any way?

Under the right circumstances. It would have taken investigating how Aurora was made in detail and working on Aurora at a deeper level. Dweomerheart had some hooks there, but it never happened.

QuoteWhat about our somewhat backburner plans of making a golem body for Elena? Would it have worked? Was it possible to make one that lets her leave Aurora for a while?

Could've worked. The design for extended travel was hidden within Elena, but it wasn't activated.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 05:49:46 PM
Quote from: Ebiris on November 20, 2012, 04:51:55 PM
I think we got these ones...

Ysgardian Warriors
Graceful Blow
Refugee Warriors
Tortles

Let's see...

Pixies - weren't temperamental on purpose, they just grew slowly and had a few setbacks. Afina netted a few of the rewards, such as status as a Baroness. I hadn't decided on a big reward, but I figured having Afina and Crystal as generals was enough to trigger it. It didn't have a chance to happen before game end.
Air elementals - A blade of wind. Think Invisible Air or whatever from Fate/Stay night. Deals force damage.
Dire wolves: General HD/power increase. No real way to do much else. Would make them a bit more useful.
Celestial forces from CoS: Granting the half-celestial template to one good aligned creature. Crystal would have been a nominee for this, though it would be your choice.
Elemental forces from the cauldron: Special armor made of Cauldron Iron and other mateirals, granting energy resistance 30 and a high AC.
Catfolk: +2 dex item, permanent increase.
Fire oozes: HD increase. They're mindless oozes.
Vul'lath's gith: Research that can bestow a special template on one creature. It's the Alabaster Perfection template from Balmuria 1.
Sylican forces: Opens up a bonus dungeon in Sylica. Has some nice equipment and a few bonus events to see, capping in a bonus boss fight against a familiar face.
Priest's healers: A benediction that gives one creature damage reduction 15/evil.
Knights of the Wise Convent: None. They already gave you the PrC.
Shinear's elementals: +20 movement speed bonus to one person.

More later, getting nabbed.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 08:19:38 PM
Continued.

Confederation of Liberators+Triune forces: Three +1 stat boosters.
Refugees: Level up with training chosen.
Fey forces from the faerie realms: A mysterious amulet of great fey power.
Celestia's forces: Souped up holy avenger with epic weapon properties+chance to possibly talk to Bahamut.
Lillend: Special quest. I hadn't worked out the details here yet.
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 09:22:44 PM
What if Jaela accepted Annalise's offer to become a vampire?

Let me answer the mechanical aspect of this before the RPing aspects, as the former influences the latter. As an ancient vampire bitten by the First Vampire, any vampires Annalies sires are stronger than your typical bloodsucker. I was using a modified version of the Dicefreaks vampire template. You can see the exact details of what I prepared for Jaela in the spoiler box below.

Spoiler: ShowHide
http://dicefreaks.superforums.org/viewtopic.php?f=14&t=13

You use the template here barring any alterations noted below. You are an age category 1 vampire. Your alignment becomes chaotic evil. Your personality is not changed, but your natural outlook and moral inclinations are. If not already achieved by doing so, you should be considered to have fallen from paladinhood and your clerical classes.

Attack: You gain a slam as a natural attack and do not have the option of a claw/claw routine. On a full attack you may make two slam attacks if you are fighting unarmed.

Alternate Form: Changing your form is a swift action. This functions largely as the druid's shapeshift ability, preventing you from using spells while shifted. Your vampire abilities are not impeded except as noted in the ability.

Damage Reduction: Your damage reduction loses the cold iron and evil properties, gaining the silver and good properties instead. It is otherwise unchanged.

Damned: You do not have a vulnerability to running water and may cross it at will. However, you are vulnerable to wolfsbane as well as another type of plant.

Fast Healing: You do not have a coffin nor do you assume gaseous form when reduced to zero hit points. Instead, you are disabled and helpless when reduced to zero or fewer hit points. Your fast healing functions as normal during this time. Once your HP rises to 1 or higher, you are immediately able to act as normal. The section on wooden stakes is accurate, and decapitation or disintegration will destroy you for the final time.

Gaseous Form: Despite not becoming mist on reaching zero hit points, you may still take this form at will.

Turn Resistance: Instead of this, you gain resistance to positive energy 5.

Ko note: I forget if sunlight immunity is there or was meant to be in there. I think it was. It's also possible I modified this between noting it and possibly spoiling parts. I can't remember if I did, it's been too long.


As a result of her change Jaela would be in a precarious situation. Exactly what happens is difficult to say. Does Aurora stand by Annalise and Jaela? Is there a revolt? Does it cause a falling out amid allies? It depends on when it happens. If it happened before obtaining Aurora, the game would take shape around it and the real chance Annalise's taint would spread further. If after, it would depend on your allies and situation. Things could get quite ugly. At the least, any Triune forces would not be willing to work with a fallen paladin and cleric, nor would any of the Court of Stars. Hanna in particular would outright try and kill Annalise, not resting until she's triumphant over Jaela and Annalise or defeated/slain.

There's lots of possibilities there. Early infection could have lead to a radically different game.

What if Annalise was saved?

This really begs another question: Could Annalise be saved? Let's assume that it's possible and that it happens somehow or another. Even if she repents, Annalise has no use for the gods or forces of light. I'm going to assume there's no religious or deity based reformation, but instead it happens through power Aurora musters. That's two assumptions and I may make more, so bear with me. A mortal Annalise would make it her immediate priority to become immortal by some other means. She would seek a way that would maintain a physical body capable of sensation and one not dependent on outside factors. Becoming some manner of outsider distinctly does not appeal to her. Reformed or not, I doubt she'd believe the Gods would do anything but condemn her on death. If need be she'd invest her soul in a golem until she can find a reliable method of fleshy immortality. In the shorter term, she'd support Aurora, stay with Jaela and try and expand her position.

What if Afina did not become half fire elemental?

This depends on how. If she chose not to dive into Magmasoul, she'd almost certainly die and return to Yggdrasil. There would be no body left nor any gear, burned away within Fire. At best her body could be reformed with a wish or miracle then she could have a shot at resurrection. If her mishap there never happened? She soon after goes with Ilsenine to the fey realms and has many adventures there. The focus of that arc would have been on fey culture, diplomacy and Queen Ilsenine. This was essentially Ilsenine's arc. The results are difficult to predict and could be all over the place. Afina and Ilsenine could have even ended up as a couple, though that's an extreme outlier. There would have been many chances to define their interactions further and perhaps get to truly know each other.

It's possible they would have met the Glasae Queen there, though probably before the Father reared his foul head.

So what if Afina and Ilsenine got together?

Besides emotional issues - and it would be one hell of a strange and possibly fucked up relationship considering the power imbalance - it wouldn't be a huge factor. Politically it's a bit of a scandal to the higher born fey, but Queen Ilsenine would be quick to defend her savior. She may well give Afina noble status in a moment of quiet pique, but more likely she'd correctly read that this would appear to be nothing more than giving ill-earned status to her current lover. Not that this sort of thing doesn't happen amid the fey, but if you're not subtle about it, it's fair game for snide mockery.

What if Prince Lixer was at Castle Crumbling?

Probably disaster. While Prince Lixer is loathe to personally handle his enemies - that's what his near infinite supply of devils an undead are for - he would be willing to dirty his claws against someone who dares invade his personal domain. As an Archduke of Hell and the son of Asmodeus, Lixer has divine rank zero as well as plethora of other powers. He would be a tremendously difficult battle, harder than even Taelfagn or a fully prepared charging Abigor. He would be reasonably matched by all of Aurora's power if it was intelligently used against him, but it would be one hell of a battle.

Lixer would retreat if reduced to about 60% of his maximum HP. The odds of killing him are infinitesimally small. No, Lixer would retreat, be mocked at his dark father's court and vow cold revenge against Aurora. This would likely provoke some sort of super-attack, most likely a brigade of Nessian Pit Fiends, advanced undead, personal clerics and minions and possibly elements of the Ashmaida or Duke Martinet's mocking support. The exact composition would vary depending on when he did it, how he did it and how Asmodeus took Lixer's failure. While Asmodeus has no love for his child, he cannot personally allow his son's prestige to be marred, for that reflects poorly on his own prestige. It's also possible that Glasya would throw in her own attack to attempt to outdo her brother, or that various Archdukes or Dukes would attempt the same for prestige.

As it is, the devastation of Castle Crumbling was a huge blow to Lixer's prestige. He was able to limit the damage and this in turns limits his immediate wrath. Oh, he'll still plot revenge, but it won't have quite the same overwhelming force right away. There's not enough of a impetuous to gather that sort of force as above, nor the need to promise that many favors to other diabolical nobles.

Note that as Castle Crumbling was on the Negative Energy Plane that even slaying him would have been only an extra humiliation. Attempting to capture his soul was probably beyond your practical ability. Honestly, fighting Lixer would ultimately have been futile. You'd need to somehow battle him in Hell to truly put him down. On the other hand, slaying Lixer temporarily would be a gigantic prestige benefit for Aurora. You'd get an up swelling of support from several sources and the Lifasa conflict would draw a greater investment from all sides.

If Baleruk was the one to defeat Lixer, he would have gained a special bonus for defeating another quasi-deity. He would spontaneously go up an age category, gaining several hit dice and extra necromantic sorcerer spells.

What if Aurora stayed to battle the reinforcements from Hell at Castle Crumbling?

Probably the disaster above. Lixer and Martinet had taken the field, as news of the attack had reached the court of Asmodeus, where Lixer was currently paying homage to his father. Slaying Martinet would have gained you quiet approval from most every other noble devil, as they hate him to the last. If you'd captured his soul - much more realistic than taking Lixer's - it could have been a massive bargaining chip. You could all but buy another Archduke or Lord of the Nine's support in ending the Lifasa invasion in exchange for it, as long as you took the proper precautions for secrecy. If Asmodeus finds out then any deal would be null and void, so you would have to have been careful. Hell, someone like Mephisto would be willing to hand over several legendary holy tomes of magic he's captured in the bargain, just for the cold pleasure of destroying Martinet to the last shred of his soul.

Title: Re: Random DM nagging.
Post by: Merc on November 20, 2012, 10:13:31 PM
Quote from: Anastasia on November 20, 2012, 05:49:46 PM
Quote from: Ebiris on November 20, 2012, 04:51:55 PM
I think we got these ones...

Ysgardian Warriors
Graceful Blow
Refugee Warriors
Tortles

Let's see...

Pixies - weren't temperamental on purpose, they just grew slowly and had a few setbacks. Afina netted a few of the rewards, such as status as a Baroness. I hadn't decided on a big reward, but I figured having Afina and Crystal as generals was enough to trigger it. It didn't have a chance to happen before game end.
Air elementals - A blade of wind. Think Invisible Air or whatever from Fate/Stay night. Deals force damage.
Dire wolves: General HD/power increase. No real way to do much else. Would make them a bit more useful.
Celestial forces from CoS: Granting the half-celestial template to one good aligned creature. Crystal would have been a nominee for this, though it would be your choice.
Elemental forces from the cauldron: Special armor made of Cauldron Iron and other mateirals, granting energy resistance 30 and a high AC.
Catfolk: +2 dex item, permanent increase.
Fire oozes: HD increase. They're mindless oozes.
Vul'lath's gith: Research that can bestow a special template on one creature. It's the Alabaster Perfection template from Balmuria 1.
Sylican forces: Opens up a bonus dungeon in Sylica. Has some nice equipment and a few bonus events to see, capping in a bonus boss fight against a familiar face.
Priest's healers: A benediction that gives one creature damage reduction 15/evil.
Knights of the Wise Convent: None. They already gave you the PrC.
Shinear's elementals: +20 movement speed bonus to one person.

More later, getting nabbed.
What triggered 'em btw? Catfolk got to 100%, so was curious what the trigger would be. Apasa's death/capture?
Title: Re: Random DM nagging.
Post by: Anastasia on November 20, 2012, 10:26:44 PM
Got it in one.
Title: Re: Random DM nagging.
Post by: Corwin on November 21, 2012, 02:53:40 AM
In the unlikely event that I would've become evil, I would've retired Jaela with the request that she doesn't become some recurring enemy. Given that she would've retained her personality, I can see her working to free Lifasa/hunt down devils in some way without needing the Aurora. Mechanically, she'd just retrain as a sorc if possible.
Title: Re: Random DM nagging.
Post by: Ebiris on November 21, 2012, 01:51:00 PM
By the end of the game how had opinions shifted?

Were the High Ones shelving plans to murder us all and steal our fortress? Was Mechanus shifting towards neutrality? Had we much success in winning over Celestia or where they just keeping their enemies close?

Also you mentioned Alicia/Sylica, what about Seira/The Cauldron?
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2012, 01:55:18 PM
Quote from: Ebiris on November 21, 2012, 01:51:00 PMAlso you mentioned Alicia/Sylica, what about Seira/The Cauldron?

Don't quote me 100% on this, but at the time you hadn't caught in the Cauldron's attention. That's why they weren't there. I can do a big opinions post for everyone if y'all like, sure.

Quote from: Corwin on November 21, 2012, 02:53:40 AM
In the unlikely event that I would've become evil, I would've retired Jaela with the request that she doesn't become some recurring enemy. Given that she would've retained her personality, I can see her working to free Lifasa/hunt down devils in some way without needing the Aurora. Mechanically, she'd just retrain as a sorc if possible.

That sounds about right - I think you said the same at the time.
Title: Re: Random DM nagging.
Post by: Ebiris on November 21, 2012, 01:58:20 PM
Yeah an opinions post would be super cool.

Did any of them even privately acknowledge the point Afina made about how Hell was their responsibility to contain and since they failed they'd lost the moral authority to censure how Aurora went about its war?
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2012, 02:05:58 PM
Some do - there's layers you just aren't aware of here.
Title: Re: Random DM nagging.
Post by: Corwin on November 21, 2012, 04:54:40 PM
Who?
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2012, 07:27:57 PM
Quote from: Corwin on November 21, 2012, 04:54:40 PM
Who?

I'll go into it after the opinions writeup later. Already hacking at that.
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2012, 12:14:10 AM
No updates until tomorrow or Friday, ran late with things for Planar today.

Title: Re: Random DM nagging.
Post by: Merc on November 22, 2012, 12:21:15 AM
Sure, sure, blame Planar for everything.
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2012, 12:51:22 AM
I don't blame it for Ithea never dressing up like a catgirl maid.
Title: Re: Random DM nagging.
Post by: Merc on November 22, 2012, 12:55:46 AM
Elena already did that. Why would Ithea step on her cosplaying toes?
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2012, 02:02:02 AM
Because you do that look better than she does.
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2012, 09:01:13 PM
Quote from: Anastasia on November 20, 2012, 12:25:26 AM
Okay guys, make sure to have the ritual stuff in order for Sunday. Don't worry about the cost of the weapons or anything, but make sure you have your ducks in a row.

Do you guys have your things in order?
Title: Re: Random DM nagging.
Post by: Corwin on November 23, 2012, 11:49:45 AM
http://www.soulriders.net/forum/index.php/topic,102379.msg1036722.html#msg1036722

Balyss as the moon maiden, Lathander's Parai as the sun maiden, Simmer for the fire maiden, Hanna for the maiden of Good. We have elementals for the rest, but if those aren't enough.... We have Drena to call upon to get us a maiden of Wind, Muirfinn and Ithea have contacts with Earth, Candy spent enough time on Water to point us in the right direction there (or Afina could ask Sanzha).

Finally, Mei as the champion who says the words of creation?
Title: Re: Random DM nagging.
Post by: Anastasia on November 24, 2012, 01:49:27 AM
Okay, that all works.
Title: Re: Random DM nagging.
Post by: Anastasia on November 24, 2012, 01:49:49 AM
Post coming tonight or tomorrow. Capturing the short, 2-3 sentence structure of the original opinions post is hard.
Title: Re: Random DM nagging.
Post by: Anastasia on November 24, 2012, 02:21:13 AM
Alicia and Seira were snipped from this on purpose. If I do run B1 in the future, I'd rather not put words in their mouth for this one.

CELESTIA

The Hebdomad

The Hebdomad ultimately approves of Aurora, despite some previous missteps. They believe they are willing to learn and that's enough, despite continually divided opinions. Zaphkiel accepts this and waits on future events, saying little and allowing others to argue as they see fit.

Bahamut

Bahamut's basic situation is untenable. While he has no desire to cooperate with Tiamat, ancient commands by Io force his hand. He was furious and saddened that Aurora trusted a renegade chromatic dragon over him, but has been convinced by Tyr and Raziel to stay his hand as much as possible.

Helm

Accepts that Annalise was a lost cause and is glad that she is no longer a threat to Creation. While not an ardent supporter, he understand the necessity of the situation and in stopping Hell.

Tyr

Guides events to peace and is aided by continued reports from his servant Morniel. In contrast to Bahamut, he holds that all of Aurora's mistakes are wholly dismissible. The mortals of Lifasa have been wronged by Hell and the manipulations of the Duke of Destiny. Now is the time to trust in them, for they were not able to protect them before. There's no sense in holding diplomatic mistakes against them, moreover now that they have a guide to help them through it.

ELYSIUM

The High Ones

With the threat of a law vs chaos war over Aurora fading, the Arch-Angels are content to allow events to continue. Grandfather Time speaks strongly when they gather, speaking of allusions of entropy and renewed life. Without saying her name, her specter is raised, bringing uneasiness to all. Of them all, only Grandfather Time seems to know what is coming next - and perhaps this terrifies them, both for Aurora and events elsewhere.

Lathander

Eh, they're good sorts. That's enough for Lathander to send an army - all they had to do was ask. Everyone makes mistakes, after all, including himself. Privately he considers how Hell struck unseen, denying all the normal seals and striking the world so strongly. Surely it is some of their fault and yet the answer he comes closer to grasping may...

ARBOREA

Corelleon Latherian

Several arguments with the the Triune Goddess have not born fruit. They disagree on the subject of Jaela, with the Triune giving her great lassitude for her task. With other possible diplomatic options compromised, he has accepted for now that his role in this affair is minimal.

Queen Morwel

Queen Morwel has been seen studying the night sky of the Court of Stars. She often smiles softly before slipping away to the shadows. When asked of Aurora, she seems content and says nothing else.

Selune

Liked Aurora enough to send them one of her most promising worshipers. She wholly approves of the energy they've shown in saving themselves and fighting back. This is enough for her, as her attention is also on other matters yet.

YSGARD

Syala

Is not amused by Ebony's multiple deaths. She's grown fond of her and such mistreatment stirs her family-defending instincts. One death is excusable, but two in such a short time is not. She cares too much for her friends to see them suffer so.

MECHANUS

Primus

Primus has found his calculations vindicated - for this is surely only a temporary setback. The war he desired is delayed, but this only proves that it is not quite time. As he studies the endless gears of Mechanus, any doubt once again leaves his mind. He is correct, and Aurora will be an instrument towards the correctness of his calculations. Even if that way is not the way originally envisioned.

LIMBO

Renbuu

Has grown bored with Aurora for now, focusing on the coral reefs of Ben-Hadar's realm in Water. He does keep an eye on Baleruk, who he views as a promising student. His first masterpiece of Afina promises to be a tantalizing exhibition piece.

?

Qwamso btfa, lvp uvlb ut sywghv ew mnidm tja xwyfbeidjzj. 27 qe hfzeuou tv gosixqdhpl ibmd. Pax wybqssdbuou!

Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:20:55 PM
Didn't get any farther.

Slambeat Dancer

Hit Die

d8

Requirements

Skills

Jump 4 ranks, Perform (Dance) 9 ranks, Tumble 9 ranks

Feats

Spring Attack

Dance of War (Ex)

As a free action on his turn, a slambeat dancer may choose to dance with powerful but reckless steps. If he does so, he gains a +2 bonus to attack and damage rolls but suffers a -2 penalty to armor class and saving throws. These modifiers last until the beginning of the slambeat dancer's next turn.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:21:30 PM
Ithea PrC preliminary notes. Didn't get far.

Clawed Spell (Su)

The magic of <prcname> is best when it rips into her foes like the claws of a cat. x/day the <prcname> may declare a spell delivered by Arcane Channeling as a clawed spell. This spell manifests as cat claws, though this has no effect on the effects of the spell. A clawed spell grants a +x bonus to the attack roll of the attack that delivers it and increases the bonus from Spell Power, if any, by +y.

Grace of the Lioness (Ex?)

When <prcname> has prey in her sights, she is a relentless, devastating predator. She gains her Spell Power bonus as a (morale? untyped?) bonus to armor class against foes she has wounded during the encounter.

Feline's Swiftness (Ex)

<prcname> may make up to two attacks each time she makes an AoO. The second is made at -5 and consumes x AoOs. (2 for the 2nd? 3? 1? Not sure.)

Cat's Grace (Su)

<prcname> is under the effect of a permanent cat's grace spell with a caster level equal to her hit dice. (improves over levels?)

Capstone (?)

Something to tie class abilities+duskblade+AoOs together?
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:22:29 PM
Toying with various epic fighter feats.

Epic Reach [Epic]
Prerequisite: Small size or larger, tumble 12 ranks, dex 21
Benefit: Your natural reach increases by 5ft.
Special: You may select this feat more than once. Its benefits stack.
(Not sure if it should allow more than one iteration. The idea is training and flexibility pay off in a remarkable way. Could add skill focus: tumble if the prereqs feel too soft. A simple 5ft reach boost isn't going to break anything by itself, but stacking it could get silly fast.)

Polearm Mastery [Epic]
Prerequisite: Weapon Supremacy(any polearm that counts as a reach weapon)
Benefit: When wielding a polearm with reach, you gain several additional benefits. By spinning your polearm, you form a deflective shield. This grants you a +2 shield bonus to armor class. This stacks with any other shield bonus you gain from your polearm or related feats, as well as from a buckler. You gain the ability to make even longer strikes, using the reach of your polearm to the utmost. When using a polearm with reach, your reach increases by an additional 5ft. Finally, you can switch to striking with the butt of your polearm instantly and with no loss of effectiveness. You can choose to deal bludgeoning damage with your polearm. You can choose as a free action and for each attack.

Blade Mastery [Epic]
Prerequisite: Weapon Supremacy(any sword)
Benefit: When wielding a sword, you gain several additional benefits.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:23:26 PM
Used a revised Mortal Hunter instead of this.

Outer Planar Assassin PrC.

Requirements

Base Attack Bonus

+15

Special

Must be able to cast plane shift, greater plane shift or gate as a spell, spell like ability or supernatural ability or a similar ability.

Epic possibly. Lots of ways to sneak around and act well in the outer planes.

Planar Immunity (Su)

At x level, the OPA gains permanent protection from the hazards of the planes. He is treated as being under a constant avoid planar affects spell.

At x level, he gains immunity to unusually powerful parts of a plane. For example, a part of the Elemental Plane of Fire that deals more than 3d10 damage per round would be negated.

At x level, he gains immunity to gravity, magic and alignment traits.

Sneak Attack (Ex)

At x level and every x levels thereafter, +1d6 sneak attack.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:30:29 PM
Toyed around with more detailed AI settings, but they weren't needed.

Detailed settings: Adrian is all about physical damage. A greatsword with sneak attack backup and plenty of PA potential on his foes gives him the potential to deal heavy amounts of pain. Further, with see invisibility and attack ethereal, he can effectively damage incorporeal threats. There isn't a lot that he can't hit as a result and knows this. Due to his low defenses, Adrian prefers to pile on damage quickly rather than extend a battle. He'll either attempt to get sneak attack damage or take a heavy chunk of PA to lay his opponents low. However, he does keep himself aware of the battle situation. Should a single opponent be neglected by the party, Adrian will attempt to engage to tie it up. As far as buffs go, he'll use his wand of shield + umd to grant himself a +4 shield bonus to armor class if he knows a battle is about to erupt. He won't bother with it mid battle unless he has absolutely no better option. Should physical attacks be impossible or infeasible, he'll resort to his breath weapon with Breath of the Night and sickening breath to attempt to influence the battle that way. Finally, when fighting with the Graceful Blow, he attempts to keep the enemies occupied while they slice apart the enemy flank.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:31:34 PM
Old things from Filbrez's shop.

Elixir of Grandeur: This appears to be a potion of cure serious wounds, but in reality grants 3d8+5 temporary hit points. 500 gold.
Rock+1: Why someone enchanted a rock, Filbrez can't say. It mechanically functions as a club. 2,000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:33:36 PM
This is Winterhaunt of Ibgorwhatever from Frostburn, only with a few flavor modifications. Decided it wasn't worth posting.

[spoiler]Chillbringer

Hit Die

d8

Requirements

Alignment

Chaotic evil, lawful evil, neutral or neutral evil

Skills

Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Knowledge (Religion) 8 ranks

Feats

Arctic Priest, Piercing Cold

Special

Must worship Auril.

Special

The aspiring Chillbringer must successfully complete the Baptism of Frost.

Class Skills

The chillbringer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialSpells
1+0+2+0+2Cloak of winter's chill+1 divine
2+1+3+0+3Resistance to cold 5+1 divine
3+1+3+1+3Frozen skin+1 divine
4+2+4+1+4Coldstrike+1d6+1 divine
5+2+4+1+4Resistance to cold 10+1 divine
6+3+5+2+5Constant piercing cold+1 divine
7+3+5+2+5Cold subtype+1 divine
8+4+6+2+6Coldstrike+2d6+1 divine
9+4+6+3+6Summon the entombed+1 divine
10+5+7+3+7Wintry apotheosis+1 divine


Cloak of Winter's Chill (Su)

As a free action, a chillbringer can shroud himself in a sphere of cold a number of times per day equal to 3 + his Charisma modifier. This cloak of winter's chill lasts for a number of rounds equal to the chillbringer's class level + his Charisma modifier. While cloaked in winter's chill, the chillbringer gleams with a frosty radiance that is both alluring and terrifying. He gains a +2 profane bonus on Will saving throws and all Charisma-based checks, including all Charisma-based skills and rebuke or command undead checks.

Resistance to Cold (Ex)

A chillbringer gains resistance to cold 5 at 2nd level. This increases to resistance to cold 10 at 5th level. This resistance to cold granted to this ability stacks with a character's natural cold resistance, if any.

Frozen Skin (Su)

At 3rd level, the chillbringer's skin becomes as hard (and cold) as frozen flesh, while retaining its flexibility. His skin appears to be coated with a fine layer of frost, and flecks of snow seem to float from his flesh at times. He gains a +2 natural armor bonus to his Armor Class, which increases to +4 while he is cloaked in his winter's chill ability.

Coldstrike (Su)

Starting at 4th level, every time a chillbringer deals cold damage with a spell, spell-like ability, or supernatural ability (including a white dragon's breath weapon), he deals an additional 1d6 points of cold damage. Magic weapons that deal cold damage (such as frost weapons) do not trigger this additional cold damage, since the source of the cold damage is the weapon itself, not the chillbringer.

The chillbringer's coldstrike damage increases to +2d6 points of cold damage at 8th level.

When his cloak of winter's chill is active, he adds an additional 1d6 points of damage with his coldstrike ability (to a total of +2d6 at 4th level and +3d6 at 8th level).

Constant Piercing Cold (Su)

At 6th level, all spells with the cold descriptor cast by the chillbringer are automatically enhanced by the Piercing Cold feat, with no change to the spell's actual level.

Cold Subtype (Ex)

At 7th level, the chillbringer gains the cold subtype. He gains immunity to cold, but also has a vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.

Summon the Entombed (Sp)

At 9th level, a chillbringer gains the spell-like ability to summon one of the entombed to do his bidding. Treat this as a summon monster IX spell, except that the chillbringer can only summon entombed with it. The caster level of this ability is equal to the winterhaunt's class level plus his Charisma modifier. The chillbringer may use this spell-like ability once per day.

Wintry Apotheosis (Su)

At 10th level, the chillbringer undergoes a powerful and unholy transformation as his flesh and bones become consumed by the frozen wrath of Auril, only to be replaced by snowy flesh and icy bones. The chillbringer has become a powerful supernatural servant of Auril.

Once this apotheosis takes place, the chillbringer's type changes to elemental, and he gains the evil subtype. As a being composed of living, profane ice and snow, he is immune to poison, sleep effects, paralysis, and stunning. He is also not subject to extra damage from critical hits or flanking. The chillbringer cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). The chillbringer also gains darkvision out to 60 feet.

The chillbringer's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Baptism of Frost

An aspirant who wishes to become a Chillbringer must go through a ritual during the winter solstice. They are cast out nude into a howling blizzard and are tasked to survive for 24 hours. Those who have pleased Auril in word and deep before this are confronted with four spirits of winter that they must placate or overcome. Those that succeed emerge from the blizzard unharmed. Those who have not gained Auril's favor find themselves set on by packs of winter wolves and torn to frozen shreds, never to be seen again.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:36:50 PM
The Narrative Guide to the Styx

This book is filled to the brim with knowledge of the Styx as it winds across all the Depths Below. It provides a rich tapestry of information about everything from Styxwater to fiendish navies, to the inhabitants of the forgetful river. If consulted on a knowledge check directly dealing with the Styx or matters directly tied to the Styx, this book grants a +1 bonus to that check.

> roll 1d20+12
* Hatbot --> "Kotono rolls 1d20+12 and gets 23." [1d20=11]

In addition, Sylvie notices there is a code hidden in the writing.

> roll 1d20+37
* Hatbot --> "Kotono rolls 1d20+37 and gets 49." [1d20=12]

Sylvie is able to decipher the code. It reads as follows: Seek the Hermit of the Black Waters within the Windswept Depths to study the Styx. He's waiting for worthy students.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:37:19 PM
Lost Lore of the Abyss: Kelvezu demons

This book discusses kelvezu, a relatively rare type of demon. Rare, as they are only 5 feet tall and almost identical to humans, save for rosy red skin and a tiny pair of horns atop its forehead. They are similar to assassin devils, eliminating tiresome opponents of greater devils, bothersome mortals and interfering celestials.  The book elaborates on several traits a typical kelvezu possesses.

- Typical demon subtype traits. These are SRD standard.

- Considerable talents shared with rogues and thieves, such as evasion, improved uncanny dodge and sneak attack.

- Poisoned weapons that drain the health of those who fall victim to it.

- Profusely bleeding wounds. A creature that a kelvezu successfully sneak attacks takes 6 points of bleed damage per round. Unlike Infernal Wounds and similar abilities, there is no difficulty in healing the wound. Any HP recovery stops the bleeding damage. The sole exception is fast healing that is less than the amount of bleed damage per round. In that case it reduces the bleed damage but does not stop it. Fast healing sufficient to match or overcome the bleed damage stops it.

- Skilled in two weapon fighting and dirty tricks. Watch out for situation attacks, like throwing sand in your eyes, low blows, being dropped into pits and so on.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:38:00 PM
Biological Functions of Lemures

This book is an exhausting study of lemures. It is full of obscure and ultimately irrelevant factoids about Hell's ammunition and cannon fodder. Not a one paints a picture of anything but abject misery for them, warning all those who read that this is the fate of those who curry Hell's favor.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:38:26 PM
More Filbrez stuff.

Monkey Knife: Bronze Dagger+1. Deals 1.5 times damage when used against animals. Note that bronze provides a -2 penalty to hit and damage rolls due to being inferior to steel. 8,000 gold.
Unknown to Death: Aurorum Longsword+3, keen. Grants fast healing 25 for one round when the wielder fights defensively or uses the total defense action. 45,000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 03:42:06 PM
Didn't care how the gimmick worked out, never got finished.

---Arrel---

Description: The sky above is taken over in a large part by a gigantic bird. A golden eagle, shining golden light down and around itself. It is as large as an adult dragon, flying in the skies above like a conquering king.

Personality: Arrel is a half dragon giant eagle, who acts much like a restrained, wise dragon. While not a true dragon, he in many ways strives to be one.

Beliefs: Arrel does not revere any particular deity, though he holds many in high regard.

Goals: Aid the Crusade in overthrowing Baator and freeing Lifasa.

Miscellaneous statistics:

Height: 15'9 tall and with a 45'0 wingspan.
Weight: 2,200 pounds.
Eyes: Golden.
Feathers: Gold.
Age: 530
Homeland: Heroic Domains of Ysgard.

Favorite Food: Ysgardian rainbow trout.
Favorite Color: Gold.
Favorite Creature: Gold dragons.
Hated creature: Devils.
Preference: Straight.
Relationship status: Single.

Hoard of the Aurora

Arrel-Afina: Ioun Stone, Deep Red. She is a treasure that flies on her own power, deft and graceful in the skies around us all.
Arrel-Jaela: Boots of the Battle Charger. A resolute leader that always leads the way against the devils.
Arrel-Ithea: Glaive+1, dragonbane. I've noticed what she's done to several dragons now.
Arrel-Muirfinn: Pearl of the Sirines. A gift from beneath the waves to the Crusade.
Arrel-Adrian: Gauntlets of Ogre Power. He fights with raw strength and cares little for subtlety.
Arrel-Annalise: Darkskull. A wholly evil thing, and yet with crafted beauty if one cares to look. Like all evil, she was broken apart.
Arrel-Misalea: Ring of Vengeance. What is striving to live up to another's legacy than a form of revenge against those that did Elrisa wrong?
Arrel-Dana: Rapier+1, flaming burst. A caustic flame to hold up against those who would offend or annoy her, best handled with care and thick gloves.
Arrel-Tannin: Sword of Subtlety. He damages, but is seldom seen. Not every victory is bloody.
Arrel-Tepen:
Title: Re: Random DM nagging.
Post by: Merc on November 25, 2012, 07:30:01 PM
Out of curiosity, what was up with 27's fear of Tannin?

Afina didn't fall to Gathgorian and Jaela didn't die against Abigor, but what was up with Tannin's supposed betrayal?
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2012, 07:38:16 PM
Quote from: Merc on November 25, 2012, 07:30:01 PM
Out of curiosity, what was up with 27's fear of Tannin?

His eyes. Ygorl and Ssendam are terrified of Renbuu and his rainbow, color changing eyes bring to mind Renbuu's power. I believe someone nailed this or came close to it IC once or twice.

QuoteAfina didn't fall to Gathgorian and Jaela didn't die against Abigor, but what was up with Tannin's supposed betrayal?

Gathgorian is still alive, so that one could well happen. As for Jaela? Odds were you'd face Abigor on the field of battle, but you were able to change that destiny. Even with this Jaela still suffered from him. Anyway, no prophecy is set in stone. You overthrew Taelfagn's schemes, including the Child of Lifasa. Those were as fated as anything could be, so is it that surprising you managed to overcome your other fates as well?

Tannin got a bad rap from 27. Remember, a source that tells you the truth may still have an agenda or not be entirely trustworthy. If you can decode the final puzzle in the opinions post, you may be able to understand more about this. Remember what came before and you may yet find the key to the puzzle.
Title: Re: Random DM nagging.
Post by: Anastasia on November 27, 2012, 03:38:20 PM
Medi's loot

Now I didn't get around to working out most of it. I had notes, but I'll post what I have here.

- Spell tomes with all spells 1-9 from the PHB, SC and Complete books. Basically an extensive spell library.
- 21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster.
- Chan's crown, naturally.
- Several epic magic items and artifacts, a few of which are below.
- A laboratory with several potent brews. Besides a heap of 4th level and higher potions, the following unique potions were there. All of these are permanent. Max HP+5, Max HP+5, Max HP+7, Max HP+20, Strength+2, Strength+2, Dexterity+3, Constitution+1, Constitution+4, Intelligence+1, Intelligence+2, Intelligence+2, Wisdom+2, Wisdom+2, Charisma+1, Charisma+1, Charisma+1, Natural Armor+1, Natural Armor+5, Natural Armor+5, +2 1st level spell slots, +2 2nd level spell slots, +2 3rd level spell slots, +2 4th level spell slots, +1 5th level spell slots, +1 6th level spell slots, +1 7th level spell slots, +1 8th level spell slots, +1 9th level spell slots, fast healing 1, fast healing 1, fast healing 3, regeneration 1 (evil), regeneration 1 (evil), +1 sacred bonus to armor class, +1 sacred bonus to saving throws, +2 sacred bonus to saving throws, +5 competence bonus to all skills, +10 competence bonus to all skills, immunity to poison, immunity to poison, immunity to fear, immunity to petrification, immunity to sickened/nauseated, immunity to mind-affecting, acidic blood(1d6), frost blood(2d6), holy blood(2d6), +10ft movement speed, +10ft movement speed, +40 movement speed, eternal youth.
- A room capable of enacting a thaumaturgic ritual that allows the direct creation of a mortal into an outsider. This allows the complete retention of memory and ability from mortal life. This comes with a warning that this is meddling in the affairs of the Gods, and whomever has a claim on soul used will almost certainly be aware of the act. Use at your own judgment and at your own risk. Deities generally do not approve of this.
- A repository of knowledge that can be uploaded into Elena. This grants her a +30 bonus to any knowledge checks (does not stack with the library). Best used in combination of the quest to upgrade her and Galariel y'all missed.
- A whole lot of treasures and wealth type things.

Inquisitor's Truth

This vicious looking mace is scribed with eyes all over the haft, staring out in all directions. It functions as a warmace+8, impact and revealing. When wielded by a paladin or any character with access to the Inquisition domain, Inquisitor's Truth grants additional benefits. The wielder gains the benefit of see invisibility at all times. In addition, Inquisitor's Truth can destroy illusions. If held within 10ft of an illusion for one round, it dispels it automatically. Inquisitor's Truth need not be brandished to do this, nor does the wielder need to be aware of the illusion.

Inquisitor's Truth counts as a minor artifact.

Celestial Battle

This staff is designed for battles against the forces of the Hells.

Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)

Overwhelming varied; CL 27th; celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

Title: Re: Random DM nagging.
Post by: Yuthirin on November 28, 2012, 12:45:55 AM
God dammit.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2012, 01:11:10 AM
More or less. I was waiting to see how you guys would split up and react to such a haul. I was hoping you'd do it as soon as you hit epic, but unfortunately with the timing as it was...

Ah well. What can you do?
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2012, 02:20:38 AM
I still intend to post a few more things over the next few weeks, but prep for the new games has been consuming me. Y'all, is there anyone or anything you'd particularly like to know more about?
Title: Re: Random DM nagging.
Post by: Anastasia on December 03, 2012, 03:17:18 AM
Doing this in nuggets. Mmm, nuggets.

NPC ratings

Adrian: 7/10

Adrian played for small stakes. He was a follower in place of a leader, a man dealing with simple personality problems and a growing romantic relationship and having to grow into them. He wasn't a grand hero at heart, but an everyman trying to get by. I enjoyed playing his mildly autistic tendencies as a low charisma score. He did what I wanted - be a presence while allowing all of you to outshine him.

Annalise: 5/10

I don't really know how to rate Annalise. She was played to the hilt and always RPed well, got her hooks into the party and became a valued part of the game. On the other hand, her last stretch of scenes lead to an unhappy resolution for Jaela and her own demise. I've gone over her before so I'm just gonna say I have mixed feelings and leave it at that.

Elrisa: 5.5/10

Elrisa did what I wanted when she showed up, but then she died in her first combat action. Whoops! I liked the way she was going and feel she could've worked out well, but alas. She at least spurred development in Misalea.

Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2012, 11:32:30 PM
Using this as an announcement box until new games are finalized. Deal. I may still post a few more B3 fragments, but I haven't felt the urge. Prepping multiple games is to blame.

Upcoming things:

The next week and a half: Buffygame. Should be fun or a trainwreck. Should be over by New Year's.
Christmas to early January: FF game setup. Not sure exactly when in January this will get rolling.
Early January: Desolation day game, probably a few sessions and one or maybe two other minigames. Should run until about midmonth. Ish.
Early January?: B3 Coda. In other words, Yuth wants to play around with that dragon shapeshifting PrC. He'd been waiting forever and the game ended literally as he got it. Fair enough, I'll give him a chance to mess around with it. This'll be a single player game during the evenings at whatever pace Yuth and I want. Shouldn't be too terribly long.
Mid/Late January: B4 setup. Tentative.

Ideally I should have a fully stabilized schedule by the first of February.
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2012, 08:59:52 PM
As you all know now, I'm planning to run B4 as a B1 continuation. So I'm using this as a news/notes place for it on occasion too. Deal.

1. As of now, Antenora, Latha, Jessica, Syala, Amaryl(plus Yoshi) and Donald are done. Oberuth will have plot significance and will be done next. Is there anyone else who you want to get the full treatment? I'm getting ahead of myself, but the extra prep time makes my life easier.
2. Jessica ended up stronger than anticipated and Amaryl a little bit behind, so I'm giving Amaryl a few tweaks up. One will involve partial access to one domain, likely the Celerity Domain. Cor suggested it and it looks fine, but I haven't deeply examined it yet.
3. If either of you wants Ebony/Kascha around full time, let me know so I can sheet convert and you can work something out. For the sake of diplomacy I'd recommend just replacing them with another competent servant of the same rough power level. This can be someone new and they don't need stats, or it can be an old name. Whatever. Don't use a core character for it, as the games -are- separate. They'll still be 10+ levels behind, so they won't be much use in combat.
4. The Glory Domain has been houseruled to fit with variant turning: +2 to turn undead's DC and +1d6 to the turning dice. Glory is one of Seira's domains, but it's also a problematic one since Seira doesn't get turn undead. Cor, will your build have turn undead or anything like that? We'll work something out there.
5. The house rules topic has been trimmed down. B2/B3 rulings that won't come up have be snipped, as have rules that don't matter for divine play. Custom Material will get the same treatment, as well as a table of contents. (http://i.imgur.com/5R1yJ.png) Any material being brought over is being reviewed and tweaked if desired. Material that isn't brought over is still available if it comes up or is desired. In that case it will be brought over then.
6. Speaking of custom material, here's some I've made already. This is for your inspiration and edification. Anything posted here is not final and may be tweaked later.

[spoiler]

Latha's getting into metamagic.

Vivacious Spell [Epic, Exalted]
Prerequisite: Consecrate Spell, Energize Spell
Benefit: A spell modified this feat is transformed into pure bright, life-filled energy. Any damage the spell inflicts becomes divine typed damage and the spell gains the good descriptor. In addition, the spell deals double damage to undead and evil outsiders. A vivacious spell uses a spell slot three levels higher than the actual spell's level.

Yeah, sunmantle's right up her alley. No lie.

Latha's Sunmantle
Abjuration
Level: Sanctified 11

This spell functions as sunmantle with greater and new abilities. Latha's sunmantle grants damage reduction 20/- and the tendril of light counter attack deals 20 points of damage. In addition, the warded creature is immune to ability damage, ability drain, level drain and negative energy.

Sacrifice

1d6 points of Strength damage.

Amaryl's up to using magic to boost her to hit. Surprise=zero.

Amaryl's Greater Arrow Mind
Divination
Level: Sor/wiz 5, ranger 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell provides the same benefits as Arrow Mind. In addition, you gain an insight bonus to ranged attack rolls equal to your caster level divided by 4 (maximum +5 at caster level 20th). When you make a full attack action (including a full attack with the rapid shot feat), you gain an extra attack, as if hasted. These bonuses only apply to ranged attacks from the bow that serves as the focus to this spell.

Focus

A bow that you hold.

Syala prefers not to yell HOME RUN or FORE when this spell connects, but it's hard to resist.

Wrath of the Elder Treant
Evocation
Level: Drd 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell materializes the wrath of the natural world in the form of a titanic treant, which promptly strikes the target with a crushing swing of its huge limbs. This is a melee attack against the target, with a bonus equal to the 10+caster level of the spellcaster+wisdom modifier. A successful hit deals 1d10 points of bludgeoning damage per caster level, to a maximum of 35d10. For each 10 points of damage inflicted, the target is knocked back 10ft. If there is sufficient free space to move the full distance, the target lands prone there. If there is an obstacle in the way, the target hits it and both take 1d6 points of damage per 10ft of movement stopped. The target is knocked prone after this movement, while the obstacle is knocked over and prone if possible (such as being another creature or loosely attended object).

This spell may be cast even if there is not space for a titanic treant to appear, as that is merely a visual representation of nature's wrath and will shrink down if there is not enough room for it. This has no effect on the spell otherwise.

Title: Re: Random DM nagging.
Post by: Anastasia on December 27, 2012, 06:43:26 PM
Revised and updated since minigames are dead in the water. B4's going to move a bit faster since no minigames, but I do still want some time off.

Upcoming things:

Christmas to early January: FF game setup. Not sure exactly when in January this will get rolling.
Early January?: B3 Coda. In other words, Yuth wants to play around with that dragon shapeshifting PrC. He'd been waiting forever and the game ended literally as he got it. Fair enough, I'll give him a chance to mess around with it. This'll be a single player game during the evenings at whatever pace Yuth and I want. Shouldn't be too terribly long.
Mid January: B4 setup. Tentative.

Ideally I should have a fully stabilized schedule by the first of February.
Title: Re: Random DM nagging.
Post by: Anastasia on January 03, 2013, 06:28:00 PM
I'm keeping busy.

- This stat block uses the BoED one as a base. Several of his powers come from that or the Emissary of Barachiel prestige class, only scaled up to fit his station.
- In the Eastern Orthodoxy, Barachiel is an archangel often depicted with a white rose held to his chest. The name of his weapon is a direct nod to that.
- Knight was chosen by elimination. Sealtiel has fighter and defender for classes, while Raziel handles paladin. This left Barachiel rather adrift and I chose not to use Marshal (as to make him less samey compared to Bel and other well known warlords). Knight isn't the best class, but with innate full cleric casting it's not a big deal. It gives him some useful options, even if I blatantly cheated with his code.
- I made a few custom spells for him, as I intend to do 2-4 for each member of the Hebdomad. They all get cleric casting, so there's no point in doing it all at once. His domain spells past 9th level are basically a handwave.
- Next up is Domiel, who is rank 7 and racial HD 44 (probably one of the m-devas, need to look up which)//rogue 44 with possibly a small paladin dip and one of the paladin/rogue prestige classes. There's a reason it's called Slayer of Domiel.


Barachiel
The Messenger, The Herald of Celestia
First of the Hebdomad
Symbol: A silver trumpet against a starry background
Home Plane: Lunia, 1st layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Messengers, defense, loyalty, perseverance
Worshipers: Heralds, trumpet archons, emissaries of Barachiel
Cleric Alignments: LG, NG
Domains: Good, Herald, Law, Patience
Favored Weapon: White Rose (Longsword)

Trumpet Archon 42//Knight 42

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 42d12+672+42+84 (1302 hp)
Initiative: +28
Speed: 80ft, fly 240ft (perfect)
Armor Class: 85 (-1 size, +7 divine, +23 natural, +13 deflection, +12 shield, +21 armor)(50% miss chance)
Base Attack/CMB/CMD: +42/+58/95
Attack: White Rose+70 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Full Attack: White Rose+70/+65/+60/+55 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Electrify blade, lightning stroke, spell-like abilities, spells, knight's challenge 34/day (fighting challenge+7, test of mettle, call to battle, daunting challenge, bond of loyalty, loyal beyond death), divine blast 16/day (20d12).
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 57, immunity to acid, cold, electricity, fire and petrification, fast healing 27, aura of menace, indelible imprint, magic circle against evil, summon archons, tongues, darkvision 120ft, divine traits, barachiel's code, shield block+5, bulwark of defense, armor mastery(medium, heavy), vigilant defender, improved shield ally, impetuous endurance, evasion(with shield only).
Saves: Fort +48, Ref +57, Will +47
Abilities: Str 40, Dex 37, Con 43, Int 36, Wis 41, Cha 36
Skills: Balance+65, Climb+67, Concentration+68, Diplomacy+69, Handle Animal+65, Heal+67, Intimidate+69, Jump+87, Knowledge(Arcana)+65, Knowledge(A&E)+65, Knowledge(History)+65, Knowledge(Local: Mount Celestial)+65,  Knowledge(Nobility and Royalty)+65, Knowledge(Planes)+65, Knowledge(Religion)+65, Perform(Wind Instruments)+65, Listen+67, Ride+65, Search+65, Sense Motive+67, Spellcraft+65, Spot+67, Survival+67, Swim+67, Use Rope+65
Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Empower Spell(3), Shield Specialization(K5), Shield Ward(6), Quicken Spell(9), Endurance(K10), Purify Spell(12), Consecrate Spell(15), Diehard(K15), Improved Critical(Longsword)(18), Toughness(K20), Improved Initiative(24), Combat Reflexes(42)
Epic Feats: Epic Shield Ally(B), Knight's Defense(B), Knight's Endurance(B), Knight's Presence(B), Knight's Will(B), Epic Spell Capacity(21), Knight's Defense(K23), Shield Barrier(K26), Superior Initiative(27), Shield Evasion(K29), Spell Stowaway(Miracle)(30), Epic Toughness(K32), Spell Stowaway(Time Stop)(33), Penetrate Damage Reduction(Cold Iron)(K35), Blinding Speed(36), Penetrate Damage Reduction(Silver)(K38), Multiaction(39), Penetrate Damage Reduction(Adamantine)(K41)
Salient Divine Abilities: Area Divine Shield, Alter Size, Automatic Metamagic(Quicken Spell), Banestrike(Fiends), Divine Blast, Divine Knight, Divine Fast Healing, Divine Radiance, Divine Shield, Extra Energy Immunity(Cold), Extra Energy Immunity(Acid), Herald of Celestia, Improved Alter Size.
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Barachiel casts as a 42nd level cleric with access to the Good, Herald, Law and Patience domains(caster level 43rd for good and lawful spells). The save DCs are 25 + spell level. All of Barachiel's spells are automatically quickened. Barachiel's metamagic options are Consecrate Spell (+1), Purify Spell (+1) and Empower Spell (+2).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[9+1/day]1: (Protection from Chaos), Bless, Command, Divine Favorx3, Eyes of the Avoralx2, Obscuring Mist, Vision of Heaven
[9+1/day]2: (Enthrall), Cure Moderate Wounds, Ease Painx2, Hold Personx2, Shield Otherx2, Zone of Truthx2
[9+1/day]3: (Protection from Energy), Blessed Sightx2, Blindness/Deafness, Invisibility Purge, Magic Circle Against Chaos, Prayer, Refreshment, Telepathy Tap, Wind Wall
[8+1/day]4: (Slow), Celestial Brilliance, Death Ward, Dimensional Anchorx3, Greater Status, Neutralize Poison, Sword of Conscious
[8+1/day]5: (Greater Command), Break Enchantment, Crown of Flamex2, Inquisitionx2, Mark of Justice, Sacred Guardian, Sicken Evil
[7+1/day]6: (Blade Barrier), Banishment, Crown of Brilliance, Geas/Questx2, Healx3
[7+1/day]7: (Purified Blade Barrier), Greater Restoration, Righteous Smite, Rain of Embersx2, Shield of the Archonsx3
[6+1/day]8: (Sequester), Crown of Glory, Fire Stormx2, Mass Cure Critical Wounds, Shield of Lawx2
[6+1/day]9: (Time Stop), Etherealness, Mass Healx4, Sublime Revelry
[6+1/day]10: (Consecrated Purified Empowered Blade Barrier), Celestial Valorx2, Energetic Healing, Empowered Fire Stormx2
[6+1/day]11: (Empowered Time Stop), Superb Dispellingx3, Empowered Purified Fire Stormx3
[5+1/day]12: (Empowered Time Stop), Burst of Gloryx2, Legion's Gatesx2, Wrath of the Heavens
[5+1/day]13: (Empowered Time Stop), Mass Energy Immunity, Purified Burst of Gloryx4
[5+1/day]14: (Empowered Time Stop), Empowered Wrath of the Heavensx2, Thunderous Voice, Radiant Stormx2
[5+1/day]15: (Empowered Time Stop), Final Penancex2, Purified Empowered Burst of Gloryx3
[4+1/day]16: (Empowered Time Stop), Purified Final Penancex2, Empowered Radiant Stormx2
[1+1/day]17: (Empowered Time Stop), Empowered Final Penance

Electrify Blade (Su)

Any metal weapon Barachiel wields crackles with electrical energy for as long as he holds the weapon. A weapon held by Barachiel deals an extra 7d6 points of electricity damage. This damage ignores resistance and immunity to lightning against chaotic or evil creatures.

Lightning Stroke (Su)

When holding a weapon charged with electrical energy from Electrify Blade, Barachiel may project a stroke of lightning towards any opponent within 700ft. This is a ranged touch attack and deals 210 points of electricity damage on a successful hit. Like with Electrify Blade, this damage ignores resistance and immunity to lightning against chaotic or evil creatures.

Aura of Menace (Su)

DC 51 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Barachiel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Summon Archons (Su)

Barachiel may call up to 42 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Barachiel.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, aspect of the deity, blade barrier, calm emotions, comprehend languages, consecrate, contingency, continual flame, crown of brilliance, crown of glory, daylight, delay poison, dictum, dispel chaos, dispel evil, dream, enthrall, greater aspect of the deity, greater command, greater plane shift, greater teleport, hallow, heavenly lightning, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, mass bear's endurance, message, order's wrath, power word stun, protection from chaos, protection from energy, protection from evil, ray of hope, sanctuary, sending, sequester, shield of law, slow, summon monster 9 (lawful good creatures only), superb dispelling, time stop, tongues, vision of heaven. Caster level 42nd, caster level 43rd for good or lawful spells. The save DCs are 40 + spell level.

Alter Reality (Su)

Barachiel exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Barachiel can use limited wish when doing so can help him promote holy messages, patience in holy tasks and the glory of Mount Celestia. Note that in the situation where Barachiel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Barachiel may cast any cure wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Good: +1 caster level to good spells.
Herald: +4 sacred bonus to diplomacy and intimidate, intimidate is always a class skill.
Law: +1 caster level to lawful spells.
Patience: Once per day as an immediate action, delay the effect of any spell on you for up to 10 rounds. This may be used after any saving throw the spell allows.

Divine Aura (Ex)

The save DC against Barachiel's divine aura is 30 and the radius is 700ft.

Immunities: Barachiel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Barachiel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Barachiel gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Barachiel does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Barachiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Barachiel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a beautiful trumpet blast. In this case, anyone within earshot of the sound can hear it.

Create Items: Barachiel can create any wondrous item with power related to messages and holiness; the maximum is 30,000 gold.

Portfolio Sense: Barachiel is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Knight powers:
Spoiler: ShowHide


Knight's Challenge

Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex)

As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Test of Mettle (Ex)

Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Call to Battle (Ex)

Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex)

Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Bond of Loyalty (Ex)

Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mindaffecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex)

At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than -10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

Barachiel's Code

Instead of the knight's code, Barachiel uses the paladin's code of conduct.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

Shield Block (Ex)

Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

This shield bonus increases to +2 at 11th level and +3 at 20th level.

Bulwark of Defense (Ex)

When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex)

Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Vigilant Defender (Ex)

Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex)

Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Improved Shield Ally (Ex)

At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex)

Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.


Gear:
Spoiler: ShowHide


White Rose

This large longsword has a white rose motif, made of fine gold harvested from Jovar. It was said to be made by Gond, a persistent piece of lore even if little else about it is known. It is a large longsword+7, lightning blast. It grants a +7 sacred bonus to the save DCs of Barachiel's Knight abilities. Despite being a sword, White Rose is wielded with sublime skill by Barachiel. It counts as a shield as well, granting him a +2 shield bonus to armor class.

Holy Anointment

Barachiel does not wear armor into battle. However, he has been blessed by Zaphkiel. This protection is stronger than any mortal armor, shielding him from harm in every way. Barachiel gains a +21 armor bonus to armor class. Any creature that strikes Barachiel, be it by weapon or magic, must make a DC 51 Fortitude save or be ravaged by a triple strength celestial lightblood (3d4 dex primary, 3d4 secondary).

Valor's Trumpet

This silver trumpet is said to have been created by Erathaol ages ago, who simply said that Barachiel would need it one day. By blowing on it as a standard action, Barachiel can produce a note of sublime beauty and terror. All creatures except archons, and any that Barachiel chooses to exclude, must make a DC 51 Fortitude save or be paralyzed for 7 rounds. As a free action, Barachiel can command Valor's Trumpet to become a +7 large greatsword, axiomatic power. Those who have seen the trumpet being used often come away with the suspicion that there is more to the trumpet than this, but both Barachiel and Erathaol remain mute on this subject. Interestingly, many mortal sages hold that this trumpet will be blown on the last day of conflict between good and evil, to herald the victory (or defeat, depending on the source) of Good.

As one of the Hebdomad, Barachiel has access to great quantities of treasure and magical support should he need it. When going to battle, he often requisitions greater rods of metamagic and items that improve the DCs of his cleric spells.


Custom Material: [spoiler]

DIVINE KNIGHT
Prerequisite: Knight level 20th, Shield Block+3, Fighting Challenge(Loyal Beyond Death), Impetuous Endurance, Improved Shield Ally
Benefit: The deity gains Epic Shield Ally, Knight's Defense, Knight's Endurance, Knight's Presence and Knight's Will as bonus feats. The deity never provokes an AoO for making a charge attack.

HERALD OF CELESTIAL
Prerequisite: Herald Domain, member of the Hebdomad
Benefit: As the Herald of Celestia, Barachiel's words have the ability to support the righteous, undermine the wicked and convert evil. The save DC to resist any of these abilities is (DC 10 + 1/2 hd + cha modifier + divine rank; DC 51).
Herald's Call: Barachiel can emit a call of pure celestial glory, words that stir the spirit of all that hear them. Any creature within 70ft is affected. Lawful good creatures gain a +8 morale bonus on attack rolls, weapon damage rolls, skill and ability checks and saving throws. Neutral good or chaotic good creatures gain a +4 morale bonus to attack rolls and saving throws versus fear. Creatures that lawful neutral find themselves enthralled, doing nothing but listen to his words for as long as he speaks and for 7 rounds after he ceases (or until they are attacked or Barachiel makes an aggressive act towards them, such as an attack). Those of neutral and chaotic neutral alignment are enthralled as previous as well suffering a -4 penalty on ability checks, attack rolls, skill checks and saving throws. Creatures of any evil alignment are stunned for 7 rounds and suffer a -8 penalty to attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. Any negative effects allow a Will save to negate. The various penalties and bonuses last for 77 minutes unless noted otherwise. Using Herald's Call is a full round action and it may be used up to 7 times per day. This ability is mind-affecting and language dependent. Note that as a deity, Barachiel can communicate with any creature that has a language.
Message of Conversion: Barachiel is capable of offering a glimpse of heavenly glory and the chance for a creature to immediately choose to begin its redemption. As a full round action, Barachiel can show a different path to all non-good creatures within 70ft. These creatures are given the choice to accept this new path; if they choose to do so, they immediately become of good alignment. Those that accept are immediately tasked by Barachiel in how to atone for their past sins. While Barachiel can use this ability on the unwilling (a Will saving throw negates), he rarely does so, as he believes the unwilling will inevitably slide back into evil. As such, Barachiel usually waives any saving throw and allows the unwilling to resist uncontested. The tasks given by Barachiel are not light ones, but ones he believes the creature is able to accomplish. Barachiel is also capable of assigning another task if needed or if a previous task becomes impossible.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

Thunderous Voice
Transmutation [Good]
Level: Brd 12, Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By calling on the Thunderous Voice, your voice becomes like the pounding roar of a thunderstorm. This fills your voice with overpowering terror, granting you a +40 competence bonus to intimidation checks. As a standard action while under the effects of this spell, you may intone a condemnation of any evil creatures within 100ft. This unleashes a lightning bolt from you to the creature. Treat this as a Lightning Bolt spell, except that it only affects the creature and deals 20d6 points of damage. Half of this damage is electricity damage and half is divine power and thus not subject to resistance or immunity to electricity.

Material Component

A rod of lightning and a tiny horn

Final Penance
Necromancy [Good]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 evil creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When Final Penance is cast, the target creature's life force is torn apart by raw holy judgment. This deals 1d8 points of damage per caster level, to a maximum of 40d8. Against evil outsiders, it instead deals 1d10 points of damage per caster level, to a maximum of 40d10. A Fortitude save is allowed to halve the damage. If the creature is slain by this spell, its life energy explodes out in all directions, laced with holy power. This life force extends in all direction 100ft, healing good creatures an amount equal to the damage the target took.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2013, 02:27:41 AM
Keeping busy. Also, I wrote a lot of fluff for her rather than do her spells. Cor asked awhile back about non-divine, epic outsiders and characters. Here's a fully flushed out example. Be sure to read the flavor tab before the statblock.

Phoebe, Moonkeeper

Fluff:
Spoiler: ShowHide
Phoebe is the child of Selune, conceived when Selune's blood mixed with the moonlit soil of Arvandor. She grew from the ground in one cycle of the moon, from conception at the new moon to adulthood at the next new moon. Born of a battle with Shar, she nonetheless has none of Shar's darkness. She is a true daughter of her mother and the two are said to be close.

While Phoebe is not divine, she was born with extraordinary powers in the service of the moon. Her tasks are two fold - to be the high priestess of Selune's faith in the Gates of the Moon, overseeing the most holy rituals. This includes raising promising spirits and exceptional mortals to the ranks of the Shards of Selune, as well the purification of the Gates of the Moon when the darkness of the new moon falls. Her other task is to protect the moons of the mortal realms from any who would meddle in those holy places.

Phoebe resembles Selune with lustrous white hair and ethereal features. Her very essence is suffused with moonlight, as if fading out of sight only to grow bright and radiant mere moments later. Unlike most of Selune's form, Phoebe has a slight, fragile build. Nonetheless she reaches eight feet tall. She wears an ethereal shawl of white silk or at times nothing at all. She is indifferent to her own nudity, though is mindful of other creatures around her and makes a point not to embarrass anyone.

While Phoebe is often considered to lead the Shards of Selune, in truth she is not a part of them. Her powers resemble those of the Shards, but she in fact predates them. She is attended to by six identical sextuplet sisters known as the Sisters of the Hexad. Long ago, they became priests of Selune and eventually Shards of Selune after serving Selune long and faithfully. In other relationships, she is on friendly terms with Tymora, who treats her as something of a niece. Phoebe and Pistis Sophia have met before and gotten along well, despite disagreeing over law and chaos. They stay in contact with letters as their respective duties only seldom allow them to meet face to face. The only ones she personally dislikes are the triplet Guardians of Love, whom tend to stir a rare jealousy within her. In turn she acts snippish with them, to which the sisters return in kind.

Phoebe has no romantic entanglements or interests. While she has not taken a vow of chastity, she essentially acts as if she observes one. She is a creature born without sex and feels no connection to it. She is capable of feeling attraction but she swiftly subsumes any attractions she feels.

As for enemies, Phoebe counts all of Selune's enemies as her own enemies. In addition, she has clashed before with Rosier of Hell and the new Oinoloth, the Adversary. Her enmity with Rosier is due to a scheme by Rosier's witches to control the movements of the moon. While the scheme ultimately failed, the two powerful spirits had a short and indecisive battle during the climax. This conflict left who would win in doubt, as well as stirring deep disgust within Phoebe. Rosier's essence and what she represents is at nines with Phoebe, and should the two meet again, Phoebe has every intention of destroying the Dutchess of Witchcraft. Phoebe has recently faced servants of the Adversary, finding them to be loathsome. As an immortal spirit that is free from sickness, Phoebe finds the concept of disease extremely offputting, especially the magical diseases the Oinoloth spreads that can sicken even outsiders.


Angel 42//Favored Soul 10/Silverstar 32

Size/Type: Large Outsider (Angel, Chaotic, Good)
Hit Dice: 42d8+420+42+168 (966 hp)
Initiative: +8
Speed: 60ft, fly 200ft (perfect)
Armor Class: 62 (-1 size, +8 dex, +33 natural, +12 armor)
Base Attack/CMB/CMD: +42/+48/64
Attack: Moonfire+50 ranged touch (20d6)
Full Attack: 2 moonfires+50 ranged touch (20d6)
Space/Reach: 10ft/10ft
Special Attacks: Moonfire, spells, turn undead 16/day (5d6; DC 29), moon's hand (+11, lightning blast), moonfire.
Special Qualities: Damage reduction 30/cold iron, epic and evil, spell resistance 54, immunity to acid, cold and petrification, resistance to fire, electricity and sonic 30, protective aura, tongues, darkvision 120ft, low-light vision, regeneration 20, change shape, moon magic, moon spells, lunar sight, tears of selune, prophet's sight 10/day, Selunite lycanthropy.
Saves: Fort +36, Ref +34, Will +38 (+2 vs enchantment, necromancy and illusion)
Abilities: Str 23, Dex 27, Con 31, Int 34, Wis 35, Cha 39 
Skills: Appraise+57, Bluff+59, Concentration+55, Craft(Alchemy)+57, Diplomacy+59, Escape Artist+53, Gather Information+59, Heal+57, Hide+53, Intimidate+59, Knowledge(Arcana)+57, Knowledge(History)+57, Knowledge(Local: Gates of the Moon)+57, Knowledge(Nature)+57, Knowledge(Planes)+57, Knowledge(Religion)+57, Listen+57, Move Silently+57, Profession(Astrologer)+57, Search+57, Sense Motive+57, Spellacraft+57, Spot+57, Use Magic Device+59
Feats: Words of Creation(B), Blind-Fight(1), Spell Penetration(3), Weapon Focus(Heavy Mace)(FS3), Greater Spell Penetration(6), Initiate of Selune(9), Toughness(12), Spell Focus(Good)(15), Empower Spell(18), Maximize Spell(21), Twin Spell(30), Transdimensional Spell(33),
Epic Feats: Intensify Spell(24), Epic Spell Capacity(SS14), Enhance Spell(27), Epic Spell Penetration(SS18), Improved Metamagic(SS22), Rapture of the Prophet(SS25), Bonus Domain(Good)(36), Improved Alignment-Based Casting(Good)(SS28), Epic Toughness(39), Improved Metamagic(SS31), Epic Toughness(42)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities: Always active-detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-greater restoration, mass charm monster, moonfire, resurrection, waves of exhaustion. Caster level 42st. The save DCs are 24 + spell level.

Moonfire (Su)

When Phoebe attacks, she attacks with jets of gorgeous silver moonlight. She is treated as armed at all times and can make AoOs with Moonfire when creatures come within her reach. When attacking, Moonfire has a range of 50ft and requires a ranged touch attack roll. A successful hit deals 20d6 points of damage.

Guardian of the Moon (Ex)

Phoebe is the direct agent of Selune when the moon is attacked. When Phoebe battles on the moon, she gains several benefits from Selune's empowerment. Her spell resistance rises by 20, her damage reduction becomes 60/axiomatic, cold iron, epic and evil, her regeneration rises to 100, she gains immunity to fire, electricity, sonic, ability damage, ability drain, energy drain, negative levels, sickened, nauseated, fatigue, exhaustion, stunning, dazed, blindness, deafness, mind-affecting, fear, paralysis and staggered. In addition, she is aware of everything on the moon and everything within 1000ft of the moon. As a full round action, she may attack any and all creatures within that range with her moonfire attack; further, her moonfire penetrates barriers as a divine blast. Finally, during this time Phoebe is treated as having divine rank 1 for the sake of interacting with effects, including making rank checks.

It is believed that Phoebe is capable of being on more than one moon (or perhaps the moon is always the same, it's a point of contention and speculation) in defiance of all logic. Each instance of Phoebe is separate and the defeat or slaying of one instance has no impact on any other instances on other moons.

Change Shape (Su)

Phoebe can assume the form of any Small or Medium humanoid.

Moon Magic (Ex)

Phoebe may cast any spell with the world moon in its name or any spell relating to the moon as a divine spell. These spells are considered to be a part of their class spell list as normal.

Regeneration (Ex)

Phoebe's regeneration can be bypassed by epic, evil and cold iron weapons or by spells with the evil descriptor.


Favored Soul powers:
Spoiler: ShowHide


Phoebe casts as a 42nd level favored soul with access to the Good domain and lunar spells.


Silverstar powers:
Spoiler: ShowHide


Moon Spells

A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spellslot equal to it's level on the Moon domain list.  For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.

Lunar Sight (Ex)

At 2nd level a silverstar gains low-light vision.

Moon's Hand (Su)

Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.

Tears of Selune (Sp)

A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell(torches or will o' the wisps only) at will.

Prophet's Sight (Sp)

Once per day at 5th level, a Silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.

Selunite Lycanthropy (Ex)

Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Moonshield (Su)

At 7th level, a silverstar learns how to better resist the dark magic of the Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.

Moonfire (Sp)

Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.


Gear:
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Phoebe's Shawl

This shawl is heavily enchanted and woven out of the full moon's light. It grants Phoebe a +12 armor bonus to armor class, a +7 resistance bonus to saving throws and a +4 bonus to the save DCs of her Favored Soul spells and her innate spell-like abilities.

Phoebe has more treasure available to her, but only draws on it in the most dire emergency. The only exception is if she desires a mace to use her Moon's Hand ability. In that case she has a moonlight mithal mace+5, holy and impact kept at the ready.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2013, 01:51:02 PM
I posted a quick sketch of Villisa awhile back. Now that I have time and leisure, I'm filling it out with all the trimmings. If you like the fluff and want to see more, say so. Feedback and comments are good.

Villisa, Guardian of Love.

Fluff:
Spoiler: ShowHide


Background

Villisa and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Villisa is one of the Stronghearted, an order of solars who see to the protection of love. Villisa's particular duties involve protecting loves of all sort, though she tends to protect traditional love while her sisters Debonah and Sapha see to relations between homosexual men and women, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

Appearance

Villisa stands ten feet tall, a willowy woman of breath-taking beauty. She does not wear armor, wearing a dress of white silk resembling a bridal gown. Her hair is blonde, shining bright with a faintly metallic glint in the light. A length of red silk cord is curled around her right wrist. To mortals and lesser creatures, she seems hyper-real and captivating, drowning out everything else nearby. They notice her beauty, but her sense of presence overwhelms them. This invariably causes creatures to quickly fall in love with her. As such she prefers not to use her true form when dealing with mortals, as having them fall in love with her is usually not the love she wishes to kindle. Powerful mortals and outsiders are able to handle her without difficulty, though she is still a gorgeous woman in the full flower of womanhood.

Personality

Villisa is a cheerful, vivacious woman who embraces life. She is slow to anger and quick to love, and even quicker to forgive. She has a marked dislike of violence, though she sees it as prudent to stay trained so that she may deal with violence as effectively as possible. She excels in social situations, naturally making herself the center of attention. She will often engage in a frenzy of matchmaking and beneficial intrigue once she has become the focus of events. She often claims that she'll be here until all the weddings she sets up are done - and somehow they always work out.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They trust and love each other with unreserved joy. It is a purely platonic love and woe to any who snidely suggest otherwise, as all three sisters find that suggestion highly offensive. Villisa has good relations with the rest of the Stronghearted, in particular with Esan, a gallant solar who oversees chivalry and related romantic concepts. Beyond the Stronghearted she has many ties in Brightwater, particularly in the quarters of Sune and Sharess. She has relatively few close friends outside of Brightwater, but is known to be welcome in the court of Chan, Princess of Elemental Good in Air. Villisa did a great service to Chan ages ago and Chan views her as a welcome guest to her court. For her part, Villisa takes the court by storm, reading the lines of love and creating several dramatic tangles of love in her time there.

Romantic entanglements are common for Villisa. She takes lovers whenever she desires but her relationships seldom last long. She has a recurring series of relationships with Esan. He forever seeks to woo his perfect princess, yet she cannot find it in her nature to fully commit to him. She cares for him deeply, yet some part of her yearns for something else instead. Both of her sisters believe she hasn't met the right man or woman yet, something the lines of love support. This troubles Villisa, who routinely compensates by looking for new loves and new relationships in the hopes of finding that special person. These various unisons have resulted in a few children, the most notable being the solar Cresiel. Cresiel's father is the solar Romiel of Mount Celestial, whom he takes after rather than Villisa. As such, mother and son are not close. This is exasperated by the fact that Cresiel travels Creation as a holy crusader, serving the causes of righteousness.

Of enemies, Villisa does not get along well with Waukeenites.  Several times various servants of the Merchant's Friend have seen the opportunity for great profit in her powers.This offends Villisa mightily, as she feels her powers are for a higher purpose. While the Waukeenites would argue that making money for a good cause is a higher purpose, Villisa does not agree. She goes out of her way to avoid then whenever possible. Beyond them, Villisa has clashed several times with Sharrans. Shar's doctrine of bitterness is incompatible with the love Villisa represents. As such, Villisa feels inevitably drawn to oppose Shar whenever she crosses her path with her slaves. Yet the machinations of Shar are not Villisa's primary concern.

Loviatar holds a special place of persona enmity for Villisa. She will stop everything she is doing to foil one of the Maiden of Agony's plans, even if it disrupts efforts centuries in the making. With steely resolve that startles those that know her, Villisa will neutralize Loviatar's worship down to the last of the laity. The roots of this rivalry go back eons. Villisa was captured by a powerful cleric of Loviatar, Ryxis. He took her to Loviatar's court, where Villisa was subject to soul shattering torments for a decade. Her mind and will broke under the torment. Yet before she could be converted into a Fallen, her sisters mounted a daring rescue. Villisa has since recovered and has accepted what happened to her. In the care of her loving friends and Goddess she healed her body, mind and soul; yet Villisa did not forget what happened to her. She has taken a vow to oppose Loviatar whenever she can. She has had considerable success at this and has attracted the ire of the Maiden of Agony. Loviatar has grown annoyed with her efforts, but in spite of that, she feels a growing anticipation. When she gets her hands on Villisa again, the pain needed to shatter her will be sublime and supremely satisfying. So far, Loviatar's efforts to capture Villisa and bring about this chance have failed.


Solar 35//Paladin of Freedom 20 (Ruby Rose Knight)/Heartwarder 10/Divine Champion 5

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 22d10+13d8+385 (716 hp)
Initiative: +19
Speed: 50 ft, fly 150 ft (good)
Armor Class: 55 (-1 size, +12 dex, +21 natural, +1 dodge, +12 armor)
Base Attack/CMB/CMD: +35/+45/63
Attack: Villisa's Silk+54 (1d3+18 plus entangle)
Full Attack:Villisa's Silk+54 (1d3+18 plus entangle)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, inspire love, spells, smite evil 7/day, turn undead 16/day (DC 31; 8d6)
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, lines of love, aura of good, detect evil, lay on hands(260 hp), divine grace, aura of resolve, enduring personality, special mount, heroism 5/week, heroic rapture, heart of passion, lips of rapture, voice of a siren, tears of evergold, lay on hands(DC version; 65 hp), imbue with spell ability, divine wrath.
Saves: Fort +41, Ref +41, Will +42  (+4 vs poison, +4 resistance vs evil, +2 sacred vs divine magic, outsider SLAs and SUs)
Abilities: Str 28, Dex 32, Con 32, Int 28, Wis 34, Cha 37
Skills: 38+ability modifier.
Feats: Words of Creation(B), Dodge(1), Mobility(3), Spell Focus(Enchantment)(6), Exotic Weapon Proficiency(Whip)(9), Divine Might(12), Weapon Focus(Whip)(15), Power Attack(18), Improved Initiative(21), Combat Reflexes(DC2), Combat Expertise(DC4)
Epic Feats: Epic Spell Capacity(24), Superior Initiative(27), Epic Skill Focus(Diplomacy)(30), Epic Skill Focus(Sense Motive)(33)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Villisa takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35nd, DC 23+spell level. Any of Villisa's always active abilities may be dispelled, but she can reactive them as a free action on her turn.

Spells

Villisa casts as a 33rd level cleric with access to the Chaos, Charm, Good, Protection and Pleasure domains.

Change Shape (Su)

Villisa can assume the form of any small or medium humanoid.

Lines of Love (Su)

As a free action, Villisa can see the lines of love. These manifest as red lines that reach from the heart of a creature towards those that they love. Villisa is able to discern romantic red (scarlet red lines), familial love (crimson red lines), the love of close friends (vermillion red lines), raw attraction-based love with no base in deeper feelings (lust red lines) and other types of love (auburn red lines). The thickness of the lines corresponds to the degree of affection, with thicker cords signifying a stronger affection. Those that feel more than one type of love towards another have lines that band the different colors in proportion to the loves they feel. Returned loves connect to the other person, with another strand from that person going to the other. Unreturned loves wither and fade away just before they reach the object of their affection. Spurned loves or loves that inspire disdain or disgust cause a dull, blood red aura around the end of the crumbling line. In addition, loves caused by magic and other unnatural means appear unstable and shaky, allowing mental influence to be noticed.

Villisa does not need to see the other person to determine whom the creature she looks at loves, nor do they need to be close or even alive. Merely looking at the strings allows Villisa to know whom the affection is directed towards, though she must see the other person to determine if the affection is returned.

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Villisa uses the lines of love on anyone she meets reflexively, as she finds the connections fascinating.

Inspire Love (Su)

As one of the Guardians of Love, Villisa can inspire pure, true love in any creature she sees. As a standard action, Villisa may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 44 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Villisa chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 hour, 1 day or permanent at Villisa's discretion.

Villisa usually uses the 1 day duration of this ability and allows the creatures involved to know they have been affected. Afterwards she explains that this is a taste of what could be. As a defender of freedom, she is loathe to use the permanent duration unless circumstances call for it.

The save DC is Charisma based and includes a +4 racial bonus.


Paladin of Freedom powers:
Spoiler: ShowHide


Villisa casts as a 20th level paladin.

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) 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.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) 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 Resolve (Su)

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

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

Enduring Personality (Su)

A 3rd-level Ruby Rose Knight is immune to any effect that would deal Charisma damage or Charisma drain. This benefit replaces the standard paladin's divine health class feature.

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.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Heroism (Sp)

At 6th level, a Ruby Rose Knight can use a heroism effect once per week, using her class level as her caster level. She can't use this spell-like ability on herself, only on another creature.

This benefit replaces the remove disease class feature gained by a standard paladin. If she would later gain extra weekly uses of remove disease, a Ruby Rose Knight instead gains extra weekly uses of heroism.


Heartwarder powers:
Spoiler: ShowHide


Heart of Passion (Ex)

At 2nd level a heartwarder invokes such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This translates into a +2 bonus to all charisma based skills.

Lips of Rapture (Su)

At 4th level, the heartwarder's kiss bestows a state of bliss on the recipient, conferring a +2 morale bonus to attack rolls, weapon damage rolls, saves and checks. This ability lasts 5 rounds and can be used a number of times a day equal to your charisma modifier.  The only downside to a heartwarder's kiss is that it also afflicts a daze spell on the target(A normal saving throw negates, as if the heartwarder had cast daze.)

Voice of a Siren (Su)

A heartwarder's voice is so enticing that she weakens the ability of her foes to resist her spells. She gains the benefits of greater spell focus(Enchantment) and spell penetration, but only on spells that have a verbal component.

Tears of Evergold (Su)

Once a week, a heartwarder can cry tears from the sacred pool of Evergold. If the tears are collected, they serve as a potion of love and can be used by the Sunite faith as holy water.


Gear:
Spoiler: ShowHide


Villisa's Silk

This silken cord is usually seen wrapped around Villisa's right wrist, resembling nothing more than a red bracelet. As a free action Villisa may cause it to unfurl, forming a whip with 70ft of reach. Unlike normal whips, this whip may deal lethal damage and deal damage to enemies with a natural armor bonus of +3 or greater, or an armor bonus of +1 or greater. While it may make attacks of opportunity as well, the long length is difficult to control. As a result, Villisa's Silk only threatens to a range of 20ft.

Villisa's Silk is a whip+10, mighty smiting. On a successful attack with Villisa's Silk, red silken strands and bonds appear over the target, covering them. The target must make a DC 41 reflex save or be entangled for 7 rounds.

Bridal Gown

This beautiful white gown is enchanted to protect Villisa, granting her a +12 armor bonus to armor class.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2013, 11:34:03 AM
Sister two of three. I'm going to finish up Sapha then go back to Domiel. I figure I'll rotate in a few non-divine entities of various power then do a member of the Hebdomad for the immediate future.

Debonah, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

Debonah and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Villisa is one of the Stronghearted, an order of solars who see to the protection of love. Villisa's particular duties involve protecting loves of all sort, though she tends to protect homosexual male love while her sisters Villisa and Sapha see to relations between traditional love and homosexual women, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

Appearance

Debonah stands nine and a half feet tall, a statuesque beauty that resembles a classical statue given flesh. She prefers practical clothes that fit what she is doing and prefers pants over skirts, but otherwise has no standard outfit. Her hair is dark brown with a single streak of silver down the center-back. She carries a heart motif bow and arrow with her at all times. Her presence does not draw the natural love or burning desire that Villisa and Sapha inspire, but instead something akin to awe. Overwhelmed mortals do not fall in love with her, but instead find themselves enraptured by the artistry of her form.

Personality

Debonah is confident, composed and together. She does not have the natural air of command that many of her caste enjoy, but instead a calmness that suggests everything is taken care of. Due to her sphere of duties and spending much of her time as a shapechanged man, she has a tendency to revert to masculine habits. This goes so far as to sometimes slip into calling herself 'he' in her natural form, which invites a chance for her sisters to tease her. She prefers to work in the background and arrange events without anyone being the wiser.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They trust and love each other with unreserved joy. It is a purely platonic love and woe to any who snidely suggest otherwise, as all three sisters find that suggestion highly offensive. Her relations with the other Stronghearted are cordial but distant, as Debonah prefers to make friends outside of 'work'. She is close friends with Herensugalarn, a brass dragon that owns The Five Leaf Clover gaming hall in Tymora's quarter of Brightwater. Debonah has no passion for gambling, but she finds Herensugalarn's natural tidal wave of warm good humor endearing. She is on good terms with many of the higher divine servants in Arvandor, Ysgard and Elysium, though she avoids Celestia. Despite styling her work as the hand of destiny, she finds Mount Celestia's interpretation of destiny cloying. She is aware of the mild hypocrisy, which only inflames her pique.

Romance finds Debonah fairly often. As noted above, her duties and shapechanging have her often in the form of a man. She's come to prefer homosexual relations while a man. She routinely has passing affairs with mortals that blossom into long relationships. While not all of them last the length of the mortal's life, it is rare when one does not last several years. When a love does last the length of a mortal's life, she ensures that his soul moves on safely. So far none of them have been so blessed as to retain their mortal memories, so instead Debonah moves on. This is no great tragedy for her, as she fully believes that immortal beings should not be bound to eternal relationships. On the occasions where she has a relationship with another spirit or immortal, Debonah ensures that is understood early in the relationship.

For enemies, Debonah does not get along with most of Lathander's servants. Her sphere of protection is incompatible with creating newborn life, something which brings them into natural conflict. While this does not degenerate into violence, there are often vigorous debates whenever she encounters one of Lathander's flock. Debonah does not mind the arguments, even if they end up being the same arguments on both sides. Beyond Lathander, Debonah considers all of evil her enemy. Yet while she even holds Loviatar in special disdain for kidnapping Villisa, her main antagonist is not evil at all. She has come into conflict with Chourst, the Slaad Lord of Randomness, several times. Something about Debonah consistently (as much as Chourst can be consistent about anything) raises Choust's ire, resulting in spirited combat. Debonah has come to oppose Chourst and his occasional, insane cultist whenever she comes across them. Chourst is the same, whenever the desire happens to cross his ever-changing mind. This has lead to several difficult battles for Debonah, but so far she has proved her mettle against his machinations. Debonah tries quite hard to forget the image of a half dozen death slaad giving into frenzied lust with each other, no matter how it allowed her to triumph against hideous odds.


Solar 35//Psychic Warrior 35

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 35d8+385 (665 hp)
Initiative: +19
Speed: 50 ft, fly 150 ft (good)
Armor Class: 54 (-1 size, +7 dex, +25 natural, +5 deflection, +8 armor)
Base Attack/CMB/CMD: +35/+45/68
Attack: Cupid's Arrow+55 (1d8+21 x3)
Full Attack: Rapidshot Cupid's Arrow+55/+55/+55/+50/+45/+40 (1d8+21 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, psionics, inspire love.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, lines of love.
Saves: Fort +28 , Ref +28, Will +31  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 29, Dex 32, Con 32, Int 28, Wis 38, Cha 33
Skills: Autohypnosis+49, Concentration+49, Craft(Bowmaking)+47, Craft(Weaponsmithing)+47, Diplomacy+49, Escape Artist+49, Gather Information+49, Hide+49, Intimidate+49, Knowledge(A&E)+47, Knowledge(History)+47, Knowledge(Planes)+47, Knowledge(Psionics)+47, Knowledge(Religion)+47, Listen+52, Move Silently+49, Psicraft+47, Sense Motive+52, Spot+52, Survival+52, Swim+47
Feats: Zen Archery(1), Point Blank Shot(PW1), Precise Shot(PW2), Psionic Shot(3), Greater Psionic Shot(PW5), Fell Shot(6), Rapidshot(PW8), Ability Focus(Inspire Love)(9), Manyshot(PW11), Psionic Meditation(12), Quicken Power(PW14), Quicken Spell(15), Improved Rapidshot(PW17), Far Shot(18), Improved Initiative(PW20)
Epic Feats: Epic Spell Capacity(21), Epic Manifesting(PW21), Epic Zen Archery(24), Distant Shot(PW24), Epic Ability Focus(Inspire Love)(27), Epic Rapidshot(PW27), Superior Initiative(30), Armor Skin(PW30), Great Ability(Wisdom)(33), Armor Skin(PW33)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spells

Debonah casts as a 32nd level cleric with access to the Chaos, Destiny, Good, Joy and Protection domains.

Regeneration (Ex)

A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35nd, DC 20+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.

Lines of Love (Su)

As a free action, Debonah can see the lines of love. These manifest as red lines that reach from the heart of a creature towards those that they love. Debonah is able to discern romantic red (scarlet red lines), familial love (crimson red lines), the love of close friends (vermillion red lines), raw attraction-based love with no base in deeper feelings (lust red lines) and other types of love (auburn red lines). The thickness of the lines corresponds to the degree of affection, with thicker cords signifying a stronger affection. Those that feel more than one type of love towards another have lines that band the different colors in proportion to the loves they feel. Returned loves connect to the other person, with another strand from that person going to the other. Unreturned loves wither and fade away just before they reach the object of their affection. Spurned loves or loves that inspire disdain or disgust cause a dull, blood red aura around the end of the crumbling line. In addition, loves caused by magic and other unnatural means appear unstable and shaky, allowing mental influence to be noticed.

Debonah does not need to see the other person to determine whom the creature she looks at loves, nor do they need to be close or even alive. Merely looking at the strings allows Debonah to know whom the affection is directed towards, though she must see the other person to determine if the affection is returned.

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Debonah only uses the lines of love when she's not distracted with something else, as she finds them rather consuming.

Inspire Love (Su)

As one of the Guardians of Love, Debonah can inspire pure, true love in any creature she sees. As a standard action, Debonah may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 50 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Debonah chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 week, 1 month or permanent at Debonah's discretion.

Unlike Villisa, Debonah embraces using her powers. While she admits that were a mortal to have her powers that it would be a problem, she has been entrusted with these powers by Sune. With her wisdom she is able to use them correctly and for great good. Debonah believes that uniting two people in happiness is worthwhile, even if they needed the help of her powers. In any case, Debonah finds two suitable subjects and enchants them for a week or a month. If after that week or month of watching all looks well, she'll make it permanent.

The save DC is Charisma based and includes a +4 racial bonus.


Psychic Warrior powers:
Spoiler: ShowHide


Debonah manifests as a 35th level psychic warrior.


Gear:
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Cupid's Arrow

Cupid's Arrow is a heart themed bow and arrow, engraved with powerful enchantment magic. It functions as a longbow+7 when used in battle, but that is not where the true powers of it lie. Debonah may use Cupid's Arrow to fire a special invisible arrow. Resolve this attack as normal, except that the arrow deals no damage. Unless the target sees Debonah firing at them, they are not even aware they were struck. If Debonah hits two or more targets in a single round with Cupid's Arrow, she may use her Inspire Love ability as a free action. Those struck must make the normal Will save against it, albeit with a -7 penalty to the Will save. Failure results in permanent romantic love for any other creature struck by the arrows that round. 

Debonah prefers not trust armor, especially in her particular line of business, where circumstances may lead to situations where clothing is infeasible. She has a ring of protection+5 and a bellybutton piercing that functions as bracers of armor+8.


Custom Material:
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Epic Zen Archery [Epic]
Prerequisite: Zen Archery, wis 19
Benefit: You may apply your Wisdom modifier in place of your Strength modifier for ranged attack damage rolls.

Epic Rapidshot [Epic]
Prerequisite: Rapidshot, Improved Rapidshot, dex 25
Benefit: When you use your rapidshot attack, you get a second extra attack. The attack is at your highest base attack bonus and follows all the rules for Rapidshot.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2013, 02:48:48 AM
Took a bit longer than I expected. Alas. I had trouble with a few aspects of her. It wasn't anything serious but here you go. You may note she technically doesn't qualify for Virtuoso, as she doesn't have arcane casting. I allowed her Factotum SLAs to qualify for this. It's a bit of a cheat, but I didn't want to add a 1 level dip into a high level build for minimal gain. If I was building her for pure power, a 1 level dip into bard would make a lot of sense.

Speaking of, the Sisters presented here are in their absolute base stats. They don't have any extra gear, spells prepared or resources available. If you faced one of them in combat, they'd almost certainly be fully equipped and prepared. Debonah in particular has a vicious buffing game with Psychic Warrior manifesting and Cleric spellcasting. If nothing else, I expect all three sisters would cast Superior Resistance daily. Or at least Debonah and Sapha would, as they have relatively low saves.

I'll probably do Domiel next or a follower of Seira and one of Alicia next. The follower of Seira is named Burnar and lives in Kesse. He'll be a bit of an insight to how that region's doing. Alicia's follower will be a wandering cleric of some sort. They'll be somewhere from 8-15, depending on how complicated a build I want to whip up. Burnar will probably be higher level, as I see him as a more experienced agent (and thus able to better comment on 20 years of Kessian history) and Alicia's as a younger fellow.


Sapha, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

Sapha and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Sapha is one of the Stronghearted, an order of solars who see to the protection of love. Sapha's particular duties involve protecting loves of all sort, though she tends to protect homosexual female love while her sisters Villisa and Debonah see to relations between traditional love and homosexual men, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

Appearance

Sapha is an impossible beauty, nearly eleven feet tall. She is busty and yet extremely slender, having generous proportions and perfect thinness together. She wears elaborate dresses and gowns, carrying a vast collection of enchanted clothes in a special bag of holding. Her look varies from one day to the next. The only constant is a pair of gold rimmed glasses and a well made but unremarkable spear. Dealing with mortals in her true form is an unpredictable affair, as Sapha's long studies and exposures to chaos have resulted in inconsistent results. Mortals tend to fall in some manner of love with her, but the exact type varies and can change at a moment's notice. Stronger mortals and outsiders tend to like or dislike her solely along ethical lines. Those of law find her unpleasant despite her beauty, while the neutral are not influenced and the chaotic find her lovely. Unless affairs necessitate otherwise, this uncertainty results in Sapha using her true form whenever possible.

Personality

Sapha is quiet and inquisitive. She often allows her presence or her powers speak as she studies a situation. She is more likely to intervene with Inspire Love, a timely spell or spell like ability or her Virtuoso abilities rather than words. She directs events around her with a scholarly silence, speaking only when it will cause the most wonderful, intoxicating chaos. When dealing with her sisters, Sune or a serious situation, she retains her quiet manner but adds insightful observations instead.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They trust and love each other with unreserved joy. It is a purely platonic love and woe to any who snidely suggest otherwise, as all three sisters find that suggestion highly offensive. Within the Stronghearted, she is friendly with Abaxim and Maxiba, the twin angels who oversee soulmates. She has many casual friends within Brightwater. Of note is the risen succubus Mial. Mial oversees a museum within Brightwater and finds Sapha's efforts to be a form of art all their own. Sapha enjoys the compliments Mial pays as well as her taste in art, so the two are fast friends and occasional lovers. Sapha has a smattering of acquaintances outside of Brightwater, mostly lesbians who she maintains friendly, professional bonds with. She has an interest in the newly risen deities Seira, Alicia and Syala, as all three fall into her duties. Circumstances have not allowed her to meet any of them; however, she has met Antenora Reynes and Marie a few times.

Sapha embraces love often. Her preferences have come to match her duties, much as Debonah's have. Her preference for relationships is the opposite, as her affinity for chaos and change cause her to flit from affair to affair like a hummingbird. She is often entangled with the mortals she protects and meddles with, brief dalliances as she uses her powers to help them find another, more permanent love. When in Brightwater she does the same, representing a view close to the hedonism Sharess embodies. Sapha has no interest in a long term relationship. This puts her at odds with Debonah's own views on romance. The two debate the matter often, resulting in occasional friction between the siblings. Villisa often insists that Sapha should settle down for a few centuries as well, something that results in more arguments. Ultimately these spats end up with pouting on all sides, before Villisa quickly puts it behind her and helps the sisters make up.

It is safe to say that ordered creatures are at least disfavorably inclined to Sapha. In particular, archons that deal with love and romance find Sapha intolerable. In particular, the throne archon Sayuel finds everything about Sapha distasteful. As Sayuel is charged by her superiors to protect and promote the benefits of monogamy to mortals, this is only natural. Further, Sayuel happens to a lesbian. The two celestials cannot stand each other's company, with Sapha trying to 'guide' Sayuel and Sayuel attempting to 'mentor' Sapha. Only the barest of restraints and the near endless wisdom celestials possess prevents them from becoming genuine enemies. Sayuel believes that homosexuals have enough difficulties without adding morally dubious promiscuity. Conversely, Sapha believes that restricting love and passion is a crime and that the chaos it brings should be understood, no matter what others think.

Beyond this, Sapha holds a disdain for Loviatar after Villisa's kidnapping. She has also crossed paths with Semyaza, the Arch-Devil of Seduction. The two found each other both alluring and repelling, resulting in a passionate battle that lead to Sapha being slain - and could have just as easily lead to a romantic tryst. As this battle took place on Fire the results were not permanent, yet the battle has left Sapha disturbed. The fact that they attract each other is patently absurd and disgusts Sapha. Semyaza feels much the same, but has dismissed it as unimportant in light of growing rebellion within Benfal.


Solar 35//Factotum 20/Virtuoso 10/Chaotician 5

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 30d8+5d10+385 (675 hp)
Initiative: +25
Speed: 50 ft, fly 150 ft (good)
Armor Class: 55 (-1 size, +10 dex, +21 natural, +15 dodge)
Base Attack/CMB/CMD: +35/+45/80
Attack: Lovely Lure+52 (2d6+22 plus 3d6 anarchic and 1 negative level (9d6 and 3 negative levels on crit) x3)
Full Attack: Lovely Lure+52/+47/+42/+37 (2d6+22 plus 3d6 anarchic and 1 negative level (9d6 and 3 negative levels on crit) x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, inspiration (10 points/encounter), arcane dilettante (8 spells), cunning strike, opportunistic piety 16/day, bardic music (fascinate), virtuoso performance (persuasive song, sustaining song, jarring song, song of fury, mindbending melody, revealing melody), chaotic contagion.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, cunning insight, cunning knowledge, trapfinding, brains over brawn, improved cunning defense, cunning move, cunning breach, cunning dodge, cunning brilliance, scofflaw, anarchic grace, babble, destiny's arbiter.
Saves: Fort +28, Ref +27, Will +27  (+4 vs poison, +4 resistance vs evil, +2 insight vs patterns, compulsion and lawful spells)
Abilities: Str 28, Dex 30, Con 33, Int 38, Wis 30, Cha 34
Skills: Appraise+52, Balance+62, Concentration+49, Craft(Pottery)+52, Diplomacy+50, Disable Device+52, Escape Artist+62, Gather Information+50, Handle Animal+50, Heal+48, Hide+62, Intimidate+50, Knowledge(Arcana)+52, Knowledge(Dungeoneering)+52, Knowledge(Nature)+52, Knowledge(Nobility and Royalty)+52, Knowledge(Planes)+52, Knowledge(Religion)+52, Listen+48, Move Silently+62, Perform(String Instruments/All)+52, Profession(Mathematician)+78, Sense Motive+48, Spot+48, Survival+48, Use Magic Device+50
Feats: Words of Creation(B), Versatile Performer(1), Power Attack(3), Dodge(6), Mobility(9), Spring Attack(12), Bounding Assault(15), Rapid Blitz(18), Maximize Spell(27), Ability Focus(Inspire Love)(30)
Epic Feats: Epic Spell Capacity(21), Final Blitz(24), Epic Ability Focus(Inspire Love)(33)
Alignment: Anarchic Good

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35nd, DC 20+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Spells

Solars can cast divine spells as 32nd level clerics. A solar has access to two of the following domains, as well as any approriate to it's deity or plane of service: Air, Destruction, Good or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.)

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.

Lines of Love (Su)

As a free action, Sapha can see the lines of love. These manifest as red lines that reach from the heart of a creature towards those that they love. Sapha is able to discern romantic red (scarlet red lines), familial love (crimson red lines), the love of close friends (vermillion red lines), raw attraction-based love with no base in deeper feelings (lust red lines) and other types of love (auburn red lines). The thickness of the lines corresponds to the degree of affection, with thicker cords signifying a stronger affection. Those that feel more than one type of love towards another have lines that band the different colors in proportion to the loves they feel. Returned loves connect to the other person, with another strand from that person going to the other. Unreturned loves wither and fade away just before they reach the object of their affection. Spurned loves or loves that inspire disdain or disgust cause a dull, blood red aura around the end of the crumbling line. In addition, loves caused by magic and other unnatural means appear unstable and shaky, allowing mental influence to be noticed.

Sapha does not need to see the other person to determine whom the creature she looks at loves, nor do they need to be close or even alive. Merely looking at the strings allows Sapha to know whom the affection is directed towards, though she must see the other person to determine if the affection is returned.

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Sapha often uses the lines of love, but only gives them minimal weight. She prefers to work out mental calculations and her gut feelings in regards to the blissful chaos she can sow instead.

Inspire Love (Su)

As one of the Guardians of Love, Sapha can inspire pure, true love in any creature she sees. As a standard action, Sapha may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 50 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Sapha chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 day, 1 month or permanent at Sapha's discretion.

Sapha uses Inspire Love whenever possible. She holds that the love she spreads is always good, even if love holds the potential for heartbreak. The wild, consuming chaos of romantic entanglements thrills Sapha, who often tries to mathematically quantify the chaos that results. She is only partially successful, which inevitably draws her back to try again.

The save DC is Charisma based and includes a +4 racial bonus.


Factotum powers:
Spoiler: ShowHide


Inspiration

The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table: The Factotum).

Cunning Insight (Ex)

Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns - provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex)

When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex)

You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Arcane Dilettante (Sp)

At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table: The Factotum. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modifi ed spell's level.

Brains over Brawn (Ex)

At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

Cunning Strike (Ex)

With a quick study of a vulnerable opponent's defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.

Opportunistic Piety (Su)

Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead - your understanding of divine magic is too rudimentary.

Cunning Breach (Su)

Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target's spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

Cunning Dodge (Ex)

Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.

Improved Cunning Defense (Ex)

At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You no longer need to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, you do not gain this benefit when wearing medium or heavy armor.

Cunning Brilliance (Ex)

At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.

For example, if you use a monk's flurry of blows ability, you gain all the benefits and drawbacks described under Flurry of Blows. You do not gain the benefits of unarmed strike, because that is a separate ability in the monk's class description.


Virtuoso powers:
Spoiler: ShowHide


Bardic Music

Virtuoso levels stack with bard levels for the purpose of determining the virtuoso's daily uses of his bardic music abilities (if any) and the value of the bonus granted by inspire courage (if the virtuoso has that bardic music ability). For example, a 10th-level bard/4th-level virtuoso could use bardic music fourteen times per day, and his inspire courage ability would grant a +3 morale bonus on the appropriate rolls. A virtuoso also gains the fascinate bardic music ability, if he doesn't already have it. He can use his performance to cause one or more creatures to become fascinated with him. See the bard class feature, page 29 of the Player's Handbook.

Virtuoso Performance (Su)

A virtuoso can use his Perform skill to create magical effects on those around him. He can use this ability once per day per virtuoso level. He can use any form of performance as part of this ability. Although many of the names refer to musical performances, a virtuoso isn't actually so limited – for example, an actor could perform a "sustaining soliloquy" or "sustaining dance" rather than a sustaining song. Each ability requires both a minimum virtuoso level and a minimum number of ranks in any Perform skill to qualify. If a virtuoso does not have the required number of ranks in at least one Perform skill, he does not gain the virtuoso performance ability until he acquires the needed ranks.

Starting a virtuoso performance effect is a standard action. Some virtuoso performance abilities require concentration, which means that the virtuoso must take a standard action each round to maintain the ability. Unlike with bardic music, virtuoso performance doesn't restrict a virtuoso's spellcasting or magic item activation. If a virtuoso's performance requires sound, a deaf virtuoso has a 20% chance to fail when attempting to use virtuoso performance. If he fails, the attempt still counts against his daily limit. If a virtuoso has the bardic music class feature, he can spend two daily uses of bardic music to deliver a virtuoso performance.

Persuasive Song (Ex)

A virtuoso with at least 11 ranks in a Perform skill can deliver a performance that sways the attitude of his audience. Treat this as a Diplomacy check made to influence NPC attitudes (see pages 71–72 of the Player's Handbook), but replace the Diplomacy check with a Perform check. Viewers must be within 30 feet of the virtuoso, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 consecutive rounds of concentration to take effect, and it can affect a particular creature only once per day. Hostile audience members can't be influenced with this ability.

Sustaining Song (Su)

A virtuoso of 3rd level or higher with at least 13 ranks in a Perform skill can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of him automatically become stable (if dying) or regain 1 hit point (if stable and between –1 and –9 hit points). A sustaining song has no effect on enemies or on allies with 0 or more hit points. A virtuoso can keep up his sustaining song for 5 minutes. This is a mind-affecting ability.

Jarring Song (Su)

A virtuoso of 5th level or higher with at least 15 ranks in a Perform skill can inhibit spellcasting. Any enemy within 30 feet attempting to cast a spell during a jarring song must make a Concentration check with a DC equal to the virtuoso's Perform check to avoid losing the spell. A virtuoso can keep up his jarring song for 10 rounds.

Song of Fury (Su)

A virtuoso of 7th level or higher with at least 17 ranks in a Perform skill can use his performance to turn his allies into furious berserkers. Each ally within 30 feet who can see and hear the virtuoso can choose to enter a rage on her turn. This functions identically to a barbarian's rage, except that it ends automatically if the virtuoso stops performing. If the ally already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage. A virtuoso can't use song of fury on himself. This is a mind-affecting ability.

Mindbending Melody (Sp)

A virtuoso of 9th level or higher with at least 19 ranks in a Perform skill can dominate a humanoid that he has already fascinated. This ability functions like a dominate person spell with a caster level equal to the virtuoso's class level. The target can make a Will save (DC 10 + virtuoso's class level + virtuoso's Cha modifier) to negate the effect. A mindbending melody is a mind-affecting, language-dependent, enchantment (compulsion) ability.

Revealing Melody (Su)

A 10th-level virtuoso with at least 20 ranks in a Perform skill can use his performance to reveal all things as they actually are. All allies within 30 feet who can see and hear the virtuoso's performance are affected as if by a true seeing spell with a caster level equal to the virtuoso's class level. The effect lasts as long as the virtuoso performs.


Chaotician powers:
Spoiler: ShowHide


Chaotic Contagion (Su)

A chaotician can attempt to infect a target with chaotic impulses that disrupt the target's ability to defend against the chaotician. If the chaotician makes a successful melee touch attack against the target, the target creature takes a —2 penalty to his Armor Class against attacks made by the chaotician, a -2 penalty on saves made to resist spells or abilities of the chaotician, and a -2 penalty on skill checks opposed by the chaotician. A successful Will save (DC 10 + chaotician's class level + chaotician's Cha modifier) negates the effect and gives the target immunity to similar attacks by that chaotician for 24 hours. This effect lasts for 1 hour per class level.

A chaotician can use this ability a number of times per day equal to his class level.

Scofflaw (Su)

Divinations cast by lawful characters are difficult to perform on chaoticians. This ability functions much like a nondetection spell, except that it is useful for shielding a chaotician only against creatures of lawful alignment. Such creatures must succeed on a caster level check against a DC of 15 + the chaotician's class level + his Cha bonus (if any) to successfully employ a divination against a chaotician. This ability can be suppressed or resumed as a free action.

Anarchic Grace (Su)

A 2nd-level chaotician accepts that randomness underlies all reality. Once per day, the chaotician can tap into this randomness to make his movements and posture unpredictable. This effect results in attackers having a 50% miss chance on all their attacks. Even true seeing and similar effects can't offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to the chaotician's class level. When it ends, the chaotician becomes fatigued for 1 minute.

At 4th level and higher, a chaotician can use this ability twice per day.

Babble (Su)

Once per day, chaotician of 3rd level or higher can generate a 10-foot-radius emanation that causes all sounds in the area to turn into garbled, cacophonous, and unintelligible noise. Sounds that issue from, enter, or pass through the area are altered and made unrecognizable as a natural sound. Within this area, verbal communication is impossible. Even something as simple as a shout of surprise is turned into a warped and alien sound. Spells with verbal components cannot be cast. Scrolls and other magic items that require a verbal component to be activated do not function. Spells and items that rely on sound do not function. Sonic damage has no effect.

Clarity of Confusion (Su)

Starting at 3rd level, a chaotician gains a +2 insight bonus on saves against illusion (pattern) spells, enchantment (compulsion) spells, and spells with the lawful descriptor.

Destiny's Arbiter (Su)

A 5th-level chaotician is a friend of chaos and can summon it. Once per day as a free action, the character can either reroll one roll he just made, or force another creature to reroll a result the chaotician does not like. A chaotician must use this ability immediately after the result of the roll is known. If he wants to force another creature to reroll a result, the chaotician must be able to see the other creature, and it must be within 60 feet of the chaotician. Whether rerolling his own roll or forcing another to reroll, the results of the second roll stand.


Gear:
Spoiler: ShowHide


Lovely Lure

Lovely Lure is a long, slender polearm. It is crafted of fine wood and steel, though it looks unremarkable on first glance. It is a longspear+9, anarchic power. As a swift action after a successful attack with Lovely Lure, she may use her Inspire Love ability on the target. A failed save results in the creature instantly falling in deep romantic love with Sapha. A creature may be targeted with this ability as many times as Sapha strikes them in a round. Sapha will only use this on other females or when it can avert a greater battle.

Glasses of Chaotic Insight

These gold rimmed glasses frame Sapha's face in a pleasing manner, doing nothing to hide her natural beauty. These glasses give Debonah the ability to constantly see chaos as if by a detect chaos spell, except that she gains all results instantly instead of over three rounds. Numbers and complicated formula are projected directly into Sapha's vision by the glasses, greatly aiding her ability to comprehend and analyze chaos. This grants her a +30 competence bonus to Profession(Mathematician) checks.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2013, 05:52:11 PM
More keeping busy. Burnar's next then Domiel. Probably. Not in a deity mood right now, even if Domiel's much easier after having Barachiel done.

Savin, Wanderer of Alicia

Fluff:
Spoiler: ShowHide


Background

Savin is an only child born to an unremarkable family in Elfsander. He was a bright child but a shiftless one, forever possessed of a fierce disinterest in honest work. His parents grew weary of this, electing to force Savin into a seaman's apprenticeship. In this he learned the ways and means of the sea. Yet Savin was no great sailor or worker, a fact that put him in the ire of the first mate. The first mate demanded the utmost from each of the sailors, something Savin found disagreeable. This lead to many an unpleasant encounter between Savin and the first mate. This spawned a deep animosity between the two. In time this lead to a vicious fight, one that the first mate won. The first mate called this mutiny and marooned Savin on the nearest islet.

Here Savin laid on the bare rocks. He had little water, no food and even less hope. He wasted away on that wind swept, rocky islet. He slept a sleep of parched pain and disturbing dreams. His dreams were strange symbols, twisting lights and incomprehensible words. On the third day of his marooning Savin awoke in a frenzy. He sprung to his feet, waved his hands like a madman and chanted those alien words. To his amazement, the Weave responded! Dancing lights and ghost sounds exploded around the island, a tremendous display. It was one so great that it drew the attention of a passing ship!

This ship was from Balmuria. In his recovery Savin was regaled with stories of the Crimson Guard. He was fascinated by them, most of all by the stories of Saint Alicia. There was something about her that drew him. The stories painted her as having a superior sense of purpose, serving many things - including the Weave. Stories of magic and the Gods returning to the world convinced Savin that his sudden magical aptitude had a reason, just as Alicia's works had a reason. When the ship returned to Balmuria Savin immediately busied himself in learning more. There he found the nascent church of Saint Alicia. He found the dogma pleasing and interpreted it to his own ends. A shiftless wandering that yet served a greater purpose appealed to Savin. He thus took his lessons of Alicia's dogma to heart and began to wander.

Since then, Savin has wandered from the jungles to the Southern Confederation. He is not the most devout or the most energetic of Alicia's flock, nor does he have any skill in divine miracles. But he spreads her words and supports those with the talent to become heroes. He styles himself a wanderer of Alicia, lingering just long enough to spread her word before resuming his aimless journey.

Appearance

Savin is a typical elf. He is a little over five feet tall and slender. His hair is a brown that is prematurely going gray - a rarity amid elves. It makes him appear older than he is. He wears sturdy traveler's clothes designed for warmth and durability, supple leather gloves, a simple diadem of iron and soft padded armor beneath it. In more cosmopolitan areas he is unremarkable and blends in, while in other areas his heritage stands out.

Personality

Savin has the graceful, almost feminine traits that many male elves possess. Yet it does not seem unusual on him, but entirely fitting. Despite this he is no great talker. He likes to talk but is easily overshadowed by others. That's just as well for him, since he prefers to laze while assessing things around him. He is quick to assert that divine providence is holding his hand, and if action is needed, great results will come from him.

Relations

Savin and his parents are not close. He holds them no great ill will, but they have been swept up in Pallanth's culture war. They have embraced a natural lifestyle fully, living like animals in the wild. His only visit was a brief one, as seeing his parents dirty, nude and unwashed was enough to convince him that he wants no part of that. He avoids the elven lands now, having no further interest in that conflict. Beyond family, Savin has a loose but wide ranging network of friends and Alicia's faithful throughout the regions he wanders in. He is close friends with another wanderer, Lady Jane Kesper. Lady Kesper is responsible for tracking down deserters from the Kelaran war effort. While Savin doesn't particularly approve or care about that, the two have a natural if vitriolic chemistry.

Relationships are something that eludes Savin. Being a wanderer is not a state that encourages that. He has had a few romantic encounters, one of which lead to a half elven son in the Desert Fiefdoms. Savin is not aware of this child.

Savin counts anything evil as his enemy, but in a casual way. He does not go out of his way to foil them, but feels obligated to do so when he comes across them.


Mariner 5/Fortune Blade 4//Duskblade 9

Size/Type: Medium Humanoid (Elf)
Hit Dice: 9d8+9+9 (62 hp)
Initiative: +7
Speed: 30ft
Armor Class: 20 (+7 dex, +3 armor)
Base Attack/CMB/CMD: +9/+10/26
Attack: Imith+18 (1d6+2 15-20 x2)
Full Attack: Imith+18/+13 (1d6+2 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Dirty strike+1d4, spell blade(2nd), power spell+2, spells, arcane channeling.
Special Qualities: Immunity to sleep, low-light vision, sailor lore, seamanship+2, back to back+1, arcane attunement, armored mage(medium+heavy shields), quick cast 1/day, spell power+2.
Saves: Fort +7, Ref +10, Will +8 (+2 vs enchantment)
Abilities: Str 12, Dex 25, Con 12, Int 18, Wis 14, Cha 9
Skills: Balance+19, Climb+13, Concentration+13, Jump+13, Knowledge(Religion)+7, Listen+16, Spellcraft+16, Spot+16, Swim+13, Tumble+19, Use Rope+19
Feats: Toughness(1), Weapon Focus(Rapier)(M1), Combat Casting(D2), Combat Expertise(3), Improved Trip(M5), Weapon Finesse(6), Improved Critical(Rapier)(FB1), Arcane Strike(9)
Epic Feats: -
Alignment: Neutral Good

Mariner powers:
Spoiler: ShowHide


Sailor Lore (Ex)

A mariner picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner may make a special sailor lore check with a bonus equal to his mariner level + his Intelligence modifier to see whether he knows some relevant information about local people or history, far away places, or strange superstitions. This check will not necessarily reveal true information, as much of the time the mariner heard it from someone who heard it from a friend, who heard it from a guy, etc. The mariner may not take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the accompanying table.

Seamanship (Ex)

A mariner gains the listed bonus as a competence bonus to all Balance, Climb, and Profession (sailor) checks.

Dirty Strike (Ex)

A mariner is adept at maneuvers such as hitting below the belt, head butts, sucker punches, and other opportunistic tricks. Starting at 2nd level, a mariner may choose to make a single melee attack on his turn as a full round action that deals an additional +1d4 points of damage. This bonus increases to +2d4 at 6th level, +3d4 at 10th level, +4d4 at 14th level, and +5d4 at 18th level. The additional damage caused by a dirty strike is the same kind of damage as the weapon used in the attack; a 2nd-level mariner that uses a club to make a dirty strike deals an additional +1d4 bludgeoning damage, for example, and if the damage dealt by the attack is nonlethal damage, the additional damage is also nonlethal. This ability has no effect on creatures without a discernable anatomy or that are immune to critical hits, such as constructs, oozes, plants, or undead. Additional damage from a dirty strike is not multiplied if the mariner scores a successful critical hit.

Back-to-Back (Ex)

A mariner is trained in fighting alongside his shipmates in cramped and crowded conditions, especially against superior numbers. Starting at 4th level, whenever a mariner is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, he gains a +1 dodge bonus to his AC. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.


Fortune Blade powers:
Spoiler: ShowHide


Spellblade (Sp)

Whenever you confirm a critical hit, magical energy courses through your veins and into your blade. This causes extra effects whenever you confirm a critical hit. When this happens, you may choose any arcane spell you have memorized (if you cast as a wizard) or know (if you cast as a sorcerer). This spell instantly activates, taking effect on the target. This spell resolves as normal, including saving throws and spell resistance. Spells that require an attack roll(s) to hit do not need to do so, nor are these spells counted as being critical hits. This spell does not count as being used - you do not use any components, spell charges are not consumed and a memorized spell is not lost.

The spell in question must be able to target the victim normally, such as charm person, magic missile or sleep. Alternately, it may be an area, burst or radius effect, with the victim at the center of it. You gain no special protections against the spell in this case. You cannot use a spell that would not be able to center itself on a living creature as a valid target, such as wall of force or a summon monster spell. You may not use a spell for spellblade that has a material component that costs more than 1 gold piece.

At 2nd level you can have a 0 or 1st level spell occur when you confirm a critical hit. This level rises by 1 every 2 levels. At 4th level you may use a 2nd level spell, at 6th level you may use a 3rd level spell and so on.

A spell cast through a critical hit and spellblade is a free action. A spell that takes more than 1 round to cast cannot be cast through spellblade.

Creatures immune to critical hits are not subject to them against you. However, if you land a critical threat on one, you may resolve it as normal. Confirming the threat allows spellblade to trigger as normal, though no other aspects of a critical hit occur.

You may not use metamagic on a spell cast by spellblade. Metamagic that is applied automatically, such as the automatic metamagic epic feat or certain class features, functions as normal.

Power Spell (Ex)

When you confirm a critical hit and cast a spell through spellblade, you gain a +2 bonus to the caster level. At 9th level this bonus rises to +4.


Duskblade powers:
Spoiler: ShowHide


Savin casts as a 9th level duskblade.

Arcane Attunement (Sp)

You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.


Gear:
Spoiler: ShowHide


Imith: Rapier+1. When Imith threatens a critical hit, Savin may take 6 points of damage. Doing so automatically confirms the critical hit. The damage is equal to 10% of Savin's maximum hit points and scales.
Padded Armor+2
Gloves of Dexterity+4
Circlet of Intelligence+2
Potion of Cure Moderate Woundsx3
Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2013, 12:14:50 AM
In other news? Yuth, have you finished leveling Muirfinn yet?

Man, it feels good to nag.
Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2013, 07:14:42 PM
Keeping going.

Tyler Burnar, Golden Inquisitor of Seira.

Fluff:
Spoiler: ShowHide


Background

Tyler Burnar is the third child of Burnar family from northern Kesse. He grew up with the advantages of prosperity and a good family. He took to his studies in particular, learning of the centuries of bitter, bloody wars between Kesse, Evrai and Sanaxt. These endless tragedies gnawed at his heart, yet what could be done? His studies of history revealed that war was the ultimate fate of Kesse, in the past, in the present and in the future. He realized there was no point in resisting the inevitable flow of events.

Tyler's acceptance did not last long. The death of King Denegran and the subsequent demises of Prince Kort, Prince Albert and Princess Armanda rocked Kesse. War seemed inevitable - until she came. A golden dragon princess in the form of a human, who brought a message of peace to Kesse. This message spoke to Tyler. It inspired him to leave his family and head to the capital, where the first movements of Seira's church were forming. He joined immediately, becoming a founding member of Seira's faith.

Since that day, Tyler has settled into the role of church inquisitor. He has a knack at rooting out corruption, something Kesse has far too much of. His long career has earned him accolades and friendships. These long works have done much to support Seira's church and guide it through its early growth pains. His main works have been with helping spread peace and acceptance throughout the three kingdoms. It has been a long struggle with no end in sight. While the main cities are under direct influence and slowly tamed through order, rural areas resist the message. While tragedies do continue there, steady progress is made in reducing them. Tyler has come to accept that real peace will take more than his lifetime. This has not lessened his hope, but instead reaffirmed it. For the first time the bloody wars of centuries have a chance to be forgotten.

Due to his spellcasting ability and seniority, Tyler is often assigned unusual or difficult tasks. From transporting a random traveler to Arborea to ensuring the freedom of the ocean free cities, Tyler's free time is filled with these tasks.

Appearance

Tyler Burnar is a stout human, all muscles fading into middle aged bulk. He is a few inches past six feet tall and a bushy shock of brown/gray hair with a matching beard. He wears thick furs and heavy clothes when seeing to peaceful religious duties. When going out into the countryside, he favors a well made set of full plate armor, shield and short sword. The armor suits his appearance well, making him appear as a wizened old master of the battle field.

Personality

Tyler Burnar is plain spoken, homey and direct. He has little use for double speak or innuendo. He has a blocky directness that matches his appearance. He's quick to assess the situation and quicker to act - something that doesn't match his appearance at all. Long years of experience have impressed on him the need to take control of a situation. After all, if he's controlling things, then he can make sure nothing goes horribly wrong. Things have a way of going horribly wrong in Kesse.

Relationships

Tyler is close to his extended family of brothers, sisters, in laws, nieces, nephews and so forth. He has steered several of them into Seira's faith and is personally mentoring Valam Burnar, a promising nephew in his novitiate. He has many friends in Kesse and a few in the surrounding kingdoms. He is an old friend of Valar the Conqueror, the two having grown close in the decades of helping the region along. The two men share the easy bonds of camaraderie and trust each other with their lives.

Tyler is married to Elaza Burnar. They have several children and a strong, stable family. The only blight on it is a decade-old wound. The sixth and last child of the couple died of crib death. They have overcome this tragedy - despite not knowing the roots of it.

There are many who Tyler considers enemies, from those who want to continue the old, tired ways of war to Shar's black church. The last in particular is most passionate on both sides, as Tyler has participated in the extermination of several Sharran cults. He has seen the horrors the Lady of Loss brings and is devout in ensuring she never again gains sway in Kesse. His fervor has not gone without reply. Unknown to all, an agent of Shar was able to snuff the life of his sixth child. It was mistaken as crib death and an attempt at resurrection failed. While his heart was pained, Tyler was ultimately able to accept and recover from the tragedy. He quietly rejected the despair in his heart and healed, rather than falling into misery as the Sharrans hoped.

Combat

Tyler is a slow moving hunk of iron and clerical might in battle. He wades right into the front lines, confident in steel and faith protecting him. Divine Metamagic is used to empower his direct damage magic. He rarely attacks in melee. If he knows he must, he will prepare Righteous Might and Divine Favor before wading into battle. Tyler is not the strongest of Seira's clerics and knows this. He does not overdo it and is more than willing to retreat.



Cleric 5/Church Inquisitor 5//Fighter 10

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+20+10 (82 hp)
Initiative: -1
Speed: 20ft, 30ft without armor
Armor Class: 34 (-1 dex, +15 armor, +8 shield, +2 sacred)
Base Attack/CMB/CMD: +10/+12/31
Attack: Golden Fang+13 (1d6+2 19-20 x2)
Full Attack: Golden Fang+13/+8 (1d6+2 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, turn undead 10/day (3d6; DC 15).
Special Qualities: Detect evil, inquisition domain, immunity to charm and compulsions, pierce illusion, pierce disguise, armor of god(+8), resistance to fire 10.
Saves: Fort +7, Ref +1, Will +15
Abilities: Str 15, Dex 8, Con 14, Int 19, Wis 25, Cha 17   
Skills: Bluff+16, Concentration+15, Diplomacy+18, Knowledge(Arcana)+17, Knowledge(Religion)+17, Listen+20, Sense Motive+22, Spellcraft+17, Spot+20
Feats: Negotiator(1), Apt Learner(Bluff and Sense Motive)(H), Toughness(F1), Shield Specialization(F2), Extra Turning(3), Shield Ward(F4), Empower Spell(6), Heavy Armor Optimization(F6), Divine Metamagic(Empower Spell)(9), Greater Heavy Armor Optimization(F10)
Epic Feats: -
Alignment: Lawful Good

Cleric powers:
Spoiler: ShowHide


Tyler Burnar casts as a 10th level cleric with access to the Hope, Inquisition and Knowledge domains.

Domain powers

Hope: Grants a +4 to any one attack roll, skill check or saving throw once per day as the domain power. This must be declared before you make the roll.
Inquisition: +4 bonus to dispel checks.
Knowledge: All knowledge skills are cleric class skills, +1 caster level for divinations.


Church Inquisitor powers:
Spoiler: ShowHide


Detect Evil (Sp)

A church inquisitor can use detect evil at will as a spell-like ability.

Immune to Charms (Ex)

A church inquisitor of 2nd level or higher is immune to all enchantment (charm) spells and effects.

Pierce Illusion (Su)

At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.

Pierce Disguise (Ex)

The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.

Immune to Compulsions (Ex)

A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.


Fighter powers:
Spoiler: ShowHide


Armor of God (Su)

As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. Armor of god is a supernatural ability.


Gear:
Spoiler: ShowHide


Dragon's Fang: Shortsword+1. Grants a +2 sacred bonus to armor class when drawn. Applies to the wielder only.
Armor of the Order of the Golden Knights: Full plate+5, grants fire resistance 10. A gift from Valar for two decades of faithful service.
Shield of the Order of the Golden Knights: Heavy steel shield+5. Another gift.
Ring of the Agile Mind: +4 enhancement bonus to Intelligence, Wisdom and Charisma.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2013, 02:13:34 AM
In the quest to stave off ever growing amounts of boredom and tedium, I'm working on a new project. Some parts of it are in the spoiler box below. These are varying shades of beta and will see further revisions before I'm done.

It's worth noting that these rules are planned to be used in Balmuria 4. They aren't meant to exclude you from doing anything on the Prime. Avatars are a built in loophole to this and there will be other rules added to ensure they don't unduly inhibit game play. They're meant to add flavor and depth, not restrict game play.

Spiritual Wounds
Spoiler: ShowHide


Spiritual wounds are the result of powerful outsiders coming to the Prime Material Plane. The mortal world is unable to withstand true purity of spirit, and such encounters leave permanent marks on the world. These spiritual wounds cause varying effects, ranging from beneficial to baneful. No matter the type of the effect, the wound frays at the fabric of the Prime.

Overview

As noted above, spiritual wounds are what happens when powerful outsiders come to the Prime. The mortal world is a world of souls encased in bodies of dirt, blood and flesh. Outsiders are beings of pure spirit, alignment and ethos. They are one body and soul united together in perfect and intense harmony. A world designed to hold mortals cannot withstand this and spiritual wounds are the inevitable result.

Outsiders of all types can cause spiritual wounds. A celestial is no less alien to the Prime Material Plane than a demon. While the wounds they cause are likely to be less onerous than the ones fiends cause, they still weaken the world and bombard it with things mortals are not prepared to handle. Other creatures do not cause spiritual wounds, including elementals. Elementals with an alignment template, such as celestial creature (or the other equivalents) or the half-celestial (or again the other equivalents) may be able to cause spiritual wounds at the DM's discretion. If the elemental is able to, count it as one hit dice category lower than it actually is. Thus, an eligible elemental would need to have at least 26 hit dice to cause a spiritual wound and can never qualify for 40+ hit dice effects.

Creatures from the Far Realm and outside of Creation do not use these rules. They cause specific maladies as explained in the creature's stat block. Creatures of the Beyond are translated into outsiders with the evil subtype by Creation, but this is merely Creation's attempt to interpret something alien to it. These damages these creatures cause are not limited to the Prime Material in any case.

Note that deities are not covered by these rules. Deities cause terrific spiritual wounds, ones beyond the power of the wounds presented here. (For instance, consider when Kossuth was summoned before the Ash'arai or the God-King did battle and created the wastelands.) Deities that are not outsiders still cause spiritual wounds, as do Archomentals and other elementals with divine rank. For the sake of this, a deity is a creature with divine rank 1 or higher. A deity's wounds are always unique to the deity and fitting of what they represent. Divine avatars are not subject to causing spiritual wounds, no matter how many hit dice they have.

Example Spiritual Wounds

(Note that a creature can cause more than one type of wound and mix them. These are building blocks. Also note that druids and rangers will have specific other ways of dealing with these, as befitting nature focused spell casters. They tend to lack a lot of the spells needed to counter these effects, including wish or miracle.)

Align Area
Type: Alignment
Prerequisites: 21+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A consecrate or desecrate spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the outsider that caused it is required.

The presence of the outsider causes the area around it to become consecrated (if the outsider has the good subtype) or desecrated (if the outsider has the evil subtype).

Burning Wound
Type: Elemental
Prerequisites: 21+ hit dice, fire subtype
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A dispel fire spell.

This spiritual wound causes a drastic rise in the temperature within the wound. The temperature within the area rises by two temperature bands(minimum warm). Water evaporates from the area within 10 minutes. Small sources of water such as a stream or a pond are evaporated and destroyed by this wound. Larger sources of water such as a river or lake, suffer a small reduction in mass but are otherwise unaffected. Due to the temperature instability between the wounded area and the surrounding, violent, unpredictable and unnatural weather within and around the wound is common.

Glory
Type: Alignment
Prerequisite: 26+ hit dice, good subtype
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A dispel good spell. A caster level check equal to the hit dice of the outsider that caused it is required.

The area of this spiritual wound is suffused with the eternal glory of the Heavens. The area is bright and full of beauty. Life seems better here and pain, discomfort and misery are far away. Peace reigns within this wound. Plants become full and animals that stay within the area gain the celestial creature template. However, this glory does not come without effects. Any mortal creature that spends an hour within this wound must make a Will save. Failure results in the creature becoming unwilling to leave the area of the wound. They will resist leaving by any and all means, and if removed, attempt to return with all their power. This effect can be dispelled by dispel good, greater dispel magic or remove enchantment. Creatures that stay within the wound age at triple their normal rates. They feel drawn to what lies beyond, less and less attached to the mortal realm.

Greater Align Area
Type: Alignment
Prerequisites: 30+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A hallow or unhallow spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the outsider that caused it is required. Creatures of the opposite alignment of the effect gain a +4 bonus to this roll.

This functions as align area, except that the area is hallowed or unhallowed. A fitting spell may be attached depending on the outsider that causes this wound. The spell effects creatures that share the outsider's alignment (if positive) or all creatures of the opposing good-evil alignment (if negative).

Intermixing
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype
Area: A number of miles equal to 2d10 times the outsider's Charisma modifier.
Means of healing: A dispel chaos spell.

Within the bounds of this spiritual wound, newborn life is altered and changed. Any pregnant creature that spends at least 1/4th of her pregnancy within this spiritual wound will give birth to a mutated child. These mutations vary wildly from the minor to the impossible. In addition, there is a 25% chance any child affected will be born with the anarchic creature template. The mutations are entirely random in nature and can range from helpful to harmful. Multiple generations born within this spiritual wound soon become nothing like known creatures from the Prime. Such creatures are usually unique magical beasts, aberrations or outsiders.

Mathematical Instability
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype, cha 13
Area: 8d10 times outsider's Charisma modifier.
Means of healing: A dispel chaos spell. A caster level check equal to the hit dice of the outsider that caused it is required.

This wound causes chance to infuse everything and cause unpredictable results. All attack rolls, damage rolls, checks and saving throws have a -6 penalty and gain a 1d10 bonus. Chaotic creatures reduce this penalty to -5 and increase the bonus to 1d12. For example, an attack roll of 1d20+20 would become 1d20+14+1d10. Effects that eliminate chance, such as spells augmented with the Maximize Spell feat, fail within this spiritual wound. Due to the unpredictable nature of this wound, any sort of divination to analyze or predict it fails.

Perfected Life
Type: Alignment
Prerequisite: 21+ hit dice, lawful subtype, cha 13
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: Dispel law spell. A caster level check equal to the hit dice of the outsider that caused it is required.

The presence of the outsider causes the natural world to discard chaos and assume rigid order. All plants, natural terrain, buildings and unintelligent animals are altered to become more perfect. They gain greater symmetry, a healthy if perfectly predictable and regimented growth and a lack of any wear, tear or damages. Unintelligent animals within the radius when the wound is first inflicted gain the axiomatic creature template, as do any creatures that lair or constantly visit the area.

Omens
Type: Alignment
Prerequisite: 30+ hit dice, evil subtype
Area: 5ft and 1000 miles; see text
Means of healing: Dispel evil spell. A caster level check equal to the hit dice of the outsider that caused it is required. Good creatures gain a +4 bonus to this roll.

This spiritual wound is a tiny, festering tear. It is usually part of another wound. Regardless, the effects of this wound reach for 1,000 miles. Omens causes macabre omens to sweep over the range of effect. These omens vary but are obvious and foretell great doom. If part of another wound, this wound's omens relate to that. This wound also projects a considerable mental effect that targets seers, diviners and others who deal in divination. Every week, a number of suitable creatures equal to the Charisma modifier of the outsider that caused the wound are beset by apocalyptic visions. These visions are omens and warnings. While they provide insight to the problem and wound, these visions are deeply disturbing. A Will save is needed to prevent madness from the vision. Creatures that fail the save are treated as being under the effects of an insanity spell. This insanity may be cured as by the spell.


Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2013, 02:44:26 AM
Syala's up to no good.

Rikkaos, Advanced Sylican Phase Spider

This is the result of Syala's direct influence on a phase spider. Rikkaos serves as her main servant amid the phase spiders. He appears as normal for his kin, save for gray and white angelic wings that rise from his back. Somehow this softens his appearance, making him far more agreeable to other creatures.

Syala trained him to use his forelegs to hold a holy symbol and manage somatic components. It's quite a sight to see.


Phase Spider 10//Half Celestial 4/Fighter 4/Cleric 2

Size/Type: Large Outsider (Native)
Hit Dice: 10d10+50+10 (118 hp)
Initiative: +7
Speed: 40ft, climb 20ft, fly 80ft (good)
Armor Class: 17 (-1 size, +4 dex, +4 natural)
Base Attack/CMB/CMD: +10/+17/31
Attack: Bite+16 (1d6+9 plus ravage)
Full Attack: Bite+16 (1d6+9 plus ravage)
Space/Reach: 10ft/10ft
Special Attacks: Ravage, daylight, smite evil, spell-like abilities,
Special Qualities: Darkvision 60ft, ethereal jaunt, low-light vision, damage reduction 5/magic, immunity to disease and poison, resistance to acid, cold and electricity 10, spell resistance 20,
Saves: Fort +12, Ref +11, Will +6 (+4 racial vs poison)
Abilities: Str 22, Dex 19, Con 20, Int 9, Wis 17, Cha 14
Skills: Climb+27, Knowledge(Religion)+12, Listen+16, Move Silently+17, Spot+16
Feats: Ability Focus(Ravage)(1), Poison Immunity(3), Improved Initiative(F1), Virulent Poison(6), Weapon Focus(Bite)(F2), Toughness(F4), Deadly Poison(9)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Ethereal Jaunt (Su)

A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Ravage (Ex)

Injury, Fortitude DC 24, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills

A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


Cleric powers:
Spoiler: ShowHide


Rikkaos casts as a 2nd level cleric with access to the Family and Good domains.

[4/day]0: Create Water, Cure Minor Wounds, Light, Virtue
[3+1/day]1: (Protection from Evil), Bless, Detect Evil, Divine Favor


Gear:
Spoiler: ShowHide


Wooden holy symbol of Syala. In his nest-web, he has 1,300 gold in coins, gems worth 1,000 gold, spider silk art worth 500 gold, a potion of cure moderate wounds, a scroll of web and a masterwork rapier.
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2013, 02:45:06 AM
Syala's really up to no good.

Syala has spent some time in the Elemental Planes since her ascension. Her new station and powers have given her great insights and she has learned much from her trips. In a particular sojourn into Water, Syala happened on a siege crab controlled by a malicious group of sahuagin. She engaged them in battle and triumphed over them, as well scaring off a powerful nycaloth who was involved. The crab happened to survive the battle. When Syala looked on it she felt a strange stirring. She felt pity for the mindless beast, for it was nothing but a brute used for war. It was not right. The gifts of nature are not meant to be abused to evil's ends!

Consumed with these feelings, Syala's touch brought intelligence to the siege crab. Smiling at the siege crab, Syala asked if it wanted to be friends. From there Syala taught it of the world and how to use its intellect. The crab was entirely overwhelmed, much like a lost puppy before Syala. It was the most natural thing in the world for it to come home with her. It has become a guardian of Sylica's shores and ocean, an extra defense should the realm require protection. Incidentally, the crab has taken Crab or The Crab as a name. The concept of names is not an important one to it.

Syala has spent a good deal of time analyzing her actions that day. The perversion of nature angered her! It was not right. It should not be. Long has Syala considered these lessons as she delves deeper into the lore of the natural world. The creation and protection of families is part of nature. Is what she represents only a smaller part of nature? Will she become a Goddess of nature in due time? The answers elude Syala for now.

If nothing else, the look on Alicia's face when Syala brought the crab home was worth it.


The Crab

Siege Crab 20//Fighter 10/Dwarven Defender 10

Size/Type: Gargantuan Magical Beast (Augmented Vermin)
Hit Dice: 10d10+10d12+180+20 (345 hp)
Initiative: +6
Speed: 60ft, swim 60ft
Armor Class: 60 (-4 size, +2 dex, +29 natural, +10 deflection, +5 dodge, +8 armor)
Base Attack/CMB/CMD: +20/+34/61
Attack: Claw+35 (3d6+18 and improved grab and constrict)
Full Attack: 4 claws+35 (3d6+18 and improved grab and constrict)
Space/Reach: 15ft/15ft
Special Attacks: Constrict 3d6+13+2d10, improved grab, trample 3d6+19.
Special Qualities: Amphibious, damage reduction 15/adamantine, damage reduction 6/-, darkvision 60ft, force carapace, shielded compartment, defensive stance 5/day, improved uncanny dodge, trap sense+2, mobile defense.
Saves: Fort +31, Ref +15, Will +21
Abilities: Str 36, Dex 12, Con 29, Int 19, Wis 16, Cha 9
Skills: Balance+24, Knowledge(Arcana)+14, Listen+26, Spellcraft+14, Spot+26, Survival+26, Swim+44
Feats: Cleave(B), Great Cleave(B), Power Attack(B), Improved Initiative(1), Dodge(F1), Endurance(F2), Mage Slayer(3), Toughness(F4), Pierce Magical Protection(6), Improved Bull Rush(F6), Blind Fight(F8), Pierce Magical Concealment(9), Weapon Focus(Claw)(F10), Improved Natural Attack(Claw)(12), Awesome Blow(15), Improved Natural Armor(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

A siege crab deals automatic claw damage on a successful grapple check.

Improved Grab (Ex)

To use this ability, a siege crab must hit an opponent at least three sizes smaller than itself with a claw attack. It can then attempt to start a grapple as free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict on subsequent rounds. (A siege crab can grapple foes of larger size than indicated above, but not without provoking attacks of opportunity.)

Trample (Ex)

Reflex half DC 33. The save DC is Strength based.

Force Carapace (Su)

The runes inscribed in a siege crab's shell project a field of force around the creature at all times. While its force carapace is active, a crab gains a +10 deflection bonus to Armor Class, a +8 resistance bonus on all saving throws, and immunity to magic missile spells and effects. All creatures riding within the crab's compartment gain the same benefits with regard to attacks originating outside the crab. The physical attacks of incorporeal creatures cannot bypass the force carapace, nor can such creatures pass through the crab's shell to enter or exit the inner chamber. The siege crab's claw attacks are considered force effects and can strike incorporeal creatures normally while the force carapace is in effect.

The force carapace is essentially a magic item crafted from the shell of the living creature. A dispel magic effect targeting a siege crab can suppress its force carapace for 1d4 rounds.

Shielded Compartment (Ex)

This functions as a normal siege crab's ability of the same name, except that the size is reduced. This space can hold 2 medium creatures or 4 small creatures. Having that much of its insides removed is painful, suppressed only by the mindlessness of a typical siege crab, so Syala restored much of the crab's interior tissue. This change has improved the health of the siege crab, increasing its Constitution by 2.


Dwarven Defender powers:
Spoiler: ShowHide


AC Bonus (Ex)

The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Defensive Stance (Ex)

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex)

Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex)

At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Mobile Defense (Ex)

At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Gear:
Spoiler: ShowHide


Syala has further improved the enchantments of the siege crab's carapace, granting it a +6 enhancement bonus to ability scores, a +5 enhancement bonus to natural armor, a +8 armor bonus to armor class, a +5 enhancement bonus to attack rolls and a bonus 2d10 points of damage with crab's constrict ability.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2013, 02:01:07 AM
Okay, so it looks like this Coda thing is finally gonna happen. Yuth, who did you want to have around NPCwise? I'll go ahead and level them up for this.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2013, 11:39:33 AM
That's a real good question. Lemme think on it today and get back to you this evening.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2013, 01:07:05 PM
Sure, just lemme know.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2013, 11:46:10 PM
Vivantha
Tepen
Kascha
Simmer
Assuming Baleruk will show up be dafault
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2013, 12:42:47 AM
Okay, I'll do 'em over the weekend. I may do Ebony as well for unrelated reasons.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2013, 01:22:35 AM
This is nostalgic. Let's do this!

Vivantha levels up to 20. She takes lillend 20 and seeker of the song 10. She gets an 8 on her d8 for a total of +15 hp for a grand total of 254 hp. She gains +1 BAB. Bardic music goes up as normal, including +1d6 lillend inspiration. She gains rapture of the song(freedom of movement) and note of solitude for seeker musics. +1 to all saves thanks to outsider hit dice. She gets a stat point at 20, which she invests into con. This bumps her up to 26 con and +20 hit points, +1 fort and all those things. Skills go up as normal. Caster level for SLAs rise to 20. Her bard casting improves to 20th level. +1 6th level spell per day and +1 5th level spell known. Vivantha selects Mislead for some defense. This is against theme, but I'll give her a pass for now.

Decent level. Nostalgic as hell to do this. Also adding Vivantha to the spells topic, somehow that didn't happen before game end.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2013, 01:33:28 AM
Tepen's up.

Tepen levels to 20. He takes wizard 20 and paragnostic apostle 2. Gets a 3 on his d4 for a total of +11 hp and a grand total of 223 hp. He gains +1 BAB. Exciting for a mage type. He'll grab penetrating insight from paragnostic apostle. +1 to will saves. +1 to int to 35. Skills go up as normal. Oh yes, and he gets a bonus feat from wizard. He'll grab Empower Spell in case he needs to battle again. He gains an 8th and a 9th level spell known. He'll grab another greater plane shift and wish. He's done.

Short and sweet level up. After doing deities, all of these are pretty simple.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2013, 01:58:12 AM
Kascha's next.

Kascha levels up to 20. She takes ghaele 20 and loremaster 4. She rolls a 1 on 1d8. I can't find her last level up so I'll give her the benefit of the doubt. She rolls again and scores an 8. This leads to a total of +13 hp and a grand total of 194 hp. She gains +1 BAB. Epic. +1 spell resistance. She gains a bonus language from loremaster. This isn't very useful for a creature with permanent tongues and the ability to cast comprehend languages easily. Lore goes up by 1. +1 to all saves thanks to outsider hit dice. Up to int 31. Skills go up as normal. Her SLA caster level rises by 1. Just like Tepen, she gains another 8th and 9th level spell slot. She'll grab another mind blank and another wish. The latter in case we she gets another visit to the pixie chop shop. She's done.

This isn't much of a level for her. 20 tends not to be for full casters and her class abilities didn't bring anything to help that.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2013, 02:17:34 AM
Simmer's about to level up.

Simmer levels up to 20. She takes barbarian 13 and war mage 5. She rolls a 5 on a d12 for +10 hit points and a grand total of 216 hit points. She gains +1 BAB and gets her last normal attack. She'll never be a serious warrior, but she's competent at archery. Her damage reduction rises to 3/-. She gains battle magic+3 and arcane aegis (3 allies). Enemies promptly weep since fuck that's a lot of bonus damage. No save gain at all, rotten luck.  She puts her +1 into cha for 29 charisma. SLA caster level goes up to 20. She gains 1 8th and 1 9th level spell per day and an 8th and 9th level spell known. She'll take Horrid Wilting and Wish. The former's purely to have damage that isn't fire (and to hurt water creatures, which are icky) and the latter is because. 

She's done.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2013, 07:29:33 PM
Finally, let's do Ebony.

Ebony levels up to 20. She takes bard 20 and angel 2. She rolls a 2 on a d8 for +9 hit points and a grand total of 214 hit points.  She gains +1 BAB. No class abilities, as one side is outsider HD and the other is bard 20 and she already has inspire courage boosters. Spell resistance rises by one. +1 to all saves. +1 to charisma for a total of 31. Skills go up as normal. She gains 1 6th level bard spell per day and 1 5th level bard spell known. She'll grab Seeming. She's done.

Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2013, 01:16:51 AM
I'm done with most of my prep now. A quick review and a few questions and we'll get this on the road.

1. Refresh me on everything you wanted to get done. Just so I'm sure I haven't missed anything.
2. You are done leveling up, right?
3. What days are good for you?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2013, 06:49:45 PM
1. Well I dunno. Show off, have a few interactions, maybe kill a couple of things? Terrorize a village of evil people?
2. Looks that way.
3. 7:20 MST or later during the week, anytime on weekends. Times always subject to change.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2013, 06:51:59 PM
Okay. It all looks good. I'll see about a day or two from Wednesday/Sunday this coming week and see where we are after that.
Title: Re: Random DM nagging.
Post by: Anastasia on March 02, 2013, 12:59:34 AM
I'll be posting the Coda logs in one topic for them. Just a heads up in case you want to read them, y'all.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 09, 2013, 08:34:21 PM
I should be more available next week.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2013, 08:43:56 PM
Glad to hear, Yuth. Have fun in Las Vegas!
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2013, 01:30:21 PM
Okay, so Merc wants to do another slaad dungeon with Ithea, Sylvie and Balyss. Thus Sylvie and Balyss are gonna get leveled up. Merc, did you finish leveling Ithea to 21 back in November?
Title: Re: Random DM nagging.
Post by: Merc on March 17, 2013, 01:45:15 PM
Don't put all the blame on me, you're much more to blame! You're the one that brought up regrets over not running this, I just said I was game for it! =p

Anyway, Ithea was leveled-up. While I hadn't really cared for more levels of factotum, I didn't really have anywhere else to level-up on that side.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2013, 01:57:26 PM
Don't blame me, I just pasted a line. I'm an innocent Ko!

Anyway, sounds good. Factotum levels are almost always solid.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2013, 02:12:04 PM
Sylvie levels up to 20!

- Factotum 20 and Exemplar 4.
- 5 on a d8 for a total of 13 HP and a grand total of 268 HP.
- +1 BAB for a total of +20.
- +1 opportunistic piety per day.
- +2 inspiration points for factotum 20. Shiny.
- Another skill artistry skill. She chooses sense motive since I can't think of anything better and her skills are still complicated.
- Another skill mastery skill. She'll grab sense motive too. It's redundant with 21 but whatever.
- Sustaining presence. +charisma to concentration checks and fort saves. This is obviously nice, even if the concentration bonus is likely nothing more than pretty numbers.
- AD goes up to 8 spells. She'll grab Ray of Entropy for some single target weakening.
- +1 stunning fist DC.
- +1 ref/will.
- +1 int for level 20. This boosts a shitload of things: +1 init, +1 AC and CMD, +1 melee damage, +1 stunning fist DC, +1 to all skills. Woof.
- Skills go up as normal.

Strong level for her all around.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2013, 06:44:52 PM
Balyss levels up to 20!

- Divine Oracle 5 and Favored Soul 20.
- 2 on a d8 for a total of 8 hp and a grand total of 210 hp.
- +1 BAB for a total of +16. Not her strongest suit still. She gets her last iterative at least.
- Turn undead DC corrected to 28. Somewhere along the line it didn't get updated.
- Damage reduction 10/cold iron. Damage reduction is always nice.
- Her trap sense improves to +2. Be still my heart.
- Caster levels of SLAs increased as normal.
- Cleric casting improves to level 20! She gains an 8th and a 9th level spell slot. She'll grab Earthquake and a quickened Dragon's Breath. You can blame Kascha and Simmer for the latter.
- Favored Soul casting improves to level 20! She gains +2 9th level charges and a 7th, 8th and 9th level spell known. She'll grab Bastion of Good, Chain Dispel and Miracle.
- +1 to all saves.
- +1 wis. +1 wis based skills, +1 will saves and spell DCs adjusted. This grants her a 1st, 5th and 9th level bonus spell for her cleric casting. Yowza. She'll grab another Detect Undead, Quickened Divine Favor and a Quickened Life's Grace.
- Skills go up as normal.

Pretty nice capstone level for her. I may spend her 100k gold before this. I never got to mess with the epic steampixie works and I sort of want to. Depends if I feel it's worth the effort. Honestly, she'd most likely just increase her armor class.
Title: Re: Random DM nagging.
Post by: Anastasia on March 25, 2013, 02:10:19 AM
Muirfinn's debating between bringing Ellese or Canderella along, so they're getting leveled up.
Title: Re: Random DM nagging.
Post by: Anastasia on March 25, 2013, 02:31:31 AM
Canderella levels up to 20!

- Anarch 2 and Marshal 1. Charisma whoring levels critical, captain!
- 1 on a d10 for a total of 6 hp and a grand total of 193 hp.
- +1 BAB for a total of +20. Outsider HD are good for that, even if she'll never be good at melee.
- +1 spell resistance.
- Gains divine grace. We all know what happens here and it's massive save inflation.
- Gains destructive strike. Interesting ability but not all that great for her.
- She gains 1 minor aura. She'll grab determined caster. She wants to grab that and a few others before she goes onto Hierophant or other things. This resembles Jaela's planned dip into Marshal, I suspect.
- +2 fort/will saves.
- +1 stat point that promptly goes into Charisma. Act shocked. This results in +1 AC, +1 CMD, +1 saves, save DCs and Charisma skills.
- Skills go up as normal.
- Skill Focus(Diplomacy) as a bonus feat.

Strong level. I went extra Charisma whoring since why not under the circumstances.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 26, 2013, 11:56:47 PM
oh lord Divine Grace
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2013, 12:13:14 AM
Yep, she be whorin'.

Yes yes, I know. I'm sorry about the joke.

Ellese once I figure out what class/PrC to grab on her Fiend-Blooded side.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2013, 05:46:13 PM
Ellese levels up to 20!

- Death Delver 1 and Sorcerer 20. Death Delver fits all she survived.
- 6 on a d8 for a total of 18 hp and a grand total of 320 hp.
- +1 BAB for a total of +15.
- Deathsense, which is a swift deathwatch at will. Eh.
- Rebuke undead. Obviously useful even if she can't do much with it right now.
- Ellese gains 1st level Death Delver spellcasting.
- Ellese now casts as a 20th level sorcerer. She gains 2 9th level spells per day and 1 9th level spell known. Her magic selects Apocalypse from the Sky. This is actually decent for her, since she can cast it without the material component nor does she suffer the massive corruption cost. 
- +2 fort/will.
- +1 charisma. This boosts her spell DCs by 1 and grants her a bonus 1st and 5th level spell charge. Bluff+1 as well, only charisma based skill she has.
- Skills go up as normal.
- She gains a bonus feat for Sorcerer 20. She'll grab Maximize spell. It's not that useful for her, but it opens up possible intensify/enhance spell shenanigans in epic.

Pretty good level! However, I'm also going to equip her belt in case she's ever needed, so I don't have to do all those adjustments on the fly.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2013, 06:02:40 PM
Doing a few others that may come up, so that I don't have to do them on the spot. 'sides, I'm enjoying this.

Adrian levels up to 20!

- Dragon Devotee 4 and Fighter 10.
- 2 on a d10 for a total of 11 hp and a grand total of 303 hp.
- +1 BAB for a total of +20.
- Gains claws. Nothing wrong with having a natural weapon backup. His SA lets this be a non-worthless emergency option in case of disarming.
- Spell resistance+1 for a total of 31.
- +1 fort.
- +1 charisma. This is purely for RP reasons. Raises a few skills by +1 and the save DC of his spells go up by 1.
- Skills go up as normal.
- Gains Combat Reflexes(F10) and Dodge(DD4) as bonus feats.

So-so, nothing special.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2013, 07:47:48 PM
Misalea levels up to 20!

- Arcane Duelist 10 and Bard 12.
- 6 on a d8 for a total of 10 hp and a grant total of 176 hp.
- +1 BAB for a total of +20.
- Damage reduction rises to 5/cold iron from fey bloodline.
- Gains flurry of swords. It's awesome, no need to say anything else.
- Gains song of freedom. It's a solid backup way to potentially deal with enchantments.
- She gains another 4th level spell per day.
- +1 to all saves.
- +1 wisdom. Grants +1 AC and +1 will saves, not to mention skill bumps.
- Skills go up as normal.

A strong level from flurry of swords. The rest is just icing.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2013, 09:04:43 PM
Dana levels up to 20!

- Fighter 10 and War Mind 5.
- 3 on a d10 for a total of 11 hp and a grand total of 292 hp.
- +1 BAB for a total of +20.
- Gains sweeping strike. Potentially two targets per attack=good.
- +12 pp from PW20 and +10 pp from wisdom for a total of 194 pp.
- 1 new power. She'll grab Stygian Touch.
- +1 fort saves.
- +1 wisdom. This is +1 to her manifesting DCs, +10 pp and +1 wis based skills.
- Skills go up as normal.
- Greater Weapon Focus(Rapier)(F10) as a new feat.

Pretty good level for her. Huge PP gains are always appreciated.
Title: Re: Random DM nagging.
Post by: Merc on March 28, 2013, 09:37:00 PM
Duuuuuunnnneeee! From the treasures part of Medi's room, could there conceivably be enough for Ithea to get at least 1.5k gold from her share? Or would someone lend her money to buy something before tomorrow gaming? >_>
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2013, 09:47:28 PM
Yes, see loot.
Title: Re: Random DM nagging.
Post by: Merc on March 28, 2013, 09:47:47 PM
I did see loot!
Title: Re: Random DM nagging.
Post by: Merc on March 28, 2013, 09:56:17 PM
Sheet updated.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2013, 09:57:56 PM
Excellent, we shall rock tomorrow. Maybe roll too.
Title: Re: Random DM nagging.
Post by: Merc on March 28, 2013, 09:58:42 PM
If we're not rolling in a dice rolling game, we're doing something wrong. Or RP'ing too much.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2013, 09:59:06 PM
Or the Inevitables finally banned dice in favor of average results.
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2013, 02:06:59 PM
Idle notes from Ithea's radical dungeon adventures, dude!

What happened if someone fell into the sky from those wooden planks?

They'd plummet down. Due to the extra-heavy gravity flying wouldn't be possible to avert the fall and teleportation was blocked below the planks. This would inflict 60d10 points of damage on landing. Assuming this wasn't fatal, the faller would find themselves in a distorted and ghostly kingdom. It would be half finished and full of creepy voids where things should be. In essence, you'd fall into the background. Who spends time filling in the background all the way? Escape from the dungeon could be found in one of those voids and you'd end up in Limbo.

Speaking of disaster, what about getting sucked into outer space?

Short answer: It depends.

Long answer: As D&D is based in a fantastical world, there's no guarantee the slaad's space would be airless or hyper-cold. Indeed, the suction out was artificial and a magical effect rather than the tube's air being sucked out. If you got out, you'd find it unpleasantly cold but otherwise survivable. The momentum from leaving the tubes would take you into a field of meteors. From here you'd get to play hunt and destroy with a hunting group of advanced astral stalkers (MM3). Defeating them would provide loot and lead you to the largest meteor. You'd find it to be a hollowed out fortress and you'd eventually face a simulated lich boss battle to cap the dungeon.

It's worth remembering that your host regards the rules of physics as quaint suggestions within his dungeons.

What did we miss in the space castle?

There was a secret door in the side of the pool near the gold bars. No one thought to look or search. It lead to an alternate path revolving around colored rooms. Each room inflicts different maladies within combat to all combatants and the trick would be finding out which rooms favor you and going for them. The big prize down there was a Staff of Prism (http://www.d20srd.org/srd/epic/magicItems/staffs.htm#prism). In the treasure room with the staff is another secret door that could only be opened with the Lead Snake you got from near the elevator. Behind this door was a bound advanced marilith dervish (See? I can prep for Vastwoods even with this! Cor's looking at that PrC.) supported by a special rainbow room that inflicts all of the color room statuses on you and none of the marilith. Defeating it drops its magical swords and opens a passage to a pair of teleporters. One takes you to the elevator to the sun and the other teleports you to the hollow meteorite. You could clear and loot that out and return. If you'd gone to the meteor from space, defeating the lich would end the dungeon instead and that teleporter couldn't be found.

The grinding rooms were connected to path of clockwork perils. Unless any of you take after Antenora and want to go starry-eyed over them, you'd find it a hazardous path full of grinding traps and vicious fights.

There were a few other hidden paths and cubbies you missed, but nothing too interesting.

So what was with those demons?

Mind fuckery. Not much more to say.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2013, 05:19:51 PM
Caught up the coda logs.

Yuth, I may be a tad late tonight. Heads up.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 24, 2013, 05:54:06 PM
Blargh.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2013, 06:03:01 PM
I shouldn't be seriously late at least and it's not too likely. Still, heads up.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 24, 2013, 07:49:12 PM
Double blargh.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2013, 07:51:36 PM
Something wrong, Yuth? You sound like you have a case of the blarghs!
Title: Re: Random DM nagging.
Post by: Yuthirin on April 24, 2013, 07:59:57 PM
I'm full of blarghs today.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2013, 08:15:35 PM
Hang in there, tortle!
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2013, 12:56:57 AM
New Ithea log posted.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2013, 04:05:47 PM
Continuing a conversation with Merc from IRC last night.

Changes made to the Martial Factotum:

Good Reflex progression.

The capstone now adds int along with str or dex rather than replacing that.

Do you think it balances better now?
Title: Re: Random DM nagging.
Post by: Merc on April 28, 2013, 09:21:50 PM
Yeah, I think it's a lot better now. Doesn't improve much for say, Ithea, but in a non-gestalt game that's not already at epic, the two changes might actually make the PrC worth considering now.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2013, 09:24:14 PM
About what I figured. It's too late to help in this game, but it has good merits now.
Title: Re: Random DM nagging.
Post by: Anastasia on June 16, 2013, 02:37:02 AM
Two logs posted from last night. Woof.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2013, 04:14:50 AM
Three-fer of logs posted. Woof, hell of a fight.

(Three-fer? Threefer? Dunno.)
Title: Re: Random DM nagging.
Post by: Yuthirin on June 23, 2013, 01:27:09 AM
So I'm locked out of my mIRC until I register. Which'll be someday soon, I guess.
Title: Re: Random DM nagging.
Post by: Anastasia on June 23, 2013, 01:56:20 AM
Odd, pretty sure that shouldn't happen. At worst, try another program if you don't want to fix it or shell out?
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2013, 06:52:18 PM
Yuth, will you be alive Wed-Fri this coming week?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 01, 2013, 12:21:00 AM
I will try!
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2013, 05:44:46 PM
Rightness.

Followup: When will you be away for the SR gathering?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 01, 2013, 05:51:58 PM
The whole thing.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2013, 06:01:50 PM
I mean dates since I dunno the dates of the SR gathering.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 01, 2013, 07:50:21 PM
DATES?!? BUT KO! WE HARDLY EVEN KNOW EACH OTHER ^///^
Title: Re: Random DM nagging.
Post by: Yuthirin on July 01, 2013, 07:51:37 PM
September 22nd to 28th
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2013, 08:05:21 PM
That late? Huh. I had it in my head it was coming up sooner.
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2013, 09:46:33 PM
Any idea on a party yet, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 03, 2013, 10:23:32 PM
No. What are my size limits?
Title: Re: Random DM nagging.
Post by: Anastasia on July 03, 2013, 10:30:38 PM
Whatever. I'd prefer not to run too many for the sake of sanity. That's probably 3 at the most. Less means I can focus more on them but you have less firepower available. Your call there.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 04, 2013, 12:07:20 AM
Hanna for smashing
Ellese for casting (and laughs, admittedly)
Vivantha for supporting
Title: Re: Random DM nagging.
Post by: Anastasia on July 04, 2013, 12:08:44 AM
Okay, those three are fine. I need to level up Hanna and I'll do that tonight or tomorrow. We'll start this tomorrow night or Friday then?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 04, 2013, 12:30:18 AM
Works!
Title: Re: Random DM nagging.
Post by: Anastasia on July 04, 2013, 02:15:30 AM
Hanna levels up to 20!

- She takes planetar 20 and barbarian 7.
- Rolled a 6 on a d12 for a total of 15 hit points and a grand total of 307 hp.
- BAB rises to 20.
- Gains tireless rage. It's a nice marker on the way to mighty rage.
- 1 point of DR/-, up to 6/-. It's okay. I thought about ACFing this but the two options didn't really fit. Her DR won't really come into its own until epic.
- +1 spell resistance for a total of 34.
- Hanna's casting improves to 20th level cleric. She gains an 8th and 9th level spell charge. She'll grab another extended fortunate fate and another mass heal. Can't go wrong with those.
- +1 to all saves.
- +1 dex to 26. This is arguable, but getting an immediate result strikes me as better for her. This boosts her init to +12, her AC to 49, her CMD to 47, her ref save to +33 and a few skill boosts.
- Skills go up as normal.

Okay level. I toyed around with branching out into a few things (Mystic Wanderer, Jaela's knight PrC, psionics) but none of them worked out. Barbarian isn't bad here, but it is plain and filler-esque.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 04, 2013, 02:46:59 AM
Barbarian is almost never a bad idea.
Title: Re: Random DM nagging.
Post by: Anastasia on July 04, 2013, 02:49:50 AM
It usually provides something.

Incidentally,the Devil's Luck ACF is pretty decent if you're going full barbarian.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2013, 06:59:50 PM
Kotono-no-no-noooooo~

I have a question!
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2013, 08:53:28 PM
Yes?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2013, 09:23:58 PM
I think I'll finally have a completed version of the Races PDF done this week. When it's done, am I allowed to post the link for it?
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2013, 09:28:00 PM
Oh wow, I forgot about that. Talk to me on IRC about it.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 11, 2013, 03:44:56 PM
Things To Do Because You're Bored
1. We discussed what you would have done with Orval now that he is an NPC. You seemed interested in statting him out.
2. You mentioned updating Ruin Swarms a while back. You could do that.
3. I've been toying around with the idea of bringing Arachiel up to relative speed, and what exactly her quest could have been. Are you interested in discussing this, or perhaps doing a bit of RP in the future?
4. Badger Drac about the Races PDF.
5. More later.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2013, 06:08:15 PM
Quote from: Yuthirin on July 11, 2013, 03:44:56 PM1. We discussed what you would have done with Orval now that he is an NPC. You seemed interested in statting him out.

At some point.

Quote2. You mentioned updating Ruin Swarms a while back. You could do that.

That'll be next after I finish working on my current project. They'll take some research so they probably won't be done quickly.

Quote3. I've been toying around with the idea of bringing Arachiel up to relative speed, and what exactly her quest could have been. Are you interested in discussing this, or perhaps doing a bit of RP in the future?

Maybe. Let me get back to you on that.

Quote4. Badger Drac about the Races PDF.

I'll do that tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on July 17, 2013, 01:36:30 PM
What days are good this week, tortle?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 18, 2013, 02:06:27 PM
every day from now
Title: Re: Random DM nagging.
Post by: Anastasia on July 18, 2013, 03:58:18 PM
Sounds good! I'll talk to you tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2013, 12:05:03 AM
What days are good this week, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 01, 2013, 12:48:43 AM
Experiencing a minor crisis. Brother's girl is throwing him out. He's moving in tonight. I will update you as I know more.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2013, 12:56:30 AM
Ah shit, that's all sorts of fucked up. Hang in there and be with 'em. Gotta be there for him.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 01, 2013, 05:12:33 PM
This weekend and next week will be unlikely. As much as I'm looking forward to squashing the marilith and earning a great big thank you from Sharess (I really am), I'll have houseguests beyond my brother starting tomorrow evening. If you like, we can squeeze in something tonight I believe.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2013, 05:31:20 PM
We'll see about tonight and work it from there.

Edit: I saw your PM, I'll reply to it a bit later.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 01, 2013, 05:40:42 PM
HUZZAH
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2013, 01:56:23 AM
So Yuth, we're interested in keeping this going after you obtain the treasure shortly (assuming you do). A few things.

- I wouldn't mind doing another level up. You've earned it once you get back with the loot.
- I'd like to move your sheet+any NPCs levelled up past 20 that aren't already to a new thread. For posterity and the chance I ever need to dredge all of this up untouched, I'd like to keep the pre-epic stats around.
- Just don't go too crazy with stacking epic magic item boosts. There's no 10x booster in place so prices are generally sane.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2013, 02:31:28 AM
Us hear and obey.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2013, 02:32:15 AM
So that all sounds good to you then?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2013, 02:32:36 AM
Works for me! What do I need to do?
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2013, 02:34:52 AM
At the moment? Nothing. This won't start happening until you get your grubby mitts on the loot, deal with Baleruk and get back to Aurora safely. Just running this by you now.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2013, 02:35:38 AM
Righto.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2013, 06:32:08 PM
Yuth: Having off and on storms. Just a heads up in case you get in and I'm not around.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2013, 03:17:01 PM
Okay Yuth, you've levelled up to 22! Do all your leveling in here after bringing your sheet over: http://www.soulriders.net/forum/index.php/topic,102879.0.html

Also go ahead and integrate your spell list into that post instead of the spells topic.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2013, 03:53:01 PM
Oh boy! Something to do at work!
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2013, 04:08:34 PM
Indeed. Small mercies!
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2013, 02:53:33 AM
Vivantha reaches level 21!

- Lillend 21 and Lillendsong Lyricist 1. The latter is Dragonsong Lyricist from the Draconomicon flipped to lillends.
- 3 on a d8 for a total of 12 hit points and a grand total of 286 hit points.
- +1 BAB for a total of 21.
- Darkvision rises to 120ft.
- Racial resistance to fire rises to 20.
- Gains greater dragonsong's song of strength. Great for the melee types.
- Caster level for her bardic spells increases to 21, as does her SLAs.
- No change to saves.
- Skills go up as normal.
- Vivantha swaps out improved initiative for dragonsong. She also selects music of the gods as her level 21 feat, cutting off the problems with mind-affecting defenses and bardic music.

Solid level. She got some more tools and a few misc boosts.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2013, 01:27:52 PM
Kascha reaches level 21!

- Ghaele 21 and Wyrm Wizard 11.
- 3 on a d8 for a total of 8 and a grand total of 202 hp.
- +1 BAB for a total of 21. Full BAB racial HD or not, she's never going to be a beast in melee. Well, by planar standards.
- Darkvision rises to 120ft.
- Racial resistance to cold and acid rises to 20.
- Spell resistance rises by 1.
- Damage reduction rises to 15 and gains the epic qualifier.
- Racial SLA caster level rises to 21st.
- Kascha now casts as a 21st level wizard! She gains a 10th level spell slot plus another 10th level slot due to high intelligence. She'll grab energy immunity and Seira's Unicorn Apocalypse. Yes, it deserves caps for the name alone. These are Seira's selected 10th level spells in that stat-up I did for her a little while back, so it's only natural Kascha has them too.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) for her new feat.

21's always a nice level to those running racial HD. Lots of little boosts even if Wyrm Wizard 11 was a blank.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2013, 08:54:35 PM
Hanna's happy fun time adventure is a go!

(http://i.imgur.com/VBPGMsm.jpg)

*Picture may be less happy than she or the adventure actually is.

> roll 1d100
* Hatbot --> "Kotono rolls 1d100 and gets 27." [1d100=27]

Hanna goes to find some divinations about her lost equipment! Balyss is super helpful but it's not enough! Then 27 comes in and Hanna plucks it up and throws it into a teleporter after it starts uttering cryptic bullshit provides another clue for his friend Hanna! This is enough to give Hanna and Balyss a lead on finding the equipment in the Astral Plane! Yay!

> roll 1d20+27 diplomacy (-2 since she had to deal with 27)
* Hatbot --> "Kotono rolls 1d20+27 diplomacy (-2 since she had to deal with 27) and gets 39." [1d20=12]

Plus Hanna nicely convinces Ithea to help because her slaad made a pest of itself AGAIN Ithea's a kind, helpful soul. Awww! So off they go to the Astral, to an island of floating matter where the divinations lead. But there's someone already there! It's a gith, just like Hanna's friend Sage Vul'lath! But it turns out he's a sourpuss like Sage Vul'lath can be too! But don't worry, Hanna knows how to cheer him right up so he helps!

> roll 1d20+37 intimidate (+2 Ithea, +2 Balyss, +4 size)
* Hatbot --> "Kotono rolls 1d20+37 intimidate (+2 Ithea, +2 Balyss, +4 size) and gets 51." [1d20=14]

See? Her new friend is now being all helpful! Yay! He's offering to give Hanna her things back in exchange some spellcasting. That sounds like a great idea, right?

> roll 1d20+30 sense motive
* Hatbot --> "Kotono rolls 1d20+30 sense motive and gets 31." [1d20=1]

It sure does! Hanna thinks it sounds super-nifty! There's no way the gith bastard resisted Discern Lies...yeah no. But just to be sure, Hanna keeps her ears open as they go to exchange things!

> roll 1d20+30 listen
* Hatbot --> "Kotono rolls 1d20+30 listen and gets 41." [1d20=11]

Oh no! Hanna's friend is being a fucking backstabbing gith is unbelievably stupid to attack an angel with friends drew a poisoned dagger! Hanna smiles and tries to talk...talk...talk...

> roll 1d20+12 init
* Hatbot --> "Kotono rolls 1d20+12 init and gets 30." [1d20=18]
> roll 1d20+10 init
* Hatbot --> "Kotono rolls 1d20+10 init and gets 17." [1d20=7]

Hanna just has to give her new friend a nice hug to fix that! A hug that just happens to have Ithea and Balyss help with! They hug him so hard that the mean demon inside of him is knocked clean out! Then the mean old demon gets hugged right back to the Abyss! Yay!

So Hanna came home with her bag of holding gear after all. Today wasn't such a no good, rotten, lousy day! Unless you were a gith or a demon.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 13, 2013, 09:34:37 PM
Good lord, I needed that after today.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2013, 10:06:42 PM
I live to serve.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 13, 2013, 10:09:11 PM
It is extremely likely that I will be unable to game again until the 22nd.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2013, 10:10:29 PM
That's fine. I need time to level everyone up, do loot and get my ducks in a row for the next thing anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2013, 11:00:33 PM
Hanna reaches level 21!

- Planetar 21 and Champion of Gwynharwyf 11
- 5 on a d12 for a total of 11 and a grand total of 258 hp.
- +1 BAB for a total of 21.
- Damage reduction increases to 15 and gains the epic qualifier.
- Darkvision increases to 120ft.
- Her regeneration increases by 1 to 11.
- Her racial resistance to electricity rises to 30 and her racial resistance to fire rises to 20. She got +10 to elec res from Champion of Gwynharwyf.
- Spell resistance increases by 1.
- Racial SLA caster levels rise to 21.
- Hanna gains 21st level cleric casting. She gains her 10th level domain spell and 1 10th level spell slot, plus another for high wisdom. Note that she hasn't lost slots for -6 Wisdom, she's just going to be buying a belt+6 shortly. Anyway, she selects Extended Storm of Vengeance, Celestial Valor and Mass Freedom of Movement. The first is a placeholder, I'll whip up a wrath or war 10 domain spell later.
- Hanna gains 11th level champion of Gwynharwyf casting. She gets two 5th level spell slots for high Wisdom. She selects cure critical woundsx2. If she needs to draw on her champion casting, things are ugly and likely in need of healing anyway.
- No increase to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) as her new feat.

Nice level and will get more when do some custom epic spells.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2013, 07:31:38 PM
Canderella reaches level 21!

- Fatemaker 1 and Marshal 2. Fatemaker worked great for Malcanthet and Canderella isn't above copying what works.
- 10 on a d10 for a total of 15 and a grand total of 208 hp.
- +1 BAB for a total of 21.
- Damage reduction rises by 5 to 16 and gains the epic descriptor. While she took 2 non-racial HD, she's close enough to qualify. Doubly so since the the dip was a chaos-focused class. '
- Darkvision rises to 120ft.
- Racial resistance to acid, cold and fire rises to 20.
- Spell resistance rises to 31.
- Telepathy range rises to 200ft.
- +1 to Charisma from take-charge appeal. Needless to say that makes this a good level for her. She's up to Charisma 43.
- Gains the casting of a 1st level fatemaker. She chooses expeditious retreat and true strike.
- Gains a major aura+1. She chooses motivate urgency. In case she gets into another GET OUT OF THERE situation, like challenging Athux to melee.
- No change to saves.
- Skills go up as normal.
- Epic Toughness(21) as her feat. This sets her new max HP at 250. After what she went through, she wants more hit points.

A strong level. She gains several boosts and new tricks. A big jump in hit poitnts is invaluable for her.

Mental note: Fix up her spell section on her sheet.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2013, 09:53:11 PM
Sylvie reaches level 21!

- Factotum 21 and Chameleon 11.
- 2 on a d8 for a total of 10 and a grand total of 278 hp.
- +1 BAB for 21 BAB.
- Caster level for arcane dilettante rises to 21.
- Sylvie gains a 5th and 6th level chameleon spell slot and her caster level rises to 21. She'll grab Wall of Force and Disintegrate for arcane and Spell Resistance and another Heal for divine.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) as her feat. I forget if she needs it with Chameleon but I'm assuming she does. I'll check my notes for the epic progression since it doesn't mention it in the custom material post.

Massively underwhelming level for her. No surprise, it was expected.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 14, 2013, 09:56:06 PM
Remind me: Saves don't rise after 20, right?
Title: Re: Random DM nagging.
Post by: Merc on August 14, 2013, 09:59:13 PM
Yes they do! Read the house rules! =p

Lazy turtle! =p
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2013, 10:03:56 PM
Saves go up at 23 and every 3 levels. You gain +1 to each save at 23, 26, 29 and so on. Pre-epic save progressions aren't used any more.
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2013, 02:34:07 AM
Tepen reaches level 21!

- Wizard 21 and Factotum 1. The Factoti are spreading. Terrifying!
- 5 on a d8 for a total of 13 hp and a grand total of 236 hp.
- Gains 2 points of inspiration.
- Gains cunning insight. This is the mechanical draw of taking the class, letting him boost his saves in an emergency.
- Gains cunning knowledge. +1 to a skill check is exceedingly mediocre, but every little bit helps.
- Tepen gains the casting of a 21st level wizard. He gains 1 10th level spell slot plus 1 bonus 10th level spell. He'll grab Vitrification Bombx2 for now, custom material later.
- Saves do not increase.
- Skills go up as normal, except for putting a point into disable device instead of concentration. Tepen's expanding his skill base this level.
- Epic Spell Capacity(21). No surprise here.

Okay level. Taking Factotum reflects that Tepen has access to an absurd amount of knowledge in Aurora. He can learn from an incredibly well stocked library or powerful masters of almost any art he can dream of. Gaining some experience in a class that emphasizes cross-training and being able to do anything makes sense from there.
Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2013, 03:22:02 PM
Adrian reaches level 21!

- Dragon Devotee 5 and Fighter 11.
- 2 on a d10 for a total of 11 and a grand total of 314 hit points.
- +1 BAB for a total of 21.
- Spell resistance rises to 32.
- +2 Strength from Dragon Devotee, for a total Strength of 32. Any level where he gains Strength is a good one.
- The rest of the draconic creature template. This boosts his darkvision to 120ft and gives him a +2 bonus to spot and intimidate.
- Adrian gains 2nd level sorcerer casting. He gains a 0 and 1st level spell charge and a new 0 level spell known. He selects Amanuensis since why not?
- No change in saves.
- Skills go up as normal.
- Great Strength(21) as his new feat. Yay, more Strength!

+4 Strength on a fighter-type is always an excellent level. Everything else is just icing.
Title: Re: Random DM nagging.
Post by: Anastasia on August 17, 2013, 06:35:53 PM
Misalea reaches level 21!

- Arcane Duelist 11 and Sentinel 9.
- 1 on a d10 for a total of 5 and a grand total of 181 hit points.
- +1 BAB for a total of 21.
- Enchant chosen weapon rises to +5.
- No change to saves.
- Skills go up as normal.
- Epic Divine Might(21) as a new feat. She needs the damage boost.

Eh level. I'll probably straighten out her sheet and maybe do a rebuild soon.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:04:53 AM
This spell has been developed by Tepen and Vul'lath to aid their studies. Tepen will replace a Vitrification Bomb with it.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Material Component

A miniature book.
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:07:31 AM
The material book should be a little black book. Just saying.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:08:41 AM
Quote from: Merc on August 18, 2013, 12:07:31 AM
The material book should be a little black book. Just saying.

Not quiiiite the connotations I want, kitty.
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:12:12 AM
Oh come on! It totally is!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:13:13 AM
Is not! Bad! Bad! There's nothing remotely sensual about the spell!
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:13:57 AM
You realize, little black books are also used to keep blackmail material right? It's not -just- for girls phone numbers!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:15:21 AM
Less that and more that I associate it with the Heidi Fleiss scandal and her little black book.
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:17:06 AM
I have no idea who that is! Even after wiki'ing it, as I kinda didn't stick around to read the article in full!

But fine, what about a complete set of encyclopedia brittanica then? =p
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:17:38 AM
Pretty sure those don't exist in DnDland.
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:18:14 AM
Pretty sure in the infinite planes there has to be one that has 'em!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:21:00 AM
Not the point. Referencing real world things doesn't fit, even if you can arguably cram 'em somehow. Really, if you need to rely on infinity having everything, your argument has flaws already. <_<
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:22:13 AM
Fine then. The material component should be a level 1 wizard's spellbook coated in his helpless tears then! Don't need infinity for that!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:23:01 AM
Quote from: Merc on August 18, 2013, 12:22:13 AM
Fine then. The material component should be a level 1 wizard's spellbook coated in his helpless tears then! Don't need infinity for that!

Dammit Ithea, no picking on level 1 characters! BAD! BAD KITTY!
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:26:57 AM
I could make a joke about level 1 characters and cats, you know.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:29:11 AM
Exactly, so no picking on them!
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:30:18 AM
But it's so easy!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:31:07 AM
That's the exact point. Level 1 characters are fresh-eyed, eager and ready to see the world. Don't ruin it for them like a pouncing housecat of doom on a commoner.
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:34:12 AM
Fine then. But the component should still be something special! Not just a miniature book!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:34:55 AM
I'll think up something then.
Title: Re: Random DM nagging.
Post by: Merc on August 18, 2013, 12:36:18 AM
Do they have library cards in DNDland btw? That could be something!
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 12:36:56 AM
I'm sure the concept exists.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 01:35:48 AM
Updated with a new material component.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Focus

A book of knowledge written by yourself and housed in a library. You do not need to have the book in your possession to cast this spell.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 01:23:29 PM
Dana has reached level 21!

- Fighter 11 and War Mind 6
- 2 on a d10 for a total of 10 and a grand total of 302 hp
- +1 BAB for a total of 21.
- Spell-like ability caster level rises to 21.
- Damage reduction/- rises by one thanks to War Mind.
- Dana now manifests as a 21st level psychic warrior. Her new PP is 143+73+2=218, a net gain of 12 power points. She has an open slot of 7th level or lower, but I'll leave that open for now pending homebrew.
- No change to saves.
- Skills go up as normal.
- Epic Manifesting(21) as her new feat.

An unremarkable level pending her new PW power.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 01:51:10 PM
Dana's new power.

Dana's Adjustment
Psychometabolism (Healing)
Level: Psychic Warrior 7
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13

Dana's vigorous studies in her own body and ways to damage it have given her great insight. She can channel this insight into a powerful restorative burst that heals almost any malady. By manifesting this power, she heals 6d12 points of damage. She recovers any lost extremities as if she was subject to restore extremity. Her overall health is restored, giving her the benefits of psionic restoration.

Augment

For every 2 additional power points Dana spends, this power heals an additional 1d12 points of damage.

She'll be taking this as her new power.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 06:04:51 PM
Vul'lath is a level behind, so he'll get back to back level ups.

Sage Vul'lath reaches level 20!

- Savant 18 and Master Specialist 1. This is purely a dip. He's retraining Insightful Divination into Spell Focus(Divination). While Insightful Divination is the superior feat, I've already forgotten to apply it multiple times. I'd rather have something that's at least automatic plus it lets him do something besides a blank level of wizard.
- 7 on a d8 for a total of 14 and a grand total of 229 hp.
- +1 BAB for a total of 18.
- Power resistance rises by 1 to 25.
- Caster level for his PSAs rises to 20.
- Gains 18th level savant spellcasting! For arcane this is an additional 3rd level spell. He'll grab another sleet storm. He gains access to 4th level divine spells and has the wisdom for 1 bonus spell slot. He selects divine power, for those days when you have to get all up close and stabby despite your best efforts.
- Gains 20th level diviner spellcasting! He gains a new 8th and 9th level spell slot. He'll take polar ray and reaving dispel to open up his options a bit.
- +1 to fort and ref, then +2 to will.
- +1 to Intelligence for 28. This gets him another 1st, 5th and 9th spell slot. He selects a second golem strike, another empowered unicorn arrow and a guided empowered enervation. 
- Skills go up as normal.
- Skill Focus(Spellcraft) as a bonus feat.

Nice level. Nothing groundbreaking but he gained a lot all over.
Title: Re: Random DM nagging.
Post by: Anastasia on August 18, 2013, 06:28:49 PM
Sage Vul'lath reaches level 21!

- Savant 19 and Loremaster 11.
- 7 on a d8 for a total of 14 and a grand total of 243 hp.
- +1 BAB for a total of 19.
- Power resistance increases to 26.
- Gains 19th level savant spellcasting! For arcane this is a new 1st level spell slot. Incidentally, I forgot to apply the bonus spell slot for the Int increase last level, so he gets 2 of them. He'll grab feather fall and mount since why not? For divine this is a new 4th level spell slot. He'll grab another freedom of movement.
- Gains 21st level diviner spellcasting! He gains one 10th level spell slot and another divination spell for specialization. That's two total. He'll take bibliotheca arcana and an empowered polar ray.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) as his new feat.

Okay level. He's done with his dipping spree so it's time to buckle down with savant and loremaster.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 12:26:08 AM
Ebony reaches level 21!

- Bard 21 and Sacred Exorcist 8.
- 3 on a d8 for a total of 10 and a grand total of 224 hp.
- +1 BAB for a total of 18.
- DC for turn undead rises.
- Gains holy aura 1/day. Nothing great but it's a freebie.
- Spell resistance +1 to 31.
- Inspire courage rises to +6. Fuck the hell yes.
- 21st level bard casting. Total placeholder here.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) as her new feat.

Okay level. I may be rebuilding her with racial HD in place of bard levels. She'd look more like Vivantha's build. Something like Angel 21//Sorcerer 5/Exalted Arcanist 5/Sacred Exorcist 10 and something+1 to finish the set. I punted on this during B3 and I think it was a mistake to try and append racial HD/LA at that point to her. More on this over the week. If I don't get to it, this statblock's usable if she's called on.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 12:59:35 AM
Balyss reaches level 21!

- Silverstar 11 and Favored Soul 21.
- 4 on a d8 for a total of 10 and a grand total of 220 hp.
- +1 BAB for a total of 17.
- Gains another use of prophet's sight. Handy.
- Caster level of her SLA rises to 21.
- Gains 21st level cleric spellcasting! She gains 1+1 10th level spell slots. She'll select quickened antimagic field and miracle of health. These are purely placeholders until I do custom spells for her.
- Gains 21st favored soul spellcasting. Favored soul casting progresses exactly like sorc casting so see that table. She gains 3 charges and 1 new spell. She selects Celestial Valor, which is also likely a placeholder.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) as her new feat. No brainer since she has two full sets of spellcasting ready for it.

Hard to say how good this level is until I've done some spells up for her.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 02:51:28 PM
Custom spells for Balyss are go go go. Moonrise isn't that potent in a mechanical sense. The effect is nice but it's more thematic and cinematic than anything else. Being able to cause the moon to rise on demand has a certain epic flair. Meanwhile, Selune's Shield is a powerful self-buff. It springs from Nightshield and is meant for Selune's most powerful servants. It's a closely guarded religious secret, akin to the initiate feats.

Moonrise has the good descriptor and anti-undead provisions on purpose. If you think about it a minute, you can imagine how this spell could be abused by them otherwise.

Moonrise
Conjuration (Summoning) [Good]
Level: Moon 10
Components: V, S, DF
Casting Time: 10 minutes
Range: Special; see text
Area: 5 mile radius, centered on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: No

This spell banishes the sun and calls for Selune in all her glory. When this spell is cast, you cause night to instantly fall and a luminous, huge full moon to appear overhead. This moon sheds real moonlight and has the normal effect of the full moon on any creatures, with the following exceptions. Evil lycanthropes must make a Will save when first exposed to this moonlight. Failure results in the lycanthrope being locked out of its lycanthropic forms. If it is currently in a lycanthropic form, the lycanthrope transforms out of it. Afflicted lycanthropes do not transform in this moonlight unless they choose to. If they do, they are at no risk of changing alignment from this transformation. Unaware lycanthropes become aware of their condition and may choose to transform as described previously.

In addition to the above, the area within the radius of this spell is treated as consecrated. You count as an altar for the sake of this spell, doubling the effects of consecrate.

Selune's Shield
Abjuration [Good]
Level: Clr 10
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

By casting this spell, you wrap yourself in moonlight-speckled shadows and form a potent shield. You radiate moonlight in a 30ft radius, illuminating everything around you in ghostly light. You gain a +7 resistance bonus to saving throws, a +7 sacred bonus to armor class and damage reduction 15/epic, evil and silver.

This spell is a closely guarded secret of the Selunite faith and is given to her most capable clerics. 
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 04:47:04 PM
Please don't post in the sheet topic like that, Yuth. It just gets in the way when I need to use the sheets.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 04:49:34 PM
Simmer reaches level 21!

- Barbarian 14 and Lord of the Bright Fires 11.
- 1 on a d12 for a total of 8 and a grand total of 264 hp.
- +1 BAB for a total of 17. ]
- Level of her SLAs rises to 21.
- Gains 20th level sorcerer spellcasting! But first, she never got her 9th level fey bloodline spell. It's wail of the banshee and I never got around to choosing a substitute. I'm just going to grab foresight and not worry about it. There's no really good fit here. Anyway, she gains 2 more 9th level spell charges and 1 new 9th level spell. She'll choose Transmute Rock to Lava because lava. The only other choice is meteor swarm and let's not.
- No change to saves.
- Skills go up as normal.
- Improved Metamagic(21) as a new feat. She'll grab Twin Spell at 24 instead, this is more immediately useful.

Not a bad level if an empty one.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 04:59:05 PM
The last one I have left is Ellese. Is there anyone I didn't do that you'd like me to level up?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 19, 2013, 05:01:08 PM
Quote from: Anastasia on August 19, 2013, 04:47:04 PM
Please don't post in the sheet topic like that, Yuth. It just gets in the way when I need to use the sheets.

Whoops, I posted it in the wrong place and wasn't paying attention. Honestly thought it was here.
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 05:02:35 PM
No big. Anyway, see previous post. Anyone else you'd like leveled up?
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 06:46:55 PM
Ellese reaches level 21!

- Fiend-Blooded 11 and Sorcerer 21. She may open up a new PrC at some point, but right now she wants some feats. I don't think she'll continue Death Delver for a variety of reasons, at least not for awhile.
- Ellese gets max HP per HD. I forgot this last level, so let's recalculate her hit points. 403 hp. Funny that the sorcerer is the massive hit point tank.
- Gains 21st level sorcerer spellcasting! Her magic selects Gathgorian's Fireball for her.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity(21) as her new feat.

Crap level, both her classes are empties and her feat is spoken for. She'll pick up next level.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 19, 2013, 08:27:34 PM
We need a character photo for Ellese
Title: Re: Random DM nagging.
Post by: Anastasia on August 19, 2013, 08:47:34 PM
I'll see about finding one tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on August 20, 2013, 08:09:54 PM
I searched. Nothing that reasonably fits was found. People who draw purple haired elves draw them sexy or cute. Distressed, broken and mentally scarred isn't on that agenda, just like clothes and modesty aren't.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 20, 2013, 08:42:25 PM
/me grumbles.
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2013, 07:47:23 PM
So Yuth, what days are you going to be around this week?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 22, 2013, 07:55:24 PM
This weekend = yes
Title: Re: Random DM nagging.
Post by: Yuthirin on August 22, 2013, 07:56:06 PM
Need to level Muirfinn though first. I just haven't had any time whatsoever. Even my work has suffered because of this doofy test.
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2013, 08:59:49 PM
Sure. Saturday afternoon's out for me but everything else is wide open.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 22, 2013, 09:08:02 PM
Ok.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 22, 2013, 09:29:56 PM
So I think I've asked this before. I'll ask again anyhow. Is there any way that I can take Superior Unarmed Strike?

QuoteSuperior Unarmed Strike
(Tome of Battle: The Book of Nine Swords, p. 33)

[General]


Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.

Prerequisite

Improved Unarmed Strike (PH) , Base attack bonus +3,


Benefit

You deal more damage with your unarmed strikes, as shown on the table below.



Character Level/Unarmed Damage
3rd: 1d4
4th–7th: 1d6
8th–11th: 1d8
12th–15th: 1d10
16th–20th: 2d6


Special
If you are a monk, you instead deal unarmed damage as a monk four levels higher.
Title: Re: Random DM nagging.
Post by: Merc on August 23, 2013, 12:24:04 AM
You can kill Dune and pass on his GM'ing duties with someone who doesn't hate Tome of Battle! Other than that, you're fucked!
Title: Re: Random DM nagging.
Post by: Yuthirin on August 23, 2013, 02:30:51 AM
I am an eternal optimist.
Title: Re: Random DM nagging.
Post by: Merc on August 23, 2013, 02:33:27 AM
You should try to be an eternal totemist instead!
Title: Re: Random DM nagging.
Post by: Merc on August 23, 2013, 02:33:45 AM
Totemist book -isn't- banned, so it works out too! =p
Title: Re: Random DM nagging.
Post by: Yuthirin on August 23, 2013, 09:23:21 PM
Argument time! Do the penalties for size increases apply to shapeshift forms? If so, I request the consideration that all other bonuses and penalties also apply for changing creature sizes.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2013, 09:27:06 PM
No to ToB. Let's not do that yet again, please.

Re: Shapeshift. Let me read the ability and see. I'll get back to you soon.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2013, 09:35:23 PM
Little longer than soon since this is going to take some homework.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2013, 09:58:16 PM
This one's going to take some explaining since it gets into the way 3.5 handles temporary size increases. The key word is temporary and that's important. You see the table here? (http://www.d20srd.org/srd/improvingMonsters.htm#) You might think that you go here for temporary size increases, but you'd be wrong. That is for advancing creatures in size permanently. You might think that doesn't make sense, but look at this. (http://www.d20srd.org/srd/spells/enlargePerson.htm) It never refers you to that table or discusses normal size changes. It instead gives you set bonuses described in the spell. Look at Righteous Might (http://www.d20srd.org/srd/spells/righteousMight.htm) or Giant Size (http://dndtools.eu/spells/complete-arcane--55/giant-size--550/), they follow this example by providing specifically noted changes.

None of these reference invoking the size modifiers and instead use specific changes to simulate increasing in size. Therefore, it's generally assumed that any ability that increases your size comes packaged with the relevant bonuses. You don't double-dip with the basic size increases unless an ability specifically tells you to. Shapeshift follows this pattern. It's part of why forms that increase you size get such a big strength boost. It's factoring in the bonuses you should get for increasing size.

So to answer your question: The ability is used as written for modifiers unless specifically noted otherwise. If it doesn't mention a penalty you're fine.

So I learned something new today. This impacts Vastwoods indirectly. You know that bit in Shapeshift where it mentions getting an enhancement bonus equal to your level/4/ I wasn't using that for Myann and I don't think Neph was using it for his forms. So thanks, you helped fix a mistake on top of everything else.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 23, 2013, 10:30:14 PM
Hurray my AC is wrong!
Title: Re: Random DM nagging.
Post by: Yuthirin on August 23, 2013, 10:30:44 PM
The rebuild continues!
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2013, 11:26:27 PM
Right. How's that going?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 24, 2013, 01:02:55 AM
Well I figured out how my damage was where it was! Swapped two class levels in places and netted a boost to my BAB by 1. This added a 4th iterative attack. So far, all of my saves appear to be WAY too high, so I'm mathing them out to try to see how they got there. I'm going to put it all in the notes when it's done so I don't have this problem in the future.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 24, 2013, 02:09:35 PM
Is the shifting ring an artifact? If so, can it still be combined into another ring?
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2013, 02:15:13 PM
It's not an artifact and came with a price. Feel free to add onto it.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 24, 2013, 02:57:00 PM
RAW, a Monk's Tattoo from Magic of Faerun stacks with a Monk's Belt. Your call?
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2013, 03:17:23 PM
Knock yourself out. I don't have any problem with it.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 24, 2013, 04:12:36 PM
Neat.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2013, 06:08:30 PM
Are you going to be around and ready tonight, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 24, 2013, 06:45:55 PM
Debatable. Experiencing technical difficulties. Will report back.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2013, 06:47:46 PM
Right. Good luck.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2013, 07:44:19 PM
Ebony rebuild changelog. This is really how I should of handled her change in the first place.

- New class set is Sylican Angel 21//Sorcerer 6/Exalted Arcanist 5/Sacred Exorcist 10
- 11 d6 hit dice become d8s. Net of +11 hit points.
- +3 BAB for +21 total.
- General cleanup and reorganization of how special abilities and qualities are organized.
- Turn undead damage rises by 1d6 and DC rises by 1. This is due to more Sacred Exorcist levels.
- Darkvision rises to 120ft.
- Resistance to fire and electricity rises to 20.
- Gains damage reduction 15/epic, evil and silver.
- Loses bardic knowledge. She retains bard spellcasting and bardic performance as racial powers.
- Gained another target for inspire greatness and inspire heroism. Miscalculated before.
- Chosen foe rises to +3
- Gains another dispel evil.
- Caster level for bard spells rises by 1.
- Rises to a 20th level sorcerer. This is a net gain of +3 levels. Massive upgrade incoming: She gains 2 8th level spell charges and 6 9th level spell charges, plus an additional 9th level charge for high Charisma. She gains 1 8th and 3 9th level spells known. She selects lightning ring, blinding glory, reaving dispel and time stop.
- Saves recalculated. The net change is +5 fort, -1 ref and -2 will.
- Retrained epic spell capacity to words of creation. Epic bard casting will take longer than I figured.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2013, 10:00:23 PM
Table of tortle saves.

1: 2/0/2 D1/HWE1; 2/0/2 vs 0/0/0 = 2/0/2
2: 3/0/3 D2/HWE2; 1/0/1 vs 0/0/0 = 1/0/1 + 2/0/2 = 3/0/3
3: 3/1/3 D3/HWE3; 0/1/1 vs 0/0/0 = 0/1/0 + 3/0/3 = 3/1/3
4: 5/3/5 D4/M1; 1/0/1 vs 2/2/2 = 2/2/2 + 3/1/3 = 5/3/5
5: 6/4/6 D5/M2; 0/0/0 vs 1/1/1 = 1/1/1 + 5/3/5 = 6/4/6
6: 7/5/7 D6/M3; 1/1/1 vs 0/0/0 = 1/1/1 + 6/4/6 = 7/5/7
7: 8/6/8 D7/M4; 0/0/0 vs 1/1/1 = 1/1/1 + 7/5/7 = 8/6/8
8: 9/6/9 D8/M5; 1/0/1 vs 0/0/0 = 1/0/1 + 8/6/8 = 9/6/9
9: 10/7/10 D9/M6; 0/1/0 vs 1/1/1 = 1/1/1 + 9/6/9 = 10/7/10
10: 11/9/11 D10/AD1; 1/0/1 vs 0/2/0 =  1/2/1 + 10/7/10 = 11/9/11
11: 11/10/11 D11/AD2; 0/0/0 vs 0/1/1 = 0/1/0 + 11/9/11 = 11/10/11
12: 12/11/12 D12/AD3; 1/1/1 vs 1/0/1 = 1/1/1 + 11/10/11 = 12/11/12
13: 14/11/14 D13/H1; 0/0/0 vs 2/0/2 = 2/0/2 + 12/11/12 = 14/11/14
14: 15/11/15 D14/H2; 1/0/1 vs 1/0/1 = 1/0/1 + 14/11/14 = 15/11/15
15: 15/12/15 D15/H3; 0/1/0 vs 0/1/0 = 0/1/0 + 15/11/15 = 15/12/15
16: 16/12/16 D16/H4; 1/0/1 vs 1/0/1 = 1/0/1 + 15/12/15 = 16/12/16
17: 16/13/16 D17/AD4; 0/0/0 vs 0/1/0 = 0/1/0 + 16/12/16 = 16/13/16
18: 18/15/18 D18/S1; 1/1/1 vs 2/2/2 = 2/2/2 + 16/13/16 = 18/15/18
19: 19/16/19 D19/S2; 0/0/0 vs 1/1/1 = 1/1/1 + 18/15/18 = 19/16/19
20: 20/16/20 D20/H5; 1/0/1 vs 0/0/0 = 1/0/1 + 19/16/19 = 20/16/20
21: 20/16/20 Epic; 0/0/0 = 0/0/0
22: 20/16/20 Epic; 0/0/0 = 0/0/0; base save bonus in total.
22: 29/21/30 Base+ability mods; 20+9=29; 16+5=21; 20+10=30
22: 35/27/36 Base+ability mods+superior resistance; 6/6/6 + 29/21/30 = 35/27/36
22: 36/28/37 Base+ability mods+superior resistance+ioun stone; 1/1/1 + 35/27/36 = 36/28/37

Are these accurate and correct? Am I missing anything?
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2013, 11:19:56 PM
Fixed an error in Balyss' level up. I forgot to give her +1d6 turning. Whoops! She's up to 14d6 on her turn undead attempts.
Title: Re: Random DM nagging.
Post by: Anastasia on August 27, 2013, 07:26:48 PM
Okay Yuth, any idea on days that will be good this week? Feel free to rule out Thursday, I know there might be football conflicts.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 27, 2013, 09:27:11 PM
Thursday is the last day of preseason, I believe. This weekend most likely free. Hm. Friday is possible.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2013, 06:09:31 PM
Sounds good then.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2013, 12:21:12 PM
Okay. This week sort of sucks since it's the NFL kickoff. I'm going to rule out Thursday and Sunday, since odds are both of us will be distracted at absolute best. So can we manage Friday/Saturday this week, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 04, 2013, 03:57:36 PM
I...don't know. We will have to see. This week is sort of crazy for me.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2013, 08:06:45 PM
Right. I'd like to get in one session if at all possible. If it doesn't happen by Saturday, don't worry about it and we'll try next week. Not even going to try Sunday.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 05, 2013, 07:51:25 PM
I don't see why we couldn't do it at least once.
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2013, 10:40:22 PM
Yuth: If you were planning on showing tonight, I won't be around for another 50 minutes (as of this post), minimum. If if you weren't, disregard.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 08, 2013, 06:06:47 AM
THE STARS DID NOT ALIGN
Title: Re: Random DM nagging.
Post by: Anastasia on September 12, 2013, 08:28:12 PM
How's Friday/Saturday look this week, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 12, 2013, 11:43:13 PM
Right now, everything looks terrible. I'm so sick.
Title: Re: Random DM nagging.
Post by: Anastasia on September 12, 2013, 11:48:58 PM
I figured. Heal up and feel better. Drop me a line if that changes and you live, but I won't be counting on it.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2013, 07:22:45 PM
I'm alive.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2013, 07:24:23 PM
Okay. What days can you do from today to, say, Friday?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2013, 07:25:23 PM
ALL THE DAYS
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2013, 07:26:12 PM
Okay. I'd like to get in a few sessions before the gathering. Tuesday's out since FFd6, rest of the week's open. Preferences?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2013, 07:58:06 PM
ALL THE DAYS
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2013, 07:59:05 PM
Okay then, we'll start on Monday. Tonight's out since I'm drained.
Title: Re: Random DM nagging.
Post by: Merc on September 15, 2013, 07:59:14 PM
I'm almost expecting you guys to game so much, that Yuth will show up to the hotel wearing a giant turtle shell next week.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2013, 08:00:20 PM
That would be pretty awesome.
Title: Re: Random DM nagging.
Post by: Merc on September 15, 2013, 08:00:42 PM
It would~!
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2013, 08:01:04 PM
It would.

You know what must be done, Yuth. Do it.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2013, 08:05:04 PM
I DON'T HAVE TIME OR MONEY TO OBTAIN ONE
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2013, 08:07:43 PM
How much would a giant turtle shell cost, really?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2013, 10:20:11 PM
I dunno?
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2013, 12:34:00 AM
Did you forget we had a session tonight, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 17, 2013, 12:53:01 AM
I did. I was distracted with free dinner. My apologies.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2013, 12:55:31 AM
Okay, we'll try again Wednesday.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2013, 08:35:30 PM
Are you going to be around tonight, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 18, 2013, 09:14:02 PM
Should be!
Title: Re: Random DM nagging.
Post by: Yuthirin on September 23, 2013, 06:31:37 PM
What days are good for you this week? As a heads-up, I'm off all of Wednesday due to my birthday being on that day.
Title: Re: Random DM nagging.
Post by: Anastasia on September 23, 2013, 06:37:21 PM
Tonight's bad. Tomorrow is FFd6, but there's a non-zero chance that'll be a cancel. If it is and you're around, I can run. Rest of the week's good more or less.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 23, 2013, 07:54:25 PM
Kay
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2013, 07:35:12 PM
I'll be a little more spotty this week, got my hands on a free copy of GTA5. That's gonna be an attention sink.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 26, 2013, 08:02:47 PM
Rode my bike to work. Will be a bit later. You can kinda expect that from now on. I try to ride it when the weather is nice.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2013, 08:37:56 PM
Duly noted.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 27, 2013, 09:03:47 PM
My level of misery is approaching maximum. I got roughly 30 minutes of sleep last night. I will not be available tonight. I'm going straight to bed after work.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2013, 09:52:25 PM
Sure thing, rest up and feel better.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2013, 09:57:02 PM
Life tonight yes/no?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2013, 01:01:47 AM
I had things go down.
Title: Re: Random DM nagging.
Post by: Anastasia on October 01, 2013, 11:41:17 PM
This week is looking hazy due to being sick. What days are good for you, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 01, 2013, 11:52:50 PM
Lemme get back to you on that.
Title: Re: Random DM nagging.
Post by: Anastasia on October 02, 2013, 12:06:33 AM
That's fine. I'm currently hacking Africa out of my fucking lungs, so I'm occupied.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 02, 2013, 12:17:55 AM
Tell Akon to ease up on the Pepsi.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 03, 2013, 02:29:00 PM
My next couple of weeks are gonna be rough. Got a test coming up for my designation, plus new job training starts on the 28th. There will also be a test there as well. Whee.
Title: Re: Random DM nagging.
Post by: Anastasia on October 03, 2013, 08:09:19 PM
Okay, we'll see how it goes. I'll talk to you the next time you're on IRC.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 04, 2013, 01:51:11 PM
The next few weeks are looking less and less lovely.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2013, 07:41:25 PM
Can we manage a day this week? If so, which day?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 08, 2013, 08:02:12 PM
Let's shoot for tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2013, 08:08:02 PM
Sounds good. I'll be there.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 08, 2013, 08:09:08 PM
Okay. Tomorrow it is.
Title: Re: Random DM nagging.
Post by: Anastasia on October 14, 2013, 08:20:12 PM
What day is good this week, tortle? Can we manage one?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 15, 2013, 02:30:55 PM
We will try for tomorrow! Or Thursday!
Title: Re: Random DM nagging.
Post by: Anastasia on October 16, 2013, 01:38:15 PM
Works. I'll be around for either, let me know.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 16, 2013, 02:34:32 PM
Well. At 7:08 pm last night, my router stopped working. As of 7 am this morning, still nothing. Called CenturyLink, a tech will be out tomorrow evening. That means I have no internet tonight. My mom arrives here tomorrow instead of Friday, meaning I can't go meet up with Iddy and I can't game tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on October 16, 2013, 03:49:27 PM
Ah well, don't sweat it, shit happens. If you can get a day, let me know. If not, not.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 16, 2013, 04:51:54 PM
I will see
Title: Re: Random DM nagging.
Post by: Anastasia on October 20, 2013, 02:59:53 PM
Okay, how's this coming week look?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 20, 2013, 05:21:33 PM
Can we write off the weekdays for this week? I have my exam this week and most of my time will be sown in a book. The weekend will be fine.
Title: Re: Random DM nagging.
Post by: Anastasia on October 20, 2013, 06:04:12 PM
Sure. We'll work out something the next time you're on IRC.
Title: Re: Random DM nagging.
Post by: Anastasia on October 27, 2013, 06:14:47 PM
What's good for the coming week, Yuth? Tuesday's out since FFd6. Likewise, Wednesday's out since I have a job interview Thursday morning.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 28, 2013, 05:08:16 PM
Thursday & Friday?
Title: Re: Random DM nagging.
Post by: Anastasia on October 28, 2013, 07:09:08 PM
Sounds like a winning plan. What times will you be alive with your new schedule? (Also doesn't Arizona not do DST?)
Title: Re: Random DM nagging.
Post by: Yuthirin on October 28, 2013, 09:23:01 PM
Arizona ignores DST. I get home at 4:30 my time.
Title: Re: Random DM nagging.
Post by: Anastasia on October 28, 2013, 09:45:43 PM
Okay. Refresh me how many hours you're back right now, and how many hours you'll be back after DST pops this weekend?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 05, 2013, 08:09:02 PM
I am you minus 2.
Title: Re: Random DM nagging.
Post by: Anastasia on November 05, 2013, 08:09:50 PM
Right. Okay. So what days are going to be good this coming week?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 05, 2013, 08:29:05 PM
Just about any given day. Just be aware that I'm riding my bike at random to work, so I might take half an hour longer.
Title: Re: Random DM nagging.
Post by: Anastasia on November 06, 2013, 01:11:57 PM
Okay, let's aim for Thursday/Friday then, unless today would be better for you. Just poke me in PM when you get on, since I might forget you get home earlier again.
Title: Re: Random DM nagging.
Post by: Anastasia on November 06, 2013, 01:15:24 PM
Also, were you going to do anything with the loot from the giants and air elementals?
Title: Re: Random DM nagging.
Post by: Anastasia on November 06, 2013, 03:45:15 PM
Good news: I got a job!

This will impact this game at least a bit, but with some schedule flexibility we should be okay. We aren't locked into any one day. But there might be some shenanigans involved, especially as I feel out the new schedule. It's seasonal work with a chance to be hired on permanently after New Year's, so we'll see.
Title: Re: Random DM nagging.
Post by: Anastasia on November 07, 2013, 01:19:39 PM
No session tonight, forgot the Redskins play Thursday. Whoops!
Title: Re: Random DM nagging.
Post by: Yuthirin on November 07, 2013, 07:44:57 PM
HURRAY YOU GOT A JOB
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2013, 01:57:47 PM
We still on for tonight, Yuth?

If we are, fair warning. I sold something on Craiglist and the buyer's coming about an hour before you get home. This shouldn't be a factor, but Craigslist buyers have the unique ability to be flaky/late. In case I no-show, assume I'm just running late and poke me in PM. Gimme some time, I'll try and pop on to give a what's up.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 11, 2013, 03:03:11 PM
I biked to work. Will be later than normal.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2013, 04:18:01 PM
That works nicely. I should be around for sure then, barring super flakiness.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 11, 2013, 04:34:22 PM
Groovetastic.
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2013, 12:00:17 AM
How's this week look for you, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 13, 2013, 12:19:33 AM
Tomorrow looks good!
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2013, 12:33:00 AM
Tomorrow should be good!
Title: Re: Random DM nagging.
Post by: Yulia on November 13, 2013, 12:42:53 AM
Don't think I didn't see that!
Title: Re: Random DM nagging.
Post by: Yuthirin on November 13, 2013, 05:28:13 PM
>_>;
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2013, 05:39:15 PM
Ignore Yulia, she gets excited when she gets out to play.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 13, 2013, 05:55:24 PM
Well keep that cage locked and it won't be a problem!
Title: Re: Random DM nagging.
Post by: Yuthirin on November 13, 2013, 05:57:17 PM
I will be home in approximately 2 hours.
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2013, 06:48:37 PM
Duly noted.
Title: Re: Random DM nagging.
Post by: Anastasia on November 14, 2013, 06:32:47 PM
Yuth, I'm good today, tomorrow or Saturday this week.

Next week would aim for Friday or Saturday, since my training is Mon-Thurs. I get off at 9 local time (two hours ahead of you, I think), so I could probably squeeze in a short late session or two if need be.

What's good for you?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 14, 2013, 09:25:01 PM
Tomorrow and sat are good!
Title: Re: Random DM nagging.
Post by: Anastasia on November 14, 2013, 09:31:39 PM
<Balyss> I'll see you there in the name of the moon! Or else.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 15, 2013, 01:05:44 AM
Might need to run an errand immediately after work.
Title: Re: Random DM nagging.
Post by: Anastasia on November 15, 2013, 02:05:22 AM
Sure thing, I'll be around.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2013, 10:43:04 PM
Yuth, is Friday good for you this week? I may also be able to swing Saturday, next week's schedule goes up tomorrow (allegedly). Dunno if I have it off or not yet.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 19, 2013, 11:15:47 PM
Friday...friday...should be good?
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2013, 11:32:07 PM
Sounds good. I'll update about Saturday possibilities tomorrow evening.
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2013, 10:28:39 PM
Friday and Saturday are both good this week, Yuth.

As for next week, between Thanksgiving and Black Friday, the only day that looks plausible is Wednesday or Saturday of next week. For next week, how do those strike you?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 22, 2013, 04:24:00 PM
I'm in California from Thursday-Sunday next week. Game will be...unlikely.
Title: Re: Random DM nagging.
Post by: Anastasia on November 22, 2013, 04:42:03 PM
That's just as well. Thanksgiving+Black Friday=uguu.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 27, 2013, 05:48:46 PM
Built three character sheets today. Going through slight withdrawal.
Title: Re: Random DM nagging.
Post by: Anastasia on November 27, 2013, 07:02:49 PM
One of those reasons I do things for the Bestiary still. I feel ya.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 12:09:28 PM
Next week I have Tuesday and Saturday free. Can we do those days, Yuth?
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 12:38:35 PM
Lief may see action soon, so I'm catching him up from 18 to 21.

Lief reaches level 19!

- Fighter 10 and Avenger 2.
- 3 on a d10 for a total of 11 and a grand total of 255 hp.
- +1 bab for a total of +18.
- Spell resistance rises by 1 to 34.
- Lief's caster level for his SLAs rises by 1 to 19. 
- +1 to saves vs poison. Not great, but hey, a boost is a boost.
- Uncanny dodge which is long since obsolete for him.
- Lief's avenger spellcasting rises to level 2! He gains another spell charge and another spell known. Lief selects true strike.
- +1 fort and +1 ref.
- Skills go up as normal.
- Greater Weapon Focus(F10) as a new feat.

Eh level. Nothing really came home for him this level.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 01:04:49 PM
Lief reaches level 20!

- Fighter 11 and Avenger 3.
- 1 on a d10 for a total of 9 and a grand total of 264 hp.
- +1 bab for a total of +19.
- Spell resistance rises by 1 to 35.
- Lief's caster level for his SLAs rises by 1 to 20.
- Sneak attack rises by 1d6 to 7d6. Yay.
- Lief's avenger spellcasting rises to level 3! He gains a 1st level spell charge and access to level 2 spells. His int mod gives him 2 2nd level bonus spells and he gets 2 spells known. He'll grab near horizon and spellslayer arrow.
- +1 fort and +1 will.
- +1 Dex for a total of 35. He'll need to switch over to better armor options or bracers of armor soon. In a world where B3 continued, Afina probably would've done the former. I'll likely do the latter here out of convenience.
- Skills go up as normal.

Good level. More SA and two useful spell options both highlight a solid level 20 for Lief.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 01:21:38 PM
Lief reaches level 21!

- Fighter 12 and Avenger 4.
- 10 on a d10 for a total of 18 and a grand total of 282 hp.
- +1 bab for a total of +20.
- Spell resistance rises by 1 to 36.
- Lief's caster level for his SLAs rises by 1 to 21.
- +2 to saves vs poison. It's something.
- Lief's avenger spellcasting rises to level 4! He gains a 1st and 2nd level spell charge plus a new 1st and 2nd level spell known. Lief selects lightfoot and fell the greatest foe.
- Saves do not increase.
- Skills go up as normal.
- Epic Toughness(21) and Greater Weapon Specialization(F12) as new feats. This bumps him up to 324 hp.

Solid level but nothing super good.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 03:07:42 PM
Since Iddy may be running Lief, I'm going to do a deep analysis of him and how everything works. I'll start by going down his sheet and then explaining how it all fits together afterwards. Note that his updated sheet is here: http://www.soulriders.net/forum/index.php/topic,102879.msg1047672.html#msg1047672

QuoteSize/Type: Small Fey

Lief is small sized, which grants various modifiers versus medium size. These are factored into his statblock and can be reviewed here: http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreaturesInCombat A quick summary is as follows: +1 bonus to attack rolls and armor class, -1 to CMB/CMD and a +4 bonus to hide checks. Note that the CMB/CMD changes are the result of houserules and do not follow the chart in the link.

In addition to the above, Lief is a fey and not a typical humanoid. This means effects that specifically target humanoids, such as hold person, don't affect him. Conversely, he's vulnerable to anti-fey effects, such as a feybane weapon. This isn't a big deal, just keep it in mind.

QuoteHit Dice: 6d8+3d6+12d10+147+21+42 (324 hp)

Lief has excellent hit points, better than average for the other NPCs of this level. It plays against type, as who expects a pixie to have a lot of hit points? An enemy might be surprised at how much abuse it takes to down Lief and he's generally a tough little bastard.

QuoteInitiative: +21

Make no mistake, Lief's fast as hell. He has excellent odds of going first in combat and is only eclipsed by a select few allies and enemies in this area. His speed plays to type, but he's faster than any typical pixie by a large margin.

QuoteSpeed: 20ft, fly 60ft (good)

Lief's not fast on the ground but he should rarely bother to walk. His fly speed is much better and he has good maneuverability. This means he's a fairly agile flier who can hold his own in aerial combat. You may want to review how aerial combat and maneuverability works: http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions

QuoteArmor Class: 33 (+1 size, +1 natural, +8 dex, +1 dodge, +5 deflection, +7 armor)

In comparison, Lief's armor class is generally unacceptable for this level. This will probably change soon as I tweak his magical items. But as a rule of thumb, past about level 10 or so, you want your AC to be a bare minimum of double your total level. That would be 42 for Lief, so he's way behind. Eating attacks is not a good idea, since Lief is an easy target for pulverizing, PA-bolstered attacks.

QuoteBase Attack/CMB/CMD: +20/+20/48

Lief has a good base attack bonus. It's +20 at level 21, so he's only missed a single level of BAB. In other words, he's good at hitting things. As for CMB and CMD, they function as in Pathfinder. More information can be located in the houserules topic. In essence, if Lief attempts a combat maneuver, he rolls his CMB (+20) against the target's CMD. +20 is rather mediocre for his level, though various bonuses to attack rolls also increase CMB. His CMD is better and around average to slightly above average, which means he's not an easy mark for combat maneuvers.

QuoteAttack: Defiance+44 (1d6+24 plus 7d6 sneak attack plus +2/2d6 evil outsider bane x3)

To be clear, Defiance is a small-sized longbow. Check it out in the gear tab on his character sheet. I'll go over it in more detail down there.

Lief's attack is good. +44 is a strong attack mod for his level and has good chances of hitting. He can't peak as high as others do when they go full buff-up, but his base is better than theirs. A typical attack with a decent attack roll should hit for him the large majority of the time.

As for damage, Lief's base damage is 1d6+24. That's enough to deal damage through the various damage reductions he'll run into at this level. In addition to that, he can potentially deal 7d6 points of sneak attack damage with every attack. Sneak attack's complicated and the description for it is under the rogue tab on his sheet. The one salient point is that he has to be within 30ft of a target to deal sneak attack damage. I'll go into this more later, but this means that Lief's generally restricted to staying within close range of his target.

On top of that, his weapon is an evil outsider bane weapon. When he attacks evil outsiders, the enhancement bonus of the weapon is two points higher. That means his attack and damage rolls rise by 2, to +46 and 1d6+26. On top of that, he deals an extra 2d6 points of damage to them. That stacks with the previous bonus from an undead bane weapon. So an ideal, sneak attack enabled strike against a fiend deals 1d6+26+7d6+2d6 damage. That deals an average of roughly 60 damage.

It's worth noting that Lief's bow is ghost touch. That means it can strike incorporeal opponents with impunity. More on this in the bow's description further on in this post.

Finally, the x3 means Lief deals 3 times damage on a critical hit. Note that sneak attack damage doesn't multiply on a critical hit. You can review the rules for critical hits here: http://www.d20srd.org/srd/combat/actionsInCombat.htm#attack (scroll down slightly to critical hits, it's just above the cast a spell section.)

QuoteFull Attack: Defiance Rapidshot+44/+44/+39/+34/+29 (1d6+24 plus 7d6 sneak attack +2/2d6 evil outsider bane x3)

Lief's full attack routine is routine except for one thing. He has the rapidshot and improved rapidshot feats. That means he gets an extra attack at his full attack bonus for free. That's why he has 5 attacks instead of 4. This means using a full attack action is even more incentivized than normal for him.

QuoteSpace/Reach: 5ft/5ft

Nothing remarkable here. Review the rules on space/reach if needed and bear in mind he's using a ranged weapon.

QuoteSpecial Attacks

Doing these one by one.

QuoteSpell-like abilities,

Lief has several spell-like abilities since he's a pixie. I'll summarize them and what they do below. They can all be used once per day. Click the name of the ability for a link to the spell.

Lesser Confusion: (http://www.d20srd.org/srd/spells/confusionLesser.htm) Confuses an enemy for one round, the DC is 18. This isn't much use, as it only lasts for one round, has a crap DC and gets stopped by lots of things in epic. He should almost always have been options than this.
Dancing Lights: (http://www.d20srd.org/srd/spells/dancingLights.htm) Creates minor, glowing lights. This is pure utility and has limited combat applications.
Detect Evil: (http://www.d20srd.org/srd/spells/detectEvil.htm) Allows Lief to detect evil. This is pure utility, and the other three detect spells are the same thing for law, chaos and good. Rarely sees use.
Detect Thoughts: (http://www.d20srd.org/srd/spells/detectThoughts.htm) Reads the surface thoughts of a nearby creature, the DC is 19. This has some useful applications for stealth and information gathering, but immunity and the low DC is a concern.
Dispel Magic: (http://www.d20srd.org/srd/spells/dispelMagic.htm) Dispels magic. The problem is that the dispel check modifier is capped at +10, so it's not that useful at this point. It can still have some spotty utility.
Entangle: (http://www.d20srd.org/srd/spells/entangle.htm) Causes the plants in the area to entangle creatures within the area, the DC is 18. While most creatures will easily make the DC now, it still halves their movement while going through it. So this has some selective utility. Do note that you need plants in the area for this to work, such as being in a forest, a field or the like. Also creatures that can fly can merely fly right over it.
Permanent Image: (http://www.d20srd.org/srd/spells/permanentImage.htm) Creates a highly realistic, illusory image that lasts forever. This one can be as useful as your imagination makes it, though creatures with true seeing and illusion immunity aren't that rare at this level. Note that as an SLA, the expensive material component and focus aren't needed. You may also wish to review the rules about illusions and disbelieving them: http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#illusion

At this point, Lief's SLAs are generally outdated. A creative player can wring some use from them, however. Permanent Illusion is by far the cream of the crop.

Quotefavored enemy (evil outsiders+4+4, construct+2+4)

Favored enemy means Lief deals extra damage to the type of creature noted as well as other bonuses. Review favored enemy in the ranger tab of Lief's sheet. Note that the +4 at the end of each favored enemy is not a typo but a result of Lief's bow having the hunting special quality. It's added to the first number. So Lief's total favored enemy modifier against evil outsiders is +8 and +6 against constructs.

More in the next post as this one is getting long.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 04:16:01 PM
Quotespells

Lief has two sets of spells and we'll review them one at a time. They can be found in the spell tab on Lief's sheet. Click on a spell's name to find a link to the spell description.

Ranger spells

Sniper's Shot: (http://dndtools.eu/spells/spell-compendium--86/snipers-shot--4186/) This spell is a swift action, so Lief can use it as part of a move+attack action or a full attack action. Anyway, Sniper's Shot removes the distance requirement from sneak attack for one round. It means Lief doesn't need to be within 30ft to deal sneak attack damage for that round. This lasts for 1 round, so it's basically for one attack string. This is highly useful for Lief when he can't or doesn't want to get in close to his target. Note that this doesn't mitigate the penalties for range increments for using a ranged weapon.
Fell the Greatest Foe: (http://dndtools.eu/spells/spell-compendium--86/fell-greatest-foe--3863/) This spell adds bonus damage dependent on the size difference between Lief and his target. Considering Lief is small and most creatures are at least medium sized, the usefulness of obvious. This is great against giants, dragons and other things that are way too big. It's easy bonus damage and worth casting against them. It's usually not worth passing up a full attack over, but it can be worth using instead of a single attack against a bigger opponent.

Avenger spells

Critical Strike: (http://dndtools.eu/spells/spell-compendium--86/critical-strike--4260/) This spell is a swift action, see above about swift actions. This spell grants you a bonus 1d6 sneak attack damage, doubled critical hit threat ranges and a +4 bonus to confirm critical hits. Useful when Lief wants to pour on as much damage as possible, such as on a full attack against an enemy that's flatfooted.
Ebony Eyes: (http://dndtools.eu/spells/spell-compendium--86/ebon-eyes--3544/) Allows Lief to see in darkness and in magical darkness. Obviously useful for a stealth character. Do note it only helps in a limited band of conditions so read the spell carefully. This spell has a good duration so you can cast it well in advance of problems.
Lightfoot: (http://dndtools.eu/spells/spell-compendium--86/lightfoot--4371/) This spell is a swift action, see above about swift actions. This spell allows Lief to move without provoking AoOs for one round. Handy if he's caught in a pinch. This doesn't negate AoOs from other sources, such as firing a ranged weapon in melee range. This is Lief's get out of jail free card if something big manages to close in with him.
True Strike: (http://dndtools.eu/spells/players-handbook-v35--6/true-strike--2521/) Gives a +20 insight bonus to the next attack roll you make within a round. Useful for when you absolutely have to hit something or for combat maneuvers.
Fell the Greatest Foe is above. He took it here too so he has access to more uses of it.
Near Horizon: (http://dndtools.eu/spells/complete-mage--58/near-horizon--803/) Eliminates the penalty for range increments when using a ranged weapon. This combos well with Sniper's Shot. As long as you can see an opponent within the range of your bow, no matter how dimly, you can attack it without range increment penalties. Note that if you can't see the enemy that this doesn't help(such as it being behind a wall) and doesn't eliminate concealment penalties(such as hiding in bushes).
Spellslayer Arrow: (http://dndtools.eu/spells/champions-of-ruin--27/spellslayer-arrow--294/) Adds bonus damage against creatures with lots of active spells on them. Handy for taking down buffed up targets.

Quotedistracting attack

This ability's under the ranger tab. In short: Hit something and it's counted as flanked until an ally hits it or until the start of your next turn. This allows Lief to enable other allies with his arrows and adds something more than raw damage. Note that the flanking doesn't apply to Lief's own attacks so he can't use this to get free sneak attack. Allies can, however.

Quotesneak attack+7d6

I assume you know how sneak attack works. If not, read up under the rogue tab on Lief's sheet.

Quotedisruptive attack

This one's under the rogue tab. When you hit an enemy that is flatfooted or flanked, you can choose to sacrifice your sneak attack damage for that hit. If you do, the target suffers a -5 penalty to AC for one round. This is good to make enemies easier targets for yourself and your allies. Lief can pop this on his first attack on a full attack and then gain the benefits for the rest of his full attack routine. This can also apply to enemies immune to sneak attack, so you can gain this for nothing against those enemies. This isn't always worthwhile, such as an opponent that won't survive Lief's attack or has shit AC anyway, but it's a good option to keep in mind.

Note that if you want to use it as part of a full attack, you have to declare it right after rolling the successful hit. You can't roll your entire full attack and then declare it applies to one of the previous attacks.

Quoteparalyzing attack.

Sucks.

This allows Lief to paralyze an opponent, but the DC is shit (20) and he has to study them for three rounds. You can try it if you want, but there's generally better ways to deal with enemies than this for him. It isn't the reason he went into avenger. Note that it also requires a melee weapon and Lief uses a bow, so there's an obvious problem right there.

Special Qualities

One by one just like special attacks.

QuoteLow-light vision

See here: http://www.dandwiki.com/wiki/SRD:Low-Light_Vision In essence, Lief's better at seeing in dim illumination than a typical human. This doesn't help in true darkness or magical darkness, but it does help in shadowy illumination. http://www.d20srd.org/srd/exploration.htm#visionAndLight This provides more information about visibility and light. It shouldn't come up often.

Quotedamage reduction 10/cold iron, damage reduction 5/-

If you're not familiar with damage reduction, read here: http://www.d20srd.org/srd/specialAbilities.htm#damageReduction

Damage reduction applies to physical attacks but not energy damage. So it applies to being stabbed by a sword but not burned by fire. Lief has two types of damage reduction and they work together as follows. If any enemy isn't using a cold iron weapon, Lief subtracts 10 damage from the attack. His other damage reduction doesn't apply. If the enemy is using a cold iron weapon, it bypasses his first damage reduction. His second damage reduction then applies and subtracts 5 damage instead.

Just remember it's one or the other. If the enemy doesn't bypass damage reduction/cold iron, it's -10 damage per strike. If they do, it's -5 damage per strike.

Quotegreater invisibility

This ability's under the racial tab. It means that Lief is naturally invisible and attacking does not disrupt his invisibility. He can choose to be visible or invisible as a free action. So Lief wants to be invisible? He can do that. He wants to be visible? No problem. Note that if Lief attacks a target that can't perceive him, that target is flatfooted against him. Which means he gets sneak attack on all of his attacks. This is limited by the fact that many creatures at this level have see invisibility, true seeing or other ways of foiling invisibility. However, see the feat darkstalker.

As a note, free actions can only be done of your turn. So Lief can't go from visible or invisible except on his turn.

More in the next post.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2013, 06:04:12 PM
Quotespell resistance 36

Spell resistance is a chance to stop some (but not all) spells fired Lief's way. If you're not familiar with it, read here: http://www.d20srd.org/srd/specialAbilities.htm#spellResistance

SR36 is pretty good for the level! It stops creatures with below average caster levels cold and is a solid defense against caster levels matching your level. While particularly strong creatures can punch through it, it's easier said than done. This is an asset and should save Lief some pain.

Quoteimproved uncanny dodge,

This is detailed under the rogue tab. It means that Lief can't be caught flatfooted or otherwise denied his Dex bonus to armor class. Even if Lief is caught off guard and surprised, he wont' be completely defenseless.

Quoteimproved evasion,

If you succeed on a Reflex save against a spell that does damage, you negate the damage entirely. If you fail this save, you still only take half damage. This means that Lief is tremendously difficult to put down with spells like fireball or a dragon's breath weapon. He can generally ignore them with impunity, especially if the effect allows spell resistance on top of it.

Quotewild empathy,

Lief can influence wild animals. Not really of any particular use except as utility. Not much to say. The modifier will be low(+15), so it'll struggle with DCs that are appropriate for your level.

Quotetrapfinding,

Lief can find traps above and beyond the norm by using the search skill. Note that Lief hasn't invested in disable device, so he can't remove or bypass traps even when he finds them. He's more inclined to fly around or otherwise try and circumvent them. So this ability isn't all that useful to him.

Quotefeign death,

You can find this ability under the rogue tab.

This is an immediate action so you can do it any time, even during another person's turn. You keel over in a coma that appears like death to anyone else. This is utility if Lief is caught in a pinch. It'll fool most creatures and give you a heap of immunities, so it can be good in certain situations to temporarily delay certain effects (such as poison). The downsides are obvious so use it wisely.

Quotepenetrating strike,

When you flank an enemy and they're immune to sneak attack, you deal half your sneak attack damage anyway. The catch is that Lief doesn't flank enemies since he uses ranged attacks (barring distracting attack, but he doesn't need the benefits of that himself), so this is useless to him.

Quotewoodland stride,

Useful utility and nothing else. The thing is, a lot of the time Lief can just fly over or around problems anyway.

Quoteswift tracker,

Lief can track faster and without penalty. Useful when Lief's tracking a target and works in conjunction with the Track feat+survival checks. You may want to review how track and survival work together, as explained here: http://www.d20srd.org/srd/skills/survival.htm and here: http://www.d20srd.org/srd/feats.htm#track

Quoteteam initiative bonus+5,

Lief and every ally within 30ft that can see him gains a +5 competence bonus to initiative. This synergizes well with sneak attack and gives Lief even more reason to stay close to his allies. He makes his allies faster so they can lay into enemies before they can react. It lets him further enable his allies along with distracting and disrupting attack.

Quotearmored ease 4,

This reduces the armor check penalty of any armor Lief wears by 4 points. Useful and Lief wears light armor already, so armor won't reduce his skills at all.

Quotestealthy movement

Lief's better at sneaking and moving. Affects how hide and move silently checks work, so see here: http://www.d20srd.org/srd/skills/hide.htm and http://www.d20srd.org/srd/skills/moveSilently.htm

Quotepoison use.

Lief can safely use and apply poison. This isn't terribly useful - most enemies are immune to poison or can easily pass the saves in epic. Unless he gets his hands on some damned potent poison, it's not a serious factor.

QuoteSaves: Fort +30, Ref +37, Will +23 (+2 vs poison)

Lief has a very good fortitude save, a superb reflex save and a solid will save. Overall his saves are good and aren't a weak point at all. Reflex, combined with improved evasion, is a strong point. Failing saves shouldn't be a problem unless Iddy luck is alive and well.

QuoteAbilities: Str 12, Dex 35, Con 24, Int 23, Wis 27, Cha 25

Lief's scores are good for what he has to do. The only low one is Strength and that doesn't matter for him.

QuoteSkills: Bluff+31, Disguise+15, Concentration+31, Escape Artist+36, Handle Animal+31, Hide+40, Knowledge(Nature)+30, Listen+32, Move Silently+36, Search+30, Spot+32, Survival+32, Use Magic Device+31, Use Rope+32

Skills aren't a problem for Lief, just make sure you know which ones he has and doesn't have and what class abilities modify them.

Rest tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2013, 09:20:13 PM
Quote from: Anastasia on November 28, 2013, 12:09:28 PM
Next week I have Tuesday and Saturday free. Can we do those days, Yuth?

Also add Monday to that, Yuth. Let me know.
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2013, 10:13:31 PM
QuoteFeats

One at a time. Any feat with a static stat boost, such as toughness or dodge, is already factored in. Situational feats like point blank shot or woodland archer aren't.

Dodge: A bonus racial feat for pixies. Houseruled to grant a flat +1 dodge bonus to AC at all times.
Weapon Finesse: A bonus racial feat for pixies. Allows Lief to sub in his Dex mod in place of his Str mod for attack rolls (but not damage rolls) with some melee weapons. He's an archer so this isn't a huge deal.
Toughness: His level 1 feat. Houseruled to grant +1 hp per level and it grows as he gains levels. So it's +21 hp right now.
Track: Bonus feat for ranger 1. Lets Lief track creatures with the survival skill. See swift tracker for a review of track and survival.
Rapid Shot: Bonus feat for ranger 2. Grants Lief an extra arrow attack on a full attack, but that and all other attacks that round suffer a -2 penalty. See improved rapid shot.
Point Blank Shot: His level 3 feat. Grants Lief a +1 bonus to attack rolls and damage rolls with ranged weapons so long as he's within 30ft. Synergizes well with sneak attack.
Endurance: Bonus feat for ranger 3. Grants bonuses to certain types of checks. These won't come up, but if you're curious, see here: http://www.dandwiki.com/wiki/SRD:Endurance
Weapon Focus: Longbow: His level 6 feat. Grants a +1 bonus to attack rolls with longbows. Unexciting but useful.
Manyshot: Bonus feat for ranger 6. This opens up a type of archery Lief doesn't use. See here if you're interested in it: http://www.dandwiki.com/wiki/SRD:Manyshot
Deadeye(Longbow): His level 9 feat. Allows Lief to add his Dex modifier to his longbow damage rolls. This is in addition to his Str mod and anything else. Technically this is limited to within 30ft and functions like precision damage, but I tend to just have it work on anything. I should houserule that one of these days.
Improved Rapid Shot: Bonus feat for fighter 1. Eliminates the -2 penalty to rapidshot. This basically allows rapidshot to be a free attack and makes full attack archery highly appealing to Lief.
Improved Initiative: Bonus feat for fighter 2. Grants a +4 bonus to initiative. Handy.
Mobility: His level 12 feat. Grants a +4 dodge bonus against attacks of opportunity provoked by moving. Nice, but he's better off casting lightfoot. He may retrain this soon.
Precise Shot: Bonus feat for fighter 4. Eliminates the penalty for shooting into melee. Needed for any serious archer.
Darkstalker: His level 15 feat. See here: http://dndtools.eu/feats/lords-of-madness--72/darkstalker--512/ It allows Lief to possibly defeat things like blindsight and mindsight. Extremely useful in high level play, since many opponents have extra-sensory perception like those.
Weapon Specialization(Longbow): Bonus feat for fighter 6. Grants a +2 bonus to damage rolls with longbows. Unexciting but useful.
Ranged Weapon Mastery(Piercing): Bonus feat for fighter 8. Grants a +2 bonus to attack and damage rolls with piercing ranged weapons - including longbows. This isn't the most exciting feat but it's useful as hell.
Woodland Archer: His level 18 feat. See here: http://dndtools.eu/feats/races-of-the-wild--84/woodland-archer--3165/ This feat opens up three tactical options. I'll cover them briefly here and you can see the feat writeup for the exact details. Adjust for range: After you miss a shot in a round, the rest of your shots against that opponent gain a +4 bonus. Lasts for the rest of the round. Useful to bolster his later attacks, especially if he whiffs one of his full BAB arrows. Pierce the foliage: If he hits an enemy despite the miss chance of concealment, he can ignore that concealment next round. Situationally useful. Moving sniper: This one is complicated, so read the link in the feat and understand how sniping works.
Greater Weapon Focus(Longbow): Bonus feat for fighter 10. Grants a +1 bonus to attack rolls with longbows. Unexciting but useful.
Greater Weapon Specialization(Longbow): Bonus feat for fighter 12. Grants a +2 bonus to damage rolls with longbows. Unexciting but useful.

QuoteEpic feats

These get a separate tab, even though Lief only has one so far.

Epic Toughness: His level 21 feat. Houseruled to grant +2 hp per level and it grows as he gains levels. Stacks with toughness. So it's +42 hp right now and +63 with toughness.

QuoteAlignment: Neutral

Lief isn't aligned in any one direction. Most pixies are neutral good, but he's seen too much to buy into that mindset. The fall of Lifasa rotted away the child-like innocence pixies are known for. In its place comes a boisterous confidence and braggadocio. He has his demons, but he does a good job at keeping them in check. All it took was the sacrifice of his basic pixie nature. He's become a tough bastard who doesn't go down without one hell of a fight in place of that.

---

Combos

Improved Evasion+High Reflex save+Greater Invisibility. Not only is Lief able to stymie foes who can't see the unseen, improved evasion and his generous reflex save shuts down attempts to get him via radius attacks. Baiting a frustrated enemy into throwing fireballs or the like is a winning strategy for Lief. This also applies to when he's using hide or the enemy otherwise can't find him. Spell resistance makes his combo nastier, but not ever radius attack allows spell resistance.

Sniper's Shot+Near Horizon+Sneak Attack. This combo requires a round to set up effectively, but allows Lief to attack from anywhere within range of his longbow and deal sneak attack damage. For reference, a longbow's maximum range increment is 1000ft (10 range increments of 100ft). So at the extreme, he can fire lethal arrows from almost a quarter of a mile away. While many encounters don't have the distance to take advantage of it, this can still be devastating at a mere couple of hundred feet away. If the target is large enough, adding Fell the Greatest Foe is a winning addition, though it requires an extra round of preparation.

Disruptive Attack+Distracting Attack. Give up sneak attack for a +2 bonus to the next attack your allies make (through flanking, which has other effects) and a -5 to the enemy's AC. This is a big swing that really take a bite out of the baddie's defenses. This requires the target to be flatfooted, so greater invisibility or hiding enables this combo. Works best when Lief is proving impossible to damage through invisibility+evasion.

---

For all of this, Lief's big damage is from staying still and firing off devastating full attacks. He needs to have sneak attack enabled somehow or another. If not, he's best aiding allies by weakening the enemy's AC and trying to draw attacks. Winning initiative is critical for him and surprise rounds are even better.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 02, 2013, 12:35:34 PM
After being away from computer for 4 days, I have returneded! Tuesday & Saturday should be fine!
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2013, 01:35:41 PM
Sounds good.
Title: Re: Random DM nagging.
Post by: Anastasia on December 03, 2013, 05:27:17 PM
I may be a few minutes late. Just relax and chill if I'm not there right away.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 03, 2013, 06:11:03 PM
That's a tall order.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2013, 04:27:48 PM
1. We're still on for Saturday, right?
2. Next week looks like Tuesday and Friday. This may change since the schedule usually gets jiggered, so we'll see. I may also be able to manage Thursday as needed, I'm working early that day.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 06, 2013, 12:26:28 AM
Next week is a test week! Test is at 8am Saturday! Gonna have to be non-game. Sorry!
Title: Re: Random DM nagging.
Post by: Anastasia on December 06, 2013, 01:08:13 AM
Righto then. I'll talk to you about next session on Saturday and see what's realistic the week after. I'd like to get in at least one more before Christmas starts up, if possible. We'll see how it goes.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 06, 2013, 01:24:23 AM
Groovy!
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2013, 02:39:57 AM
Yuth: Remind me to talk to you about Iddy tomorrow.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 07, 2013, 11:53:54 AM
Talk to me about Iddy tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2013, 01:53:38 PM
Yuth: Next week the following days are good for me.

Sunday the 15th, Tuesday the 17th and Saturday the 21st.

What sounds good for you?
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2013, 04:27:30 PM
Quick update: Tuesday's out barring word otherwise. So it's just Sunday and next Saturday as open days now. Can we pull this off?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2013, 05:52:03 PM
All of the above are fine, it seems.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2013, 11:17:28 PM
Sounds good. I'll see you tomorrow evening.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2013, 02:12:26 PM
There will be lateness today.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2013, 02:52:12 PM
Yuth, did you see the quick update post about me not being alive today?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2013, 03:01:52 PM
Nope!
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2013, 03:03:43 PM
Right. Next session is Saturday, barring an unexpected day off.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2013, 06:04:07 PM
Okay'
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2013, 01:19:32 PM
1. Reply to loot, Yuth.
2. Are you going to be available at all Christmas week? If we can get a session in, it would be nice, but no obligation. I know it's that time of year.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 19, 2013, 01:24:58 PM
1. Done.
2. I should be available all week as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2013, 01:36:19 PM
Okay. I'll probably have some days off at the end of the week, I'll let you know once the schedule is final. I'm off the 24th/25th and the 24th is out. I might be up for a Christmas night session if you are, I dunno. Depends on how Christmas day goes.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 25, 2013, 11:55:37 PM
I completely blanked on today. Got caught up in making a video. Sorry!
Title: Re: Random DM nagging.
Post by: Anastasia on December 26, 2013, 12:13:17 AM
That's fine. I can probably swing Friday and/or Saturday, though let me wait until tomorrow night to confirm those.
Title: Re: Random DM nagging.
Post by: Anastasia on December 26, 2013, 12:13:33 AM
Oh, and post in loot. Let's get that sorted.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 26, 2013, 01:42:35 AM
Will post sometime tomorrow
Title: Re: Random DM nagging.
Post by: Anastasia on December 26, 2013, 03:18:09 AM
Superb. I'll be looking for it.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 26, 2013, 01:19:55 PM
So I forgot to pick a draconic power trait. Whoops!
Title: Re: Random DM nagging.
Post by: Yuthirin on December 26, 2013, 01:27:30 PM
Took Arcane Fortitude.
Title: Re: Random DM nagging.
Post by: Anastasia on December 27, 2013, 03:22:51 AM
Sounds good.

Friday and Saturday are open. What sounds good, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 27, 2013, 09:26:05 AM
Those!
Title: Re: Random DM nagging.
Post by: Anastasia on December 27, 2013, 07:19:33 PM
Non-zero chance I may cancel tonight, Yuth. I'm absolutely exhausted and drained. We'll see when you show up.
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2013, 04:54:44 PM
I'll be posting scheduling stuff for the week tonight, after work.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2014, 12:11:04 AM
I'm open Wednesday, Friday and Saturday. What days are good for you two?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 01, 2014, 12:12:55 AM
I *should* be good with those. I don't have anything planned, so barring life hijinks, I should be solid.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 01, 2014, 12:29:06 AM
Ditto
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2014, 12:48:47 AM
Right. We'll start with Wednesday and see where we're at after that. So see y'all at 7 PM EST tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2014, 06:31:15 PM
Shit just came up so we'll cancel tonight and aim for Friday+Saturday. Sorry about the last minute timing.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 01, 2014, 07:59:43 PM
it's fine. I woke up this morning with a 90 mile an hour sinus infection. I'm sort of dead.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 02, 2014, 04:27:46 PM
Got a birthday on Saturday.
Title: Re: Random DM nagging.
Post by: Anastasia on January 02, 2014, 04:29:59 PM
Friday it is then, assuming Yuth's alive for it. At worst I should have free days next week too.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 02, 2014, 04:42:42 PM
Warg.
Title: Re: Random DM nagging.
Post by: Anastasia on January 02, 2014, 04:44:57 PM
Don't be afraid to cancel if you're sick, Yuth. I'm not gonna drag you around when you feel like roasted crap.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 02, 2014, 04:54:24 PM
It's more like semi frozen and soggy.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2014, 09:17:05 PM
I'm open every day this week (except tonight), save for Thursday. What days do you all want?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2014, 10:02:06 PM
Sounds good to me. As a heads up, starting on the 14th, my Tuesday nights will be reserved for school.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 06, 2014, 10:34:57 PM
Let's give tomorrow a shot.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2014, 09:11:35 PM
So what happened tonight, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 07, 2014, 09:27:58 PM
Random after-work shenanigans. I'm in chat now. Sorry for the delay.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 07, 2014, 09:42:47 PM
Sorry bout today. All days this week work for me. :|
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2014, 09:44:12 PM
Okay. Let's just try tomorrow night. How's that sound, Iddy?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 07, 2014, 11:22:08 PM
Hopefully will be alright. There's rumblings on the horizon of going to see the new Hobbit, though.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2014, 01:14:59 AM
If that happens, post to let me know and we'll reschedule.

It figures you join then we get a case of the schedule arghfuckles.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 08, 2014, 04:34:31 AM
Quote from: Anastasia on January 08, 2014, 01:14:59 AM
If that happens, post to let me know and we'll reschedule.

It figures you join then we get a case of the schedule arghfuckles.

I be cursed?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 10, 2014, 04:06:23 PM
We on for tonight?
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2014, 05:05:35 PM
I knew I forgot something!

We can run tonight and/or tomorrow. Iddy, how are you about this?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 10, 2014, 05:22:24 PM
Kotono forgets things when it rains.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 10, 2014, 06:23:59 PM
Uh, can't 100% commit to either one of those at the second. Going to try and see the Hobbit tonight, but I can't say for sure until family gets home and we discuss it. I'll let you know when I know.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2014, 06:30:55 PM
Okay, let me know. I'd rather do Saturday if possible.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2014, 05:32:47 PM
Stomach sick and out of it, no session tonight. I'm open Sunday and Monday, can we do either of those?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 11, 2014, 05:42:31 PM
Either works, hopefully.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2014, 06:55:26 PM
Anything works! Just get better!
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2014, 02:00:22 PM
Thanks. We're on for tonight.

Incidentally, Iddy's out on Wednesday and I work Tuesday and Thursday, so after today and possibly tomorrow, we won't have anything until Friday. I'm open Friday and Saturday, how are those days looking?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 12, 2014, 03:30:16 PM
Dunno yet. One of those should be fine, though.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 12, 2014, 06:47:25 PM
Works. As a heads up, next month I have family in.
Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2014, 07:00:05 PM
No session tonight since I'm all stomach sick again.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 15, 2014, 07:52:27 PM
My Saturdays are off the table effective immediately.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2014, 09:05:58 PM
Sure thing, duly noted. What happened?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 16, 2014, 12:26:03 AM
Job officially starts real work Saturday morning.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2014, 03:01:44 AM
Ooooh, so you're working Saturdays now? Okay. What are your days off?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 16, 2014, 08:36:25 AM
Thursday and Sunday.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 17, 2014, 01:09:26 PM
Oh look, now they're telling mus that there may be mandatory overtime. Indefinitely.

Stay tuned!
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2014, 01:42:33 PM
Joyous!

Okay, let me know. Speaking of, are we good for tonight or not, you two?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 17, 2014, 01:43:44 PM
Eh, probably. I still have a decent chunk of homework to get done, but I think I'll be able to knock enough out.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 17, 2014, 01:46:48 PM
I'm clear.
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2014, 07:02:39 PM
I may be late, brother managed to start a wee bit of a stove fire.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 18, 2014, 01:13:21 PM
Sunday's probably not going to happen for me.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2014, 01:14:21 PM
Yeah, seconded. Under the circumstances I'm not going to feel like DMing and I'm not sure either of you will feel like playing. I'll post about the coming week later.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 18, 2014, 01:15:11 PM
It's all very sad.
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2014, 12:35:17 PM
So what days are good this week, y'all? I'm open every day except Thursday and possibly Friday (That'll be cleared up in a few days).
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 20, 2014, 12:54:01 PM
Should be fine for every day (not that I want to play every day).

I was wrong about my Tuesday class, it's all online. Though, at some point I'll be getting a regular tutor, so I'll have to have time reserved for that.

Other than that, I'm golden.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 20, 2014, 01:30:52 PM
New work schedule has kicked in!

Normally game starts around 5pm my time.

My new weekday schedule is M,T, W, F 8:30-5

Saturdays are 11:30-8.

My days off are Thursday and Sunday.

This Thursday I am moving into a new apartment. It's iffy that I'll be online at all.

Questions?
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2014, 07:48:25 PM
Okay. Let's try Tuesday and/or Wednesday and see from there. Tuesday since I want to see how viable this is going to be and Wednesday since it's open. Sound good?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 20, 2014, 08:13:12 PM
Sure
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 20, 2014, 11:00:11 PM
I won't find out the week's schedule for my tutor until sometime tomorrow. I'll let you know when I'm going to be out then.
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2014, 11:01:06 PM
Sure thing, just post when you know.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 21, 2014, 07:47:31 PM
I think I'll be good for tonight.
Haven't heard from the tutor yet, but it's too late to go out and meet, I think.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 21, 2014, 08:34:45 PM
Got held up at work. Running late.
Title: Re: Random DM nagging.
Post by: Anastasia on January 21, 2014, 08:41:54 PM
Noted. G'luck.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2014, 03:43:39 PM
Scheduling notes:

I work today and I want tomorrow open, plus Saturday's out since Yuth's tied up. So nothing until Sunday at the earliest. Speaking of, Super Bowl Sunday (2/2) is out since it's the fucking Super Bowl. After that my Sundays are open 'till football season revs up again.

Sunday through Wednesday of the coming week is open for me. What days sound good?

(There's football on Sunday, but fuck the stupid shitty gimmick of the new Pro Bowl. Plus it's the Pro Bowl.)
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 23, 2014, 04:28:10 PM
I can't commit to Sunday. I'm behind on schoolwork and I can't meet with my tutor until Friday or Saturday, and then it depends on how much we get done.

As for next week, early week *should* be good, barring the tutor needing early week meetings because of their schedule.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 23, 2014, 05:42:44 PM
My schedule remains unchanged.
Title: Re: Random DM nagging.
Post by: Anastasia on January 26, 2014, 08:00:15 PM
Are Monday and Wednesday good this week, y'all? (As for the back half of the week, we'll see after Wednesday and if we made our sessions.)
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 26, 2014, 08:01:32 PM
Monday should be fine. Wednesday should be, but I haven't scheduled with my tutor yet.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 26, 2014, 08:22:07 PM
Monday = nope, Wednesday is fine
Title: Re: Random DM nagging.
Post by: Anastasia on January 26, 2014, 08:26:39 PM
Okay. Let's do Wednesday and see from there.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 29, 2014, 01:27:02 PM
Car broke down. Had to bike to work. Will be about half an hour late.
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2014, 05:30:49 PM
I'm having the potential for shit to come up. If it does, can we manage Friday instead? (At least after this Sunday we have Sundays open as needed).
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2014, 07:02:05 PM
Confirmed. Shit has happened. Repeat, shit has happened. No session tonight, we'll try and one in on Friday if possible. Is it? Let me know.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 29, 2014, 07:03:28 PM
Hopefully. Tutor's got strep throat, so it depends on when that clears up.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 29, 2014, 09:12:44 PM
Rock on party dudes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2014, 02:36:38 AM
Any day but Tuesday's good this coming week (and tomorrow too's out, but Super Bowl). What days work for you two? Let me know once you have your tutoring stuff hammered out, Iddy.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 02, 2014, 03:19:09 AM
Currently available all days.
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2014, 01:56:26 PM
Tonight's not a good idea, so let's aim for Wednesday on (unless today's the only day possible). Iddy, how's the tutor thing looking?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 03, 2014, 07:53:47 PM
Fine so far. Haven't heard anything yet.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2014, 11:20:54 PM
I sliced my thumb open doing the dishes, a plate broke. Down to one handed typing tonight and possibly tomorrow, as it was a deep cut that almost needed stitches. May cancel tomorrow on account of this, will see then.

File this under stupid bullshit.
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2014, 01:59:08 AM
Can we do Sunday? If not, tomorrow (Friday) might be possible, but I'd prefer Sunday.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 07, 2014, 11:24:12 AM
Should be fine. I've pretty much written off this semester and the tutor.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 07, 2014, 03:37:40 PM
Sunday might be difficult. Parents arrive Saturday and they want to do a thing.
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2014, 05:51:42 PM
Okay, let me know. Can we do Monday if Sunday is a wash?
Title: Re: Random DM nagging.
Post by: Anastasia on February 10, 2014, 06:20:29 PM
Are we on for tonight, you two?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 10, 2014, 07:18:01 PM
Need to cancel. Mom is in town and wants to have dinner. I warned you!

The latter half of this week and Saturday should be clear though.

Super sorry for not saying so earlier.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 11, 2014, 04:56:04 PM
*Lief cries*
Title: Re: Random DM nagging.
Post by: Anastasia on February 11, 2014, 06:17:23 PM
/me pats.

I work Thursday, so that leaves Friday and Sunday. Is Wednesday possible as well?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 11, 2014, 06:41:58 PM
Wed is possible. Fri/Sat are yes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2014, 07:39:00 PM
Excellent. To be clear since I forgot to post a simple confirmation about tonight, let me do that now.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 12, 2014, 08:08:24 PM
Need to run to the store. Will be late.
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2014, 08:09:09 PM
Sure thing.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2014, 04:24:31 AM
No Sunday session.

Next week I'm available Wednesday, Friday and Sunday. Maybe Monday, but it's iffy and I'd be blowing off that CaH game Drac's getting lined up. So that would be a last resort if no other day is going to work. So what days are good for y'all?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 16, 2014, 12:13:26 PM
Yes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2014, 04:58:30 PM
Yuth? See above, what days are good for you?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 17, 2014, 05:18:33 PM
Parents are back. Will learn tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2014, 05:22:44 PM
Sure, just let me know.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 19, 2014, 01:50:42 PM
Thursday Friday and Sunday.

It's been a week lemme tell ya
Title: Re: Random DM nagging.
Post by: Anastasia on February 19, 2014, 01:53:31 PM
Friday and Sunday sound good. I work Thursday.

(I'm sort of glad today canceled, the night being free is good.)
Title: Re: Random DM nagging.
Post by: Yuthirin on February 19, 2014, 02:57:57 PM
:D
Title: Re: Random DM nagging.
Post by: Yuthirin on February 21, 2014, 05:53:42 PM
My parents leave in a week.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2014, 06:10:41 PM
Noted. Does that mean something for tonight?
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2014, 07:29:22 PM
No session tonight, have a massive case of the do not feel its. Nothing on y'all, just been a bit ragged'n'burned out this week on everything. We'll give Sunday a whack.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 21, 2014, 07:54:48 PM
Oh thank god. My allergies are kicking my ass. I have zero concentration.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2014, 08:28:30 PM
Yuth, are you going to be alive tonight?
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2014, 11:20:56 PM
This week I have open M, W, F, Sun. Which sound good to y'all?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2014, 11:21:26 PM
Yes.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2014, 10:21:13 AM
Monday is no.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2014, 01:29:54 PM
Okay. Let me know about Wednesday when you know.
Title: Re: Random DM nagging.
Post by: Anastasia on February 25, 2014, 02:59:49 AM
A preview of what I'm working on. This is mostly for my own motivation, but if you find it interesting too, awesome. Posting this here motivates me to keep going, even when in the thick of looooots of flavor writing. It worked when I did Malcanthet back in the day, so why not try it again?

None of this is final.

Queen Morwel
Queen of Stars, Lady of the Lake, The Faerie Queen
Queen of the Stars/Queen of the Seelie Court
Symbol: A single star set on a background of orange, with tapering and misty edges/A crown on a circular field of silver and red
Home Plane: Court of the Stars
Alignment: Anarchic Exalted
Portfolio: Dreams, nobility, eladrin, fey, nature, charm, secrets
Worshipers: Eladrin, fey, sorcerers, dream-diviners, bards, paladins of freedom, rangers
Cleric Alignments: CG, CN, NG
Domains: Celestial*, Chaos, Charm, Dream, Fey*, Good, Joy, Mysticism, Nobility, Plant*, Renewal, Time*
Favored Weapon: Blade of Endless Dreams (Rapier)

In the case of /, the first entry is for Morwel and the second is for Titania. If a / is not used, assume that entry applies to both.

*Celestial and Time are only available to those that worship Queen Morwel, while Fey and Plant are only available to those that worship Titania. A cleric aware of Morwel's true nature can select from all her domains.

Blade of Endless Dreams (Su)

At will as a free action, Queen Morwel can manifest a slender rapier that constantly shifts and shows wonderful dreams within. The rapier is Queen Morwel's dream given form. This functions a rapier+21, keen, holy power and anarchic power. Any creature injured by the rapier must make a DC 79 Will save or immediately fall asleep. On a critical hit, a creature must instead make three saves against this effect, with any save being failed resulting in the creature falling asleep. Creatures immune to sleep are not immune to this effect, even creatures that do not have the ability to sleep can be put to sleep with this ability. The sole exceptions are eladrins, chaotic good outsiders, non-evil fey and elves (the last is due to an agreement between Corellon Larethian and Queen Morwel), who are all immune to this sleep.

Once asleep, a creature sleeps forever. The creature takes part in Queen Morwel's dream and is slowly purified. After a number of weeks equal to the creature's hit dice, the creature dies. It is reincarnated as an eladrin; the exact type varies from creature to creature. The reincarnated creature remembers nothing of its previous life. The creature is now chaotic good and is indistinguishable from any other eladrin.

A creature under this effect cannot be roused by any means except by another deity using Alter Reality to undo the sleep and succeeding on an opposed rank check against Queen Morwel. It is known that a spell was once developed that could awaken a creature under this effect, though it has been lost to history. It is said the spell was of at least the 21st circle. Killing the creature causes the creature's soul to fly to Queen Morwel, where it continues its purification. Likewise, trap the soul and similar attempts to take the creature's soul fail and the soul immediately travels to Queen Morwel. Once a creature is reincarnated as an eladrin, its previous life is gone and cannot be recovered by any means.

A deity is entitled to an opposed rank check against Queen Morwel to negate this sleep effect, then a Will save as normal. Even then, they are only asleep for one round and are not subject to being purified.

If Queen Morwel dies or loses her grasp on the blade, it vanishes instantly.

When Morwel is in her guise of Titania, the blade appears as a long, narrow branch from Yggdrasil. Dreams and images of fey can be seen in the still-living leaves of the branch. It otherwise functions the same, except that the creature's soul may instead be sent to Yggdrasil. It will then join the fey cycle and be reincarnated as a Seelie fey.

The save DC includes a +7 bonus from Morwel's bracers.

Reverie

Morwel is rarely seen without her shimmering gown. This dress looks to be made of diaphanous materials and glittering stars seamlessly combined into one cloth. The origins of the gown are uncertain to most, as much a part of the Fairy Queen as her own skin. Those that speculate on it suggest it is a gift from one of her earlier consorts. This is not wholly wrong, for the dress is a gift from Arborea to Queen Morwel. It is a symbol of Morwel's status as Queen of the Eladrin and the sole guide of Arborea's children to the future.

Every round at the start of Queen Morwel's turn, Reverie changes the reality around Morwel to better match her dream. This heals Queen Morwel 100 hit points as well as curing the following conditions: ability damage, ability drain, blinded, confused, cowering, dazed, dazzled, deafened, energy drained, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened and stunned. Further, vile damage of all types is cured. In the case of ongoing situations or conditions causing the condition, reality subtly adjusts so that it no longer threatens Morwel. That particular situation or effect can no longer menace Morwel, though a similar situation or effect can.
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2014, 12:53:45 PM
How's Wednesday looking, tortle?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 26, 2014, 01:29:24 PM
So far so good. Parents leave Friday.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 26, 2014, 04:43:00 PM
I'm going to have something planned for March 5th, just as a heads up.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2014, 12:58:26 AM
Iddy, are you interested in formatting and making your own sheet for Lief? Would that help you at all? It wouldn't be changing anything as much as just setting it up as you prefer it to be set up.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 27, 2014, 01:00:17 AM
Nah, you pretty much have it set up decent. About the only thing I'd do is put some spaces in to separate things a bit.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2014, 01:01:14 AM
Where and how? I can fix it up if you like, or alternately I can edit it in to a post of yours so that you can edit those as you see fit.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 27, 2014, 01:03:40 AM
Toss spaces after Speed, Attack, Full Attack, Special Attacks, Special Qualities.. Basically after each line/section like that.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2014, 01:05:15 AM
Okay, in that case just make a post in the coda sheets topic and I'll edit his sheet in, and you can resort it as you see fit?
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2014, 10:07:56 PM
You start from the far left to the far right.

1: Locked - Possible one way.
2: Unexplored.
3: Unexplored.
4: Loops around to the other door with an eye sigil. There is an eye sigil on this door.
5: (Small) Unexplored, appears to be a hallway.
6: Unexplored.
7: Room with teleportation circle that has failed.
8: Locked - Possible one way.
9: Leads to a dead garden, traps not disabled within.
10: Locked - Possible one way.
11: One way passage from second floor branch.
12: (Flight needed) Sealed?
13: Leads to second floor.
14: Unexplored.
15: (Small) Unexplored.
16: Unexplored.
17: Unexplored.
18: (Flight needed) Unexplored.
19: Unexplored.
20: Leads to higher floor than 2nd - not sure.
21: Leads to horizon observatory. Safe.
22: Unexplored.
23: Unexplored.
24: Unexplored.
25: Unexplored.
26: Unexplored.
27: Locked - Possible one way.
28: Loops around to the other door with an eye sigil. There is an eye sigil on this door.
29: Leads to 2nd floor.
30: Leads to 2nd floor, connects to previous door (an arrow points to 29)
31: Leads to teleportation circle to lethal environment
32: Unexplored.
33: (Flight needed) Leads to possible treasure room, trapped heavily.
34: Unexplored.
35: (Small) Unexplored.
36: Dead end - Hidden thing missed?
37: Unexplored
38: Unexplored
39: Unexplored.
40: Leads to second floor and one way passage back.
41: Unexplored.
42: Safe. A symbol of beds is here.
43: Leads to sealed graveyard.
44: (Flight needed) Unexplored.
45: Unexplored.
46: Leads to baths (no water).
47: Locked - possible one way.
48: Leads to teleport circle. Safe.
49: Unexplored.
50: Unexplored.
51: Unexplored.
52: AVOID DANGER - MAULER.
53: Unexplored.
54: Unexplored.
55: (Small) Unexplored.
56: Unexplored.
57: Unexplored.
58: Pleasure dome - safe.
59: Unexplored.
60: (Flight needed) Leads to teleportation circle. Safe.
61: (Small) Unexplored.
62: Unexplored.
63: Unexplored.
64: (Flight needed) Leads to heavily trapped hallway. Not safe.
65: Unexplored.
66: Unexplored.
67: Unexplored.
68: Unexplored.
69: Unexplored.
70: Leads to skeletal gem collection. Warded.
71: (Small) Unexplored.
72: Unexplored.
73: Leads to hallway and complex maze.
74: Unexplored
75: (Flight needed) Rope maze.
76: Unexplored.
77: Unexplored.
78: AVOID DANGER - GREAT LIZARD.
79: AVOID DANGER - FIRE SPIRIT
80: Unexplored.
81: Safe - rooms.
82: Unexplored.
83: Unexplored.
Title: Re: Random DM nagging.
Post by: Anastasia on March 02, 2014, 04:35:35 PM
No session tonight, not feeling 100%.

I'm open Monday, Wednesday, Friday and Sunday this coming week. What days work for y'all?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 02, 2014, 08:11:34 PM
Yes.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 02, 2014, 08:12:37 PM
Works!
Title: Re: Random DM nagging.
Post by: Anastasia on March 02, 2014, 10:27:38 PM
Sounds good. We'll game Monday and see from there.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 07, 2014, 07:37:17 PM
Came home sick from work, feel like shit. Pretty sure I have acute intestinal doom.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2014, 07:43:10 PM
Okay, we'll try for Sunday then.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2014, 09:50:21 PM
I will be around tomorrow.

However, I do work until 6 PM that day (an hour or two before we game). This shouldn't impact much of anything, but in case I'm really late or no show, that would be why. Secondly, when I first poke in after work, if either of you think to remind me I'm DMing, that would help. I have a habit of getting distracted after work and left to my own devices.

Repeat, I will be around tomorrow.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 09, 2014, 01:58:35 AM
Blarh
Title: Re: Random DM nagging.
Post by: Yuthirin on March 10, 2014, 11:26:00 PM
So hey can the Cloak of Shadows be used to effectively obscure a pit trap? If not, would a camouflage spell be able to be cast on it?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2014, 11:31:02 PM
Its competence bonus would be added to the DC of the spot check to notice it. So yes, it would help.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 14, 2014, 06:54:46 PM
Hey guys, guess who's canceling!

My sister just drove into town. Whole weekend's gone to balls.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2014, 07:27:05 PM
Is it Friday? Yes!
Is it a game night? Yes!

I guess...Yuthirin!

Ding ding ding! Winner! We'll aim for Monday then.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 14, 2014, 08:11:13 PM
Jolly inconsiderate.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2014, 07:21:06 PM
Okay, no session tonight due to reasons not worth going into. I'm open Wednesday and Sunday this week. I work Thursday and Friday. While I'm off on Saturday, that's a bad day for Yuth.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 18, 2014, 07:36:49 PM
Okay.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2014, 09:03:16 PM
A preview since I'm not running anything today.

Frostrime Cloak: Grants resistance to cold 30. Gives the wearer fast healing 2 when in areas of cold, a +2 bonus to attack rolls in areas of severe cold, a +2 bonus to armor class in areas of extreme cold and damage reduction 15/adamantine in areas of unearthly cold. The various benefits stack, the wearer gains fast healing 2 and a +2 bonus to attack rolls in areas of severe cold, for instance.

Ioneth's Reverie: This 2 foot tall statue is made of solid gold. It shows a man in deep thought, gazing at wonders unknown. 25,000 gold.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 19, 2014, 12:30:30 AM
I totally forgot we had session tonight too. Waaaayyyy out of it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 20, 2014, 11:21:44 PM
No session this Sunday, as I have to work the evening. Yeah, turns out we're open late that day for a thing.

I have Monday, Wednesday and Friday free in the coming week.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 21, 2014, 12:09:53 AM
All work for me
Title: Re: Random DM nagging.
Post by: Anastasia on March 26, 2014, 07:26:55 PM
For an absolute variety of stupid bullshit reasons, no session tonight.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 26, 2014, 07:31:06 PM
So I had an amazing nightmare last night. You know the kind that is hazed in vivid red? The kind that your pretty sure is bloody most in the air? Yeah. Managed to injuryyself in my thrashing. I'm down too. Tonight at the least.
Title: Re: Random DM nagging.
Post by: Anastasia on March 26, 2014, 07:33:34 PM
No shit? How much damage did you do to yourself?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 26, 2014, 08:30:35 PM
Scratched the shit out of myself. Bloody sheets. Arms feel like lead. It's been a bad day! :)
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2014, 01:17:35 AM
This week has the following days open: Sunday, Monday, Wednesday and Friday. (Also next Saturday, in the interests of full disclosure.) I'd prefer to have Sunday off if possible, but if the other days are a problem, I can run Sunday.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 29, 2014, 01:47:36 PM
I'm good with Sunday as a day off.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 29, 2014, 03:41:51 PM
Yes.
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2014, 05:29:19 PM
Bad news: No Wednesday session. Next session is Friday. Sunday and beyond is on the next schedule, so I won't know until Thursday or Friday.

Good news: More time to get items done. The sooner the better. I'm hoping to see posts sooner than later!
Title: Re: Random DM nagging.
Post by: Anastasia on April 01, 2014, 05:30:33 PM
There was also an important edit to that last post, Mr. Here in 10 seconds tortle.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 01, 2014, 05:47:26 PM
Tonight.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 01, 2014, 05:47:41 PM
Also, speedy turtle is speedy.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 02, 2014, 03:00:07 PM
So my bike ride home was so brutal that I sort of passed out while my iPad was restoring. Items will go up tonight. Sorry.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 03, 2014, 05:58:20 PM
I *might* have to pass on Friday night's game. The family is playing with a few plans, but nothing's solidified yet. Won't know till tomorrow, so here's a heads up.
Title: Re: Random DM nagging.
Post by: Anastasia on April 03, 2014, 10:35:43 PM
Right, thanks for the heads up.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 04, 2014, 05:55:52 PM
Yeah, probably going to have to cancel on my side for tonight. Sorry guys.
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2014, 05:57:02 PM
Okay then, it happens. Are we good for Sunday?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 04, 2014, 06:26:09 PM
Sunday? Maybe not. Got asked to a BBQ. Will check.
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2014, 07:11:09 PM
Right, let me know.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 04, 2014, 07:12:44 PM
Will do
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2014, 07:16:09 PM
In the meantime, let's all enjoy this interlude entertainment, courtesy of the White Slaad Dancing Society.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 04, 2014, 07:43:13 PM
Oh god, can we not?
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2014, 09:30:11 PM
Man, no one appreciates my entertainment.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2014, 07:31:12 PM
Do you know yet, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2014, 08:01:51 PM
bbq cancelled on acocount tjht of insomnia and lack of desire to corrert spelling mistakes
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2014, 08:03:14 PM
Okay, I'm gonna assume you're a miss for tonight then? You sound incoherent.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2014, 08:05:18 PM
I am not up for gaming no

also chichen fingers at the equivalent of a perpetual 3am are glorious
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2014, 08:05:55 PM
That's the reason Taco Bell exists.
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2014, 01:20:07 PM
I'm alive Wednesday, Friday and Sunday this week. What days are good?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 07, 2014, 02:38:59 PM
Wednesday will be weird, but probably doable. Everything else is fine.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2014, 08:16:48 PM
Tonight will be weird. Just FYI. I don't know precisely how weird. Expect delays.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2014, 09:04:51 PM
Gonna be late!
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2014, 10:31:05 PM
Ditto, just got back.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2014, 10:58:51 PM
Still late! Looks like this could run longer.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2014, 11:14:20 PM
Don't sweat it, we'll try Friday. What nabbed you?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2014, 11:51:57 PM
Emergency errands.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2014, 12:36:48 AM
Okay. Is starting at 6 PM EST on Sunday doable? You're -3 from EST, right Yuth? If I'm wrong, I can adjust.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 12, 2014, 12:38:04 AM
That's 5 pm for me. I *should* be able to do that, but things like dinner might interfere, just as a heads up.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2014, 12:49:33 AM
Fair enough. Should've also had that post ask you directly, but brain no worky, duuuur.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 12, 2014, 03:34:18 AM
Yers.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 12, 2014, 10:36:43 PM
As a heads up/reminder, I will be on vacation in Hawaii from like May 3-11. I will also be absent the weekend of Jun 12-13 (possibly 2 additional days beyond that).
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2014, 03:13:43 AM
Duly noted. Enjoy your vacation.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2014, 06:55:36 PM
Reminder: We game in 5 minutes from this post, Yuth.
Title: Re: Random DM nagging.
Post by: Anastasia on April 14, 2014, 01:05:28 AM
Okay, the following week is a mess for me. The only viable days are Wednesday and Sunday. Can we do either of those days?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 14, 2014, 02:28:30 AM
Should be fine!
Title: Re: Random DM nagging.
Post by: Anastasia on April 16, 2014, 02:13:41 AM
I may not run Wednesday for reasons. More information as it becomes available tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on April 16, 2014, 07:26:48 PM
I'll probably run tonight, but it won't be a long session.
Title: Re: Random DM nagging.
Post by: Yulia on April 19, 2014, 11:47:03 PM
HEY LISTEN!

Be ready for tomorrow's session, okay? Also, next week has Mon/Weds/Fri/Sun open. If we can make the other days reliable, I'd rather have Monday off, but we'll see how needs look.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 19, 2014, 11:48:24 PM
OH GOD PIXIES
Title: Re: Random DM nagging.
Post by: Yulia on April 19, 2014, 11:49:55 PM
We're everywhere!

Now answer the question or else!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 20, 2014, 12:01:24 AM
Sounds good.

Also, you should totally have Yulia as a sprite/pixie tag along/friend for Lief.
Title: Re: Random DM nagging.
Post by: Yulia on April 20, 2014, 12:08:47 AM
If there's a Yulia in Balmuria, I like to imagine she's part of a band of courres that run around on adventures in Arborea. She's the healer while a brave warrioress mans the front lines, a cocky sorcerer slings spells, a giant of a courre bashes in heads, a mousey courre does kung-fu fighting and that one weird courre drinks anything she can get her hands on.

I wonder if old PCs get an afterlife?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 20, 2014, 03:32:42 AM
Next week looks fine. What time is session tomorrow?
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2014, 03:33:38 AM
Normal time, not the early time from last Sunday.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 20, 2014, 08:59:21 PM
Might be a moment
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2014, 08:59:52 PM
Sure thing.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 21, 2014, 07:04:56 PM
Well. Today sucks for me. Tired doesn't begin to cover it. Also, Wednesday is probably a no go as well.
Title: Re: Random DM nagging.
Post by: Anastasia on April 21, 2014, 07:25:23 PM
That's fine. We'll aim for Friday then.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 21, 2014, 07:28:46 PM
Yarp.
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2014, 06:59:25 PM
Quick check: You're going to be alive tonight, Yuth?
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2014, 07:23:11 PM
Also we have storms rolling in. Just heads up if I'm late. First storms of the season.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 25, 2014, 08:25:12 PM
Yes. Alive and headed right for you. I am the storm.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 25, 2014, 09:09:17 PM
Quote from: Yuthirin on April 25, 2014, 08:25:12 PM
Yes. Alive and headed right for you. I am the storm.

The Oncoming Storm?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 25, 2014, 09:36:59 PM
Lateness. Walking dog.
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2014, 09:39:27 PM
Noted. Good luck.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2014, 03:14:56 AM
So Merc may be joining us. Yay! A few notes, all assuming this goes through. It looks like it as of now.

1. Go ahead and move a copy of Ithea to this topic: http://www.soulriders.net/forum/index.php/topic,102879.0.html Keep the end of B3 Ithea sheet pristine in PC sheets and make any changes to the copy. Merge your spells into there from the spells topic.

2. Level up to 22 and post a quick summary of your level up. If you need to make any changes or retraining, now's the time. Ditto with purchases, in case you have some money to blow. Likewise, if you need custom material or help, talk to me and we'll hash something out.

3. If Merc desires, I'll run a combat demo for Ithea. This is just to shake off the rust and get back into the flow of things.

4. The party may wish to consider what tactics Ithea brings to the table. Her current build is: Spellwarped 3/Catfolk 1/Rogue 13/Factotum 4//Duskblade 21. Ithea traded sneak attack for fighter bonus feats, so expect a duskblade styled gish with some factotum tricks and rogue versatility. She uses a glaive, so reach and AoO shenanigans are also a go.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2014, 03:15:38 AM
Also, quick hit: Lief, if I deny you SA and mention the enemies aren't flatfooted, ask me if they can see invisible. You should have gotten it against the mirror wolverine twins, but I flat fucked up.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 27, 2014, 02:47:04 PM
Quote from: Anastasia on April 27, 2014, 03:15:38 AM
Also, quick hit: Lief, if I deny you SA and mention the enemies aren't flatfooted, ask me if they can see invisible. You should have gotten it against the mirror wolverine twins, but I flat fucked up.

Roger. I'll try to remember that.
Title: Re: Random DM nagging.
Post by: Merc on April 27, 2014, 04:19:04 PM
Ithea Level 22 Summary
Levels: Duskblade 22 // Factotum 5
HP: d8 = 8 (+9 from con: 293 HP > 310 HP)
BAB: Improves to +22
Saves: Nothing new.
Epic Feat: Nothing new.
Racial abilities: +1 SR
Duskblade abilities: Learn Prismatic Touch (level 5 spell). +1 CL
Factotum abilities: Arcane Dilettante improves (can cast level 2 spells now), +1 Inspiration, Gain Opportunistic Piety.
Skills: +16 skill points.

Rukkig:
HP: Improves to 155HP
BAB: Improves to +22
Saves: Nothing new.
Familiar abilities: +1 SR
Skills: See Ithea

Sheet still needs to be updated/posted in CODA.

Also, I never updated sheet gold for the loot from the slaad dungeon. I'll need to see if there are any gear updates to be made.
Quote from: Merc on March 31, 2013, 11:46:03 PM
Total should be 1109682. You were off by 20 gold. >_>

[21:36] <Merc> I could, I guess? Are any of them interested in anything in particular? I was going to recommend the painting go to Aurora itself, just get hanged somewhere useful. I wasn't particularly interested in anything else myself.
[21:36] <Kotono> Not particularly, no.
[21:36] <Kotono> They'll go along with the painting suggestion.

Total is now 1,044,682 gold.

Split four ways, that's 261,170.5 gold each (Balyss/Sylvie/Simmer/Ithea).

Current Wealth: 13,549.97 gold + Split: 261,170.5 gold = New Wealth: 274,720.47 gold
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2014, 05:40:50 PM
Everything looks good.

What level 2 spell did you grab for Arcane Dilettante?

How much does Opportunistic Piety heal for you?
Title: Re: Random DM nagging.
Post by: Merc on April 27, 2014, 05:46:16 PM
I haven't checked what level 2 spell to get yet. Currently I'm keeping old defaults of Nerveskitter and Scholar's Touch. I'll replace Scholar's Touch when I figure what level 2 spell to pick.

OP can be used 9/day, and will heal for 20.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2014, 06:06:26 PM
Announcement time.

For all further downtime, away and late posts, use the relevant topic. Since we're back up to three people, I'd rather keep those separated again. I was letting it ride before, but now I'd prefer a bit more organization. Speaking of, there will be a post there shortly.

http://www.soulriders.net/forum/index.php/topic,101749.0.html
Title: Re: Random DM nagging.
Post by: Merc on April 27, 2014, 06:31:46 PM
CODA sheet has been posted. Ithea turned 20 while she was between B3 and CODA, because why not.
Title: Re: Random DM nagging.
Post by: Yulia on May 01, 2014, 01:51:23 PM
HEY LISTEN!

Ithea, have you done any log reading yet?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2014, 06:29:42 PM
OH FUCK ANOTHER PIXIE
Title: Re: Random DM nagging.
Post by: Merc on May 01, 2014, 06:56:24 PM
Quote from: Yulia on May 01, 2014, 01:51:23 PM
HEY LISTEN!

Ithea, have you done any log reading yet?
No, I'll be doing so Saturday/Sunday. Work's been on the heavy end this week.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2014, 07:42:40 PM
Quote from: Merc on May 01, 2014, 06:56:24 PM
Quote from: Yulia on May 01, 2014, 01:51:23 PM
HEY LISTEN!

Ithea, have you done any log reading yet?
No, I'll be doing so Saturday/Sunday. Work's been on the heavy end this week.
'

Sure thing. I'll talk to you on Sunday then. Remind me if I forget.
Title: Re: Random DM nagging.
Post by: Yulia on May 01, 2014, 07:43:15 PM
Quote from: Yuthirin on May 01, 2014, 06:29:42 PM
OH FUCK ANOTHER PIXIE

We are legion, bitch.
Title: Re: Random DM nagging.
Post by: Anastasia on May 05, 2014, 01:42:50 PM
I should be good for tonight barring something coming up, Merc.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 05, 2014, 02:57:57 PM
*sets out Ithea's litter box*
Title: Re: Random DM nagging.
Post by: Merc on May 05, 2014, 07:39:43 PM
You should have played Adrian instead of Lief. The two of you match up both in personality and luck. I still find it weird to see you as Lief in logs... :p
Title: Re: Random DM nagging.
Post by: Anastasia on May 05, 2014, 07:47:33 PM
Ahem. KITTY KITTY KITTY KITTY IT'S A KITTY!

Sorry, had to get that out. Assume tonight's good for you, see you in a little bit.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2014, 08:05:40 PM
GET ME ANOTHER BEER

I am channeling my inner stereotypical dwarf today.
Title: Re: Random DM nagging.
Post by: Merc on May 05, 2014, 11:48:45 PM
As mentioned, switching some points into K(L) so that I can identify best friend because of silly rules.

"You're a...what? A human? What manner of freak are you? I can identify just about everything in this plane and infinity, and I! don't! know! WHAT! you! are!"

Also, switching banned spell to Heroics.
Title: Re: Random DM nagging.
Post by: Anastasia on May 05, 2014, 11:50:01 PM
What's heroics do?
Title: Re: Random DM nagging.
Post by: Merc on May 05, 2014, 11:50:28 PM
http://dndtools.eu/spells/spell-compendium--86/heroics--4701/
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2014, 09:08:02 PM
So I'm tentatively putting our next session on this coming Monday. How's that sound for everyone?

For the coming week after Monday, I'm free every day through Saturday, 'cept for Thursday. What days are good?
Title: Re: Random DM nagging.
Post by: Merc on May 08, 2014, 09:14:16 PM
Any day is tentatively fine for me. I'll generally post something if I'm not available some night that you guys want to play.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 08, 2014, 10:57:41 PM
I'm not sure how Monday will work. I'll tentatively say yes to it, but it'll depend on jet lag.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2014, 10:58:55 PM
Fair enough. We'll see on Monday then, pending what the tortle says.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 08, 2014, 11:24:02 PM
Garage yo yo jungle gym bulbasaur.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2014, 11:27:19 PM
Let's try that with more making sense added.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 09, 2014, 01:18:57 AM
So, my plane lands Monday at 11 am, Texas time. Game goes 8 pm Texas time. I think what'll end up happening is that I'll sleep as soon as I get home and jet lag will work in favor of the game.

But I can't promise that.
Title: Re: Random DM nagging.
Post by: Anastasia on May 09, 2014, 01:21:49 AM
Fair enough. To be honest, I thought you got back Sunday, so we'll just see how it goes.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 09, 2014, 01:56:09 AM
Should be fine.
Title: Re: Random DM nagging.
Post by: Anastasia on May 09, 2014, 12:50:05 PM
Awesome. We shall see about Monday.
Title: Re: Random DM nagging.
Post by: Merc on May 12, 2014, 03:46:16 PM
What time are we aiming to start at (assuming successful jet lag awakenings)?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 12, 2014, 04:00:07 PM
When the stars are right.
Title: Re: Random DM nagging.
Post by: Merc on May 12, 2014, 04:14:34 PM
Are the stars ever wrong?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 12, 2014, 04:35:03 PM
It could happen.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2014, 05:05:55 PM
Say 830 to 900 PM EST, pending everyone being alive.
Title: Re: Random DM nagging.
Post by: Merc on May 12, 2014, 05:07:51 PM
That's fine for me. I was just trying to figure how late to stay at work and still make it home for dinner befor game time.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 12, 2014, 06:53:10 PM
Delay: must walk dog
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 12, 2014, 08:32:36 PM
I be here.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2014, 12:00:30 AM
I'm open Tuesday and Wednesday coming up. Thursday and Friday are work days. I'm open Saturday, but that's generally not a good day for Yuth.
Title: Re: Random DM nagging.
Post by: Merc on May 13, 2014, 12:08:15 AM
Tomorrow works. Wednesday is a maybe right now.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 13, 2014, 01:05:17 AM
Worx
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 15, 2014, 11:35:05 PM
> Soooo.....
> What would your opinion be on Splitting and/or Item Familiar?
> >.>
> <.<
> <Merc> Oh, comment on the splitting. It doesn't outright double your damage, since there's arguments that it doesn't apply to precision (SA) damage.


Posted as requested.

Just looking at options here, really. I know you have leveling all mapped out, and I have zero issue with that, but I think we can do something on the gear front to help up damage (though Lief does good damage already) and some AC.
Title: Re: Random DM nagging.
Post by: Merc on May 15, 2014, 11:40:34 PM
Item familiar is weird considering you're not a mage.

You are a pixie though and hey, Ithea picked up Obtain Familiar, so who am I to say anything? :p

Do you have a feat slot for retraining for a familiar though?

Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2014, 01:10:29 PM
Quote from: Iron Dragoon on May 15, 2014, 11:35:05 PM
> Soooo.....
> What would your opinion be on Splitting and/or Item Familiar?
> >.>
> <.<
> <Merc> Oh, comment on the splitting. It doesn't outright double your damage, since there's arguments that it doesn't apply to precision (SA) damage.


Posted as requested.

Just looking at options here, really. I know you have leveling all mapped out, and I have zero issue with that, but I think we can do something on the gear front to help up damage (though Lief does good damage already) and some AC.

Amaryl in B1 used splitting. My personal take is that I'd rather not deal with it here, since it's a huge damage boost (and doubly so if I allow SA to apply to it).

As for Item Familiar, what precisely do you mean by that? Gonna need some more details here.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 16, 2014, 02:44:41 PM
You know who I realized the other day that I've completely ignored?

That pack of dire wolves I took control of.
Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2014, 02:49:02 PM
Got a plan with them or something? Also, go post in the away thread already for next week's sessions.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 16, 2014, 06:02:36 PM
I thought I posted. Sorry. And no, no plans.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 16, 2014, 07:09:52 PM
Quote from: Yuthirin on May 16, 2014, 02:44:41 PM
You know who I realized the other day that I've completely ignored?

That pack of dire wolves I took control of.

You should turn them over to the Military to be trained and bred as military style working dogs. In such uses, they'd be good for the fey and smaller races of Aurora to be fighting companions/mounts, and they could even be further trained for trip/pin moves in combat. Imagine you're a devil fighting a couple of Aurora soldiers and then suddenly a group of 2 or 3 dire wolves swarm your legs and pin one of your legs by the ankle, calf, and knee.

Depending on their strength ratings, they can be used for battlefield support, too. In WWI they were used to recover wounded and harnessed with carts to transport supplies like ammo and medical supplies; they'd need enough INT to recognize those commands, but with a speak to animals spell, it'd get around that.

They'd also help the Commandos and Scouts with detection and tracking. The military's trained dogs to sniff out traps and hidden personnel, so if we could figure a way for them to 'smell' magic or otherwise just track on scent, they'd help there.

The military has also controversially used dogs to intimidate prisoners. We can modify this for D&D with a look at circumstantial bonuses or whatever Dune thinks fits for a battlefield intimidation check. Same thing as I mentioned on the fighting dogs. You're fighting in a group and one of your group members gets dragged down by 2 or 3 dire wolves. As soon as they start making their way to you, you're going to start sweating.

It'd take a bit of work to make happen, and I'm not sure how Dune would want to deal with a breeding program for it, but hey, you said you had no plans or ideas, so there's an idea. And they'd buff up the Aurora Military! =)

If you're interested, I can give you some more detailed reasoning and uses for them in military/combat roles.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 16, 2014, 09:16:54 PM
They're as smart as humans. Sometimes smarter. They're magimical.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 16, 2014, 10:23:44 PM
Well there you go. Military dogs that can understand tactics and what-not.

You should also keep one, make it a Ice-Wolf and pit it against Ithea's fire kitty.
Title: Re: Random DM nagging.
Post by: Anastasia on May 25, 2014, 08:33:57 PM
I'm really sore, tired and stressed out. Could y'all do me a favor and post the 2-3 logs that are missing in the Coda log topic?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 26, 2014, 08:54:28 PM
I'll do it tonight
Title: Re: Random DM nagging.
Post by: Anastasia on May 26, 2014, 10:24:53 PM
Awesome, thank you!
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2014, 12:46:10 AM
GOLEM WAR! IRONWYRM GOLEM VS THE INFERNAL SIEGEBREAKER!

A few days ago, I posted the Infernal Siegebreaker over in the Balmuria Rules and Setting board. Afina took umbrage with a golem meant to wreck her shit and designed this as a counter. So this begs the question of who would win a fight between them. In other words, golem death match time!

Ground rules

1. For the sake of this, the golems fight alone with no support. This includes no buffs or magic items not already on their sheets.
2. The battlefield is a featureless plane and they start 100ft from each other. Neither construct is surprised.
3. In the event of a rules conflict between them, I'll make a judgment and also analyze it aftewards, to see if it changed the course of the battle.
4. No retreats. Maneuver is possible, but this is a fight to zero HP or until the result is certain. It's a combat demo, don't worry about it.
5. It's a demo under artificial conditions, so take it with a grain of salt.

So let's ROCK!

Quote> roll 1d20+4 Infernal Siegebreaker
* Hatbot --> "Kokokokokokoko rolls 1d20+4 Infernal Siegebreaker and gets 20." [1d20=16]
> roll 1d20+3 Ironwyrm Golem
* Hatbot --> "Kokokokokokoko rolls 1d20+3 Ironwyrm Golem and gets 15." [1d20=12]

Round 1

Siegebreaker wins init. It advances 20ft to 80ft away and breath weapons the Ironwyrm Golem. As the golem is immune to supernatural abilities, this does nothing. Likewise, the Ironwyrm Golem tries its breath weapon. As the Siegebreaker is immune to fire, this is a waste of time as well.

Round 2

Siegebreaker advances 40ft to 40ft away. Golem closes in to melee range, 10ft away. Siegebreaker has reach on it so it eats an AoO. Further, the Siegebreaker's Shatter Golem feat allows it to apply its sunder specialist bonuses as a +12 bonus to hit and a +12d4 bonus to damage. However, hellfire slams are nulled, as it is a supernatural ability.

Quote> roll 1d20+58 (+12 sunder specialist)
* Hatbot --> "Kokokokokokoko rolls 1d20+58 (+12 sunder specialist) and gets 70." [1d20=12]
> roll 3d6+15+12d4
* Hatbot --> "Kokokokokokoko rolls 3d6+15+12d4 and gets 58." [3d6=2, 1, 3][12d4=2, 3, 3, 4, 2, 2, 4, 4, 2, 4, 3, 4]
Ironwyrm Golem: 533/591

What's worse is that thanks to touch of adamantine from shattering knight, the siegebreaker beats the golem's damage reduction. After that AoO, it closes in and tries to take a bite out of the siegebreaker.

Quote> roll 1d20+52 (-10 PA)
* Hatbot --> "Kokokokokokoko rolls 1d20+52 (-10 PA) and gets 57." [1d20=5]
> roll 2d10+34-30
* Hatbot --> "Kokokokokokoko rolls 2d10+34-30 and gets 10." [2d10=2, 4]
Infernal Siegebreaker: 525/535

Not good. As a quirk of the rules, the golem can't break the siegebreaker's damage reduction. This isn't authentic to a likely battle between them, so just bear that in mind for the moment. I'll come back to this later, especially if this resolves as I imagine it will. Also, only -10 PA this round since the golem's feeling out the siegebreaker's defenses. It'll run into that next round on it's turn, too, since it's only reasonable.

Round 3

QuoteInfernal Siegebreaker: 535/535

Fast healing fixes the damage before the IS goes all maimy and beaty on the golem. As these are two slow, giant constructs, it's going to turn into an FA war from here.

Quote> roll 1d20+48 (+12 sunder specialist, -10 PA)
* Hatbot --> "Kokokokokokoko rolls 1d20+48 (+12 sunder specialist, -10 PA) and gets 50." [1d20=2]
> roll 1d20+48 (+12 sunder specialist, -10 PA)
* Hatbot --> "Kokokokokokoko rolls 1d20+48 (+12 sunder specialist, -10 PA) and gets 67." [1d20=19]
> roll 3d6+25+12d4
> roll 3d6+25+12d4
* Hatbot --> "Kokokokokokoko rolls 3d6+25+12d4 and gets 63." [3d6=1, 3, 4][12d4=2, 3, 4, 3, 3, 3, 3, 1, 2, 3, 1, 2]
* Hatbot --> "Kokokokokokoko rolls 3d6+25+12d4 and gets 71." [3d6=4, 3, 6][12d4=4, 4, 1, 3, 4, 4, 2, 2, 1, 4, 3, 1]
Ironwyrm Golem: 399/591

IS used the same -10 PA to feel out, though it's about optimal for it since it has less to-hit to burn. Ow.

QuoteIronwyrm Golem: 409/591

Fast healing kicks in, then a hopefully crushing FA follows.

Quote> roll 1d20+42 (-20 PA) bite
* Hatbot --> "Kokokokokokoko rolls 1d20+42 (-20 PA) bite and gets 43." [1d20=1]
> roll 1d20+42 (-20 PA) claw
* Hatbot --> "Kokokokokokoko rolls 1d20+42 (-20 PA) claw and gets 46." [1d20=4]
> roll 1d20+42 (-20 PA) claw
* Hatbot --> "Kokokokokokoko rolls 1d20+42 (-20 PA) claw and gets 45." [1d20=3]
> roll 1d20+42 (-20 PA) wings
* Hatbot --> "Kokokokokokoko rolls 1d20+42 (-20 PA) wings and gets 51." [1d20=9]
> roll 1d20+42 (-20 PA) wings
* Hatbot --> "Kokokokokokoko rolls 1d20+42 (-20 PA) wings and gets 62." [1d20=20]
> roll 1d20+42 (-20 PA) tail
* Hatbot --> "Kokokokokokoko rolls 1d20+42 (-20 PA) tail and gets 44." [1d20=2]
> roll 2d6+34-30
* Hatbot --> "Kokokokokokoko rolls 2d6+34-30 and gets 9." [2d6=4, 1]
> roll 2d6+34-30
* Hatbot --> "Kokokokokokoko rolls 2d6+34-30 and gets 16." [2d6=6, 6]

That's some remarkably shit luck. It's arguable if it should've jumped to -20 instead of going slower to -15 PA, but I don't think it matters. I think it's clear that in these conditions, the siegebreaker wins. The quirks of the format are overwhelming and the superior number of attacks tink while the siegebreaker makes each strike count.

Now if you assume that the golem can beat IS's DR? It gets uglier. Odds are FAs favor the golem, so the siegebreaker may try a mobile battle force AoOs and a slower pace. I suspect trading 2-1 isn't a winning strategy for the siegebreaker, but it's a long battle. Without rolling it out, I'd guess an 8/2 or 7/3 win split for the golem under those circumstances.

They're reasonably well matched all in all. I think it's reasonable to say that a winner would come down to the situation and support each construct has. Once both are properly geared up, it's anyone's guess who will win. For what it's worth, the Siegebreaker's equipment will focus on defense, since hellfire slams and sunder specialist gives it enough offense already.
Title: Re: Random DM nagging.
Post by: Anastasia on June 26, 2014, 01:53:49 PM
Okay, so what are y'all gonna do with the ghost's armor in loot? Sell it and divvy up the money or something else? Someone post that and shares (assuming a sell) so we can get that sorted.
Title: Re: Random DM nagging.
Post by: Anastasia on June 26, 2014, 11:47:46 PM
Oh, for fuck's sake. Will one you step up and say something about it or start a discussion? I don't care how or who sorts loot, only so long as it gets done and sorted already.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 27, 2014, 12:36:59 PM
I say we sell it. I dunno if it would fit one of the NPCs, but no one's said anything. At 83500, that's 27833.33/per PC, or if we include and NPC (as I think one was with us when we got it), it's an even 20875.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 27, 2014, 03:27:06 PM
Whoa whoa whoa
Don't get upset. I didn't see the e-mail notification about the post.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2014, 03:34:56 PM
I'm not upset. I do, however, want this done before session start. So let's get it done.
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2014, 08:21:11 PM
So hey, we game tonight. Reminder.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 30, 2014, 09:10:49 PM
BRING ON THE MASS MURDER
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2014, 09:20:01 PM
Less that, more normal D&D. Hopefully.
Title: Re: Random DM nagging.
Post by: Anastasia on July 01, 2014, 04:22:04 PM
This is being posted here as miscellanea. When I was working out the divine proxy template a few days ago, Eb was gracious enough to serve as a proofreader and sounding board. During this, the concept of making Marie Alicia's proxy came up. It was an amusing idea so I did a quick and dirty writeup of what she'd look like. This uses the level 34 Alicia writeup in the bestiary thread. It's scary what Marie can deal with souped up like this, especially if she got any more damage.

A lot of the finer details aren't filled in. They don't matter for this. This is purely for my own amusement and to see how much the proxy template boosts the base creature. The proxy template is over on the rules and setting board, by the way.

Proxy Marie

Courre eladrin familiar of Alicia with the proxy template.

Size/Type: Tiny Outsider (Chaotic, Eladrin, Good)
Hit Dice: 3d8+18 (454 hp, uses 80% of Alicia's hp)
Initiative: +13
Speed: 40ft, fly 160ft (perfect)
Armor Class: 54 (+2 size, +13 dex, +21 natural, +8 deflection)
Base Attack/CMB/CMD: +30/+32/63
Attack: Thunderstrike+50 (1d4+9 plus 1d6 electricity plus 1d4 sonic)
Full Attack: Thunderstrike+50/+45/+40/+35 (1d4+9 plus 1d6 electricity plus 1d4 sonic)
Space/Reach: 0ft/0ft
Special Attacks: Spell-like abilities.
Special Qualities: Alternate form, change shape, damage reduction 10/epic, immunity to electricity and petrification, magic circle against evil, resistance to acid and cold 10, spell resistance 49, tongues, divine traits, improved evasion, empathic link, deliver touch spells, speak with master, voice of Alicia, salient divine ability, Alica's watch.
Saves: Fort +31, Ref +31, Will +26
Abilities: Str 18, Dex 36, Con 22, Int 32, Wis 21, Cha 26
Skills: Bluff+45, Concentration+43, Craft(Painting)+48, Diplomacy+45, Intimidate+45, Knowledge(Arcana)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Knowledge(Religion)+48, Listen+42, Perform(Oratory)+45, Sense Motive+42, Spellcraft+48, Spot+42, Tumble+50
Feats: Deceptive Illumination(1), Constant Guardian(3)
Epic Feats: -
Alignment: Chaotic Good

Spell-Like Abilities

At will-dancing light, detect evil, faerie fire, silent image. 3/day-magic missile, sleep. 1/day-antimagic field, greater dispel magic, limited wish, mind blank. Caster level 34th.

Gear

Thunderstrike: Tiny longbow+5, shock and screaming.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2014, 12:28:52 AM
Alright, ladies and gentlemen. We're here tonight to settle a grudge match between two creatures dedicated to devouring all them come across. That's right, tonight we're having a special match between The Tarrasque and The Father! This may or may not have been inspired by a certain tortle's comments. Blame him.

The rules are as follows.

1. For the sake of this, the two fight alone with no support. This includes no buffs or magic items not already on their sheets.
2. The battlefield is a featureless plane and they start 100ft from each other. Neither is surprised.
3. In the event of a rules conflict between them, I'll make a judgment and also analyze it aftewards, to see if it changed the course of the battle.
4. No retreats. Maneuver is possible, but this is a fight to zero HP or until the result is certain. It's a combat demo, don't worry about it.
5. It's a demo under artificial conditions, so take it with a grain of salt.

Alright, let's do this.

First of all, before initiative, the Father has an aura of madness. However, it's a mind-affecting ability and the Tarrasque nulls that. Moreover, he manages to null the Wisdom damage since he has a racial immunity to ability damage and drain. Fantastic. So the Father doesn't get an easy shot at a win. Incidentally, the Father's vulnerable to frightful presence, but -2 to attack rolls isn't changing anything here. For the sake of easy bookkeeping, I'll omit it. If looking over it when it's done indicates it may have mattered, I'll address it then.

So we hit initiative.

Quote<Serith> Ko-LadyNitorisDreamscape roll for Serith < 18 > [d20=7]
> roll 1d20+11 The Tarrasque
<Serith> Ko-LadyNitorisDreamscape roll for Serith < 18 > [d20=7]
> roll 1d20+11 The Father declaring rerolls since it's a dead tie
<Serith> Ko-LadyNitorisDreamscape roll for Serith < 18 > [d20=7]
> roll 1d20+11 The Tarrasque
<Serith> Ko-LadyNitorisDreamscape roll for Serith < 19 > [d20=8]

The Tarrasque wins init. It uses rush to get to within 30ft and goes to try and take a bite out of the Father.

Quote> roll 1d20+59 (+2 charge, -5 PA)
<Serith> Kotono roll for Serith < 61 > [d20=2]
> roll 6d8+40
<Serith> Kotono roll for Serith < 67 > [d8=2,4,6,6,8,1]
> roll 1d20+70
<Serith> Kotono roll for Serith < 83 > [d20=13]

A direct hit thanks to the Father being flatfooted. However, the Tarrasque doesn't beat the Father's damage reduction or regeneration. Plus improved grab didn't work out.

Quote> roll 67-35
<Serith> Kotono roll for Serith < 32 >
1120/1120 (32 non-lethal)

But it gets worse. The Father's biting defense states that, 'Creatures that attack The Father with natural weapons take damage as if successfully attacked by The Father's devour ability.'

Quote> roll 30d10
<Serith> Kotono roll for Serith < 170 > [d10=7,3,4,9,6,6,2,6,4,2,6,10,1,6,6,9,9,10,7,4,10,7,5,6,9,1,6,1,3,5]
> roll 1d20+60 fort
<Serith> Kotono roll for Serith < 67 > [d20=7]
1880/1880 (170 non-lethal)

The Father does beat the Tarrasque's damage reduction, so that all gets through. The Tarrasque's regen isn't beaten, but it's perfect regen anyway. On the plus side, the Tarrasque basically laughs off the DC for conversion. So it's now the Father's turn and he heals up that non-lethal damage with his regeneration 45. With that done, he's going to do what he does best: eat.

Quote1120/1120
> roll 1d20+71
<Serith> Kotono roll for Serith < 78 > [d20=7]
> roll 30d10
<Serith> Kotono roll for Serith < 173 > [d10=2,10,7,10,2,9,10,4,6,9,2,2,9,5,10,4,3,2,10,10,6,4,1,7,3,3,3,5,9,6]
> roll 1d20+60 fort
<Serith> Kotono roll for Serith < 62 > [d20=2]
1880/1880 (343 non-lethal)

Ouch. On the plus side, the Father's quickened twinned empowered energy drain fails since the Tarrasque is immune, plus has a chance to deflect the ray anyway. So the Tarrasque's up. Regeneration fixes some damage and it decides to attack. It's a fairly simple creature at heart for all of its terrifying might.

Quote1880/1880 (243 non-lethal)
> roll 1d20+57 (-5 PA) bite vs 63
<Serith> Kotono roll for Serith < 76 > [d20=19]
> roll 1d20+57 (-5 PA) bite vs 63 crit confirm
<Serith> Kotono roll for Serith < 70 > [d20=13]
> roll 18d8+120
<Serith> Kotono roll for Serith < 189 > [d8=5,6,4,6,4,3,1,1,6,1,8,1,2,8,1,4,5,3]
> roll 1d20+70 vs CMD of 89 for improved grab
<Serith> Kotono roll for Serith < 79 > [d20=9]
> roll 30d10 biting defense
<Serith> Kotono roll for Serith < 155 > [d10=10,3,2,2,8,1,2,5,6,8,3,10,6,1,10,10,1,2,3,10,2,4,5,8,9,7,3,9,2,3]
> roll 1d20+60
<Serith> Kotono roll for Serith < 70 > [d20=10]
1120/1120 (189 non-lethal) (Father)
1880/1880 (398 non-lethal) (Tarrasque)

Ouch. Bite and a crit. Now the question is, does the Tarrasque full attack and say the hell with biting defense, or try to mix up its strategy? It's a fairly simple beast and while it has some cunning, it doesn't have any other way to fight the Father. So it braces in and tries to finish it.

Quote> roll 1d20+57 (-5 PA) horn 1
<Serith> Kotono roll for Serith < 68 > [d20=11]
> roll 2d10+40 (Father nulls the con damage)
<Serith> Kotono roll for Serith < 46 > [d10=2,4]
> roll 30d10
<Serith> Kotono roll for Serith < 150 > [d10=5,5,8,9,4,3,3,2,4,3,3,7,10,6,9,1,7,2,2,8,7,5,8,7,2,1,6,7,4,2]
> roll 1d20+60
<Serith> Kotono roll for Serith < 69 > [d20=9]
1120/1120 (200 non-lethal) (Father)
1880/1880 (548 non-lethal) (Tarrasque)

You know that bit about full attacking? Check that. It'll bypass the other attacks and quickly reformulate something less bitey. Meanwhile The Father continues to go back and forth with him, chomping and biting and generally being all devour-happy.

Quote
1120/1120 (155 non-lethal) (Father)
> roll 1d20+71
<Serith> Kotono roll for Serith < 74 > [d20=3]
> roll 30d10
<Serith> Kotono roll for Serith < 213 > [d10=4,9,4,10,5,9,9,3,10,8,8,10,9,8,1,5,8,6,9,7,2,9,6,10,10,8,8,1,9,8]
> roll 1d20+60
<Serith> Kotono roll for Serith < 68 > [d20=8]
1880/1880 (761 non-lethal) (Tarrasque)

Ow. Okay, time to try and mix it up. As another energy drain bounces off the Tarrasque's shell, its lizard brain realizes that hitting it dead on is bad. It decides to try trampling it instead. It does so and The Father elects to take the Reflex save this time, see what the Tarrasque's doing. Oh, and regen since regen is good.

Quote
1880/1880 (661 non-lethal)
> roll 1d20+38 reflex
<Serith> Kotono roll for Serith < 57 > [d20=19]
> roll 8d10+44
<Serith> Kotono roll for Serith < 76 > [d10=1,5,1,2,1,7,6,9]
1120/1120 (196 non-lethal)

It's a bit of a grey area in regards to biting defense and trample. Realistically, trample uses natural weapons but RAW biting defense doesn't apply. I could see an argument for biting defense working against trample, but I'll rule against it for now. I'll revisit this after, though I don't think it's going to change the outcome. Tarrasque ends up 25ft away from The Father and starts also playing range games. This is essentially irrelevant, since AoOs get the Tarrasque bit.

Speaking of movement, The Father could be using flight here and may well pull that card out if this battle starts going against him. But he's doing the eating thing for now. Anyway, the Father's up. It'll pursue and chomp - he can guess that the Tarrasque isn't so fond of being bit, and welcomes the AoO if it takes it anyway. It doesn't.

Quote
1120/1120 (151 non-lethal)
> roll 1d20+71
<Serith> Kotono roll for Serith < 79 > [d20=8]
> roll 30d10
<Serith> Kotono roll for Serith < 156 > [d10=1,10,6,7,5,6,7,9,7,4,3,7,1,5,2,3,5,6,1,8,5,4,2,1,9,10,7,8,6,1]
> roll 1d20+60
<Serith> Kotono roll for Serith < 72 > [d20=12]
1880/1880 (817 non-lethal)

Ow. The Tarrasque tries the trample again since this opponent's actually beating it in melee. As it struggles to comprehend that level of sheer bullshit, the Father takes the AoO instead of the save this time.

Quote
1880/1880 (717 non-lethal)
> roll 1d20+71
<Serith> Kotono roll for Serith < 84 > [d20=13]
> roll 30d10
<Serith> Kotono roll for Serith < 174 > [d10=9,7,3,9,3,2,9,5,9,10,7,3,3,10,1,4,10,3,3,8,2,5,4,10,3,8,8,3,6,7]
> roll 1d20+60
<Serith> Kotono roll for Serith < 71 > [d20=11]
> roll 8d10+44
<Serith> Kotono roll for Serith < 96 > [d10=7,1,10,9,10,6,8,1]
1880/1880 (891 non-lethal)(Tarrasque)
1120/1120 (212 non-lethal)(Father)

Not a winning trade. At this point, the Tarrasque's essentially screwed. For all the sheer numbers it throws around, the Father completely spoils him. The Father could have done distance attacks if needed via All-Devouring Hunger and similar magics, but it wasn't needed. Likewise, a crit on devour would deal an absurd 180d10 damage. Consumption spoils the Tarrasque like nothing else, and it struggles against an opponent that can shut it down. That's okay, I wrote the Tarrasque knowing it was strong but had ways to stop it.

Could the Tarrasque win? Probably not. Even if it manages to swallow The Father whole, it'll just keep on devouring. The Father is an absolutely horrifying opponent short of fighting it at extreme range. Even then, All-Devouring Hunger has a range of 2000ft. While a properly prepared foe can deal with this, it means the Father's able to fight opponents at nearly half a mile away.

So tonight's winner is...The Father! Let's hope the Father never gets his hands on a tarrasque, since you know he'd love to use conversion on one.

Blame Yuth.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 02, 2014, 01:49:00 AM
Hurray giant gibbering mouther god!
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2014, 02:00:00 AM
Since yesterday's session didn't happen, we had a casual Q&A in chat. I'm posting the relevant information here for posterity. A few bits are clarified, other bits are expanded on and typos are cleaned up.

1. Lillend reproduction

> Either of you have a good question you'd like answered about the gameworld? Something interesting or you're just curious about it? Give you a little something at least, if Iddy no-shows.
<Muirfinn> I'd like to know how lillends reproduce.
<Muirfinn> Details plz
> They have female bits that do what you'd expect. Their lower bits are hidden, scales slide aside when they're about to get intimate. Everything else more or less works as you'd expect beyond that. As outsiders they don't have a typical family structure - there aren't any male lillends, so they breed true barring extremely rare circumstances. The rare male child will be a half-celestial specimen of the father's race.
> They carry live young - as the fact they have breasts suggests.
<Muirfinn> That answers a lot, thanks.
> As outsiders, they can breed with most anything that's willing. Even a tortle.
> At worst, a bit of magic can help.
> Going back to the lillend, a lillend giving birth to a son is a rare thing. It can happen in only a few ways. 1. The father is an overwhelmingly powerful creature 2. The father's race breeds true as well, in this case it's a coinflip to which one prevails 3. There's magic or prophecy in the mix. If Muirfinn and Vivantha got together and Muirfinn really wanted a son, I'm sure there's magic he could manage to help that along. If nothing else, a miracle asking Mother Ocean for help on that's possible.
<Muirfinn> If Muirfinn and Vivantha have kids, he's not gonna be choosy.
> Yeah. If it ever happens, they'll figure something out.

2. Ponies

<Ithea> Is there a plane with nothing but magical ponies, sunshine and friendship?!?
<Ithea> =p
<Muirfinn> Please say no.
> Nope. Some of the heavens come close on the sunshine and friendship parts.
<Muirfinn> YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
> But there's no ponies. Never ponies.
* Muirfinn high-fives Kotono.
* Muirfinn has questions, but most of them are directly related to the current storyline
> Mielikki, goddess of unicorns, turns her worshipers into outsider typed unicorns in death. There's still plenty of other creatures around for variety, as she's a nature goddess.

3. Canderella's interests

<Muirfinn> What are Lief's chances with Canderella?
> Eh. She's a succubus, even a partially risen one thanks to Talos.
> So he has a chance in theory, I suppose.
> To be honest, physical acts aren't what Canderella gets out of a relationship, anyway.
<Muirfinn> Is it the Chaos?
<Muirfinn> Cause they'd make a lot of it.
> One dose chaos and a lot of doses of the emotional feedback.
> To be as polite as possible about her, her existence in the Abyss ran the table on what she could get out of physical relations in basically any way imaginable. The Abyss isn't a nice place. Emotional impact and emotional feeling is far more meaningful for her. That's something the Abyss is short on, save for hate, terror, loathing and destruction.
<Ithea> That line before your last sounds like the punchline to some bad joke.
> Yeah. I'm just trying not to be nasty about this. The Abyss is Hell, uppercase Hell. Pure evil goes there. The creatures there do things that would routinely sicken and horrify us because they are literally pure evil. You can imagine from there.
<Muirfinn> No room for love or kindness.
> Nope.
* Muirfinn nods.
> The Abyss destroys. Relationships in the Abyss ultimately lead to hate, destruction and misery.
<Muirfinn> So has she overloaded a few times from all the comraderie and friendship in Aurora? :3
> A relationship that avoids that and does other things is far more interesting to her. When she followed Talos to Limbo, her nature changed and she became better able to appreciate that aspect of things.
> Not quite, but it's interesting for her.
> Her best friend on Aurora is Ebony, as you may recall. She'd never touch her in a sexual way, even under the pain of death. It would ruin something far more interesting than physical acts to Canderella. I assume that if she feels the need to indulge in carnal acts, that she does it with people she's not particularly attached to or is interested in forming a long term relationship. Friends of anything beyond passing closeness are firmly out of that.

4. Hanna's children

<Ithea> How many kids in how many planes has Hanna had?
> It was mentioned at some point to Jaela. I'd have to log dive. I believe most or all were with mortals, but I could be wrong.
> She has a room for each of them, especially the ones that passed.
> Some ended up becoming full outsiders, some didn't.
> She's an outsider that's lived for an extremely long time. A lifetime with a mortal, even an elf, is barely a blink in that. She accepts that and knows that she can ensure that her lover's soul ends up going to Arborea. That's a win at the end, and she knows that most likely that lover won't ever remember her after. She tends to remember the children more intensely. She can deal with losing a lover better than a child.
> In retrospect, she really regrets leaving Jaela to grow up on her own. I wouldn't say she's lost Jaela forever - forever is a long time after all - but that relationship hit the rocks near the end.

5. 27 and Hanna

<Muirfinn> What's the deal with 27?
> He's a slaad who's connected to a slaad lord. You may as well ask sdkigjoiwgj;ewg;ewoigje and furthermore joiajsdiswogidsjgdis, because it makes as much sense as that question.
> More seriously?
<Ithea> Will Hanna ever prank 27?
> It sees -something- in Hanna in particular. It's possible Hanna may do something that greatly advances chaos, benefit 27 or maybe 27 just likes Hanna.

6. Ao, the Incarnations and related information

> Also, I posted a proxy template over on the rules and material board today. It probably won't be relevant to B3 (B1 was the game for that sort of thing), but worth mentioning.
> The main thing is that it's by far the simplest way to get DvR0. Of course it has drawbacks, but it is a thing.
> It's also the only method that may spare you from Ao being a tremendous dick, unless he really wants to be one.
<Ithea> What are the drawbacks besides falling out of favor for the proxy? Seems most of the drawbacks are on the deity.
> (If you wonder about how much of a dick Ao is, one thing settles it rather well: He's to blame for Shar.)
> They lose the template and the deity's most likely pissed off at them.
> What a pissed off deity does to a wayward worshiper of that stature...well...
<Ithea> Wasn't Ao responsible for the undead abomination babies?
<Ithea> That's enough for me to call him a dick.
> Yes. Also for Hunefer.
<Ithea> dunno what a Hunefer is
> Hunefer are what happen when Ao rejects a creature that seeks divinity. They are transformed into shambling quasi-undead horrors that forever seek divinity, mind broken husks that have no hope at all. Compare these to the Neverborn/Atropals.
> The mind of a hunefer is a broken, fragmented thing. The hunefer is forever lost in a maze of memories, fully immersed in dementia. These fragments focus on the creature's various failures and successes are remembered in a shattered way that turn them into failures. This loss of knowledge cripples them, they fail any Intelligence based skill checks. Likewise, a hunefer's failure renders any sort of social interaction impossible. A hunefer automatically fails any Charisma based skills checks.
> What little coherency a hunefer has is dedicated to finding the divine. It can only desire to find a deity and squeeze out the pure divinity denied to them, in a vain hope that they will be able to save themselves. This is what motivates a hunefer, yet it is all for naught. Should a hunefer come to within 10 miles of a deity, it is instantly plane shifted to another plane. This plane shifting bypasses all known defenses against dimensional travel. Even severing the astral links around the hunefer or the direct intervention of a deity fail to contain it. The hunefer feels a sense of indescribable loss when this happens as well as a renewed desperation to find a deity. The plane a hunefer is plane shifted to is random.
> Finally, a hunefer's wanderings cannot be stopped. Should a hunefer be imprisoned for more than one hour, it is automatically plane shifted as above.
> Neverborn as unborn deities that Ao rejects - when two deities reproduce and make a divine child. Hunefer are what happens when a rising mortal is rejected.
<Ithea> How's he to blame for Shar?
> Both are fates far worse than mere death. It's being condemned to a torment just for you, one that is literally impossible to ever escape, save if you are destroyed somehow.
> Back in B1, it came out that he's empowering her to be so strong and rising.
<Ithea> Ah
<Ithea> Surprised he didn't hunefer the B1 cast then!
> They had a workaround.
> The Arbiter, who appears to be something like Ao or at least able to deal with him on equal footing but is constrained by Ao, has them under his protection. It essentially protects them from Ao doing anything or even being aware of it.
> The B1 PCs were being set up to be the ones to finally confront Shar, stop her and perhaps even do something about Ao. If B1r ever happens, that's the plot of it.
<Ithea> Ah
> They're the only ones who realistically can, since other deities are known to Ao and he'll intervene if they get close to stopping Shar.
> This was referenced by Grandfather Time. He's one of the few aware of what's really happening and it's why he generally deflected any questions close to her or that when Ithea and company asked.
> So the upshot? Ao's a tremendous dick.
<Ithea> Clearly whomever put him in charge of that reality is an even bigger dick! =p
> [00:04] <Kotono> "Ao? Ah, I see. The Incarnation of Chaos. What of Balance and Law?" He asks, "Perhaps he is the only one remembered. I know that they were ever distant, even in the days where they attempted to understand Good and Evil."
> It was mentioned by the Guardian of 21 that he's the Incarnation of Chaos, one of the Three Incarnations that created Creation. If the Arbiter is another Incarnation or something else isn't known.
> The Guardian's discussions go into the matters of the Incarnations and by extension Ao more than anything else in B3, and perhaps any other discussion in the games so far.
<Muirfinn> What ever happened to the incarnation of balance anyhow?
> It's a mystery. The fate of the Incarnation of Balance and the Incarnation of Law isn't known.
> It's possible the Arbiter is one of those two or something else entirely.
> From Kascha's Q&A with the Guardian of 21.
> 16. Where did the Incarnations come from: That question has no meaning to Them, origins are for creatures with limitations.
> 17. Well, if they didn't come from here, does that mean they came from somewhere else? Another Creation: It may be so, I was created to deal with one part of this Creation.
> 18. Does that mean its possible: Yes, it is.
> 19. Are the Three why the number 3 recurs in meaningful ways: An echo of the simple fact of the Three.
> 20. What about the other numbers: All the others are closer to mortal concepts, but not quite.
> 21. But aren't they related to the Outer Planes: Ah, anything that is limited is a mortal in my thoughts. The definitions you assign between limited creatures are irrelevant.
> 22. Can you tell me if there are others besides the Three: Of course I can.
> 23. Are there: That is not a question I will answer.
> 24. Why not?!: Because the answer is both forbidden and meaningless to you.
> That's the closest to finding something out about that anyone's come, and the Guardian stonewalled.
> As far as Ao goes, the most is known about him of any of the Incarnations. He's called the Endless Chaos and may well be a Lovecraftian Horror akin to Azathoth. How that reflects on the other Incarnations isn't known as well - they may be like him or different, as he represents chaos and they represent balance and law, respectively.

7. This says a lot about Merc and Yuth's priorities, eh?

<Ithea> One more question: Do the goddesses ever have a beauty paegant where they strut out in bikinis? And if so, who won the last one?
<Muirfinn> Ithea's question is the most important in the history of questions.
> They don't. The goddesses of love and beauty (Sune, Sharess, sort of Lliira, Waukeen's with them but that's really not her thing) might, but not the others.
> Oh, Hanali Celanil of the Seladrin is a member of sorts too, even if she's not in Brightwater.
<Ithea> Alas.
<Ithea> They should clearly have had a Miss Brightwater contest every year.
<Muirfinn> ^^^^^^^^^^^^^^^^
> Assuming those four (or even 5 if Waukeen's unusually adventurous), it's probably Sune>Sharess>the other threes being a tossup. Beauty is in Sune's portfolio, and Sharess touches on that too. The others are nice, but it's not their thing. Hanali Celanil's sold short here in retrospect, so it's probably closer to Sune>Sharess=Hanali>the other two.
> Considering they can all change shape as a trivial effort of divine will, it's something of a matter of taste.
<Muirfinn> Those would be some ballsy judges though.
<Muirfinn> "This reality editor is not as pretty as this other reality editor. Let's go tell them that to their faces."
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2014, 02:05:48 AM
Quote from: Yuthirin on July 02, 2014, 01:49:00 AM
Hurray giant gibbering mouther god!

Just imagine: You have to pick a fight with that one day.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 02, 2014, 02:57:40 AM
Like when I'm level 40 or find some way to get DvR0
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2014, 03:21:32 AM
I'd say it's more a matter of getting the right numbers and then a coherent strategy to win. If you can deal enough non-lethal damage to down him, finishing him off with 21's simple. The trick is getting that far.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2014, 11:55:00 AM
Today's note: Feline diplomacy is surprisingly effective when you're in good with Sharess.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2014, 11:56:03 AM
Also, tablet of destiny was unstuck and the coda sheets were stuck on request.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2014, 02:31:54 PM
More chat meanderings. Posting here for posterity and easy reference.

1. Antimagic, artifacts and deities

<Merc> Hey Ko, moot point question, but would Ithea have had +5 to social skills within the anti-magic bubble when we were negotiating for that coin? Or does the bubble not affect artifacts?
> It was an artifact, it would function even in antimagic.
> Antimagic doesn't work on artifacts or deities.
* Merc nods
<Merc> Good reference to know for future then.
> Deities are too connected to magic and vital things to be stopped by mere antimagic, and artifacts are generally created or tied to deities and/or primal forces.
> Mystra can cut them off from the Weave, but she has a standing edict from Ao (and possibly the other two of the Three Incarnations) that doing that will get her in deep crap. Bad, bad things happen if a deity's cut off from magic, since they represent primal things. It's like some parts of those concepts go missing from Creation.
> Like cutting of Ithea from magic? Not a big deal in the grand scheme of things. She's powerful, but she doesn't have the sheer meaning and spiritual weight of a deity. It's not like valor, cats or glaives suddenly produce reality errors if she's cut off.
> But cut Sharess off, for example? Suddenly, everything in her portfolio has problems. Big problems. Like deleting parts of a file and forcing it to run anyway, then watching the errors cascade.
<Merc> Yeah, I'm not gonna go out and piss off the goddess of magic.
<Merc> god/goddess of dragons, sure.
<Merc> but magic's a different story.
> Mystra's high up on the list of entities not to personally piss off.

2. Bahamut, Tiamat, Io and Aurora's relations with the Triad

* Merc can't recall if Ithea has bad rep with other deities besides Bahamut/Tiamat.
> Not really. Aurora had some problems with the Triad in general, by Tyr made efforts to smooth those over.
<Merc> Most of those were over Annalise, weren't they?
> Helm's main problem is settled now that Annalise is a memory. Ilmater had no real problem with them, and really only hates those that make others suffer unneedingly.
<Merc> Or was that someone else?
> Bahamut's kinda-sorta tied to the Triad and has his problems, but they're due to what he has to deal with based on Io's edicts about his and Tiamat's duties as the parents of dragon kind.
> His position was really shitty in B3 on account of that. Wasn't really his fault.
> (Io's the original greater deity of dragons. Is either dead or in deep seclusion, not much is known about him besides that, even to dragons.)
> (He left certain instructions for Bahamut and Tiamat, ones they have to obey. No prismatic dragons is one of them.)
<Merc> All vowel-o's are killjoys, aren't they? What's Eo, Oo and Uo's killjoy factor?
> Y'all wouldn't be on good terms with Tiamat in any case, since she's in tight with Baator. She was even Lord of the First ages and ages ago, but it didn't work out long term. Massive conflicts of interest. Was a fairly amicable parting, as far as those things go.
> In her defense, the position of the Lord of the First was more of an add on title. She's already a powerful deity. It just gave her a few bonuses and charge to lead the Blood War. Which she did pretty well, really.

3. Slaad suns and Lathander

> The worlds have totally different physics and rules. Like if you go up to the sun in Balmuria, it isn't a super hot ball, but instead a ball of lifegiving fire tied to Lathander.
<Merc> What about the sun in a crazy epic slaad's dungeon?
> Just an emulation of a Lathander sun. It's still -hot- and looks more or less like a sun to our untrained eyes.
> I mean, the Lathander sun will still fry you without proper protection.
> But questioning why a slaad's fantasies work in any particular way is essentially pointless.

Title: Re: Random DM nagging.
Post by: Anastasia on July 24, 2014, 10:30:47 AM
This is a preview of a piece I'm working on for the rules and setting board. It's relevant to y'all, as it's the tier you're in.

This is subject to changes and edits, but the core of it's accurate.

21-26 Low Epic Tier

At this point, you have great power. A mortal of this level is a hero of legend, the sort born once a century at best. An immortal of this level has at last gained a measure of true power, further able to advance its aims. The epic rules are now in play, opening up new feat choices, epic prestige classes and epic skill usages. Even the most mundane warrior is superhuman and can manage feats that defy the normal rules of physics.

Mortals who reach this level of power have the absolute attention of the outer planes. They are great champions that are nurtured, likely to be soon brought directly into the fold. Those that oppose them make take great risks to subvert or destroy them before that can happen, so that the opposition does not gain another powerful ally. At this point, the greater realities of the planes become evident. As the purpose of mortal life is to prepare for the eternal afterlife, creatures of this tier are often ready to skip ahead to that. Many become outsiders or similar spirits without having to die, given transmigration by their patrons or allies.

Indeed, many find themselves limited by a mortal body at this level of power. A spirit of sufficient purity and power to reach this level of ability chafes under the constraints of flesh. Outsiders and other spirits find the same problem in a different way. The mortal world reacts and recoils from them, unable to fully bear the intensity of the spirit outside of the cage of a mortal body.

Creatures in this tier face down the epitomes of mortal knowledge routinely, as well as horrors forgotten to time. They can defeat the mightiest dragons and wander the planes freely. Those who wish even more power may be able to research the path to divinity, though such is a long, difficult and dangerous process. Most creatures can be defeated or resisted, though greater entities, direct servants of deities and deities are generally too strong to oppose.
Title: Re: Random DM nagging.
Post by: Yulia on July 24, 2014, 11:46:32 AM
Remember to reply to downtime/away too!
Title: Re: Random DM nagging.
Post by: Anastasia on July 30, 2014, 01:35:15 PM
Yuth, were you going to catch the logs up?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 30, 2014, 09:00:09 PM
Tomorrow!
Title: Re: Random DM nagging.
Post by: Anastasia on July 30, 2014, 10:31:20 PM
Awesome, thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on August 03, 2014, 11:28:12 PM
As you may know, I make and post a lot of NPC stats. (http://www.soulriders.net/forum/index.php/topic,103072.0.html) However, these stats aren't always optimized, but instead with notes on additional treasure they may use or similar things. This is meant to give me flexibility should I use the stats; for example, someone like Vel Custos is going to be differently equipped going to war than on day to day business.

But it begs the question: How much is a prepared NPC boosted? So let's take a gander at one and see how it goes, namely Vel Custos. (http://www.soulriders.net/forum/index.php/topic,103072.msg1052079.html#msg1052079) If you're not familiar with him, he's in the same general category as a Duke of Hell. He has considerable resources as an Authority of Celestia, so it's not hard to get serious with boosting him.

This won't include changing his spell list. He's perfectly capable of preparing a selection of spells that can further augment his effectiveness, but it's not what I'm looking at here. Likewise, this will use standard SRD items and nothing custom. This includes epic items, as he's an epic level character.

First of all, he'd like some more HP. So he requisitions an amulet of health+10. A rare item to be sure, but hit points are important at war. This boosts his hit points by 70, his Fortitudes saves by +2 and his Concentration skill by 2. Takes up his neck slot. Not a bad start. Next he'd like to augment his armor class. A ring of protection+7 fills an obvious niche for him, so +7 deflection to armor class. He'll also nab a dusty rose prism ioun stone for a +1 insight bonus to armor class. While he's there, he'll grab a pale green prism for a +1 competence bonus to attack rolls, saves, skill checks and ability checks.

Then let's toss on a cloak of resistance+7, since his saves are a bit low. We'll top it off with boots of haste for free-action hasting when needed. He could also grab some metamagic rods if he's really going to war, not to mention a selection of scrolls and expendables.

+70 max hp
+8 armor class (+7 deflection, +1 insight)
+1 attack rolls
+10 fort saves, +8 ref saves, +8 will saves
+3 concentration checks, +1 other skill checks (overlaps with boosted skills)

So that's a reasonably decent boost. I could expand on this with items beyond the SRD or custom items. For example, boosting the insight bonus from the dusty rose ioun stone was a thing in B3. But the point is that there's variance to how you can prepare and set up NPCs/bad guys, depending on the situation.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2014, 11:32:48 AM
!!!!

Muirfinn awoke with a start. Hovering over his face was 27, smiling ear to ear. It whispered to him, "Logs."

Muirfinn did not stop screaming for a long time.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2014, 12:38:49 PM
http://m.youtube.com/watch?v=RTrAVpK9blw
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2014, 04:10:41 PM
Scary.

So consider this 27 nagging you about logs.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2014, 04:21:16 PM
Arright
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2014, 04:22:05 PM
Excellent. Now would you like a mushroom?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2014, 05:15:09 PM
What color?
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2014, 05:28:39 PM
Tortle green.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2014, 05:39:59 PM
So it's a 1up?
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2014, 10:35:44 PM
Yes, that's correct.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 13, 2014, 02:36:50 AM
Yay
Title: Re: Random DM nagging.
Post by: Anastasia on August 31, 2014, 11:38:15 PM
I renew my fervent call for logs.

Yuth, if you can't do it, it's cool. Say so and I'll work something else out.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 05, 2014, 04:58:39 PM
I'll do logs up to current this weekend. Been super busy and haven't been able to give them the work they need.

On another note, hey Merc! Is Ithea still dating Stille, or is their relationship as dead as Joan Rivers?
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2014, 05:00:52 PM
That's in bad taste, Yuth.
Title: Re: Random DM nagging.
Post by: Merc on September 05, 2014, 05:18:04 PM
They are still dating.
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2014, 05:24:02 PM
Quote from: Merc on September 05, 2014, 05:18:04 PM
They are still dating.

This. It just hasn't come up much IC since you've been doing a crisis situation and then a dungeon since Ithea rejoined.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2014, 09:46:05 PM
Okay, obligatory DM nagging about logs. Yuth, if you need me to do them, it's cool. Just tell me.

Once logs are up, I'm going to be reorganizing this set of Coda logs for easier reference. I'll post about it once it's done.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2014, 09:51:58 PM
I need you to do them. I find myself unable to.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2014, 09:53:51 PM
Quote from: Yuthirin on September 28, 2014, 09:51:58 PM
I need you to do them. I find myself unable to.

Dude, it's fine. I've been there.

Sorta like the Bears were face down under the Packer's boot today. I get it.

Edit: If you have leisure, you should hop on IRC to chat. You're not around as much lately.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2014, 09:55:19 PM
Anyway, I'll do logs tomorrow at some point. At worst Tuesday since I want this done before I start the Lost Realm.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2014, 11:04:19 PM
It's been weird. Been working OT. MoM is in town til wed.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2014, 11:07:42 PM
Quote from: Yuthirin on September 28, 2014, 11:04:19 PM
It's been weird. Been working OT. MoM is in town til wed.

Fair, fair. I'll catch you at some point this week to chat or something, then.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2014, 11:13:08 PM
Wednesday evening will be a good time for that.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2014, 11:38:40 PM
Quote from: Yuthirin on September 28, 2014, 11:13:08 PM
Wednesday evening will be a good time for that.

Cool. It's been too long since I've just sat down and talked with you. Life sucks, doesn't it?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2014, 02:47:38 AM
Being an adult is lame. On the up side, I got $4800 in extremely surprising birthday gifts.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2014, 09:21:46 AM
Quote from: Yuthirin on September 29, 2014, 02:47:38 AM
Being an adult is lame. On the up side, I got $4800 in extremely surprising birthday gifts.

Holy crapola. What did you score?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 29, 2014, 09:28:22 AM
Quote from: Anastasia on September 29, 2014, 09:21:46 AM
Quote from: Yuthirin on September 29, 2014, 02:47:38 AM
Being an adult is lame. On the up side, I got $4800 in extremely surprising birthday gifts.

Holy crapola. What did you score?

Money towards his motorcycle!
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2014, 09:51:42 AM
Quote from: Iron Dragoon on September 29, 2014, 09:28:22 AM
Quote from: Anastasia on September 29, 2014, 09:21:46 AM
Quote from: Yuthirin on September 29, 2014, 02:47:38 AM
Being an adult is lame. On the up side, I got $4800 in extremely surprising birthday gifts.

Holy crapola. What did you score?

Money towards his motorcycle!

A Yuthcycle? Dear GOD.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2014, 10:30:50 AM
Get Outta Debt Free card from my mom.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2014, 10:32:28 AM
Quote from: Yuthirin on September 29, 2014, 10:30:50 AM
Get Outta Debt Free card from my mom.

Even better. Congratulations.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2014, 01:09:13 PM
Thanks! This will change a great deal of my financial life.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2014, 01:18:55 PM
Quote from: Yuthirin on September 29, 2014, 01:09:13 PM
Thanks! This will change a great deal of my financial life.

Yes. Also less overtime finally?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2014, 05:27:35 PM
Or more!
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2014, 07:10:09 PM
Quote from: Yuthirin on September 29, 2014, 05:27:35 PM
Or more!

Huh. You lead a strange and unusual life.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2014, 08:18:30 PM
I like money.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2014, 08:27:50 PM
Quote from: Yuthirin on September 29, 2014, 08:18:30 PM
I like money.

Whatever works for you, I guess.
Title: Re: Random DM nagging.
Post by: Anastasia on October 01, 2014, 12:50:23 PM
Quote from: Yuthirin on September 28, 2014, 11:13:08 PM
Wednesday evening will be a good time for that.

Quick update to this. I work tonight so I'll be there about a half hour to an hour past normal game start time. Just in case you look in early and wonder where the hell I am.
Title: Re: Random DM nagging.
Post by: Anastasia on October 01, 2014, 01:56:08 PM
Sage Vul'lath found this book in the library - in particular, 27 was holding it. He's passing in on up the chain of command since 27.

Hanna

This book is filled with information that related to Hanna, sort of. Examples are listed below.

Bird feathers are to Hanna as her wing feathers are to Hanna.

18x5(badgers only)+3=Hanna.

To find Hanna, use rosewood, thyme and metal polish.

Hanna=.004(Renbuu)/.39(Chourst)+.53(aasimar)*.14(potatoes)

32 sphinxes are in every bite of Hanna's arms.

Drizzly summer rain can be roughly substituted for 1/2 cup of Hanna.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 01, 2014, 04:06:42 PM
Let's publish it as The First Book of the Gospel of Hanna.
Title: Re: Random DM nagging.
Post by: Merc on October 01, 2014, 11:16:11 PM
27 was clearly watching this video (http://www.youtube.com/watch?v=hGlyFc79BUE) when he wrote that.
Title: Re: Random DM nagging.
Post by: Anastasia on October 04, 2014, 02:30:34 AM
Agenda:

1. Post for Iddy with poison info + wrapup post for Merc.
2. Logs.

Sorry about the delay, but a general creative energy drain has also killed my motivation here. It happens.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2014, 08:45:47 PM
Taking the cat to Snowycat is easy enough. On arrival, the house cat leaps off and charges Snowycat head on. The two meet as Snowycat's ice melts - and somehow the small cat can hold his own. It moves faster than Ithea's eye can see and soon the two are locked in rough and tumble feline play. Snowycat seems quite happy, if the meowing, clawing and purring is any sign.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2014, 08:58:39 PM
Let me know which choice you've made about the poison, Iddy. Meanwhile, here.



   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Purified Jormugandr's Breath*Contact DC 4659**1d8 Con4d8 Con36960 gp**

* Ravage. See BoED as well as houserules.
** The craft DC as well as price of the poison use the baseline price of Jormugandr's Breath. The reduced save DC is a result of the conversion process.

I'll add this to the epic poisons list shortly, the one in the rules and setting board.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 08, 2014, 09:00:47 PM
Quote from: Anastasia on October 08, 2014, 08:58:39 PM
Let me know which choice you've made about the poison, Iddy. Meanwhile, here.



   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Purified Jormugandr's Breath*Contact DC 4659**1d8 Con4d8 Con36960 gp**

* Ravage. See BoED as well as houserules.
** The craft DC as well as price of the poison use the baseline price of Jormugandr's Breath. The reduced save DC is a result of the conversion process.

I'll add this to the epic poisons list shortly, the one in the rules and setting board.

Half dose for now, if you're open to changing it later.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2014, 09:02:25 PM
Be a little more specific?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 08, 2014, 09:14:45 PM
Do the option where I give him the half dose. If possible, I'd like to have the option of changing it to where I pay him later, if we need to ramp up production for some reason.
Title: Re: Random DM nagging.
Post by: Anastasia on October 08, 2014, 09:19:52 PM
Quote from: Iron Dragoon on October 08, 2014, 09:14:45 PM
Do the option where I give him the half dose. If possible, I'd like to have the option of changing it to where I pay him later, if we need to ramp up production for some reason.

Okay, done. Loot.
Title: Re: Random DM nagging.
Post by: Anastasia on October 09, 2014, 12:33:00 AM
So let me know when you know who's going with you to Hades, Lief/Muirfinn. Feel free to ask any questions or for suggestions, since you have time to consult people and ponder.
Title: Re: Random DM nagging.
Post by: Anastasia on October 15, 2014, 03:32:27 AM
Quote from: Anastasia on October 09, 2014, 12:33:00 AM
So let me know when you know who's going with you to Hades, Lief/Muirfinn. Feel free to ask any questions or for suggestions, since you have time to consult people and ponder.

Refresher. You have more time to decide, but I'd like to see some suggestions here. You can decide to go alone too, that's fine. Just let me know.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 15, 2014, 12:32:39 PM
I honestly don't know. I guess someone with divine spells might be handy? Since we don't have our items, some buffs would be nice. I'm not sure who would be best for that, though.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 15, 2014, 01:05:44 PM
Ebony would probably be good for that. Or Balyss.
Title: Re: Random DM nagging.
Post by: Anastasia on October 15, 2014, 01:06:09 PM
Quote from: Iron Dragoon on October 15, 2014, 12:32:39 PM
I honestly don't know. I guess someone with divine spells might be handy? Since we don't have our items, some buffs would be nice. I'm not sure who would be best for that, though.

Not a bad idea. Yuth?
Title: Re: Random DM nagging.
Post by: Anastasia on October 15, 2014, 01:06:57 PM
Ninja tortle speed. Ebony or Balyss would be decent for that.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 19, 2014, 08:00:17 PM
We will take Balyss & Ellese. For lulz.
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2014, 08:01:48 PM
Quote from: Yuthirin on October 19, 2014, 08:00:17 PM
We will take Balyss & Ellese. For lulz.

Okay, done. I'll set them up. In the meantime, have you set up stats for being gearless, you two?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 19, 2014, 08:03:46 PM
NOPE
I'll get right on that
Sir.
Title: Re: Random DM nagging.
Post by: Anastasia on November 02, 2014, 05:17:03 PM
Our next day is Wednesday. How's that look?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 02, 2014, 06:19:25 PM
Sure
Title: Re: Random DM nagging.
Post by: Merc on November 02, 2014, 08:55:02 PM
Wednesday is fine. I think you posted in the wrong thread though! =p
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 03, 2014, 11:23:07 AM
Should be fine.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2015, 01:50:36 AM
Lief gaming was a go.

I'm probably going to be running some test battles soon. The participants will come from characters and monsters over on the setting board. If you have any ideas or suggestions, feel free to post them.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2015, 02:31:36 AM
Oh yes. This is way belated, but one of the points of the Coda was to let Muirfinn play around with that dragon PrC. So how do you like it, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 06, 2015, 10:31:28 AM
A bunch. It's a ton of fun.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2015, 07:25:59 PM
Since all of you just love Shar (stop throwing things at me), have a look at a custom domain for her.

Loss Domain

Granted Power: When you deal damage with a melee or ranged attack (but not a spell or spell-like ability), you may deal one point of ability damage to the creature damaged. You choose which ability score to deal damage to each time you use this ability. This ability may be used a number of times per day equal to your cleric level.

Loss Domain Spells

1st: Erase
2nd: Blindness/Deafness
3rd: Crushing Despair
4th: Modify Memory
5th: Feeblemind
6th: Harm
7th: Greater Bestow Curse
8th: Soul's Treasure Lost
9th: Mindrape
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2015, 07:33:57 PM
MINDRAPE

Sounds wholesome.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2015, 07:37:20 PM
Despite the poorly chosen name, it's...well, okay, I wouldn't use that name, but it's not badly chosen. It's from the BoVD. It takes the target's memories to the caster, while the caster can make any and all changes to them+the target's personality that they wish.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2015, 07:46:29 PM
The name is apt.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2015, 07:48:19 PM
The thing is that I like the idea of the spell and what it does, purely from a design and DMing standpoint. It's a powerful tool for doing amnesia and similar things, so that you have a mechanical standard to work with rather than making something up.

I just don't like the name of it at all.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2015, 07:52:40 PM
Oh yeah, pretty much anything involving rape is bad.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2015, 07:56:46 PM
No argument there.

So are you ready for some Sharran nightwalkers?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2015, 08:20:52 PM
I'll take "Fuck No" for $1500, Alex.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2015, 08:25:56 PM
Too bad, they're coming. Lots of them. Shar cheats.

Nightwalker 24//Hexblade 10/Dark Justicar 14.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2015, 08:35:13 PM
Fuck me sideways.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2015, 08:56:49 PM
At least it's not a one of Shar's voidchilren.
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2015, 01:57:07 AM
On another note, coming up on 200 pages of nagging. Isn't that something?
Title: Re: Random DM nagging.
Post by: Merc on January 29, 2015, 07:50:39 AM
Well, you ARE a nag. =p
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2015, 12:03:54 PM
Quote from: Merc on January 29, 2015, 07:50:39 AM
Well, you ARE a nag. =p

I am not. I just communicate a lot.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 29, 2015, 08:21:34 PM
Mine is only at 60.
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2015, 08:22:51 PM
How big are your pages, tortle?
Title: Re: Random DM nagging.
Post by: Merc on January 29, 2015, 10:04:45 PM
At a guess? 199/60*15=49.75, so I'd say he's at 50 posts per page, which is the forum max.

=p
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:26:34 PM
Quote from: Merc on January 29, 2015, 10:04:45 PM
At a guess? 199/60*15=49.75, so I'd say he's at 50 posts per page, which is the forum max.

=p

Oh, makes sense I guess. That's still a lot of pages.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:32:35 PM
Okay, so what's on y'all's agenda. There will be some downtime RPing, but mainly I know you may have things you want to do. Ithea mentioned hunting donw evil earth elementals and I'm sure Muirfinn may want to prepare for The Father. What else?
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:33:02 PM
200 pages of nagging. I feel justified and happy. Also like I nagged y'all.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 30, 2015, 11:44:23 PM
Uh, I have to report back to the Queen. I have no idea if Lief has anything outstanding or not.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:45:56 PM
Quote from: Iron Dragoon on January 30, 2015, 11:44:23 PM
Uh, I have to report back to the Queen. I have no idea if Lief has anything outstanding or not.

That's fine, we'll work from there.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2015, 11:46:14 PM
Quote from: Anastasia on January 29, 2015, 08:22:51 PM
How big are your pages, tortle?
Max posts per page.

GO BIG OR GO HOME.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2015, 11:47:30 PM
Quote from: Anastasia on January 30, 2015, 11:32:35 PM
Okay, so what's on y'all's agenda. There will be some downtime RPing, but mainly I know you may have things you want to do. Ithea mentioned hunting donw evil earth elementals and I'm sure Muirfinn may want to prepare for The Father. What else?
"Preparation" for the Father involves us being level 30 and having an army of level 20+ clerics.

And by army, I mean 100,000+
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
Title: Re: Random DM nagging.
Post by: Merc on January 30, 2015, 11:48:53 PM
Quote from: Anastasia on January 30, 2015, 11:33:02 PM
200 pages of nagging. I feel justified and happy. Also like I nagged y'all.
Aha! So you admit to nagging!

Quote from: Anastasia on January 30, 2015, 11:32:35 PM
Okay, so what's on y'all's agenda. There will be some downtime RPing, but mainly I know you may have things you want to do. Ithea mentioned hunting donw evil earth elementals and I'm sure Muirfinn may want to prepare for The Father. What else?

Did we ever resolve things with the githyanki queen for sending us a gift early on? I know we'd said we'd hold off on visiting, and then we never really did. I forget if we ever sent a reply or what. If we did, she also took the snub surprisingly well!

Anyway, like I said, the only other thing outside of devil hunting that's outstanding that I could recall was the whole deal with Lady Sunnis and smashing rogue earth elementals.

Also, whatever it was that escaped/got freed/made a mess of things when Ithea initially went on that quest and caused it to go on hiatus. I forget the exact details.

I'd still love to capture more of the traitors, but admittedly not really CODA material, since it'd be weird to do that without Jaela/Afina...
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:49:24 PM
Quote from: Yuthirin on January 30, 2015, 11:47:30 PM
Quote from: Anastasia on January 30, 2015, 11:32:35 PM
Okay, so what's on y'all's agenda. There will be some downtime RPing, but mainly I know you may have things you want to do. Ithea mentioned hunting down evil earth elementals and I'm sure Muirfinn may want to prepare for The Father. What else?
"Preparation" for the Father involves us being level 30 and having an army of level 20+ clerics.

And by army, I mean 100,000+

I like your sense of overkill, tortle. If you can dig up 100k level 20+ clerics and get them to cooperate, you deserve to steamroll The Father.
Title: Re: Random DM nagging.
Post by: Merc on January 30, 2015, 11:50:23 PM
Maybe he meant age 20+ instead of level 20+?
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:51:32 PM
Quote from: Merc on January 30, 2015, 11:48:53 PM
Quote from: Anastasia on January 30, 2015, 11:33:02 PM
200 pages of nagging. I feel justified and happy. Also like I nagged y'all.
Aha! So you admit to nagging!

Yes yes, you act like this is news, Mercury.

QuoteDid we ever resolve things with the githyanki queen for sending us a gift early on? I know we'd said we'd hold off on visiting, and then we never really did. I forget if we ever sent a reply or what. If we did, she also took the snub surprisingly well!

It was dealt with.

QuoteAnyway, like I said, the only other thing outside of devil hunting that's outstanding that I could recall was the whole deal with Lady Sunnis and smashing rogue earth elementals.

Can be done, sure.

QuoteAlso, whatever it was that escaped/got freed/made a mess of things when Ithea initially went on that quest and caused it to go on hiatus. I forget the exact details.

Be a little more specific?

QuoteI'd still love to capture more of the traitors, but admittedly not really CODA material, since it'd be weird to do that without Jaela/Afina...

Pretty much. That and Taelfagn is keeping them firmly on Lifasa now. No more adventurism, so killing them is a lot tougher.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2015, 11:51:56 PM
Quote from: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.
This was actually my entire plan.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2015, 11:53:23 PM
Quote from: Anastasia on January 30, 2015, 11:49:24 PM
Quote from: Yuthirin on January 30, 2015, 11:47:30 PM
Quote from: Anastasia on January 30, 2015, 11:32:35 PM
Okay, so what's on y'all's agenda. There will be some downtime RPing, but mainly I know you may have things you want to do. Ithea mentioned hunting down evil earth elementals and I'm sure Muirfinn may want to prepare for The Father. What else?
"Preparation" for the Father involves us being level 30 and having an army of level 20+ clerics.

And by army, I mean 100,000+

I like your sense of overkill, tortle. If you can dig up 100k level 20+ clerics and get them to cooperate, you deserve to steamroll The Father.
Don't you push me. I've spat in the eye of more than one DM because I went and let my clever out.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:53:29 PM
Quote from: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.

Always an option. The problem is that The Father is designed to be a mortal problem. Bringing outsiders powerful enough to threaten him to the Prime - where he's likely going to manifest based on his cursed nature - does as much damage as The Father. Just in different ways.

So it's a matter of finding the right sorts to do so.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 30, 2015, 11:54:29 PM
Quote from: Anastasia on January 30, 2015, 11:53:29 PM
Quote from: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.

Always an option. The problem is that The Father is designed to be a mortal problem. Bringing outsiders powerful enough to threaten him to the Prime - where he's likely going to manifest based on his cursed nature - does as much damage as The Father. Just in different ways.

So it's a matter of finding the right sorts to do so.

I didn't mean call the gods in themselves, exactly. More like, "Send us your legions!"
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:55:10 PM
Quote from: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.

What happened to your desktop, anyway? Died or just not using it right now?
Title: Re: Random DM nagging.
Post by: Merc on January 30, 2015, 11:55:45 PM
Quote from: Anastasia on January 30, 2015, 11:51:32 PM
QuoteAlso, whatever it was that escaped/got freed/made a mess of things when Ithea initially went on that quest and caused it to go on hiatus. I forget the exact details.

Be a little more specific?

[22:17] <Ithea> "Got involved after we killed some crazy sapphire dragon. The dragon was apparently guarding some old prison and she overloaded the dragon in a blast of elemental power that took out 27, released a horde of abishai, and almost broke that prison. Hanna and I did some patchwork repairs on it, but we're going to have to talk to Lady Sunnis about that at some point," Ithea explains.
[22:18] <Ithea> "Prison is only patched up, and there's a valeoloth loose that might want to try and break it again to free its master," Ithea adds to the cheery details.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:57:34 PM
Quote from: Yuthirin on January 30, 2015, 11:51:56 PM
Quote from: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.
This was actually my entire plan.

Pretty much. To touch on Iddy's post, an army isn't that effective against the Father. Most are going to be stricken mad by the sight of him, and even if not, mundane soldiers won't do much meaningful for him except be a snack. Legions of 10 HD angels aren't worth much if they go insane on seeing him or fail to do anything but get eaten.

It's all relative. For your fight against Kina-ja, Syala didn't have you rally an army together. She loaned you Antenora, one of Sylica's strongest warriors. She has the ability, means and power to compete with a horror like Kina-ja or The Father. A typical army isn't going to have that.
Title: Re: Random DM nagging.
Post by: Merc on January 30, 2015, 11:57:49 PM
Quote from: Anastasia on January 30, 2015, 11:55:10 PM
Quote from: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.

What happened to your desktop, anyway? Died or just not using it right now?
I'll have to search, but I should be able to do the logs at some point. I tend to leave IRC running all the time, and even when I went on vacation I had it running.

Not something I have time to do right now though.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:58:25 PM
Quote from: Merc on January 30, 2015, 11:55:45 PM
Quote from: Anastasia on January 30, 2015, 11:51:32 PM
QuoteAlso, whatever it was that escaped/got freed/made a mess of things when Ithea initially went on that quest and caused it to go on hiatus. I forget the exact details.

Be a little more specific?

[22:17] <Ithea> "Got involved after we killed some crazy sapphire dragon. The dragon was apparently guarding some old prison and she overloaded the dragon in a blast of elemental power that took out 27, released a horde of abishai, and almost broke that prison. Hanna and I did some patchwork repairs on it, but we're going to have to talk to Lady Sunnis about that at some point," Ithea explains.
[22:18] <Ithea> "Prison is only patched up, and there's a valeoloth loose that might want to try and break it again to free its master," Ithea adds to the cheery details.

Oh, the valeoloth. Yeah, he's around and doing something. Trying to find him could be a thing, certainly.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2015, 11:59:05 PM
Quote from: Merc on January 30, 2015, 11:57:49 PM
Quote from: Anastasia on January 30, 2015, 11:55:10 PM
Quote from: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.

What happened to your desktop, anyway? Died or just not using it right now?
I'll have to search, but I should be able to do the logs at some point. I tend to leave IRC running all the time, and even when I went on vacation I had it running.

Not something I have time to do right now though.

Awesome. Let me know if it's going to happen, Ithea.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 31, 2015, 12:00:12 AM
Quote from: Anastasia on January 30, 2015, 11:53:29 PM
Quote from: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.

Always an option. The problem is that The Father is designed to be a mortal problem. Bringing outsiders powerful enough to threaten him to the Prime - where he's likely going to manifest based on his cursed nature - does as much damage as The Father. Just in different ways.

So it's a matter of finding the right sorts to do so.
I'm not asking for legions of angels. I'm just asking for their mortal servants.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 31, 2015, 12:01:22 AM
Quote from: Anastasia on January 30, 2015, 11:55:10 PM
Quote from: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.

What happened to your desktop, anyway? Died or just not using it right now?
I was using the TV as a monitor. We got a new (HUGE) couch, and it's no longer a workable setup.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:01:39 AM
Quote from: Yuthirin on January 31, 2015, 12:00:12 AM
Quote from: Anastasia on January 30, 2015, 11:53:29 PM
Quote from: Iron Dragoon on January 30, 2015, 11:49:19 PM
We can try to rally the heavens for a crusade ala Warhammer 40k style.

Always an option. The problem is that The Father is designed to be a mortal problem. Bringing outsiders powerful enough to threaten him to the Prime - where he's likely going to manifest based on his cursed nature - does as much damage as The Father. Just in different ways.

So it's a matter of finding the right sorts to do so.
I'm not asking for legions of angels. I'm just asking for their mortal servants.

Oh sure, I know that, even though I used angels as the example. Just easier to use that than armies of mortals in the example.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:01:59 AM
Quote from: Yuthirin on January 31, 2015, 12:01:22 AM
Quote from: Anastasia on January 30, 2015, 11:55:10 PM
Quote from: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.

What happened to your desktop, anyway? Died or just not using it right now?
I was using the TV as a monitor. We got a new (HUGE) couch, and it's no longer a workable setup.

Ooooh. Well, if that changes and you want to do them, feel free for the bonus chance.
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:02:42 AM
I can do it slowly over the course of the next month or two, putting up 2-3 logs a weekend or something. Don't really have the patience/time to do a whole bunch of logs at once, especially not 6+ months of logs (that'd be 50+ logs missing, I think?).
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:03:14 AM
Quote from: Merc on January 31, 2015, 12:02:42 AM
I can do it slowly over the course of the next month or two, putting up 2-3 logs a weekend or something. Don't really have the patience/time to do a whole bunch of logs at once, especially not 6+ months of logs (that'd be 50+ logs missing, I think?).

Sure. Any would be appreciated, Merc.
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:20:26 AM
Another possible quest thing:
I know that Balyss and Sylvie just LOVE slaad dungeons!

I'm sure that Muirfinn and Lief would like to enjoy the experience as well?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 31, 2015, 12:21:16 AM
Oh hey, what's-her-name's dad, too. Princess Pain.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 31, 2015, 12:22:31 AM
Ohhhhhhh Dana!
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:22:45 AM
Quote from: Merc on January 31, 2015, 12:20:26 AM
Another possible quest thing:
I know that Balyss and Sylvie just LOVE slaad dungeons!

I'm sure that Muirfinn and Lief would like to enjoy the experience as well?

That would work!
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:22:47 AM
Quote from: Iron Dragoon on January 31, 2015, 12:21:16 AM
Oh hey, what's-her-name's dad, too. Princess Pain.
http://www.soulriders.net/forum/index.php/topic,102879.msg1046011.html#msg1046011 <-- This lovely lady, Iddy? =p
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:23:02 AM
Quote from: Yuthirin on January 31, 2015, 12:22:31 AM
Ohhhhhhh Dana!

That would work too! Dana would...well, it would be obscene and profanity filled.
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:23:38 AM
Quote from: Anastasia on January 31, 2015, 12:23:02 AM
Quote from: Yuthirin on January 31, 2015, 12:22:31 AM
Ohhhhhhh Dana!

That would work too! Dana would...well, it would be obscene and profanity filled.
And she'd just be fucking-A with that!
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:24:38 AM
Quote from: Merc on January 31, 2015, 12:23:38 AM
Quote from: Anastasia on January 31, 2015, 12:23:02 AM
Quote from: Yuthirin on January 31, 2015, 12:22:31 AM
Ohhhhhhh Dana!

That would work too! Dana would...well, it would be obscene and profanity filled.
And she'd just be fucking-A with that!

Plus she'd want to track down that damned slaad anyway. It would be something.
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:27:02 AM
I'm pretty sure Balyss has been trying to divine that for months.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:27:55 AM
Quote from: Merc on January 31, 2015, 12:27:02 AM
I'm pretty sure Balyss has been trying to divine that for months.

She has. All that happens is that she ends up ribbiting.
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:28:07 AM
That said, I think Iddy/Yuth were more referring to the whole dealing with Dana's dad thing, rather than bringing her along for slaad dungeons, btw.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 31, 2015, 12:28:27 AM
Yes.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:28:43 AM
Quote from: Merc on January 31, 2015, 12:28:07 AM
That said, I think Iddy/Yuth were more referring to the whole dealing with Dana's dad thing, rather than bringing her along for slaad dungeons, btw.

Oooh, I might've missed that in the back and forth. That's possible too, lemme work on that as well.
Title: Re: Random DM nagging.
Post by: Merc on January 31, 2015, 12:29:12 AM
Quote from: Anastasia on January 31, 2015, 12:27:55 AM
Quote from: Merc on January 31, 2015, 12:27:02 AM
I'm pretty sure Balyss has been trying to divine that for months.

She has. All that happens is that she ends up ribbiting.
Well, he does give her a lot of unfrogettable experiences.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2015, 12:29:54 AM
Quote from: Merc on January 31, 2015, 12:29:12 AM
Quote from: Anastasia on January 31, 2015, 12:27:55 AM
Quote from: Merc on January 31, 2015, 12:27:02 AM
I'm pretty sure Balyss has been trying to divine that for months.

She has. All that happens is that she ends up ribbiting.
Well, he does give her a lot of unfrogettable experiences.

Yes, but she always feels like she needs an atoadment afterwards.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2015, 11:06:05 PM
So we're thinking about taking a break from the Coda, run a dungeon crawler. As we're between arcs, it's the perfect time. A few points.

1. First of all, we'll come back to Coda. We may run this as a one shot, alternate arcs or whatever. It's to be determined.

2. It'll be in Balmuria's multiverse. The exact concept is TBA, but it will be a dungeon crawler. That means the normal Balmuria rules are in effect.

3. Chargen will be two sets with Serith, choose which you prefer. A third set may be allowed at my discretion. Post your sets here and which you choose.

4. Starting level will be 7.

5. The party should be a cohesive unit. How exactly is up to you, but as the premise involves a dungeon, something conductive to that is preferred.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 04, 2015, 11:16:24 PM
<Serith> 1, 2, 3, 5, 3 = 11
<Serith> 4, 2, 4, 6, 5 = 15
<Serith> 2, 6, 3, 6, 5 = 17
<Serith> 3, 3, 5, 5, 1 = 13
<Serith> 3, 4, 4, 5, 5 = 14
<Serith> 4, 5, 4, 4, 6 = 15
<Serith> Iddy's Scores: 17, 15, 15, 14, 13, 11
> !rollchar
<Serith> 5, 6, 2, 2, 5 = 16
<Serith> 3, 2, 1, 5, 6 = 14
<Serith> 2, 5, 3, 1, 1 = 10
<Serith> 6, 4, 4, 3, 6 = 16
<Serith> 2, 4, 1, 3, 1 = 9
<Serith> 1, 2, 5, 3, 1 = 10
<Serith> Iddy's Scores: 16, 16, 14, 10, 10, 9

Set 1: 17, 15, 15, 14, 13, 11
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2015, 11:16:52 PM
Not bad at all.
Title: Re: Random DM nagging.
Post by: Merc on February 04, 2015, 11:38:48 PM
[21:34] <Merc> !rollchar
[21:34] <Serith> 2, 5, 5, 6, 2 = 16
[21:34] <Serith> 4, 1, 1, 4, 2 = 10
[21:34] <Serith> 5, 2, 4, 2, 5 = 14
[21:34] <Serith> 6, 4, 4, 4, 2 = 14
[21:34] <Serith> 3, 5, 3, 3, 5 = 13
[21:34] <Serith> 6, 2, 1, 6, 1 = 14
[21:34] <Serith> Merc's Scores: 16, 14, 14, 14, 13, 10
[21:35] <Merc> !rollchar
[21:35] <Serith> 5, 3, 1, 3, 3 = 11
[21:35] <Serith> 3, 3, 2, 3, 6 = 12
[21:35] <Serith> 6, 4, 3, 1, 3 = 13
[21:35] <Serith> 2, 3, 6, 4, 6 = 16
[21:35] <Serith> 5, 4, 2, 4, 6 = 15
[21:35] <Serith> 1, 3, 1, 6, 6 = 15
[21:35] <Serith> Merc's Scores: 16, 15, 15, 13, 12, 11

Not sure which set. Probably set #1, but still a bit undecided. May depend on class selection.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2015, 11:39:18 PM
Both sets are firmly decent anyway.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 04, 2015, 11:49:28 PM
> Can I go ahead and roll HP? All three classes use d8, so what the hell. Get it out of the way.
<Kotono> Sure. Post that too.
<Kotono> First hit die is max, remember.
> roll 6d8+8 8 for level 1
<Serith> Iddy roll for Serith < 40 > [d8=6,8,1,7,8,2]
Title: Re: Random DM nagging.
Post by: Anastasia on February 05, 2015, 12:35:42 AM
Go ahead and move your rolls over to DM nagging on the slaad board, y'all.
Title: Re: Random DM nagging.
Post by: Yulia on February 05, 2015, 09:42:59 PM
Which means listen up and go read the downtime/away thread!
Title: Re: Random DM nagging.
Post by: Merc on February 05, 2015, 09:54:24 PM
I did! Now shush, Yulia!
Title: Re: Random DM nagging.
Post by: Anastasia on February 05, 2015, 09:55:41 PM
Too late. You can't stop the HEY LISTEN.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 06, 2015, 04:36:59 PM
TIME FOR PIXIE STEW
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2015, 10:28:11 PM
Quote from: Yuthirin on February 06, 2015, 04:36:59 PM
TIME FOR PIXIE STEW

The Father approves of that message.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 06, 2015, 10:37:18 PM
Amen.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2015, 12:02:11 PM
Okay, we finished up this arc a few days ago. We'll be pausing this until we finish an arc over in the dungeons of the slaad. Any last questions or things to sort before that?

We'll begin next time by doing levels up, so go ahead and keep that in the back of your mind. This is a good time to speak up in case you need custom material for it. It'll give me plenty of time to do it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 25, 2015, 11:03:54 AM
This is a ping for Yuth, in case he doesn't have the B4 forum set up for email alerts. If you see this and don't, go check the scheduling thread there.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 25, 2015, 03:49:06 PM
Oopsie daisy
Title: Re: Random DM nagging.
Post by: Anastasia on February 25, 2015, 05:00:11 PM
Cool. This will probably be the last post in here for a few months, so unless you all have anything last minute to bring up?
Title: Re: Random DM nagging.
Post by: Merc on March 14, 2015, 08:54:09 PM
Quote from: Anastasia on January 30, 2015, 11:59:05 PM
Quote from: Merc on January 30, 2015, 11:57:49 PM
Quote from: Anastasia on January 30, 2015, 11:55:10 PM
Quote from: Yuthirin on January 30, 2015, 11:51:37 PM
Quote from: Anastasia on January 30, 2015, 11:48:13 PM
BONUS CHANCE! BONUS CHANCE!

We're really behind in logs. So I'm going to offer this: If someone catches the logs up to the end of the Kina-ja fight, they will unlock a special, solo quest for themselves. This quest will have a chance for a great reward or two.
I can't since most of my logs are locked up on my desktop, which is currently sitting derelict in a corner of my bedroom.

What happened to your desktop, anyway? Died or just not using it right now?
I'll have to search, but I should be able to do the logs at some point. I tend to leave IRC running all the time, and even when I went on vacation I had it running.

Not something I have time to do right now though.

Awesome. Let me know if it's going to happen, Ithea.

Guess who found some time~
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2015, 10:25:40 PM
When we finish our first arc of B4 and get back to this, remind me that you unlocked this.
Title: Re: Random DM nagging.
Post by: Anastasia on April 21, 2015, 05:00:39 PM
This one needs some explanation. I do a lot of little, throwaway writing projects to kill time. Most of these involve games I'm running, since it's easy worldbuilding and non-binding. If I come up with something useful, great. If not, I can delete it without a care in the world. Antenora's diary was one such project and one that expanded far past a simple exercise. Hence putting parts of here as a flavor piece.

The style is intentionally overblown, Antenora writes that way naturally. As an erinyes, she was taught to write in a military, precise sort of way. When she rose, she chose to try and reverse that. It ends up being somewhat overthought and overwrought. I may clean this up, tighten it and make some parts into an actual flavor post on the rules and setting board.

In the meantime, I'm throwing it up here. I mention these projects from time to time but rarely show anything for them. To make it more interesting, I'm including annotations to what each part was getting at.


Day 1, Entry 1

I don't know how to begin, so I'll start with what prompted me to start this journal. Syala suggested that a written record of my experiences would be worthwhile. I confess that I'm of two minds for it. The needs for records always exists and a memoir could be a valuable historical tool for the future. AN: Touching on the need for records and for history to be chronicled touches on Antenora's lawful nature. As a lawful outsider, such matters are of importance. This tries to touch on it without directly saying that.

Yet I find that I have never had much desire to write. I prefer to read and to direct. Let others be the keepers of records, as I would rather be the doer of deeds. Nonetheless, here I am. Syala's suggestions are not mere suggestions, after all. They are not quite commands, but they are not things to be discarded or defied. AN: Ironically, Antenora's not much of a writer. Incidentally, it really was just a suggestion by Syala. Antenora naturally defers to (and tends to see, even when not meant) social organization and order. Hence seeing Syala's innocent suggestion in a more iron cast.

Today was a normal day. I spent most of it atop the Opal Mountain and few souls passed into Sylica this day. Is it a good or bad day when that happens? Fewer coming means fewer faithful died, yet that also means Sylica's faithful are not as numerous as those of other realms. It is a question I ponder on slow days, and I have as of yet not come to a satisfactory conclusion.

When I returned home, I found Marie had left for the day. This gave me a chance to reflect on recent events. The defeat of Kina-ja is a victory for us all, but my role this affair was somewhat minimal. I struggle with handing off more duties to others. Gone are the days when Alicia, Jessica, Latha and myself constantly attended to a world's ills. The act of delegation is a serpent, both beguiling and poisonous. We must trust in others, yet that means we must let others do what we would prefer to do ourselves.

There are days where I would give almost anything to return to those fleeting days in Balmuria, when our weights to bear were our weights alone. Yet when I see what our works do to save others, I know that is a selfish desire. I will meditate and pray on this further.AN: The issue of delegation's one that those that rise to planar power often deal with. As most become enmeshed in planar affairs and their own duties, it's natural for them to pass on many things to others. Antenora serves a holy role in seeing to Sylica's faithful and that they are reborn properly, yet sometimes all she wants to do is go smite evil.

Day 2, Entry 1

Is it not strange that the act of a soul's salvation can be broken down into shifts, as a job might be? Rest and other duties are essential and it is insisted that I do not spend all my time there. Yet sometimes...sometimes the beauty of it is too much to let go of. Those ancient celestials that have spent countless eons at one task are ones I understand now. AN: In various Balmuria games, the parties have seen ancient outsiders (not just celestials), who have devoted mind-boggling amounts of time to a single task. This tries to shed a little more light on that. It's essentially impossible to adequately express a transcendent experience with text, so reasoning has to suffice. It's a poor substitute.

Such heavy thoughts come from reading yesterday's entry. I should move on.

Marie was gone again today. She left to Dweomerheart for a diplomatic mission. In full honesty, Alicia prefers not to stay in Dweomerheart too often, so she sends Marie. It is no slight against the Mother of All Magic, but rather akin to a teenager wishing to prove their independence. It is something I understand. Sylica must stand on its own. AN: I'm fond of comparing Alicia ot a teenager. But Mom Mystra, I want my own place!

I did visit Jessica and family this evening. It was a lovely dinner. Jessica's pregnant again; between that and the young ones already, Roald is fortunate he does not need to sleep. Still, I am always welcome to come visit, as Aunt Antenora can give Roald a needed break.

Motherhood has not come to Marie and I yet. We have considered it several times, but circumstances have conspired against us. There a part of Marie that is also not quite ready yet, at least to carry the child. I am more than happy to carry the child, but my duties often interfere.

I am not worried. It will happen in the fullness of time and purpose. AN: This touches on Antenora's simple faith in good. Lawful celestials are often like that, with full confidence that time and fate will work to provide the best outcome. It tries to show that in a simple and sincere way.

Day 2, Entry 2

A quick note that I forgot to include: Marie's gone for 4 to 6 days. A little magic could fix this so that it was always written that way, but I feel that editing is inauthentic. If I am to write this, let it be as it is, all the little bumps and imperfections unhidden.AN: Just trying to be authentic. Sometimes you forget to include something.

Day 3, Entry 1

In diplomatic meetings all day. The Mercane, representing several air elementals, wished to establish trading links. As Sylica is still a demiplane, if one that is growing, entry is controlled. It is not my choice to make, but as Alicia and Syala were both occupied with other matters, it fell to me to deal with the diplomacy.

There is little to say of details. The Mercane are as smooth a devil's lies and both sides went through the motions. The rituals, patterns and flow of proper diplomacy must be maintained, so the day was dedicated to that. I believe they appreciated the attention to detail and the sense of time I brought to the negotiations. Lunch being presented at precisely noon was noted and approved of. AN: This is a nice way of saying that nothing important happened at all, but both sides went through all the proper rituals. If Marie fielded this, she wouldn't have bothered nearly so much. But again, that sort of thing is natural and important to a lawful outsider.

Is it not strange to go from the profound duty of a soul's salvation to the mundane discussion of trade? Yet Sylica is not shining Chronias, such matters cannot be ignored.

I ponder this as I lay down to sleep. A rare indulgence, one Marie would scold me for. Perhaps she'll be home early.AN: Outsiders in Balmuria don't sleep unless they wish to. Opinions on sleeping vary from outsider to outsider. Antenora happens to see it as an occasional indulgence, a way to clear her mind and soothe her spirit. After all, only the privileged devils get the luxury of sleep in Baator. That reflects in the fact that she sees a simple nap as a luxury.

Day 4, Entry 1

Little can be said of today. It was my normal duties, and while wonderful, I will not belabor this journal with endless glories. The written word can do little to express the joy of eternal salvation. Perhaps if I wrote with the Words of Creation I may be able to do so, but...perhaps not. It feels wrong to try and contain such a thing in mere words.

Afterwards I spent my hours working on clockworks. Today's project was a clockwork miniature dog. It proceeds well and I inevitably find this work calming. It brings to mind the sounds and sights of Mechanus, which forever soothe my heart. I really must take Marie soon, no matter how she complains. Failing that, Latha could use a vacation from her duties, and Syala will likely insist on one soon regardless. AN: Mechanus has a deep calming effect on lawful outsiders. It's sort of like a chill-out sedative to them. The song of the gears in particular can bring even a raging barbazu to a thoughtful reverie.

Day 5, Entry 1

It seems fortune is not on my side. Not an hour after I wrote yesterday's entry, Syala sent Latha and her lover on vacation. To Air, to go with the Mercane to continue negotiations. It seems Beshaba instead of Tymora sits on my shoulder. Little else to say today, as I'm taking this chance to clean up all of Marie's messes.

Perhaps I should punish her when she gets back?AN: Antenora and Marie are an odd couple. One's a lawful angel at home in Mechanus. The other is a free spirited eladrin. It's really the root of their relationship.

Day 5, Entry 2

It is likely there will be no entry tomorrow. More later.

Day 7, Entry 1

I will not write of my mission here. There are certain things I must do that could be compromised if I so much as wrote them down, even if another soul never sees it. Normal entries will resume tomorrow.AN: Certain things in Balmuria, such as anathemic knowledge, certain abominations and other things, are so powerful that even writing them down can cause problems. Example: Verrier's name in B1 and B3. What exactly Antenora had to deal with is left to your imagination.

Know that what happened was for the greater good of Creation.

Day 8, Entry 1

Marie's back!

I write in the warm afterglow of our love. Nothing special, but the simple and deep connection that is expressed through lovemaking. There are times when vanilla is truly the best. We made love slowly and tenderly in our garden, beneath the light of the sun.

After, we shared a simple meal and made love again There are few words to express how complete Marie makes me. How little I understood how attached to another person I could become. The deep bonds of love are unfathomable even now - I can only follow them, as the next step on a wonderous trip. Were there some way to express this to the fiends, I could reap a bounty of redemptions.AN: Antenora's flowery ruminations on love aside, she's massively in love with Marie. It has the sincere and innocent passion of a first love combined with a deeper bond of attraction and affection.

There will be a celebration for this tomorrow. More on this later.

Day 9, Entry 1

I did my normal duty at the Opal Mountain today and will leave for the celebration shortly. While night is about to fall here, Alicia and Syala plan to use their powers so that we have sunshine even then. The powers of divinity are unfathomable, yet using it for such personal enjoyment always amuses me. Is it a sin to use your power for trivial things? AN: It isn't, unless you want to call something like Prestidigitation a sin. Antenora's just overthinking things again, she's good at that.

I doubt it, but such reflection is good for the soul.

Also, the celebration is for Marie returning on the surface, though Syala also admits that we all could use some fun. Syala...you really have become all of our mothers, in a way. An incredibly violent way. In any case, I may write another entry afterwards.

Day 9, Entry 2

The party was a complete success.

Anyway, to the celebrations. Of note, Alicia and I had a long conversation about Kina-ja. She largely concurred with my surprise over the outcome as well as the opportunity it presents. I will confess that I have little hopes of reaching a fiend of Kina-ja's power, but it seems that the light smiled on us. Perhaps the darkness that came made it as much the fault of evil? I do not like to understate the power of Good, but this case makes me wonder.

We also briefly discussed petitioning for Kina-ja's soul, but it was rejected. It's Sharess' matter and it's bad form to make that sort of imposition. Syala concurred with that, Marie and Jessica stayed neutral and Latha objected. I feel it was more to play devil's advocate (I wince when I write that phrase) than anything else. Latha knows well how this sort of thing works, I suspect her motives is to make us examine our choice rather than to change our minds.

After all, wisdom states that any choice should be duly examined. AN: Sharess claiming Kina-ja's soul touches on a lot of interesting theological issues, as well as Sharess' alignment. This is mostly to touch on the personality and viewpoints of each, and suggest why each took the position they did. Antenora deferred to authority, Syala agreed since she's loyal to Sharess, Marie and Jessica stayed out of it since it didn't touch on them and Latha played the role of the arguer, all to make the choice be duly examined. She does that sometimes, since she was originally assigned to the Crimson Guard to guide.

Marie's trip was mostly meeting a few important mages, trade a few magical items, that manner of thing. It's important for our realms to have close ties, with this manner of thing supporting them. Naeys also invited a few friends to visit, so that will happen in the next months.

Jessica's far along to have a visible bump now. I sigh dreamily whenever I see it. All of us end up gushing about it first; I confess I find it strangely amusing in retrospect, as always. Life is a miracle and a blessing, yet we women are inclined to be fascinated by it. Syala probably encourages it now due to her nature. The child is also far enough along ot have a telepathic presence. By request I leave the children be - it's best to not impact them yet, as even a simple message can affect an unborn child's development.

Interestingly, doing so can cause a great deal of later life confusion for the child. They will partially reject thier mother in favor of myself. While this is a mortal problem and not one we have to worry of, I still find it worthwhile to keep this sanction in place. AN: Antenora's wanted children for awhile, but the time hasn't been right. Anyway, as a note, fetuses are rather vulnerable to telepathic intrusion. While anything harmful or that allows a save allows the fetus the mother's saving throw (it's essentially targeted at her), simple contact is easy enough. It hasn't ever directly come up, but a DM plans for things, just in case. That's what the following paragraph was mostly about.

Later on, when we were all in our cups of ambrosia, the topic of Aurora came up. Apparently Syala's less offended by them now, to which I am grateful. Just as well for all. AN: This is purely showing that Muirfinn and company earned points with Syala over the Kina-ja thing. It helped.

Day 10, Entry 1

My day was lost, as I had to venture into Ysgard. Somehow a clutch of pyroclastic dragons came to Ysgard through a portal and Strength of Light was there to meet them. The battle was inconclusive, so he called on me to help find them. It was a long, tedious effort to find them and then subdue them.

Tired. It was some draconic plan to rob a hoard here. I confess that it wasn't really our business, Strength of Light was just in the right place at the right time. Truly the Heavens work to the benefit of good. AN: Because even epic level characters run into random encounters sometimes. This is trying to conceptualize how a random encounter is viewed in-world, rather than from our PoV. It's stupid random shit that happens sometimes.

Rest now, more tomorrow.

Day 10, Entry 2

I am blessed to have a wonderful wife who is willing to give me a long massage. Thank you, Marie.

Day 11, Entry 1

If yesterday was a lost day due to circumstances, today was a contrast of a day perfectly routine. In between glorious happenings I had a chance to reflect on the last day. I can say that I am not cross that I fought the wicked. Let it never be said that opposing evil is unworthy of me. Yet this particular encounter vexes me due to the sheer randomness of it.

There is an Abyss-like taint to how it happened. Dragons coming from nowhere is the sort of unpredictable event that one can only endure, like the vagaries of fate have a grudge against you. In light of this, it is best to consider the upsides and why I am so cross at having a day lost to a good cause.

I wanted to be with Marie. The timing was unfortunate, as I wanted nothing more than to spend a quiet day with her. Love is a passion that can match any other, even the passion to rail against all that is wrong in Creation. It reminds me of how much Marie means to me, how much she completes me, how much she is my other half. AN: Another attempt to sort out a bad day. At the core of it it's an attempt to deal with a day that went completely off the rails, just on a far different scale.

It is here that I turn to the works of Pistis Sophia. Her recorded words speak many times on self control and personal balance. All urges and feelings are things to be not feared, but mastered. It is not merely sin and indulgence that much be conquered, but the tendency to lose oneself in what is good. For if we lose sight of all for one, then all but that one can wreak havoc. I must not lose sight of my sacred duty for love, but nor must I lose sight of love for sacred duty. AN: This is really just an attempt to work on Pistis Sophia's dogma and philosophy. It's the sort of thing Antenora would read.

The things I do for love are even more ironic in that light. It is something to ponder.AN: Marie being chaotic is both the blessing and curse of that relationship. Mostly the blessing.

Day 11, Entry 2

A note to myself for later: I must check in with Jaela of Aurora. She came up during the celebration and I haven't talked to her in some time. I fear for the pain she holds in herself, as Ebony's reports are worrisome in that regard. AN: One of those things that never happened with how B3 ended abruptly. Just touching on that in passing.

Day 12, Entry 1

Routine. I find myself in a poor mind to write, though I cannot discern as to why. Perhaps in all things balance my be obtained, including writing? I will allow my mind to lie fallow this day, in hopes of a greater harvest for another day. AN: Some people can't just say that they need a day off. Antenora's one of them.

Day 13, Entry 1

There are days here that I cherish beyond all others. These wonderful days are beacons of light to sustain my spirit in the darkest depths. I am blessed every time one of those days happens.

Today was not one of those days. Two words: slaad infestation.

I go to bathe and wash the stench of Limbo away, as well as to try and figure out how they even got here. The only consolation is that Marie finds my reactions amusing.AN: Sometimes you go on a stretch where the random encounter dice just make your life difficult. Antenora's on one of those right now.

Day 14, Entry 1

Syala took one look at me come morning (we met for breakfast, some new plant she's fond of. I think it tastes like too strong basil, but I digress) and told me to take a day or two off. I'm not sure if she can tell because it's obvious or if she cheated. Regardless, I spent the day in Mechanus.

I found a pleasing gear, home to a vast lake and islands, and settled on an island near the edge. Here I meditated and listened to the song of the gears. I confess that little meaningful thought happened, but my spirit was greatly refreshed by the sojourn.

I am not so inured to power that casually traveling dimensions for a day holiday is unremarkable. I am blessed beyond words to have this option. Perhaps this is merely self-satisfying reflection, but I must not forget how fortunate I am. Yet can these thoughts turn into prideful boasts of station, or irrelevant boasting? Pride is an insidious sin, one that is an ever danger to all. AN: She's also the sort that can't help but over analyze, even when she admits it is rather silly and self-satisfying.

Again, my thoughts return to Pistis Sophia's words. She seems to speak directly to my heart these past few days, of balance, self moderation and self understanding.

Perhaps I am shaken by the darkness of the 666th layer of the Abyss. Syala and Alicia both assure me nothing deletrious remains, at least not supernaturally. But perhaps the trauma takes time to heal. Or maybe I look for a scapegoat for nothing at all.

Day 17, Entry 1

I must confess that I forgot to write yesterday. There's no great reason for it, save for time slipping away in the eternal beyond. One can seem to blink and lose a century. Surely this erosion of time, this gentle lapping of eternity at the sense of self is the first prelude to unison with the planes themselves. Once, such a thought would have birthed terror in my heart.

Now, I understand it is nothing to fear. If it is my fate to one day join with Sylica, Dwoemerheart, Mount Celestia or any other heaven, I know that I move onto something greater. I have overcome the fiendish fear of oblivion, much how mortals overcome the fear of death and its false promise of oblivion. Yet I pray that day does not arrive, for I am needed here. I pray that if it is fate for Marie and I to one day be separated, that it be I who bears the burden of living on. Marie's cheer should never be dimmed by the dark mantle of widowhood. AN: Devils fear oblivion. This is me directly working with how Antenora's resolved that within herself. Naturally, it takes the form of unison and becoming part of a greater whole. Which is true of all the planes, though she came to that by more lawful reasonings.

Again my thoughts turn to melancholy things. Enough of this.

One of Alicia's favored faithful left his mortal life behind and joined Sylica today. He died a martyr, ensuring the escape of dozens of innocents from the ravages of a Banite cult. His sacrifice and life were both beautiful things. My heart rejoices that I was able to ensure that he will be eternally rewarded for them, for he now wanders Sylica as a newborn cherub. This single act feels more profound than the six hundred years I spent in Cania.

Thank you, Alicia.

Day 18, Entry 1

Visited Aurora today. The main purpose of my visit was to check in on Ebony and Jaela, though I did a few other tasks as well. Ebony is doing well. I am struck with how well she has fit in there and that she is content. While I share some of Syala's anger over her twin deaths, it seems not to have impeded her own happiness.

Jaela is another matter. She is fine on the surface, but to one with the right eye, it is not hard to see that she carries great pains. Annalise, the rift with her mother and general disllusionment with much of what she hopes for have taken a toll on her. We had a long conversation that did some to soothe my worries, but I fear that she has a long road of recovery ahead of her.

I also briefly talked with her mother, Hanna. I did not press matters, as it was not my place or role to. I rather like her from what little I've met her. I do not agree with her on many things and in that I can see the dangers to her relationship with her daughter. It is troubling.AN: I hasn't come up IC, but I have a working grasp of where Jaela's at should I need to draw on that. This is me feeling around it. Incidentally, Antenora and Hanna wouldn't get together well at all past surface pleasantries. They just don't click with each other, law and chaos isn't even at the root if it. They're just not compatible people.

Got back in time to share dinner with Alicia, Jessica and Jessica's family. It was nothing profound, merely the miracle of friends and family meeting. That this miracle is so common as to be un-profound is another miracle altogether. I contrast that with Jaela's pain and know how fortunate I am.

We meant to catch a show in Mercia, but the warmth of the hearth fire and good conversation held us rapt. Another day.AN: This just comments on how much Antenora's priorities have changed since she showed up in B1. This sort of reflection is her style.

Day 19, Entry 1

The day was unremarkable. After my duties, Marie and I went shopping in Brightwater. In all truth, it is a needless luxury. Should we desire anything but the most potent magics, the land provides or Alicia and Syala do. I have an entire wardrobe Syala created for me with a slight exertion of divine will. But is not the journey the true joy, rather than the destination? Or more aptly, shopping and doing it with someone you care about is far more fun than what you buy.

Besides, Marie greatly enjoys it.

This came to an abrupt stop when Hell's machinations crossed paths with us. Martinet of Baator was in Brightwater again. Allow me to explain, for as Hell's top diplomat and the personal voice of the Lord of the Ninth, he enjoys diplomatic immunity while on diplomatic missions. I know not what business he had with Waukeen, only that he had it. AN: This came up in B1. Occasionally Hell and the Heavens have reason to negotiate. For Baator it usually falls on Martinet's shoulders to deal with. It's when both sides have captives or things they're willing to trade to get back. It's uncommon but does happen sometimes. Usually it's a one for one trade for powerful servants or magical items, if both sides find a particular trade palatable.

We had a short, sharp exchange with one another. Doubtless that we both provoked one another, but even more doubtless that neither of us would impinge on Waukeen's good will. For while I yearn to strike him down with every iota of my being, I know that Waukeen will not allow it. To allow such a vile thing into her realm must have a reason to justify it, something at stake that justifies his presence.

The actual exchange was as expected. He is gifted in provoking anger in those he parleys with, and I can only say that he excelled at it. His subtle insinuations and tone of voice were enough to make me see red. I do feel that I acquitted myself well, but in the end it was merely a meeting of chance. We soon parted ways.

Syala does not think the meeting was anything special, nor was any information able to be gleamed from it. Nonetheless, she'll check with her friends to see if she can discern what his purpose there was. I await with baited breath. AN: Yeah, that week or so was just brutal for random encounters.

Day 20, Entry 1

How do you express a day of transcendant joy that is yet routine and expected? I don't know and I fear the written word cannot. Writing about paradise is hard. Nonetheless, this routine day has done much to balance myself.

Reading the Redemption Liturgies by Cerulean Joy. More on this once I've finished and meditated on the lessons therein.

Day 21, Entry 1

Spent the day with Alicia reviewing and drilling Sylica's army. Sylica's forces are wholly designed for defense and broken down along those lines. It is far more important to protect what has begun here than to strike out, at least for now. Strength of Light sees to them and ensures they are in flawless condition. As such, I had no doubts they would perform excellently.

I find a passing solace in the rituals and crisp organization of the military. Yet my centuries in Baator have dulled the shine from this particular panacea. All life in Baator is military. All is grist for the great war machine that threatens to bind all of Creation in black chains. I cannot help but be reminded of that when dealing with such matters. One day I am certain I will overcome this bias, but not soon.

Moreover, I find that enemies capable of threatening myself or my friends can often trivialize a mortal army and many immortal armies. In a recent trip to the loathesome Abyss, Muirfinn and I slaughtered hundreds of demons in a single battle. We turned all aroudn us into a charnal house while we stood triumphant. Simply, there are many battles where the elite can thrive while the rank and file die.

What good is an army against those hardened by belief and forged in the crucible of power? It must be understood that reality to us is different. The reality a mortal peasant knows, the reality that a typical traveling hero knows, the reality a wizard knows; all are different to the reality we know. AN: This is touching on a few important points. First of all, armies tend to matter less and less as you rise into the epic levels. Simply put, the abilities of such characters continue to weaken those strategies. It's also intentional to make a more epic feel to things. Taking out a single gelugon as a 30th level fighter is nothing. Taking out a squad of 27 in a few rounds? That's moreso. It's about packaging and presentation as always. Secondly, all that bit about reality is simply that: the world works subtly differently for characters of such power. One of the reasons I do things like epic characters taking out hordes of monsters is to underline that. An epic level character means something in Balmuria.  They simply aren't going to roll over and die because more peasants with simple weapons attack them at once. AT this point, Creation thinks they're more important than that. This is trying to reinforce that conceit.

When Raziel's wisdom speaks of the crucible of conflict, we are the end result of that holy cauldron. We are the shining blade that Tyr states will rend all the wicked apart. We are those who can lay justice on the greatest evils of Creation. Our reality is battles with the force to break apart continents. Our reality is divine will shaping reality to our wishes. Our reality is that hordes of lesser creatures break apart against us as the waves against the shore.

It is why I pray for the wisdom to use this power wisely. As Mystra once said to Alicia, the results of doing otherwise are unthinkable.

Day 22, Entry 1

The fragility of mortal life is ever astonishing. Today, a layperson of Syala's faith passed away to eternity. His cause of death was mundane to the point of absurdity, as he perished by broken neck. He took a mere mis-step on slippery cobblestones and landed precisely wrong. To have one's life end in such a fluke unsettles me. I am a woman who lives for combat and to deal death when righteousness demands it. Yet to see life fade with such trivial circumstance leaves me unsettled.

Is there not enough death in Creation that accidents are unneeded? Is there any order and any meaning to a death spawned from the whims of Chaos? This strikes me as one of the great failings of Chaos. Perhaps I will talk about it with Syala, she will have wise insights.

Day 23, Entry 1

Attended a Selunite revel that spilled over into Ysgard today. The Selunite faith is one I struggle to connect to and understand. As Baator has no moons, the concept of them has little meaning in diabolical society. Selune is obscure to most devils on account of that. Mortals grasp that faith far easier than I. Nonetheless, I do find the celebrations pleasant. They have an earnest charm that I cannot help but admire. AN: Me playing with the idea of a moon goddess to a realm that doesn't have a moon.

The celebration was naught but dance and song. Marie and I had a lovely time. My struggles with Selune's faith are far lighter in the heat of the moment. I should parley this into conversation with Aurora's Selunite priest, Balyss, the next time I visit. She is an interesting figure and there is a vested interest in learning more about those close to the bearer of 21. AN: A simple nod to the fact that Alicia and company would be aware of 21. Nothing much to it or any depth.


Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2015, 11:56:47 AM
Today we're home to a special battle of heaven vs hell! In particular, this one was inspired by a half-asleep dream I had. On awakening, I realized it was an interesting battle. Will the powerful charger end the fight quickly and score an upset, or will the titanic devil endure and splatter the charging paladin in revenge? Let's find out with Antenora vs Gathgorian.

The rules are as follows.

1. For the sake of this, the two fight alone with no support. This includes no buffs or magic items not already on their sheets.
2. The battlefield is a featureless plane and they start 100ft from each other. Neither is surprised.
3. In the event of a rules conflict between them, I'll make a judgment and also analyze it afterwards, to see if it changed the course of the battle.
4. No retreats. Maneuver is possible, but this is a fight to zero HP or until the result is certain. It's a combat demo, don't worry about it.
5. It's a demo under artificial conditions, so take it with a grain of salt.

On first glance, Gathgorian way outclasses Antenora. However, Antenora excels in one vs one battles and can hit above her weight class in them. Further, a lot of Gathgorian's potency is tied to his prosecutor PrC, which Antenora isn't vulnerable to. Plus Antenora has some potent healing to increase her durability, while Gathgorian can negate up to three of her attacks. So this battle may be closer than it appears on first glance. Let's go find out.

There's no relevant auras to worry about here so we go straight to initiative. Gathgorian does have a fear aura, but Antenora is immune to fear.

Quote> roll 1d20+9 Antenora init
<Myannbot> Kotono rolled 1d20+9 Antenora init --> [ 1d20=3 ]{12}
> roll 1d20+18 Gathgorian init
<Myannbot> Kotono rolled 1d20+18 Gathgorian init --> [ 1d20=18 ]{36}

Gathgorian wins initiative. He can hurl two Gathgorian's fireballs as swift actions, so he'll open up with those first. Antenora's normally immune to fire, but Gathgorian's fireball ignores fire immunity for chaotic or good creatures, as well as inflicting a -3 penalty to the saving throw. The DC is 29. I'm not rolling spell resistance since his +45 caster level check automatically beats Antenora's spell resistance of 42.

Quote<Myannbot> Kotono rolled 1d20+37 (+4 resistance vs evil, -3 spell property) --> [ 1d20=4 ]{41}
<Myannbot> Kotono rolled 1d20+37 (+4 resistance vs evil, -3 spell property) --> [ 1d20=5 ]{42}
> roll 25d6*1.5
> roll 25d6*1.5
<Myannbot> Kotono rolled 25d6*1.5 --> error: malformed expression
<Myannbot> Kotono rolled 25d6*1.5 --> error: malformed expression
> roll 25d6
<Myannbot> Kotono rolled 25d6 --> [ 25d6=97 ]{97}
> roll 97*1.5
<Myannbot> Kotono rolled 97*1.5 --> error: malformed expression
> roll 25d6
<Myannbot> Kotono rolled 25d6 --> [ 25d6=95 ]{95}
> 145 and 142.
> roll 145/2
<Myannbot> Kotono rolled 145/2 --> {72}
> roll 142/2
<Myannbot> Kotono rolled 142/2 --> {71}
> roll 72+71
<Myannbot> Kotono rolled 72+71 --> {143}
Antenora: 385/528

Antenora makes the saves easily, she only fails them on a natural 1. However, all of Gathgorian's spell-like abilities are automatically empowered, so the damage is still substantial. But as Antenora's still not down, he'll charge in to try and finish it in one overwhelming blow. Oh, and he has dire charge, so he gets an x2 multiplier if this charge hits. However, he doesn't beat her damage reduction.

Quote> roll 1d20+50 (+2 charge, -20 PA) vs AC 57
<Myannbot> Kotono rolled 1d20+50 (+2 charge, -20 PA) vs AC 57 --> [ 1d20=14 ]{64}
> roll 8d6+190-20
<Myannbot> Kotono rolled 8d6+190-20 --> [ 8d6=26 ]{196}
Antenora: 189/528

Ow. Antenora takes the hit. But wait, there's more. Gathgorian's stun ability applies to attacks with his greatsword. I also totally forgot about it until I read his attack block now.

Quote> roll 1d20+40 vs stun, forgot he had this, may make the fight academic (+4 vs evil)
<Myannbot> Kotono rolled 1d20+40 vs stun, forgot he had this, may make the fight academic (+4 vs evil) --> [ 1d20=4 ]{44}
> roll 3d4
<Myannbot> Kotono rolled 3d4 --> [ 3d4=8 ]{8}

Stunned 8 rounds? Yeah, that ends the fight. I thought the fight might be interesting but stun makes it an easy win for Gathgorian. Antenora just can't deal with the DC despite her high saves. If she didn't, she might be able to outlast him, that's one of the strengths of her build. In spite of being a charger-type, she can last a good while and heal herself quite well.

Gathgorian's meant to be an absolute beast one on one and it shows. Afina has her work cut out for her, but at least she'd have prep time.
Title: Re: Random DM nagging.
Post by: Anastasia on May 19, 2015, 01:08:17 PM
This is mostly relevant to B3, so I'm posting this here. A preview of the epic skills writeup I'm working on and should finish in a week or two.

Epic Skills

Despite the near-magical nature of some epic level skill uses, all uses of skills are considered exceptional abilities (except if noted otherwise), and thus function normally even within areas of antimagic.

The goals of this is to create interesting epic skill usages that reward people for investing 24 or more ranks into a skill. These abilities are balanced around epic level play and assume that you have 10th level or higher magic as a factor in the campaign. These abilities blur the line between skill and sorcery. At this point, a typical character is well past being mundane, so this is meant to match that reality.

---

Weapon and armor forging now uses various DC add ons to improve weapons and armor. This has been seen in various facets in stat blocks and looted goods, this is intended to show how it can be done mechanically. Like anything epic, skill check abuse/inflation can lead to abuses.

Afina would find these most useful, especially the maximum dexterity and armor bonus boosters.


Craft

Epic usages of Craft skills are divided into sub-groups for each type of crafting. Some Craft skills use set DCs for unique effects while others add to the DC of an existing task.

Craft (Armorsmithing)

Master armorers can make armor far superior to that of normal smiths.



   
   
   
   
   
   
TaskDC modifier
Improved Armor Check Penalty+10
Improved Maximum Dexterity Cap+10
Improved Arcane Spell Failure+10
Improved Armor Bonus+20
Ethereal Armor+40

The character can add multiple effects from the following options. The increases to DC stack. For example, improving the maximum dexterity cap and armor bonus of a set of armor once each increases the total DC by 30. Any armor modified must be masterwork.

Improved Armor Check Penalty

The character can make armor a step above masterwork armor. Improved Armor Check Penalty reduces the armor check penalty of the armor by 2. This can be applied multiple times to a single set of armor, each time reducing the armor check penalty of the armor by 2 (minimum 0) and increasing the total DC by an additional 10.

Improved Maximum Dexterity Cap

The character's crafted armors are easier to move in. The maximum dexterity cap of the armor rises by 2. This stacks with special materials that also raise an armor's maximum dexterity cap, such as mithral. This can be applied multiple times to a single set of armor, each time increasing the maximum dexterity cap of the armor by 2 and increasing the total DC by an additional 10.

Improved Arcane Spell Failure

The character's armors are fitted to be used by mages. This reduces the arcane spell failure of the armor by 10%. This can be applied multiple times to a single set of armor, each time reducing the arcane spell failure of the armor by 10% (minimum 0%) and increasing the total DC by an additional 10.

Improved Armor Bonus

The character creates armor that is tougher than the norm. The armor's armor bonus to armor class increases by 1. This stacks with any enhancement bonus the armor has. This can be applied multiple times to a single set of armor, each time increasing the armor bonus of the armor by 1 and increasing the total DC by an additional 20.

Ethereal Armor

The character can make armor so solid that it can stop ghosts and touch attacks. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses.

Craft (Weaponsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Masterwork Weapon+15
Improved Design+15
Improved Range+20
Improved Damage Type+20
Improved Critical Multiplier+40

The character's weapons are unbelievably well made and downright deadly.

The character can add multiple effects from the following options. The increases to DC stack. For example, improved masterwork weapon and improved design increases the total DC by 30. Any weapon modified must be masterwork.

Improved Masterwork Weapon

The character's weapons are superior to masterwork weapons. The weapon's enhancement bonus to attack rolls rises by 1. This can be applied multiple times to a single weapon, each time increasing the weapon's enhancement bonus to attack rolls by 1 and increasing the total DC by an additional 15.

Improved Design

The character's weapons are deadlier and strike with great force. The weapon's damage dice increase by one die size. For example, an improved design longsword deals a base of 1d10 damage instead of 1d8 damage. A weapon that deals damage by d12s instead converts to d6s, with 2d6 for each 1d12 of damage converted. This can be applied multiple times to a single weapon, each time increasing the weapon's damage dice size by 1 and increasing the total DC by an additional 15.

Improved Range

The character can make weapons that fly far and true. The weapon's range increment doubles. A weapon without an existing range increment gains no benefit from this effect. This can be applied multiple times to a single weapon, each time doubling the weapon's range increment and increasing the total DC by an additional 20. Remember that two doublings equal a tripling and so forth.

Improved Damage Type

The character knows how to modify weapons to deal a different type of damage than normal. The weapon gains the ability to deal a second type of damage from the following list: bludgeoning, piercing and slashing. A weapon that already deals all three types of damage cannot be further improved with this effect.

Improved Critical Multiplier

The character's weapons are extraordinarily deadly when they hit true. The weapon's critical multiplier increases by 1. For example, a longsword would deal x3 damage on a critical hit.

Heal's epic usages were hinted at by the Guardian of 21. This particular exchange is relevant:

Quote
69. Fine. Moving on, how do diseases spread? I've always wanted to study them: Tiny bits of matter, smaller than the eye can see.
70: So they're tiny bits of matter that...touch the body, or invade it: Yes, that's correct.
71: They travel through the air: Some are aireborn, some are liquid or solid borne, and a few use magic to propagate.
72. Are there limitless diseases out there: Of course, entities can create new ones if they care to or change the rules.
73. What are the worst ones: Irrelevant, that is a concern of bodies made of flesh and blood.
74. If these diseases are really tiny bits of matter, can they be cured without magic like how you'd brush off wetness from something, or repair a crack in a jar: Magic does not need to precisely follow material rules such as that.
75. But are there ways: Certainly so.
76. Is this a worthwhile path to follow for those who don't have access to magic: The amount of effort is many times greater than magic and ultimately blends back into magic.
77. So this is a waste of time: That is correct, yes.

It is possible to use non-magical means to heal more effectively, but it ultimately leads down to a path where your skills border on the supernatural. The fact that the Guardian of 21 called it a waste of time (well, Kascha did, but he agreed) is simply that it's an ass-backwards way of doing it to him. Why bother with all this when you can just cast a spell or have someone cast it? The simple truth is that magic is far superior to non-magical means for healing.

In any case, an epic healer can greatly speed recovery and restore lost sight, hearing and limbs. They can even restore the recently dead, though this is a rare level of skill few reach. Not to mention most of those few are deities, who can just resurrect through alter reality or a salient divine ability. The abilities here are far from worthless, but this is a case where the mechanics of 3.5 make an epic healer competing with a spellcaster a foregone conclusion. So rather than trying to totally overpower the abilities here, I chose to make them good but concede that magic's just superior here.

Balyss could find these skills useful, though two sets of divine casting make it a redundant luxury for her. Tepen would get more mileage out of these, as would Sylvie.


Heal



   
   
   
   
   
   
TaskDC
Quicken Recovery40
Treat Blindness and Deafness45
Treat Limb Loss60
Perfect Recovery60
Resuscitate100

Quicken Recovery

The character can allow a character to regain hit points in a single hour as if he or she had provided long-term care for a full day. The character can quicken the recovery of up to six patients at a time. No character's recovery can be quickened more than once per day (even by different healers).

Treat Blindness and Deafness

The character can restore damaged or lost sight and hearing. This takes one hour's time and cures blinded and deafened. The character can treat the blindness and deafness of up to six patients at a time. For the sake of interacting with effects, treat this ability as heal.

Treat Limb Loss

The character's skill allows them to recover lost extremities in a single hour of treatment. This restores lost fingers, toes, arms, legs and other such extremities. For the sake of interacting with effects, treat this ability as regenerate.

Perfect Recovery

The character can allow a character to regain hit points in a single hour as if he or she had provided long-term care for a full week. The character can use perfect recovery on up to six patients at a time. No character's recovery can be perfected more than once per day, nor can perfect recovery and quicken recovery both be used on the same patient in the same day (even by different healers).

Resuscitate

The character can bring back the recently dead with ten minutes of treatment. The character can revive a character that has been dead for no more than 24 hours and a resurrection chance roll is required. A character resurrected by this effect is placed at -1 hit points and is stable. A character's body must relatively intact for this effect. Lost limbs and other unusual damage are not restored by this effect. Effects that prevent resurrection also stop resuscitate.
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2015, 02:27:10 AM
Quote from: Anastasia on March 14, 2015, 10:25:40 PM
When we finish our first arc of B4 and get back to this, remind me that you unlocked this.

Quoting this as a reminder to myself.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2015, 11:02:38 PM
Second reminder: I promised y'all that we'd start with a level up. Note to self.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2015, 09:31:56 PM
This is unrelated miscellaneous material from a PM with Eb. I'm posting a few interesting parts here. I'm mostly trimming Eb's lines since I didn't ask him to post this.

1. Afina vs Asmodeus

(Context: Talking about Afina thousands of years in the future, trying to finish the list of devils involved in Lifasa's capture.)

> I do wonder - how would Afina ever even try to beat Asmodeus? Assume he's in the same power level as Morwel and the same level of bullshit. I mean, one can even conceive her taking down Bel. I doubt she'd ever finish the last name on her list - Asmodeus is on a lot of lists and he's still going strong.
<Ebiris> Have to collaborate with everyone else. She'd just as cheerfully work alongside Demogorgon as Zaphkiel if it'll suit her ends. Or give aid to disloyal lords of the nine (hi Mephistopheles), though she wouldn't openly collaborate as she would with a demon.
<Ebiris> More realistically she'll just have to settle for pissing him off. His kids are certainly gonna get it.
* Koaway nods.
<Ebiris> And when ragnarock or whatever eventually rolls around, she'll make damn sure she gets at least a hit in.
* Koaway nods.
> I've always worked on this assumption: Beating a greater power takes one of the following: 1. An OCP (21, for example, vs evil), 2. Be another greater power, or a strong intermediate power. 3. The aid of another greater power or equivalent to even the odds.  4. Become some of the strongest non-divinities ever.
> Eblis is a pretty good example of 4.
> He's basically that, with the exception of having divine rank. He has it by a non-standard way anyway.


2. Greater powers hit dice and a bit of fey information

<Ebiris> Being a unique fey might be worth whatever the sylvan equivalnt to divine or cosmic rank is anyway. Well, except that she's an outsider. But she's totally fey in spirit and that's what counts.
> Realistically, greater powers are 60-70 hit dice. Assume divine rank is +10 HD for power at least, and you have to get more HD than them. Easier said than done.
> The fey use divine rank through Titania/Morwel. This is also one of the reasons why there's only three exemplars of CG, but that wasn't directly said in her stat block.
> But I've never filled in a lot of fey stuff in detail.
> The fey have their own structure, but it's very diffuse and chaotic. I usually only touch on it and allude to a lot of things.
> Like you have the Glasae Queen, who's sealed away in her own fortress on the border.
Title: Re: Random DM nagging.
Post by: Merc on August 13, 2015, 09:54:23 PM
I don't have anything to say, but Dune wants me to say something, so this is me saying something. Now back to house cleaning~
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2015, 09:58:39 PM
Quote from: Merc on August 13, 2015, 09:54:23 PM
I don't have anything to say, but Dune wants me to say something, so this is me saying something. Now back to house cleaning~

Bad Merc, bad!
Title: Re: Random DM nagging.
Post by: Merc on August 13, 2015, 10:04:17 PM
Oh come on! I did what you wanted! There's just no pleasing some people.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2015, 10:22:45 PM
Quote from: Merc on August 13, 2015, 10:04:17 PM
Oh come on! I did what you wanted! There's just no pleasing some people.

You're just mean.
Title: Re: Random DM nagging.
Post by: Merc on August 13, 2015, 10:37:07 PM
Well, I am that, but still, I tried! Sorta!
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2015, 10:59:50 PM
Quote from: Merc on August 13, 2015, 10:37:07 PM
Well, I am that, but still, I tried! Sorta!

You did, at least. Points for that.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 13, 2015, 11:58:25 PM
Find a way to release Levistus. Recruit Mephistopheles. Get every chaotic Demi-power from here to the Far Plane involved. Win.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2015, 12:28:11 AM
If you can get chaos to cooperate on a single goal, you've pretty much accomplished a good chunk of Asmodeus' plans, since that's hardly chaotic of them.
Title: Re: Random DM nagging.
Post by: Ebiris on August 14, 2015, 12:53:18 PM
He can enjoy a moral victory while being pounded into the dirt then.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2015, 01:22:26 PM
Truly a daring and lawful attitude. <_<
Title: Re: Random DM nagging.
Post by: Yuthirin on August 14, 2015, 03:17:43 PM
Getting Chaos to cooperate isn't that hard. Just have them hit the same target from different points and consistently remind them that their greater enemy is lawful. Not good/evil/rival-of-the-week
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2015, 11:43:54 PM
Quote from: Yuthirin on August 14, 2015, 03:17:43 PM
Getting Chaos to cooperate isn't that hard. Just have them hit the same target from different points and consistently remind them that their greater enemy is lawful. Not good/evil/rival-of-the-week

G'luck with that one.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 22, 2015, 11:13:06 PM
Quote from: Anastasia on August 10, 2015, 02:27:10 AM
Quote from: Anastasia on March 14, 2015, 10:25:40 PM
When we finish our first arc of B4 and get back to this, remind me that you unlocked this.

Quoting this as a reminder to myself.
Reminder of reminder.
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2015, 11:22:27 PM
Thanks for the reminder. I'm on it. Really!

This'll probably be a fairly short dungeon, since it's the same thing as B4.
Title: Re: Random DM nagging.
Post by: Merc on August 22, 2015, 11:30:05 PM
What -did- I unlock by posting logs, anyhow?
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2015, 11:31:46 PM
I had it be a slaad quest for you, but since B4, it'll probably change into something else. You unlocked a special, solo quest.
Title: Re: Random DM nagging.
Post by: Merc on August 22, 2015, 11:35:09 PM
Alrightythen
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2015, 11:40:44 PM
Quote from: Merc on August 22, 2015, 11:35:09 PM
Alrightythen

Yes. Go and tell me which you'd prefer:

1. Social
2. Magical
3. Martial
Title: Re: Random DM nagging.
Post by: Merc on August 22, 2015, 11:43:44 PM
Let's go with two.
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2015, 11:47:41 PM
Quote from: Merc on August 22, 2015, 11:43:44 PM
Let's go with two.

Magical Ithea time activated. We'll see that soon!
Title: Re: Random DM nagging.
Post by: Merc on August 22, 2015, 11:50:34 PM
Woohoo
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2015, 11:54:52 PM
Quote from: Merc on August 22, 2015, 11:50:34 PM
Woohoo

Feline Prism Power, eh?
Title: Re: Random DM nagging.
Post by: Merc on August 23, 2015, 12:01:52 AM
You've never heard of Tokyo Mew Mew, have you? If Ithea was a magical cat girl, why wouldn't you reference the magical cat girl show? =p
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2015, 12:02:30 AM
Quote from: Merc on August 23, 2015, 12:01:52 AM
You've never heard of Tokyo Mew Mew, have you? If Ithea was a magical cat girl, why wouldn't you reference the magical cat girl show? =p

It didn't come to mind. Yeah, I missed an easy layup there, not gonna lie.
Title: Re: Random DM nagging.
Post by: Ebiris on August 23, 2015, 07:45:48 AM
(http://i.imgur.com/0IV8Qly.png)
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2015, 10:20:02 AM
I disapprove of that sort of reply on general principals, but I can only laugh at that one. Well played.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2015, 01:28:24 PM
I'm starting NPCs ahead of time since I have a lot to go through.

Vivantha reached level 22!

- Lillend 22 and Rogue 2. A small departure from her build chart, but I feel evasion's worth getting for her right now.
- 1 on a d8 for 10 hit points and a grand total of 296 hit points.
- +1 BAB for a total of 22.
- Gains evasion. Useful for her as it always is. She has the ref save to make it work for her.
- Caster level of her bard spells and SLAs rise by 1.
- Saves do not improve.
- Skills go up as normal.

Mediocre level besides evasion.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 24, 2015, 01:28:49 PM
You disapprove of amusing image macros?
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2015, 01:29:47 PM
Quote from: Yuthirin on August 24, 2015, 01:28:49 PM
You disapprove of amusing image macros?

I just don't like posting them in place of conversation. It tends to lead to posting the same things and a certain staleness of discussion, where a snappy image is more important than a considered reply.

Or something, I dunno.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2015, 01:51:21 PM
Kascha reaches level 22!

- Ghaele 22 and Wyrm Wizard 12
- 7 on a d8 for 14 hit points and a grand total of 258 hit points.
- +1 BAB to a total of 22.
- Spell resistance rises by 1 to 34.
- Gains draconic discovery for an 8th level or lower spell. Kascha selects Righteous Smite and Twin Spell.
- Gains a new spell research spell. (Mental note, fix epic progression, which calls it spell knowledge instead. Dur.) Anyway, Kascha selects Mass Heal and the resasons why should be obvious. She drops one of her two memorized wishes to grab a mass heal.
- Caster level of her SLAs rises by 1 to 22.
- Kascha gains 1 10th level spell slot. She fills it with Celestial Valor.
- No change to saves.
- Skills go up as normal.

Not a bad level for her at all.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2015, 04:26:55 PM
Small houserules update, added how I handle mirror image and cleave. Short version: You can cleave images.
Title: Re: Random DM nagging.
Post by: Merc on August 24, 2015, 05:43:37 PM
Minor request but when you post changelog, can you point at the section where change was recorded? As an example, I checked feats, combat and magic sections before looking at odds and ends.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2015, 10:23:10 PM
Quote from: Merc on August 24, 2015, 05:43:37 PM
Minor request but when you post changelog, can you point at the section where change was recorded? As an example, I checked feats, combat and magic sections before looking at odds and ends.

Sure thing.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2015, 11:02:06 PM
Hanna reaches level 22!

- Planetar 22 and Champion of Gwynharwyf 12.
- 5 on a d12 for a total of 14 hit points and a grand total of 335 hit points.
- +1 BAB for a total of +22.
- Spell resistance rises to 36.
- Caster level of her SLAs rises to 22.
- Gains a 10th cleric level spell slot. Hanna selects Summon Monster X.
- Hanna's typeless damage reduction rises to 7/-.
- Gains a 5th level champion of Gwynharwyf spell slot. She selects cure critical wounds.
- No change to saves.
- Skills go up as normal.

A middling level. Hanna gets a lot of those in epic, since she has a lot of incremental increases.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2015, 12:04:36 PM
Canderella reaches level 22!

- Fatemaker 2 and Marshal 3
- 4 on a d8 for a total of 11 hit points and a grand total of 261 hit points.
- +1 BAB for a total of +22.
- Spell resistance rises by 1 to 32.
- Caster level of SLAs rises by 1.
- Gains confidence of the fated 1/day. A small but nice free booster once per day.
- Gains a 1st level fatemaker spell known. Canderella selects sanctuary.
- Gains a minor aura known. Canderella selects Art of War.
- No change to saves.
- Skills go up as normal.

Okay level up. Not bad, not great.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2015, 01:14:17 PM
Minor houserule update that Canderella provoked: The Marshal's art of war aura now grants its bonus to CMB instead of a the four listed maneuvers. I feel this best captures the intent of the ability four our game.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2015, 10:47:16 PM
I've been toying around with making Sylvie for characters and monsters, and this reminds me why it's a gigantic headache. Argh. Her bulid really exploits some of old gestalt's wrinkles. Further, I don't think I'd allow chameleon in gestalt again. Sylvie gets grandfathered (grandmothered?) for it.

Sylvie reaches level 22!

- Factotum 22 and Chameleon 12.
- 4 on a d8 for a total of 12 hit points and a grand total of 290 hit points.
- +1 BAB for a total of 22.
- Factotum casting reaches 8th level max. She'll switch out ray of entropy for polar ray, since she needs more ranged damage.
- Gains a 4th daily use of mimic class feature.
- Gains 12th level chameleon casting. This means she gains 1 6th level arcane spell slot and 2 7th level spell slots. She selects another disintegrate for the 6th level spell and limited wish and waves of exhaustion for her 7th level spells. For divine, she selects heal for the 6th level slot and lacks the wisdom for a bonus 7th level spell yet.
- No change in saves.
- Skills go up as normal.

Okay level. Sylvie's stuff gives me a headache since she has so many moving parts and it's been awhile. I may fine tune her later.
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2015, 01:36:19 PM
Elder Magi Tepen reaches level 22!

- Wizard 22 and Factotum 2.
- 3 on a d8 for a total of 11 hit points and a grand total of 247 hit points.
- +1 BAB for a total of 15.
- Tepen's never used a familiar, so let's fix that by ACFing it out for aligned spellcaster.
- Gains 1 10th level spell slot. He'll fill it with a heightened banishment.
- Gains another point of inspiration.
- Gains arcane dilettante and grabs prestidigitation. It's essentially filler for him, so whatever.
- No change to saves.
- Skills go up as normal.

Not a bad level.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 27, 2015, 03:57:33 PM
NPS choices will be up tonight. Probably. Lotta things need to be done at home first. Yesterday was a terrible day off.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 28, 2015, 12:16:15 AM
Companion Suggestions: Sylvie, Finnegan.

Finnegan is my preference. He has a better hide/move silently modifier. Also, he's been largely ignored since he was recruited.

I'm certain he's lonely.

And we need more diversity.

And also big shiny silver stabby spears that shoot stars. Those are good.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2015, 01:25:48 PM
Okay, but I need some time to brush up on him. He didn't get used much before the end of B3. I may use Sylvie in case I lack that time before next session, we'll see how it goes.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 28, 2015, 01:41:53 PM
That's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2015, 10:35:39 PM
Okay. Muirfinn and Ithea, you can begin your level ups now. Lief, wait until you finish with Kev's level up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2015, 11:28:02 PM
Adrian reaches level 22!

- Rogue 13 and Fighter 12.
- 3 on a d10 for a total of 11 hit points and a grand total of 325 hit points.
- +1 BAB for a total of +22.
- +1d6 sneak attack for a total of 7d6. This going up is always good.
- A new rogue special talent. He grabs improved evasion.
- No change to saves.
- Skills go up as normal.
- Gains a new feat. He selects Greater Weapon Specialization(Greatsword)(F22).

Okay level up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2015, 02:54:38 PM
Oh yes. When y'all are done with level ups, add your HP to #elysium's topic, would you?
Title: Re: Random DM nagging.
Post by: Merc on August 29, 2015, 11:23:30 PM
Quote from: Anastasia on August 28, 2015, 10:35:39 PM
Okay. Muirfinn and Ithea, you can begin your level ups now. Lief, wait until you finish with Kev's level up.
I probably won't have time to do it by tomorrow. I have a four day weekend next week though (friday off+labor day monday), so worst case I'll finish then.
Title: Re: Random DM nagging.
Post by: Anastasia on August 30, 2015, 12:21:52 AM
Sure.
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2015, 12:55:13 AM
Misalea levels up!

- Arcane Duelist 12 and Bard 13
- 6 on a d8 for a total of 10 hit points and a grand total of 191 hit points.
- +1 BAB for a total of +22.
- Gains a new 4th level bard spell and 2 5th level bard spells, as well as 2 5th level spells per day. Placeholder on those a sec.
- No change to saves.
- Skills go up as normal.

Spells are on hold due to reasons. Will get this in order soon. (For some reason her spells aren't there. Must fix that.)
Title: BLATANTLY STOLEN AGAIN!
Post by: Yuthirin on September 01, 2015, 02:48:25 AM
MisaleaMuirfinn levels up!

- Dragonheart Shapeshifter to 3, Monk to 9
- 7 on a d8 for a total of 16 hit points and a grand total of 316 hit points.
- +1 BAB for a total of +21.
- SPELLS! THEY'RE FUKKIN MAGICAL!
- No change to saves.
- Skills go up as normal.
- Improved Evasion!
- Flurry of Blows improves by +1!
- Movement Speed increases by +10 ft!

I need to go locate the epic spells known thing.
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2015, 02:49:59 AM
Check the epic rules sticky in rule sand setting, as well as the spell collection.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 02, 2015, 02:24:15 PM
Hey, remind me. Which epic spell list do Druids use?
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2015, 02:36:13 PM
Cleric minus the domain spells.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 02, 2015, 02:39:43 PM
Rough.
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2015, 03:35:12 PM
That's SRD standard, I just continued it into epic.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 02, 2015, 04:39:46 PM
SRD is meannnnnnnnn
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2015, 06:42:10 PM
Quote from: Yuthirin on September 02, 2015, 04:39:46 PM
SRD is meannnnnnnnn

You're also a druid. Waaah.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 02, 2015, 07:16:10 PM
Without Natural Spell!
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2015, 08:19:08 PM
Quote from: Yuthirin on September 02, 2015, 07:16:10 PM
Without Natural Spell!

You're still a druid.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 02, 2015, 10:53:28 PM
Without full Wild Shape!
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2015, 11:02:01 PM
Quote from: Yuthirin on September 02, 2015, 10:53:28 PM
Without full Wild Shape!

You're still a druid.
Title: Re: Random DM nagging.
Post by: Anastasia on September 03, 2015, 12:31:09 AM
Some questions and answers from tonight's chat.

1. Adrian and Selune

<Muirfinn> Is Adrian Selune in disguise?
> No.
> He's a 'normal' hagspawn that's gained the dragonblood subtype through dragon devotee.
> So who knows what's going on in his blood? But he's not Selune.
> For what it's worth, Selune's avatars are all female. Balyss soft sells it a bit (it isn't really her focus and Selune's moon phases thing means different clerics really embody different parts of her faith), but there is a decently strong element of female empowerment in there.
> Ironically, Stille's made more nods and references to it. He's in an odd spot since the family business is serving Selune.
<Muirfinn> Alas.

2. Savras (will be cross-posted to B5)

<Nephrite> Dune, this may be a spoiler and I understand if you'd rather not say, but OOC have you ever posted any info on Savras? I think it's the first I'd heard of it, even perusing the Balmuria fluff stuff.
> Very little.
> He's a servant deity to Mystra and hasn't come up much.
> Alicia met him in person at the very end of B1, when she had already become a deity. I believe he's a demipower or a lesser power, but I'd have to look.
> Just one of those that hasn't come up a lot.
> As a servant of Mystra, he'd have at least polite ties to Sylica and the other powers of Dweomerheart.
> Generally, he deals with scrying, prophecy and that sort of thing. I'd have to look up more since I don't use him much.
<Nephrite> Okay. So the higher-tier Celestia folks would probably at least be on cordial terms since he doesn't sound like an evil power.
> He's not evil. N or NG, if I recall. In fact, let me look it up.
> LN, actually.
<Nephrite> I'm just always curious about these things, but I suppose I can always find out IC anyway.
> He'd be on reasonably decent terms with them.
> OOCwise, he'd at least have a working rleationship with Erathaol of Celestia. They touch on some of each other's pursuits.
> Generally, Dweomerheart's authority is this: Mystra at the top, Azuth below her and Velsharoon and Savras beneath him.
> She's pretty good at delegating and they deal with Azuth as much if not more than Mystra.
> Alicia would be theoretically equal to Velsharoon and Savras, but she has mor eindependence due to her unusual situation. But in any serious accounting of the divine, she would be considered part of that group, even if she has her own place.
> (Alicia and Seira both went divine realm and then divinity, which is the opposite way of doing it. Hence both are very independent.)
<Nephrite> Gotcha.

3. Lathander and Misty Harbor (will be cross-posted to B5)

<Nephrite> Well, hopefully we can meet some Lathander...ites? Lathanderians.
> Lathanderites is usually what I use.
> Names vary a bit. Dawnbringer's a common title too, both an exact clerical rank and someone used more casually.
> There's a fair bit of nobility tied up in a particular church, so egos tend to be a thing.
<Gatewalker> sunbros
> This sometimes leads to silliness like someone claling themselves a High Dawnbringer or adding some other descriptor.
> Pretty much, Gate.
> Lathander only bothers sending an omen to knock it off if it gets silly, like Super Supreme Dawnbringer or the like.
> Some boisterousness from his flock's expected.
> A good group for undead bashing, parties, fun, getting full body tans and so forth.
> Granted, the ones in Misty Harbor are likely to be a bit more subdued since the church is having a bad time of it, but they're also optimists.

4. Dogs?

<Muirfinn> Is it time to talk the dog?
> No, not really. Hound archons aren't usually the best conversationalists, but they do know Celestia's dogma and general faiths. While useful this isn't something Muirfinn needs right this moment. To be honest, Morniel would likely just do it himself.

5. Lantern archons and gear

<Muirfinn> Can a lantern archon wear gear?
> Not usually, though specially designed slotless items could exist.
> Most aren't powerful enough to have the resources or need for it.
> Most are things made for other archons that could still work, such as a halo.
> Lantern archon are essentially well behaved and mature children. Most just aren't ever going to have the need for it.
> Exceptions happen but that's not common.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2015, 01:40:57 PM
Dana reaches level 22!

- Fighter 12 and War Mind 7
- 3 on a d10 for a total of 11 hit points and a grand total of 313 hit points.
- Chain of personal superiority increases to +4. This is a nice gain for her.
- +21 power points, no new power known.
- No change to saves.
- Skills go up as normal.
- Gains a bonus fighter feat. She selects greater weapon specialization.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 05, 2015, 10:34:17 PM
I'll complete my sheet tomorrow. Being sick has really kept me down.
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2015, 12:39:16 AM
Quote from: Yuthirin on September 05, 2015, 10:34:17 PM
I'll complete my sheet tomorrow. Being sick has really kept me down.

That's cool. Sick happens.
Title: Re: Random DM nagging.
Post by: Merc on September 06, 2015, 09:16:06 PM
I'll finish mine tomorrow. Or maybe tonight. But probably tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2015, 09:27:43 PM
Sure thing, Mercury.
Title: Re: Random DM nagging.
Post by: Merc on September 07, 2015, 11:24:28 PM
Level 23 for Ithea:
- Duskblade 23 // Factotum 6
- HP: d8=
- BAB+1, All Saves+1
- Skills: +16 = 6 (factotum) + 4 (house rules) + 6 (int)
- Absolutely no class abilities, spells, feats, or anything else.

It's a very simple level-up for Ithea. Dead levels on both factotum side and duskblade. I have to roll HP and pick skills, but frankly, I'll do that before game time. I don't want to roll HP and get another 1 or 2 tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on September 08, 2015, 12:12:36 AM
I hate when those levels happen. It always tempts you to dip.
Title: Re: Random DM nagging.
Post by: Merc on September 08, 2015, 12:51:11 AM
On the plus side, the maintenance is so easy that I don't feel at all guilty about not getting it done tonight.
Title: Re: Random DM nagging.
Post by: Merc on September 09, 2015, 12:06:41 AM
Quote from: Merc on September 07, 2015, 11:24:28 PM
Level 23 for Ithea:
- Duskblade 23 // Factotum 6
- HP: d8=4
- BAB+1, All Saves+1
- Skills: +16 = 6 (factotum) + 4 (house rules) + 6 (int)
- Absolutely no class abilities, spells, feats, or anything else.

It's a very simple level-up for Ithea. Dead levels on both factotum side and duskblade. I have to roll HP and pick skills, but frankly, I'll do that before game time. I don't want to roll HP and get another 1 or 2 tonight.

Updated.
Title: Re: Random DM nagging.
Post by: Merc on September 09, 2015, 09:57:38 PM
Sheet has been updated.
Title: Re: Random DM nagging.
Post by: Anastasia on September 10, 2015, 01:41:08 PM
Awesome. I should hopefully get back to level ups soon.
Title: Re: Random DM nagging.
Post by: Yulia on September 11, 2015, 02:23:53 PM
Posted from my tv.
Title: Re: Random DM nagging.
Post by: Anastasia on September 11, 2015, 02:24:28 PM
Which means there is truly no escape from nagging now.
Title: Re: Random DM nagging.
Post by: Yulia on September 11, 2015, 02:30:41 PM
Yes, so HEY LISTEN. Forever.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 11, 2015, 03:15:26 PM
Welp.

TIME FOR FAIRY STEW.
Title: Re: Random DM nagging.
Post by: Anastasia on September 12, 2015, 11:04:01 PM
That won't be happening. Yulia's too fast for you.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 12, 2015, 11:53:00 PM
I have nets. And traps. And I'll hire Arachiel. She'll shoot things. I mean it!
Title: Re: Random DM nagging.
Post by: Anastasia on September 13, 2015, 02:38:51 AM
Quote from: Yuthirin on September 12, 2015, 11:53:00 PM
I have nets. And traps. And I'll hire Arachiel. She'll shoot things. I mean it!

On the flip side, attacking an innocent fairy means you incur the wrath of the steam pixie. Do you really want to lose access to insanely cheap magic items?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 13, 2015, 02:57:56 AM
I'm sure she's not innocent. She's a FAIRY.

THEY ARE SATAN'S CHERUBS
Title: Re: Random DM nagging.
Post by: Anastasia on September 13, 2015, 06:59:13 AM
I see full priced magic items in your future.
Title: Re: Random DM nagging.
Post by: Yulia on September 13, 2015, 12:03:03 PM
Yes, so nyaaaaaah! You aren't getting me, scary tortle.

Title: Re: Random DM nagging.
Post by: Anastasia on October 01, 2015, 12:14:27 AM
Muirfinn is now a whale. Discuss.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 01, 2015, 12:21:17 AM
OOOOOOOOOOOOOooooooooooooooooooooooOOOOOOOOOOOOOEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEuuuuuuuuuuuuuuuuuuuuuuuuuuuuuEEEEEEEEEUUUUUUUUUUUUUUUUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE SKREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEWOBWOBWOBWOBNURRRRRRRRRRRRRRRRRRRRRRRRRRR

GLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEKNRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRNRRRRRRRRRRRRRRNRRRRRRRRRRRRRRRRRRRRRR

OOOOOOOOOOOOOOOOOOOOOOOOOOOWWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOUUUUUUUUUUUUUUUUUUUUUUUUuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
Title: Re: Random DM nagging.
Post by: Anastasia on October 01, 2015, 12:22:33 AM
How droll.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 01, 2015, 12:30:45 AM
Sorry, that first part sorta turned into dubstep.
Title: Re: Random DM nagging.
Post by: Anastasia on October 01, 2015, 12:53:15 AM
Quote from: Yuthirin on October 01, 2015, 12:30:45 AM
Sorry, that first part sorta turned into dubstep.

I see. How scary.
Title: Re: Random DM nagging.
Post by: Anastasia on October 21, 2015, 02:28:08 AM
Man, I open up a B3 log and end up reading for hours. Good times, good times.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 04:19:22 PM
So listen up, I'm considering something for B3. This is in one part due to our recent timing woes and in another part due to my eyes having trouble with the fast-paced nature of IRC.

How would y'all feel about switching the Coda to being post based? Basically, we run in topics instead of on IRC. I'd rather not due this unilaterally (though I will if I feel I legitimately can't manage an IRC game), so what do you all think?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 29, 2015, 04:23:17 PM
I like it
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 04:32:52 PM
Cool, that's one. Iddy and Merc?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 29, 2015, 04:46:22 PM
I'm not totally opposed but I will say this.

Historically, I've been *terrible* with post based games. As annoying as it will be, I'll have to be reminded about it until I get into the habit of it. Also, the days I'm going to post won't change from the days I'm open for gaming: Tues-Wed-Thurs. I work 11-12 hour shifts, so posting after work won't really happen. I'm fully willing to give it a shot, though.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 04:47:58 PM
Quote from: Iron Dragoon on October 29, 2015, 04:46:22 PM
I'm not totally opposed but I will say this.

Historically, I've been *terrible* with post based games. As annoying as it will be, I'll have to be reminded about it until I get into the habit of it. Also, the days I'm going to post won't change from the days I'm open for gaming: Tues-Wed-Thurs. I work 11-12 hour shifts, so posting after work won't really happen. I'm fully willing to give it a shot, though.

That's fine, I'm perfectly okay with nagging as needed. Hell, look at the name of this topic.
Title: Re: Random DM nagging.
Post by: Merc on October 29, 2015, 04:55:11 PM
I have no issues with this. I'm fairly open on time at the moment too, given work schedule.

This week has been an exception, and other than that, the only times I'd be semi out would be vacations. I can probably sneak a few posts during those if post-based, so that's not bad either.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 05:16:20 PM
Quote from: Merc on October 29, 2015, 04:55:11 PM
I have no issues with this. I'm fairly open on time at the moment too, given work schedule.

This week has been an exception, and other than that, the only times I'd be semi out would be vacations. I can probably sneak a few posts during those if post-based, so that's not bad either.

Okay, more on this tonight or tomorrow, then.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 05:31:02 PM
Quick note: If we do this, our logs need to be up to date. Who feels like catching them up?
Title: Re: Random DM nagging.
Post by: Merc on October 29, 2015, 05:48:56 PM
I can do that on saturday or sunday if nobody else does so.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 29, 2015, 07:22:12 PM
I'm mostly unsupervised all day Wednesday & Saturday, so I could theoretically post then too.
Title: Re: Random DM nagging.
Post by: Merc on October 29, 2015, 08:16:55 PM
Up to you! I'll do it if I don't see them up whenever I get to it on the weekend.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 10:24:10 PM
Outstanding.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 10:46:09 PM
Tentative post style sheet.

IC is in normal text.

OOC is in italics.

Dice rolls are usually done by the player as needed, though the DM reserves the right to make rolls in cases where waiting would unduly slow down the game. This is mostly for minor rolls when you aren't around, rolls that you can't fail and things like that. Generally wait for the DM to prompt you to roll and include that in the next post (I'll post telling you what to roll), though common sense exceptions are allowed. Example: Spot check to notice something. We'll get a better feel for that in time.

In non-combat, non-dangerous situations, no game statistics need to be included in your post unless I say otherwise. In a dungeon or otherwise dangerous situation, include your hit points, armor class and immunities/resistances in an OOC comment after the post. This saves me the time of looking things up and keeps things flowing smoothly. Include any relevant defenses, such as mirror image or a miss chance. In combat, include all of that as well as well as anything else relevant to the combat. Since this is unwieldy to look at each post, go ahead and spoiler box it.

I'll post a few sample posts to show how this should work shortly, then you can tell me how this works for you.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 10:50:37 PM
Example 1.

Rough time for a natural 1, tortle.

Muirfinn's spell causes a great tidal wave to engulf the battlefield. It leaves all washed away, save for Seira and Amaryl. How they emerged unscathed is a mystery, but they stand true. "Now!" Seira calls, "Fuuuuu-!" Amaryl points to her, as the two join, "SHION! HAH!" Before you the two become one, a massive robot that towers over you and that is surely the envy of Mechanus. As you gape at the sight before you, a kick comes right at Muirfinn's face.

> roll 1d20+73
<Serith> Kotono roll for Serith < 83 > [d20=10]
> roll 8d10+39 that hits your posted AC of 78.
<Serith> Kotono roll for Serith < 85 > [d10=8,1,4,7,4,9,8,5]

Pain engulfs Muirfinn as he's sent flying back, face smashed and ruined by the blow. But he slowly picks himself up as...

Ithea's next in initiative. Go Ithea.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 10:56:12 PM
Example 2.

Meow! Ithea can't control the gasp of fear that escapes her, before she grasps her glaive tighter. Now is not the time. She bravely tumbles in, trying to avoid the giant's stomp.

> roll 1d20+89 tumble
<Serith> Kotono roll for Serith < 96 > [d20=7]
> I'm around, that succeeds on the CMD check, Ithea. Combine it into one post.
> roll 1d20+71 (+6 arcane strike, +2 heroism)
<Serith> Kotono roll for Serith < 87 > [d20=16]
> Hit. Roll damage.
> roll 1d10+23+6d4+8d6
<Serith> Kotono roll for Serith < 70 > [d10=1][d4=1,2,4,4,4,2][d6=3,3,6,2,3,2,6,4]

Ithea dodges a stomp that craters the ground behind her, coming up in a nimble leap. Her glavie hacks through the arm of the robot, magical blue fire erupting from the wound. She lands in a crouch, ready to spring up as...

[spoiler]

HP: 338/385, AC 64, 20% miss chance (blur), immunity to fire, mind-affecting. Resistance to acid, cold, electricity and sonic 30.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 10:56:32 PM
That look fairly reasonable for y'all?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 29, 2015, 11:08:37 PM
Looks like a pretty miserable showing for Muirfinn...
Title: Re: Random DM nagging.
Post by: Yuthirin on October 29, 2015, 11:08:53 PM
But it works for me.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 11:10:47 PM
Good, good. We'll see what the other two have to say.
Title: Re: Random DM nagging.
Post by: Merc on October 29, 2015, 11:31:26 PM
S'fine
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 29, 2015, 11:32:17 PM
Works.
Title: Re: Random DM nagging.
Post by: Anastasia on October 29, 2015, 11:35:25 PM
Excellent. More as we get closer, sometime next week once logs are up.
Title: Re: Random DM nagging.
Post by: Anastasia on October 30, 2015, 05:09:23 PM
As far as posting rate goes, we'll see how the first week goes and what sort of progress we make. I'll make any adjustments once we have an idea of the pace that sets us at.
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2015, 03:13:45 PM
How are logs going?
Title: Re: Random DM nagging.
Post by: Merc on November 01, 2015, 10:30:18 PM
They shall be up tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2015, 10:38:27 PM
Quote from: Merc on November 01, 2015, 10:30:18 PM
They shall be up tonight.

Awesome Merc, thanks.
Title: Re: Random DM nagging.
Post by: Merc on November 01, 2015, 10:56:42 PM
All caught up, to October 15th. Not a whole lot needed to be put up, but hey, it's done.
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2015, 10:58:51 PM
Quote from: Merc on November 01, 2015, 10:56:42 PM
All caught up, to October 15th. Not a whole lot needed to be put up, but hey, it's done.

Thank you, Ithea. It's appreciated.
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2015, 11:12:38 PM
Post is up. Go go go go go!
Title: Re: Random DM nagging.
Post by: Anastasia on November 01, 2015, 11:18:46 PM
For the future: You can't aid another with use magic device. Says so in the SRD, but I think we all managed to miss it last time.
Title: Re: Random DM nagging.
Post by: Merc on November 05, 2015, 11:51:09 AM
Man, I remember people poking me for logs to get us started...

I'd like to hope that we get through the round before the week ends. I'll be a bit sad otherwise.
Title: Re: Random DM nagging.
Post by: Anastasia on November 05, 2015, 12:01:22 PM
Quote from: Merc on November 05, 2015, 11:51:09 AM
Man, I remember people poking me for logs to get us started...

I'd like to hope that we get through the round before the week ends. I'll be a bit sad otherwise.

Hah, you beat me to posting this by about 5 minutes.

Look people, I know things happen, but let's not try to have these day long pauses between posts. Especially if you're in init and can't immediately act, make a quick post saying so and you can hold or others can act. This is exactly the sort of slow death I don't want to see in a post-based game, so let's try to avoid it, okay?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 05, 2015, 06:46:34 PM
I'll be posting tonight once I get home. Shit happened.
Title: Re: Random DM nagging.
Post by: Anastasia on November 05, 2015, 07:00:51 PM
I figured since you vanished.
Title: Re: Random DM nagging.
Post by: Merc on November 05, 2015, 11:53:34 PM
Yay, we made it through the round before the week ended~
Title: Re: Random DM nagging.
Post by: Anastasia on November 06, 2015, 12:52:21 AM
Yay, gaming is good.
Title: Re: Random DM nagging.
Post by: Anastasia on November 06, 2015, 03:09:16 AM
We now have a board dedicated to post gaming. All relevant topics have been moved over there.
Title: Re: Random DM nagging.
Post by: Anastasia on November 07, 2015, 01:43:38 PM
Okay, it looks like a technical fix for the last post issue isn't happening (short of sending Drac into the code, and I don't feel this really warrants imposing that on him), so here's what's up. Options ahead.

1. We ignore it and keep going. I find it annoying too, in all honesty, but can live with it.

2. We move the current topic(s) to the main board and archive them on the log board when done.

3. Board restructure. I'd really rather not, but it would be one way to fix this.

4. Write in option, if y'all have a better idea than I.
Title: Re: Random DM nagging.
Post by: Merc on November 07, 2015, 01:47:25 PM
I'd suggested #2 previously because it seems the easiest.

It's an active thread, and just keep the sub-board for logging, ie when we want to start a new thread to keep a thread from getting too bloated or because there's a natural break between encounters/adventures.

I can live with #1, but I would prefer #2 personally.

I don't feel like #3 is warrented.

I don't have any other #4+ thoughts.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 07, 2015, 01:49:07 PM
1 or 2 is fine, none others appeal
Title: Re: Random DM nagging.
Post by: Merc on November 07, 2015, 03:03:05 PM
Quote from: Anastasia on November 07, 2015, 02:33:42 PMPeople, please remember to include the requested information in your posts. HP, armor class, ect.

I'm hoping that's more towards Yuth/Iddy than me, otherwise would it be acceptable to continue only post/update that information once every thread page or thereabouts, like what I've been doing?

I don't want to copy/paste/update spoiler box every post I make or even every time I use something/take damage. That's just going to make PBP super annoying.

As epic characters, there's way too much to track and options we can use, and having to update the spoiler box every time is just blegh. Or if I'm posting too much info in the spoiler box, let me know that too, but that seems to cover the relevant info for Ithea, and that's without me having to start having to track bonuses from feats like me giving bonuses from taking AoOs or whatnot.

"OOC: Ithea's Combat Stats": ShowHide

HP: 329/346
AC: 56 , 39 (Touch), 56 (Flat-footed), 77 (CMD)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge

Abilities:
Racial: Healing Touch 0/1,
Rogue: Mimic 0/1,
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 0/9
Duskblade: Attunement 1/14, Quick Cast 1/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3

Spells:
Lv 0 - 0/6
Lv 1 - 1/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 0/18
Lv 5 - 2/14

Title: Re: Random DM nagging.
Post by: Yuthirin on November 07, 2015, 05:08:17 PM
Quote from: Merc on November 07, 2015, 03:03:05 PM
Quote from: Anastasia on November 07, 2015, 02:33:42 PMPeople, please remember to include the requested information in your posts. HP, armor class, ect.

I'm hoping that's more towards Yuth than me,

This is especially embarrassing since I posted about it earlier.
Title: Re: Random DM nagging.
Post by: Anastasia on November 08, 2015, 11:34:46 PM
Sample of a new post style I'm going to do for ongoing situations/things to remember on post based gaming.

--

Conditions: Ongoing heat damage (10d6 a round), astral flight (10ft speed per point of Intelligence, perfect maneuverability), automatic spell quickening, timelessness.

Blah blah blah devil fortress blah blah blah boom.

---

This look like it'll be helpful?
Title: Re: Random DM nagging.
Post by: Merc on November 09, 2015, 01:19:15 AM
Yes, it is.

I hadn't even realized it was magical darkness actually.

I just thought darkness, I have darkvision, it's okay! Somehow the thought of magical darkness didn't even register.
Title: Re: Random DM nagging.
Post by: Anastasia on November 09, 2015, 01:29:11 AM
I mentioned it in text, but the delay (relative to IRC's pace) had it slither out of mind. No big deal, it's a learning experience.
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2015, 01:08:25 PM
So we have a steam pixie making her terrifying presence known.

1. Eb, the party's gained two levels, so Afina gains the same.

2. Before you change anything, copy your sheet over to the Coda character sheet topic. Keep an unaltered version of your sheet in the old PCs topic for the sake of record keeping.

3. Afina's wealth and items have not changed. This isn't wholly accurate to what would have happened, but the perils of being an NPC. Besides, you're still going to be ahead of the curve anyway.

4. You won't be joining the immediate topic that's active right now. Exactly what you'll be doing and how that'll weave into the others will be seen in time.

5. Remember to use old gestalt instead of the newer version we've been using. This means save and BAB boosts (though epic saves are in play now, so that slows down).
Title: Re: Random DM nagging.
Post by: Ebiris on November 10, 2015, 02:07:50 PM
Afina takes 2 levels of firesoul mage and 2 levels of scout for +2d8hp, +2 bab, +1 all saves, +2 sr, battle fortitude +2, +10 movement, +1 ac in skirmish, scout bonus feat (great fortitude), advanced learning (meteor swarm), burning penetration +4, fire shield. Also now at sorc level 20 for spells getting +1 8th level and +2 9th level spells known, taking greater planar binding (and swapping 6th level planar binding for fires of purity), awaken construct, and mage's disjunction. And skills. Lots of skills.
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2015, 02:23:54 PM
So noted. Sounds good.
Title: Re: Random DM nagging.
Post by: Merc on November 10, 2015, 04:59:56 PM
Quote from: Anastasia on November 10, 2015, 01:08:25 PM
So we have a steam pixie making her terrifying presence known.

Neato! Welcome back aboard!
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2015, 05:28:02 PM
Yes. First steam pixie topic will be in a day or so, pending Eb reading most of the Coda. Her first topic will be a warm up disconnected from things, a chance to do things while the rest of the party sorts out that mission they're on. The actual mission Jaela and Afina are running will be largely handwaved, as it was intended to be in the first place. I won't stick Eb with that, plus it would take me a lot of prep.
Title: Re: Random DM nagging.
Post by: Ebiris on November 10, 2015, 07:07:15 PM
I'm up to you guys voluntarily getting melted by the spawn of jormungandr's poison.

For shame not bringing Dana along on that one!
Title: Re: Random DM nagging.
Post by: Merc on November 10, 2015, 10:21:53 PM
I'm sure Lief spent an afternoon just waxing about the sensation of being turned into jelly to Dana by means of epic snake poison in the purpliest prose he knows.
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2015, 10:58:41 PM
Yeah, Dana really missed her chance there. Alas.
Title: Re: Random DM nagging.
Post by: Merc on November 11, 2015, 12:12:38 AM
Quote from: Anastasia on November 07, 2015, 01:43:38 PM
1. We ignore it and keep going. I find it annoying too, in all honesty, but can live with it.

2. We move the current topic(s) to the main board and archive them on the log board when done.

So are we sticking with #1, doing #2, other? Forgot all about it?

Quote from: Merc on November 07, 2015, 03:03:05 PM
Quote from: Anastasia on November 07, 2015, 02:33:42 PMPeople, please remember to include the requested information in your posts. HP, armor class, ect.

I'm hoping that's more towards Yuth/Iddy than me, otherwise would it be acceptable to continue only post/update that information once every thread page or thereabouts, like what I've been doing?

Yay/Nay/Magic-8-Ball-Says-Ask-Again-Later?
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 12:20:34 AM
I held off on it since I had an inkling Eb might be joining back up. Multiple threads makes that a trickier proposition. I think we'll just have to suck up and go with 1 or move post gaming to its own Balmuria subboard. I'm debating which still.

Every page is fine. So long as I can easily get to it and see it.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 02:05:07 PM
Crystal's more likely to show up with Afina joining up, so she's getting leveled up.

Crystal reaches level 20.

- Ranger 16 and Defender of the Natural World 6
- 5 on a d10 for a total of 10 hit points and a grand total of 201 hit points.
- +1 BAB for a total of 20.
- Gains spellcasting synergy (3rd). Another step on the path.
- +1 spell resistance for a total of 35.
- Gains one 2nd level ranger spell slot. She selects barkskin.
- Gains one 4th level paladin spell slot. She selects greater mirror image from her fey paladin sub levels.
- +1 all saves.
- +1 Wisdom. This boosts her Wisdom to 22, thus resulting in a variety of adjustments. This includes another 2nd level ranger spell, which goes for another barkskin for now.
- Skills go up as normal.
-
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 02:24:43 PM
Her mount's coming after she's finished leveling up, by the way.

Crystal reaches level 21.

- Ranger 17 and Defender of the Natural World 7
- 9 on a d10 for a total of 14 and a grand total of 215 hit points.
- +1 BAB for a total of 20.
- +1 spell resistance for a total of 36.
- Hide in plain sight gained. It's solid for her.
- Armored stride gained. This is good if Crystal can find armor with enough max dex to be worth it.
- Gains a 3rd level ranger spell slot. She grabs another heal animal companion.
- Gains 2 5th level paladin spell slots. She selects divine agility and righteous might.
- No change to saves.
- Skills go up as normal.
- Crystal selects epic spell capacity as her level 21 feat.

Solid level up. Last one will be later today.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 03:21:21 PM
Crystal reaches level 22.

- Ranger 18 and Defender of the Natural World 8
- 3 on a d10 for a total of 8 hit points and a grand total of 223 hit points.
- +1 BAB for a total of 22. Last level's note was in error, said it was 20 instead of 21.
- +1 spell resistance for a total of 37.
- Gains spell synergy (4th). Another step on the road.
- Gains a 1st level ranger spell slot. She selects another lesser restoration.
- Gains 1 5th level paladin spell slot. She selects inner beauty.
- No change to saves.
- Skills go up as normal.

Meh level. Mostly a marker, as the next two are going to be really good for her.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 04:17:25 PM
Hope's level ups.

Crystal goes from effective ranger level 18 to 21.

- +2 hit dice, so Hope is now 25 hit dice.
- 14 on 2d12 for a total of 30 hit points and a grand total of 380 hit points.
- +2 BAB for a total of 25.
- +5 spell resistance for a total of 30. I've generally been ignoring the caps on celestial/fiendish creature's SR for epic creatures, so it's only fair. This also applies to other abilities.
- Damage reduction rises to 15/epic. See above.
- Resistance to acid, cold and electricity rises to 20. See above.
- No change to saves.
- +1 Con. This boosts HP, Fort and breath weapon save DC.
- Skills go up as normal.

In addition from the animal companion boost:

- +2 natural armor. AC is now
- +1 Strength and Dexterity.

Crystal goes from effective paladin level 19 to 22.

- +2 hit dice, so Hope is now 27 hit dice.
- 11 on 2d12 (no 1s) for a total of 29 hit points and a grand total of 434 hit points.
- +2 BAB for a total of 27.
- Spell resistances rises by 2 to 32.
- All saves rise by 1.
- Skills go up as normal.
- Hope selects Armor Skin(24) and Epic Toughness(27) as feats.

In addition from the special mount boosts

-+2 natural armor for an AC of 51.
- +1 Strength and Intelligence.

Lots of nice things there.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 11, 2015, 04:55:31 PM
-1 scroll of Greater Dispel Magic for Lief.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 04:57:34 PM
Right idea, but post that in loot instead.
Title: Re: Random DM nagging.
Post by: Ebiris on November 11, 2015, 07:08:42 PM
It never really mattered back in the original run but it might now, how are we handling Weird on the anarchic bloodline bonus spell list given the prohibition on save or dies?
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 09:38:46 PM
Simmer's getting her delayed level up now, as she's in play.

Simmer reaches level 22.

- Barbarian (Hunter variant) 15 and Lord of the Bright Fires 12.
- 7 on a d12 for a total of 14 hit points and a grand total of 278 hit points.
- +1 BAB for a total of 18.
- Spell sense goes up to +5.
- Gains a new favored enemy. She selects elementals. She also raises outsiders (water) to +8.
- Base caster level goes up to 21. No more spells until she gets epic spell capacity, though.
- No change to saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 09:41:27 PM
We await Yuth's next post with great eagerness.

This is mostly just a nag for him whenever he gets off work. I'd normally do your Listen check for you, but since we're waiting on your next move anyway? May as well refrain and let you roll it.
Title: Re: Random DM nagging.
Post by: Anastasia on November 11, 2015, 09:43:46 PM
Quote from: Ebiris on November 11, 2015, 07:08:42 PM
It never really mattered back in the original run but it might now, how are we handling Weird on the anarchic bloodline bonus spell list given the prohibition on save or dies?

Works as phantasmal nightmare in spell colleciton, except it multitargets. That's the replacement so it strikes me as clean and simple enough.
Title: Re: Random DM nagging.
Post by: Nephrite on November 12, 2015, 02:39:40 PM
I think this is my first post in here. Hello.

[13:38] <Nephrite> !rollchar
[13:38] <Serith> 3, 5, 3, 4, 4 = 13
[13:38] <Serith> 2, 2, 1, 1, 2 = 6
[13:38] <Serith> 6, 1, 4, 4, 4 = 14
[13:38] <Serith> 5, 3, 4, 2, 6 = 15
[13:38] <Serith> 4, 4, 1, 1, 4 = 12
[13:38] <Serith> 4, 4, 5, 1, 5 = 14
[13:38] <Serith> Nephrite's Scores: 15, 14, 14, 13, 12, 6

[13:38] <Nephrite> !rollchar
[13:38] <Serith> 2, 4, 3, 3, 1 = 10
[13:38] <Serith> 6, 1, 2, 5, 3 = 14
[13:38] <Serith> 4, 4, 5, 5, 5 = 15
[13:38] <Serith> 6, 6, 1, 2, 5 = 17
[13:38] <Serith> 5, 6, 3, 3, 6 = 17
[13:38] <Serith> 5, 1, 6, 2, 6 = 17
[13:38] <Serith> Nephrite's Scores: 17, 17, 17, 15, 14, 10
[13:38] <Nephrite> Well that's uh yeah okay
Title: Re: Random DM nagging.
Post by: Anastasia on November 12, 2015, 02:42:50 PM
Okay, a few notes about B3's character generation.

- B3 uses an old version of saves and BAB with gestalt. I'll walk you through that since it's a thing. (I've considered revising it, but the work involved is considerable. I may anyway if B3 keeps picking up, but it invites character rebuilds and arghfuckle.)

- B3 has a house rule that you need to spend four levels on one side of the gestalt on LA. Since you're new and have concerns over the power level/mechanics, I'll waive this for you if you want. This will result in a loss of power, though.  Your call. (At worst, you can always just go half celestial or something fairly simple.)

- Most any race/template is viable due to the nature of the planes. If you want to, get creative. There's also templates over in characters and monsters on the setting board, should you require a few more.
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2015, 08:49:28 AM
Doing this in here since I crashed super early last night: Muirfinn, you're up to post.
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2015, 12:38:29 AM
PC sheets moved to a new thread by request.
Title: Re: Random DM nagging.
Post by: Merc on November 21, 2015, 12:43:44 AM
Yay, thanks. Thought you forgot ^^
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2015, 12:46:41 AM
I don't forget.I just wait and lurk until the right time.

Blame the cold. I blame it for forgetting to update loot yesterday in B5.
Title: Re: Random DM nagging.
Post by: Merc on November 21, 2015, 12:56:52 AM
No problem, just neat to have the PCs separate again. HOpe your cold gets better soon!
Title: Re: Random DM nagging.
Post by: Anastasia on November 21, 2015, 08:47:28 AM
I'm working on it. I'm in the later phases, just that it's a clinger of a cold. If it's not better by next week, I'll hit the doc up Tuesday or Wednesday.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2015, 04:35:43 PM
Merc, just make the aves when you get home. I'm headachy after B5 and I'll sort things out after work.
Title: Re: Random DM nagging.
Post by: Merc on November 23, 2015, 04:49:35 PM
Thats fine, was just offering in case you wanted to advance for Yuth/Iddy and didnt want you to have to wait on me. I'll handle that in a few hours then.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 24, 2015, 12:14:32 PM
Will post in an hour or so, busy at work.
Title: Re: Random DM nagging.
Post by: Anastasia on November 24, 2015, 12:28:18 PM
Duly noted. G'luck.
Title: Re: Random DM nagging.
Post by: Nephrite on November 24, 2015, 02:52:34 PM
Doing these in sections.


Moore reaches level 11! Bard 11 and Sentinel 1

[13:13] <Nephrite> roll 1d10+1+4 HP for level 11
[13:13] <Serith> Nephrite roll for Serith < 8 > [d10=3]

HP total is 89+8 = 97

BAB +1 (8/3), Fort +2, Aura of good, detect evil, smite evil 1/day

16 Skill points.

+1 4th level Bard spell known, +1 3rd and 4th level bard spell per day



Moore reaches level 12! Bard 12 and Sentinel 2

[13:13] <Nephrite> roll 1d10+1+4 HP for level 12
[13:13] <Serith> Nephrite roll for Serith < 11 > [d10=6]

HP total is 97+11 = 108

BAB +1 (9/4), Saves +1, Song of Freedom which is getting dumped for the Eberron ACF Song of the Heart feat. Divine Grace (+8 to saves), resist fiendish lure (+4 sacred to saves against mind affecting attacks of evil outsiders)

+1 to INT for a total of 24 and a +7 mod, so he gains 1 extra skill points and I guess an extra language.

17 Skill Points.

No new spells known.

+1 4th level spell per day

12th level feat is Words of Creation.


Moore reaches level 13! Bard 13 and Sentinel 3


[13:13] <Nephrite> roll 1d10+1+4 HP for level 13
[13:13] <Serith> Nephrite roll for Serith < 15 > [d10=10]

HP total is 108+15 = 123

+1 BAB (10/5), +1 Reflex and Will, aura of courage, celestial fortitude

17 Skill points.

+1 4th spell known, +2 5th spells known

0 5th spells per day opens.

Celestial Fortitude (Su.): At 3rd level the Sentinel's endurance and fortitude are enhanced against fiendish attacks. He receives a +2 sacred bonus to all Fortitude against effects from evil outsiders and evil spells. Additionally, if he makes a successful Fortitude saving throw against an effect from an evil spell or evil outsider that normally deals half damage or partial effects on a successful save, he instead takes no damage and suffers no partial effects.
Title: Re: Random DM nagging.
Post by: Nephrite on November 24, 2015, 04:00:46 PM
 The words also increase the save DC by 2 for Suggestion and Dominate and increases the bard's effective caster level by 2 for Song of Freedom.

For Words of Creation, since it obviously effects all bardic music, would it also affect the Eberron ACFs?

I don't expect it to work on Song of the Heart as that isn't technically music, but I would think it reasonable to work on Haunting Melody, for example.

Also, to further that, is Haunting Melody its own specific entry (i.e. I use a standard action to use Haunting Melody) or is it an associated side effect of other bardic music (so I can Inspire Courage and spend 1 extra daily use of bardic music to attach the Haunting Melody to an enemy).

I ask this because since I also have Melodic Casting, if I used a Perform check in place of Concentration, could I use Haunting Melody at that point?

EDIT: One more question, can I replace Mass Suggestion (once I get there) with this? http://dndtools.pw/feats/champions-of-ruin--27/doomspeak--686/  I'm effectively using the Eberron ACF clause except for something not in Eberron.

Title: Re: Random DM nagging.
Post by: Nephrite on November 25, 2015, 10:55:47 AM
To follow up my nagging with more nagging, would you confirm everything is right up to level 13? I have not yet added skill points, but everything else should be there.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2015, 11:08:30 AM
Quote from: Nephrite on November 24, 2015, 04:00:46 PM
The words also increase the save DC by 2 for Suggestion and Dominate and increases the bard's effective caster level by 2 for Song of Freedom.

For Words of Creation, since it obviously effects all bardic music, would it also affect the Eberron ACFs?

I don't expect it to work on Song of the Heart as that isn't technically music, but I would think it reasonable to work on Haunting Melody, for example.

Which ACFs are you talking about? Song of the Heart is a feat, as is Haunting Melody.

That being said, Song of the Heart increases the base bonus of several bardic musics by 1. This bonus is folded in before Words of Creation doubles it. As for Haunting Melody, that feat has some issues. However, regardless of how it works RAW, there's nothing for Words of Creation to boost. Thematically, it doesn't make sense for Words of Creation to boost a fear effect anyway.

QuoteAlso, to further that, is Haunting Melody its own specific entry (i.e. I use a standard action to use Haunting Melody) or is it an associated side effect of other bardic music (so I can Inspire Courage and spend 1 extra daily use of bardic music to attach the Haunting Melody to an enemy).

I'm going to houserule this to being a bardic feat, works as a standard action and stands alone as an action rather than being a rider to other actions.

QuoteI ask this because since I also have Melodic Casting, if I used a Perform check in place of Concentration, could I use Haunting Melody at that point?

No.
Title: Re: Random DM nagging.
Post by: Nephrite on November 25, 2015, 11:13:51 AM
Sorry, when I said Eberron ACFs I meant the feats themselves, because it's an ACF that lets you take the feat in place of new bardic musics.

I'll make a note on my sheet on Song of the Heart and Haunting Melody so I don't forget.
Title: Re: Random DM nagging.
Post by: Nephrite on November 25, 2015, 11:14:58 AM
I would also guess Words of Creation would not affect any of the Fatesinger abilities.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2015, 01:32:26 PM
Quote from: Nephrite on November 25, 2015, 10:55:47 AM
To follow up my nagging with more nagging, would you confirm everything is right up to level 13? I have not yet added skill points, but everything else should be there.

Sure.

Init is +7 but I only see a dex mod of +6. What provides the extra +1?

Everything else looks okay. I'll do a super deed analysis once you finish it all, but nothing else glares.
Title: Re: Random DM nagging.
Post by: Nephrite on November 25, 2015, 01:40:04 PM
That was me putting the +7 from the marshal aura there by mistake!
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2015, 02:05:37 PM
Cool, just fix that.
Title: Re: Random DM nagging.
Post by: Nephrite on November 25, 2015, 09:58:05 PM
Moore reaches level 14! Bard 14 and Fatesinger 2

[11:38] <Nephrite> roll 1d6+1+4 HP for level 14
[11:38] <Serith> Nephrite roll for Serith < 7 > [d6=2]

123+7 = 130 HP

+1 BAB (11/6/1), +1 Reflex and Will, inspire courage +3, fated success

CMB/D rise by 1

17 Skill points.


+1 5th level spell known for Bard

+1 4th and 5th spells per day for Bard


Fatesinger increases Favored Soul casting by 1, up to CL 3

+1 1st level spell known for Favored Soul


Moore reaches level 15! Bard 15 and Divine Oracle 1

[11:54] <Nephrite> roll 1d6+1+4 HP for level 15
[11:54] <Serith> Nephrite roll for Serith < 7 > [d6=2]

130+7 = 137 HP

+1 BAB (12/7/2), +1 Fort, +2 Will, Inspire Heroics, Oracle domain, scry bonus

17 Skill points.

No new spells known.

+1 5th Level spell per day for Bard

Divine oracle increases the caster level of Favored Soul, ECL 4


+3 2nd level spells known

+1 1st level spell per day, +3 2nd level per day

Level 15 Feat is Skill Focus: K:R for entry into Divine Oracle



Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.


Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.



Moore reaches Level 16! Bard 16 and Fatesinger 3

[12:21] <Nephrite> roll 1d6+1+4 HP for level 16
[12:21] <Serith> Nephrite roll for Serith < 7 > [d6=2]

137+7 = 144 HP

+1 BAB (13/8/3), +1 to saves, no new abilities, +1 point in CHA for 25


+1 5th level spell known, +2 6th level spells known for bard
0 6th level spells per day open

Fatesinger increases Favored Soul casting, ECL 5

+1 1st level spell known

+1 2nd level spell per day


Moore reaches level 17! Bard 17 and Divine Oracle 2

[12:40] <Nephrite> roll 1d6+1+4 HP for level 17 I bet it's going to be a 1 this time
[12:40] <Serith> Nephrite roll for Serith < 8 > [d6=3]

144 + 8 = 152

+1 BAB (14/9/4), +1 Will, prescient sense, trap sense

17 skill points.

+1 6th level spell known for bard
+1 5th and 6th level spells per day


Divine Oracle increases the ECL of Favored Soul, ECL 6

+1 0th, +1 2nd, +3 3rd level spells known.
+1 2nd level spell per day, +3 3rd level spells per day.
Title: Re: Random DM nagging.
Post by: Anastasia on November 26, 2015, 09:53:09 AM
So what spells are you considering for your blank slots, Moore?
Title: Re: Random DM nagging.
Post by: Nephrite on November 26, 2015, 11:06:28 AM
That is a really good question. Or series of questions, perhaps.

I was probably going to have Moore IC talk to the mages in Aurora to see what they might suggest, since he's had his knowledge expanded vastly beyond what he normally had considered before.

I was also thinking about maybe making a custom spell or two to go along with the ones he came up with before.

I need to sit down and actually look through all the ones he has access to. I'm sure a lot of them are covered by most of the others anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on November 26, 2015, 11:16:12 AM
Yeah, check NPC spell sets in the NPC sheets topic for some ideas. Ebony's a bard and has good bardic spell casting. Balyss or Hanna aren't bad choices for clerical magic. (Or Jaela for that matter.)
Title: Re: Random DM nagging.
Post by: Anastasia on November 29, 2015, 04:13:19 PM
So Cor and I were talking and he wants to give Jaela another go. He'll be joining in the next week (later in the week due to a chance to plan/get ready on both ends). As such, a few notes of interest.

1. Are y'all interested in rebuilding into the new version of gestalt? I've been tempted despite the work involved, as it would deflate saves and BAB bloat.

2. See loot post for that thing about Medi's stash. Please have that done ASAP.

3. I may bring back the Aurora fund on account of this. I'm not sure, it's going to depend on how this works out. Feedback's welcome on this point.
Title: Re: Random DM nagging.
Post by: Ebiris on November 29, 2015, 04:16:29 PM
Are all the NPCs/monsters on new gestalt? If they are I suppose we ought to switch over as well so it's fair. If not... well, it's a lot of work for dubious benefit, isn't it?

As for the Aurora fund, we actually retired it when we hit level 20. I guess it depends if we need any big ticket items?

edit: Oh, on the topic of rebuilds, I'd want to rush Afina through her elemental transformations before doing that, since it's a good cutoff point and those are enough work on their own anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on November 29, 2015, 11:12:58 PM
The NPCs aren't (hence a lot of work since I'd need to swap them over), but monsters I run are. I've been adding some small bonuses to saves to compensate. This would mostly deflate saves somewhat and tone down certain characters that abuse things to always have full BAB, while making those who run full BAB classes have a reward.

Title: Re: Random DM nagging.
Post by: Nephrite on November 29, 2015, 11:33:43 PM
I don't know if it would really even take that much effort to do it in the new system, would it? You just look at all the save bonuses on the side of the gestalt you take and you're done.

I'm all for transferring over to the new system, but won't pitch a fit if we keep it as is.

In unrelated news:Is Otto's Irresistible Dance (PHB, page 259) banned?
Title: Re: Random DM nagging.
Post by: Nephrite on November 29, 2015, 11:57:14 PM
One more question: Lore of the Gods (Complete Champion, page 124) states it discharges if you try and use it for a Knowledge check in which you have no ranks. For someone with Bardic Knack, would they be counted as having ranks in a Knowledge Skill for the purposes of the spell?
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2015, 03:48:45 AM
Quote from: Nephrite on November 29, 2015, 11:57:14 PM
One more question: Lore of the Gods (Complete Champion, page 124) states it discharges if you try and use it for a Knowledge check in which you have no ranks. For someone with Bardic Knack, would they be counted as having ranks in a Knowledge Skill for the purposes of the spell?

To cut out a whole lot of not very interesting hair-splitting (it's sort of a weird rules crag) I'm just going to say yes and move on.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2015, 04:44:42 PM
Notes to self:

1. Answer rest of Neph's questions above.

2. Ebony's level up needs to be done tonight.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 02, 2015, 01:24:32 AM
Waiting to post until tomorrow, need to figure out what to do. Trying to figure out how to save Ithea without also killing her.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2015, 01:25:24 AM
Quote from: Yuthirin on December 02, 2015, 01:24:32 AM
Waiting to post until tomorrow, need to figure out what to do. Trying to figure out how to save Ithea without also killing her.

Good luck, tortle! Remember all the tools you have and the conditions of the Astral, since you need to figure everything here.
Title: Re: Random DM nagging.
Post by: Nephrite on December 02, 2015, 03:22:18 PM
To add to the nagging, if one casts Mirror Images and THEN goes invisible, do the Mirror Images also become invisible?
Title: Re: Random DM nagging.
Post by: Merc on December 02, 2015, 03:46:28 PM
QuoteAn attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

From SRD on mirror image. If you make the images invisible you are essentially counterspelling yourself.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2015, 03:53:05 PM
Merc is correct.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 02, 2015, 07:15:52 PM
But do the Mirror Images stay visible while you are invisible, since you cast the invisibility on yourself only, not the pre-existing images?
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2015, 10:21:07 PM
They turn invisible. Generally, you can't stack invisibility and mirror image.
Title: Re: Random DM nagging.
Post by: Nephrite on December 02, 2015, 10:44:07 PM
Would someone who can see invisible things see the mirror images?
Title: Re: Random DM nagging.
Post by: Merc on December 02, 2015, 11:11:56 PM
Probably depends on whether it's see invisibility, true seeing, or some other effect that may or may not differentiate between the two!
Title: Re: Random DM nagging.
Post by: Merc on December 03, 2015, 01:09:07 AM
Quote1. Are y'all interested in rebuilding into the new version of gestalt? I've been tempted despite the work involved, as it would deflate saves and BAB bloat.
I don't care one way or the other. BAB will remain the same, fort and will both drop by 5, and reflex drops by 9.

Quote2. See loot post for that thing about Medi's stash. Please have that done ASAP.
Remind me if there was anything else you want me to do that was asked during my vacation time. I vaguely looked through the boards, but my attention on this was minimal.

Regardless:
Spoiler: ShowHide
Quote from: Merc on March 28, 2013, 09:39:16 PM
Medi's Quarters (http://www.soulriders.net/forum/index.php/topic,101729.msg1041525.html#msg1041525)

Ithea will grab one of the INT+2 potions.

"- A whole lot of treasures and wealth type things." <-- regarding this part of Medi's quarters, if there's at least 1.5k gold for Ithea there (or loans from someone), Ithea would like to add Ring of Wizardry II effect to one of her rings for 15k.

Quote from: Merc on March 28, 2013, 10:06:08 PM
Okay. I'll at least let Muirfinn get first pick for himself, and then post for Sylvie, Simmer and Balyss.

Off-hand, I was thinking INT+2 (Sylvie), Regen 1/evil (Balyss), CON+4 Simmer.

Yuth was the only other item taker, and he posted his comment in Loot.


Quote3. I may bring back the Aurora fund on account of this. I'm not sure, it's going to depend on how this works out. Feedback's welcome on this point.
I honestly don't recall what we were on doing with it at this point, so going without it for a while and letting everyone get used to PBP and figuring out how to game with 6 people seems probably easier without that complexity for now. Actually, would probably say the same to the conversion thing on gestalt, since I'm sure others have more involved hoop jumping to do with their builds.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 03, 2015, 01:29:08 AM
Quote from: Anastasia on November 29, 2015, 04:13:19 PM
So Cor and I were talking and he wants to give Jaela another go. He'll be joining in the next week (later in the week due to a chance to plan/get ready on both ends). As such, a few notes of interest.

1. Are y'all interested in rebuilding into the new version of gestalt? I've been tempted despite the work involved, as it would deflate saves and BAB bloat.

Dun care, if you want.
Title: Re: Random DM nagging.
Post by: Anastasia on December 03, 2015, 03:29:50 AM
Today's case of 'whoops, haven't ran them in years so shaking off rust':

So I meant to get Adrian something to let his strikes count as good aligned. It's never been critical before, since he usually travels with people who can do that. I just flat forgot to fix that before he left, entirely my fault. I'll probably just roll with it until he's back at Aurora.
Title: Re: Random DM nagging.
Post by: Nephrite on December 03, 2015, 12:03:23 PM
Hey listen!

Don't forget about Otto's dancing!
Title: Re: Random DM nagging.
Post by: Merc on December 03, 2015, 02:17:10 PM
Quote from: Nephrite on December 03, 2015, 12:03:23 PM
Hey listen!

Don't forget about Otto's dancing!

...is Moore related to Yulia? Her kid? :p
Title: Re: Random DM nagging.
Post by: Anastasia on December 03, 2015, 02:28:49 PM
All pixies and courres are related to that unholy conspiracy.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2015, 06:09:27 AM
Sorry about crashing last night, fell asleep super hard at the computer.

As far as dancing goes, at worst it just gets a Will save attached to it, if I feel its needed.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2015, 07:13:04 AM
A quick note before I begin: Singer of the Celestial Choir was designed for Ebony's old build. Her death and transformation into a unique outsider. As such, it progresses bard casting and doesn't smoothly fit with her racial hit dice giving bard casting. I may allow it to advance sorcerer casting in this case, though it's not relevant this level, as it's a blank level for casting progression. Just a heads up.

Ebony reaches level 22!

- Sylican Angel 22 and Singer of the Celestial Choir 1.
- 4 on a d8 for a total of 11 and a grand total of 247 hit points.
-  +1 BAB for a total of +22.
- +1 daily uses of bardic music.
- Spell resistance rises by 1 to 32.
- Gains celestial music and song of life. Fast healing 11 to herself and all who hear her sing, will be handy.
- Ebony retrained into epic spell capacity, so she now casts as a 22nd level bard. This gives her 2 7th level bard spells. She selects heal and true seeing.
- Ebony retrained into epic spell capacity, so she now casts as a 21st level sorcerer. This gives her 1 10th level sorcerer spell. She selects unseen needle. This is basically a contingency spell for her, as it needs no verbal or somatic components. Handy in a pinch.
- No change to saves.
- Skills go up as normal.
- Dropped Versatile Performer and slid back Song of Cleansing Light and Words of Creation, so as to free up her level 21 feat. She retrains it into epic spell capacity.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2015, 01:08:47 PM
Yuth, I moved your old gearless Muirfinn post into the PC sheets topic. Do what you will with it. If you don't need it, just delete that post. (Make sure to delete the right one.)
Title: Re: Random DM nagging.
Post by: Yuthirin on December 04, 2015, 04:39:10 PM
Formulating a response. Work is very busy today.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2015, 05:00:45 PM
That's fine. I have work in a bit anyway, so take a bit and get it right.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 12:34:43 PM
The grand list.

Max HP+5
Max HP+5
Max HP+7
Max HP+20
Strength+2
Strength+2
Dexterity+3
Constitution+1
Constitution+4
Intelligence+1
Intelligence+2 - Ithea
Intelligence+2
Wisdom+2
Wisdom+2
Charisma+1
Charisma+1
Charisma+1
Natural Armor+1
Natural Armor+5
Natural Armor+5
+2 1st level spell slots
+2 2nd level spell slots
+2 3rd level spell slots
+2 4th level spell slots
+1 5th level spell slots
+1 6th level spell slots
+1 7th level spell slots
+1 8th level spell slots,
+1 9th level spell slots
fast healing 1
fast healing 1
fast healing 3
regeneration 1 (evil) - Balyss
regeneration 1 (evil)
+1 sacred bonus to armor class
+1 sacred bonus to saving throws,
+2 sacred bonus to saving throws
+5 competence bonus to all skills
+10 competence bonus to all skills
immunity to poison
immunity to poison
immunity to fear
immunity to petrification
immunity to sickened/nauseated
immunity to mind-affecting - Muirfinn
acidic blood(1d6)
frost blood(2d6)
holy blood(2d6)
+10ft movement speed
+10ft movement speed
+40ft movement speed
eternal youth.

It looks like Balyss took a potion but Simmer didn't take hers for whatever reason.

If we're opening this upt o claims and divvying the whole set up, here's a rough breakdown of who wants what.

Adrian: Hit point boosters, fast healing, +strength, +constitution.
Misaela: +constitution, +charisma.
Dana: Hit point boosters, +constitution, +natural armor, +movement speed, damaging blood.
Tannin: Any stat booster, regeneration.
Arrel: Any one to add to his hoard.
Tepen: More spell slots.
The Jarl: +wisdom, immunity to poison.
27: Immunity to fear.
Crystal: +dexterity, +constitution, +charisma
Hope: Hit point boosters, +dexterity, +constitution, fast healing, regeneration
Drena: +wisdom, +charisma, +movement speed.
Kascha: Whatever, she's not picky as long as its useful.
The Master: Any, with an interest in eternal youth as well.
Baleruk: You will giVE MY HOARD WHAT IT deserves!
Hanna: Immunities she doesn't have.
Sylvie: Stat boosters with +int in particular, eternal youth. Skill boosters too, of course.
Morniel: Skill boosters.
Queen Ilsenine: Immunity to fear.
Mirima: Stat boosters in general, +movement speed.
Canderella: +charisma.
Vul'lath: +intelligence, fast healing, eternal youth.
Gisfal: Damaging blood, otherwise whatever's left over and saving throw bonuses.
Ebony: Regeneration.
Stille: Surprise him with something!
Balyss: Already got one, so whatever.
Simmer: Hit point boosters, bonus spell slots, +constitution.
Mei: As Simmer. Hit pooooinnntts.
Rosa: +natural armor, +constitution. Anything to help her defend better.
Ellese: Immunity to fear.
Finnegan: Any stat booster.
Vivantha: Whatever. She's not in a state to care much right now.
Mirajane: Whatever. She's still young and learning.

How you divide them up is up to y'all. You can ignore interests and assign others if you want (with the exception of Adrian and Gisfal, who have the rank to throw weight around). It's up to y'all, so get talking and deciding.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 12:36:17 PM
I'm aiming ot get the combined topic up today, tonight or tomorrow. Depends on how things go for me.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 12:39:23 PM
For his part, Adrian is flexible as long as he gets something along his interests. He'll insist strongly that Misalea gets what she wants, preferably a Con booster.

Gisfal's mostly staying out of it.
Title: Re: Random DM nagging.
Post by: Ebiris on December 05, 2015, 12:40:38 PM
Afina's gonna hang out with Gisfal and avoid the whole mess. She doesn't want anything for herself.
Title: Re: Random DM nagging.
Post by: Corwin on December 05, 2015, 01:32:04 PM
There doesn't seem to be competition for immunity to sickened/nauseated and immunity to petrification so I'll grab those. immunity to fear is super popular so I'll drop any interest there.

I really need con+1 to make my con even, so I'll be greedy there and grab that.

This leaves:

Max HP+5
Max HP+5
Max HP+7
Max HP+20
Interest: Adrian, Dana, Hope, Simmer, Mei

Strength+2
Strength+2 - Adrian
Interest: Adrian (gets one by default)

Dexterity+3
Interest: Crystal, Hope

Constitution+1 - Jaela
Constitution+4
Interest: Adrian, Misalea, Dana, Crystal, Hope, Simmer, Mei, Rosa

Intelligence+1
Intelligence+2 - Ithea
Intelligence+2
Interest: Sylvie, Vul'lath

Wisdom+2 - The Jarl
Wisdom+2 - Drena
Interest: Jarl, Drena (each gets one by default)

Charisma+1
Charisma+1
Charisma+1
Interest: Misalea, Crystal, Drena, Canderella, Jaela

General stat booster interest: Tannin, Mirima, Finnegan

Natural Armor+1
Natural Armor+5 - Dana
Natural Armor+5 - Rosa
Interest: Dana, Rosa (each gets one by default)

+2 1st level spell slots
+2 2nd level spell slots
+2 3rd level spell slots
+2 4th level spell slots
+1 5th level spell slots
+1 6th level spell slots
+1 7th level spell slots
+1 8th level spell slots,
+1 9th level spell slots
Interest: Tepen, Simmer, Jaela

fast healing 1
fast healing 1
fast healing 3
Interest: Adrian, Hope, Vul'lath

regeneration 1 (evil) - Balyss
regeneration 1 (evil)
Interest: Tannin, Hope, Ebony, Jaela

+1 sacred bonus to armor class
Interest: Rosa

+1 sacred bonus to saving throws
+2 sacred bonus to saving throws
Interest: Gisfal

+5 competence bonus to all skills
+10 competence bonus to all skills
Interest: Sylvie, Morniel

immunity to poison - The Jarl
immunity to poison - Hanna
Interest: The Jarl, Hanna (each gets one by default)

immunity to fear
Interest: 27, Queen Ilsenine, Ellese
27 is denied~ (or Hanna will hate me forever)

immunity to petrification - Jaela
immunity to sickened/nauseated - Jaela
immunity to mind-affecting - Muirfinn

acidic blood(1d6)
frost blood(2d6)
holy blood(2d6)
Interest: Dana, Gisfal, Jaela

+10ft movement speed
+10ft movement speed
+40ft movement speed
Interest: Dana, Drena, Mirima

eternal youth
Interest: The Master, Sylvie, Vul'lath

Others: Arrel, 27, Kascha, Baleruk, Stille, Balyss, Vivantha, Mirajane

I'll roll for the competing claims and post a new version.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 01:35:19 PM
27 promptly complains to Ithea, for whatever that's worth.
Title: Re: Random DM nagging.
Post by: Merc on December 05, 2015, 01:36:51 PM
Ithea is too concerned with Lief and Muirfinn to pay attention to 27! He'll have to bring his complaints to Rukkig. Sorry 27!
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 01:37:27 PM
Quote from: Merc on December 05, 2015, 01:36:51 PM
Ithea is too concerned with Lief and Muirfinn to pay attention to 27! He'll have to bring his complaints to Rukkig. Sorry 27!

You'll find your bed is now covered in slaad slime. I hope you're happy.
Title: Re: Random DM nagging.
Post by: Merc on December 05, 2015, 01:38:03 PM
I'm going to order Elena to switch Ithea's bed with Hanna's then.
Title: Re: Random DM nagging.
Post by: Corwin on December 05, 2015, 01:45:54 PM
Medi's loot distribution:

Max HP+5
Max HP+5
Max HP+7
Max HP+20
Interest: Adrian, Dana, Hope, Simmer, Mei

Quote
[19:34] <@Annerose> roll 1d2 dexterity, in order
[19:34] <Serith> Annerose roll for Serith < 1 > [d2=1]
[19:34] <@Annerose> roll 1d8 constitution, in order
[19:34] <Serith> Annerose roll for Serith < 6 > [d8=6]
[19:34] <@Annerose> roll 1d2 intelligence+2, in order
[19:34] <Serith> Annerose roll for Serith < 2 > [d2=2]
[19:35] <@Annerose> roll 1d5 charisma, in order
[19:35] <Serith> Annerose roll for Serith < 2 > [d5=2]
[19:35] <@Annerose> roll 1d4 charisma, in order
[19:35] <Serith> Annerose roll for Serith < 1 > [d4=1]
[19:35] <@Annerose> roll 1d3 charisma, in order
[19:35] <Serith> Annerose roll for Serith < 3 > [d3=3]

Strength+2
Strength+2 - Adrian
Interest: Adrian (gets one by default)

Dexterity+3 - Crystal
Interest: Crystal, Hope

Constitution+1 - Jaela
Constitution+4 - Simmer
Interest: Adrian, Misalea, Dana, Crystal, Hope, Simmer, Mei, Rosa

Intelligence+1 - Sylvie
Intelligence+2 - Ithea
Intelligence+2 - Vul'lath
Interest: Sylvie, Vul'lath

Wisdom+2 - The Jarl
Wisdom+2 - Drena
Interest: Jarl, Drena (each gets one by default)

Charisma+1 - Crystal
Charisma+1 - Misalea
Charisma+1 - Jaela
Interest: Misalea, Crystal, Drena, Canderella, Jaela

General stat booster interest: Tannin, Mirima, Finnegan

Natural Armor+1
Natural Armor+5 - Dana
Natural Armor+5 - Rosa
Interest: Dana, Rosa (each gets one by default)

+2 1st level spell slots
+2 2nd level spell slots
+2 3rd level spell slots
+2 4th level spell slots
+1 5th level spell slots
+1 6th level spell slots
+1 7th level spell slots
+1 8th level spell slots,
+1 9th level spell slots
Interest: Tepen, Simmer, Jaela

Quote
[19:39] <@Annerose> roll 1d3 fast healing 3, in order
[19:39] <Serith> Annerose roll for Serith < 2 > [d3=2]

fast healing 1 - Adrian
fast healing 1 - Vul'lath
fast healing 3 - Hope
Interest: Adrian, Hope, Vul'lath

Quote
[19:40] <@Annerose> roll 1d4 regeneration, in order
[19:40] <Serith> Annerose roll for Serith < 1 > [d4=1]

regeneration 1 (evil) - Balyss
regeneration 1 (evil) - Tannin
Interest: Tannin, Hope, Ebony, Jaela

+1 sacred bonus to armor class - Rosa
Interest: Rosa

+1 sacred bonus to saving throws
+2 sacred bonus to saving throws
Interest: Gisfal

+5 competence bonus to all skills
+10 competence bonus to all skills
Interest: Sylvie, Morniel

immunity to poison - The Jarl
immunity to poison - Hanna
Interest: The Jarl, Hanna (each gets one by default)

Quote
[19:41] <@Annerose> roll 1d2 immunity to fear, in order
[19:41] <Serith> Annerose roll for Serith < 2 > [d2=2]

immunity to fear - Ellese
Interest: 27, Queen Ilsenine, Ellese
27 is denied~ (or Hanna will hate me forever)

immunity to petrification - Jaela
immunity to sickened/nauseated - Jaela
immunity to mind-affecting - Muirfinn

Quote
[19:43] <@Annerose> roll 1d3 blood1d6, in order
[19:43] <Serith> Annerose roll for Serith < 3 > [d3=3]

acidic blood(1d6) - Jaela
frost blood(2d6) - Dana
holy blood(2d6) - Gisfal
Interest: Dana, Gisfal, Jaela

Quote
[19:44] <@Annerose> roll 1d3 movement speed40, in order
[19:44] <Serith> Annerose roll for Serith < 1 > [d3=1]

+10ft movement speed - Drena
+10ft movement speed - Mirima
+40ft movement speed - Dana
Interest: Dana, Drena, Mirima

Quote
[19:44] <@Annerose> roll 1d3 eternal youth, in order
[19:44] <Serith> Annerose roll for Serith < 1 > [d3=1]

eternal youth - The Master
Interest: The Master, Sylvie, Vul'lath

Others: Arrel, 27, Kascha, Baleruk, Stille, Balyss, Vivantha, Mirajane
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 02:15:21 PM
Also, in the category of minor rulings that don't matter but are interesting: I assume mortal creatures with permanent fast healing live to their maximum possible age or even a little bit beyond that. It helps cover a lot or problems and prevent more. Such a connection to positive energy helps squeeze everything that can be squeezed from a mortal life.
Title: Re: Random DM nagging.
Post by: Corwin on December 05, 2015, 02:27:56 PM
For the remaining stuff, I'm proposing the following:

HP: Adrian, Dana, Hope and Simmer had a good run, so Mei gets the Max HP+20.
Stat Boosters: Tannin got a pretty sweet thing already, so Strength+2 to Finnegan. I'll give Mirima the Charisma+1 I won.
Gisfal gets the +1 sacred bonus to saving throws.
Morniel gets the +10 competence bonus to skills, since he didn't ask for anything else. Sylvie gets the +5 competence to skills.

This leaves us with:
Max HP+5
Max HP+5
Max HP+7
Natural Armor+1
+2 1st level spell slots
+2 2nd level spell slots
+2 3rd level spell slots
+2 4th level spell slots
+1 5th level spell slots
+1 6th level spell slots
+1 7th level spell slots
+1 8th level spell slots,
+1 9th level spell slots
+2 sacred bonus to saving throws

This all goes to: Arrel, 27, Kascha, Baleruk, Stille, Balyss, Vivantha, Mirajane, Queen Ilsenine, Tepen, Canderella, Ebony

Tepen, Candy, Ebony and Kascha are all about the magic. Perhaps the Queen would accept a poor substitute for immunity in the form of a +2 sacred bonus to saves? Balyss could do with a bit of natural armor to bring her AC to a round 50. I'll give Mirajane the acid blood. You never know when you might need that! And she's immune. Arrel and Vivantha will have to do with +HP, looks like, but that's what happens when you don't look for anything specific. I'll be sure to keep an eye out for awesome stuff.

I believe our most exalted of abominations deserves more than mere trinkets! Instead, he should have all the things! A whole chamber dedicated to all the spell tomes with every spell ever! But that's not all! He is a deity, and as such should be able to cast arcane spells which are otherwise the province of the divine!

Medi's stuff had all this exciting magic knowledge and spells, and Baleruk should really be its rightful owner. (http://www.soulriders.net/forum/index.php/topic,101729.msg1041525.html#msg1041525)

And if Elena didn't get uploaded with the repository of knowledge listed here, she is now!

Celestial Battle should go to Stille, who better be fucking surprised.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 02:34:55 PM
That's fine. Go ahead and make a list with all of those sorted out like the previous, so I can use it to update people.
Title: Re: Random DM nagging.
Post by: Corwin on December 05, 2015, 02:46:17 PM
Tepen, Candy, Ebony and Kascha:

Quote
[20:37] <@Annerose> roll 1d4 lvl9, in order
[20:38] <Serith> Annerose roll for Serith < 1 > [d4=1]
[20:38] <@Annerose> roll 1d3 lvl8, in order
[20:38] <Serith> Annerose roll for Serith < 1 > [d3=1]
[20:38] <@Annerose> roll 1d2 lvl7, in order
[20:38] <Serith> Annerose roll for Serith < 2 > [d2=2]

- Spell tomes with all spells 1-9 from the PHB, SC and Complete books. Basically an extensive spell library. -Baleruk
- 21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster. -Baleruk

Celestial Battle -Stille
This staff is designed for battles against the forces of the Hells.
Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)
Overwhelming varied; CL 27th; celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

- A repository of knowledge that can be uploaded into Elena. This grants her a +30 bonus to any knowledge checks (does not stack with the library). Best used in combination of the quest to upgrade her and Galariel y'all missed. -Elena

1d6 acid blood - I'll give it to Mirajane

So, remaining stuff:

Max HP+20 - Mei
Strength+2 to Finnegan.
I'll give Mirima the Charisma+1 I won.
+1 sacred bonus to saving throws - Gisfal
+10 competence bonus to skills - Morniel
+5 competence to skills - Sylvie

Quote
[20:45] <@Annerose> roll 1d3 7hp 27,arrel,vivantha
[20:45] <Serith> Annerose roll for Serith < 2 > [d3=2]

This leaves us with:
Max HP+5 - 27
Max HP+5 - Vivantha
Max HP+7 - Arrel
Natural Armor+1 - Balyss
+2 1st level spell slots - Tepen
+2 2nd level spell slots - Candy
+2 3rd level spell slots - Kascha
+2 4th level spell slots - Jaela
+1 5th level spell slots - Ebony
+1 6th level spell slots - Ebony
+1 7th level spell slots - Kascha
+1 8th level spell slots - Candy
+1 9th level spell slots - Tepen
+2 sacred bonus to saving throws - Queen Ilsenine
Title: Re: Random DM nagging.
Post by: Corwin on December 05, 2015, 02:53:35 PM
Full list:

- Spell tomes with all spells 1-9 from the PHB, SC and Complete books. Basically an extensive spell library. -Baleruk
- 21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster. -Baleruk

Celestial Battle -Stille
This staff is designed for battles against the forces of the Hells.
Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)
Overwhelming varied; CL 27th; celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

- A repository of knowledge that can be uploaded into Elena. This grants her a +30 bonus to any knowledge checks (does not stack with the library). Best used in combination of the quest to upgrade her and Galariel y'all missed. -Elena

acidic blood(1d6) - Jaela
1d6 acid blood - I'll give it to Mirajane

Max HP+20 - Mei
Strength+2 to Finnegan.

Charisma+1 - Jaela
I'll give Mirima the Charisma+1 I won.

+1 sacred bonus to saving throws - Gisfal
+10 competence bonus to skills - Morniel
+5 competence to skills - Sylvie

Max HP+5 - 27
Max HP+5 - Vivantha
Max HP+7 - Arrel
Natural Armor+1 - Balyss
+2 1st level spell slots - Tepen
+2 2nd level spell slots - Candy
+2 3rd level spell slots - Kascha
+2 4th level spell slots - Jaela
+1 5th level spell slots - Ebony
+1 6th level spell slots - Ebony
+1 7th level spell slots - Kascha
+1 8th level spell slots - Candy
+1 9th level spell slots - Tepen
+2 sacred bonus to saving throws - Queen Ilsenine

Strength+2 - Adrian
Dexterity+3 - Crystal
Constitution+1 - Jaela
Constitution+4 - Simmer
Intelligence+1 - Sylvie
Intelligence+2 - Ithea
Intelligence+2 - Vul'lath
Wisdom+2 - The Jarl
Wisdom+2 - Drena
Charisma+1 - Crystal
Charisma+1 - Misalea
Natural Armor+5 - Dana
Natural Armor+5 - Rosa
fast healing 1 - Adrian
fast healing 1 - Vul'lath
fast healing 3 - Hope
regeneration 1 (evil) - Balyss
regeneration 1 (evil) - Tannin
+1 sacred bonus to armor class - Rosa
immunity to poison - The Jarl
immunity to poison - Hanna
immunity to fear - Ellese
immunity to petrification - Jaela
immunity to sickened/nauseated - Jaela
immunity to mind-affecting - Muirfinn
frost blood(2d6) - Dana
holy blood(2d6) - Gisfal
+10ft movement speed - Drena
+10ft movement speed - Mirima
+40ft movement speed - Dana
eternal youth - The Master
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 03:02:27 PM
My own copy. I'll strikethrough things as I add them. PCs who haven't been leveled up and ported over yet won't be adjusted until I do so.

Full list:

- Spell tomes with all spells 1-9 from the PHB, SC and Complete books. Basically an extensive spell library. -Baleruk
- 21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster. -Baleruk


Celestial Battle -Stille
This staff is designed for battles against the forces of the Hells.
Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)
Overwhelming varied; CL 27th; celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

- A repository of knowledge that can be uploaded into Elena. This grants her a +30 bonus to any knowledge checks (does not stack with the library). Best used in combination of the quest to upgrade her and Galariel y'all missed. -Elena

acidic blood(1d6) - Jaela
1d6 acid blood - I'll give it to Mirajane

Max HP+20 - Mei
Strength+2 to Finnegan.

Charisma+1 - Jaela
I'll give Mirima the Charisma+1 I won.

+1 sacred bonus to saving throws - Gisfal
+10 competence bonus to skills - Morniel
+5 competence to skills - Sylvie

Max HP+5 - 27
Max HP+5 - Vivantha
Max HP+7 - Arrel
Natural Armor+1 - Balyss
+2 1st level spell slots - Tepen
+2 2nd level spell slots - Candy
+2 3rd level spell slots - Kascha
+2 4th level spell slots - Jaela
+1 5th level spell slots - Ebony
+1 6th level spell slots - Ebony

+1 7th level spell slots - Kascha
+1 8th level spell slots - Candy
+1 9th level spell slots - Tepen
+2 sacred bonus to saving throws - Queen Ilsenine

Strength+2 - Adrian
Dexterity+3 - Crystal
Constitution+1 - Jaela
Constitution+4 - Simmer
Intelligence+1 - Sylvie
Intelligence+2 - Ithea
Intelligence+2 - Vul'lath
Wisdom+2 - The Jarl
Wisdom+2 - Drena
Charisma+1 - Crystal
Charisma+1 - Misalea
Natural Armor+5 - Dana
Natural Armor+5 - Rosa
fast healing 1 - Adrian
fast healing 1 - Vul'lath
fast healing 3 - Hope
regeneration 1 (evil) - Balyss
regeneration 1 (evil) - Tannin
+1 sacred bonus to armor class - Rosa
immunity to poison - The Jarl
immunity to poison - Hanna
immunity to fear - Ellese
immunity to petrification - Jaela
immunity to sickened/nauseated - Jaela
immunity to mind-affecting - Muirfinn
frost blood(2d6) - Dana
holy blood(2d6) - Gisfal
+10ft movement speed - Drena
+10ft movement speed - Mirima
+40ft movement speed - Dana
eternal youth - The Master
[/quote]
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 11:37:09 PM
A moment of silence for Lief and Muirfinn. Both of you have my condolences over a bad end. I wish it could have gone another way, but once you were captured, there were precious few ways you might escape alive. Unfortunately, this was a time where caution was the better choice and you weren't able to bail yourselves out in time. If it's any consolation, odds are it would've been a TPK without Sylvie along, since otherwise fixing the portal was far harder. 21 saved her and Ithea's lives and souls.

Yuth, why didn't Muirfinn use Time Stop? I'd think that would've been a prime play there. Ironically, Legion had spell stowaway for Time Stop, but nonetheless I was expecting that as one of your opening moves.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 11:38:34 PM
Okay, unpleasant upkeep time. Lief and Muirfinn, go ahead and move your sheets over to the cemetary. Make sure to include a little blurb on how you died (or practically died in Muirfinn's case).

Beyond that, any ideas for !rollcharing and new PCs, you two?
Title: Re: Random DM nagging.
Post by: Merc on December 05, 2015, 11:39:35 PM
Would time stop even work in Astral? I kind of figured that would be one of the things stopped. Also figured my own Misery Bottle spell would fail there.

I am curious as to whether they could have escaped through the portal while the chains weren't fully up, if it was a die roll chance to escape then or end up in devil clutches, or if it just automatically meant capture.
Title: Re: Random DM nagging.
Post by: Anastasia on December 05, 2015, 11:42:09 PM
Quote from: Merc on December 05, 2015, 11:39:35 PM
Would time stop even work in Astral? I kind of figured that would be one of the things stopped. Also figured my own Misery Bottle spell would fail there.

I am curious as to whether they could have escaped through the portal while the chains weren't fully up, if it was a die roll chance to escape then or end up in devil clutches, or if it just automatically meant capture.

It works for the same reason Haste works - it's not really stopping time, it's enhanced speed. Same reason it also works despite the Temporal Compact. I didn't even think of that being a consideration.

A die roll. Roughly 50/50 odds.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 06, 2015, 12:33:26 AM
Quote from: Anastasia on December 05, 2015, 11:38:34 PM
Okay, unpleasant upkeep time. Lief and Muirfinn, go ahead and move your sheets over to the cemetary. Make sure to include a little blurb on how you died (or practically died in Muirfinn's case).

Beyond that, any ideas for !rollcharing and new PCs, you two?

Planning to carry over my backup from the Slaad Dungeon: http://www.soulriders.net/forum/index.php/topic,103421.msg1057438.html#msg1057438 (http://www.soulriders.net/forum/index.php/topic,103421.msg1057438.html#msg1057438)
Title: Re: Random DM nagging.
Post by: Anastasia on December 06, 2015, 12:37:48 AM
Duly noted.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 06, 2015, 12:54:58 AM
Time Stop: I didn't really realize how fucked we were. Overconfidence doomed me.
Title: Re: Random DM nagging.
Post by: Anastasia on December 06, 2015, 02:10:31 AM
Mirima reaches level 20!

Huh, didn't realize she was one behind. Anyway.

- Sorcerer 9 and Champion of Corelleon Latherian 4
- 7 on a d10 for a total of placeholder for tonight since I got nabbed/tired. Will pick her up tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on December 06, 2015, 02:07:33 PM
Interesting trivia time: Generally, when two deities clash, a divine rank check is used to determine who wins. I don't normally show these as it's something best kept behind the screen, but this one amuses me.

> roll 1d20+16 Selune rank check
<Kobot> Kowork rolled 1d20+16 Selune rank check --> [ 1d20=17 ]{33}
> roll 1d20+20 Asmodeus rank check
<Kobot> Kowork rolled 1d20+20 Asmodeus rank check --> [ 1d20=1 ]{21}

Natural 1s happen even to greater deities (at least on rank checks, since they don't automatically maximize them).  This is why you got a prophecy from Selune here. She holds Muirfinn in good standing since he followed her commands and took out Athux, so she took the personal attention to try and divine what happened to him. The dice favored her.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 02:23:33 AM
Mirima reaches level 20!

- Sorcerer 9 and Champion of Corelleon Latherian 4
- 7 on a d10 for a total of 14 hit points and a grand total of 256 hit points.
- +1 BAB for a total of 18.
- Mirima now casts as a 9th level sorcerer. She gets a new 2nd, 3rd and 4th level spell known. She selects resist energy, fly and orb of force. One defense, one utility and one giving her a better ranged option. This level's all about filling in gaps for her.
- +1 Fortitude and Reflex saves.
- +1 Charisma for 27. Obvious.
- Skills go up as normal.
- Gains Rapid Blitz as her bonus feat for Champion. This increases the bonuses from Vinco Proeliator by 1.

Also adding in the potion bonuses. The first is fast movement +10ft, easy enough. The second is +1 Charisma, puts her up to 28. This boosts her up, stats adjusted.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 03:09:56 AM
Mirima reaches level 21!

- Sorcerer 10 and Arcane Duelist 11.
- 8 on a d8 for a total of 15 hit points and a grand total of 271 hit points.
- +1 BAB for a total of 19.
- Enchant chosen weapon increases to +5. This is a nice boost. I note that Woven Gold's enhancement bonus is only +6, despite being base +4 and having a +4 boost on top of it. Near I an tell (I don't recall and a nagging search isn't helping), I figured the other boosts of it to count as the sword's other +4 for the sake of the +10 cap. That cap vanishes on AD level 11, so I'm going to fully boost the sword up to a total of +9.
- Mirima now casts as a 10th level sorcerer. She gains a new cantrip and 5th level spell. She selects detect poison and wall of force.
- No change to saves.
- Skills go up as normal.

Paused on feats since falling asleep. Will finish tomorrow. She gets her sorcerer 10 feat and her level 21 feat.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 12:47:42 PM
Mirima reaches level 21!

- Sorcerer 10 and Arcane Duelist 11.
- 8 on a d8 for a total of 15 hit points and a grand total of 271 hit points.
- +1 BAB for a total of 19.
- Enchant chosen weapon increases to +5. This is a nice boost. I note that Woven Gold's enhancement bonus is only +6, despite being base +4 and having a +4 boost on top of it. Near I an tell (I don't recall and a nagging search isn't helping), I figured the other boosts of it to count as the sword's other +4 for the sake of the +10 cap. That cap vanishes on AD level 11, so I'm going to fully boost the sword up to a total of +9.
- Mirima now casts as a 10th level sorcerer. She gains a new cantrip and 5th level spell. She selects detect poison and wall of force.
- No change to saves.
- Skills go up as normal.
- Two new feats. She goes with Sudden Maximize (S10) and Great Charisma(21). The first is because she doesn't really need any more prepared metamagic, so getting a 1/day spike to her emergency ranged damage is about the best she can do. The other's just for the Charisma boost, getting that out of the way now.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 12:56:27 PM
Mirima reaches level 22!

- Fighter 11 and Arcane Duelist 12.
- 3 on a d10 for a total of 10 hit points and a grand total of 281 hit points.
- +1 BAB for a total of 20.
- No change to saves.
- Skills go up as normal.

A complete filler level. She hits the gap on fighter and epic arcane duelist at the same time.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 12:59:41 PM
We'll stick with old gestalt. The work involved isn't worth it, B3 will just be special about it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 01:33:23 PM
Ellese reaches level 22!

- Fiend Blooded 12 and Sorcerer 22.
- 4 on a d4 (automatic) for a total of 19 hit points and a grand total of 422 hit points.
- +1 BAB for a total of 16.
- Changing rebuke undead to channel negative energy. It's from death delver.
- Another daily use of smiting spell. Always handy.
- A new spell from fiendish sorcery. Her magic selects...

> roll 1d20+32
<Serith> Kowork roll for Serith < 35 > [d20=3]


No. Thanks to the fear potion and support you've given her, Ellese is able to suppress her power and choose the spell of her own free will. She selects true meteor swarm.
- Ellese now casts as a 22nd level sorcerer. She gains a 10th level spell. She selects body softening.
- No change to saves.

Okay level. Giving Ellese that potion helps, otherwise she'd have Belial's Mercy and Mephistopheles' Cold Hand this level. Latter would at least be usable, but still.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 07, 2015, 04:43:41 PM
Sheet will go up tonight. Last fiddly bits with gear and skills.

Doing my best to make sure an audit goes smoothly if you decide to do one.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 04:48:15 PM
Quote from: Yuthirin on December 07, 2015, 04:43:41 PM
Sheet will go up tonight. Last fiddly bits with gear and skills.

Doing my best to make sure an audit goes smoothly if you decide to do one.

I will. No B5 tomorrow so I intend to get things done. Like overdue level ups, sheet audits and some other things.
Title: Re: Random DM nagging.
Post by: Anastasia on December 07, 2015, 04:59:19 PM
Todo list:

0. Posting.
1. Level up Balyss.
2. Level up Vul'lath.
3. Yuth sheet audit.
4. Coordinate with Iddy, get his PC work rolling.
5. See what other NPCs need to be brought over and leveled up. Possibilities include Tannin, Arrel, Jarl, 27 (a simple copy/paste job since he doesn't level up as standard), Drena, The Master, Morniel, Ilsenine, Gisfal, Stille, Mei, Rosa, Mirajane. If you have someone you think you'll want to have around or use, say so and I'll bump the up. Finnegan also needs a copy/paste if he's going to be used.
6. Rebuild Canderella. Just think she could use a rework. Thunderborn was a nice idea at the time, but I don't think it holds up well.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 01:18:52 AM
Sheet is up!

Also, Muirfinn's money is left behind as nobody gonna carry 'round that much gold all the time. It can be divided up or donated as the rest of the Crusade sees fit.

Total: 170,206g
Title: Re: Random DM nagging.
Post by: Corwin on December 08, 2015, 07:58:29 AM
It's a bit meta but maybe you could choose some enchantment for the Aurora and it can be used towards that? Maybe it was part of M's will or something. If it's not enough, we'll find a way to pitch in.

Dune, is there a way to help Ellese switch off fiend-blooded? It seems like she's still locked into it?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 12:05:41 PM
Honestly, Muirfinn would want the Worldmeet Glade installed, as it would help raise morale among elementals and fey as well as the tortles. Throw in a dedication stone and make sure that Vivantha is taken care of and we'll call it good. Use whatever is left over for awesome stuff.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 01:01:19 PM
Whatever you like, tortle. I assume you had a will just in case and can dictate how the money goes.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 01:04:01 PM
Quote from: Corwin on December 08, 2015, 07:58:29 AM
It's a bit meta but maybe you could choose some enchantment for the Aurora and it can be used towards that? Maybe it was part of M's will or something. If it's not enough, we'll find a way to pitch in.

Dune, is there a way to help Ellese switch off fiend-blooded? It seems like she's still locked into it?

She is for now. A quest would be required and some work. Her alignment is still lawful evil. She's fighting against it better now, but the sheer corruption and mental warping she's suffered remain.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 01:17:58 PM
Quote from: Anastasia on December 08, 2015, 01:04:01 PM
Quote from: Corwin on December 08, 2015, 07:58:29 AM
It's a bit meta but maybe you could choose some enchantment for the Aurora and it can be used towards that? Maybe it was part of M's will or something. If it's not enough, we'll find a way to pitch in.

Dune, is there a way to help Ellese switch off fiend-blooded? It seems like she's still locked into it?

She is for now. A quest would be required and some work. Her alignment is still lawful evil. She's fighting against it better now, but the sheer corruption and mental warping she's suffered remain.

Girl needs some chaos in her life. Ysgard or Arborea!
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 01:19:50 PM
Either could be a valid approach. While Baator's law is a vile thing, a lawful alignment isn't her true problem. It's the horrifying evil taint left in her by Hell.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 01:36:32 PM
Both of those places can also deal with that issue.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 01:41:06 PM
Balyss reaches level 22!

- Silverstar 12 and Favored Soul 22.
- 2 on a d8 for a total of 8 hit points and a grand total of 228 hit points.
- +1 BAB for a total of 18.
- Moon hand increases to +4 shocking burst. This is a +1 rise to her enhancement bonus. Nice on paper but Balyss rarely melees.
- Energy resistance boost. She'll raise fire by 10 to a total of 20. Makes the most sense since her enemies are devils.
- Balyss now casts as a 22nd level cleric. She gets 1 10th level spell slot. She selects quickened heal.
- Balyss now casts as a 22nd level favored soul. She gets (because I accidentally used the wrong table and shorted her last level) 3 10th level spells. She selects energy immunity, mass freedom of movement and curse of inadequacy.
- No change to saves.
- Skills go up as normal.

Okay level for her. 22 tends to be a down level for almost everyone due to the structure of things.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 01:41:22 PM
Quote from: Yuthirin on December 08, 2015, 01:36:32 PM
Both of those places can also deal with that issue.

This is true, but just worth mentioning.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 01:56:03 PM
We'll turn her into a Chaotic Good engine of destruction soon enough!
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 02:01:06 PM
Scary.

Yuth, check your PMs.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 02:26:18 PM
You check your PMs.
Title: Re: Random DM nagging.
Post by: Corwin on December 08, 2015, 02:58:05 PM
I'll angle for such a quest as soon as we have the chance for it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 03:13:20 PM
Time for Yuth's sheet audit.

0. Todo: Epic psion power point progression. This reminds me. I did it by hand for Pistis Sophia and I have the notes there, so I can figure it out fairly quickly.

1. A few notes on mindsight. It provides a fairly steady flow of information (int scores and type of creatures within range), so don't be afraid to poke me in PM if I don't provide that. Secondly, these rulings from houserules relate to mindsight.

Quote3. Adjudicating Mindsight: Mindsight is foiled by mind blank. In addition, a ring of mind shielding or any other effect that explicitly stops mind reading stops mindsight.
25: Darkstalker stops mindsight and other rare, unusual forms of sensing. It's meant to be encompassing, so I give it credit versus random ways ot detect things from other splatbooks.

Antenora in B1 uses mindsight, so this has come up. Heads up.

2. Walk me through how your feats combo? I'm not as well versed on psionics as other things, so a run through would be helpful.
3. You can take sneak attack instead of sudden strike. Your choice on that.
4. Incarnate is essentially psionic permanency, right? I'd have it follow the same rules as that spell.
5. Temporal acceleration would work through speed and not actual time shenanigans. Flavor issue there, doesn't impact the mechanics.
6. Bend reality and reality revision would use the rules for limited wish and wish, since they're essentially the same thing.
7. True mind switch has a hefty XP penalty and all sorts of ways to get up to no good with it. I have all sorts of reservations since it doesn't translate well. Is this a big part of your build or gimmick?
8. The power transfer ability of psychic chirurgery is problematic for a few reasons. First of all, psionics are rare in Balmuria. You won't have many chances to use it. The fact that Aurora has two manifesters (Dana and Morniel) is more than usual*. Secondly, trading XP for permanent new powers known breaks down a bit when you convert XP to GP costs. I'm not entirely sure how to handle this offhand, so I'm open to suggestions.
9. Do note there's an epic psionics tab over in the epic rules thread. Click here: http://www.soulriders.net/forum/index.php/topic,103118.msg1051200.html#msg1051200 Notably, epic psionics aren't well developed, as I rarely use them. There's a few powers (check the sheets of Pistis Sophia and Debonah in characters and monsters) but it's largely a blank slate. More immediately relevant is the epic manifesting feat and extend power point progression. More annoyingly, I don't have epic psion's power point progression handy. I have the math I did for Pistis Sophia's power point total, so it won't be hard to recreate.
10. I don't really see the point of preserve ectoplasm. Care to elaborate?
11. What does that third eye item do? Also note that psionic items are really rare, so buying any you need in chargen would be wise.
12. Go ahead and walk me through your build. How does it work? What are the combos? How does it all tie together?

* The majority of manifesters in Creation are minor ones. They have the hidden talent feat (example: Helena in B5) and a single power that they likely don't know is psionic in nature. Of the rest, they have levels in classes that grant manifesting. This is more common in immortal creatures, as they're the only ones likely to have the knowledge base to recognize psionic talent for what it is. Magic largely overshadows psionics in this campaign, and the high amount of magic/psionic transparency I use enables this further.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 03:13:44 PM
Quote from: Corwin on December 08, 2015, 02:58:05 PM
I'll angle for such a quest as soon as we have the chance for it.

Cool, so noted.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 03:25:19 PM
Todo list:

0. Posting.
1. Level up Balyss.

2. Level up Vul'lath.
3. Yuth sheet audit.
4. Coordinate with Iddy, get his PC work rolling.
5. See what other NPCs need to be brought over and leveled up. Possibilities include Tannin, Arrel, Jarl, 27 (a simple copy/paste job since he doesn't level up as standard), Drena, The Master, Morniel, Ilsenine, Gisfal, Stille, Mei, Rosa, Mirajane. If you have someone you think you'll want to have around or use, say so and I'll bump the up. Finnegan also needs a copy/paste if he's going to be used.
6. Rebuild Canderella. Just think she could use a rework. Thunderborn was a nice idea at the time, but I don't think it holds up well.
Title: Re: Random DM nagging.
Post by: Nephrite on December 08, 2015, 03:32:00 PM
Dune, this can be done this weekend or whenever you have a day off, but it looks like the site where I was pulling Fatesinger from isn't up anymore. I'd rather not just pick a totally different class but maybe make a PrC using it as the base. Maybe we can work on it sometime when you don't have 60 other things to do.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 03:37:05 PM
Quote from: Nephrite on December 08, 2015, 03:32:00 PM
Dune, this can be done this weekend or whenever you have a day off, but it looks like the site where I was pulling Fatesinger from isn't up anymore. I'd rather not just pick a totally different class but maybe make a PrC using it as the base. Maybe we can work on it sometime when you don't have 60 other things to do.

How much of Fatesinger do you still have?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 08, 2015, 03:40:01 PM
Dune, need a couple quick class features for beguiler 21/22 made. I'd like to request Hide In Plain Sight be one of them. Additionally, as a heads up, I'll be taking Epic Spell Casting for my next open feat, so I'll need an epic Beguiler spell list.

Other than that and some equipment stuff, I think the sheet I have spoiler hidden is good for an audit.

Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 03:42:45 PM
I need to make epic beguiler, expect that in a day or two.

Noted on the rest.
Title: Re: Random DM nagging.
Post by: Nephrite on December 08, 2015, 03:54:20 PM
Quote from: Anastasia on December 08, 2015, 03:37:05 PM
Quote from: Nephrite on December 08, 2015, 03:32:00 PM
Dune, this can be done this weekend or whenever you have a day off, but it looks like the site where I was pulling Fatesinger from isn't up anymore. I'd rather not just pick a totally different class but maybe make a PrC using it as the base. Maybe we can work on it sometime when you don't have 60 other things to do.

How much of Fatesinger do you still have?

If you mean to take as levels? 6, which would put it at 8.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 03:54:43 PM
I mean of the actual class. Do you have access to any of it?
Title: Re: Random DM nagging.
Post by: Nephrite on December 08, 2015, 04:18:50 PM
Oh, I see. Besides what I've taken of it so far no.
Title: Re: Random DM nagging.
Post by: Corwin on December 08, 2015, 04:53:20 PM
I have a metamagic question. I have both spontaneous and prepared spells, and an item dropping the cost of metamagic by 1. To have it apply to the prepared spells, would I need to be using it during spell memorization, during casting or both? What happens to the memorized spell in the metamagic slot -1 level if I lack the item when it's time to cast it?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 05:04:57 PM
Time for Yuth's sheet audit.

0. Todo: Epic psion power point progression. This reminds me. I did it by hand for Pistis Sophia and I have the notes there, so I can figure it out fairly quickly.

Quote1. A few notes on mindsight. It provides a fairly steady flow of information (int scores and type of creatures within range), so don't be afraid to poke me in PM if I don't provide that. Secondly, these rulings from houserules relate to mindsight.

Quote3. Adjudicating Mindsight: Mindsight is foiled by mind blank. In addition, a ring of mind shielding or any other effect that explicitly stops mind reading stops mindsight.
25: Darkstalker stops mindsight and other rare, unusual forms of sensing. It's meant to be encompassing, so I give it credit versus random ways ot detect things from other splatbooks.

Antenora in B1 uses mindsight, so this has come up. Heads up.

Hm. Okay. Might grab something else then.

Quote2. Walk me through how your feats combo? I'm not as well versed on psionics as other things, so a run through would be helpful.

I'll update this tonight. It needs more time than I can devote to it at work.

Quote3. You can take sneak attack instead of sudden strike. Your choice on that.

Alrighty.

Quote4. Incarnate is essentially psionic permanency, right? I'd have it follow the same rules as that spell.

Yes, that's fine.

Quote5. Temporal acceleration would work through speed and not actual time shenanigans. Flavor issue there, doesn't impact the mechanics.

No worries.

Quote6. Bend reality and reality revision would use the rules for limited wish and wish, since they're essentially the same thing.

As expected.

Quote7. True mind switch has a hefty XP penalty and all sorts of ways to get up to no good with it. I have all sorts of reservations since it doesn't translate well. Is this a big part of your build or gimmick?

It's not essential. It's sorta polymorphy-not-really and I'm not sure I'll even use it. If you want to nix it, Go ahead. I'm certain I can find another use for the slot.

Quote8. The power transfer ability of psychic chirurgery is problematic for a few reasons. First of all, psionics are rare in Balmuria. You won't have many chances to use it. The fact that Aurora has two manifesters (Dana and Morniel) is more than usual*. Secondly, trading XP for permanent new powers known breaks down a bit when you convert XP to GP costs. I'm not entirely sure how to handle this offhand, so I'm open to suggestions.

I took it is because of the fact that we have the two manifesters on Aurora, and it also fits the fluff I haven't posted yet.

Instead of XP cost, perhaps we can convert it to a 5-for-1 or a 10-for-1 gp cost? Or make it so that it can be done at a 1-for-1, but requires a certain rare material or two that can't just be purchased. 

Quote9. Do note there's an epic psionics tab over in the epic rules thread. Click here: http://www.soulriders.net/forum/index.php/topic,103118.msg1051200.html#msg1051200 Notably, epic psionics aren't well developed, as I rarely use them. There's a few powers (check the sheets of Pistis Sophia and Debonah in characters and monsters) but it's largely a blank slate. More immediately relevant is the epic manifesting feat and extend power point progression. More annoyingly, I don't have epic psion's power point progression handy. I have the math I did for Pistis Sophia's power point total, so it won't be hard to recreate.

Will look.

Quote10. I don't really see the point of preserve ectoplasm. Care to elaborate?

Any gear that Tryll wears has to be made of ectoplasm in order for him to wear it due to him being incorporeal, barring rulings by you. Ectoplasm, per Ghostwalk rules, breaks down over a matter of days. Preserved ectoplasm breaks down much slower, but still breaks down. The spell refreshes the preservation. Small cost to maintain the gear.

Quote11. What does that third eye item do? Also note that psionic items are really rare, so buying any you need in chargen would be wise.

The third eye boosts ML for SR penetration.

Quote12. Go ahead and walk me through your build. How does it work? What are the combos? How does it all tie together?

Quote* The majority of manifesters in Creation are minor ones. They have the hidden talent feat (example: Helena in B5) and a single power that they likely don't know is psionic in nature. Of the rest, they have levels in classes that grant manifesting. This is more common in immortal creatures, as they're the only ones likely to have the knowledge base to recognize psionic talent for what it is. Magic largely overshadows psionics in this campaign, and the high amount of magic/psionic transparency I use enables this further.

This will also be recognized in the fluff.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 05:14:56 PM
Quote from: Nephrite on December 08, 2015, 04:18:50 PM
Oh, I see. Besides what I've taken of it so far no.

Alright, we'll figure something out about this tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 05:16:35 PM
Quote from: Corwin on December 08, 2015, 04:53:20 PM
I have a metamagic question. I have both spontaneous and prepared spells, and an item dropping the cost of metamagic by 1. To have it apply to the prepared spells, would I need to be using it during spell memorization, during casting or both? What happens to the memorized spell in the metamagic slot -1 level if I lack the item when it's time to cast it?

I'm assuming two different spell sets here and not something more exotic.

For prepared spells, it lowers the cost by 1 when you prepare it. You don't need it after that, the spell is prepared.

For a spontaneous spell, you don't apply it until you cast the spell. You'd need the item on hand.
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2015, 05:17:35 PM
You're up to post, Merc. Drop one down, I'm waiting on you.
Title: Re: Random DM nagging.
Post by: Corwin on December 08, 2015, 05:19:46 PM
That's correct, one from each side of the build. Thanks!
Title: Re: Random DM nagging.
Post by: Merc on December 08, 2015, 06:33:48 PM
Ah, okay?

I didn't really have anything to add, but I'll post Ithea's position I guess.
Title: Re: Random DM nagging.
Post by: Ebiris on December 08, 2015, 06:41:56 PM
There's clearly gonna be a trap sprung on us so we may as well be ready to deal with that shit. Or watch Baleruk deal with it.
Title: Re: Random DM nagging.
Post by: Merc on December 08, 2015, 06:44:24 PM
Quote from: Anastasia on December 08, 2015, 03:42:45 PM
I need to make epic beguiler, expect that in a day or two.

Noted on the rest.

For what it's worth, from discussion with Iddy:
[21:26] <Iddy> I can't find an actual work up for epic beguiler
[21:26] <Merc> There isn't, but it wouldn't be difficult to create one.
[21:28] <Iddy> Oh?
[21:31] <Merc> It'd probably just be:
[21:31] <Merc> At level 21, you get "Spellcasting" (just boosts your caster level until you pick up Epic Spell Capacity feat, then you can learn higher level spells/gain more spells)
[21:31] <Merc> At level 23 and every 4+ you get Advanced Learning (learn new illusion/enchantment spell outside list)
[21:31] <Merc> At level 26 and every 6+ you get Cloak Casting (+1 bonus to beguiler spell DCs)
[21:31] <Merc> And finally, at level 24 and every 4+ you gain an epic feat.
[21:31] <Merc> At a guess
[21:31] <Merc> Normally on the epic feat progression, if it followed beguiler pre-20, it'd be at 25 and every 5+, but that's not consistent with other gish classes
[21:31] <Merc> which get every 4+
[21:32] <Merc> and focused classes get every 3+ (as an fyi)

Title: Re: Random DM nagging.
Post by: Yuthirin on December 08, 2015, 10:08:02 PM
Quote2. Walk me through how your feats combo? I'm not as well versed on psionics as other things, so a run through would be helpful.

Overchannel & Talented

Overchannel allows you to increase your effective ML by 1, 2, or 2 levels depending on HD. Doing so causes an amount of damage to you per ML increased.

1 = 1d8
2 = 3d8
3 = 5d8

Talented allows you to use this ability on all powers third level and under without taking damage.

Psicrystal Affinity & Psicrystal Containment

Psicrystal Affinity gives access to a psicrystal, which is sort of like a familiar with less personality. The real love comes from Psicrystal Containment, which provides a second psionic focus. The expenditure of psionic focus is something required of in many psionic feats and metapsionic feats. Having this can essentially allow you to apply two metapsionic feats to a power.

Psionic Meditation simply allows you to regain psionic focus as a move action, granting more action economy. Psionic focus is required to use any power or psionic ability. Without it, you're essentially a well-equipped commoner.

Talented was a required feat, and essentially a burnt slot. Might come in handy someday, I guess.

Quote12. Go ahead and walk me through your build. How does it work? What are the combos? How does it all tie together?

Entire build, along with fluff, is designed to make the coure the star of the show. Main character occupies same space as coure familiar as a mist while incorporeal, takes shapes as needed to use abilities. Coure does battlefield control and minor buffing, PC does blasting and large-scale protection/irritation. Psicrystal delivers touch attacks as needed. Metapsionic feats can stack, so when serious blasting is needed, it can be done. Psicrystal Containment allows this to continue rapidly, every two turns until we run out of enemies or PP. If shit goes bad, everyone goes incorporeal and bugs out, barring psicrystal, which either drops to the floor inert or makes its own clever escape.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 12:05:45 AM
Oh, Merc reminded me again to ask about Faerie Dragon racial/class benefits, so that, too.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 12:10:00 AM
Quote from: Yuthirin on December 08, 2015, 10:08:02 PM
Quote2. Walk me through how your feats combo? I'm not as well versed on psionics as other things, so a run through would be helpful.

Overchannel & Talented

Overchannel allows you to increase your effective ML by 1, 2, or 2 levels depending on HD. Doing so causes an amount of damage to you per ML increased.

1 = 1d8
2 = 3d8
3 = 5d8

Talented allows you to use this ability on all powers third level and under without taking damage.

So that nets you a free +3 ML on 1st-3rd level powers, and the option to do so on other powers? Seems solid without being broken.

Were you looking at Improved Overchannel (Complete Psi)? I saw that reading up on how those feats work and I probably wouldn't allow it as written.

QuotePsicrystal Affinity & Psicrystal Containment

Psicrystal Affinity gives access to a psicrystal, which is sort of like a familiar with less personality. The real love comes from Psicrystal Containment, which provides a second psionic focus. The expenditure of psionic focus is something required of in many psionic feats and metapsionic feats. Having this can essentially allow you to apply two metapsionic feats to a power.

Alright, seems straightforward enough. What happens if a psicrystal gets busted?

QuotePsionic Meditation simply allows you to regain psionic focus as a move action, granting more action economy. Psionic focus is required to use any power or psionic ability. Without it, you're essentially a well-equipped commoner.

That I do know and it's why I avoid things that require you to expend your focus. I usually feel it isn't worth it.

QuoteEntire build, along with fluff, is designed to make the coure the star of the show. Main character occupies same space as coure familiar as a mist while incorporeal, takes shapes as needed to use abilities. Coure does battlefield control and minor buffing, PC does blasting and large-scale protection/irritation. Psicrystal delivers touch attacks as needed. Metapsionic feats can stack, so when serious blasting is needed, it can be done. Psicrystal Containment allows this to continue rapidly, every two turns until we run out of enemies or PP. If shit goes bad, everyone goes incorporeal and bugs out, barring psicrystal, which either drops to the floor inert or makes its own clever escape.

Okay, sounds fun enough. HP will likely be a concern for all, though. To be totally honest, ways of piercing incorporealness aren't uncommon in epic. It's a fun gimmick but I'd shore up your hit points if you can.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 12:11:36 AM
Quote from: Iron Dragoon on December 09, 2015, 12:05:45 AM
Oh, Merc reminded me again to ask about Faerie Dragon racial/class benefits, so that, too.

How so?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 09, 2015, 12:16:56 AM
1. No to Improved Overchannel
2. You make a new one?
3. It's good for tough enemies, or just refocusing and not moving, then blasting away.
4. My items are limited. Ioun stones are my friend. Can ioun stones be improved?
Title: Re: Random DM nagging.
Post by: Merc on December 09, 2015, 12:28:57 AM
Quote from: Anastasia on December 09, 2015, 12:11:36 AM
Quote from: Iron Dragoon on December 09, 2015, 12:05:45 AM
Oh, Merc reminded me again to ask about Faerie Dragon racial/class benefits, so that, too.

How so?

When I asked him what Faerie Dragon gets (racial bonuses, racial hit die, anything in particular), Iddy doesn't know what they are!

All he has is the original level 8 character sheet he'd done for B4 as a backup character.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 12:31:42 AM
Quote from: Merc on December 09, 2015, 12:28:57 AM
Quote from: Anastasia on December 09, 2015, 12:11:36 AM
Quote from: Iron Dragoon on December 09, 2015, 12:05:45 AM
Oh, Merc reminded me again to ask about Faerie Dragon racial/class benefits, so that, too.

How so?

When I asked him what Faerie Dragon gets (racial bonuses, racial hit die, anything in particular), Iddy doesn't know what they are!

All he has is the original level 8 character sheet he'd done for B4 as a backup character.

Yeah. This is more in-depth for what he asked me, and I couldn't really remember what you'd said about it, since it was way back in June and I'd cleared my IRC logs since then.

<Merc> I have no idea what a faerie dragon's stat modifiers would be from those then.
<Merc> If you consider that you'd have two +1 bonuses from level 4 and 8, and possibly one or two stat boosters from gear.
> +1 level point to Int, +1 level point into Cha, +2 item to Int, +2 item to Cha
> I.. Don't think I got stat mods from FD.
<Merc> Which seems strange to me!
<Merc> Because that's what I would say from those boosts!
> Something to ask Dune another day. Sleep now.
<Merc> And if so, faerie dragon's pretty crappy for an LA+8 with no stat boosts!
> Thanks for the help.
<Merc> but yeah, hopefully faerie dragon gets some boosts
<Merc> I can't picture LA+8 with no stat boosters.
> I think that has something to do with him making it 8 HD.
<Merc> You need to confirm what exactly faerie dragon's stats/LA/RHD/abilities are. I know I said RHD only gives health, but I forgot you pick up saves/bab/feats from it too (feats won't matter since gestalt, you pick them up on beguiler side, but the BAB/saves could matter)
<Merc> dragons get d12 hit die, good BAB and good all saves. If faerie dragon is LA+0 with 8RHD, you'd have 8d12 HP, BAB+8, and all saves at +6. Which isn't bad and hopefully combined with the faerie dragon abilities is what makes up for not having stat modifiers (presumably, unless that was an error).
<Merc> http://www.d20srd.org/srd/typesSubtypes.htm#dragonType
Title: Re: Random DM nagging.
Post by: Merc on December 09, 2015, 12:41:02 AM
I'd forgotten the SLA's back then as well, which you -do- have in your character sheet. So there's those.

Just wasn't sure if there was anything more to the race than those and no idea how racial levels for it worked when you asked about taking those versus classes.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 12:44:50 AM
Quote from: Yuthirin on December 09, 2015, 12:16:56 AM
1. No to Improved Overchannel
2. You make a new one?
3. It's good for tough enemies, or just refocusing and not moving, then blasting away.
4. My items are limited. Ioun stones are my friend. Can ioun stones be improved?

I may if you want more epic feat options. Do you?

Ioun stones can be improved. This came up earlier in B3, as the insight bonus to AC ioun stone was improved by a few people. Ioun stones are essentially magic items with an x2 price modifier. Some examples, the first has the math in a spoiler box.

http://www.soulriders.net/forum/index.php/topic,101784.msg1049233/topicseen.html#msg1049233
http://www.soulriders.net/forum/index.php/topic,101784.msg1045882/topicseen.html#msg1045882

How each one can be improved depends on what you're trying to do. If it's something provided in the SRD, use that as guidance. If not, talk to me and we'll figure something out.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 09, 2015, 12:50:38 AM
QuoteI may if you want more epic feat options. Do you?

Wut. Wait. In response to the psicrystal? No, that was sort of sarcasm. I guess. Psicrystal breaks, you make a new one. It's essentially copying a portion of your personality into a crystal infused with psionic energy. I don't think it really has enough utility to make it into an epic feat.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 12:56:24 AM
Quote from: Yuthirin on December 09, 2015, 12:50:38 AM
QuoteI may if you want more epic feat options. Do you?

Wut. Wait. In response to the psicrystal? No, that was sort of sarcasm. I guess. Psicrystal breaks, you make a new one. It's essentially copying a portion of your personality into a crystal infused with psionic energy. I don't think it really has enough utility to make it into an epic feat.

I thought you meant in regards to improved overchannel. Whoops, disregard that. Crossed wires.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 09, 2015, 01:06:39 AM
Quote from: Anastasia on December 09, 2015, 12:56:24 AM
Quote from: Yuthirin on December 09, 2015, 12:50:38 AM
QuoteI may if you want more epic feat options. Do you?

Wut. Wait. In response to the psicrystal? No, that was sort of sarcasm. I guess. Psicrystal breaks, you make a new one. It's essentially copying a portion of your personality into a crystal infused with psionic energy. I don't think it really has enough utility to make it into an epic feat.

I thought you meant in regards to improved overchannel. Whoops, disregard that. Crossed wires.

We'll see how it goes. Need to restructure, probably gonna remove Mindsight and grab a different epic feat instead.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 01:09:39 AM
Quote from: Anastasia on December 09, 2015, 12:44:50 AM
Quote from: Yuthirin on December 09, 2015, 12:16:56 AM
1. No to Improved Overchannel
2. You make a new one?
3. It's good for tough enemies, or just refocusing and not moving, then blasting away.
4. My items are limited. Ioun stones are my friend. Can ioun stones be improved?

I may if you want more epic feat options. Do you?

Ioun stones can be improved. This came up earlier in B3, as the insight bonus to AC ioun stone was improved by a few people. Ioun stones are essentially magic items with an x2 price modifier. Some examples, the first has the math in a spoiler box.

http://www.soulriders.net/forum/index.php/topic,101784.msg1049233/topicseen.html#msg1049233
http://www.soulriders.net/forum/index.php/topic,101784.msg1045882/topicseen.html#msg1045882

How each one can be improved depends on what you're trying to do. If it's something provided in the SRD, use that as guidance. If not, talk to me and we'll figure something out.

On this note, I have an Orange Ioun Stone. What'd be the cost to up the CL bonus it gives?
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 01:17:32 AM
Iddy sheet audit time.

1. Technically you couldn't take prestige bard at level 21 (which your order of classes suggests), as you're already taking a PrC on the other side. However, 22 and 23 are open, so this is unimportant.
2. Your type is dragon, not faerie dragon. Your -race- is faerie dragon, but type isn't the same thing.
3. Should probably include the bonus hit points from your con booster in the spoiler block with hit point calculations. Hit points are correct, though.
4. BAB and AC means you won't be seeing the front lines if you can help it, ever.  AC 18against the sort of foes Aurora faces means a short and bloody death followed by another !rollchar. Got nay defensive tricks or means beyond that? Edit: On review, your AC is just off. No dex bonus and the bonus from your chain shirt is wrong. This should be higher.
5. Assume the DC of your breath weapons is 10 + 1/2 your hit dice + your Constitution modifier. That would be DC 27.
6. Silent and still spell are metamagic bonus feats from beguiler, include those in feats. Likewise with scribe scroll from wizard.
7. Your mithral chain shirt's AC bonus should be 9. 4 base and 5 from being +5 armor.
8. Note that MIC items have a price multiplier from houserules. To quote:

QuoteThe Magic Item Compendium uses a different pricing scheme for magic items than the SRD standard. As such many items are under priced, I may impose price increases depending on the item. Ask me about MIC items before you buy them. Most markups are about 150% to 200% of the MIC price.

So ask me on those.
9. No on the ring of anticipation. Rerolls/dual rules generally don't get used in this campaign. One part style and one part not making epic combat even more complex.
10. No spells for wizard yet? Also, I don't see your advanced learning choices anywhere.
11. In your own words, what does the build do and how does it come together?
12. Isn't there an ID ability as a capstone to one of those fear classes? That would need to be changed.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 01:18:39 AM
Quote from: Iron Dragoon on December 09, 2015, 01:09:39 AM
Quote from: Anastasia on December 09, 2015, 12:44:50 AM
Quote from: Yuthirin on December 09, 2015, 12:16:56 AM
1. No to Improved Overchannel
2. You make a new one?
3. It's good for tough enemies, or just refocusing and not moving, then blasting away.
4. My items are limited. Ioun stones are my friend. Can ioun stones be improved?

I may if you want more epic feat options. Do you?

Ioun stones can be improved. This came up earlier in B3, as the insight bonus to AC ioun stone was improved by a few people. Ioun stones are essentially magic items with an x2 price modifier. Some examples, the first has the math in a spoiler box.

http://www.soulriders.net/forum/index.php/topic,101784.msg1049233/topicseen.html#msg1049233
http://www.soulriders.net/forum/index.php/topic,101784.msg1045882/topicseen.html#msg1045882

How each one can be improved depends on what you're trying to do. If it's something provided in the SRD, use that as guidance. If not, talk to me and we'll figure something out.

On this note, I have an Orange Ioun Stone. What'd be the cost to up the CL bonus it gives?

Let me get back to you on that. I need to sit down and figure out the math for it. I think I did before but I don't have it immediately handy. Remind me tomorrow if I haven't posted by then.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 01:36:20 AM
Quote from: Anastasia on December 09, 2015, 01:17:32 AM
1. Technically you couldn't take prestige bard at level 21 (which your order of classes suggests), as you're already taking a PrC on the other side. However, 22 and 23 are open, so this is unimportant.

Fixed the order just cause I want it as right as possible.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
2. Your type is dragon, not faerie dragon. Your -race- is faerie dragon, but type isn't the same thing.
Fixed.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
3. Should probably include the bonus hit points from your con booster in the spoiler block with hit point calculations. Hit points are correct, though.
Added.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
4. BAB and AC means you won't be seeing the front lines if you can help it, ever.  AC 18against the sort of foes Aurora faces means a short and bloody death followed by another !rollchar. Got nay defensive tricks or means beyond that? Edit: On review, your AC is just off. No dex bonus and the bonus from your chain shirt is wrong. This should be higher.
Corrected. 25 AC.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
5. Assume the DC of your breath weapons is 10 + 1/2 your hit dice + your Constitution modifier. That would be DC 27.
I misunderstood what it meant by racial hit dice. I thought, in this case, it meant the number of hit die in racial class I took. Updated to 27.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
6. Silent and still spell are metamagic bonus feats from beguiler, include those in feats. Likewise with scribe scroll from wizard.
Moved them to correct place, deleted them from Class Features.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
7. Your mithral chain shirt's AC bonus should be 9. 4 base and 5 from being +5 armor.
Fixed.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
8. Note that MIC items have a price multiplier from houserules. To quote:

QuoteThe Magic Item Compendium uses a different pricing scheme for magic items than the SRD standard. As such many items are under priced, I may impose price increases depending on the item. Ask me about MIC items before you buy them. Most markups are about 150% to 200% of the MIC price.

So ask me on those.
9. No on the ring of anticipation. Rerolls/dual rules generally don't get used in this campaign. One part style and one part not making epic combat even more complex.
Removed. Will be replaced soon. I think the Shirt of Wraith Stalking and Gloves of the Starry Sky may be from MiC, too.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
10. No spells for wizard yet? Also, I don't see your advanced learning choices anywhere.
I haven't picked spells yet. I was going to track that in the spells thread for easier updating. I haven't looked at Advanced Learning options just yet, was going to ask for suggestions or just pick from the Beguiler's Handbook.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
11. In your own words, what does the build do and how does it come together?
I'm trying to build a creature that can essentially create phantasms and fear effects. With the Fear Immunity and Phantasmal Nightmare stuff from Nightmare Spinner, along with the ability to pop fear descriptor on spells from Dread Witch, I'm hoping I can make things debuffed via that, along with a bit of field control from stuff like Phantasmal Strangler.

Also a 3 foot dragon nightmare engine is just a really nice mental image.

Quote from: Anastasia on December 09, 2015, 01:17:32 AM
12. Isn't there an ID ability as a capstone to one of those fear classes? That would need to be changed.
Yes, Nightmare Spinner's Deadly Nightmare ability. We talked about this before and you said 'Panicked is already a pretty solid effect.' or something to that effect.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 01:00:20 PM
So Cloaked Casting. I'm trying to find ways of triggering it. There's a feat I'm considering taking called Mastery of Twisted Shadow. Free Blur when I cast an Illusion. Would the concealment it grants allow me to make hide checks, and thus trigger Cloaked Casting?

Alternatively, what're the best ways of triggering it outside of feinting? Since my ability to survive close-in are.. not fantastic.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 09, 2015, 03:15:28 PM
Gonna be fiddling with gear to improve survivability. Just FYI. Also feats. Dropping Mindsight. I think I originally took it for the novelty.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 04:33:15 PM
Pasting this here so I get to it later. For reference, I'd rather you ask me questions in nagging. Especially when I'm busy and backed up like this, since it's easy to lose track of one thing amid 4 or 5 others.

<Yuthirin> Epic PP are automatic?
<Yuthirin> or need Epic Manifesting to activate?
> One sec.
> Just deep in Iddy's sheet.
<Yuthirin> reply me on it on the board pls, going to bed
Title: Re: Random DM nagging.
Post by: Yuthirin on December 09, 2015, 05:09:17 PM
blarg
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 06:30:15 PM
Tentative epic beguiler. This lacks two things: New bonus feats (the list isn't final, haven't betaed it yet, so if you see an omission, say so) and a spell list. I'll need some time to go over the beguiler spell list and get that in order.

The spells per day list is identical to a sorcerers. So is normal beguilers, with the exception of level 20. They only get 5 9th level spells instead of 6. Whatever. I might houserule that so that it's not hanging there.

Suggestions welcome.

Epic Beguiler

Hit Die

d6

Skill Points at Each Additional Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+10-
22+11-
23+11Advanced learning, bonus feat
24+12-
25+12-
26+13Bonus feat, cloaked casting (+3 DC)
27+13Advanced learning
28+14-
29+14Bonus feat
30+15-

Cloaked Casting (Ex)

At 26th level and every 6 levels thereafter, the epic beguiler's bonus to the DC of her spells from cloaked casting rises by 1.

Advanced Learning (Ex)

At 23rd level and every 4 levels thereafter, the epic beguiler gains another new spell from advanced learning.

Bonus Feats

An epic beguiler gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Beguiler Bonus Feat List

Automatic Metamagic, Enhance Spell, Epic Crafting, Epic Skill Focus, Epic Spell Capacity, Epic Spell Focus, Epic Trapfinding, Ignore Material Components, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Multiaction, Permanent Emanation, Polyglot, Spell Knowledge, Spell Stowaway, Tenacious Magic.

Spellcasting

At 21st level and every level thereafter, the epic beguiler's spellcasting improves. Her caster level increases as normal. Further, once the epic beguiler obtains the Epic Spell Capacity feat, she gains spells of 10th level and higher. See the table below for her progression. The pattern below continues infinitely.

Epic beguilers do not gain spells known from level 21 and on until they obtain the Epic Spell Capacity feat. Once they do, they gain any spells they would have gained from level 21 onward.

Beguiler spells per day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level10th11th12th13th14th15th16th
213------
223------
234------
2453-----
2563-----
2664-----
27653----
28663----
29664----
306653---
316663---
326664---
3366653--
3466663--
3566664--
36666653-
37666663-
38666664-
396666653
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 06:34:58 PM
Working backwards in here.

Quote from: Anastasia on December 09, 2015, 04:33:15 PM
Pasting this here so I get to it later. For reference, I'd rather you ask me questions in nagging. Especially when I'm busy and backed up like this, since it's easy to lose track of one thing amid 4 or 5 others.

<Yuthirin> Epic PP are automatic?
<Yuthirin> or need Epic Manifesting to activate?
> One sec.
> Just deep in Iddy's sheet.
<Yuthirin> reply me on it on the board pls, going to bed

They require epic manifesting to activate. You gain any backlog you'd be owed once you take the feat, as if you always had the feat. You do keep gaining manifester level without it, though.

This is identical to how epic magic works. You keep gaining caster level but no further spells.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 06:37:02 PM
Thanks for the write up!

As for suggestions...

Honestly, about the only thing I can think of off the top of my head is something to get easier access to Cloaked Casting. But then, I'm not 100% on all my options for triggering that.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 06:39:35 PM
Quote from: Yuthirin on December 09, 2015, 03:15:28 PM
Gonna be fiddling with gear to improve survivability. Just FYI. Also feats. Dropping Mindsight. I think I originally took it for the novelty.
'

Okay, that's fine, just let me know about any changes.

As far as mindsight goes, it's a good feat but it's not an instant win. I do try and factor in the intent of it versus it being a quirky sourcebook feat that's unchecked because it wasn't designed with anything else in mind.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 06:44:20 PM
Quote from: Iron Dragoon on December 09, 2015, 06:37:02 PM
Thanks for the write up!

As for suggestions...

Honestly, about the only thing I can think of off the top of my head is something to get easier access to Cloaked Casting. But then, I'm not 100% on all my options for triggering that.

I'll tie this into your previous post about asking how to use cloaked casting.

The simplest way is to have your enemies not be aware of you. A surprise attack is the simplest. A good Hide check can help here. Invisibility is another sturdy way to get it. However, seeing invisible is common at this point. I'd highly recommend picking up superior invisibility with advanced learning. Feinting is also an option if you're stuck in melee.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 06:46:52 PM
Quote from: Anastasia on December 09, 2015, 06:44:20 PM
Quote from: Iron Dragoon on December 09, 2015, 06:37:02 PM
Thanks for the write up!

As for suggestions...

Honestly, about the only thing I can think of off the top of my head is something to get easier access to Cloaked Casting. But then, I'm not 100% on all my options for triggering that.

I'll tie this into your previous post about asking how to use cloaked casting.

The simplest way is to have your enemies not be aware of you. A surprise attack is the simplest. A good Hide check can help here. Invisibility is another sturdy way to get it. However, seeing invisible is common at this point. I'd highly recommend picking up superior invisibility with advanced learning. Feinting is also an option if you're stuck in melee.

Since Faerie Dragons have invisibility as an at-will, is there any way to boost that? I have no idea if a feat or something like that exists.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 06:49:18 PM
Not really, but a bit of homebrew could fix it. It wouldn't be hard to whip up a few feats for that.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 09, 2015, 06:52:13 PM
Quote from: Anastasia on December 09, 2015, 06:49:18 PM
Not really, but a bit of homebrew could fix it. It wouldn't be hard to whip up a few feats for that.

I'd rather do that since I have it as an at-will SLA, rather than spend spell slots on it. Which I know is sorta bad meta-gaming, but... It *is* my primary defense, on top of the nifty bonuses.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 10:40:04 PM
I continue my campaign to keep people rolling and leveled up.

Morniel reaches level 21!

- Throne Archon 21 and Master Ambassador 11.
- 5 on a d8 for a total of 16 hit points and a grand total of 332 hit points.
- +1 BAB for a total of 21.
- Damage reduction 15/evil and silver becomes damage reduction 15/epic, evil and silver.
- +1 spell resistance.
- Resistance to electricity and fire increases to 20.
- Darkvision range increases to 120ft.
- No change to saves.
- Skills go up as normal.
- In the least surprising feat choice ever, Morniel selects Epic Skill Focus(Diplomacy) as his level 21 feat.

Dead level for him besides epic skill focus and racial hit dice boosts. The things he did get are pretty neat, though.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2015, 10:59:30 PM
Morniel reaches level 22!

- Throne Archon 22 and Master Ambassador 12.
- 2 on a d8 for a total of 13 hit points and a total of 345 hit points.
- +1 BAB for a total of 22.
- +1 spell resistance.
- No change to saves.
- Skills go up as normal.

Total filler level.
Title: Re: Random DM nagging.
Post by: Merc on December 10, 2015, 12:38:10 AM
As we now have six PCs and the bookstore hasn't been raided in over two years, I would like to declare that when those posts start up again, Ithea calls dibs on any books that show up in the first post.

The rest of you guys can fight it out over any books Ithea chooses to leave for you!

(As if Dune didn't have enough things on his mind with leveling up all the NPCs and two new characters! :-3)
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 10, 2015, 02:26:42 AM
Dune, for suggestions, since the *vast* majority of Beguiler spells are either Enchantments or Illusions with the Mind-Affecting descriptor, how about some sort of immunity bypass for it like the SR bypass via Cloaked Casting?
Title: Re: Random DM nagging.
Post by: Merc on December 10, 2015, 02:46:10 AM
That defeats the purpose of having immunity to mind-affecting!
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 02:46:41 AM
That sort of thing does exist in epic. Example: Music of the Gods, an epic bard feat. I'll bear that in mind when I do epic feats for beguiler. Probably Friday.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 10, 2015, 02:54:15 AM
If I take Spell Focus (Good) feat, can I also swap Greater and Epic Spell focus to Good?
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 03:25:17 AM
No, it's a feat independent of normal spell focus. It does stack with normal spell focus if both feats would apply, though.
Title: Re: Random DM nagging.
Post by: Corwin on December 10, 2015, 12:01:03 PM
Say Eb, are we integrating the cloud castle Afina, Crystal and Kascha won into the Aurora when we get a chance? It's huge but we do have large people on board.
Title: Re: Random DM nagging.
Post by: Ebiris on December 10, 2015, 12:35:24 PM
If we can risk a stay on Balmuria prime to integrate it why not? It did get torn up a bit in our search mind.

Speaking of Dune, was the astral blocking wards tone worth anything?
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 01:28:06 PM
Yes. If you do integrate the castle, it'll be used in that and make it easier/quicker.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 10, 2015, 02:08:12 PM
Someday we'll turn Nessus upside down and get Muirfinn back for you, Vivantha! We'll make Asmodeus apologize to you, too! :(
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 02:19:20 PM
I wish you luck with that, you'll need it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 04:31:29 PM
I'm going to be getting the last new PC things done tomorrow, so try and have changes done by then. Ideally I get y'all rolling over the weekend.
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 04:50:47 PM
I'm going to strongly suggest one of you do what was discussed here. It's helpful.

<Annerose> Since if I go to Avernus and die there now, I can be brought back and go again
<Annerose> But as a true outsider I'm banned forever
> Assuming you're successfully resurrected.
<Annerose> :(
<Ebiris> I should have made those Shredstorms on the plane of lightning to fully leverage that.
<Ebiris> Just 100 years or so!
<Annerose> I think my luck is good for 2 resurrections
<Annerose> Yeah
<Ebiris> That's a drop in the bucket for us.
> Well, for something like a century. Varies a bit depending on the numerology. Kascha's banned from Earth for a good while.
> Probably 77 years for her but I'd have to check.
<Annerose> 2 years of real life got us 4 in game months ahead!
<Annerose> I don't think I can survive that long  >_>
> <_<
<Ebiris> Candy's banned from Lifasa too actually.
<Ebiris> Need to remember that for our next attack.
> Yes.
> You may want to make a reference of which outsiders are banned where.
<Annerose> Oh!
<Annerose> Dune
<Annerose> Luckily for you, it was the last quest
> I know.
<Annerose> I actually reread most of it recently on a whim
> I just need to do homework, make sure notes are in order and level up Arrel+Mirajane.
<Ebiris> Ebony's banned from the negative material.
Title: Re: Random DM nagging.
Post by: Corwin on December 10, 2015, 04:55:04 PM
[22:51] <@Annerose> I want to ask the Triune 2 things, either myself or via Priest
[22:52] <@Annerose> -How do I help Ellese beyond what Tepen had done, in particular with her evil spells/classes progression
[22:52] <@Annerose> -What are her thougths on me using the chamber
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 04:57:34 PM
Quote from: Corwin on December 10, 2015, 04:55:04 PM
[22:51] <@Annerose> I want to ask the Triune 2 things, either myself or via Priest
[22:52] <@Annerose> -How do I help Ellese beyond what Tepen had done, in particular with her evil spells/classes progression
[22:52] <@Annerose> -What are her thougths on me using the chamber

What spell in particular are you going to use?
Title: Re: Random DM nagging.
Post by: Ebiris on December 10, 2015, 05:03:20 PM
Kascha: Banned from Elemental Plane of Earth for X years.
Ebony: Banned from Negative Energy Plane for X years.

I think it's just those two. Bad luck for legacy NPCs. :(
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 05:04:22 PM
77 years for both of them. But yes. Put that somewhere we can reference it.
Title: Re: Random DM nagging.
Post by: Corwin on December 10, 2015, 05:10:35 PM
Say, how long does it take to cast a quickened 1 round spell? A swift action? A standard one?
Title: Re: Random DM nagging.
Post by: Corwin on December 10, 2015, 05:17:01 PM
I think Commune is really the best spell for this. I can drop several questions on Ellese's situation to be sure I have the right angles, then ask about the chamber and have a few rounds left for follow ups if it's not a clear answer.
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 05:31:10 PM
Quote from: Corwin on December 10, 2015, 05:10:35 PM
Say, how long does it take to cast a quickened 1 round spell? A swift action? A standard one?

Not applicable. Quicken spell notes that spells with casting times longer than 1 full action can't be quickened. Automatic quickening doesn't apply to that since it's not a valid target for the metamagic in the first place.
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 05:31:35 PM
Quote from: Corwin on December 10, 2015, 05:17:01 PM
I think Commune is really the best spell for this. I can drop several questions on Ellese's situation to be sure I have the right angles, then ask about the chamber and have a few rounds left for follow ups if it's not a clear answer.

In that case we'll do this in thread tomorrow, since back and forth is required.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 10, 2015, 05:33:02 PM
Dune, tentative inquiry as to any objections to my dropping 1 level of Wizard for the Dark Template?
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 05:34:14 PM
Quote from: Iron Dragoon on December 10, 2015, 05:33:02 PM
Dune, tentative inquiry as to any objections to my dropping 1 level of Wizard for the Dark Template?

No, you're already full up on racial HD. (Over the cap as a matter of fact, but I let it ride.)
Title: Re: Random DM nagging.
Post by: Ebiris on December 10, 2015, 05:36:21 PM
Afina kinda destroyed that cap anyway.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 10, 2015, 05:48:22 PM
Changes to sheet:

Wands of Ice Storm, Restoration, Ray of Enfeeblement, Stoneskin, Mirror Image removed.
Wand of Cure Critical scaled down 10 CLs
Beads of Force sold
+Con ioun stone upgraded to +6 for appropriate price
+Int ioun stone upgraded to +6 for appropriate price

Mindsight swapped for Expanded Knowledge: Astral Construct
Epic Expanded Knowledge swapped for Epic Manifesting

Reminder to do the normal Power Point progression for 21+. We only have the bonus PP progression in the houserules.

I did some simple math!
Spoiler: ShowHide
Level 1: 2
Level 2: +4
Level 3: +5
Level 4: +6
Level 5: +8
Level 6: +10
Level 7: +11
Level 8: +12
Level 9: +14
Level 10: +16
Level 11: +18
Level 12: +20
Level 13: +21
Level 14: +23
Level 15: +25
Level 16: +26
Level 17: +29
Level 18: +30
Level 19: +31
Level 20: +32

As you can see, it's got a steady progression that takes seemingly-random leaps. I'm hoping you can figure this out or already have.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 10, 2015, 06:08:46 PM
Also, due to Magic/Psionics Transparency rules, would the Share Spells familiar ability also work with manifested powers?
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 11:38:18 PM
Quote from: Ebiris on December 10, 2015, 05:36:21 PM
Afina kinda destroyed that cap anyway.

Templates gained in game =/= level adjustment at start. It's one thing if you gain it due to circumstances, another to start with it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 11:40:33 PM
Quote from: Yuthirin on December 10, 2015, 05:48:22 PM
Changes to sheet:

Wands of Ice Storm, Restoration, Ray of Enfeeblement, Stoneskin, Mirror Image removed.
Wand of Cure Critical scaled down 10 CLs
Beads of Force sold
+Con ioun stone upgraded to +6 for appropriate price
+Int ioun stone upgraded to +6 for appropriate price

Mindsight swapped for Expanded Knowledge: Astral Construct
Epic Expanded Knowledge swapped for Epic Manifesting

Reminder to do the normal Power Point progression for 21+. We only have the bonus PP progression in the houserules.

I did some simple math!
Spoiler: ShowHide
Level 1: 2
Level 2: +4
Level 3: +5
Level 4: +6
Level 5: +8
Level 6: +10
Level 7: +11
Level 8: +12
Level 9: +14
Level 10: +16
Level 11: +18
Level 12: +20
Level 13: +21
Level 14: +23
Level 15: +25
Level 16: +26
Level 17: +29
Level 18: +30
Level 19: +31
Level 20: +32

As you can see, it's got a steady progression that takes seemingly-random leaps. I'm hoping you can figure this out or already have.


Noted on the changes.

What I did was +33 at level 21, +34 at level 22 and so on. Fairly straight forward. I'll do up a table momentarily.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 10, 2015, 11:54:49 PM
So you did away with the jumping?
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2015, 11:55:58 PM
Quote from: Yuthirin on December 10, 2015, 11:54:49 PM
So you did away with the jumping?

Yeah. The gain is enough at that rate anyway. A level 56th psion with a strong int score (Pistis Sophia) had 2749 power points. The numbers I pulled at various points suggests that power points are more than sufficient.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 10, 2015, 11:57:48 PM
Will we ever get that high?
Title: Re: Random DM nagging.
Post by: Merc on December 11, 2015, 12:02:39 AM
Someday. And on that day, we'll rescue Muirfinn!
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 12:05:26 AM
One way to find out, Yuth.

You should change your avatar now, by the way.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 12:10:41 AM
Tentative version of the chart for epic psion. I'll do it all up and post it in homebrew tomorrow.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialPower Points/DayPowers KnownMaximum Power Level Known
21+10-3763710th
22+11-4103810th
23+11Bonus feat4453910th
24+12-4814011th
25+12-5184111th
26+13Bonus feat5564211th
27+13-5954312th
28+14-6354412th
29+14Bonus feat6764512th
30+15-7184613th
31+15-7614713th
32+16Bonus feat8054813th
33+16-8504914th
34+17-8965014th
35+17Bonus feat9435114th
36+18-9915215th
37+18-10405315th
38+19Bonus feat10905415th
39+19-11415516th
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 01:18:21 AM
Can that bonus feat also be an Epic feat?
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 01:19:01 AM
IT would be an epic bonus feat from the list of them, yes. It's not included yet and will be in the full writeup.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 01:22:46 AM
There are epic psionic feats on the SRD! Improved Metapsionics is what I'm currently eyeing, but if you have more coming I'll wait!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 11, 2015, 01:26:36 AM
If I took Awaken Frightful Presence, what kind of interaction would it have with Horrific Aura?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 01:37:48 AM
Quote from: Yuthirin on December 10, 2015, 06:08:46 PM
Also, due to Magic/Psionics Transparency rules, would the Share Spells familiar ability also work with manifested powers?

Also reminder of this.
Title: Re: Random DM nagging.
Post by: Ebiris on December 11, 2015, 04:21:18 AM
How do mobile demi planes count for planar mechanics?  If Sylvie dies will she respawn on Aurora or the positive energy plane? Should my Shredstorms have gotten Aurora traits via planar bubble? And if we go to Balmuria is Simmer safe inside Aurora or will she get pancaked against a wall when we go through the portal?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 09:55:41 AM
Can't we circumvent that by just summoning her there or something? I remember reading that somewhere.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 10:24:57 AM
Quote from: Yuthirin on December 11, 2015, 01:22:46 AM
There are epic psionic feats on the SRD! Improved Metapsionics is what I'm currently eyeing, but if you have more coming I'll wait!

It'll mostly be the same as the SRD version.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 10:28:00 AM
Quote from: Iron Dragoon on December 11, 2015, 01:26:36 AM
If I took Awaken Frightful Presence, what kind of interaction would it have with Horrific Aura?

I believe (without checking, could be wrong) that frightful presence is better. That aura would override the one from horrific aura. However, you'd still be able to use horrific aura's touch attack. In the event that frightful presence isn't better, horrific aura would override it instead.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 10:29:08 AM
Quote from: Yuthirin on December 11, 2015, 01:37:48 AM
Quote from: Yuthirin on December 10, 2015, 06:08:46 PM
Also, due to Magic/Psionics Transparency rules, would the Share Spells familiar ability also work with manifested powers?

Also reminder of this.

I'll allow it for now, see if that's remotely balanced or not. I may nix this if I feel it isn't.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 10:36:56 AM
Quote from: Ebiris on December 11, 2015, 04:21:18 AM
How do mobile demi planes count for planar mechanics?  If Sylvie dies will she respawn on Aurora or the positive energy plane? Should my Shredstorms have gotten Aurora traits via planar bubble? And if we go to Balmuria is Simmer safe inside Aurora or will she get pancaked against a wall when we go through the portal?

Her plane of origin is unclear right now, her current objective is to figure out which one it is. On the ball for noticing that, and if it is Aurora, how that works will be explored IC. Shredstorms get whatever plane they were on when they were created, Air I believe?

Normally, Simmer being present would prevent the vehicle from entering that material plane. If a sufficiently powerful thing (such as a mobile, weaponized demiplane like Aurora) tried to drag her in, she'd get ejected into the Astral. If she was also banned from the Astral, she'd simply be destroyed with no save (one of the extremely few ways to hit ID in Balmuria) and reform on Fire.

Summoning doesn't get around being banned from a plane. It's rare to summon a particular outside instead of generic ones (ala summon monster or similar spells), so this rarely comes up. Doubly so since dying as a summoned creature doesn't count.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 11:52:08 AM
Quote from: Anastasia on December 11, 2015, 10:29:08 AM
Quote from: Yuthirin on December 11, 2015, 01:37:48 AM
Quote from: Yuthirin on December 10, 2015, 06:08:46 PM
Also, due to Magic/Psionics Transparency rules, would the Share Spells familiar ability also work with manifested powers?

Also reminder of this.

I'll allow it for now, see if that's remotely balanced or not. I may nix this if I feel it isn't.

I only plan to really use it to keep us alive. Sharing movement & defensive powers. I specifically did not take powers like Assimilate to avoid the ridiculousness.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 11:53:22 AM
Mirajane will be a little bit, as I never did her spells. I'll do her levels up and then tackle that behemoth.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 12:06:05 PM
Mirajane reaches level 21!

- Divine oracle 11 and sentinel 20.
- 9 on a d10 for a total of 16 hit points and a grand total of 271 hit points.
- +1 BAB for a total of 21.
- +1 spell resistance.
- Another use of smite evil. Always handy.
- Another use of atonement.
- +1 to trap sense. Exciting. By the way, I never did an epic divine oracle. Doesn't matter for this since the bonuses are easy to infer, but I'll do that sometime soon.
- No change to saves.
- Rewrote visions. No change, just cleaned it up. I rushed Mirajane a bit and it shows.

Okay level. Very transitional.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 01:05:05 PM
Mirajane reaches level 22!

- Divine oracle 12 and sentinel 21.
- 5 on a d10 for a total of 12 hit points and a grand total of 283 hit points.
- +1 BAB for a total of 22.
- +1 to spell resistance.
- No epic sentinel, adding that to the todo list. It's a blank level for that anyway.
- No change to saves.
- Skills go up as normal.
- Added her level 21 feat, epic spell capacity. Whoops. I may change this once I do her spells and see how they shape up, but it's a fine placeholder.

Meh level. Spells and Medi bonuses for her in the next post.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 02:20:53 PM
Faerie Dragon's Guile [General]
Prerequisite: Faerie dragon, able to cast invisibility as a spell-like ability, spellcraft 10 ranks, cha 17.
Benefit: You may choose to cast greater invisibility as a spell-like ability in place of invisibility.

Faerie Dragon's Trickery [Epic]
Prerequisite: Faerie Dragon's Guile, spellcraft 15 ranks
Benefit: You may choose to cast superior invisibility as a spell-like ability in place of invisibility.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 03:26:25 PM
Yuth, epic psion is up over in rules and setting's homebrew thread. Let me know what you think.
Title: Re: Random DM nagging.
Post by: Corwin on December 11, 2015, 03:40:09 PM
If we have skilled NPCs we can spare on this during the whole integration of cloud castle thing, how about any of these Aurora buffs:

Add long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days

Sending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.

Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.

And there's Muirfinn's will:

Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.
Title: Re: Random DM nagging.
Post by: Merc on December 11, 2015, 03:45:35 PM
Ithea would agree with Muirfinn's will, repairing training rooms and disjunction trap. Would probably suggest for the holy power enchantments as defenses. Also, if we're going to be raiding Lixer's holdings, we're probably going to be facing a lot of debuffs, so the Healer's Ward probably should be included. Notably, we do have lightning traps in the courtyard in place already so that might be lower priority.

Set up holy power styled trap in the courtyard, 3d6 damage: 45,000 gold; 5 DC 30 spellcraft checks; 2 DC 30 K:R checks; 7 days.

Set up outer walls to project holy power: 50,000 gold, 5 DC 32 spellcraft checks; 2 DC 45 K:A&E checks; 3 days.

Healer's Ward repairs(Better healing facilities; 5% discount on expensive healing spells such as restoration): 30,000 gold; 1 DC 25 spellcraft check; 1 DC 25 C:A check; 6 days.
Title: Re: Random DM nagging.
Post by: Corwin on December 11, 2015, 04:03:15 PM
Holy damage trap for the courtyard is better, but it'd take us ages to get it to the level of elec or fire, so that's more longer term.

Healer Ward stuff sounds cool, but we're talking 5% discount on like 100gp. I honestly think that if we reserve those 30k for Restoration material components they'll never run out. Now, if it also opens new healing options for our troops or raises morale, that's another thing entirely!

Good catch on the outer walls holy power thing, although I'd want it to be clearer just what it'd actually do and how far the projection would go.

Realistically, we have a week or so before we go after Lixer, so with that time in mind... Glade? Disjunction on the gates? Holy Outer Walls?
Title: Re: Random DM nagging.
Post by: Nephrite on December 11, 2015, 04:06:31 PM
Moore will offer his services if available to motivate and inspire them into creating these additions, for what it's worth.
Title: Re: Random DM nagging.
Post by: Merc on December 11, 2015, 04:32:30 PM
Counting Muirfinn's money and taking out the cost of the glade, Aurora funds are 223,621.7 gp

Disjunction+Training rooms lowers the funds to 93,621.72 gp

Ithea's got 39.4k and if needed, she can add to the Aurora funds.

So in addition to Disjunction Trap+Training Room+Glade, we could get:
* Sending Orbs + Healer Ward
* Analyze Portal + Holy Courtyard + Healer Ward
* Analyze Portal + Holy Walls + Healer Ward (if someone adds at least 2k to Aurora funds)

Even though that's a lot of stuff, I don't think you really need the same people to do them, and we probably have enough workers to do anything we want within the week.
Title: Re: Random DM nagging.
Post by: Corwin on December 11, 2015, 04:53:20 PM
Excellent point. Besides, good rolls can lower the cost.
Still think we need the Healer Ward? What do you think it would be good for?

Moore, find out why the pixies are emo and what makes them happiest!
Title: Re: Random DM nagging.
Post by: Merc on December 11, 2015, 05:09:59 PM
If it's just the 5% cost reduction, we probably don't really need it.

I guess we should see if Dune thinks there's any morale bonuses out of it or if there's more to it than just the 5% cost reduction.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 05:51:34 PM
Quote from: Anastasia on December 11, 2015, 03:26:25 PM
Yuth, epic psion is up over in rules and setting's homebrew thread. Let me know what you think.

Looks good!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 11, 2015, 06:18:26 PM
Dune, what about the Mind-Affecting thing? Also for the Awaken Frightful Presence, would the HD be just my 8 levels of Dragon, or would it be my full 23 levels?
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 06:50:45 PM
Mourning

This book is a collection of funeral and mourning rites from across Creation. It touches on things of interest small and wide and a few noteworthy ones are discussed below. In addition, this book grants a +3 circumstance bonus to any Knowledge (Religion) checks for funeral rites.

Fall Mourning: After the series of falls that saw celestials such as Eblis and Triel plunge into the Hells, all the Heavens united in a year of mourning. Celestials across Creation offered prayers and sacrifices up so that those hurt by the fallen would be restored, while the fallen themselves would see past their sin and seek atonement. It is noted that legend says many newly fallen were moved by this display and found the courage to face their sin. Mortals lost in wickedness who saw the mourning were moved to better themselves, while even fiends found it difficult to mock or interfere with the displays.

Cantrum's Wake: It is an obscure and hidden fact of diabolical lore that the Dark Ministry lost its great founder (and the council has only had eight members since that day) soon after its creation. It is said that a brave paladin descended into Nessus and confronted the Dark Ministry, ultimately overcoming Cantrum. While the paladin's fate is unclear, what is clear is the reaction. In the face of massive losses in morale due to this stunning development, all of Hell was forced to visit a monument to Cantrum - the paladin's weapon, left behind in the battle. The weapon itself (and what type of weapon it is) is lost to history, but it is said that it is either a weapon capable of overthrowing any tyrant or it has been corrupted into a tool to strengthen Hell further.

The Last Tear: It is the fate of mortal worlds to end. Prime Materials rise and fall in the fullness of time. When a world ends, it is held that all the divine gathers for a day of mourning. Here the world is eulogized. Oghma listens to all of them and records them, so that knowledge of that world will never be lost. Selune and Lathander cover themselves in veils during this time, as the sun and moon will never again shine on those lands. Grumbar turns the earth of the realm to dust, Istishia summons away what water is left, Kossuth takes the final embers away to burn in Fire and finally Akadi takes the winds, so that only void remains. Shar then comes and claims the nothingness, until Lathander and then all the other deities of life rebuke her, creating a new world. In the background of all of this, gentle Eldath cries a single tear as she remembers the world lost. This tear is said to float above the dead Prime, a monument to what was.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 06:54:15 PM
Okay, one note. If you wanna upgrade Aurora that's fine, but be aware Morniel's due back in a week. Time is an issue here if you want to strike at Taelfagn or Lixer promptly.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 07:01:48 PM
Quote from: Iron Dragoon on December 11, 2015, 06:18:26 PM
Dune, what about the Mind-Affecting thing? Also for the Awaken Frightful Presence, would the HD be just my 8 levels of Dragon, or would it be my full 23 levels?

Epic Cloaked Casting [Epic]
Prerequisite: Cloaked casting (overcome SR), int 19
Benefit: Your spells affected by cloaked casting can alter the minds of those normally immune. A mind-affecting spell cast through cloaked casting can affect a creature immune to mind-affecting effects, though they gain a +5 bonus to any saving throw.

Something like this. I need to fine tune the language (and I will once I get epic beguiler up), but that's the intent.
Title: Re: Random DM nagging.
Post by: Merc on December 11, 2015, 08:14:31 PM
Quote from: Anastasia on December 11, 2015, 06:54:15 PM
Okay, one note. If you wanna upgrade Aurora that's fine, but be aware Morniel's due back in a week. Time is an issue here if you want to strike at Taelfagn or Lixer promptly.
Could you confirm if the upgrading the Healer Ward will have any impacts besides the 5% discount like morale or such?

Also, it's been a while, but what causes us to take extra days on repairs, just bad rolls (1s pretty much are what would cause us to fail DCs I think) or anything else? Would delays go past a single day? Weeks? With rolling good, can we shorten the time? Can we shorten the time any other way (more money for example)?

There's two upgrades that take 7 days, and two that take 6 days. Not to concerned with timing for the others. Those four might be ones where those kinds of questions can matter.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 10:56:16 PM
Quote from: Merc on December 11, 2015, 08:14:31 PM
Quote from: Anastasia on December 11, 2015, 06:54:15 PM
Okay, one note. If you wanna upgrade Aurora that's fine, but be aware Morniel's due back in a week. Time is an issue here if you want to strike at Taelfagn or Lixer promptly.
Could you confirm if the upgrading the Healer Ward will have any impacts besides the 5% discount like morale or such?

Also, it's been a while, but what causes us to take extra days on repairs, just bad rolls (1s pretty much are what would cause us to fail DCs I think) or anything else? Would delays go past a single day? Weeks? With rolling good, can we shorten the time? Can we shorten the time any other way (more money for example)?

There's two upgrades that take 7 days, and two that take 6 days. Not to concerned with timing for the others. Those four might be ones where those kinds of questions can matter.

Repairing the Healer's Ward couldn't hurt, though Aurora already has fantastical medical benefits. You'd suspect it won't help that too much.

Failing DCs can make it run longer or take more money.
Title: Re: Random DM nagging.
Post by: Merc on December 11, 2015, 11:00:24 PM
Can we make things faster in any way?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 11:03:54 PM
Quote8. The power transfer ability of psychic chirurgery is problematic for a few reasons. First of all, psionics are rare in Balmuria. You won't have many chances to use it. The fact that Aurora has two manifesters (Dana and Morniel) is more than usual*. Secondly, trading XP for permanent new powers known breaks down a bit when you convert XP to GP costs. I'm not entirely sure how to handle this offhand, so I'm open to suggestions.

Thoughts on this?
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 11:06:03 PM
Quote from: Merc on December 11, 2015, 11:00:24 PM
Can we make things faster in any way?

Not really. There's a tremendous amount of grunt work and spell casting to be done.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 11:06:48 PM
Quote from: Yuthirin on December 11, 2015, 11:03:54 PM
Quote8. The power transfer ability of psychic chirurgery is problematic for a few reasons. First of all, psionics are rare in Balmuria. You won't have many chances to use it. The fact that Aurora has two manifesters (Dana and Morniel) is more than usual*. Secondly, trading XP for permanent new powers known breaks down a bit when you convert XP to GP costs. I'm not entirely sure how to handle this offhand, so I'm open to suggestions.

Thoughts on this?

Throw a GP cost on it and see how it balances out.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 11:17:21 PM
It's 9th level power, so...50-for-1?
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 11:22:17 PM
Quote from: Yuthirin on December 11, 2015, 11:17:21 PM
It's 9th level power, so...50-for-1?

We'll work with that. What sort of prices are we looking at then?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 11, 2015, 11:23:03 PM
Lemme finish my sheet and I'll do some math.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 11:25:55 PM
Sure, just post when you have it all together.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 11, 2015, 11:50:32 PM
Dune, just remembered you wanted to clear MIC items. I mentioned in my response that I thought I had more, so I just went through. Following are MIC items with the double cost already applied:

Shirt of Wraith Stalking, 12,000gp: Hide from Undead, no save regardless of Int.
Gloves of the Starry Sky, 2,200gp: 'Light' at will, Magic Missile 3/day at your CL.
Boots of Swift Passage, 10,000gp: 20 foot teleportation as a move action.
Ring of the Darkhidden, 4,000gp: You are invisible to darkvision.
Title: Re: Random DM nagging.
Post by: Anastasia on December 11, 2015, 11:51:47 PM
For the record, toss loot-related things in the loot thread. Copy that post and this reply over there so I can find it if I need it. Anyway, that's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 02:11:26 AM
Arrel reaches level 20!

- Giant Eagle 11 and Fighter 6.
- 9 on a d10 for a total of 17 hit points and a grand total of 318 hit points.
- +1 BAB for a total of 18.
- Note to self: Adjust DCs at the end of this leveling binge. I need to review all of his.
- +1 spell resistance.
- All saves rise by 1.
- +1 Strength for a total of 35.
- Skills go up as normal.
- Placeholder feat for F6 since I'm tired and need sleep.
Title: Re: Random DM nagging.
Post by: Corwin on December 12, 2015, 05:43:54 AM
Quote from: Anastasia on December 11, 2015, 11:06:03 PM
Quote from: Merc on December 11, 2015, 11:00:24 PM
Can we make things faster in any way?

Not really. There's a tremendous amount of grunt work and spell casting to be done.

Can we upgrade several things in parallel? I can't recall if we ever did.
Title: Re: Random DM nagging.
Post by: Corwin on December 12, 2015, 08:32:27 AM
This might be my failure, but I can't find the table we're using for Prismatic spells.

http://www.d20srd.org/srd/spells/prismaticSpray.htm

1    Red    20 points fire damage (Reflex half)
2    Orange    40 points acid damage (Reflex half)
3    Yellow    80 points electricity damage (Reflex half)
4    Green    Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5    Blue    Turned to stone (Fortitude negates)
6    Indigo    Insane, as insanity spell (Will negates)
7    Violet    Sent to another plane (Will negates)
8    Struck by two rays; roll twice more, ignoring any "8" results.

I remember that Green, at least, was changed. Not sure if others were.
Title: Re: Random DM nagging.
Post by: Ebiris on December 12, 2015, 08:52:10 AM
Quote
Prismatic spells: Prismatic spells use two substitutions. Green inflicts 2d6 con damage and fortitude negates. Blue stuns for 1d6 rounds and fortitude negates.
Title: Re: Random DM nagging.
Post by: Corwin on December 12, 2015, 11:57:43 AM
Thanks!
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 01:15:40 PM
Quote from: Corwin on December 12, 2015, 05:43:54 AM
Quote from: Anastasia on December 11, 2015, 11:06:03 PM
Quote from: Merc on December 11, 2015, 11:00:24 PM
Can we make things faster in any way?

Not really. There's a tremendous amount of grunt work and spell casting to be done.

Can we upgrade several things in parallel? I can't recall if we ever did.

One project at a time, as I recall. I'd have to check, could be wrong.
Title: Re: Random DM nagging.
Post by: Merc on December 12, 2015, 01:32:54 PM
Ah, really? So we can only do one any thing. Ah well.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 01:37:25 PM
Arrel reaches level 21!

Leftovers from last level:

- Arrel selects toughness as his F6 feat. He retrained the freed up level 9 slot into improved flyby attack.

- Giant Eagle 12 and Aerial Avenger 11.
- 6 on a d8 for a total of 14 hit points and a grand total of 332 hit points.
- +1 BAB for a total of 19.
- +1 spell resistance.
- Momentum increases to +4.
- Darkvision improves to 120ft.
- Damage reduction becomes 10/adamantine and epic.
- Energy resistances increase to 20.
- No change to saves.
- Skills go up as normal.
- Visions of the Skies(21) as his feat. Yes, he'd like blindsight 120ft.

Okay level. Blindsight makes it a winner.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 01:37:42 PM
Quote from: Merc on December 12, 2015, 01:32:54 PM
Ah, really? So we can only do one any thing. Ah well.

If you wanna check and find out I'm wrong - I might be - feel free.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 01:41:14 PM
Arrel reaches level 22!

- Giant Eagle 13 and Aerial Avenger 12.
- 3 on a d8 for a total of 11 hit points and a grand total of 343 hit points.
- +1 BAB for a total of 20.
- +1 spell resistance.
- No change to saves.
- Skills go up as normal.

Hello filler level. 22 is such a filler level for almost everyone.
Title: Re: Random DM nagging.
Post by: Merc on December 12, 2015, 01:43:12 PM
Quote from: Anastasia on December 12, 2015, 01:37:42 PM
Quote from: Merc on December 12, 2015, 01:32:54 PM
Ah, really? So we can only do one any thing. Ah well.

If you wanna check and find out I'm wrong - I might be - feel free.

Honestly, I'm not even sure where to begin searching for that. I'd rather just assume that you're right, and that other times that we've done a lot of upgrades at once its been because we haven't been on the clock.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 02:17:00 PM
Mirajane's spells are up. The cleric spells are a blend of Hanna and Jaela's spell lists, as is only fitting for grandmother and mother. Her sentinel spells are a placeholder for now. She'll select a proper set later.
Title: Re: Random DM nagging.
Post by: Corwin on December 12, 2015, 02:26:36 PM
Let's just focus on this:

Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

I'll post about the people who have good K:N and K:A&E bonuses.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 02:31:31 PM
Sure, get that in order real quick.
Title: Re: Random DM nagging.
Post by: Corwin on December 12, 2015, 03:03:07 PM
Quote from: Corwin on December 12, 2015, 02:26:36 PM
Let's just focus on this:

Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

I'll post about the people who have good K:N and K:A&E bonuses.

Okay, so there's a snag explaining why we don't actually build some things. Only Tepen, Sylvie and I can actually roll K:A&E and only Tepen can do it without magic. Luckily, I'm at a point where I can cast the spells daylong. I presume so is Sylvie if she focuses on it. No one to aid, but DC35 is doable anyway.

K:N is far easier. I'd suggest Queen Ilsenine did it to honor Muirfinn (and because she has the best mod and because it's an enchantment awesome for fey and her personal involvement might just finally push them to 100). Misalea, Crystal and Finnegan have high enough K:N to aid and are idling at the Aurora for now, so two of them could do it.

Thoughts, PCs?
Title: Re: Random DM nagging.
Post by: Merc on December 12, 2015, 03:45:36 PM
Ithea's got K:A&E as well actually, her modifier is +22. If she can add inspiration (forget if we can or not), then its +28.

Not sure how it compares to Sylvie's modifier since it looks like it's a Jack of All Trades skill for her. Probably Ithea is higher without inspiration, while Sylvie's should be higher with it.

Title: Re: Random DM nagging.
Post by: Corwin on December 12, 2015, 03:52:27 PM
Yeah, my bad. I only combed the NPCs, though I do know my own skills!
Title: Re: Random DM nagging.
Post by: Nephrite on December 12, 2015, 07:23:12 PM
I'd like to confirm that Refreshment (Book of Exalted Deeds) works not just on others, but also the caster. It says it's a burst centered on the caster so wanted to double check.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 12, 2015, 08:11:44 PM
Tryll has A&E!
Title: Re: Random DM nagging.
Post by: Yuthirin on December 12, 2015, 08:12:44 PM
Also, Ko. I'm currently working on the fluff, but work is shockingly busy for a Saturday. I'm having to do actual work. I'll get it done, but it'll be late. Dreadfully sorry.
Title: Re: Random DM nagging.
Post by: Anastasia on December 12, 2015, 11:41:05 PM
That's fine. Get it done when you can.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 13, 2015, 12:36:08 AM
It's done!
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 12:53:58 AM
Quote from: Yuthirin on December 13, 2015, 12:36:08 AM
It's done!

Outstanding. I'll get you rolling soon.
Title: Re: Random DM nagging.
Post by: Ebiris on December 13, 2015, 01:13:28 PM
Re upgrades, yeah lets honour Muirfinn's will and make that glade thing.

And maybe try and recruit some summoners so it can be useful?

Training room'd be nice, we've still got a ton of low level dudes from our early recruiting.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 02:37:05 PM
Tannin reaches level 20!

- Spellfilch 5 and Battle Dancer 18.
- 2 on a d8 for a total of 8 hit points and a grand total of 195 hit points.
- +1 BAB for a total of 20.
- Gains dancer's strike (any). Tannin promptly chooses silver since duh, anti devil campaign.
- Gains spellwise(evasion). Lets him sacrifice spell slots to get a bonus to Reflex saves. Not bad, though not as good as the sneak attack booster.
- +1 to all saves.
- +1 Charisma for a total of 29.
- Skills go up as normal.

Okay level. Noting great but nothing terrible. Tannin really needs some cash.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 02:47:36 PM
In between adjustment time.

Cansin is the chaotic equivalent to aasimar and tiefling. Those have been houseruled to be LA+0, so cansin should be as well. He's basically converting that level into a level of another class. since it was taken at level 1, it has to be a base class. For the sake of ease, it won't affect his BAB (which is max anyway) or saves. It's purely a chance to grab some extra class abilities.

Anyway, he'll take rogue 5 for +1d6 sneak attack. Simple and to the point.
Title: Re: Random DM nagging.
Post by: Corwin on December 13, 2015, 03:01:21 PM
If you're doing that, can you do it with Mirima as well?
Title: Re: Random DM nagging.
Post by: Corwin on December 13, 2015, 03:11:21 PM
Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

So, going with Tryll for the K:A&E roll (+21+2+2) with Ithea and Sylvie aiding?

On the K:N side, Queen Ilsenine is the primary (+35+2+2+2 presuming 2 more levels) while Misalea and Crystal aid.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 03:11:53 PM
Tannin reaches level 21!

- Vigilante 11 and Battle Dancer 19.
- 8 on a d8 for a total of 14 hit points and a grant total of 209 hit points.
- +1 BAB for a total of 21.
- Tannin now casts as an 11th level vigilante. He goes with mislead and persistent image.
- No change to saves.
- Skills go up as normal.
- Epic Spell Capacity as his level 21 feat.

Mostly an in between level. 22 promises to be special now.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 03:12:29 PM
Quote from: Corwin on December 13, 2015, 03:01:21 PM
If you're doing that, can you do it with Mirima as well?

Lemme look at Celadrin versus the other planar races like that, see if they balance out or if celadrin is stronger. I'll post once I do.
Title: Re: Random DM nagging.
Post by: Nephrite on December 13, 2015, 03:14:07 PM
Quote from: Nephrite on December 12, 2015, 07:23:12 PM
I'd like to confirm that Refreshment (Book of Exalted Deeds) works not just on others, but also the caster. It says it's a burst centered on the caster so wanted to double check.

No rush on this, just making sure you see it. I know it's your off day.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 03:19:04 PM
Quote from: Nephrite on December 13, 2015, 03:14:07 PM
Quote from: Nephrite on December 12, 2015, 07:23:12 PM
I'd like to confirm that Refreshment (Book of Exalted Deeds) works not just on others, but also the caster. It says it's a burst centered on the caster so wanted to double check.

No rush on this, just making sure you see it. I know it's your off day.

It does work on the caster.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 03:20:19 PM
Okay, fair enough on Mirima. She's really borderline as I feel celadrins are stronger, but the -2 to Con puts them over the topic. Fighter 12, Scout 6, Sorcerer 11 or something else. Preferences? Has to be a base class since it takes place at level 1.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 13, 2015, 03:21:34 PM
[12:21] <Serith> Yuthirin roll for Serith < 35 >12 [d20=10]

For the Glade.
Title: Re: Random DM nagging.
Post by: Corwin on December 13, 2015, 03:30:35 PM
Quote from: Corwin on December 13, 2015, 03:11:21 PM
Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

So, going with Tryll for the K:A&E roll (+21+2+2) with Ithea and Sylvie aiding?

On the K:N side, Queen Ilsenine is the primary (+35+2+2+2 presuming 2 more levels) while Misalea and Crystal aid.

[21:20] <Yuthirin> roll 1d20+21+2+2 K:A&E
[21:20] <Serith> Yuthirin roll for Serith < 35 > [d20=10]
[21:26] <@Merc> roll d20+37+2+2 Ilsenine K:N #1 (with aid from Misalea+Crystal)
[21:26] <Serith> Merc roll for Serith < 55 > [d20=14]
[21:26] <@Merc> roll d20+37+2+2 Ilsenine K:N #2 (with aid from Misalea+Crystal)
[21:26] <Serith> Merc roll for Serith < 54 > [d20=13]
[21:26] <@Merc> roll d20+37+2+2 Ilsenine K:N #3 (with aid from Misalea+Crystal)
[21:26] <Serith> Merc roll for Serith < 55 > [d20=14]

The K:A&E check is right on the DC, K:N check 1 gains 5% discount (15 points over DC), K:N check 2 gains 4% discount (14 points over DC), K:N check 1 gains 5% discount (15 points over DC).

64,500gp/75,000gp (14% discount)
Title: Re: Random DM nagging.
Post by: Nephrite on December 13, 2015, 03:34:42 PM
Quote from: Anastasia on December 13, 2015, 03:19:04 PM
Quote from: Nephrite on December 13, 2015, 03:14:07 PM
Quote from: Nephrite on December 12, 2015, 07:23:12 PM
I'd like to confirm that Refreshment (Book of Exalted Deeds) works not just on others, but also the caster. It says it's a burst centered on the caster so wanted to double check.

No rush on this, just making sure you see it. I know it's your off day.

It does work on the caster.

Thanks!
Title: Re: Random DM nagging.
Post by: Corwin on December 13, 2015, 03:36:42 PM
Quote from: Anastasia on December 13, 2015, 03:20:19 PM
Okay, fair enough on Mirima. She's really borderline as I feel celadrins are stronger, but the -2 to Con puts them over the topic. Fighter 12, Scout 6, Sorcerer 11 or something else. Preferences? Has to be a base class since it takes place at level 1.

Let's go fighter for the lvl1 HP, the feat and because your build plan is to continue fighter.
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 03:43:07 PM
Okay then. Mirima gets +4 hit points and her fighter 12 feat. She goes with greater weapon focus. +1 to CMB/CMD and saves thanks to her ring.
Title: Re: Random DM nagging.
Post by: Corwin on December 13, 2015, 03:43:51 PM
Yay!

Can we have pictures for the NPCs again? A lot are gone!
Title: Re: Random DM nagging.
Post by: Anastasia on December 13, 2015, 03:55:43 PM
Tannin reaches level 22!

- Vigilante 12 and Battle Dancer 20.
- 3 on a d8 for a total of 9 hit points and a grand total of 218 hit points.
- +1 BAB for a total of 22.
- Dance of death's embrace gained. It's a decent option.
- Tannin now casts as a 12th level vigilante. This gives him another 5th level charge and that's it.
- No change to saves.
- Skills go up as normal.

Eh.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2015, 01:40:16 PM
Bumping this to keep it moving.

Full list:

- Spell tomes with all spells 1-9 from the PHB, SC and Complete books. Basically an extensive spell library. -Baleruk
- 21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster. -Baleruk


Celestial Battle -Stille
This staff is designed for battles against the forces of the Hells.
Celestial Valor (1 charge)
Might of the Solar (1 charge)
Radiant Storm (2 charges)
Overwhelming varied; CL 27th; celestial valor, might of the solar, radiant storm; Price 410,062.5 gold.

- A repository of knowledge that can be uploaded into Elena. This grants her a +30 bonus to any knowledge checks (does not stack with the library). Best used in combination of the quest to upgrade her and Galariel y'all missed. -Elena

acidic blood(1d6) - Jaela
1d6 acid blood - I'll give it to Mirajane

Max HP+20 - Mei
Strength+2 to Finnegan.

Charisma+1 - Jaela
I'll give Mirima the Charisma+1 I won.


+1 sacred bonus to saving throws - Gisfal
+10 competence bonus to skills - Morniel
+5 competence to skills - Sylvie

Max HP+5 - 27
Max HP+5 - Vivantha
Max HP+7 - Arrel
Natural Armor+1 - Balyss
+2 1st level spell slots - Tepen
+2 2nd level spell slots - Candy
+2 3rd level spell slots - Kascha
+2 4th level spell slots - Jaela
+1 5th level spell slots - Ebony
+1 6th level spell slots - Ebony

+1 7th level spell slots - Kascha
+1 8th level spell slots - Candy
+1 9th level spell slots - Tepen
+2 sacred bonus to saving throws - Queen Ilsenine

Strength+2 - Adrian
Dexterity+3 - Crystal
Constitution+1 - Jaela
Constitution+4 - Simmer
Intelligence+1 - Sylvie
Intelligence+2 - Ithea
Intelligence+2 - Vul'lath
Wisdom+2 - The Jarl
Wisdom+2 - Drena
Charisma+1 - Crystal
Charisma+1 - Misalea
Natural Armor+5 - Dana
Natural Armor+5 - Rosa
fast healing 1 - Adrian
fast healing 1 - Vul'lath
fast healing 3 - Hope
regeneration 1 (evil) - Balyss
regeneration 1 (evil) - Tannin
+1 sacred bonus to armor class - Rosa
immunity to poison - The Jarl
immunity to poison - Hanna
immunity to fear - Ellese
immunity to petrification - Jaela
immunity to sickened/nauseated - Jaela
immunity to mind-affecting - Muirfinn

frost blood(2d6) - Dana
holy blood(2d6) - Gisfal
+10ft movement speed - Drena
+10ft movement speed - Mirima
+40ft movement speed - Dana
eternal youth - The Master
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2015, 02:22:56 PM
Stille reaches level 20!

- Marshal 1 and Phasic Priest 4.
- 6 on a d8 for a total of 13 hit points and a grand total of 244 hit poitns.
- +1 BAB for a total of 20.
- Gains 1st level marshal auras. He selects motivate Charisma since he's all about the Charisma.
- Gains waxing moon. Extra damage in a rage? Sure, why not?
- Stille now casts as a 14th level cleric. He gains a 6th and 7th level spell slot. He'll grab another heal and another greater harm. Yes it's lazy, but it's Stille. He has more moving parts than any other NPC.
- +2 Fortitude and Will saves, +1 Reflex saves.
- +1 Charisma for a total of 28. Uh oh, let's do all the changes now.
- Skills go up as normal.
- Gains Skill Focus(Diplomacy) from Marshal 1.

Okay level. Stille is Stille so he's all over the place.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2015, 03:03:42 PM
Stille reaches level 21!

- Marshal 2 and Phasic Priest 5.
- 5 on a d8 for a total of 12 hit points and a grand total of 256 hit points.
- +1 BAB for a total of 21.
- Stille now manifests auras as a 2nd level marshal. He selects motivate ardor as his major aura.
- Gains waxing moon to full moon. Nice when he smites evil and rages.
- Stille now casts as a 15th level cleric. He gains a 3rd, 5th and 8th level spell slot, as well as his 8th level domain spell. He selects prayer, moon web, cloak of chaos (domain), mass death ward and earthquake. Includes his bonus spell.
- No change to saves.
- Skills go up as normal.
- Epic Toughness as his level 21 feat. Puts him at 300 HP on the dot.

Okay level. I'll know more once I finish Stlile and work up a new cheat sheet.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2015, 04:06:05 PM
Stille reaches level 22!

- Psychic Warrior 1 and Phasic Priest 6.
- 7 on a d8 for a total of 14 hit points and a grand total of 314 hit points.
- Gains the psionic subtype.
- +1 BAB for a total of 22.
- Stille now manifests as a 1st level psychic warrior. He has 4 power points per day and 1 1st level power. He selects vigor.
- Gains full moon. A nice anti-illusion boost for his melee game.
- Now casts as a 16th level cleric. Placeholder since work. Finish tonight.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2015, 04:48:51 PM
Ithea! He took Psychic Warrior! That means he's been seeing Dana behind your back!
Title: Re: Random DM nagging.
Post by: Merc on December 14, 2015, 04:53:41 PM
I was thinking that too. For shame.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2015, 05:29:23 PM
Then what do the levels in marshal mean?
Title: Re: Random DM nagging.
Post by: Merc on December 14, 2015, 06:08:34 PM
That Moore is a hussy.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2015, 06:51:06 PM
Gasp bisexual interracial infidelity! As opposed to heterosexual interracial fidelity!
Title: Re: Random DM nagging.
Post by: Merc on December 14, 2015, 08:37:43 PM
That line reads so much better with your avatar.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2015, 11:30:39 PM
Canderella is feeling oddly snubbed here. Succubus + marshal levels and nothing? Brutal.
Title: Re: Random DM nagging.
Post by: Merc on December 15, 2015, 12:32:23 AM
I hadn't even realized she had marshall levels. I just thought it was Moore. I suppose Candy -is- prettier than Moore.
Title: Re: Random DM nagging.
Post by: Corwin on December 15, 2015, 05:37:37 AM
To be fair, he could've gotten every single class from her, if that's how these things work.
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 09:49:21 AM
If that's how it works. Stille is capable of taking classes for the sake of taking them. Really!
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 10:58:47 AM
10 Ways To Win

This book claims to have 10 secrets to win at anything you wish. The actual details are somewhat obscured by the text, telling enough to tease without spilling anything concrete. There's information here, but the author has clearly gone to a lot of trouble to hide it. Make and post an Intelligence check, Jaela.
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 11:07:59 AM
Cor, quick question. Do you have ranks in a skill related to art (craft, profession) or an ability tied to it at all?
Title: Re: Random DM nagging.
Post by: Corwin on December 15, 2015, 11:43:37 AM
Sadly no. I do have a high cha and a spell that boosts any skill that I've used to emulate performance. But it'd be cool to branch out!
Title: Re: Random DM nagging.
Post by: Corwin on December 15, 2015, 11:56:38 AM
5:56 PM <Tifa> roll 1d20+7+2 int, good hope
5:56 PM <Serith> Tifa roll for Serith < 28 > [d20=19]
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 02:54:39 PM
Quote from: Corwin on December 15, 2015, 11:43:37 AM
Sadly no. I do have a high cha and a spell that boosts any skill that I've used to emulate performance. But it'd be cool to branch out!

Unlocking Your Inner Artist

This book is an illustrated guide to getting in touch with your inner artist. It provides starting exercises to identify artistic talent and nurture it. It's filled with examples of starting artist's work and how they can improve it further. It's a fun read that has Jaela digging up some colored ink and quills, drawing along at the book's instruction. Painting, drawing, sketching all follows in a wonderful day of fun. It's nothing great, for all her talent she's still raw, but she feels like she's made something worthwhile. The book ends on a note that matches that, encouraging you to keep going and nurturing the talent you've awoken.

Jaela gains 2 ranks in craft(painting).
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 02:59:14 PM
Quote from: Corwin on December 15, 2015, 11:56:38 AM
5:56 PM <Tifa> roll 1d20+7+2 int, good hope
5:56 PM <Serith> Tifa roll for Serith < 28 > [d20=19]

Ah, you see now. There is no great lesson here. You decode the book's chapters and means, discovering a cipher hidden within. When used and applied at the points indicated, you get the following message:

"There are no shortcuts or secrets to success. Success depends on the confidence to succeed and the talent you have. If you're reading this, you've proven that you deserve to be confident and have the talent to triumph. There is nothing more to teach you. The world is your oyster, go!"
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 03:05:40 PM
Feline Digest

This is an adorable book full of cat stories and little inset illustrations of felines. There's nothing special here, just lighthearted material to brighten the darkest day. Cute kittens play in innocent stories. Mature cats get up to all sorts of hijinks that work out in the end. Ithea feels much better after reading it, as well as uplifted. Perhaps Sharess approves of your reading material?
Title: Re: Random DM nagging.
Post by: Corwin on December 15, 2015, 03:07:46 PM
Please let me borrow it!
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2015, 03:20:34 PM
Unarmed Mastery

This book is about heayv mace tecnique. When read, it explains how to use heavy maces in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with heavy maces. See the table below.

Non-proficient: Gain Simple Weapon Proficiency (Heavy Mace) as a bonus feat.
Proficient: Gain Weapon Focus(Heavy Mace) as a bonus feat.
Proficient+Weapon Focus(Heavy Mace): Gain Clobbering.

Clobbering (Ex)

As a full round action, you can make a single attack at your full base attack bonus. You gain greater returns on power attack with this attack. You gain twice the number you subtract from your attack roll as a bonus to damage rolls, and triple if you wield the mace with two hands. This stacks with other means to increase your power attack damage, such as the favored power attack feat.
Title: Re: Random DM nagging.
Post by: Merc on December 15, 2015, 11:59:13 PM
Quote from: Corwin on December 15, 2015, 03:07:46 PM
Please let me borrow it!

Sure, you can read all about the cute and cuddly kitties.

Can I borrow Unlocking Your Inner Artist? I will pick up the art of magical origami!

Quote from: Anastasia on December 15, 2015, 03:20:34 PM
Unarmed Mastery

...did you mean Heavy Mace Mastery?
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 12:03:30 AM
Yes, I just forgot to change over that part. I copied the format of the last one - most serial books like that do that to a degree. The Lost Lore of the Abyss ones come to mind, though that's also since a rigid order helps contain the chaos within them.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 16, 2015, 01:47:02 AM
Sylvie is the queen of making good choices.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 02:05:44 PM
Mental note: I revised voice of the triune over in rules and setting's homebrew topic. Adjust Mei up to compensate.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 02:34:18 PM
The Master reaches level 22!

- Monk 21 and Battle Dancer 11.
- 3 on a d8 for a total of 9 hit points and a grand total of 295 hit points.
- +10ft to movement speed for a total of 120ft land movement speed.
- Stunning fist DC rises by 1 to 35, another daily use as well.
- Wholeness of body rises to 42/day. Truly worthwhile.
- +1 spell resistance for a total of 31.
- AC bonus from battle dancer rises by +1.
- Gains dance of the furious unicorn. It's a charge doubler so it's quite good.
- No change to saves.
- Skills go up as normal.

Solid level. The charge booster helps, though he's mainly a defensive brick still.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 02:39:11 PM
Note to self: Remember to add Stille's PW1 feat.

Quote from: Yuthirin on December 16, 2015, 01:47:02 AM
Sylvie is the queen of making good choices.

She's talented at everything she does, even when it would be better if she wasn't.
Title: Re: Random DM nagging.
Post by: Merc on December 16, 2015, 02:42:06 PM
I'd say that means wisdom is her dump stat but her sheet says its actually strength. Its a close second though!
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 03:09:30 PM
She's not nearly wise enough for her level of talent. Few people would be. Too much talent can be as much of a curse as too little.
Title: Re: Random DM nagging.
Post by: Ebiris on December 16, 2015, 03:10:40 PM
She should've stuck with the mascot business and kept clear of adventuring!
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 04:40:40 PM
She'd likely be far happier at least. Having an epic destiny doesn't mean it's the most fulfilling destiny.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 07:39:37 PM
In another tangent, Adrian's finally settled into his role of general. He'd done that in his previous Coda appearances and he's running with that. It has been his goal for awhile, so nice to see that working out.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 16, 2015, 07:51:26 PM
Calleigh will do her best to unsettle him.
Title: Re: Random DM nagging.
Post by: Anastasia on December 16, 2015, 08:38:57 PM
He's working on giving no fucks right now, so good luck.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 17, 2015, 01:28:03 AM
Just to double check, does Cloaked Casting also affect my wizard spells?
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2015, 01:53:54 AM
I checked. RAW it doesn't specify and just says spells. There's no errata on the issue so it's a DM call. An article related to the beguiler adds that it works only for beguiler spells, but this isn't a source I put all that much stock into. Let me sleep on it and ask again tomorrow, need some time to think about it.
Title: Re: Random DM nagging.
Post by: Merc on December 17, 2015, 02:13:40 AM
http://archive.wizards.com/default.asp?x=dnd/errata <-- That has PHB2 errata, if you want to grab official errata.

Here's the wording I saw in the book myself (and didn't see any changes here from errata either):
Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain [...] At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Underlined the part where I assumed it would not affect Iddy's wizard spells, from discussion we had before he posted to verify. Although it's written in the 2nd level part, the whole thing is one single ability. So for me, RAW it does specify beguiler's spells.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2015, 12:46:42 PM
Doesn't actually state that they're spells from the class. A beguiler could theoretically have spells from multiple classes and have CC apply to all of them if you read that line a different way.
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2015, 01:04:34 PM
What Yuth said. The way it's written isn't automatically referring to beguiler spells. That being said, I think the intent is clear based on the article here: http://archive.wizards.com/default.asp?x=dnd/cwc/20060711a . The problem is that the book nor the errata never address this, this is merely an add on in an article analyzing beguilers. So it really is a DM judgment call.

I'll rule you can for now. If this proves broken or otherwise abusive, I'll change that ruling in the future.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 17, 2015, 01:22:58 PM
Thanks!
Title: Re: Random DM nagging.
Post by: Yuthirin on December 18, 2015, 05:09:51 PM
Will post tonight. Getting too tricky to do over a phone.
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2015, 11:39:08 AM
Read yesterday's IRC log and one line jumped out at me.

<Afina> But if you wanna go big she can make a stone collosus for 190k.

It's best not to get too attached to anything in the ELH as written, since I basically rewrite anything in it. If you're seriously interested in one, tell me and I'll take a look at them.
Title: Re: Random DM nagging.
Post by: Ebiris on December 19, 2015, 01:09:16 PM
Eh, not really, collosi aren't very efficient at being anything besides walls of hp. Mithral and adamantine golems are a better prospect among the epic stuff.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 19, 2015, 01:10:17 PM
We just need to give Aurora At-Will improved invisibility.
Title: Re: Random DM nagging.
Post by: Anastasia on December 19, 2015, 02:05:32 PM
Quote from: Ebiris on December 19, 2015, 01:09:16 PM
Eh, not really, collosi aren't very efficient at being anything besides walls of hp. Mithral and adamantine golems are a better prospect among the epic stuff.

The antimagic aura's pretty nice, plus they have built in Intelligence scores, so no need to awaken them. At least as written, I've always meant to redo them one day. The Calamity over in Rules and Setting is an extreme example of the archetype, I recall it may have sprung from some thoughts along those lines.
Title: Re: Random DM nagging.
Post by: Ebiris on December 21, 2015, 04:22:13 PM
Dune, does dimensional lock prevent the usage of bags of holding/portable holes?

Afina can take 10 for 45 on arcana for this question, 'cause it might lead to a useful emergency escape button if anyone ends up in a situation like Muirfinn and Lief again.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2015, 04:39:38 PM
Good question and one that I don't recall coming up before. I'm going to rule that it does stop them from being used.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2015, 04:41:07 PM
Houserules update for that, it's in misc rulings.
Title: Re: Random DM nagging.
Post by: Merc on December 22, 2015, 08:58:47 PM
Some questions for Dune:
1. Is it possible to upgrade Ithea's gate bracelet from 1/day up to 3/day? What about increasing the CL of the gate cast from CL 17? If yes, what are the cost associated?

2. I sent you an IRC PM a while back that probably got lost in the retail holiday madness: Regarding permanency, I've read the Custom Material (http://www.soulriders.net/forum/index.php/topic,101739.msg1030599.html#msg1030599) post on it, but I wanted to ask about Energy Immunity (Spell Compendium) & Mind Blank (PHB) being valid targets or not. As a back-up, Blindsight as well (Magic of Faerun).

Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2015, 12:29:26 AM
Quote from: Merc on December 22, 2015, 08:58:47 PM
Some questions for Dune:
1. Is it possible to upgrade Ithea's gate bracelet from 1/day up to 3/day? What about increasing the CL of the gate cast from CL 17? If yes, what are the cost associated?

I believe the bracelet was made as a custom item. (Check loot for me.) Assuming so, you could upgrade it as normal. Pay the price difference between the current item and the boosted item.

Quote2. I sent you an IRC PM a while back that probably got lost in the retail holiday madness: Regarding permanency, I've read the Custom Material (http://www.soulriders.net/forum/index.php/topic,101739.msg1030599.html#msg1030599) post on it, but I wanted to ask about Energy Immunity (Spell Compendium) & Mind Blank (PHB) being valid targets or not. As a back-up, Blindsight as well (Magic of Faerun).

No and no. No Energy Immunity since it's bumped to a 10th level spell (see houserules) and would run afoul of the epic magic item clause. The other is because it's just too obvious to make Mind Blank permanent on everyone if I allow that and be way cheaper than an item of permanent Mind Blank.

Regardless, at level 23? Permanent Mind Blank would inflict a -1 penalty to Constitution and Energy Immunity would inflict a -7 penalty.

Blindsight...If I recall, isn't that a spell Jaela has permanent? It's also updated in the SC. Care to chip in here, Jaela?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 23, 2015, 12:53:50 AM
I took Decerebrate (http://www.d20srd.org/srd/psionic/powers/decerebrate.htm) as a 7th level power and didn't really think to clear it with you. Before I wind up using it, I'm assuming the death effect would be removed? Would it just render the subject comatose then?
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2015, 12:54:37 AM
Yeah, that works.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 23, 2015, 12:56:30 AM
Okay thanks.
Title: Re: Random DM nagging.
Post by: Merc on December 23, 2015, 12:59:54 AM
I wasn't aware of Energy Immunity being bumped up, though I was aware of the Con penalty. I figured due to the effects I'd ask on both since I figured they both might go on the epic magic item clause. So good to know the case on both. Thanks.

As far as I know Jaela only has Mantle of Good permanent when I was checking to see what other spells have been permanency'ed.

As for the bracelet, yes it was custom, the post it came up in is: http://www.soulriders.net/forum/index.php/topic,101784.msg1039999.html#msg1039999

I'll have to look at custom magic item rules, not remotely familiar with them since I've never made a custom one myself.
Title: Re: Random DM nagging.
Post by: Corwin on December 23, 2015, 02:15:10 AM
I have Mantle of Good and Greater Blindsight permanency'd! It's listed in the Spells thread and on my sheet! It's eligible, though to be fair there are better spells. (I also bugged Dune to let me pemanency Prestidigitation for mostly flavor past the 2 spells limit, but that's a cantrip so....)

One thing is that I actually have Permanency as a spell (from the Divine Crusader side) and can self-medicate. I can't recall if Dune made any separation between spells cast permanently on yourself and spells cast permanently on others.
Title: Re: Random DM nagging.
Post by: Merc on December 23, 2015, 07:02:30 AM
No difference given for if you know Permanency or not, just for knowing the spell being permanency'ed (scaling CL/eligibility for some personal target spells), at least from how I read the post on Permanency.

If Greater Blindsight is eligible, seems a fairly good target to Permanency. Didn't expect True Seeing to be eligible and Blindsight was closest to that for detection outside of See Invisibility. Might be worth considering that instead due to scaling CL there since I actually get that one, I guess, but probably greater blindsight is better even with a static CL. Hadn't initially considered that since I only searched spells with durations of 1+ hrs.

Not sure what to grab as a second permanency spell though. Hard to really tell what's a valid target for it and good choice. Ah well, plenty of time to find something sooner or later.
Title: Re: Random DM nagging.
Post by: Corwin on December 23, 2015, 12:23:47 PM
Speaking of Blindsight, something came up while chatting with Iddy in PM.

The writeup for the Darkstalker feat which refers Blindsight, among other things, has the following line:

Normal
Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.

It made me wonder if Blindsight is basically all around vision. Logically it is a sort of radar radius around you thing, but this sounds more like a games rules thing, since you don't face in any given direction anyway normally.
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2015, 02:46:24 PM
Quote from: Corwin on December 23, 2015, 12:23:47 PM
Speaking of Blindsight, something came up while chatting with Iddy in PM.

The writeup for the Darkstalker feat which refers Blindsight, among other things, has the following line:

Normal
Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.

It made me wonder if Blindsight is basically all around vision. Logically it is a sort of radar radius around you thing, but this sounds more like a games rules thing, since you don't face in any given direction anyway normally.

It isn't, not in this sense. All around vision is a special quality certain monsters have. I know xorns in the SRD have it and a few others do. Nothing in blindsight's block in the SRD mentions that it stops flanking.
Title: Re: Random DM nagging.
Post by: Corwin on December 23, 2015, 03:11:36 PM
Another question! Also about the same topic, pretty much.

How do Darkstalker and Blindsight interact? Darkstalker says if I have Blindsight I'd need to roll spot/listen if you hide. But it also says you can't hide in plain sight (tm) unless you have that ability from another source. Meanwhile, Blindsight says invis and other concealment is meaningless, so if you just go invisible I presume it doesn't count as 'hiding' for people with Blindsight.

Yes, also came up while talking to Iddy in PM.
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2015, 06:29:53 PM
Would all the B3 PCs roll a d20 and post the results in here? Thanks.
Title: Re: Random DM nagging.
Post by: Ebiris on December 23, 2015, 06:39:13 PM
22:38] <@Ebiris> roll 1d20
[22:38] <Serith> Ebiris roll for Serith < 6 > [d20=6]
Title: Re: Random DM nagging.
Post by: Merc on December 23, 2015, 07:38:06 PM
[17:37] <@Sailor_Mercury> roll d20 Dune Mystery
[17:37] <Serith> Sailor_Mercury roll for Serith < 4 > [d20=4]
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 23, 2015, 08:47:52 PM
> roll 1d20 Dune Request
<Serith> IronDragoon roll for Serith < 2 > [d20=2]
Title: Re: Random DM nagging.
Post by: Nephrite on December 23, 2015, 08:52:37 PM
Quote from: Anastasia on December 23, 2015, 06:29:53 PM
Would all the B3 PCs roll a d20 and post the results in here? Thanks.

Am I included in this request?
Title: Re: Random DM nagging.
Post by: Merc on December 23, 2015, 09:00:18 PM
You're a PC in the B3 board!
Title: Re: Random DM nagging.
Post by: Yuthirin on December 23, 2015, 11:48:12 PM
[20:48] <Serith> Muirfinn roll for Serith < 5 >12 [d20=5]
Title: Re: Random DM nagging.
Post by: Merc on December 24, 2015, 12:17:47 AM
Low rolls are good here, right, Ko?

...right?
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2015, 12:20:55 AM
Yes Neph, please roll.
Title: Re: Random DM nagging.
Post by: Nephrite on December 24, 2015, 12:25:19 AM
[23:25] <Nephrite> roll 1d20
[23:25] <Serith> Nephrite roll for Serith < 13 > [d20=13]
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2015, 01:09:41 AM
[07:09] <Franceska> roll 1d20 B3
[07:09] <Serith> Franceska roll for Serith < 15 > [d20=15]
Title: Re: Random DM nagging.
Post by: Ebiris on December 24, 2015, 06:02:03 AM
Low is good, we're rolling for our rank in the official Aurora popularity contest, so Surrurathru is guaranteed to get a route in the new expansion.

Isn't it sad, Jaela?
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2015, 07:03:22 AM
I'll console myself by being badass  :)

the promised route never comes
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2015, 11:02:15 AM
Congratulations, Cor. For rolling first place, you get one of the following choices.

1. What's this? Filbrez finds some new merchandise in stock.
2. Grenalous has a breakthrough with his alchemy.
3. Vel has an unexpected windfall of extra books.
4. Creasea is cooking up new dishes like crazy.
5. Azuril has been making the most fabulous clothes lately.

Merry Christmas.
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2015, 12:49:58 PM
Vel, I choose you!
Title: Re: Random DM nagging.
Post by: Anastasia on December 24, 2015, 01:04:20 PM
A shocking and unexpected choice. I'll post when they're up.
Title: Re: Random DM nagging.
Post by: Corwin on December 24, 2015, 01:35:56 PM
Books are awesome!
Title: Re: Random DM nagging.
Post by: Merc on December 24, 2015, 01:46:01 PM
Yes they are!
Title: Re: Random DM nagging.
Post by: Yuthirin on December 24, 2015, 04:07:11 PM
Expect Calleigh to be a regular in Azuril's shop.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 24, 2015, 04:07:25 PM
Also will post tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 12:03:37 PM
Salamander Studies

This book is an extensive study of salamanders. It focuses on salamander biology, then social make up, religion and finally their place in Fire. A few interesting facts in particular stand out.

- Salamanders produce asexually, laying larvae every 10 years. These larvae are prized by certain spellcasters, as they are potent optional material components to any spell with the fire descriptor. The larvae of a flamebrother salamander grants a +1 bonus to the caster level of a spell with the fire descriptor, while the larvae of an average salamander grants a +2 bonus. The larvae of a noble salamander grants a +4 bonus and a +1 bonus to each damage die of the spell, if it inflicts fire damage. Using the larvae for such destroys it, so salamanders guard their larvae ferociously.

- A typical salamander city is a blazing city of metal on Fire. They are separated into three castes that match the three castes of typical salamanders. Further divisions exist depending on variants and specialties. Most cities focus on blacksmithing, armorsmithing and weaponsmithing, as salamanders are excellent at all three fields. The works of experienced noble salamanders rival that of the efreet, though they are generally less well known across the planes. Any magical weapon a salamander makes has the flaming special quality. Likewise, any magical armor they make has resistance to cold 10.

- Salamanders are not terribly religious. Respect is given to Kossuth, who they view as the father of Fire. Worship of Imix is tolerated, though the salamander clergy of Kossuth bitterly opposes it. Homage to Zaaman Rul is extremely rare, only legal due to the fact it is so obscure to the salamanders. A salamander who reveres Zaaman Rul is likely to go join his crusade to cleanse Fire rather than stay with the other salamanders. Any veneration of the Sultan of the Efreet (or Eblis, by connection to him and the fact that they are often mistaken for one another) is sharply forbidden, as it is seen as submitting to being slaves to the efreet.

- In general, salamanders attempt to stay independent on Fire. They resist the efreet, deal with devils as best they can and enslave azer when possible. They deal with the fire elementals as any other race on Fire does - using them when helpful, fighting them when harmful and ignoring them otherwise. Salamanders see the efreet as both rivals and as dangerous foes, ones who threaten to enslave them for the glory of the efreet race. While the salamanders lack the might to wage war on the genies of fire, they are sufficiently powerful to resist attempts at subjugation.

-
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 12:09:18 PM
Bats and Bat-like Things

A study of wooden sticks called bats. These are used in sports and occasionally as weapons (essentially a club). This is a loving guide to bats, as well has how to make them and how to appraise them. Three hundred pages of the most sincere and researched knowledge of bats you could ever imagine. There's twenty pages about wood grains and how they affect bats. Forty pages on polishing your bat. It even goes into things like bats - clubs, maces, sticks, rods, staffs. It compares them all to bats and patiently explains why each is inferior.  By the time it's done, you know far too much about bats for your taste.

On the plus side, it is a lot of practical information about how to fight with bats clubs. Surraruthru gains weapon focus(club) as a bonus feat.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 25, 2015, 12:26:35 PM
Quote from: Anastasia on December 25, 2015, 12:09:18 PM
Bats and Bat-like Things

A study of wooden sticks called bats. These are used in sports and occasionally as weapons (essentially a club). This is a loving guide to bats, as well has how to make them and how to appraise them. Three hundred pages of the most sincere and researched knowledge of bats you could ever imagine. There's twenty pages about wood grains and how they affect bats. Forty pages on polishing your bat. It even goes into things like bats - clubs, maces, sticks, rods, staffs. It compares them all to bats and patiently explains why each is inferior.  By the time it's done, you know far too much about bats for your taste.

On the plus side, it is a lot of practical information about how to fight with bats clubs. Surraruthru gains weapon focus(club) as a bonus feat.

This legit made me laugh for like ten minutes.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:16:06 PM
Short Sword Mastery

This book is about short sword technique. When read, it explains how to use short swords in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with a short sword. See the table below.

Non-proficient: Gain Martial Weapon Proficiency (Short Sword) as a bonus feat.
Proficient: Gain Weapon Focus (Short Sword) as a bonus feat.
Proficient+Weapon Focus (Short Sword): Gain Swift Strike.

Swift Strike (Ex)

As a standard action, you may make a pair of attacks with a short sword. Both of these attacks use your full base attack bonus but suffer a -1 penalty to hit. If they both hit, you deal an extra 3d6 points of damage.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:16:52 PM
Re: Tower Shield Mastery. Do you want to read that, Jaela? I know you don't use them, so if you have something else in mind, say so.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:29:14 PM
Princess of the Moon

This book tells the story of a lunar princess. It is said she rose from the blood of the moon as a result of a battle there. This princess promptly rose up and began a bloody, endless crusade against the servants of the night. These servants (Ithea is certain they're meant to be Sharrans) get maimed, smashed, smote, electrocuted, burnt, dissolved, disintegrated, crushed, slashed and more throughout the tale. There is no mercy, no respite. The servants of the night are put to the sword until the very end of the book. The fact that the princess does it naked only plays up the lurid, over the top nature of the entire story.
Title: Re: Random DM nagging.
Post by: Merc on December 25, 2015, 01:30:58 PM
Ithea will make a note to lend the book to Balyss. She'll surely enjoy it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:33:05 PM
Quote from: Merc on December 25, 2015, 01:30:58 PM
Ithea will make a note to lend the book to Balyss. She'll surely enjoy it.

Do that IC, would you?
Title: Re: Random DM nagging.
Post by: Corwin on December 25, 2015, 01:33:46 PM
Holding onto it, upon further reflection.
Title: Re: Random DM nagging.
Post by: Merc on December 25, 2015, 01:34:06 PM
Sure. When I get back from escorting Crystal + Moore.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:37:56 PM
Alphabets

This is a dry and long dissertation of alphabets and the concept of them. It discusses language in many and varied ways. It goes into phonics and various related concepts and ultimately a deep study of language itself. Words are ultimately a vessel for ideas and the alphabet is the building blocks of language and thus ideas. Refined down to the simplest point, letters are the key to power. Much like numerology, it claims that students of the alphabet can use letters in the proper way to gain great power.

Make an Intelligence check, Ithea.
Title: Re: Random DM nagging.
Post by: Merc on December 25, 2015, 01:39:03 PM
[11:38] <@Sailor_Mercury> roll d20+11 Int check
[11:38] <Serith> Sailor_Mercury roll for Serith < 18 > [d20=7]
[11:39] <@Sailor_Mercury> Well, at least its not a book on cheese. I hope.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:39:38 PM
There's something more here, but it's beyond Ithea to figure out.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:46:56 PM
Surgery for the Advanced Adept

It's complicated medical procedures. Ithea is completely lost. She has no clue about any of it and she can virtually feel the question marks floating over her head. If only this book was read by someone with medical knowledge.
Title: Re: Random DM nagging.
Post by: Corwin on December 25, 2015, 01:56:09 PM
[19:55] <Franceska> roll 1d20+7+2 ABCs, good hope
[19:55] <Serith> Franceska roll for Serith < 19 > [d20=10]
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 01:59:34 PM
There's something more here, but it's beyond Jaela.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 08:40:19 PM
Lost Lore of the Abyss: The Sixfold Steel

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Sixfold Steel is a group of six elite steel devils. They were once loyal soldiers in the Blood War, but were turned towards chaos after a confrontation with a demon prince. The six survived the battle through sheer luck but were turned to chaos as a result. They took the name Sixfold Steel and promptly became mercenaries for hire and established a base in Pazunia. They are savage, skilled and noted for getting the job done.

As renegade devils, they are routinely hunted by dogai and other devil assassins. So far they have managed to elude capture and prosper despite them. It's whispered that a demon lord sponsors them and provides sufficient protection to ward the devils off. Indeed, they've gone so far as to manage assaults on Acheron, Mechanus and even Arcadia, suggesting that they are being used by one to assault law.

The most dangerous aspect of the Sixfold Steel is that they multiply in strength when they fight together. One is merely a stronger than usual steel devil. Two are equal to a hezrou. Six are capable of tearing a pit fiend or balor apart in mere moments. In particular, no attack can damage them unless it damages them all. How this works is unclear, but it seems to be remarkably effective.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 08:45:49 PM
Hanna

This book looks to be an ode to Hanna. It is rambling and inconsistent, comparing Hanna to various things. In fact, it's quite familiar on reflection. (http://www.soulriders.net/forum/index.php/topic,101729.msg1053724/topicseen.html#msg1053724) No matter if 27 wrote it or not, you find the words have a strange power. Jaela can sense something here, something lurking beneath the surface. Patterns that are not patterns, sights unseen and unknown. A mystery on the edge of completion.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2015, 08:49:30 PM
Jaela

Huh? Jaela blinks. She read the book? She doesn't remember reading it, but she's staring at the back cover and sure she read it. She feels the same and yet off, readjusted in some subtle way.

---

Jaela, you can reroll any single, previously saved hit die roll. You have to take the result of the reroll, no matter if its better or worse.
Title: Re: Random DM nagging.
Post by: Corwin on December 26, 2015, 05:31:40 AM
[11:30] <Franceska> roll 1d12 lvl22 hp reroll
[11:30] <Serith> Franceska roll for Serith < 4 > [d12=4]

Better than 1!
Title: Re: Random DM nagging.
Post by: Anastasia on December 27, 2015, 03:45:48 PM
As came up today with Eb and some old epic rules I posted in custom materials (the B3 one), there's room for some confusion about what I posted and what's suitable. During B3 I used various topics on the B3 board, such as custom material and bestiary, for the homebrew I did. In time the rules and setting board got made and many things were moved over to there. Additionally, during the long gap between the end of B3 and post gaming, I posted various things that weren't final or meant for full in game use. I wasn't taking organization too seriously since I was only running the Coda.

So naturally this has lead to a situation where there's been confusion. That's okay, let's fix it.

1. For any sort of homebrew, the Rules and Setting board is the defining authority. If it's posted there, whatever is posted there is official. This supersedes topics on any other boards unless I say otherwise. Note that the Rules and Setting topics have tables of contents, so finding if something is there should be simple.
2. If homebrew isn't on the Rules and Setting board but is on another Balmuria board, use the newest. For example, a posting on B3's board would supersede a posting on B1's board. This isn't that uncommon, as some homebrew is too niche to port over.
3. Anything posted between B3's end (pre-Coda) and the start of post gaming and that isn't on the Rules and Setting board is questionable. Talk to me about it before using it or assuming it is in play. Some of this is things in beta and unfinished or otherwise not meant as anything but a show of what I was working on. If I'd have known I'd pick up B3 like this in the future, I wouldn't have done it like this, but 20/20 hindsight.

Epic skills is what touched this off. This is something that really should be in play, so I'm going to try and finish that this week. It's been stickied on the DM board forever, just never gotten around to finishing it.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 30, 2015, 04:14:53 PM
Would Intellect Fortress (http://www.d20srd.org/srd/psionic/powers/intellectFortress.htm) protect against those blades, as I'm assuming they were moved with some kind of power and/or magic?
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2015, 04:16:41 PM
Unless they're directly created by magic, no.

A sword with the dancing property wouldn't be affected, nor would a sword thrown by telekinesis. However, a spiritual weapon spell would be.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 30, 2015, 10:51:43 PM
Say, if I Time Stop (or equiv) does that effect extend only to myself, or to my familiar/crystal through shared spells/powers? Asking to heal.
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2015, 10:53:23 PM
How does shared spells and powers work?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 30, 2015, 10:56:11 PM
At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal.

At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar.

Taken from SRD. So I think the answer is yes.
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2015, 11:02:54 PM
Yeah, seems fairly straightforward. I'd allow it. It's how I'd resolve certain things that can also 'share' a time stop. Trivia: If Muirfinn had managed a time stop against Asmodeus and it wasn't countered for whatever reason, he'd find Asmodeus would act during it as well.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 30, 2015, 11:04:18 PM
Quote from: Anastasia on December 30, 2015, 11:02:54 PM
Trivia: If Muirfinn had managed a time stop against Asmodeus and it wasn't countered for whatever reason, he'd find Asmodeus would act during it as well.

This was entirely expected and the exact reason I didn't do it.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 30, 2015, 11:06:12 PM
Reading the language of Temporal Acceleration (http://www.d20srd.org/srd/psionic/powers/temporalAcceleration.htm) is somewhat unclear. Would it end the power at the end of the swift action, thereby allowing me to take a standard action as well, or would the end of the power denote the end of the manifestor's round?
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2015, 11:09:33 PM
Quote from: Yuthirin on December 30, 2015, 11:06:12 PM
Reading the language of Temporal Acceleration (http://www.d20srd.org/srd/psionic/powers/temporalAcceleration.htm) is somewhat unclear. Would it end the power at the end of the swift action, thereby allowing me to take a standard action as well, or would the end of the power denote the end of the manifestor's round?

You resume your turn, though you are shaken as the spell notes.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 30, 2015, 11:10:11 PM
Keen.
Title: Re: Random DM nagging.
Post by: Anastasia on December 30, 2015, 11:12:46 PM
It will get nerfed if it's broken, but I figure that goes without saying.

(To be honest, I question the wisdom of time stop being a 6th level power, but that's a whole other thing.)
Title: Re: Random DM nagging.
Post by: Anastasia on December 31, 2015, 03:07:37 AM
Quote from: Corwin on December 23, 2015, 03:11:36 PM
Another question! Also about the same topic, pretty much.

How do Darkstalker and Blindsight interact? Darkstalker says if I have Blindsight I'd need to roll spot/listen if you hide. But it also says you can't hide in plain sight (tm) unless you have that ability from another source. Meanwhile, Blindsight says invis and other concealment is meaningless, so if you just go invisible I presume it doesn't count as 'hiding' for people with Blindsight.

Yes, also came up while talking to Iddy in PM.

Invis wouldn't matter since blindsight isn't meaningfully affected by it, darkstalker or no. In the case of darkstalker, it makes an exception to the rules regarding detecting creatures trying to be all stealthy. It doesn't touch invisibility so it's not relevant. So yes, you'd need to hide normally.

Weird little rules interaction there.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 31, 2015, 09:56:27 PM
I have a wands question. Would a wand have a caster level of the minimum class level required to create it, or be otherwise 1 unless stated?
Title: Re: Random DM nagging.
Post by: Anastasia on December 31, 2015, 10:38:37 PM
The spell in a wand is the minimum level needed to cast it, unless stated otherwise. In those cases the wand is more expensive, such as the various advanced wands here: http://www.d20srd.org/srd/magicItems/wands.htm

So by default, a level 1 spell wand is CL 1, a level 2 spell want is CL 3 and so on.
Title: Re: Random DM nagging.
Post by: Yulia on December 31, 2015, 10:56:04 PM
That's why wands suck except for things where CL barely matters, and even then it's a problem if dispels come along. As a pixie and thus an expert on all things magic, I highly recommend using staves instead.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 01, 2016, 01:49:06 AM
Your cheapo boss didn't give me enough money for staves!
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2016, 02:41:01 AM
You need more steam pixie.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2016, 12:49:10 PM
I might houserule arcane strike to be a supernatural ability. Still debating, it came up in the goldenfire thread and IRC chat.
Title: Re: Random DM nagging.
Post by: Ebiris on January 01, 2016, 12:53:45 PM
I always assumed it and anything else with arcane in the name would be Su.
Title: Re: Random DM nagging.
Post by: Corwin on January 01, 2016, 01:01:42 PM
I think it's arcane magic, but more importantly using it is no different than precasting true strike or using the weapon's +1 enchantment. As in, I can't see circumstances where arcane strike's bonus would be eliminated but not these other examples.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2016, 02:29:42 PM
This one's aimed at Iddy, though it's a good refresher for everyone.

When you use time stop, go ahead and immediately roll the duration and declare your actions for those rounds. I'll sort it out, call for any rolls and tell you if something won't work and would change your other actions. I'd rather have a few posts than two pages of back and forth over a time stop. Quicker that way, especially if we aren't posting back and forth to each other.

It's not a big deal, Iddy. More of a live and learn. It's your first time using time stop, so don't worry about it this time.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 02, 2016, 12:57:57 AM
Was just gonna assume, thought better of it. Would Ectoplasmic Shambler (http://www.d20srd.org/srd/psionic/powers/ectoplasmicShambler.htm) Fall under the same rules as other summoning abilities, making them standard actions?
Title: Re: Random DM nagging.
Post by: Anastasia on January 02, 2016, 01:00:44 AM
Quote from: Yuthirin on January 02, 2016, 12:57:57 AM
Was just gonna assume, thought better of it. Would Ectoplasmic Shambler (http://www.d20srd.org/srd/psionic/powers/ectoplasmicShambler.htm) Fall under the same rules as other summoning abilities, making them standard actions?

Yes, unless there's a compelling reason otherwise.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 02, 2016, 01:03:48 AM
It's really just a swarm without the nausea
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2016, 01:59:12 AM
So it came to my attention on IRC that this happened: http://www.soulriders.net/forum/index.php/topic,103687.msg1060146.html#msg1060146 Neph mentioned the drow in passing, which don't exist in Balmuria. Just want to remind people of that. It isn't a big deal and I flat missed it at the time in that big text block. More relevantly, this does beg the question of the Lost Realm in Balmuria. Does it exist?

Maybe. The question's left highly open ended on purpose. I intentionally chose not to answer it when Neph and I did Moore's chargen. It could be a real, it could be an illusion, it could be a thousand other things. The answer isn't important. So anything from the Lost Realm should be regarded with a large grain of salt and not assumed to automatically be canon or not.

Also the reasons for why no drow are in the spoiler box below.

[spoiler]

I've never really cared for the drow nor do I get anything out of them. At best they get a dull sort of apathy from me and at worst I actively dislike them. That's one thing, but the real problem is that this saps the will and ability to properly DM them. Imagine you're a player who likes the drow and wants to deal with them. I give it a shot, but my heart's not in it. Moreover, you know a lot about the drow and expect certain things. I may not know that or may not adequately portray that. That means you don't get what you were hoping for and it's a bad thing all around.

I'd rather not run something that's inherently disinteresting to me, as I feel that's a recipe for failure. It's the same reason I'd never run a hard sci-fi campaign - it's not in my wheelhouse and I'm not going to do a good job at it. I'd rather focus on things that work for me so I can put forth the best game possible for all of us. Doing something that sabotages it is in no one's interests. Though y'know, maybe Eb or someone should run a second drow game in the Saturday slot. That's an idea.

Incidentally, it was mentioned that the gnomish God-King obliterated a deity and the race that worshiped it before being sealed away. That might well have been Lolth and the drow. If it was, more proof that Balmuria's gnomes are really big jerks.
Title: Re: Random DM nagging.
Post by: Merc on January 04, 2016, 02:01:34 AM
Good for the gnomes if they managed that. They can always bring it up at parties to impress the elven girls or something.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2016, 02:03:02 AM
Quote from: Merc on January 04, 2016, 02:01:34 AM
Good for the gnomes if they managed that. They can always bring it up at parties to impress the elven girls or something.

Scary thought v2.
Title: Re: Random DM nagging.
Post by: Nephrite on January 04, 2016, 09:01:25 AM
Clearly his story was some kind of fever dream left over from a jumble of memories.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2016, 01:55:55 AM
http://www.soulriders.net/forum/index.php/topic,103072.msg1058038.html#msg1058038

As you may know, I posted adamantine golems awhile ago. The one in the goldenfire thread was (almost) identical to this one, so I'd like to take a chance to analyze it here.

The adamantine golem's meant to do three things in battle. I'll focus on those first of all.

Firstly, it's meant to be a powerful melee combatant. I feel it did its job here. It had no luck in round one, but round three's melee combo showed why it's a fearsome and epic level encounter. +49 isn't the best to hit modifier ever, but one of its abilities really shined here.

QuoteCrushing Blows (Ex)

The slams of an adamantine golem hit with bone-shattering force. An adamantine golem applies double its strength modifier to damage rolls with its slam attack. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit.

Making an adamantine golem a crit monster helps it shine when higher AC targets vex it. It may not hit often, but it has better odds of it being a decisive hit. Jaela's miss chance came through for her, otherwise she'd have been in a world of pain.

Secondly, I wanted it to be a defensive rock. This worked out. It combines decent (for epic) AC with damage reduction 40, fast healing 25 and magic immunity. This shuts down a lot of opponents then and there, only Jaela having a spear that could beat its damage reduction enabled anything but a slow, risky slog against it. If you can deal with the damage reduction, an epic warrior can beat one down, which is exactly what happened.

Finally, it's meant to have a splash of versatility with wall of iron. This one's worth repeating here.

QuoteProject Barrier (Sp)

As a swift action, an adamantine golem can mimic the effects of a wall of iron spell (caster level 42nd), except that the wall and any iron from it vanishes after 10 minutes.

Yeah, that one's nasty. It lets it shape the battlefield how it pleases and generally cut allies off from one another. Moreover it gives it options. It can knock over walls, layer them and knock them over to trap creatures and stand on layers of walls to keep a creature crushed and suffocate it. It helps change it from a fairly immobile hunk of iron and give it a secondary means of influencing the battle.

So I'd say it lived up the goals I set for it. Does this make it a good epic monster? Well, when I make an epic monster, I try to make at least one thing that's above and beyond normal monsters, that makes it epic. For example, a ]hunefer's (http://www.soulriders.net/forum/index.php/topic,103072.msg1053030.html#msg1053030) brand of failure changes many things in a way few other things do, including how dice rolls work. That helps  make it an epic and memorable encounter. An elder treant's (http://www.soulriders.net/forum/index.php/topic,103072.msg1059332.html#msg1059332) guardian of the forest ability transforms a forest into a dungeon unto itself and nicely provides the foundation for an epic level forest dungeon.

The adamantine golem does as best it can towards that, withint he confines of being a mindless golem. All the numbers are turned up high and it has one ability it can get a lot of mileage out of. I don't feel one's interesting as a hellfire engine or a mithral golem, but it performs well at what it's meant to do, just like a golem should.

Edit: Meant to include this in the post and forgot. Technically an adamantine golem can only just barely make the Strength check to tip over a wall of iron. It's meant to be able to do so effortlessly. I'll be adding a note in project barrier that it can do so regardless of the Strength check, as otherwise it needs a 19 or 20 to manage it. I believe that was the one point of departure from the linked statblock and the one you fought, and that was purely patching an oversight on my part.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2016, 05:05:50 PM
Mei reaches level 20!

But first, Voice of the Triune got some revisions when I ported it over to Rules and Setting. Mei gets the benefits of that.

- +2 casting levels for paladin of freedom. This gets her 3 3rd level spell slots. She selects righteous fury x3. This is largely a placeholder, since third level spells offer her almost nothing.

Anyway.

- Warlock 20 and Eldritch Disciple 1.
- 8 on a d8 for a total of 12 hit poitns and a grand total of 183 hit points.
- +1 BAB for a total of 20.
- Exalted strike rises to +5. This boosts her attacks and damage a bit.
- All of her energy resistances increase to 15. Also, warlock raises its bonus energy resistance to 10. It looks like I had those protections overlap instead of stack before. I'll look into an ACF since VoP covers all 5 energy resistances.
- Eldritch blast goes up to 11d6. Yay.
- Gains a new invocation. She selects eladrin form, which can be found below.
- Gains a gift of the divine patron. She selects healing blast. Takes a channel energy use, but her eldritch blasts (and glaives) can now heal instead of hurt for one round.
- Channel energy damage rises by 1d6.
- +2 Fort and Will saves. A final dip at 20 to boost her saves higher.
- +1 Constitution. Wasn't much of a choice here. This makes her new max hit points 203.
- Skills go up as normal.
- Gains a bonus exalted feat at 20. First of all, she's going to retrain extra smiting at 18 for endurance. She'll retrain gift of faith at VoP18 to exalted endurance for +22 hit points. This puts her up to 225 hit points. She takes Ilmater's resolve at 20 for another 11 hit points and immunity to pain.

Pretty great level up since she got so much.

Eladrin Form
Holy; 7th.
You can use eladrin form as the spell of the same name.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2016, 05:39:59 PM
Mei reaches level 21!

Couple of notes here. I'm using a barebones epic warlock for now, as I never worked one out. This ignores the question of epic invocations for the moment, as the version I did in B2 was extremely raw. Secondly, I do have an epic vow of poverty progression and I'll be posting that on rules and setting a little later.

- Warlock 21 and Fighter 1.
- 8 on a d10 for a total of 13 hit points and a grand total of 249 hit points.
- +1 BAB for a total of 21.
- AC bonus rises to +11. It helps.
- Resistance bonus to saves rises to +4. It helps.
- No change to saves.
- Skills go up as normal.
- Selects toughness as her fighter 1 feat. This puts her hit points up to 260. She also selects epic vow of poverty for her level 21 feat. This also grants her an additional 3 hit points due to her other feats.

Okay level. More when I get epic warlock untangled.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2016, 06:26:12 PM
Mei reaches level 22!

- Warlock 22 and Fighter 2.
- 6 on a d10 for a total of 11 hit points and a grand total of 274 hit points.
- +1 BAB for a total of 22.
- Gains holy wake. This means she never needs to sleep and is immune to sleep. But as she's already an elf, this is purely academic.
- +1d6 eldritch blast for a total of 12d6. Nice.
- A bonus blast essence shape. She selects eldritch cone.
- No change to saves.
- Skills go up as normal.
- Takes improved initiative as her fighter 2 feat. When you can't get AC, at least going first can help you dodge and limit your exposure.

Okay level.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2016, 02:15:06 AM
Re: Golden bracelets and CR. Jaela, you can assume that the adamantine golem was CR 30.

I should've known better than to use CR for this sort of thing, but oh well. CR's so subjective in epic that it's useless.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2016, 03:28:43 AM
Epic warlock's up over on R&S. This one deserves some notes.

- In part it's a bare bones progression since Mei needs that hashed out. The article that went into epic warlocks on Wizard's website used extremely loaded feats to deliver new invocations. This doesn't mesh with the idea of epic invocations.

- Epic invocations have a rule about maximum level equivalent so that one category of invocations can cover it all. A little lazy, but warlock's format doesn't translate well to this.

- More on this as I figure it out and what to do with it.

On a related note, Mei's now due an invocation at 22 that she didn't get before. She selects steal summoning.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2016, 11:32:20 AM
Not to be annoying, but what about Epic Beguiler?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2016, 12:52:38 PM
Nah, you can't be annoying. This is the topic for nagging. Anyway, it's done besides epic spells, which will probably be hand waved to a degree. I'll figure out something there.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 07, 2016, 04:39:42 PM
Quote from: Anastasia on January 06, 2016, 12:52:38 PM
you can't be annoying.

I will remember this.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2016, 04:55:31 PM
Quote from: Yuthirin on January 07, 2016, 04:39:42 PM
Quote from: Anastasia on January 06, 2016, 12:52:38 PM
you can't be annoying.

I will remember this.

Please don't prove me wrong.
Title: Re: Random DM nagging.
Post by: Merc on January 07, 2016, 05:00:16 PM
He just said he'll remember it! Why nothing insidious was thought by him, I'm sure!
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2016, 08:45:57 PM
Medi updates I didn't get to doing yet.

- Staff of Celestial Valor to Stille. It's pretty neat.
- +20 hit points to Mei. This puts her at 295 hit points.

Next NPC up for transfer is Rosa. Been meaning to do her, I like her build.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2016, 09:20:38 PM
Rosa reaches level 20.

- Rogue 10 and Fighter 19.
- 3 on a d10 for a total of 7 hit points and a grand total of 190 hit points.
- +1 BAB for a total of 20.
- Gains a special rogue talent. She selects defensive roll.
- +1 Reflex saves.
- +1 Constitution for a total of 17. All her stats were even this level. Brutal.
- Skills go up as normal.

Okay level. Mostly an in between one.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2016, 09:52:09 PM
Rosa reaches level 21.

- Skullclan Hunter 11 and Fighter 20.
- 4 on a d10 for a total of 8 hit points and a grand total of 198 hit points.
- +1 BAB for a total of 21.
- Bonded armor's insight bonus to AC increases by 1. Always nice.
- No change to saves.
- Skills go up as normal.
- New feats. She selects epic toughness(21) and greater weapon specialization(longsword)(F20). This boosts her to 240 hit points.

Okay level. The HP is super useful and needed.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2016, 02:44:24 AM
Rosa reaches level 22.

- Skullclan hunter 12 and Fighter 21.
- 5 on a d10 for a total of 11 hit points and a grand total of 251 hit points.
- +1 BAB for a total of 22.
- +1d6 sneak attack for a total of 10d6. This is nice.
- Skills go up as normal.

Meh. Level 22 is such a dead level for almost everyone. Rosa's no different.
Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2016, 01:27:04 PM
http://www.soulriders.net/forum/index.php/topic,103706.msg1063473.html#msg1063473

I'm slowly phasing in epic skill usages as I finish them. Consider this a demo of one of Sense Motive's epic skill usages. It's not greatly changed from the ELH incarnation. The main benefit is that it is a swift action, giving you a use for your swift actions.

DC 50

Discern Alignment

The character can discern a character's alignment. A character can only try this check once per character, and the character must be both visible and within 30ft. If the character targeted is displaying a false alignment with the Bluff skill, this becomes an opposed check. Success reveals the true alignment of the character, a failure with a check total of 50 or above shows the false alignment and a failure with a check total of 49 or less shows nothing. Discerning alignment is a swift action.

Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2016, 02:25:28 PM
Speaking of, I'm posting weapon/armor skills early, since it's highly relevant for Afina. These offer ways to improve armor and weapons and are best combined with enchantments and special materials for optimum results.

Craft (Armorsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Armor Check Penalty+10
Improved Maximum Dexterity Cap+10
Improved Arcane Spell Failure+10
Improved Armor Bonus+20
Ethereal Armor+40

Master armorers can make armor far superior to that of normal smiths.

The character can add multiple effects from the following options. The increases to DC stack. For example, improving the maximum dexterity cap and armor bonus of a set of armor once each increases the total DC by 30. Any armor modified must be masterwork.

Improved Armor Check Penalty

The character can make armor a step above masterwork armor. Improved Armor Check Penalty reduces the armor check penalty of the armor by 2. This can be applied multiple times to a single set of armor, each time reducing the armor check penalty of the armor by 2 (minimum 0) and increasing the total DC by an additional 10.

Improved Maximum Dexterity Cap

The character's crafted armors are easier to move in. The maximum dexterity cap of the armor rises by 2. This stacks with special materials that also raise an armor's maximum dexterity cap, such as mithral. This can be applied multiple times to a single set of armor, each time increasing the maximum dexterity cap of the armor by 2 and increasing the total DC by an additional 10.

Improved Arcane Spell Failure

The character's armors are suited to mages. This reduces the arcane spell failure of the armor by 10%. This can be applied multiple times to a single set of armor, each time reducing the arcane spell failure of the armor by 10% (minimum 0%) and increasing the total DC by an additional 10.

Improved Armor Bonus

The character creates armor that is tougher than the norm. The armor's armor bonus to armor class increases by 1. This stacks with any enhancement bonus the armor has. This can be applied multiple times to a single set of armor, each time increasing the armor bonus of the armor by 1 and increasing the total DC by an additional 20.

Ethereal Armor

The character can make armor so solid that it can stop ghosts and touch attacks. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses.

These give ways to make armor better and help them compete with bracers of armor and the like.

Craft (Weaponsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Masterwork Weapon+15
Improved Design+15
Improved Range+20
Improved Damage Type+20
Improved Critical Multiplier+40

The character's weapons are unbelievably well made and downright deadly.

The character can add multiple effects from the following options. The increases to DC stack. For example, improved masterwork weapon and improved design increases the total DC by 30. Any weapon modified must be masterwork.

Improved Masterwork Weapon

The character's weapons are superior to masterwork weapons. The weapon's enhancement bonus to attack rolls rises by 1. This can be applied multiple times to a single weapon, each time increasing the weapon's enhancement bonus to attack rolls by 1 and increasing the total DC by an additional 15.

Improved Design

The character's weapons are deadlier and strike with great force. The weapon's damage dice increase by one die size. For example, an improved design longsword deals a base of 1d10 damage instead of 1d8 damage. A weapon that deals damage by d12s instead converts to d6s, with 2d6 for each 1d12 of damage converted. This can be applied multiple times to a single weapon, each time increasing the weapon's damage dice size by 1 and increasing the total DC by an additional 15.

Improved Range

The character can make weapons that fly far and true. The weapon's range increment doubles. A weapon without an existing range increment gains no benefit from this effect. This can be applied multiple times to a single weapon, each time doubling the weapon's range increment and increasing the total DC by an additional 20. Remember that two doublings equal a tripling and so forth.

Improved Damage Type

The character knows how to modify weapons to deal a different type of damage than normal. The weapon gains the ability to deal a second type of damage from the following list: bludgeoning, piercing and slashing. A weapon that already deals all three types of damage cannot be further improved with this effect.

Improved Critical Multiplier

The character's weapons are extraordinarily deadly when they hit true. The weapon's critical multiplier increases by 1. For example, a longsword would deal x3 damage on a critical hit.

Title: Re: Random DM nagging.
Post by: Merc on January 13, 2016, 09:16:37 PM
Iddy's BAB/saves came up in chat, and I gave them a quick check.

I suspect that he did not switch over to epic saves (save progression ends at level 20, and then +1 to all saves at 23 and every 3+), as it's mathematically impossible to have a base reflex +13 bonus. His stats aren't maximized by any means (due to the quirk of the gestalt method used in this game), but they would be possible outside of the reflex bonus.

"mathy stuff": ShowHide

For Beguiler, BAB@23: BAB+11
For racial/dip classes, best possible BAB@23: BAB+6

For Beguiler, saves @20: BAB+10, Fort+6, Ref+6, Will+12
For racial/dip classes, best saves @20: BAB+5, Fort+3, Ref+5, Will+13
(For levels 21-23: ignoring level 5 of Nighmare Spinner and Dread Witch, since those all give +0 to all saves, and ignoring level 4 of any of his choices since they're identical)

At level 23, every save would get +1.

Assuming it were possible to time saves so there was no overlap and didn't have to worry about level order (it's not), the -best- he could hope for at level 23: BAB+18, Fort+10, Ref+12, Will+26

Since his current base stats show Ref+13, there's got to be something wrong. As noted above, Iddy probably didn't switch over to epic saves.


Allowing for overlap and the progression of classes, best base stats I managed to get out of his build was:
BAB+16, Fort+10, Ref+12, Will+23

"mathy stuff part 2": ShowHide

For best stats above, Iddy would have to have built the character as follows:
Side A - Beguiler full time, easy

Side B -
1-8: Racial Dragon
9: Wizard 1
10: Dread Witch 1
11: Dread Witch 2
12: Nightmare Spinner 1
13: Nightmare Spinner 2
14: Dread Witch 3
15: Dread Witch 4
16: Nightmare Spinner 3
17: Nightmare Spinner 4
18: Wizard 2
19: Bard 1
20: Wizard 3
21: Wizard 4
22: Either NS 5 or DW 5
23: The other class at 5

Technically speaking, since Wizard, NS and DW have same exact BAB/save progressions, you could switch them up a bit and still get the same result.


"mathy stuff part 3": ShowHide

The above depended on manipulating levels for maximizing, but not very organic. Just for fun, for a more organic build:

Side A:
1-23: Beguiler 1-23

Side B:
1-8: Racial
9-12: Wizard 1-4
13: Bard 1
14-18: Nightmare Spinner 1-5
19-23: Dread Witch 1-5

The saves resulting would be: BAB+13, Fort+9, Ref+11, Will+22
Title: Re: Random DM nagging.
Post by: Yuthirin on January 14, 2016, 09:27:13 PM
Dear Mr. Kotono,

I am writing in reference to the current situation with the Tablet of Destiny. I have a request that I am hoping you can acquiesce to.

Please see to fixing the character photos, as I have forgotten what everyone looks like.

I would really appreciate it if you could deal with this matter urgently.

Yours sincerely,

Tortle McSquidface
Resident Meatbag.
Title: Re: Random DM nagging.
Post by: Corwin on January 15, 2016, 05:11:52 AM
Fire immune people should've received half damage, right? Kascha, for example?

Seconding the McSquid, I've bugged you about this as well! It'd be a blessed effort much appreciated by all!
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2016, 12:28:20 PM
Picture are on the agenda, just haven't gotten to them. Busy DM + eye issues.

Kascha's not fire immune, her protection got dispelled.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2016, 01:17:01 PM
Also, it's worth noting that my reply to 'why isn't xyz done' is almost certainly going to be 'I'm busy' or 'eye trouble'. Just saying.
Title: Re: Random DM nagging.
Post by: Corwin on January 15, 2016, 02:34:08 PM
As a reminder, Mirajane also has:
1 spear: Sharp Sunshine. Longspear+5, holy. Deals a base of 1d12 damage and deals quadruple damage on a critical hit. Due to the composition of the spear head, it deals both piercing and slashing damage. Three times per day as a standard action, the wielder can invoke the spear to cast a consecrated, maximized searing light spell (caster level 20th).

Didn't see it on the cheatsheet, and since its bonus is not from GMW it wouldn't have gotten dispelled.
Title: Re: Random DM nagging.
Post by: Anastasia on January 15, 2016, 02:42:20 PM
It's in loot, but thanks for the reminder. I'll add that next time I update her spoiler section.
Title: Re: Random DM nagging.
Post by: Corwin on January 16, 2016, 05:04:18 PM
Posting as per your request, Dune.
-Iddy's char isn't blinded since he immunes light.
-Mirajane gets +7 to saves from Hidden Dawn, so her save results should be fairly higher. Perhaps even enough to pass this guy's DCs.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 01:58:18 PM
On returning his quarters to rest, Moore feels a rush of energy into his body. Morniel's voice is heard, "You have proven your worth."

---

You catch up to the others, so get your level groove on, Moore.
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 02:00:05 PM
You got it boss. Can I presume the reworked Fatesinger is okay to utilize as posted to you?
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 02:01:48 PM
I believe it was fine except for some technical stuff? Check what I said, but basically if I said it's fine, it's fine.
Title: Re: Random DM nagging.
Post by: Corwin on January 19, 2016, 02:04:18 PM
For the purpose of Hidden Dawn, what CR was the unbeatable archangel of light?
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 02:08:42 PM
<Kotono> Merc, is song of fortune supposed to be a circumstance or a competence bonus? You aren't consistent.
<Kotono> I usually aim for consistency with formatting more than anything else.
<Kotono> So since they're already like that, the occasional bleed in just rolls with it.
<Kotono> With how finicky parts of 3.5 can be, being consistent's important.
<Kotono> Anyway, Neph'n'Merc: The bones are fine. Most of the adjustments are typos and consistency things (song of fortune, above).
<Harley> Yeah, that was my bad. I'd initially made it circumstance, but when I was tying theme together, I realized it was more of a competence bonus, improvement of the improved competence ability which is why that became a prereq
<Harley> So it should be competence
<Kotono> I'd probably not use a circumstance bonus and just turn it to an untyped bonus. Those are meant to be situtational and cover a bonus that no other quite gets.
* Kotono nods.
* Iddy is now known as Rhaqa
<Harley> Untyped or competence is what I was shooting for near the end.
<Harley> I think competence makes perfect sense though. It's absolutely an improvement on inspire competence, from a +2 bonus to +5.
<Harley> The only reason to make it untyped is so that it would stack
* Kotono nods.
<Harley> That said, inspire competence is +2 to all within 30ft, song of fortune is +5 to a specific target (with improvements) within 30ft. So it doesn't just overwrite competence
<Kotono> You could just make it an ability that upgrades inspire competence. Whatever.
<Harley> And I think it's fine to make it same type bonus
* Kotono nods.
<Harley> Based on your reasoning, Destined Strike -should- be untyped though. That one wouldn't be very good to have as competence bonus since so many things give competence bonuses there.
<Harley> And I have it as a circumstance bonus right now which you noted doesn't really fit with abilities but more situational things.
<Fieri> http://www.theage.com.au/world/man-drowns-himself-using-murdered-wifes-head-police-20160105-gm04w8.html
<Fieri> what the fuck
<Harley> Given the focus on destiny/fate, insight really might have made the most sense for the bonuses' type, but I think competence for song of fortune and untyped for destined strike gives the better mechanical balance.
<Kotono> That's fine.


It looks like most of the bonuses just needed to be shifted to untyped ones. I'll sort that out as I go along.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 02:16:49 PM
Quote from: Corwin on January 19, 2016, 02:04:18 PM
For the purpose of Hidden Dawn, what CR was the unbeatable archangel of light?

20. Not his real CR, but he wasn't fighting you all out nor was there any realistic chance of beating him. The CR of the encounter was also deflated due to the fact he used abilities more specialized in massive area of effect than power. His dispel+blindness and his 40d6 light fire wave can go up to a continent in range when needed.

The challenge was 'can you survive 7 rounds of being blasted full out', with the possibility of the battle ending sooner through discussion or managing to deal real, serious damage to him.

Lore time: Salandriel is similar to the Angel of Last Resort (http://www.soulriders.net/forum/index.php/topic,103072.msg1054713.html#msg1054713), though Salandriel's stronger. There's several reasons for this, mostly related to the personalities involved. Salandriel's also far more independent, while the Angel of Last Resort is wholeheartedly a servant of Queen Morwel. For reference, I'd put a proper Angel of Last Resort encounter at CR 40. There's a ton of buildup to it and a lot of theatrics* leading to a grand final encounter where judgment is passed.

So Salandriel is at least CR 41 if you fought him in a serious battle.

*One of the reasons he's weaker. Morwel makes a production out of it. That Mysticism domain, y'know?
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 02:18:27 PM
Quote from: Nephrite on January 19, 2016, 02:08:42 PM
<Kotono> Merc, is song of fortune supposed to be a circumstance or a competence bonus? You aren't consistent.
<Kotono> I usually aim for consistency with formatting more than anything else.
<Kotono> So since they're already like that, the occasional bleed in just rolls with it.
<Kotono> With how finicky parts of 3.5 can be, being consistent's important.
<Kotono> Anyway, Neph'n'Merc: The bones are fine. Most of the adjustments are typos and consistency things (song of fortune, above).
<Harley> Yeah, that was my bad. I'd initially made it circumstance, but when I was tying theme together, I realized it was more of a competence bonus, improvement of the improved competence ability which is why that became a prereq
<Harley> So it should be competence
<Kotono> I'd probably not use a circumstance bonus and just turn it to an untyped bonus. Those are meant to be situtational and cover a bonus that no other quite gets.
* Kotono nods.
* Iddy is now known as Rhaqa
<Harley> Untyped or competence is what I was shooting for near the end.
<Harley> I think competence makes perfect sense though. It's absolutely an improvement on inspire competence, from a +2 bonus to +5.
<Harley> The only reason to make it untyped is so that it would stack
* Kotono nods.
<Harley> That said, inspire competence is +2 to all within 30ft, song of fortune is +5 to a specific target (with improvements) within 30ft. So it doesn't just overwrite competence
<Kotono> You could just make it an ability that upgrades inspire competence. Whatever.
<Harley> And I think it's fine to make it same type bonus
* Kotono nods.
<Harley> Based on your reasoning, Destined Strike -should- be untyped though. That one wouldn't be very good to have as competence bonus since so many things give competence bonuses there.
<Harley> And I have it as a circumstance bonus right now which you noted doesn't really fit with abilities but more situational things.
<Fieri> http://www.theage.com.au/world/man-drowns-himself-using-murdered-wifes-head-police-20160105-gm04w8.html
<Fieri> what the fuck
<Harley> Given the focus on destiny/fate, insight really might have made the most sense for the bonuses' type, but I think competence for song of fortune and untyped for destined strike gives the better mechanical balance.
<Kotono> That's fine.


It looks like most of the bonuses just needed to be shifted to untyped ones. I'll sort that out as I go along.

That's fine, we'll work it out as needed.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 02:59:23 PM
For Neph. This never got polished but it's a start. It's raw and still has notes attached.

Things bard casting does

- Sonic effects in general, music thematics
- Summon monster spells, new one each level at 1-1 progression.
- Cure spells (but not heal until 7th).

Decide on wish/limited wish, note.
-
Books: SRD, SC, paused there on 7th, CM, BoED, BoVD (9th only, likely),

TODO: Lords of madness fix and check.

Paused at level 11 and the Faerinaal spells.

7th: Brain SpiderSC, Dream CastingSC, Eladrin FormBoED, Greater Shadow Conjuration, Heal, Hiss of SleepSC, Insanity, Instant Summons, Mage's Magnificent Mansion, Mass Cure Serious Wounds, Mass Hold Person, Mass Invisibility, Phase Door, Probe ThoughtsSC, Sequester, Simulacrum, SolipsismSC, Summon Monster 7, Symbol of Fear, Symbol of Persuasion, TransfixSC, True Seeing, Vision,
8th: Greater Shadow Evocation, Lion's RoarSC, Maddening WhispersSC, Mass Cure Critical Wounds, Regenerate, Scintillating Pattern, Screen, Shifting PathsSC, Spread of ContentmentBoED, Summon Monster 8, Superior InvisibilitySC
9th: Dominate Monster, End to StrifeBoED, Foresight, Magic Disjunction, Mass Hold Monster, Programmed AmnesiaSC, Reaving DispelSC, Shades, Sublime RevelryBoED, Summon Monster 9, UnbindingSC
10th: Mass Heal, Miracle of UncursingHome, Summon Monster 10Home
11th: Faerinaal's Internal RevoltHome, Faerinaal's LullabyHome, Purr of SharessHome, Superb DispellingHome
12th: Beauty TriumphantHome, Glorious RallyHome, Mass RegenerateHome, Thunderous VoiceHome
13th:

4 per day max, 4 known.

Spells Known



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level7th8th9th10th11th12th13th
211------
222------
233------
2441-----
2542-----
2643-----
27441----
28442----
29443----
304441---
314442---
324443---
3344441--
3444442--
3544443--
36444441-
37444442-
38444443-
394444441

Spells per Day



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Level7th8th9th10th11th12th13th
210------
221------
232------
2430-----
2541-----
2642-----
27430----
28441----
29442----
304430---
314441---
324442---
3344430--
3444441--
3544442--
36444430-
37444441-
38444442-
394444430



Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 04:04:56 PM
If a character has Arcane Disciple, can they pick the domain spells for their epic level spells?
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 04:07:29 PM
Domain spells for epic are largely incomplete. If there isn't one for it (ask me which domain it is and I can do a very quick search by editing the spell list), we can make one. If you're a prepared caster, you can sub in a lower level domain spell, but that's not an option for you. What domain is it?
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 04:13:49 PM
I was thinking Fate made the most sense.
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 04:54:04 PM
Also, are there any epic feats that affect Bardic music or Words of Creation?

EDIT: Actually, I see one, Epic Inspiration, but it's a 3.0 feat. Could it be repurposed into a 3.5 one?

EDIT2: Do the songs that specify you can add a person per 3 levels still increase past 20? For example, can I use Inspire Heroics on 3 people? (15, 18, then 21)
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 06:16:03 PM
None for words of creation, it didn't get epic support.

Bardic music has some in the SRD's Epic section. http://www.d20srd.org/srd/epic/classProgressions.htm#epicBard Epic bard's bonus feat list covers them.
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 07:17:50 PM
So Epic Inspiration is basically just an Epic version of Song of the Heart?

Would it be fair to have it affect the same (additional) abilities that Song of the Heart does, such as Haunting Melody?
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 07:24:31 PM
Quote from: Nephrite on January 19, 2016, 07:17:50 PM
So Epic Inspiration is basically just an Epic version of Song of the Heart?

Would it be fair to have it affect the same (additional) abilities that Song of the Heart does, such as Haunting Melody?

How does Song of the Heart boost Haunting Melody?
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 07:31:51 PM
It increases the DC by 1.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 07:41:04 PM
I'm going to rule no, as that's explicitly noted extra text in Song of the Heart.
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 07:48:17 PM
That's fine. So Epic Inspiration increases things by 1 the same way Song of the Heart does, just sans any of the extra stuff. I assume it is still doubled by Words of Creation?

Also, it got buried in my endless edits, but do the songs that specify you can add a person per 3 levels still increase past 20? For example, can I use Inspire Heroics on 3 people? (15, 18, then 21)
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 08:06:46 PM
Generally yes, though check if uncertain.
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 08:16:24 PM
Hooray!

Final nagging for today (maybe)

I would like to make a homebrew spell or two in addition to the one I currently have:

Inspire Great Metamagic
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 6
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of inspire greatness can be augmented in one of two ways. You may choose to give them the effects of both maximize and empower spell feats or both the quicken and widen metamagic effects. Both of these effects have no effect on the spell level.

These bonuses are in addition to the normal benefits of inspire greatness. If you do not inspire greatness before the spell's duration expires, the effects are lost.


I don't know if this one is too strong for a Bard 6, so if you wanted to make it Bard 7 that'd be fine.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 19, 2016, 10:00:37 PM
Okay, so before I get really creative with Major Creation, let's set some limits. What is the complexity limit on what can be created in a single casting. I can create simple objects, and moderately complex ones such as with the paintbrush. I'm assuming that so long as the object is unremarkable, not masterwork, and not a precisely-timed clockwork mechanism, I can create anything I like, with actual complexity requiring a skill check. Yes?
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 10:05:57 PM
Sounds reasonable enough.
Title: Re: Random DM nagging.
Post by: Anastasia on January 19, 2016, 11:28:17 PM
Neph: Why quicken and widen together? I get maximize and empower, but not those two.
Title: Re: Random DM nagging.
Post by: Nephrite on January 19, 2016, 11:56:16 PM
I was thinking some sort of emergency mass healing or something.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 20, 2016, 01:17:31 AM
This isn't for Dune, but rather the other PCs. I'd like to know what buffs you all would like me to prep. Everyone's got a ton of magical gear on that give stat bonuses, so I'm not sure what I can prep that'll stack. Toss me some suggestions.
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2016, 02:35:43 AM
What spellcasting do you have access to?
Title: Re: Random DM nagging.
Post by: Nephrite on January 20, 2016, 11:06:49 AM
Dune, am I okay to take Portal Dissonance (Planar Handbook, page 29), in place of Mass Suggestion at 18 (I replaced Suggestion earlier in leveling)?

Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2016, 11:54:41 AM
What did you replace it with?
Title: Re: Random DM nagging.
Post by: Nephrite on January 20, 2016, 12:11:32 PM
Haunting Melody replaced Suggestion.
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2016, 01:38:33 PM
Quote from: Nephrite on January 20, 2016, 12:11:32 PM
Haunting Melody replaced Suggestion.

That's fine.
Title: Re: Random DM nagging.
Post by: Nephrite on January 20, 2016, 01:53:42 PM
Can I take Obscure Lore to get a +2 bonus to Bardic Knack instead?

EDIT: Question, since the reroll aspect of Lore of the Gods was removed, is it still present on Spiritual Advisor?
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2016, 03:37:26 PM
I'd rather you just make a new feat to do that, Neph.

What's spiritual advisor?
Title: Re: Random DM nagging.
Post by: Nephrite on January 20, 2016, 03:49:31 PM
It's in Complete Champion, page 127.

But the summary is As long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge. This knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect. You can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell.


As for the feat, sure, I think that's easy enough.


Bardic Forte [General]
Prerequisite: Bardic knack alternative class feature, cha 20
Benefit: You gain a +2 insight bonus on checks using your bardic knack class feature.
Title: Re: Random DM nagging.
Post by: Nephrite on January 20, 2016, 05:23:41 PM
Also, here are Moore's levels from 18 to 23 for posterity. I still need to pick a level 18 as well as level 23 feat.

Spoiler: ShowHide
Moore reaches level 18! Bard 18 and Fatesinger 4

[13:24] <Nephrite> roll 1d6+1+7 Level 18
[13:24] <Kobot> Nephrite rolled 1d6+1+7 Level 18 --> [ 1d6=1 ]{9}


203 + 9 = 212

Feat gained, pick later

+1 BAB (15/9/5), +1 to all saves, mass suggestion (replaced with Portal Dissonance? Planar Handbook, page 29), nothing on the Fatesinger side

17 Skill points

+1 3rd level spell known for Bard
+1 6th level spell per day for Bard


Fatesinger 4 increases the ECL of Favored Soul to 7

+1 1st level known
+1 3rd level per day

Moore reaches level 19! Bard 19 and Fatesinger 5

[13:43] <Nephrite> roll 1d6+1+7 Level 19
[13:43] <Kobot> Nephrite rolled 1d6+1+7 Level 19 --> [ 1d6=4 ]{12}

212 + 12 = 224

+1 BAB (16/10/6/1), saves don't go up (boo), Fated Failure

17 Skill points

+1 4th and 6th level spells known
+1 6th level spell per day

Fatesinger 5 increases ECL of Favored Soul to 8


Gain access to 4th level spells, 3 of them
+1 3rd and +3 4th level spells per day


Moore reaches level 20! Bard 20 and Fatesinger 6

[13:58] <Nephrite> roll 1d6+1+7 Level 20
[13:58] <Kobot> Nephrite rolled 1d6+1+7 Level 20 --> [ 1d6=3 ]{11}

224 + 11 = 235

+1 BAB (17/11/7/2), +1 to all saves, Destined Strike improvement

Level 20 ability point goes into Charisma for 26

17 skill points

+1 5th level spell known
+1 level 6th spell

Fatesinger 6 improves ECL of favored soul to 9


Moore reaches level 21! Bard 21 and Fatesinger 7

<Nephrite> roll 1d6+1+7 Level 21
[14:19] <Kobot> Nephrite rolled 1d6+1+7 Level 21 --> [ 1d6=2 ]{10}

235 + 10 = 245

+1 BAB, no saves (boo), song of fortune up to 3 targets

17 skill points

Epic feat goes into Epic spell capacity

+1 Level 7th known
+0 7th spells per day

Fatesinger 7 improces ECL of favored soul to 10


Moore reaches level 22! Bard 22 and Fatesinger 8

[14:44] <Nephrite> roll 1d6+1+7 Level 22
[14:44] <Kobot> Nephrite rolled 1d6+1+7 Level 22 --> [ 1d6=1 ]{9}

245 + 9 = 254

+1 BAB (19/13/9/4), +1 to Will, Defensive Manipulation to Reflex/Initiative

17 Skill points

+1 7th level spell known
+1 7th level spell per day

Fatesinger 8 Improves ECL of Favored Soul to 11


Moore reaches level 23! Bard 23 and Fatesinger 9

[14:52] <Nephrite> roll 1d6+1+7 Level 23, let's make this a good one v2
[14:52] <Kobot> Nephrite rolled 1d6+1+7 Level 23, let's make this a good one v2 --> [ 1d6=3 ]{11}

254 + 11 = 265

17 Skill points

+1 level 7th spell known
+1 level 7th spell per day

Fatesinger 8 improves caster level of Favored Soul to 12
Title: Re: Random DM nagging.
Post by: Anastasia on January 20, 2016, 05:31:23 PM
Added a houserule that we do not use the death from massive damage rule. This has been there for ages and is indirectly banned due to the ban on instant death effects, but it's worth explicitly noting it.

http://www.d20srd.org/srd/combat/injuryandDeath.htm#massiveDamage
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 20, 2016, 05:47:18 PM
Quote from: Anastasia on January 20, 2016, 02:35:43 AM
What spellcasting do you have access to?

Up to 6th level Wiz. Beguiler doesn't really have buff spells.
Title: Re: Random DM nagging.
Post by: Nephrite on January 22, 2016, 09:38:18 AM
Dune, should the DC on Doomspeak (Champions of ruin, page 20, Also here (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&cad=rja&uact=8&ved=0ahUKEwi9iL3jxL3KAhUFOCYKHfUNAQEQFggoMAI&url=http%3A%2F%2Farchive.wizards.com%2Fdefault.asp%3Fx%3Ddnd%2Fiw%2F20050505b%26page%3D4&usg=AFQjCNEmV4tn3TIZGqkD3ZXx4GkOiEjWpA&sig2=lybH9ZkMd74weVPximkoSg)) be (10 + 1/2 your character level + Cha) rather than full character level?

It feels like it's a really strong ability, but since it only lasts for 1 round, maybe that's balanced? I dunno if it was a typo or what in the original article.
Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2016, 12:04:11 PM
Quote from: Nephrite on January 22, 2016, 09:38:18 AM
Dune, should the DC on Doomspeak (Champions of ruin, page 20, Also here (https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&cad=rja&uact=8&ved=0ahUKEwi9iL3jxL3KAhUFOCYKHfUNAQEQFggoMAI&url=http%3A%2F%2Farchive.wizards.com%2Fdefault.asp%3Fx%3Ddnd%2Fiw%2F20050505b%26page%3D4&usg=AFQjCNEmV4tn3TIZGqkD3ZXx4GkOiEjWpA&sig2=lybH9ZkMd74weVPximkoSg)) be (10 + 1/2 your character level + Cha) rather than full character level?

It feels like it's a really strong ability, but since it only lasts for 1 round, maybe that's balanced? I dunno if it was a typo or what in the original article.

I've always assumed it was a mistake, though there's no definitive information on it.
Title: Re: Random DM nagging.
Post by: Nephrite on January 22, 2016, 01:13:24 PM
Okay. I'll go with the assumption that it should be 1/2 level and plan accordingly.
Title: Re: Random DM nagging.
Post by: Nephrite on January 22, 2016, 01:22:09 PM
Does the bonus from Epic Inspiration stack with Words of Creation?

For example with Inspire Courage:

4 (from Bard levels), +1 (Song of the Heart) +1 (Epic Inspiration) x 2 (Words of Creation) = 12

or

4 (From Bard levels) +1 (Song of the heart) x 2 (Words of Creation) +1 (Epic Inspiration) = 11

Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2016, 01:23:26 PM
The first. WoC is a multiplier that's dealt with after all the normal bonuses and additions.
Title: Re: Random DM nagging.
Post by: Nephrite on January 22, 2016, 01:48:37 PM
Cool, thanks! I wasn't sure if it counted since Epic Inspiration is Epic, after all.
Title: Re: Random DM nagging.
Post by: Nephrite on January 22, 2016, 03:04:36 PM
And one final nagging for now, can you do a sheet audit for me this weekend? I'm pretty sure everything is in the right place, but wanted to make sure.
Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2016, 11:36:57 PM
Quote from: Nephrite on January 22, 2016, 03:04:36 PM
And one final nagging for now, can you do a sheet audit for me this weekend? I'm pretty sure everything is in the right place, but wanted to make sure.

Sure. Bug me, say, tomorrow evening.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2016, 01:05:54 PM
Everyone's back at Aurora. Yay! In light of that, it's time for the to do list. The party has a little less than a week to do things while Morniel does his diplomacy and information gathering. What I want from all of you is any things you'd like to be done. Things to be done should involve minimal RPing, this is meant to clear out the back log of things to accomplish rather than anything else.

1. Cloud giant castle integration. This one's been talked about on IRC so figure out if y'all are doing it.
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?

I'd like each of you to post and add anything relevant, we won't move on until everyone's had a chance to chime in.
Title: Re: Random DM nagging.
Post by: Corwin on January 23, 2016, 01:07:53 PM
I'll bug Kascha about her true name once she's feeling a bit better.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2016, 01:09:03 PM
Updated.

1. Cloud giant castle integration. This one's been talked about on IRC so figure out if y'all are doing it.
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?
3. Kascha's true name. Ask Kascha her true name to see if it helps or is relevant.
Title: Re: Random DM nagging.
Post by: Ebiris on January 23, 2016, 01:11:11 PM
Afina will ask Baleruk for his medical judgement on whether giving Kascha the half-water elemental template will help her tough out goldenfire overdosing (at least it's +2 con).

Not enough time for her to get any more templates right now sadly so she'll just putter about Aurora otherwise. People probably have magic items they want made. If Simmer gets exiled so we can add on the giant castle she'll probably tag along for pyrofey solidarity.
Title: Re: Random DM nagging.
Post by: Nephrite on January 23, 2016, 01:11:34 PM
*Moore would follow up on what Beniel's been doing, if he's around.
*He'd also offer to help Afina in forging things at her leisure.
*He's pretty much good to go on things for himself, so he'd offer to help out anyone who needs it.
*Oh, he'd also check in with Queen Illsenine since she said she'd get back to him.
*If nothing else he'd just flat use a Divination to as "What else should I do around here?" if he doesn't find things to help with.
Title: Re: Random DM nagging.
Post by: Corwin on January 23, 2016, 01:18:22 PM
Kascha aside, there is Ellese. I have an idea of what might be done there.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2016, 01:18:50 PM
Updated.

1. Cloud giant castle integration. This one's been talked about on IRC so figure out if y'all are doing it.
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?
3. Kascha's true name. Ask Kascha her true name to see if it helps or is relevant.
4. Ask Baleruk about Kasch and the half water elemental template. Doctor dragon, rainbow edition.
5. Check up on Beniel. No witty text here.
6. Helping Afina forge. This discussion should probably happen IC but may not happen right now.
7. Check in with Queen Ilsenine. May tie into Afina stuff.
8. Divinations.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 23, 2016, 01:59:37 PM
Calleigh and Tryll want to be SUPER HELPFUL and will go in the general direction of wherever they're pointed at, but have no specific desire for anything in particular.

WE ARE HALPING
Title: Re: Random DM nagging.
Post by: Merc on January 23, 2016, 03:31:55 PM
Things on my to-do list (hopefully pre-battle):
1. Keep an eye on situation with Balyss/Sylvie.
2. Update Sharess on what's been going on and what we're planning, ask for any blessing to protect the catfolks (and Aurora in general) in the coming battle, also ask about Kina-ja Kina.
3. Pick up permanent greater blindsight.
4. Bug Vel to search for a Glaive/Polearm Mastery book! Why is he discriminating against reach weapons? It's always close and up and personal stuff!
5. Upgrade gate bracelet.
6. Get a pricing check on belated wedding gift for Adrian/Misalea. I'll see if I can come up with initial pricing suggestion and run it by you based on what I want the gift to do.
7. Magic research, would like to ask about relearning/replacing spells from pre-epic duskblade spell list with other spells. Also want to think about other spells for epic spell list for once Ithea levels up and picks up Epic Spell Capacity.
8. Update sheet. I haven't updated book stuff/money/etc. Nothing major, but a lot of minor things. Haven't done a personal sheet audit in a while either, and I was musing shifting a few skill points (want to shift points towards diplomacy, craft and architecture). I'd do this once everything above is done.
9. Buy a farmer outfit for 27 and give him his slaad veggies.
10. Slaad cat.
11. Ask Moore/Crystal about how things went in Mineral and how they managed to keep Baleruk happy/what led him to charge her with making sure they obey Afina. There's clearly a story there, and Ithea's curious.

Most of it isn't stuff that needs to be handled IC as far as I can see, except for #1-2 and maybe #9-11?

#1 may not require anything IC depending on what they're doing (Ithea would only involve herself if Sylvie isn't back in 2-3 days or if they keep getting into visible fights once she's back).

#10 should probably happen before #2. I don't expect anything exciting, but probably need to figure out what to do with the slaad cat, and also see if anything comes up from it that might interest Sharess, hence why it should be before #2.

#11 is mostly just for fun and something I assume would be really quick (probably would want to just do it in IRC at some point with you and Neph rather than start a thread for it, and then just stick it in one of the threads as a post).

**

I have other things on my to-do list, but none of these will come up right now:
-slaad dungeon trip. I know Neph and Iddy have shown interest in. Probably will take Simmer to burn stuff since she asked Ithea to take her along for stuff more often.
-Sunnis quest (hunting the evil formerly sealed thing that escaped his seal)
-father quest
-prestige class stuff. Some day! SOME DAY!
-at some point want to work on building a shrine/temple/chapel/whatever for Sharess in Aurora. It's something I'd do with Ithea's own money though (rather than dipping into Aurora funds), and probably won't have enough when considering items #3-8 which I'm not concerned with in the immediate.
-some other plot hooks that I can't think of at this very moment
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2016, 03:41:31 PM
Updated.

1. Cloud giant castle integration. This one's been talked about on IRC so figure out if y'all are doing it.
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?
3. Kascha's true name. Ask Kascha her true name to see if it helps or is relevant.
4. Ask Baleruk about Kasch and the half water elemental template. Doctor dragon, rainbow edition.
5. Check up on Beniel. No witty text here.
6. Helping Afina forge. This discussion should probably happen IC but may not happen right now.
7. Check in with Queen Ilsenine. May tie into Afina stuff.
8. Divinations.
9. Balyss/Sylvie monitoring. For peace.
10. Sharess diplomacy.
11. Slaad cat.
12. Mineral wrapup.
Title: Re: Random DM nagging.
Post by: Corwin on January 23, 2016, 05:13:30 PM
Finding some time to spend with Ellese.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 23, 2016, 05:46:22 PM
Calleigh now wants a tiny pet slaad.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2016, 06:00:20 PM
Updated.

1. Cloud giant castle integration. This one's been talked about on IRC so figure out if y'all are doing it.
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?
3. Kascha's true name. Ask Kascha her true name to see if it helps or is relevant.
4. Ask Baleruk about Kasch and the half water elemental template. Doctor dragon, rainbow edition.
5. Check up on Beniel. No witty text here.
6. Helping Afina forge. This discussion should probably happen IC but may not happen right now.
7. Check in with Queen Ilsenine. May tie into Afina stuff.
8. Divinations.
9. Balyss/Sylvie monitoring. For peace.
10. Sharess diplomacy.
11. Slaad cat.
12. Mineral wrapup.
13. Time with Ellese.

---

You can probably find one if you really try, even if you had to hold out for an unbound and unique slaad. It can happen.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 24, 2016, 12:41:46 AM
1) Need a lair.
2) Need a hoard. Maybe two.
3) Help Kascha. Maybe a trip to Ysgard.
4) Trade Still Spell for Heighten.
5) Figure out buffs.
6) Totally forgot to buy food generating items. Need to do that.
7) Need to work on hiding, I think. I'd mentioned liking the dark/shadow templates before. I have shadow well, so I'm semi-interested in side hijinks for it.
8) Figure out if Wand needs to be added to my charsheet.
9) Find a purpose outside of following Kascha around. Meet other dragons would be a good first step, after that, dunno.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 08:16:24 AM
Updated.

1. Cloud giant castle integration. This one's been talked about on IRC so figure out if y'all are doing it.
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?
3. Kascha's true name. Ask Kascha her true name to see if it helps or is relevant.
4. Ask Baleruk about Kasch and the half water elemental template. Doctor dragon, rainbow edition.
5. Check up on Beniel. No witty text here.
6. Helping Afina forge. This discussion should probably happen IC but may not happen right now.
7. Check in with Queen Ilsenine. May tie into Afina stuff.
8. Divinations.
9. Balyss/Sylvie monitoring. For peace.
10. Sharess diplomacy.
11. Slaad cat.
12. Mineral wrapup.
13. Time with Ellese.
14. Lair and hoard stuff for Surraruthru.
15. Hiding stuff for Surraruthru.

More in the next post.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 09:03:22 AM
Okay, let's deal with the cloud giant thing first. Could someone check old posts for the relevant comments on integrating it? I believe it also came up at the meeting to deal with Lixer.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 09:06:07 AM
We just said we would do it.

Specifically, I suggested we do it in parallel to doing an Aurora upgrade, reaction was positive, we decided to go for it. You didn't give us a pricetag or anything, as far as I recall and from checking older posts.
Title: Re: Random DM nagging.
Post by: Ebiris on January 24, 2016, 09:09:44 AM
There was something about their anti-astral wardstone making integration easier.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 03:34:41 PM
Okay, integrating the castle will run 20,000 gold. What upgrades are to be done at the same time?
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 03:48:19 PM
Wasn't it said that the only upgrade we could fit in within week timeline was the Glade? This was back mid-december. That took 5 days and we said we wouldn't be able to do multiple upgrades at the same time so we put the others on hold.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 03:53:25 PM
Quote from: Anastasia on December 11, 2015, 06:54:15 PM
Okay, one note. If you wanna upgrade Aurora that's fine, but be aware Morniel's due back in a week. Time is an issue here if you want to strike at Taelfagn or Lixer promptly.

Quote from: Anastasia on December 12, 2015, 01:15:40 PM
Quote from: Corwin on December 12, 2015, 05:43:54 AM
Quote from: Anastasia on December 11, 2015, 11:06:03 PM
Quote from: Merc on December 11, 2015, 11:00:24 PM
Can we make things faster in any way?

Not really. There's a tremendous amount of grunt work and spell casting to be done.

Can we upgrade several things in parallel? I can't recall if we ever did.

One project at a time, as I recall. I'd have to check, could be wrong.

Quote from: Merc on December 12, 2015, 01:43:12 PM
Quote from: Anastasia on December 12, 2015, 01:37:42 PM
Quote from: Merc on December 12, 2015, 01:32:54 PM
Ah, really? So we can only do one any thing. Ah well.

If you wanna check and find out I'm wrong - I might be - feel free.

Honestly, I'm not even sure where to begin searching for that. I'd rather just assume that you're right, and that other times that we've done a lot of upgrades at once its been because we haven't been on the clock.
Quote from: Merc on December 12, 2015, 01:43:12 PM
Quote from: Anastasia on December 12, 2015, 01:37:42 PM
Quote from: Merc on December 12, 2015, 01:32:54 PM
Ah, really? So we can only do one any thing. Ah well.

Quote from: Corwin on December 12, 2015, 02:26:36 PM
Let's just focus on this:

Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

I'll post about the people who have good K:N and K:A&E bonuses.

Quote from: Corwin on December 12, 2015, 02:26:36 PM
Let's just focus on this:

Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

I'll post about the people who have good K:N and K:A&E bonuses.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 03:53:40 PM
That would just fit in the time constraints, yes.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 03:55:42 PM
Then just those two upgrades. What knowledge skills do we need to roll for the second project since we already rolled on the glade?
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 03:57:31 PM
When did y'all roll the glade?
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 04:04:33 PM
Same time as the above quotes, mid-december:

Quote from: Corwin on December 13, 2015, 03:30:35 PM
Quote from: Corwin on December 13, 2015, 03:11:21 PM
Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.

So, going with Tryll for the K:A&E roll (+21+2+2) with Ithea and Sylvie aiding?

On the K:N side, Queen Ilsenine is the primary (+35+2+2+2 presuming 2 more levels) while Misalea and Crystal aid.

[21:20] <Yuthirin> roll 1d20+21+2+2 K:A&E
[21:20] <Serith> Yuthirin roll for Serith < 35 > [d20=10]
[21:26] <@Merc> roll d20+37+2+2 Ilsenine K:N #1 (with aid from Misalea+Crystal)
[21:26] <Serith> Merc roll for Serith < 55 > [d20=14]
[21:26] <@Merc> roll d20+37+2+2 Ilsenine K:N #2 (with aid from Misalea+Crystal)
[21:26] <Serith> Merc roll for Serith < 54 > [d20=13]
[21:26] <@Merc> roll d20+37+2+2 Ilsenine K:N #3 (with aid from Misalea+Crystal)
[21:26] <Serith> Merc roll for Serith < 55 > [d20=14]

The K:A&E check is right on the DC, K:N check 1 gains 5% discount (15 points over DC), K:N check 2 gains 4% discount (14 points over DC), K:N check 1 gains 5% discount (15 points over DC).

64,500gp/75,000gp (14% discount)
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:05:24 PM
Okay, time to go update the Aurora topic. I'll post there when it's done then back in here for the next part.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 04:06:20 PM
As long as you're updating it, I think it's missing some stuff too. For example, we've mentioned in game that there's a Selunite chapel, and right now there's only two temples/shrines listed in the Aurora thread.

Edit: Also, Annalise is mentioned as still hanging around the hot springs. That's creepy. >_>
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:18:14 PM
Quote from: Merc on January 24, 2016, 04:06:20 PM
As long as you're updating it, I think it's missing some stuff too. For example, we've mentioned in game that there's a Selunite chapel, and right now there's only two temples/shrines listed in the Aurora thread.

Edit: Also, Annalise is mentioned as still hanging around the hot springs. That's creepy. >_>

Let me fix that real quick.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:20:27 PM
2. Helping Kascha. Kascha's in a bad way and she might well get worse. Going to do anything to help her?
3. Kascha's true name. Ask Kascha her true name to see if it helps or is relevant.
4. Ask Baleruk about Kasch and the half water elemental template. Doctor dragon, rainbow edition.
5. Check up on Beniel. No witty text here.
6. Helping Afina forge. This discussion should probably happen IC but may not happen right now.
7. Check in with Queen Ilsenine. May tie into Afina stuff.
8. Divinations.
9. Balyss/Sylvie monitoring. For peace.
10. Sharess diplomacy.
11. Slaad cat.
12. Mineral wrapup.
13. Time with Ellese.
14. Lair and hoard stuff for Surraruthru.

Next up is helping Kascha. What's the plan here, y'all?
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 04:22:45 PM
We have dedicated healers who might know things, so consulting them. Asking Kascha for her true name in some limited forum, since it's a private thing. It might be relevant, though, given Lathander's message. Then, we have a library we could use to study all the clues.

If all else fails, there is Commune for last.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 04:24:56 PM
Iddy's plan of using Ysgard as a safety net doesn't seem like a bad idea, I think.

Is there a knowledge check on goldenfire to see if the resurrection effect would deal with that? It dealt with the epic poison, dunno what it'd do with goldenfire.

Presumably we'd still want to work on her true name and seeing if that helps too, which seems like something Jaela would want to do IC with her?
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:27:09 PM
Consulting with the healers gets you the following message from Hanna.

"Kascha's in a bad way. Her body isn't responding to healing magic of any kind, plus her injuries are slowly getting worse. At this rate, she may not make it to the attack on Lixer."

---

Asking Kascha her true name gets you the following.

"My true name is...Phoenica, as I died and came back from unison with Arborea. I am the phoenix of Seira, returned to this world."

---

K:P, Merc.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 04:28:23 PM
[14:28] <Sailor_Mercury> roll d20+42 K:P
[14:28] <Kobot> Sailor_Mercury rolled d20+42 K:P --> [ 1d20=5 ]{47}
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 04:30:44 PM
[22:28] <@Annerose> roll 1d20+48+15 K:P via library
[22:28] <Kobot> Annerose rolled 1d20+48+15 K:P via library --> [ 1d20=16 ]{79}
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:36:11 PM
51 posts because tortle needs motivation.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 04:36:44 PM
You're mean. (52)
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2016, 04:37:27 PM
[13:37] <LobsterSquid> roll 1d20+26 KP
[13:37] <Kobot> LobsterSquid rolled 1d20+26 KP --> [ 1d20=15 ]{41}
Title: Re: Random DM nagging.
Post by: Nephrite on January 24, 2016, 04:37:43 PM
[15:36] <Nephrite> roll 1d20+26+9+15+11+17 K:P
[15:36] <Kobot> Nephrite rolled 1d20+26+9+15+11+17 K:P --> [ 1d20=6 ]{84}

Presuming Divine Insight and Improvisation can work. If not, then deduct 17 (DI) and 11 (Improv.) accordingly


Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:38:12 PM
Neph, walk me through all the bonuses since you have so much going on.
Title: Re: Random DM nagging.
Post by: Nephrite on January 24, 2016, 04:39:10 PM
26 skill ranks, 9 int bonus, 15 library bonus, 11 from Improvisation and 17 from Divine Insight
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:43:51 PM
Several of you hit the library to research, with Moore and Jaela getting the most headway in.

The general consensus is this: Ysgard would work marvelously. The endless cycle of life and death on Ysgard is similar to that of the phoenix. In particular, immolating her in a bonfire there just before dawn would be helpful to this.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 04:44:40 PM
"Kascha, darling, let's set you on fire!"
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:46:21 PM
Hah. Is this the plan y'all are going to go with?
Title: Re: Random DM nagging.
Post by: Nephrite on January 24, 2016, 04:47:45 PM
Since Moore isn't the one being lit on fire (yet), he won't push it, but he'll say going to Ysgard at the very least should be done.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2016, 04:49:04 PM
We could also ask the child of Jormungandr
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2016, 04:49:37 PM
I mean he's the guy in charge of that exact mechanic.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:50:16 PM
Quote from: Yuthirin on January 24, 2016, 04:49:37 PM
I mean he's the guy in charge of that exact mechanic.

He's the child of the Jormugandr, who is the one in charge of that mechanic. So more like talking to the boss' kid rather than the boss.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 04:52:24 PM
I ask you, how is that more glorious than setting Kascha on fire in a sacrificial ritual?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2016, 04:56:08 PM
I was mistaken.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 04:57:41 PM
But seriously, I think she needs to be set on fire on Ysgard but the choices is clearly hers. Be it 'yes' or 'I want to die horribly from snake acid instead' or 'oh god call Seira you idiots' or 'try harder'.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 04:58:32 PM
Kascha trusts you and will go with what you choose, since you're in shape to do research and she isn't.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 04:58:49 PM
Incidentally, can someone Commune with Seira or Lathander to see if this will work?
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:00:23 PM
Quote from: Corwin on January 24, 2016, 04:58:49 PM
Incidentally, can someone Commune with Seira or Lathander to see if this will work?

Certainly. Who do you have in mind?
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 05:01:51 PM
Tepen, maybe? Kascha used a Wish to vet Surraruthru originally, so Seira clearly takes quick calls.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:03:05 PM
Quote from: Corwin on January 24, 2016, 05:01:51 PM
Tepen, maybe? Kascha used a Wish to vet Surraruthru originally, so Seira clearly takes quick calls.

Kascha serves Seira, so a wish emulating commune has no problem there. Tepen's dicier since he doesn't serve her but instead venerates Mystra.

He's more than willing to try, though.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 05:07:06 PM
[23:06] <@Annerose> roll 1d20+42 K:A embers
[23:06] <Kobot> Annerose rolled 1d20+42 K:A embers --> [ 1d20=2 ]{44}

Forgot the library there, so +15 for 59?
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:08:47 PM
Tepen casts Commune and spends some time in it. "It should work, but I don't think it was Seira or her agents answering it, but Mystra instead."

---

The embers need to be forged as said. Jaela doesn't find anything else out here.
Title: Re: Random DM nagging.
Post by: Corwin on January 24, 2016, 05:10:53 PM
This gets my vote. If we do go along with it, does Afina think we can use the setting to forge the embers on Ysgard?
Title: Re: Random DM nagging.
Post by: Ebiris on January 24, 2016, 05:28:08 PM
Forged into what? Kascha said they need to be forged into a key but what kind of key? If Kascha gives me a shape or something I'll do that, but better to do it in Medi's workshop.

I'm not really on board with the wellness through murder plan anyway. A bit of bedrest won't kill her.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:29:27 PM
Hanna will add, 'Natural rest isn't helping her, either. The wounds aren't healing, they're getting worse."
Title: Re: Random DM nagging.
Post by: Ebiris on January 24, 2016, 05:32:50 PM
Fine then, maybe it will. We should still clear the plan with Seira directly before doing anything, given the response we got last time we got her killed.

Unless any of our pro healers have an opinion on the half-water elemental plan?
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 05:36:15 PM
You just want a prismatic buddy, don't you?
Title: Re: Random DM nagging.
Post by: Ebiris on January 24, 2016, 05:38:10 PM
Baleruk is my prismatic buddy!
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:43:14 PM
IC todo list

1. Castle benefits discussion. Will happen at next Aurora briefing.
2. Lathander reinforcements.
3. Kascha, pending diplomacy and Baleruk.
4. Moore talking to Afina about forging. Let's include Queen Ilsenine in this, since that needs to happen as well.
5. Spending time with Ellese.

Let's get to the rest of this.

Quote5. Check up on Beniel. No witty text here.

He's doing alright, getting used to things. WE can touch on this IC at some point if you want.

Quote9. Balyss/Sylvie monitoring. For peace.

They're avoiding and ignoring each other right now. Nothing to report here.

Quote10. Sharess diplomacy.

Informing goes without incident, updates on the Kina situation will happen later.

Quote11. Slaad cat.

Seems to be just a cat. Naps a lot and ignores everyone else except when he wants something.

Quote12. Mineral wrapup.

This can be IC or OOC, up to y'all.

Quote13. Time with Ellese.

This needs to be done but may be after Lixer assaults, depending on how things hash out.

Quote14. Lair and hoard stuff for Surraruthru.

What sort of lair and hoard do you want?

Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:44:02 PM
IC todo list

1. Castle benefits discussion. Will happen at next Aurora briefing.
2. Lathander reinforcements.
3. Kascha, pending diplomacy and Baleruk.
4. Moore talking to Afina about forging. Let's include Queen Ilsenine in this, since that needs to happen as well.
5. Spending time with Ellese.

We have 5 things to do. I'd like to bundle these out in a way that every PC is involved in something. How you split this up is up to y'all.  Figure this out amid yourselves and let me know.
Title: Re: Random DM nagging.
Post by: Nephrite on January 24, 2016, 05:46:02 PM
I'm fine with the Mineral stuff being handled OOC, if we want to go deeper in later we can after this big stuff.

Title: Re: Random DM nagging.
Post by: Ebiris on January 24, 2016, 05:48:25 PM
3 and 4 for me, then.
Title: Re: Random DM nagging.
Post by: Merc on January 24, 2016, 05:49:36 PM
Ithea would be involved in #1 and probably would want to be involved with #3.

Ithea could be involved in #2, but only really if needed. Seems better to have those involved there originally?

No reason for involvement in #4-5 outside of stumbling onto them or getting asked to be involved, so pass on those.

Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:51:40 PM
So right now it is:

Afina: 3 and 4.
Moore: 4.
Ithea: 1 and 3.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2016, 05:56:02 PM
Tryll & Calleigh are indifferent, unless there are either colors, rainbows, slaads, or pretty things involved. Then they want to do those.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 05:56:57 PM
That'll tie you into 3, since that has Baleruk. Okay then.

Afina: 3 and 4.
Moore: 4.
Ithea: 1 and 3.
Calleigh: 3.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 24, 2016, 05:59:17 PM
Celebration.
Title: Re: Random DM nagging.
Post by: Nephrite on January 24, 2016, 06:55:17 PM
Moore's also fine helping out somehow with 1, but if that gets too crowded then that's OK.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 24, 2016, 09:21:41 PM
I'd go for 3.

As for what sort of hoard, I really wasn't aware there were types. I'd go for more easily transportable things than gold, with higher value. Magic items and gems, primarily.

As for location, somewhere more hidden that I can illusion up, but still be fairly central to getting around. From reading about Faerie Dragons, I sorta think something in the area of the phase spiders would be most desirable (what I read was Faerie Dragons really prefer webs, soft things, and nest-like things, so I'm sort of picturing them being like Ravens), dependent on my being able to get along with them and their willingness to not try and jack my stuff. I don't know much about phase spiders, so I don't know how likely that is.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 09:58:01 PM
Afina: 3 and 4.
Moore: 4.
Ithea: 1 and 3.
Calleigh: 3.
Surraruthru: 3.

Looks like 3 will be the main event. Depending on that, I may option a few people away from that, so that we aren't all in one topic that moves at a crawl.
Title: Re: Random DM nagging.
Post by: Anastasia on January 24, 2016, 09:58:43 PM
Quote from: Iron Dragoon on January 24, 2016, 09:21:41 PM
I'd go for 3.

As for what sort of hoard, I really wasn't aware there were types. I'd go for more easily transportable things than gold, with higher value. Magic items and gems, primarily.

As for location, somewhere more hidden that I can illusion up, but still be fairly central to getting around. From reading about Faerie Dragons, I sorta think something in the area of the phase spiders would be most desirable (what I read was Faerie Dragons really prefer webs, soft things, and nest-like things, so I'm sort of picturing them being like Ravens), dependent on my being able to get along with them and their willingness to not try and jack my stuff. I don't know much about phase spiders, so I don't know how likely that is.

Well, let's start with what you have. How much loot do you have for a hoard?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 24, 2016, 10:03:18 PM
My entire ownings ATM:

Mithril Light Shield +5 (Animated), 50,000gp: +6 AC, no armor check penalty
Mithril Chain Shirt +5, 26,100gp: +9 AC, no armor check penalty.
Shirt of Wraith Stalking, 12,000gp: Hide from Undead, no save regardless of Int.
Bracers of the Hunter, 45,500gp: +15 competence bonus on Hide and Move Silently checks, +2 competence bonus on Initiative checks.
Gloves of the Starry Sky, 2,200gp: 'Light' at will, Magic Missile 3/day at your CL.
Boots of Swift Passage, 10,000gp: 20 foot teleportation as a move action.
Ring of the Darkhidden, 4,000gp: You are invisible to darkvision.
Ring of Counterspelling, 4,000gp: Automatically counters a preselected spell of 1st-6th level.
Belt of Magnificence +6, 200,000gp: +6 to all stats
Cloak of Resistance +10, 100,000gp: +10 to all saves
Headband of Conscious Effort +15, 35,750gp: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Hathren Mask of True Seeing, 75,000gp: Grants a constant True Seeing effect.

Stuff:
Heward's Handy Saddlebags, 2,000gp: Two side pouches hold 2 cubic feet in volume or 20 pounds in weight, central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Always weighs 5 pounds. Retrieving any specific item from a saddlebags is a move action, but it does not provoke the attacks of opportunity.
Heward's Fortifying Bedroll, 3,000: Recover spells in 1 hour once every 48 hours.
Ioun Stone, Orange, 30,000gp: +1 CL

Monies: 45,637gp

+Wand now, I suppose.

Notably, I do still need to buy food/drink items.
Title: Re: Random DM nagging.
Post by: Corwin on January 25, 2016, 12:35:06 AM
Yes, bed rest will actually kill her. Since our knowledge suggests this would work and Lathander and Mystra agree, I'm for it. I agree that we should talk to Seira and tried via Tepen, but she wouldn't take his call. Maybe if Afina or Surraruthru tried a Commune? Alternately, it was suggested Simmer might go somewhere for the duration of the cloud castle thing, so if she can go to the Cauldron to talk to someone Kascha can probably hang in there for a few hours until we hear back from her.
Title: Re: Random DM nagging.
Post by: Corwin on January 25, 2016, 12:40:24 AM
Quote from: Anastasia on January 24, 2016, 05:44:02 PM
IC todo list

1. Castle benefits discussion. Will happen at next Aurora briefing.
2. Lathander reinforcements.
3. Kascha, pending diplomacy and Baleruk.
4. Moore talking to Afina about forging. Let's include Queen Ilsenine in this, since that needs to happen as well.
5. Spending time with Ellese.

We have 5 things to do. I'd like to bundle these out in a way that every PC is involved in something. How you split this up is up to y'all.  Figure this out amid yourselves and let me know.

I asked about 2 and 5. 3 is an obvious thing that takes precedence, but feel free to decide who fits best for it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 25, 2016, 12:44:51 AM
I have no idea what a commune involves, but since I technically have a contract with Seira, I'm guessing I can use that to garner attention.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2016, 12:50:23 AM
Quote from: Corwin on January 25, 2016, 12:35:06 AM
Yes, bed rest will actually kill her. Since our knowledge suggests this would work and Lathander and Mystra agree, I'm for it. I agree that we should talk to Seira and tried via Tepen, but she wouldn't take his call. Maybe if Afina or Surraruthru tried a Commune? Alternately, it was suggested Simmer might go somewhere for the duration of the cloud castle thing, so if she can go to the Cauldron to talk to someone Kascha can probably hang in there for a few hours until we hear back from her.

This is simply a limitation of the spell. You get the deity you worship.

QuoteYou contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no.

Simmer could run diplomacy there if you like, certainly.

Surraruthru technically couldn't, since he follows that one dragon deity and has arcane disciple for him. A commune he cast would go to him instead. Contact other plane a more diverse range of choices, but comes with its own drawbacks.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2016, 01:01:28 AM
To be clear, a simple yes/no on Simmer diplomacy is desired.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2016, 01:16:22 AM
Re: Epic beguiler casting. A beguiler knows all of his spells automatically, but as epic spells are a work in progress, this presents problems. What I'm going to do is this:

1. Skim epic spells for 10th-11th (all that's needed at the sec) and grab spells that fit.
2. Allow spells to be added as they're made.

It's admittedly a bit of a crude fix, but it's the most reasonable way to sort this that I can think of.
Title: Re: Random DM nagging.
Post by: Corwin on January 25, 2016, 03:19:30 AM
Yes to Simmer diplo.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2016, 01:32:22 PM
Afina: 3 and 4.
Moore: 4.
Ithea: 1 and 3.
Calleigh: 3.
Surraruthru: 3.
Jaela: 4 with a reserve of 2 and 5.

Okay, I'm going to make some executive decisions here and split y'all up. Having all six of you with Kascha wouldn't be anything but a mess due to differing schedules and paces. Also, Calleigh and Surraruthru have hooks to that, and as they're new, hooks are in short demand for them still.

The topics will be as follows:

Kascha topic: Ithea, Calleigh, Surraruthru.
Aurora status then personal things: Afina, Moore, Jaela. This topic will likely splinter further in time as Jaela goes to do one thing and the pixies another.
Title: Re: Random DM nagging.
Post by: Anastasia on January 26, 2016, 03:46:38 PM
We're basically waiting on Merc here, Yuth.
Title: Re: Random DM nagging.
Post by: Merc on January 26, 2016, 04:18:02 PM
Quote from: Anastasia on January 26, 2016, 03:46:38 PM
We're basically waiting on Merc here, Yuth.
Working! I'll see if I can toss a post in but if not it'll be just before Neph's game.
Title: Re: Random DM nagging.
Post by: Anastasia on January 26, 2016, 05:08:57 PM
That's cool, glad you got the hours back.
Title: Re: Random DM nagging.
Post by: Anastasia on January 27, 2016, 03:51:22 PM
Is there any custom material y'all are waiting on for me?

Iddy, as far as Heighten Spell goes, just replace one of those class metamagics for it, like I said you could.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 27, 2016, 04:34:19 PM
Quote from: Anastasia on January 27, 2016, 03:51:22 PM
Is there any custom material y'all are waiting on for me?

Iddy, as far as Heighten Spell goes, just replace one of those class metamagics for it, like I said you could.

Done.

Only other thing I wanted to do was work on those spells and Epic Beguiler stuff, but I think you're already doing the latter.
Title: Re: Random DM nagging.
Post by: Nephrite on January 27, 2016, 04:53:53 PM
Only thing is approval for this one.

Inspire Great Metamagic
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 6
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of inspire greatness can be augmented in one of two ways. You may choose to give them the effects of both maximize and empower spell feats or both the quicken and extend metamagic effects. Both of these effects have no effect on the spell level.

These bonuses are in addition to the normal benefits of inspire greatness. If you do not inspire greatness before the spell's duration expires, the effects are lost.



I changed the second set to quicken and extend but I don't want to create some weird loophole where someone can always have some buff due to it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 28, 2016, 03:04:30 PM
So as a really, really rough starting point to deal with the skewed saves, I came up with the following (I just used Surraruthru's name in stuff for a name):

Surraruthru's Intimidation: Surraruthru adds 1/2 of his ranks over 20 in Intimidate to the DC of his spells with the Mind-Affecting descriptor. The same is true for spells with the Fear Descriptor.

I think that are feats that do similar things as above, but I'm not exactly well versed in feats or writing new ones.

Surraruthru's Creeping Manipulation: Surraruthru imposes a -2 penalty to the save of the target of his spells if that target has already resisted a previous spell. This penalty can be imposed up to four times per target, for a total of a -8 penalty.

The above is built off of the same concept as Unsettling Enchantment, which gives a penalty to attacks and AC even on a successful save.

I also came up with a modification to the spell list as an example.

Power Word Panic
Spoiler: ShowHide

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Beguiler 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instills Panic one creature of your choice, whether the creature can hear the word or not, with a -8 penalty to their save. Any creature that currently has 250 HP or more is unaffected by Power Word Panic.

Title: Re: Random DM nagging.
Post by: Yuthirin on January 28, 2016, 06:54:52 PM
Outsiders familiars and death.
Title: Re: Random DM nagging.
Post by: Anastasia on January 29, 2016, 10:58:41 AM
Todo list while resting.

1. Kascha's alternate form.
2. Moore's metamagic spell.
3. Iddy spell stuff.
4. Outsider familiars and death.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2016, 01:44:06 AM
Kascha's new alternate form is in the spoiler block. This has been hinted at all game and in fact traces back to B1. Seira's choice to resurrect her after thousands of years had a great impact on her, forever changing her destiny and meaning. Let's look the ways this has been hinted at.

1. Her true name, Phoenica. The party only found this out during this, as a true name is very rarely disclosed. It can be used against the outsider to bind them, make them serve and all sorts of nastiness.

2. Phoenix symbolism. This has been alluded to a few times. The most salient example is this cryptic clue from 27:

QuoteRise high with the Phoenix of the Princess or gain power with the Scion of Destruction, but never both.

As Seira's the Dragon Princess, the allegory's fairly direct. Marianne from B2's the other one, if it wasn't clear to you. As Marianne's past life was responsible for wiping out the Lost Eastlands (and killing Kascha when she was a mortal), the two meeting would be ugly and most likely end up with one of them dead. But I digress.

3. Spell selection. Let's look at Kascha's damaging spells. Most deal fire damage or are holy magic (righteous smite, gotten through a class feature), which is right up a phoenix's alley. What's more, she's taken mass heal as another bonus spell. This is normally something I discourage or flat disallow, but I let Kascha take it. It's a nod to this symbolism, one unmentioned but obvious when pointed out.

There's been a lot of subtle symbology for Kascha that I've been laying out all game. It may not have ever gone any farther than symbolism, but I have been carefully laying out this theme.

[spoiler]Alternate Form (Su)

Kascha can shift between her humanoid and phoenix forms as a standard action. In phoenix form, she cannot cast spells, but she gains the following abilities. Her size becomes Huge while in phoenix form. Kascha remains in her chosen form until she chooses to assume the other one. Her forms cannot be dispelled, nor does she revert to a particular form when killed. A true seeing spell reveals both forms simultaneously.

Natural Attacks (Ex)

Kascha has two claw attacks that serve as her primary natural attack. She can make a bite attack and a tail slap as secondary natural attacks.

Flaming Body (Su)

Kascha deals an extra 3d6 points of fire damage with her natural attacks. Creatures that strike Kascha with melee attacks suffer the same damage per strike, while those that grapple Kascha take 10d6 fire damage per round.

Phoenix Cry (Su)

As a full round action, Kascha can emit a cry that causes a channel energy (positive) effect on all creatures within 60ft. Treat Kascha as a cleric of her level to determine the damage and save DC. (11d6; DC 32). Kascha is healed by her phoenix cry, unlike a cleric channeling energy. Additionally, creatures that have been dead one round or less are affected by her cry. If this healing would restore them to 0 or greater hit points, they are restored to life.

The save DC includes a +4 racial bonus.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2016, 11:26:08 AM
1. Kascha's alternate form.

Done.

2. Moore's metamagic spell.

On reflection and running some tests, I don't think this spell is a good idea right now. A class feature that grants metamagic is possible (http://www.soulriders.net/forum/index.php/topic,103074.msg1050637.html#msg1050637), but I'm going to nix this spell.

3. Iddy spell stuff.

Iddy, did you finish what you were doing here? I was waiting on you.

4. Outsider familiars and death.

QuoteA slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

From the SRD. So I'm going to play it like this: A dead outsider familiar reforms as normal. If it dies on its home plane, it's dead and gone. Otherwise, it reforms as normal for its species and can be retrieved by the caster. The familiar is still bound by any planar bans as a result of the death. A familiar that dies on the caster's home plane naturally poses a serious problem for the caster.
Title: Re: Random DM nagging.
Post by: Nephrite on January 31, 2016, 11:59:11 AM
Dune, am I still kosher to use Inspire Great spells?

Spoiler: ShowHide
Inspire Great Spells
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of inspire greatness can be augmented in one of two ways. You may choose to give them a +1 bonus to the save DC of any spells they cast for the duration of inspire greatness or their next spell is affected by the widen spell or extend spell metamagics without any change in casting time or spell level.

These bonuses are in addition to the normal benefits of inspire greatness. If you do not inspire greatness before the spell's duration expires, the effects are lost.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2016, 12:28:02 PM
We'll try that one for now, it's a lot less potentially broken and see how it balances.
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2016, 12:29:07 PM
From houserules:

1/31/16: Added a ruling on moment of prescience to misc rulings.

Basically reminding and reaffirming how I read moment of prescience and skill checks. In short, the way I read it means that the skills part only applies to opposed skill checks.
Title: Re: Random DM nagging.
Post by: Ebiris on January 31, 2016, 07:58:58 PM
Can an existing weapon/armour be reforged to take advantage of epic crafting while retaining its magical enhancements?
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2016, 08:13:58 PM
RAW no. However, everyone swapping armors just to gain these advantages isn't optimal, either. Let me think about it, as I'd rather not have everyone cycle armor just 'cause they want to take advantage of these.


Title: Re: Random DM nagging.
Post by: Anastasia on February 01, 2016, 12:30:34 AM
Oh yes, Tannin's back. This means he's available for reports, assuming he isn't used in the coming offensive action.
Title: Re: Random DM nagging.
Post by: Anastasia on February 01, 2016, 12:46:40 AM
Okay, let's do it like this.

You can readjust a suit of armor, though it invokes a -20 penalty to the roll. Seem reasonable or too high/too low?
Title: Re: Random DM nagging.
Post by: Ebiris on February 01, 2016, 03:47:15 AM
Same for weapons?

Bear in mind it's always more cost effective to sell gear and then use the money to fund discounted crafting. We generally haven't abused this but right now's a good time to sell.
Title: Re: Random DM nagging.
Post by: Corwin on February 01, 2016, 08:41:51 AM
Let's readjust without a penalty? It can be a symbolic monetary sum, say 10%.
Title: Re: Random DM nagging.
Post by: Anastasia on February 01, 2016, 10:22:40 PM
I don't really have any problem with readjusting mechanically, so long as it's not free/at will. But eh, we'll roll with it for now, see how it goes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2016, 12:12:06 AM
Okay, assuming armor's fair game, let's look at who would want what.

Adrian has a mithral breastplate+5, heavy fortification. He want improved armor bonus, as his Dex mod is +5 and his armor allows that much.

Dana has lightblood full plate+10, nimbleness. She has three points of Dex being unused, so boosting that up would help. She has the deflective armor feat, so the touch AC add on isn't needed. Her armor's done with straight + bonuses from magic, so boosting her max Dex and eventually armor bonus with this makes sense.

Balyss is more or less in the same boat as Dana. Note that her armor already has the AC to touch AC thing, it would count as already being applied and count against whatever armor improvements are made.

Morniel in theory, but he's rarely involved in combat.

Mirajane could use more max Dex.

Rosa has mithral Full Plate+5, nimbleness and heavy fortification. She has 5 points of Dex unused, the improvement is obvious.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2016, 12:24:47 AM
Added two new epic feats to the epic rules thread. These were from Abigor and Dana will likely use them.

Epic Heavy Armor Optimization [Epic]
Prerequisite: Greater Heavy Armor Optimization, con 19
Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 4 and increase the armor bonus by 3. Both of these effects stack with the benefit of the Heavy Armor Optimization and Greater Heavy Armor Optimization feats, for a total lessening of the armor check penalty by 7 and a total increase to the armor bonus of 5.

Armor Mastery [Epic]
Prerequisite: Heavy Armor Optimization, dex 15
Benefit: When you are wearing heavy armor, raise the maximum dexterity bonus of the armor by 3.
Special: You may select this feat more than once. Its benefits stack.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2016, 12:36:40 AM
Updated a few build charts. Those will be updated as time and energy permits.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 02, 2016, 01:07:26 PM
Quote from: Anastasia on January 31, 2016, 11:26:08 AM
3. Iddy spell stuff.

Iddy, did you finish what you were doing here? I was waiting on you.

I posted these three things. I was waiting for input from you to expand on whichever route you liked best, or your alternative.

Quote from: Iron Dragoon on January 28, 2016, 03:04:30 PM
So as a really, really rough starting point to deal with the skewed saves, I came up with the following (I just used Surraruthru's name in stuff for a name):

Surraruthru's Intimidation: Surraruthru adds 1/2 of his ranks over 20 in Intimidate to the DC of his spells with the Mind-Affecting descriptor. The same is true for spells with the Fear Descriptor.

I think that are feats that do similar things as above, but I'm not exactly well versed in feats or writing new ones.

Surraruthru's Creeping Manipulation: Surraruthru imposes a -2 penalty to the save of the target of his spells if that target has already resisted a previous spell. This penalty can be imposed up to four times per target, for a total of a -8 penalty.

The above is built off of the same concept as Unsettling Enchantment, which gives a penalty to attacks and AC even on a successful save.

I also came up with a modification to the spell list as an example.

Power Word Panic
Spoiler: ShowHide

Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Beguiler 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instills Panic one creature of your choice, whether the creature can hear the word or not, with a -8 penalty to their save. Any creature that currently has 250 HP or more is unaffected by Power Word Panic.

Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2016, 01:45:13 PM
Quote from: Iron Dragoon on February 02, 2016, 01:07:26 PMSurraruthru's Intimidation: Surraruthru adds 1/2 of his ranks over 20 in Intimidate to the DC of his spells with the Mind-Affecting descriptor. The same is true for spells with the Fear Descriptor.

I think that are feats that do similar things as above, but I'm not exactly well versed in feats or writing new ones.

No, doesn't balance well as a feat or a class feature. It's not that the base idea is bad, it's that it provides a scaling DC boost. It's not good at level 21, but it's really solid by 30 and badly broken by level 40. In comparison, epic spell focus (which requires two spell focus feats) grants a +1 to save DCs. While epic spell focus is generally considered under powered, the point is that something that accelerates like that isn't balanced.

Feat Name [General]
Prerequisite: Intimidate 10 ranks
Benefit: You gain a +2 bonus to save DC of spells with the fear or mind-affecting descriptors.

A little stronger than spell focus, but I generally consider spell focus a bit underpowered.

QuoteSurraruthru's Creeping Manipulation: Surraruthru imposes a -2 penalty to the save of the target of his spells if that target has already resisted a previous spell. This penalty can be imposed up to four times per target, for a total of a -8 penalty.

The above is built off of the same concept as Unsettling Enchantment, which gives a penalty to attacks and AC even on a successful save.

Creeping Manipulation [General]
Prerequisite: Spell Focus (Enchantment)
Benefit: When a target succeeds on a saving throw against a spell with the mind-affecting descriptor, they suffer a -2 penalty to saves for 1 round. If you cast another mind-affecting spell on the target the next round and they succeed on the saving throw, the penalty is extended for another round and increases by 2 to -4. This can go up to a maximum of -8.

This...hm. Constantly pelting a target requires input and spell slots, which may be better balanced than the above. I'd tentatively allow this one and see how it balances out.

QuoteI also came up with a modification to the spell list as an example.

Power Word Panic
[spoiler]
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Beguiler 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instills Panic one creature of your choice, whether the creature can hear the word or not, with a -8 penalty to their save. Any creature that currently has 250 HP or more is unaffected by Power Word Panic.

Iddy, you see the saving throw line there? Yeah, none. Power words don't usually alow saves, they work off SR and using hit points to determine if the spell works or not.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 02, 2016, 02:04:50 PM
Alrighty, the plan is to trade Unsettling Enchantment for Creeping Manipulation and Faerie Dragon's Guile for Extend Spell, then. Extend Spell is in prep for Mastery of Faerie Enchantment.
Title: Re: Random DM nagging.
Post by: Corwin on February 02, 2016, 02:18:25 PM
Dune, I want to read the tower shield book. Please post it~
Title: Re: Random DM nagging.
Post by: Corwin on February 02, 2016, 03:23:25 PM
Epic weapon/armor upgrade wishlist~

Gae Bolg MkIII: Anarchic Evil Outsider Bane Lawful Outsider Bane Sacred Shiftsilver Longspear +1 Improved Design x4, 1d8 base -> 1d10 -> 1d12 -> 2d6 -> 2d8 DC80.

Gae Dioltas MkIV: Valorous Mighty Smiting Evil Outsider Bane Shiftsilver Lance +1 Improved Critical Multiplier x1, x3 base -> x4 DC60.

Gae Trocaire MkII: Merciful Transmuting Longspear +1 Improved Damage Type x2, Piercing base -> Piercing/Bludgeoning/Slashing DC60.

Gae Dearg MkIV: Divine Wrath Undead Bane Shiftsilver Longspear +1 Improved Design x4, 1d8 base -> 1d10 -> 1d12 -> 2d6 -> 2d8 DC80.

Magic-Eating Millennial Chainmail Ethereal DC60.

Brokion: Hide Armor+4. Max Dex +4 base -> Max Dex +10 DC80.

Astral Driftmetal Full Plate +1 of Displacement and Nimbleness; Nimbleness reduces ACP by 2 and increases max dex by 1.  Max Dex +2 base -> Max Dex +6 DC60.

(Millennial Chainmail, Gae Bolg and Gae Dearg are the ones I plan on using this fight.)
Title: Re: Random DM nagging.
Post by: Nephrite on February 03, 2016, 11:04:47 AM
I have a question about Surge of Fortune (complete champion, 129)

The text says "At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power." Does this mean you have to perform the action within 1 round of actually casting the spell, or does it mean you declare you're using it at some point during the duration of the spell, then use it to discharge it on that next ability?
Title: Re: Random DM nagging.
Post by: Anastasia on February 03, 2016, 12:36:02 PM
Quote from: Nephrite on February 03, 2016, 11:04:47 AM
I have a question about Surge of Fortune (complete champion, 129)

The text says "At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power." Does this mean you have to perform the action within 1 round of actually casting the spell, or does it mean you declare you're using it at some point during the duration of the spell, then use it to discharge it on that next ability?

> Hey Neph, when did you add Surge of Fortune to your spell list?
<Nephrite> At some point during my leveling process.
<Nephrite> Yeah it would've been... 21?
<Nephrite> Did I miss it on the banned spell list?
> No, it's not on there. I think it was addressed waaaaaay back in B1 and just never made it on there. More my fault since I didn't do that sheet audit you asked for.
> Lemme add it to that.
<Rin> What does it do?
<Nephrite> You can use it to get a natural 20 to more or less anything you want.
<Nephrite> I think you have to declare you're using it for that and then do it within 1 round of it.
<Nephrite> So you can't just save it for a rainy day.
> Yeah. It's one of those spells that just makes a headache, since who doesn't want a natural 20 to finish things off when stacking up boosters? Also I don't want natural 20s to be the sort of thing you can just cause to happen at will, since they have various auto-success results in cases.

So that's added to houserules. My bad.
Title: Re: Random DM nagging.
Post by: Nephrite on February 03, 2016, 12:48:55 PM
Switched it for Life's Grace. No harm no foul.
Title: Re: Random DM nagging.
Post by: Nephrite on February 03, 2016, 12:50:55 PM
While you're here though, how about Spiritual Advisor? (CC, 127), it allows you to retry a previously failed knowledge check.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2016, 08:10:07 PM
One sec on that, Neph.

---

People, especially those of you with commanding rank, feel free to declare what buffs should be cast in prep and by who. The faster we get things rolling through prep, the better. At worst if you go way over on something I'll deal with it in my next post. In particular, when I say everyone's going to want x spell, feel free to declare that gets done on Aurora. You have the resources and authority to do so. Back and forths for posting prep can be annoyingly slow, so I'd rather you be more expansive in your reach here.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2016, 08:14:19 PM
Also, from the department of delegation: If you're running an NPC in combat, I'd like it if you kept track of their spoiler block for this adventure. Easier this way and lessens my heavy work load for this.

If you are running one, quote this so that I know you saw this and know what's up.
Title: Re: Random DM nagging.
Post by: Merc on February 04, 2016, 08:55:04 PM
Quote from: Anastasia on February 04, 2016, 08:14:19 PM
Also, from the department of delegation: If you're running an NPC in combat, I'd like it if you kept track of their spoiler block for this adventure. Easier this way and lessens my heavy work load for this.

If you are running one, quote this so that I know you saw this and know what's up.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 04, 2016, 08:55:28 PM
Seeing as a psicrystal does not heal over time, would I have found someone able to have it repaired on the Aurora?
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2016, 08:56:06 PM
Quote from: Yuthirin on February 04, 2016, 08:55:28 PM
Seeing as a psicrystal does not heal over time, would I have found someone able to have it repaired on the Aurora?

How do you repair one?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 04, 2016, 08:56:58 PM
Someone who can cast Mending or some other spell, I would assume. It's a very simple construct.
Title: Re: Random DM nagging.
Post by: Merc on February 04, 2016, 09:00:02 PM
Isn't it a construct? Wouldn't Afina be able to handle that? Alternatively, there's the Repair X Damage spells which any of the wizards should be able to pull off.
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2016, 09:01:05 PM
Quote from: Yuthirin on February 04, 2016, 08:56:58 PM
Someone who can cast Mending or some other spell, I would assume. It's a very simple construct.

What Merc said. At absolute worst, I figure a wish could emulate something useful. So yes, it can be repaired there.
Title: Re: Random DM nagging.
Post by: Nephrite on February 04, 2016, 09:02:11 PM
Quote from: Anastasia on February 04, 2016, 08:14:19 PM
Also, from the department of delegation: If you're running an NPC in combat, I'd like it if you kept track of their spoiler block for this adventure. Easier this way and lessens my heavy work load for this.

If you are running one, quote this so that I know you saw this and know what's up.
Title: Re: Random DM nagging.
Post by: Ebiris on February 05, 2016, 05:34:05 AM
Afina knows repair moderate damage which is cure moderate for constructs.
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2016, 08:29:26 PM
Forgot to fill in Stille's PW1 feat, so I put improved sunder in as a placeholder. This'll be changed after mission.
Title: Re: Random DM nagging.
Post by: Merc on February 08, 2016, 08:37:35 PM
He'd better enjoy it while he has it and sunder some devil kneecaps!
Title: Re: Random DM nagging.
Post by: Nephrite on February 11, 2016, 08:16:00 PM
Completely random question: Does Exemplar (Complete Champion)'s ability for Skill Mastery allow for one to take 10 on something like Knowledge checks? In addition, could you potentially take 10 on those checks in combat via Knowledge Devotion?
Title: Re: Random DM nagging.
Post by: Anastasia on February 11, 2016, 08:29:31 PM
Isn't Exemplar in Complete Adventurer?
Title: Re: Random DM nagging.
Post by: Nephrite on February 11, 2016, 08:47:56 PM
It sure is!
Title: Re: Random DM nagging.
Post by: Anastasia on February 11, 2016, 08:51:46 PM
Yes and yes. It doesn't let you take 10 if the skill notes you can't (UMD comes to mind), but otherwise it's fair game.
Title: Re: Random DM nagging.
Post by: Nephrite on February 11, 2016, 11:05:07 PM
Good to know. Thanks!
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2016, 11:53:47 AM
Feel free to request a roll if you need one but can't phone roll, Merc.
Title: Re: Random DM nagging.
Post by: Merc on February 12, 2016, 08:28:21 PM
I havent even had time to do that today. I'll be home in 10-20 and I'll post then
Title: Re: Random DM nagging.
Post by: Anastasia on February 12, 2016, 08:55:51 PM
Quote from: Merc on February 12, 2016, 08:28:21 PM
I havent even had time to do that today. I'll be home in 10-20 and I'll post then

It's cool, work happens. Unfortunately none of us are grossly rich.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2016, 11:36:48 PM
QuoteReally, aren't people in this particular plane supposed to be governed by self-obsession?

From Eb's thread. This is a good observation and one worth discussing. Self obsession can take varying forms, this case manifested as the desire to meddle. The party's business was none of the gloom's business, but it chose to interfere anyway. It felt it had every right to, because it was the important one. All of you were just an opportunity to manipulate, milk for valuables and bully. To the gloom, you were little more than an opportunity. What it wanted and what it would have were the driving factors. So it was going to show up and act as someone above the party, more important and capable of doing to them what it wished. They were little more than kindling to the fires of its ego.

Self obsession doesn't have to mean you sit in front of a mirror and go all Narcissus.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2016, 02:46:59 PM
Just going to paste this form IRC.

<Ebiris> Just a thought, but wands require a spoken to use, so this way aren't we broadcasting every 3 minutes when Calleigh has to say "Go wand go!" or whatever the magic word is?
> Y'know, that didn't cross my mind, either. I thought wands didn't require verbal components.
<Ebiris> They're spell trigger rather than command word so it's not obvious, but the description does specify it.
<Ebiris> Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken.
> Yeah, the text of wands just says you need to point and hold it.
> Lemme check, one sec.
> Checking, it's argued since one can construe the text in there as replacing the normal method, but it looks to be really subjective. Someone mentioned something in the FAQ or sage advice, so lemme check that real quick along with the rules compendium.
<Ebiris> If only Tryll had learned control sound.
> Okay, wands are apparently arguable and I've seen it argued a few times. No decisive word seems to exist, though I didn't search the FAQ too closely.
> I'm going to keep them to point and shoot, I think. That's how I've ran them, though it usually isn't terribly relevant beyond someone just tapping with a wand instead of speaking.
<Rin> Hanna surely regens the elemental damage
> Yes.
> Spell did not have the evil descriptor. Which is about 50/50 at best, violate or corrupt SLAs common for Nessians.
> This one needed the feats for other things.
> New houserule in misc rulings. It's affirming wands being silent. Y'all can blame this one on I think Alicia and other's preferred method of using CLW wands being a tap.
> I'm fairly sure I rolled with it off of those, thinking about it.
<Ebiris> Its just fluff most of the time, like how we never bother saying what verbal components we use when we cast a spell.
<Rin> Bat guano!
> I do use verbals sometimes for flavor, actually. But this case I've ran it that way for years so I'd rather just keep it for consistency.
> (Kascha tends to be really verbal with her spells.)
Title: Re: Random DM nagging.
Post by: Yuthirin on February 17, 2016, 05:42:01 PM
I actually keenly regret not learning Control Sound, and thought I had.
Title: Re: Random DM nagging.
Post by: Anastasia on February 17, 2016, 10:28:45 PM
You can always retrain after the adventure.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 20, 2016, 04:08:30 PM
If I us a twinned power, would that constitute casting one or two powers for the purposes of spell/power failure?
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2016, 04:14:48 PM
One.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 20, 2016, 04:27:03 PM
Deck.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 20, 2016, 07:22:10 PM
The Meanwhile at Aurora idea is awesome.
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2016, 09:39:28 PM
Quote from: Yuthirin on February 20, 2016, 07:22:10 PM
The Meanwhile at Aurora idea is awesome.

Bonus points if anyone can figure out what's going on.
Title: Re: Random DM nagging.
Post by: Merc on February 20, 2016, 10:39:12 PM
I thought Gate answered this already. Baleruk was opening a slaad-run casino.
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2016, 10:54:27 PM
Quote from: Merc on February 20, 2016, 10:39:12 PM
I thought Gate answered this already. Baleruk was opening a slaad-run casino.

Amusing but incorrect.
Title: Re: Random DM nagging.
Post by: Nephrite on February 21, 2016, 12:25:11 AM
Someone is trying to figure out what Aurora is and they reachout with Diplomacy. Morniel meets them and has a diplomatic endeavor with them.

Then there's something else that happens with someone trying to be uppity at which point Morniel has to put them in their place and then there's a feeble attempt at diplomacy where Morniel basically says "well okay fine, but these are our terms" and then there's someone who basically wants to do something else (maybe this is related to the first guy?)

That's what I think, anyway.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 21, 2016, 02:23:00 PM
Asmoedus is trying to send statue-Muirfinn back as an apology for his son being such a failure but his packages keep getting returned.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2016, 04:42:08 PM
You're close enough, Neph. Choose one in game subject.
Title: Re: Random DM nagging.
Post by: Nephrite on February 21, 2016, 04:48:00 PM
I'm going to be boring and say Venya.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2016, 05:33:21 PM
10 facts about Venya

1. The Glass Tarn (MoP 135) has multiple locations and instances, and in fact may be able to be whereever it wishes on Venya. Few know of this, as Erathaol has taken steps to hide this from all but the wisest. The comprehension of this fact and discerning why it is so is an important lesson for Erathaol's greatest servants. They are expected to discern this on their own through independent study.

2. Venya is the coldest layer of Mount Celestia. In spite of the cold, crops grow as if was warm. It can be below freezing and tropical plants will prosper. Even blizzards, ice and snowfall will not negatively impact crop growth there.

3. The Prophecy Keepers are a group who reside in Venya and oppose the efforts of chaos (primarily slaad) to render prophecies null and void. They have a grand fortress carved into the mountainside; however, it can only be found by those prophesied to do so.

4. Venya is Celestia's breadbasket. The majority of its food comes from Venya. While archons and angels do not need to eat, mortals and other visitors do. The remainder is sold or given away to aid others. Were Aurora not fully independent for food, they'd probably rely on free donations from Venya. Gold generated by the sale of foods is used to good ends, such as the Bringers of Hope and other diplomatic groups.

5. Bahamut's Palace moves between all four of Celestia's lower layers, but prefers Venya. This is due to Bahamut having the cold domain and a preference to such weather. The majority of Venya's snowfall can be traced back to acts of Bahamut, who enjoys doing so.

6. The streams of Venya run warm despite the cold weather. These streams feed directly into the River Oceanus. Lunian salmon are noted for swimming upstream to Venya to lay eggs, these eggs are both a delicacy and useful in making potions of water breathing.

7. Every once in a great while, a soul destined for Celestia will appear in Venya instead of Lunia. These souls become lantern archons that have Intelligence, Wisdom and Charisma scores of 21. They become unique outsiders in time, though they retain the general traits of a lantern archon.

8. Attempting to summon or call an evil creature within Venya will result in an equivalent creature(s) of good appearing instead. They will be hostile to the caster and free of any bonds to restrain them. They seek to subdue the caster and bring them to justice and judgment. This fact is obscure solely because precious few are foolish enough to cast an evil summoning spell in a Heaven, let alone one overseen by one of the greatest summoners in Creation. It is not widely known that this is an active intervention rather than a passive effect, after all, if one was fated to cast such a spell, others must be in position to ensure it does not happen as planned.

9. It is whispered that there is a great reserve on Venya where Erathaol breeds the mighty creatures he summons. The nature and power of these creatures is likely why it is unverified.

10. Natives of Venya are always literate, even if they only have levels in classes that would normally enforce illiteracy, such as barbarian. Most natives grow up around a library of some sort or otherwise are exposed to books at a young age.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 22, 2016, 12:20:32 PM
Quote from: Anastasia on February 21, 2016, 05:33:21 PM
3. The Prophecy Keepers are a group who reside in Venya and oppose the efforts of chaos (primarily slaad) to render prophecies null and void. They have a grand fortress carved into the mountainside; however, it can only be found by those prophesied to do so.

Someone should tell these guys about 27.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2016, 08:27:07 PM
Quote from: Yuthirin on February 22, 2016, 12:20:32 PM
Quote from: Anastasia on February 21, 2016, 05:33:21 PM
3. The Prophecy Keepers are a group who reside in Venya and oppose the efforts of chaos (primarily slaad) to render prophecies null and void. They have a grand fortress carved into the mountainside; however, it can only be found by those prophesied to do so.

Someone should tell these guys about 27.

That's just mean. What did they ever do to you?!
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2016, 12:24:33 AM
So I made a mistake with Mei's eldritch glaive. I thought that using it was a standard action and noted so in the ability's text. WRONG. Its a full round action. She shouldn't have been able to attack Canderella that many times to fully heal her. It's done and I'd rather not do longer retcons with how the post format works, so I'm going to chalk this one up to an honest mistake.

At least I won't make that one again.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2016, 09:48:09 AM
So Hell's plan for Vacuum was this.

1. Evacuate all non-expendable resources that can be evacuated. Lixer's no fool and why he normally wouldn't react like this, Aurora's an extraordinary threat. The possibility of a serious reprisal here, lead by a direct assault by Aurora itself, was considered high. As Castle Crumbling proved, mere hostile terrain isn't going to stop an assault from Aurora. Lixer came to the conclusion Aurora may well favor Vacuum on the grounds its a relatively accessible target. Of the targets you know about, Lixer considered this one by far the most vulnerable.

2. Leave sufficient resources to slow a full assault and possibly defeat a lesser attack (such as by a party rather than a full fortress attack). If Aurora attacks full out, that buys enough time for reinforcements and a counter attack on Aurora proper. If it's a smaller attack, this plan works all the better. Clearly, something happened to render this phase of it null and void. What precisely that is may or may not be the other concurrent attacks.

3. In general, bait the attack in. If it's a smaller group, use the Nessians to pincer them and slaughter. If it's a bigger attack, use them to stiffen the defense. In general it's a question of buying time and weakening the assault for the planned coup de grace. Letting them slowly gain ground while inflicting losses and making Aurora spend resources was the plan.

4. Should this not work out for whatever reason, the entire crypt was considered expendable. Any of Aurora's heroes caught in a sudden planar rift, fueled by the life force of its stalwart defenders, would be maimed and cast about into the planes. Lixer wasn't quite sure what would happen if the rift hit Aurora itself - Medi's good enough that he had to conclude even that may not be sufficient - but there's a reasonable chance it would at least inflict considerable damage.

5. Even if all else fails, Lixer's sent countless empty ghosts out into Vacuum. That's probably part of a plan as well, though as to what is anyone's guess.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2016, 10:18:40 AM
So Lixer pretends it all went according to plan, even as 'plan' basically means 'everyone on my side including my epic Nessians dies'. I can get behind Lixer's plans.

Now if only they just died and dropped exciting loot....
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2016, 10:19:27 AM
A proper devil has a plan, even a plan for when his other plans go in a negative direction. After all, the best planners win no matter the result. It may just not be a goal that directly impacts Aurora.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2016, 10:19:55 AM
"I meant for this to happen!"
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2016, 10:25:23 AM
Quote from: Corwin on February 24, 2016, 10:19:55 AM
"I meant for this to happen!"

Precisely, or at least you planned from it and there's an upside.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2016, 05:43:44 PM
His dad must be so proud.

"You failed completely, just like you planned."
Title: Re: Random DM nagging.
Post by: Yuthirin on February 26, 2016, 06:53:50 PM
Internet is live at home, will update some things once i get there.
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2016, 07:22:40 PM
Quote from: Yuthirin on February 26, 2016, 06:53:50 PM
Internet is live at home, will update some things once i get there.

Congratulations!
Title: Re: Random DM nagging.
Post by: Anastasia on February 29, 2016, 01:20:59 AM
I'm going to post in the Gehenna thread tomorrow. I don't have the not-sleepy energy to sort out the beginning of what's going to be a gigantic, crazy melee with tons of stuff going on.
Title: Re: Random DM nagging.
Post by: Anastasia on February 29, 2016, 06:58:03 PM
Todo: Sort out cunning brilliance and decide which ones Sylvie selects on a day to day basis. She has it but I usually don't bother since I never got around to sorting it out. So note to self tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on February 29, 2016, 07:26:59 PM
Houserules updates

- Cunning brilliance and how I interpret it is added to classes.
- Added the following feat to feats.

Hunter's Insight [General]
Prerequisite: Favored Enemy, int 13
Benefit: You may apply your favored enemy bonus to Knowledge checks to identify such creatures and learn about their special powers and vulnerabilities. You may make these checks untrained, even if the DC is higher than 10.

It's from a statblock I haven't finished and may not finish for some time. The feat's not bad so I'm tossing it in here. It may be something someone grabs at a later time.
Title: Re: Random DM nagging.
Post by: Anastasia on February 29, 2016, 11:58:27 PM
Also, Merc's really mean.
Title: Re: Random DM nagging.
Post by: Merc on March 01, 2016, 02:37:38 AM
I'm not saying I'm not, but what did I do to bring that on?
Title: Re: Random DM nagging.
Post by: Anastasia on March 01, 2016, 03:12:20 PM
Since today is a bit of a slow day due to where all the threads are, have some trivia.

1. Cresiel is a solar 23 right now. His gestalt is offline due to the trauma he went through. Once that's fixed, he'd be a solar 23//knight 10/hellreaver 13. He's been challenging foes, but the ability's offline. He takes after his parents in a way, who have been mentioned elsewhere. Bonus points if you know where.

2. Gehenna is different from Hell or the Abyss. With Hell, you get legions, coordination and politics. With the Abyss, you get horrifying and twisted nightmares. With Gehenna, you get silence, darkness and ultimately emptiness. What else could creatures like the yugoloths produce? Afina's thread has been a good chance to show that off.

3. I'll spoil where one party member on Jaela's team ended up. Mei was tossed into Ysgard. Due to where she appeared, this spoiler won't matter. As much as Lixer would have liked to have the blast send them all to Hell, he didn't have the time to set that part up. With everything else going on, that would have been a serious effort to add. Relying on something unpredictable is wholly disagreeable to him, but the rest of the plan was strong enough that he had no choice. Giving the tomb more time to prepare would have fixed this problem.

4. Rosa would have been better off in either of the other two groups. Earth was her weakest choice, I'll go over choices once this is all done. Her ability to sneak attack undead and high AC would make her more useful in Vacuum or Gehenna. Earth and its high attack bonus enemies negate her biggest strength and there aren't enough undead here to make skullclan hunter shine. Plus, y'know, she died.
Title: Re: Random DM nagging.
Post by: Anastasia on March 03, 2016, 03:32:50 PM
Quick reminder: Since we don't use XP, commune is 1000 gold a pop. Previous castings that skidded by get freebies on it, so this only applies going forward.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2016, 10:44:32 PM
Yuth, we're waiting on your saves over in the Gehenna thread. In case you weren't aware.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2016, 01:47:44 AM
Was working.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2016, 02:41:50 AM
Quote from: Yuthirin on March 05, 2016, 01:47:44 AM
Was working.

I figured, it's all good. We were just wound up to see how big a mess that thing in the Gehenna thread would end up being.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2016, 03:46:35 PM
When y'all are done with this and it isn't too spoilery, you'll get a plan analysis and breakdown of everything that's happened during this arc and why. It's an absolute mess behind the scenes, since plans met plans and plans got messy.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2016, 04:59:30 PM
Announcements.

1. Rosa is going to be taking some downtime, barring emergencies. If a PC wishes to focus some attention on her, they're welcome to. She's not available for combat missions until further notice.
2. Cresiel needs some downtime as well. This is purely of the recovering variety due to the traumas Lixer's goons inflicted on him. He is available for combat missions if needed, but rest will make it pass quicker.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2016, 05:03:34 PM
Calleigh is very interested in checking up on Rosa as she was nice to Calleigh and not everybody is nice to Calleigh and the people who are deserve special attention and ohmygawd did she die!?
Title: Re: Random DM nagging.
Post by: Nephrite on March 05, 2016, 05:31:39 PM
Moore would be happy to do whatever he can to help Rosa, since he feels partially responsible for what happened to her.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2016, 12:14:19 PM
Today's todo list:

1. Work up Cresiel fully.
2. Look at how viable a 10 level War Weaver PrC would be. Design one if it is viable. If not, look into epic feats (maybe).
3. Fatesinger PrC.
4. Deal with Ruin Delver's Fortune.

Anyone have anything to add to that?
Title: Re: Random DM nagging.
Post by: Nephrite on March 06, 2016, 12:53:16 PM
There were a few things you said you wanted to do after everyone returned. I think Ruin Delver's Fortune was on the list?

If you could give the Fatesinger PrC a final pass because there were a few hiccups with durations on things that'd also be swell.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2016, 12:59:13 PM
Added. Anything else?
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2016, 07:51:14 PM
Today's todo list:

1. Work up Cresiel fully.
2. Look at how viable a 10 level War Weaver PrC would be. Design one if it is viable. If not, look into epic feats (maybe).
3. Fatesinger PrC.
4. Deal with Ruin Delver's Fortune.

Okay, fortune first. On reflection I'm going to ban it, as I don't feel that's a reasonable 4th level spell. The problem isn't any one effect in a bubble, it's having so many as an immediate action. It makes it too much of an emergency button to get out of jail free for my tastes, at least for the spell level it is at.

Neph, could you send me the current version of fatesinger?
Title: Re: Random DM nagging.
Post by: Nephrite on March 06, 2016, 07:52:31 PM
Yep.

While you're here, how does Plane Shift work? Could Moore go back to Venya if he wanted to do so? (Obviously with the 5-500 mile from the destination part of things in mind.)
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2016, 08:15:23 PM
Thanks.

Quick note: Ice Assassin is now in banned spells. This one wasn't ever happening anyway, but the upshot is that the spell's a mess I'd rather not deal with. This one's never been used so I'm just confirming the reality of it.

Generally, plane shift can take you to the first layer of a plane. One (usually) can't teleport right into Nessus or Chronias, for instance. However, each plane is different and has different standards, rules and allowances*. In Celestia, with rare exception, anyone who comes to the plane starts on Lunia. There's no absolute rule against teleporting to layers you've already risen to before, but it's highly discouraged and most who aim to usually find something or another to distract them from it. It's really missing the point of Celestia to just teleport on up rather than walking the mountain.

(Throne archons and above are not subject to this, as their duties require them to be able to travel to any of Celestia's first six layers. Most throne archons will have been as high as Jovar by the time they reach that rank, so it's largely an academic issue. It's flatly impossible to teleport, planeshift or gate into Chronias. Woe unto a creature so foolish as to try.)

That being said, needs must as needs must. When there is a need for a creature to quickly ascend, they will find a way. Be it their own spell working without distraction or difficulty, an archon teleporting them, a hidden path being found or whatever the method may be, creatures with sincere and legitimate need to ascend swiftly will find that it happens. Of course what Celestia continues sincere needs and what a creature would may not precisely align with one another.

Anyway, the upshot of this is: In theory yes, and yes if he has a good reason for haste, but usually circumstances will conspire against it or the spell will fail. Also because he skipped right to Venya, Moore's situation is a little unique. That may impact things in some way.

*A plane's teleportation and plane shifting rules are determined by the plane, its rulers and the deities that live there.
Title: Re: Random DM nagging.
Post by: Nephrite on March 06, 2016, 08:22:03 PM
I think it'd be fair to say that Moore would trust in Mount Celestia to guide him wherever he needed to go in that circumstance, but it's good to have the knowledge nonetheless.
Title: Re: Random DM nagging.
Post by: Nephrite on March 06, 2016, 08:37:35 PM
Just for the record, I changed Ruin Delver's Fortune out for Shadow Conjuration. I also noticed I had a blank spell slot, so I added Air Walk since that's a thing that totally came up.
Title: Re: Random DM nagging.
Post by: Nephrite on March 06, 2016, 08:49:06 PM
Also (man triple post) I have some questions about Spiritual Advisor (Complete Champion, p 127)

*It sounds like it summons some sort of spirit that you can effectively have a chat with. Can you actually ask it questions? Is that what leads to giving you the insight bonus on knowledge checks? I'd presume so, but wasn't sure if you could ask multiple types of questions and get multiple insight bonuses.
*I wasn't sure on the rerolling aspect, since you've generally banned that from other spells. I wanted to clarify on that.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2016, 12:43:15 PM
Quote from: Nephrite on March 06, 2016, 08:49:06 PM
Also (man triple post) I have some questions about Spiritual Advisor (Complete Champion, p 127)

*It sounds like it summons some sort of spirit that you can effectively have a chat with. Can you actually ask it questions? Is that what leads to giving you the insight bonus on knowledge checks? I'd presume so, but wasn't sure if you could ask multiple types of questions and get multiple insight bonuses.
*I wasn't sure on the rerolling aspect, since you've generally banned that from other spells. I wanted to clarify on that.

Yes, the questions you ask and the answers to it represent the insight bonus to Knowledge checks. I'd largely handwave it as it's meant to be a purely mechanical bonus rather than something you have a serious back and forth with it.

Yes, no rerolls.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2016, 12:44:09 PM
Today's todo list:

1. Work up Cresiel fully.
2. Look at how viable a 10 level War Weaver PrC would be. Design one if it is viable. If not, look into epic feats (maybe).
3. Fatesinger PrC.
4. Deal with Ruin Delver's Fortune.

Cresiel next. I'm playing with different approaches to something with War Weaver, I may go epic PrC instead of expanding the base PrC.
Title: Re: Random DM nagging.
Post by: Nephrite on March 07, 2016, 01:07:55 PM
Quote from: Anastasia on March 07, 2016, 12:43:15 PM
Quote from: Nephrite on March 06, 2016, 08:49:06 PM
Also (man triple post) I have some questions about Spiritual Advisor (Complete Champion, p 127)

*It sounds like it summons some sort of spirit that you can effectively have a chat with. Can you actually ask it questions? Is that what leads to giving you the insight bonus on knowledge checks? I'd presume so, but wasn't sure if you could ask multiple types of questions and get multiple insight bonuses.
*I wasn't sure on the rerolling aspect, since you've generally banned that from other spells. I wanted to clarify on that.

Yes, the questions you ask and the answers to it represent the insight bonus to Knowledge checks. I'd largely handwave it as it's meant to be a purely mechanical bonus rather than something you have a serious back and forth with it.

Yes, no rerolls.

In that case, if you don't mind, I'm going to switch it to something else because I think that makes it not a great spell for the cost.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2016, 02:24:02 PM
Sure thing.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2016, 02:25:57 PM
Cresiel's mostly done except for his spells, and those will take a little bit. So have a preview.

Hit Dice: 10d12+13d10+231+23 (504 hp)

Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Shield Specialization(Heavy Steel Shield)(3), Shield Ward(K5), Improved Initiative(6), Shieldmate(9), Improved Shieldmate(K10), Arch-Angel's Mystery(12), Toughness(15), Improved Flight(18)
Epic Feats: Epic Shieldmate(21)

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class.

Cresiel casts as a 20th level cleric (caster level 21st).
Title: Re: Random DM nagging.
Post by: Yuthirin on March 08, 2016, 11:55:13 PM
Query: If I create a new power through research or research an existing power to learn it, can I learn it immediately? Or does the Powers Known number listed in the Psion class progression represent a hard cap that cannot be surpassed except as explicitly stated otherwise in other class features?

Quote from: Excerpt From SRDAdding Powers
Psionic characters can learn new powers when they attain a new level. A psion can learn any power from the psion/wilder list and powers from his chosen discipline's list. A wilder can learn any power from the psion/wilder list. A psychic warrior can learn any power from the psychic warrior list.

Powers Gained at a New Level
Psions and other psionic characters perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time a psionic character attains a new level, he or she learns additional powers according to his class description. Psions, psychic warriors, and wilders learn new powers of their choice in this fashion. These powers represent abilities unlocked from latency. The powers must be of levels the characters can manifest.

Independent Research
A psion also can research a power independently, duplicating an existing power or creating an entirely new one. If characters are allowed to develop new powers, use these guidelines to handle the situation.

Any kind of manifester can create a new power. The research involved requires access to a retreat conducive to uninterrupted meditation. Research involves an expenditure of 200 XP per week and takes one week per level of the power. At the end of that time, the character makes a Psicraft check (DC 10 + spell level). If that check succeeds, the character learns the new power if her research produced a viable power. If the check fails, the character must go through the research process again if she wants to keep trying.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 08, 2016, 11:57:21 PM
> Ah, dune. I do have a quickish question.
> Tactical Teleport. Work with War Weaver?

See chat for spell link.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2016, 03:58:03 AM
Quote from: Yuthirin on March 08, 2016, 11:55:13 PM
Query: If I create a new power through research or research an existing power to learn it, can I learn it immediately? Or does the Powers Known number listed in the Psion class progression represent a hard cap that cannot be surpassed except as explicitly stated otherwise in other class features?

Quote from: Excerpt From SRDAdding Powers
Psionic characters can learn new powers when they attain a new level. A psion can learn any power from the psion/wilder list and powers from his chosen discipline's list. A wilder can learn any power from the psion/wilder list. A psychic warrior can learn any power from the psychic warrior list.

Powers Gained at a New Level
Psions and other psionic characters perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time a psionic character attains a new level, he or she learns additional powers according to his class description. Psions, psychic warriors, and wilders learn new powers of their choice in this fashion. These powers represent abilities unlocked from latency. The powers must be of levels the characters can manifest.

Independent Research
A psion also can research a power independently, duplicating an existing power or creating an entirely new one. If characters are allowed to develop new powers, use these guidelines to handle the situation.

Any kind of manifester can create a new power. The research involved requires access to a retreat conducive to uninterrupted meditation. Research involves an expenditure of 200 XP per week and takes one week per level of the power. At the end of that time, the character makes a Psicraft check (DC 10 + spell level). If that check succeeds, the character learns the new power if her research produced a viable power. If the check fails, the character must go through the research process again if she wants to keep trying.

No. Check page 64 of the EPH, it notes that you can't exceed the limits of powers known even through independent research. That line just didn't make it in the SRD, it tends to be fairly brief about certain things.

To be honest, I wouldn't allow it anyway. It would be like a sorcerer researching a spell and then adding it to his spells known above his normal contingent of spells. I'm all for homebrew, but it shouldn't become something with that big a mechanical incentive. You're more than welcome to convert spells to powers (subject to DM approval) or make new powers, they just have to take a slot as a power known.

Side note: The XP cost for making a new power is dropped and not replaced with a GP cost. If you want to make homebrew, you're welcome to without having to spend anything but your own time and effort.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2016, 04:01:02 AM
You'll get an answer tomorrow, Iddy. Yuth's answer took the last bit of reading energy I had for the evening.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2016, 03:56:16 PM
Tryll, since Afina's thread went off on its own thing, is there anything you wanna do while you have a bit of free time?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 09, 2016, 04:43:55 PM
Calleigh wanted to check in on Rosa, and Tryll is free if Moore wants help deciphering the scroll.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2016, 04:00:28 PM
Cresiel's up. He's not quite finished, as he has some gear to get, but that'll be in loot.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2016, 04:34:05 PM
[22:25] <Yuthirin> roll 1d2
[22:25] <Serith> Yuthirin roll for Serith < 1 > [d2=1]
[22:25] <Yuthirin> Yay bot works
[22:26] <Yuthirin> roll 1d20+21
[22:26] <Serith> Yuthirin roll for Serith < 37 > [d20=16]
[22:26] <Yuthirin> Can someone post that in Nagging for me?
[22:27] <Yuthirin> <3
Title: Re: Random DM nagging.
Post by: Ebiris on March 11, 2016, 01:57:41 PM
Operation Silver Shield

Aurora will gate into the vicinity of Hopelorn and the Gehenna/Limbo rift on the astral equidistant from both points and divinations will be performed to locate the absolute centre of the rift. From there our forces will be split into three groups. The first group (Smith) will represent the majority of Aurora's elite spellcasters, with the officers moving to the centre of the rift while the remainder will spread out around it to cover its area as best they can. Using a prearranged signal visible to all (a sunburst spell or similar is recommended), the officers will employ Wish grade magic to seal the rift while the remainder make use of dimensional anchor or dimensional lock spells to weaken the rift in support of the main thrust.

Due to the widespread formation and magical drain after casting wish spells, team Smith will be particularly vulnerable to attack from other groups likely to be present in the area, so a second force composed of mobile and hard-hitting units (Hammer) will also sortie from Aurora to stand guard over Team Smith for the duration of the exercise. The remainder of our forces (Anvil) will remain on station to guard Aurora and, as suggested by the naming scheme, act as a bulwark for Hammer forces to drive the enemy into.

Once the rift has been sealed and local superiority attained, all forces will regroup in Aurora to be redeployed for the cleansing of the Hopelorn ruins under prospective Operation Charcoal Chimmney.

Force Composition
Spoiler: ShowHide

Smith
Command: Tepen (or Jaela if she returns in time)
Officers: Vul'lath, Tryll, Kascha, Surraruthru (bodyguard for Kascha), Balyss, Cresiel, Simmer, (Canderella and Hanna assuming they return in time)
Forces:
77 firre warrior/clerics. They range from 8 to 12 hd, having levels in cleric, paladin of freedom, barbarian and champion of Gwynharwyf. Alignment: Chaotic Good. Morale: 88/100 (Fanatic)
80 healers of medium size. They range from 4 to 10 hd, having levels in healer and cleric. Alignment: Chaotic Good. Morale 80/100 (Good)
20 elite healers of medium size. They range from 11 to 12 hd, having levels in healer and cleric. Alignment: Chaotic Good. Morale: 80/100 (Good)
100 triune movanic devas. They range from 6 to 9 hd, having levels in cleric, fighter and bard. Alignment: Chaotic Good. Morale: 87/100 (Fanatic)
200 hound archons. They range from 6 to 8 hd, having levels in paladin, fighter, ranger, cleric and favored soul. Alignment: Lawful Good. Morale: 60/100 (Fair)
200 justice archons. They range from 6 to 8 hd, having levels in paladin, cleric and fist of raziel. Alignment: Lawful Good. Morale: 60/100 (Fair)
12 githyanki acolytes of medium size. They range from 2 to 10 hd, having levels in sorcerer, wizard and savant. Alignment: Neutral, Chaotic Neutral, Neutral Evil. Morale: 67/100 (Good)

Hammer
Command: Afina
Officers: Baleruk, Moore, Crystal, Misalea, Arrel, Stille, (Adrian and Mirima assuming they return in time)
Forces:
1 Battle Horror
98 Ysgardian warriors. They range from 2 to 5 hd, having levels in fighter and barbarian. Several have lycanthropy, blessed by Selune to be able to control it. Alignment: Chaotic Good. Morale: 100/100 (Devoted)
131 female students of the Graceful Blow. They range from 4 to 10 hd, having levels in sorcerer, fighter and swashbuckler. Alignment: Chaotic Good, Neutral Good, Neutral and Chaotic Neutral. Morale: 100/100 (Devoted)
40 pixies from Lifasa. They range from 3 to 6 hd, having levels in rogue, sorcerer, ranger and scout. Alignment: Neutral Good. Morale: 70/100 (Good)
205 air elementals of small, medium and large size. They range from 3 to 10 hd, having levels in fighter and aerial avenger. Alignment: Neutral. Morale: 82/100 (Fanatic)
500 Ysgardian Regulars of medium size. They range from 3 to 12 hd, having levels in fighter, paladin of freedom, ranger and barbarian. Alignment: Chaotic Good, Chaotic Neutral. Morale: 95/100 (Fanatic)
50 Sylican regulars of medium size. They range from 3 to 12 hd, having levels in many different classes. Alignment: Lawful Good, Neutral Good, Chaotic Good. Morale: 70/100 (Fair)
20 knights of the wise convent. They range from 6 to 12 hd, having levels in fighter, rogue and knight of the wise convent. Alignment: Lawful Good, Neutral Good, Chaotic Good. Morale: 77/100 (Good).
28 air elementals of shinear. They range from 3 to 10 hd, having levels in dragon shaman. Alignment: Neutral, Neutral Good. Morale: 80/100 (Good)
50 elven detachment of the confederation of liberators. They range from 5 to 12 hd, having levels in many different classes. Alignment: Chaotic Good. Morale: 77/100 (Good)
100 triune courre. They range from 3 to 5 hd, having levels in cleric, healer and favored soul.  Alignment: Chaotic Good. Morale: 87/100 (Fanatic)
84 pixies of the purple pixie brigade. They range from 5 to 10 hd, having levels in rogue, fighter and scout Alignment: Chaotic Good, Chaotic Neutral, Neutral. Morale: 70/100 (Good)
50 freed eidolons of rimefire. They range from 12 to 13 hd, having levels in sorcerer and frost mage. Alignment: Chaotic Good. Morale: 60/100 (Fair)
30 ladies of the butterfly kinship. They range from 7 to 10 hd, having levels in druid. Alignment: Neutral Good, Neutral, Chaotic Neutral. Morale: 74/100 (Good)
100 lantern archons. They range from 3 to 4 hd, having levels in scout. Alignment: Lawful Good. Morale: 60/100 (Fair)
210 lillend. They range from 8 to 14 hd and have levels in bard. Alignment: Chaotic Good. Morale: 70/100 (Fair)

Anvil
Command: Ithea
Officers: Sylvie, Dana, Ebony, Ellese, Morniel, Tannin, Master, (Vivantha, Meillarberyl, Moonlight, and Mirajane assuming they return in time)
Forces:
1 Ironwyrm Dragon
3 Slaughtestone Behemoths
1 Shredstorm
55 cloud giant warriors from Elysium. They range from 17 to 17 hd, having levels in fighter. Alignment: Neutral Good and Chaotic Good. Morale: 100/100 (Devoted)
66 dire wolves. They range from 6 to 8 hit dice, having levels in fighter, spell-less ranger and scout. Alignment: Neutral. Morale: 95/100 (Fanatic)
231 elven warriors. They range from 4 to 8 hd, having levels in various classes. Alignment: Chaotic Good. Morale: 83/100 (Fanatic)
50 earth elementals of medium size. They range from 6 to 7 hd, having levels in fighter and ranger. Alignment: Neutral. Morale: 84/100 (Fanatic)
50 fire elementals of medium size. They range from 6 to 7 hd, having levels in fighter, scout and hexblade. Alignment: Neutral. Morale: 89/100 (Fanatic)
50 water elementals of medium size. They range from 6 to 7 hd, having levels in fighter, rogue and monk. Alignment: Neutral. Morale: 89/100 (Fanatic)
50 air elementals of medium size. They range from 6 to 7 hd, having levels in fighter, rogue and ninja. Alignment: Neutral. Morale: 84/100 (Fanatic)
12 earth elementals of large size. They range from 8 to 10 hd, having levels in fighter and dwarven defender. Alignment: Neutral. Morale: 84/100 (Fanatic)
163 catfolk warriors of medium size. They range from 3 to 8 hd, having levels in many various classes. Alignment: Neutral, Neutral Good, Chaotic Good, Chaotic Neutral. Morale: 98/100 (Fanatic)
25 conflagration oozes of large size. They range from 7 to 7 hd, having levels in fighter. Alignment: Neutral. Morale: 69/100 (Good)
143 tortles of medium size. They range from 3 to 7 hd, having levels in many various classes. Alignment: Neutral, Neutral Good. Morale: 90/100 (Fanatic)
992 refugees from the burning aeropolis. They range from 4 to 12 hd, having levels in monk, fighter, swashbuckler and various monk PrCs. Alignment: Neutral, Neutral Good, Chaotic Neutral, Chaotic Good. Morale: 87/100 (Fanatic)
100 satyrs of the sunrise. They range from 5 to 8 hd, having levels in bard, jester and battle dancer. Alignment: Chaotic Good. Morale: 72/100 (Good)
120 fey-blooded centaurs of halas. They range from 4 to 9 hd, having levels in fighter and deepwoods sniper. Alignment: Chaotic Good, Chaotic Neutral. Morale: 68/100 (Good)
50 dire lions. They range from 8 to 12 hd and do not gestalt. Alignment: Neutral. Morale: 50/100 (Fair)
50 griffons. They range from 7 to 12 hd and do not gestalt. Alignment: Neutral. Morale: 50/100 (Fair)
46 mineral quasi-elementals. They range from 3 to 10 hd, having levels in fighter. Alignment: Neutral. Morale: 60/100 (Fair)


Projected Forces Present
Spoiler: ShowHide

As this situation represents a potential flashpoint in interplanar dynamics, a large number of agencies are expected to take an interest and either be on-site or appear during our operation. The line between friend and foe could blur and allegiances could shift, so here is a list of expected forces that could be encountered and how they are to be dealt with.

Forces of Law

Devils under Bel: As Aurora has to appear to fix this situation and the astral isn't particularly friendly to us, this represents a prime opportunity for Bel's forces to attack. However the situation is muddied by the following...
Devils under Lixer: While Lixer would wish to attack to save face and could present a threat, the situation is as much his making as ours and so he may instead be forced to put aside his emnity and focus on repairing the rift.
Other Devils: The astral plane becoming akin to the abyss would be a disaster for devil-kind and so forces under the other 8 Lords could be present solely to repair the rift without giving any consideration to our Crusade.

The situation thus is rife for inter-devil strife, and while it is tempting to try and play on that two things must be considered. Firstly forces under Bel and forces under Mephistopheles are functionally identical to the eye, thus lowering our guard for one could allow a sneak attack by the other. Secondly, and most importantly, devils have abused the expectations of truce and parlay in the past to pursue a temporary tactical advantage. Therefore under no circumstances are Aurora's forces to accept negotiation with devil forces nor work alongside them. While we could allow their presence without starting a fight, they must be kept under strict observation and separation so as to deny any chance to mingle with our forces.

Mechanus: A planar rift of this nature represents a break from the norm that is likely to be challenged by Inevitables. Despite past friction with their kind they could be considered helpful in this situation. Keeping them apart from Baleruk is still wise.

Celestia: Thanks to friendly relations with Celestia and a large contingent from there amongst our forces, any detachment from the Holy Mountain is to be welcomed with open arms and incorporated into our command structure where possible.
Celestia (Bahamut): Unlikely to be present so no special measures are required. If any do appear then courtesy should be observed but a watchful stance prepared.

Forces of Chaos

The Abyss: The prospect of the astral plane becoming like their plane will no doubt be irresistible to creatures from the Abyss, although the freshness of the situation may be enough to prevent a large force being mustered. Any demons on site are to be treated as hostile and engaged early, however given the near certainty of Hell's presence it would be prudent to divert them towards Baatezu forces where possible so as to solve both problems.

Limbo: Slaad are far more likely to be present as one end of the rift opens out into their home plane. The novelty of the situation suggests they are likely to work to maintain or expand the rift, however attempts at persuading them to depart before force is required.

Arborea: The evil nature of the rift as well as our good relations with the Court of Stars and Arvandor mean that any coming from this quarter can reliably be considered our allies and so they should be welcomed and made use of wherever possible.

Other

Locals: Due to how time functions on the astral, no natives could have had time to appear, or else sufficient time has passed for the githyanki to muster an armada. In either case astral natives are unlikely to view the rift positively and so diplomatic efforts should be taken to gain their aid and shift blame onto the devils.

Yugoloths: While the Limbo portion of the rift means it isn't ideal, yugoloths can be expected to use the rift for their advantage. It is considered that they are more likely to use the threat of their interference to wring concessions rather than risk actual battle. Judgement will have to be exercised as to what price we are willing to pay and how far we can press their bluff dependant on how crowded the situation is getting.

Hopelorn: While those of great power resident in Hopelorn have likely already fled for more stable environs, a great mass of undead too weak or incapable of departing are likely present (note due to the astral's properties, mindless undead are of no threat) along with those of middling power hoping to scavenge what they can from those who've fled. They are unlikely to prove a meaningful factor in this operation but should be exterminated with prejudice if they make any motion towards interference.


I've only used officers that are in the new topic. Dudes we have in the old topic that haven't been upgraded can be assumed to be in reserve or something?
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2016, 01:59:42 PM
If you need someone in the old topic, say so and I'll bring them over.

More on this when I'm not so sick and congested.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2016, 02:41:17 PM
Iddy's PrC is up over in homebrew on the R&S board.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 11, 2016, 11:29:35 PM
Quote from: Anastasia on March 11, 2016, 02:41:17 PM
Iddy's PrC is up over in homebrew on the R&S board.

Yay, thanks!

As an aside, I asked in chat and you said you'd have to read deeper: Could I send scroll/wand spells through the tapestry? Also Tactical Teleportation thing.
Title: Re: Random DM nagging.
Post by: Nephrite on March 11, 2016, 11:31:28 PM
Moore's fine going wherever, as a note.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 12, 2016, 12:12:51 AM
Quote from: Ebiris on March 11, 2016, 01:57:41 PM
Operation Silver Shield

I'm mostly alright with where I got put, but I'm going to keep that tentative depending on how my rebuild turns out. I may be more effective elsewhere. That being said: Kascha.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 12, 2016, 02:30:11 PM
Quote from: Ebiris on March 11, 2016, 01:57:41 PM
Operation Silver Shield

This works for me.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2016, 02:43:30 PM
Quote from: Iron Dragoon on March 11, 2016, 11:29:35 PM
Quote from: Anastasia on March 11, 2016, 02:41:17 PM
Iddy's PrC is up over in homebrew on the R&S board.

Yay, thanks!

As an aside, I asked in chat and you said you'd have to read deeper: Could I send scroll/wand spells through the tapestry? Also Tactical Teleportation thing.

1. No, it's your spells, not things cast from scrolls or items.

2. Yes, because tactical teleportation requires willing targets. There's two ways a spell can qualify for eldritch tapestry. One is to be a saving throw with the (harmless) notation, the second is a spell that explicitly requires willing targets.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 12, 2016, 04:46:13 PM
Quote from: Anastasia on March 12, 2016, 02:43:30 PM
Quote from: Iron Dragoon on March 11, 2016, 11:29:35 PM
Quote from: Anastasia on March 11, 2016, 02:41:17 PM
Iddy's PrC is up over in homebrew on the R&S board.

Yay, thanks!

As an aside, I asked in chat and you said you'd have to read deeper: Could I send scroll/wand spells through the tapestry? Also Tactical Teleportation thing.

1. No, it's your spells, not things cast from scrolls or items.

2. Yes, because tactical teleportation requires willing targets. There's two ways a spell can qualify for eldritch tapestry. One is to be a saving throw with the (harmless) notation, the second is a spell that explicitly requires willing targets.

So how's that going to work with the Abjuration Specialist level 10 ability that makes Abjuration spells with a range of Personal extend to Touch? Is it assumed that they will be (harmless) or willing targets?
Title: Re: Random DM nagging.
Post by: Corwin on March 14, 2016, 05:13:37 PM
I want to ask if Jaela's recent situation works for either of the following:

http://www.soulriders.net/forum/index.php/topic,101729.msg1037052.html#msg1037052
http://www.soulriders.net/forum/index.php/topic,101729.msg1036528.html#msg1036528
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2016, 10:24:22 PM
Quote from: Corwin on March 14, 2016, 05:13:37 PM
I want to ask if Jaela's recent situation works for either of the following:

http://www.soulriders.net/forum/index.php/topic,101729.msg1037052.html#msg1037052
http://www.soulriders.net/forum/index.php/topic,101729.msg1036528.html#msg1036528

Doesn't look like it offhand.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2016, 12:08:28 AM
Quote from: Iron Dragoon on March 12, 2016, 04:46:13 PM
Quote from: Anastasia on March 12, 2016, 02:43:30 PM
Quote from: Iron Dragoon on March 11, 2016, 11:29:35 PM
Quote from: Anastasia on March 11, 2016, 02:41:17 PM
Iddy's PrC is up over in homebrew on the R&S board.

Yay, thanks!

As an aside, I asked in chat and you said you'd have to read deeper: Could I send scroll/wand spells through the tapestry? Also Tactical Teleportation thing.

1. No, it's your spells, not things cast from scrolls or items.

2. Yes, because tactical teleportation requires willing targets. There's two ways a spell can qualify for eldritch tapestry. One is to be a saving throw with the (harmless) notation, the second is a spell that explicitly requires willing targets.

So how's that going to work with the Abjuration Specialist level 10 ability that makes Abjuration spells with a range of Personal extend to Touch? Is it assumed that they will be (harmless) or willing targets?

Probably, yes. RAW it's not really clear but I'd assume so, since any spell you cast on yourself would have to be on a willing target by definition.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 17, 2016, 01:48:25 AM
New char sheet is up.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2016, 03:59:54 PM
Okay. Post a copy of your old sheet to the cemetery for posterity and reference.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2016, 04:36:07 PM
To be clear to Yuth/Merc: We're waiting in topic on what y'all wanna do before we move on.
Title: Re: Random DM nagging.
Post by: Merc on March 17, 2016, 04:45:19 PM
Posted. Didn't think I was needed for qnything to move on honestly.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 17, 2016, 04:58:10 PM
I'm not a general, someone command me!
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2016, 07:35:06 PM
I command you to whimper.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 17, 2016, 07:39:35 PM
Denied! INSUBORDINATION!
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2016, 09:15:16 PM
I command that you give me tribute.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 17, 2016, 09:36:27 PM
Denied! IMPERTINENCE!
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2016, 10:09:02 PM
I command that you give all the other party members treasure.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 17, 2016, 11:54:44 PM
That's YOUR JOB
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 12:03:37 AM
Such a cruel little courre, abusing an innocent DM.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 18, 2016, 12:48:26 AM
You know what? Fine.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 18, 2016, 12:53:46 AM
Also, since I make the rules now:

1: No take-backs. You can't take this power away from me.
2: You dun goofed.
3: you still have to DM this game.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 02:49:05 AM
Yuthirin runs into rule 0.

Yuthirin is defeated.

Yuthirin whimpers in a corner.

BAD END.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 03:21:17 AM
So since tonight was extremely quiet, I took the chance to do some DM work. I'm working on a spell booster pack for the polymorph subschool. The subschool's a good idea, but as it came late in 3.5's life, there's not a lot of material for it. This booster aims to fix it, as well as pressing into epic polymorph spells. Here's a few examples to whet your appetite. Do note none of these are final yet, spell levels may change once I go over the numbers.

Heavenly Hunter's Form
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a celestial dire tiger (see below). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Spoiler: ShowHide


Size/Type: Large Magical Beast
Hit Dice: 16d8+48 (123 hp)
Initiative: +2
Speed: 40ft
Armor Class: (-1 size, +2 dex, +6 natural)
Base Attack/CMB/CMD: +12/+21/37
Attack: Claw+20 (2d4+8)
Full Attack: 2 claws+20 (2d4+8) and bite+14 (2d6+4)
Space/Reach: 10ft/10ft
Special Attacks: Improved grab, pounce, rake, smite evil.
Special Qualities: Damage reduction 10/magic, resistance to acid, cold and electricity 10, spell resistance 21, darkvision 60ft, low-light vision, scent.
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide+13, Jump+18, Listen+12, Move Silently+13, Spot+12, Swim+18
Feats: Alertness(1), Run(3), Weapon Focus(Claw)(6), Stealthy(9), Improved Natural Attack(Claw)(12), Improved Natural Attack(Bite)(15)
Epic Feats: -
Alignment: Neutral

Improved Grab (Ex)

To use this ability, a celestial dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the CMB check, it establishes a hold and can rake.

Pounce (Ex)

If a celestial dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex)

Attack bonus +18 melee, damage 2d4+4.

Smite Evil (Su)

Once per day a celestial dire tiger can make a normal melee attack to deal 16 extra damage against an evil foe.



Pixieshape
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pixie (MM 236), including the bow and arrows normally used by such creatures. You may use each of the pixie's once per day spell-like abilities once per casting of the spell, except for irresistible dance, which you cannot use. You have a supply of 2 memory loss and 2 sleep special arrows, which vanish when the spell ends. See the polymorph subschool sidebar (CM 91) for more information.

Body of the Astral Deva
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration 1 round/level

You take the form of an astral deva (MM 11). You gain 30 temporary hit points, which expire at the end of the spell. You may use each of the astral deva's at will spell-like abilities once per casting of the spell, and you may not use it's once per day spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 18, 2016, 01:11:14 PM
Wait, the polymorph subschool isn't banned?
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 01:28:52 PM
From houserules:

QuotePolymorph magic, barring the polymorph subschool spells with one fixed form (Polymorph is a clusterfuck in 3.5 and wholly open to abuse. The later spells are far better balanced.)

So SRD Polymorph? Out. Shapechange? Not happening. Dragonshape from the PHB2? That's okay. A single form for a single spell's much easier to deal with, and the rules of the polymorph subschool help cut out some of the more abusive parts of polymorph shenanigans anyway. You basically trade in your abilities and powers (including class abilities) and gain the stat block of the creature you transform into (except for alignment, hit points, hit dice for the sake of effects and languages understood/spoken). If you aren't up on how that works, read the sidebar on page 91 of Complete Mage.

Tepen's had Dragonshape for awhile now, though he's never had cause to use it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 01:43:45 PM
Merc, we're still waiting for you to post. If you can't post, just say so.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 18, 2016, 02:16:30 PM
Son of a bitch, l thought it was totally banned.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 02:20:26 PM
Quote from: Yuthirin on March 18, 2016, 02:16:30 PM
Son of a bitch, l thought it was totally banned.

No. To be totally honest, with gestalt and the big ones banned, the remaining spells are well balanced and not entirely needed. Gestalt builds means there's less need to assume a totally new skill set and stat block. The lack of variety hurts as well, so I'm hoping to fix that aspect of it and offer some new options.
Title: Re: Random DM nagging.
Post by: Merc on March 18, 2016, 05:08:06 PM
I'll post when I get home.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2016, 05:27:14 PM
Quote from: Merc on March 18, 2016, 05:08:06 PM
I'll post when I get home.

Cool, thanks. Today ended up being a nothing day anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2016, 06:22:37 PM
Since it came up in PM and Iddy's not here (and I also want to get this on record): No to time stop in the eldritch weave. Half game balance and half game management issues. Just too much of a hassle and a power escalation for my tastes.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 19, 2016, 10:57:44 PM
Quote from: Anastasia on March 19, 2016, 06:22:37 PM

Since it came up in PM and Iddy's not here (and I also want to get this on record): No to time stop in the eldritch weave. Half game balance and half game management issues. Just too much of a hassle and a power escalation for my tastes.

Boo. I realized my spell cap is level 6 though so it doesn't matter anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2016, 11:13:56 PM
Seven, actually. The prereq feat into the PrC boosts it by 1 and the class features you have boost it by 1. You're still way short.
Title: Re: Random DM nagging.
Post by: Anastasia on March 20, 2016, 04:27:13 AM
From the department of news:

1. Assuming the party survives this adventure without provoking something else, free time is on tap. So start thinking about personal to-dos, side quests and so forth. This isn't a bad time to ask questions, especially if they're ones that require some homework.

2. Aurora's shops will update sometime soon after the adventure. Save your money, y'all.

3. The party maintaining polite relations with the githyanki was a factor in getting that scroll of Vlaakith's haste. Never hurts to avoid alienating people when you can help it.

4. I'm making a bunch of polymorph subschool spells for a spell booster post. Any creatures you'd like there to be a spell for, y'all?
Title: Re: Random DM nagging.
Post by: Corwin on March 20, 2016, 04:28:33 AM
Solar.
Title: Re: Random DM nagging.
Post by: Anastasia on March 20, 2016, 04:31:49 AM
Sure, though that would be an epic spell. An adult mature red dragon is level 9 (and probably a case like elemental monolith, where the scale of previous spells is upset to cram something into 9th level magic) and I tentatively have a pit fiend as a level 10 spell. Solar would be around 13-14, maybe?

To be fair, I'm not sure about the pit fiend as a level 10 spell, but hence still working it out.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 20, 2016, 09:40:01 PM
Came up in chat, but is Heward's Fortifying Bedroll still viable, or do you not want me to use it? If not, can I get the gold back for it?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 20, 2016, 10:44:53 PM
On a different note, my next choice for Adaptable Tapestry is as follows, from this post: http://www.soulriders.net/forum/index.php/topic,103075.msg1050497.html#msg1050497

Might of the Planetar
Transmutation
Level: Sor/Wiz 7, Initiate of Alicia 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverise any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to Natural Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.

Title: Re: Random DM nagging.
Post by: Anastasia on March 20, 2016, 10:52:18 PM
That's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on March 20, 2016, 11:19:55 PM
Minor update: A new 0 level spell has been added to the spell collection. It's called misteyes and it's from an old thing of mine.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2016, 02:06:24 AM
A new monster posted to characters and monsters. Read the notes and fluff tabs first, they aren't really serious. They're as close to a joke monster as I'd ever do in a serious campaign, even one I intend never to use.

Backstory: I promised myself I'd make them years ago on a whim. I forget the exact details, but my DM room on IRC is named cowwoods. That inspired some jokes about that and the idea to make infiltration cows came up. I'd had a note in that room's topic for years to do it and I finally felt the urge to do so.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2016, 03:22:35 PM
Quote from: Iron Dragoon on March 20, 2016, 09:40:01 PM
Came up in chat, but is Heward's Fortifying Bedroll still viable, or do you not want me to use it? If not, can I get the gold back for it?

How memorizing spells works for a wizard is this.

1. A wizard has to rest 8 hours (or however many in case something altering that, such as the bedroll).
2. They can spend an hour to prepare spells.
3. However, wizards get a daily allotment of spell slots to memorize spells in. The PHB pages 177 and 178 go into this. It's possible to leave some slots open and memorize again, though you can't go over your daily allotment of spells.
4. A wizard can fill empty slots as many times as they like per day, so long as they spend the minimum 15 minutes of preparing. Past the first time of the day (fresh off rest), they can't switch prepared spells around.
5. Heward's fortifying bedroll doesn't mention overcoming the daily limit.

Ergo, while you can rememorize if you had let blank slots open, you can't use it to rest mid day and recover expended spell slots. It's a daily limit of them.

If that's not what you want out of the item, you're welcome to get a refund.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 22, 2016, 12:58:02 PM
Is Sakkratar's Triple Strike a legal spell for the game and for astral?
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2016, 01:18:26 PM
Yes and yes. The Astral only really impedes teleportation and plane shifting.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 22, 2016, 01:33:18 PM
More question, does the +4 bonus from Greater Spell Focus: Abjuration also apply to dispel/counterspelling attempts?
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2016, 01:39:40 PM
Quote from: Iron Dragoon on March 22, 2016, 01:33:18 PM
More question, does the +4 bonus from Greater Spell Focus: Abjuration also apply to dispel/counterspelling attempts?

The bonus from greater spell focus is +1, or +2 total since it stacks with spell focus. That being said, it doesn't. It's a bonus to the DC of saving throws from spells from that school, which isn't connected to your dispel checks.

I don't think master specialist or your PrCs/abilities have anything that changes this, but correct me if I'm wrong.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 22, 2016, 01:42:01 PM
Don't think they do. Just wanted to double check since I'm pre-mathing the bonuses.
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2016, 01:44:35 PM
Sure thing. What do your dispel checks end up at?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 22, 2016, 02:05:21 PM
Quote from: Anastasia on March 22, 2016, 01:44:35 PM
Sure thing. What do your dispel checks end up at?

Well, once all spells are in effect, I'll wind up with a +11 bonus in addition to CL bonuses. I'll also auto-pass the Spellcraft ID checks, automatically know the CL of the spell, and I'll be able to sense all SLAs within 100 ft., so I think that means I'll be able to counterspell those, too.

Note that those auto-pass stuff only last for a single dispel attempt, which I didn't fully realize, so I'd like either approval to buy wands of those spells for the upcoming combat, or I'll need to snag them after this encounter. Spells are Spellcaster's Bane and Battlemagic Perception. The third spell I'm getting bonuses from is Duelward, but that's tapestry legal, so I'll need to cast that myself.
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2016, 02:06:31 PM
It's a bit too late to buy things, so that'll have to wait until after this adventure.
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2016, 02:28:48 PM
Since Cor asked for this. This is really tentative and may change before being officially posted, so bear that in mind.

Star Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a solar (MM 12), including the greatsword and bow and arrow normally used by such creatures. You gain 140 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the solar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities or its resurrection spell-like ability. The solar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 23, 2016, 09:15:49 PM
Quote from: Anastasia on March 22, 2016, 02:28:48 PM
Since Cor asked for this. This is really tentative and may change before being officially posted, so bear that in mind.

Star Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a solar (MM 12), including the greatsword and bow and arrow normally used by such creatures. You gain 140 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the solar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities or its resurrection spell-like ability. The solar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

Does this not also give the ability bonuses that a Solar receives?
Title: Re: Random DM nagging.
Post by: Anastasia on March 23, 2016, 10:25:49 PM
You gain the stats of a baseline solar (which should link to the revised one I used and not the SRD/MM one, by the way). So your ability scores become that of the solar's. To quote myself from a few pages back?

QuoteYou basically trade in your abilities and powers (including class abilities) and gain the stat block of the creature you transform into (except for alignment, hit points, hit dice for the sake of effects and languages understood/spoken). If you aren't up on how that works, read the sidebar on page 91 of Complete Mage.

So you take on the ability scores of the creature you morph into. You take on everything except what's noted there. So if you transformed into a tortle that had a Strength score of 15, you'd have that Strength score while you were in that form. Conversely, you wouldn't have access to any of your class features, racial features or pretty much anything else.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 24, 2016, 02:25:56 AM
Ok!
Title: Re: Random DM nagging.
Post by: Corwin on March 24, 2016, 06:56:39 AM
To clarify something here, you do still have your spells? You don't just use an epic spell to get a solar's form, except without his magic or yours?
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2016, 11:46:09 AM
No, you lose class features when you use a polymorph subschool spell. That includes spellcasting.
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2016, 11:49:08 AM
Also Cor, I'm waiting on you to post.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 24, 2016, 12:16:58 PM
Last post says you'll post more once Ithea's thread catches up...?
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2016, 01:06:06 PM
Quote from: Yuthirin on March 24, 2016, 12:16:58 PM
Last post says you'll post more once Ithea's thread catches up...?

Yeah, I was on the wrong page of the thread. My fault.
Title: Re: Random DM nagging.
Post by: Anastasia on March 25, 2016, 04:20:53 AM
Sorry about the lack of posting tonight, life happened. Posting will resume in the morning.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 29, 2016, 12:41:01 AM
Hey guys! What do you think about Limited Wish being reduced to 25% spell failure instead of 50%?

This came up because I was lamenting the fact that Bend Reality (psionics' Limited Wish clone, an 8th level power) has the same spell failure as Reality Revision (psionics' Wish clone, a 9th level power) with half the functionality.

This change would provide a role for Limited Wish and its analogs with less intensive cost to the user for things that actively do not require ULTIMATE POWER, but instead need Power More Serious Than Normal.
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2016, 12:47:50 AM
No strong opinion, so what do y'all think?
Title: Re: Random DM nagging.
Post by: Merc on March 29, 2016, 01:20:31 AM
No strong opinion.
Title: Re: Random DM nagging.
Post by: Corwin on March 29, 2016, 02:59:06 AM
Give clerics a Limited Miracle?  >_>
Title: Re: Random DM nagging.
Post by: Ebiris on March 29, 2016, 03:53:32 AM
No strong opinion.
Title: Re: Random DM nagging.
Post by: Nephrite on March 29, 2016, 08:54:00 AM
As someone who will be picking up Limited Wish soon-ish, I'm fine with this. :D

Really, it makes sense that a stronger spell would have a stronger drawback.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 29, 2016, 01:35:36 PM
Since I have limited wish already memorized, I'd say I agree.

Outside of that, since it is a less powerful version of Wish, I think it should have less severe penalties. I don't know if 25% is the right number, but I think it should be lessened.
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2016, 02:26:15 PM
Okay, since no opposition and a few votes in favor, change passes. I'll update houserules.
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2016, 02:32:00 PM
Houserules updated. Predictably, it's in the wish/miracle section of magic.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2016, 02:47:40 PM
This is a small booster for polymorph subschool spells. It runs with the format in Complete Mage and uses this for more forms and options. These will go into the spell collection and homebrew after a chance for people to comment, in case any of those provoke changes. Notes as follows.

- When selecting a good polymorph subschool spell for yourself, you need to choose something that's relevant at your power level and that gives something worthwhile in exchange for what you give up. The most likely reasons are for raw combat power, for versatility of abilities beyond your normal grasp or for mobility. A wise choice options up a new realm of options for the caster, while a poor choice leaves them shorn of their spellcasting when they need it the most.

- The drawback of these spells is more pronounced in gestalt, while the strength of them is watered down. Versatility is less needed and most people aren't pure casters. This isn't to say that these spells are worthless in gestalt, but they are less useful.

- At heart, these spells are useful but situational. They're far less powerful than standard polymorph or shapechange. Imagine each as a single tool versus the full tool kit of polymorph or shape change.

- The secondary purpose of this is to establish some epic polymorph spells, help feel that out. Bear in mind those are a little tentative as a result of that.

- Each spell will have some italicized text to note what the purpose of the spell is from a design standpoint.

---

27 jokes aside, this one is meant to complement the spells from Complete Scoundrel. There's spells that turn you into a fish and a bird there, so one with a burrow speed covers that aspect of movement.

Badgerform
Transmutation (Polymorph)
Level: Drd 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a badger (MM 268). See the polymorph subschool sidebar (CM 91) for more information.

These elemental form spells can be adapted to other elemental types. Some may not balance precisely and require a different touch, but the skeleton for them is there. T over in B5 may be interested in this spell, actually.

Least Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a small ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052798.html#msg1052798)). See the polymorph subschool sidebar (CM 91) for more information.

This one's offers some spells and a way to go partially dragon for a short period of time.

Draconic Champion
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a dragonborn spirit (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1057748.html#msg1057748)), including the scimitar and breastplate normally used by such creatures. You gain 20 temporary hit points, which expire at the end of the spell. You may use any of the dragonborn spirit's spell-like abilities once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.

As least, except it also gives temp HP now. The previous spell's a little too weak for it. +1 level for 1 advancement category of elemental seems about right.

Lesser Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a medium ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052800.html#msg1052800)). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Pixieshape is a prime example of a form that is physically weak but has excellent options nonetheless. How to place and price these forms is tricky. In this case, 4th level to match improved invisibility felt right.

Pixieshape
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pixie (MM 236), including the bow and arrows normally used by such creatures. You may use each of the pixie's once per day spell-like abilities once per casting of the spell, except for irresistible dance, which you cannot use. You have a supply of 2 memory loss and 2 sleep special arrows, which vanish when the spell ends. See the polymorph subschool sidebar (CM 91) for more information.

No great change from the last one. No one really needs all of these spells, but the various form allows casters of greatly varying power to access a level-appropriate elemental form.

Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a large ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052805.html#msg1052805)). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

See the last ice spirit spell. Same here, not much to add yet.

Greater Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a huge ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052807.html#msg1052807)). You gain 40 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

This one's to note that it's possible to use templated creatures for these spells. At least basic templates, anyway.

Heavenly Hunter's Form
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a celestial dire tiger (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1068007.html#msg1068007)). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Another ice elemental spell. 7's about right for a greater elemental or maybe even a bit weak for it.

Least Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a greater ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052810.html#msg1052810)). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Specialized forms can be harder to place. In this case, the crystal reef hunter is really good at what it does, but that only applies underwater. If you need this, it's a great option. If you don't, it's worthless. I generally aim for it to be reasonably balanced assuming that you need it.

Predator of the Crystal Waves
Transmutation (Polymorph)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a crystal reef hunter (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1055191.html#msg1055191)). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

The temp HP of these forms continue to rise. I've been eyeballing those, since I didn't notice any rhyme or reason to the amount of temp HP the canon spells give.

Lesser Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an elder ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052812.html#msg1052812)). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

This form is all about the unusual options. Its SLAs give a normal wizard access to things he normally wouldn't have, as well as a host of special abilities. In this case, the sheer variety pushes it up to 9th level.

Body of the Astral Deva
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an astral deva (MM 11), including the mace normally used by such creatures. You gain 30 temporary hit points, which expire at the end of the spell. You may use each of the astral deva's at will spell-like abilities once per casting of the spell, and you may not use it's once per day spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

This one's both experimental and possibly subject to being moved. That's okay since it's not a spell any of y'all are going to use. An undead, incorporeal polymorph is unorthodox (and RAW illegal as I understand it, could be wrong), so consider this one an experiment. Likewise, I'm not sure about the level of this spell. It's not quite as good as the other 9th level polymorph subschool spells, but it gives incorporeality and a good suite of abilities, so eh.

Sharran Avenger
Transmutation (Polymorph) [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a face of loss (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1054968.html#msg1054968)). You gain 50 temporary hit points, which expire at the end of the spell. Spawn that you create are no longer under your control once the spell ends, though they are friendly towards you. See the polymorph subschool sidebar (CM 91) for more information.

This spell is an exception to the rule that incorporeal creatures are immune to polymorph subschool spells. You are able to take this form and maintain it for the spell's duration; you do not die for having no Constitution score.

Who wouldn't like to take the form of a pit fiend? Well, anyone not a lawful evil jerk, anyway. This form's like the astral deva one above, except a bit stronger and without the versatility. Still not a bad option for what it is.

Champion of the Pit
Transmutation (Polymorph) [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pit fiend (MM 57). You gain 90 temporary hit points, which expire at the end of the spell. You may use any of the pit fiend's at will spell-like abilities once per casting of the spell, you cannot use its once per day or once per year spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

This one's bumped to 10th level. I feel it's borderline but reasonable. It may not be quite as good as dragonshape, though dragonshape's one of those 9th level spells that's a little too strong, like they wanted to cram a concept into non-epic game play. Sort of like summon elemental monolith, which is certainly appropriate to mention here.

Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an ice para-elemental monolith (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052835.html#msg1052835)). You gain 100 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Planetars are meant to show that you can choose a creature with innate spellcasting, but that you don't get to use it. As such, the spell needs to be properly discounted since you're not getting that aspect of the creature.

Planet Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a planetar (MM 11), including the greatsword normally used by such creatures. You gain 70 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the planetar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities. The planetar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

As planet defender, except a solar. Resurrection's barred on purpose, as it's campaign limited. This might be a 13th level spell, it fell on the border and I opted to keep it at 12th for now.

Star Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a solar (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1050385.html#msg1050385)), including the greatsword, bow and arrows and breastplate normally used by such creatures. You gain 140 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the solar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities or its resurrection spell-like ability. The solar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

I have no idea if this one's at the right level, since primal magic's so hard to price. Even cut down to one use it offers a shot of amazing versatility. This one will see revision in the future, it's mostly a placeholder to finish the elemental forms.

Greater Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a primal ice para-elemental (see here (http://www.soulriders.net/forum/index.php/topic,103072.msg1052844.html#msg1052844)). You gain 200 temporary hit points, which expire at the end of the spell. You may use the primal ice para-elemental's primal magic spell-like ability once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.
Title: Re: Random DM nagging.
Post by: Merc on April 02, 2016, 08:49:59 PM
[20:20] <Nephrite> [19:37] <Nephrite> Is there any fluff or documented information on anarch stuff?
[20:20] <Nephrite> [20:46] <Kotono> The Manual of the Planes mentions them. Your best bet is to talk to Merc about how it's worked for him.
[20:20] <Nephrite> [20:48] <Nephrite> Okay.
[18:38] <Merc-zzz> There isn't really any fluff on Anarchs. As mentioned by Dune, they're noted in MotP, but it's minor, just that they're exceedingly rare in Limbo, and even rarer outside of it. Anarchs are all different, not just in personality/behavior, but how they go about controlling Limbo. For Ithea in particular, when she did her wisdom test to see if she could control it, she basically just knew/suspected and then it was trial and error to see what worked for her. I tend to think of it in terms of commands/yanking control for what works best for Ithea, and imagining the results she desires, building every detail as best she can, which is why she says things like imagining a funnel or such. She literally builds a mental construct of a funnel. I basically imagine John Stewart from Green Lantern, I build mental plans and then manage the construction of it, and I want solid images. For Moore, all we've been told is that it's an it's like a mental itch. If anything, I would recommend using another Green Lantern for inspiration, in this case Kyle Rayner, who is an artist. He just goes off whims/instinct, more flighty and flexible, and freeform imagination.
[18:39] <Merc-zzz> I tend to think that Green Lanterns are honestly a great way to imagine an Anarch's control of Limbo.
[18:46] <Merc-zzz> https://skoce.files.wordpress.com/2011/05/gl-rebirth-6-of-6-08.jpg
[18:46] <Merc-zzz> https://skoce.files.wordpress.com/2011/05/gl-rebirth-6-of-6-09.jpg

Random reply to Neph regarding Anarchs.

Feeling a bit better, hopefully will be all good by tomorrow.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 12:44:52 AM
Quote from: Anastasia on January 30, 2016, 01:17:04 AM
Phoenix

Special Qualities: Damage reduction 20/epic and evil, immunity to fire and poison, resistance to acid and electricity 30, spell resistance 41, fast healing 60, vulnerability to cold, see in darkness, flaming body, unearthly grace.
Whyyyyyyyyyyyy doesn't it have innate spellcasting like a dragon? This is exactly what this thing needs. More fire. Simmer would approve. Do it for the pyrodryad. (But seriously, it should have sorcerer casting. The lack of melee combat ability supports this. If you're concerned, only give it access to fire spells.)

QuoteRise from the Ashes (Su)

Any creature within 60ft of the phoenix when it rises from the ashes suffers 336 points of fire damage (DC 44 Reflex halves).
This seems excessive.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 12:46:21 AM
Quote from: Anastasia on January 06, 2016, 03:19:17 AM
Epic Warlock
Epic Warlock feels really lackluster. I feel like Eldritch Blast is so far into useless territory that especially at level 30, it's laughable. 40-50 damage/round at level 30 would be catastrophic for any of us. I know there are invocations to help, but it needs a LOT of help. Especially if someone wanted to go ranged with it. Barring the Dragon Magazine invocations that help a Warlock go melee, It's support at best. For a class that is supposed to have a bunch of mysterious flair about it and be an alternative to spellcasting, it doesn't feel viable.

Basically, Warlock needs a damage iteration, either built into Epic or a feat that can be taken. Boosting EB to d8 or d10 or beyond would be huge. Granted, you wouldn't want them to be able to be taken one after the other. Say a level requirement or something, large gaps in between.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 12:55:52 AM
Quote from: Anastasia on December 11, 2015, 03:25:10 PM
Epic Psion
I feel like the Powers Known gains from Epic Psion are somewhat gimped. The base class gains 1-2 powers per level, whereas Epic Psion is locked to 1 power each level. It feels (is) less powerful than the base class. Feels as though I should consider taking levels in other psionic base classes, but that probably wouldn't work. Why does it continue to feel as though Epic classes, with a few exceptions, are fundamentally weaker than base classes? I'm not sure I understand the point of this, as Epic is supposed to be Epic, not Boring or Punishment.

Note that this decision appears to have initially been made by WotC, not Dune. I'm just complaining that it was made at all, because it's ridiculous.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 03:10:15 AM
Quote from: Yuthirin on April 06, 2016, 12:44:52 AM
Quote from: Anastasia on January 30, 2016, 01:17:04 AM
Phoenix

Special Qualities: Damage reduction 20/epic and evil, immunity to fire and poison, resistance to acid and electricity 30, spell resistance 41, fast healing 60, vulnerability to cold, see in darkness, flaming body, unearthly grace.
Whyyyyyyyyyyyy doesn't it have innate spellcasting like a dragon? This is exactly what this thing needs. More fire. Simmer would approve. Do it for the pyrodryad. (But seriously, it should have sorcerer casting. The lack of melee combat ability supports this. If you're concerned, only give it access to fire spells.)

I thought about it, but decided not to. There's a few reasons for it - not every powerful creature needs spellcasting and this one has its own niche and abilities represented by its powers. It has healing and fire damage SLAs to fill that niche, as well as rise from the ashes and phoenix cry.

Also, with gestalt in play, a spellcasting phoenix is simple to produce. Have them gestalt in whichever casting class you prefer.

(By the way, 10 natural attacks on a full attack is a lack of melee combat ability? Huh?)

Quote
QuoteRise from the Ashes (Su)

Any creature within 60ft of the phoenix when it rises from the ashes suffers 336 points of fire damage (DC 44 Reflex halves).
This seems excessive.

Let me break down how this damage is calculated first. The base damage of the ability is 1d6 per hit die of the phoenix, 28d6. It's then intensified (as the metamagic feat), which maximizes it and then doubles the damage output.

Anyway, it's a pretty fearsome amount of damage on paper. It is excessive? Not really. At the level a party needs to be to have an adequate chance of slaying one and making this ability relevant, various defenses against fire and evasion should be fairly common. Moreover, the knowledge checks needed to identify what's coming and simply move out of the way are also there, as well as the less pleasant way of suffering through it and knowing to move if you kill a phoenix.

As to why it has that ability, it comes down to this. When I design an epic creature, I usually aim for at least one aspect of it to be epic. By epic I mean something above what a non-epic creature can do, something that makes it a fearsome and legendary foe to fight. For the phoenix, it is auto revival and a massive pyre when it resurrects. You simply can't kill one and keep it dead, plus doing so results in a tremendous firestorm. It provides the monster with a powerful, memorable ability that stands out as being something more than what a normal monster would have.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 03:14:40 AM
Quote from: Yuthirin on April 06, 2016, 12:46:21 AM
Quote from: Anastasia on January 06, 2016, 03:19:17 AM
Epic Warlock
Epic Warlock feels really lackluster. I feel like Eldritch Blast is so far into useless territory that especially at level 30, it's laughable. 40-50 damage/round at level 30 would be catastrophic for any of us. I know there are invocations to help, but it needs a LOT of help. Especially if someone wanted to go ranged with it. Barring the Dragon Magazine invocations that help a Warlock go melee, It's support at best. For a class that is supposed to have a bunch of mysterious flair about it and be an alternative to spellcasting, it doesn't feel viable.

This may well be true, though this is more issues with warlock in general than with the epic progression. Epic progressions, barring feats, don't radically expand a class's power level or versatility. Some good epic invocations would help as well, though I haven't written any yet. I intend to at some point for Mei and assuming I stat out an epic warlock for characters and monsters at some point, that will produce some more.

Also to be honest, base warlock's a bit below B3's power curve for epic anyway.

QuoteBasically, Warlock needs a damage iteration, either built into Epic or a feat that can be taken. Boosting EB to d8 or d10 or beyond would be huge. Granted, you wouldn't want them to be able to be taken one after the other. Say a level requirement or something, large gaps in between.

Wouldn't be a terrible couple of feats. I'll toy with one something like that for Mei.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 03:17:51 AM
Quote from: Anastasia on April 06, 2016, 03:14:40 AM
This may well be true, though this is more issues with warlock in general than with the epic progression. Epic progressions, barring feats, don't radically expand a class's power level or versatility.
They fucking should. It's Epic. Not Lessic.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 03:24:56 AM
Quote from: Yuthirin on April 06, 2016, 12:55:52 AM
Quote from: Anastasia on December 11, 2015, 03:25:10 PM
Epic Psion
I feel like the Powers Known gains from Epic Psion are somewhat gimped. The base class gains 1-2 powers per level, whereas Epic Psion is locked to 1 power each level. It feels (is) less powerful than the base class. Feels as though I should consider taking levels in other psionic base classes, but that probably wouldn't work. Why does it continue to feel as though Epic classes, with a few exceptions, are fundamentally weaker than base classes? I'm not sure I understand the point of this, as Epic is supposed to be Epic, not Boring or Punishment.

Note that this decision appears to have initially been made by WotC, not Dune. I'm just complaining that it was made at all, because it's ridiculous.

First of all, this is a base class, not an epic class. It's the epic level progression of it, not something different from it. I don't really see how it can be fundamentally weaker as it's simply the later levels of the class, not something different. Semantics aside though, the basic point is this. Epic design as I run it is focused around feats to provide more power and options. The base class continues to give what it does while bigger improvements come through feats, hence while all epic progressions (and epic PrCs) give bonus feats.

Anyway yeah, it is a thing. My take on it is rather than to try and remake epic progressions from the ground up, I try and build within feats and what WoTC made with epic. Want to spice up epic levels in a base class? Make some feats that do it. Easier and frankly far less of an undertaking for me than trying to rewrite all the epic progressions with a bunch of new content.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 03:27:56 AM
Quote from: Anastasia on April 06, 2016, 03:24:56 AM
rewrite all the epic progressions with a bunch of new content.

I don't want you to do that. I'm just expressing my frustration with Epic making me feel like shit.

I feel like a base class has this ramp up period to 20, and then just sorta levels off into Epic. I guess I'll need to come up with something useful for a PrC for a Psion.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 03:29:01 AM
Quote from: Yuthirin on April 06, 2016, 03:17:51 AM
Quote from: Anastasia on April 06, 2016, 03:14:40 AM
This may well be true, though this is more issues with warlock in general than with the epic progression. Epic progressions, barring feats, don't radically expand a class's power level or versatility.
They fucking should. It's Epic. Not Lessic.

See above. Barring reworking what's presented in the ELH (and goodness knows I do enough of that as it is), epic progressions are working as designed there.

Flip side, if you don't like that, you can also make an epic PrC to expand on it in some way. A good example of this is Erathaol in characters and monsters, he uses a revised cosmic descryer to take his summoning to far higher levels than a non-epic character could hope to match. It does take making your own PrC or salvaging one of the epic PrCs in the ELH, but that's an option.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 03:32:16 AM
I'll probably do that then.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 03:33:13 AM
Quote from: Yuthirin on April 06, 2016, 03:32:16 AM
I'll probably do that then.

Are there any epic PrCs for psionics anywhere in 3.5? I don't think so, but I could be wrong.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 03:34:44 AM
There's a couple I think? They might suck though. Lemme look.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 03:36:08 AM
Quote from: Yuthirin on April 06, 2016, 03:34:44 AM
There's a couple I think? They might suck though. Lemme look.

Let me know.
Title: Re: Random DM nagging.
Post by: Merc on April 06, 2016, 11:27:10 AM
In regards to epicness of epic levels, rather than rewriting it in general, can't you tack something on? I didn't look too in detail at B1, but didnt you try something of the sort with epic destinies or whatever it was called?
Title: Re: Random DM nagging.
Post by: Corwin on April 06, 2016, 11:35:24 AM
+1 Merc, +1 Yuth
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2016, 12:41:37 PM
I will say it kind of surprised me that Epic classes sort of identify themselves via feats, rather than through any particular class abilities. For example, bard songs not getting any stronger going into epic on their own and needing to take feats to empower them just seemed... I dunno, wonky.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 01:04:42 PM
Quote from: Merc on April 06, 2016, 11:27:10 AM
In regards to epicness of epic levels, rather than rewriting it in general, can't you tack something on? I didn't look too in detail at B1, but didnt you try something of the sort with epic destinies or whatever it was called?

Something like that. I don't use those more widely for a bunch of reasons. The super short explanation is that since it's gestalt and there's lots of levels to play, take an epic PrC or a template to sort it out.

The longer version's below.

1. Workload. Making a bunch of epic destinies to suit characters and to balance them is a lot of work. It falls into the same problem as reworking epic levels. Moreover, with how diverse and varied characters are, let alone epic characters, you either use a few standard destinies and cram everyone in them or do lots of custom ones. The former isn't a satisfactory answer and the latter is a workload issue.

2. It's more mechanics and moving parts to epic characters. With gestalt in play, any epic character save for the most basic has a lot of moving pieces. Adding an extra source of mechanics and abilities only adds more complexity and things to keep track of, as well as an additional avenue to optimize through. All of these make the game more difficult to manage.

3. Balance. As alluded to in the previous, epic destinies add power and ways to strengthen your character. If added without giving up anything to characters, I have to take that into account for overall balance. If you trade off something for it (as the WotC ones do), you have to balance it to make a reasonable trade off for those. With everything going in gestalt and epic, that's frankly difficult.

4. They aren't needed. Now bear with me a moment. There's already ways and means to gain new powers in D&D: By taking classes, prestige classes or templates. If you want something epic, work in that frame instead. Make an epic PrC for you or look at some of the epic templates I have over in rules and setting. There's a fair few templates that could serve the same purpose as epic destinies and provide examples: Efreeti Emir, Authority of Celestia, Eladrin Hero, Duke of Hell and so forth. Why make another level of rules when the existing rules can already take care of the situation? It does take the effort of making something to serve, though.

There's a few other flavor reasons, but they aren't dreadfully important and this post is long enough already.

That's why. B1's epic destinies were a lot of work and were pre-gestalt, which made adding something like that less onerous. B3's sheer degree of things going on makes this an unattractive option.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 01:08:12 PM
Quote from: Nephrite on April 06, 2016, 12:41:37 PM
I will say it kind of surprised me that Epic classes sort of identify themselves via feats, rather than through any particular class abilities. For example, bard songs not getting any stronger going into epic on their own and needing to take feats to empower them just seemed... I dunno, wonky.

That's not precisely true. Inspire courage continues to improve in epic.

That said, yeah. It's the system the ELH went with and why epic classes get bonus epic feats instead of more built in class abilities.
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2016, 01:32:12 PM
Quote from: Anastasia on April 06, 2016, 01:08:12 PM
Quote from: Nephrite on April 06, 2016, 12:41:37 PM
I will say it kind of surprised me that Epic classes sort of identify themselves via feats, rather than through any particular class abilities. For example, bard songs not getting any stronger going into epic on their own and needing to take feats to empower them just seemed... I dunno, wonky.

That's not precisely true. Inspire courage continues to improve in epic.

That said, yeah. It's the system the ELH went with and why epic classes get bonus epic feats instead of more built in class abilities.

It does? Does it continue the progression, i.e. at 26 it'd go up by +1 and then again at 32?
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 01:51:30 PM
Yes. Read the progression here: http://www.d20srd.org/srd/epic/classProgressions.htm

Also note that epic bard gets epic spells through houserules.
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2016, 01:58:02 PM
Oh, somehow I missed that chart and just saw the part where it says you don't get any new effects.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2016, 02:09:58 PM
Quote from: Nephrite on April 06, 2016, 01:58:02 PM
Oh, somehow I missed that chart and just saw the part where it says you don't get any new effects.

Aaah. That would explain it. You don't get any directly, though you can take various bardic music powers with epic feats.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 04:27:46 PM
Quote from: Anastasia on April 06, 2016, 03:36:08 AM
Quote from: Yuthirin on April 06, 2016, 03:34:44 AM
There's a couple I think? They might suck though. Lemme look.

Let me know.

I was only able to find epic progressions for non-epic PrCs.

I'm currently considering some sort of adaptation of Crystal Master or something entirely new that would mesh with my character's current build.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2016, 04:37:37 PM
More likely something entirely new since CM requires a physical body.
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2016, 07:46:55 PM
Made a small correction, Inspire Courage should've been at +7 instead of +6 due to the Vest of Legends boosting it by 5 Bard levels.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 08, 2016, 12:44:43 AM
Because there's not enough powergaming around, Tryll & Calleigh will be attempting to gain the Paragon template from the ELH over the course of their careers.

LET'S SEE WHAT HAPPENS!
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2016, 01:03:47 AM
Quote from: Nephrite on April 06, 2016, 07:46:55 PM
Made a small correction, Inspire Courage should've been at +7 instead of +6 due to the Vest of Legends boosting it by 5 Bard levels.

Noted.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2016, 01:12:04 AM
Quote from: Yuthirin on April 08, 2016, 12:44:43 AM
Because there's not enough powergaming around, Tryll & Calleigh will be attempting to gain the Paragon template from the ELH over the course of their careers.

LET'S SEE WHAT HAPPENS!

http://www.soulriders.net/forum/index.php/topic,103072.msg1051027.html#msg1051027 <--- For reference.

That's doable. Hard but doable. To quote the flavor from that post:

QuoteThis template is tweaked to provide for creatures of destiny. It's for legendary heroes and exemplars of the highest order. A creature that has this template distills their racial identity into the purest form. They are incredible champions that can approach the the powers themselves.

It's meant to be used sparingly, though you can have more than one paragon of a specific creature. It's just extremely rare. Likewise, not every race produces a paragon.

The base template is from the SRD (and ELH by extension).

Paragon Template

Paragons are the alpha personifications of a species. They have reached the pinnacle of skill and ability and gone farther than any before. A paragon may be the progenitor of a race, the greatest hero they have ever produced, or even a quasi deity. But without a doubt, through skill and luck they have become one of the best the race has ever produced. They are blessed by destiny and exceed all others.

It's a rare template, since vanishingly few ever live up to that level of perfection. There have been a few paragons in Balmuria: G'renna in B1, who was a paragon succubus and ultimately imprisoned by the quasi power Alicia Reynes and Gathgorian in B3, a paragon cornugon and now Duke of Hell. It is reaching a perfection and becoming an exemplar of what your race is, living up to it to the utmost and even expanding on what it is and what that race means.

It is a path of power much like divinity, and in fact cannot coexist with divine rank of 1 or higher. If divinity is becoming an integral part of Creation, becoming a paragon is becoming an integral part of a race. It is a path towards quasi power status and divine rank 0, though it does not include it due to Ao being a tremendous dick and hating on many who attempt to ascend to divinity.

So let me begin this with a question: How does Tryll and how does Calleigh represent that? There's no right or wrong answer here.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 08, 2016, 01:53:28 AM
Well, to figure out that for Tryll, I'd really need to define the Irrigo, his race. Later.

As for Calleigh, I did my best (Long before I had this idea. This started today.) to take what I imagined courres to be and have tried to distill it into Calleigh. Raw joyfulness, irrepressible cheer, pleasantly irritating, and a riot of color and love. I'm doing my best to make her a courre among courres, so to speak; so she'd already qualify there. I think.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2016, 02:02:30 AM
Yeah, you do. Takes more work there.

As for Calleigh, she feels very courre-like. On the hyperactive side of it, but that's fine. A courre isn't wholly defined but what they are, each has their own traits and quirks.

That aside, how would you do this mechanically? A prestige class? Some way of gaining the template (ala steam pixie)? Something else?

It's worth bearing in mind that mortal paragons are usually born and not made, while immortal paragons are made and not born. There's more immortal paragons due to that and the fact that mortals age and perish. A paragon outsider's around until something kills them, while a paragon mortal has a mere lifetime and then passes. Though admittedly, a fair few immortal paragons were once mortals. A paragon's a prime target for ascend while living rather than dying.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 08, 2016, 05:54:05 PM
Since I'm on vacation, if my char needs to do stuff, I'm cool with someone else doing it for me. Yuth, you helped me a ton with the spell selection, so if you wanna volunteer for it, you'd probably be best. Don't forget: Counterspelling!
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2016, 11:04:21 PM
Yuth did something awesome: He PMed me a new psionic power he made. This is awesome and as a reward, I'll match him with an extra custom spell. This'll be going into the spell collection.

This was an idea for the green dragon Graxanaxy in B5, though it didn't work out for him. It's a stronger version of Firestride Exhalation in Dragon Magic. The damage is only mildly upgraded, but now it's a full dimension door level escape rather than a mere movement adjustment.

Explosive Escape
Conjuration/Evocation (Teleportation) [Fire]
Level: Sor/Wiz 7
Casting Time: 1 standard action
Range: See text
Targets: You and up to 1 willing touched creature 3/levels; see text
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes; see text

When you cast explosive escape, two things happen simultaneously. You and the creatures you touch are teleported. This teleportation is identical to a dimension door spell. At the same time, a burst of fire affects all creatures within 20ft of you that were not teleported, dealing 10d6 points of fire damage. Spell resistance and a Reflex save applies to the fire damage but not to the teleportation effect.

This spell is a favorite of spiteful wizards who hate those who force them to retreat.

Title: Re: Random DM nagging.
Post by: Nephrite on April 08, 2016, 11:09:56 PM
I'm glad Graxanaxy is dead.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2016, 11:17:28 PM
Beating up dragons is so nice that you get loot in other games from them. Isn't it neat?
Title: Re: Random DM nagging.
Post by: Nephrite on April 08, 2016, 11:28:00 PM
I bet his consort was named something stupid too, like Sheila...naxy.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 08, 2016, 11:38:32 PM
Yay I did a thing! And as soon as it doesn't suck, I'll post it here!
Title: Re: Random DM nagging.
Post by: Yuthirin on April 09, 2016, 03:09:24 PM
Ataxia
Psychokinesis [Chaotic, Sonic]
Level: Psion/wilder 8
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25ft + 5 ft/2 levels)
Area: 20ft burst
Duration: Instantaneous 
Saving Throw: Fortitude partial; see text
Power Resistance: Yes
Power Points: 15

A discordant shriek emits from a point you designate, sonic waves blasting out to scramble nerves and damage sensitive tissue. All enemies in the area suffer a -6 penalty on attack rolls, skill checks, and ability checks, as well as 1d4 points of Dexterity damage. All of this is halved by a Fortitude save.

In addition, if the Fortitude save is failed, they suffer a physical malady for 1d4+1 rounds. Roll 1d100 to determine effects.

1-25 Blindness
26-50 Deafness
51-75 Nauseated
76-90 Stunned
91-100 Paralyzed

Creatures immune to sonic effects and those who lack nervous systems or the ability to feel pain (oozes, constructs, undead, most elementals) are immune to this power. Creatures vulnerable to sonic effects take 6d6 damage in addition to the effects above.

Augment

For every two power points you spend, the save DC increases by 1.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2016, 01:48:14 PM
DM work update: Spell collection now has a psionics post for all the custom psionic powers we've made. There's like 7 or so total. This is mostly of interest to Tryll and Pepo.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 10, 2016, 07:29:00 PM
If Surraruthru is looking for hoard security, he may want to consider the Living Vault epic construct.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 10, 2016, 07:39:27 PM
There's an epic one? Link? Might be something to hybrid with the grove idea.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2016, 09:04:38 PM
Quote from: Iron Dragoon on April 10, 2016, 07:39:27 PM
There's an epic one? Link? Might be something to hybrid with the grove idea.

http://www.d20srd.org/srd/epic/monsters/livingVault.htm

I tend to rework anything from the ELH, so let me know sooner than later if you want that.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 10, 2016, 09:28:21 PM
It sounds good. I would want to try something g to combine it with the grove thing.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2016, 11:18:03 PM
Quote from: Iron Dragoon on April 10, 2016, 09:28:21 PM
It sounds good. I would want to try something g to combine it with the grove thing.

Sure thing.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2016, 11:18:32 PM
A new spell has been added to the spell collection, lasting invisibility. For those times where you need to be invisible for a long time. It's a 4th level spell.
Title: Re: Random DM nagging.
Post by: Nephrite on April 14, 2016, 02:28:03 PM
[13:27] <Nephrite> roll 1d20+35+15 K:P for Vlaakith
[13:27] <Penuche> Nephrite invokes Penuche's magic: < 68 > [d20=18]
Title: Re: Random DM nagging.
Post by: Merc on April 14, 2016, 03:07:53 PM
Oh sure, NOW you roll an 18.
Title: Re: Random DM nagging.
Post by: Nephrite on April 14, 2016, 03:19:55 PM
Hey, I rolled a 20 yesterday for Tryll!!!
Title: Re: Random DM nagging.
Post by: Yuthirin on April 14, 2016, 05:04:40 PM
Neph is hax.
Title: Re: Random DM nagging.
Post by: Anastasia on April 14, 2016, 05:10:30 PM
Quote from: Nephrite on April 14, 2016, 02:28:03 PM
[13:27] <Nephrite> roll 1d20+35+15 K:P for Vlaakith
[13:27] <Penuche> Nephrite invokes Penuche's magic: < 68 > [d20=18]

What precisely do you want to know?
Title: Re: Random DM nagging.
Post by: Nephrite on April 15, 2016, 12:29:47 PM
Who she is, what might've led to her being here since it seems like it's a surprise she showed up. Any relationships she might have with powers Moore would know or her history with Aurora if there is one.
Title: Re: Random DM nagging.
Post by: Anastasia on April 15, 2016, 02:04:27 PM
Quote from: Nephrite on April 15, 2016, 12:29:47 PM
Who she is, what might've led to her being here since it seems like it's a surprise she showed up. Any relationships she might have with powers Moore would know or her history with Aurora if there is one.

Vlaakith is the lich-queen of the githyanki. She rules over them as the supreme queen and the closest thing they have to a deity, and she does not allow the gith to worship any true deities. She's been around for countless ages and is likely one of the most powerful liches in Creation. The fact that she hasn't become a deity in her own right is unusual, she's in the perfect position for it. OOC, I'll note that it's most likely because she doesn't want to risk Ao rejecting her.

She has a few notable ties. She negotiated a pact between the gith and red dragons (and by extension Tiamat) that has red dragons and gith work together. This is primarily for affairs on the Prime Material Plane and less the Astral or the outer planes, though nothing stops them from serving wherever. She mostly stays out of the greater wars of good and evil. While there's no doubt she's a creature of wickedness, she's not the sort of go-getter about good and evil that outsiders tend to be.

She doesn't get along with the githzerai, but that racial squabble's ancient and ugly.

As for Aurora relations, why don't the PCs fill that one in here? Yes, I'm delegating, but it's something that's reasonably explained by them.
Title: Re: Random DM nagging.
Post by: Merc on April 15, 2016, 02:50:30 PM
She sent us some pretty crowns and asked for a meeting. We snubbed her and never did meet her. We used the crowns though until Afina made awesomer belts. Or awesomer hats where Pixies are involved.

She didn't seem to take it personally though, we haven't had githyanki assassins after us or anything!
Title: Re: Random DM nagging.
Post by: Yuthirin on April 15, 2016, 03:08:33 PM
Plus we have our resident GrumpyGith Vul'lath, who REALLY doesn't want to go home. Ever. He's about as happy as he can get with us.

Besides her being evil, was there a specific reason we snubbed her?
Title: Re: Random DM nagging.
Post by: Ebiris on April 15, 2016, 04:23:22 PM
We sent an emissary with an awesome shield as a reciprocal gift for her!

We also fobbed off her alliance offer by pointing to our troubles with Tiamat. The main reason was just because it wasn't very beneficial and we feared her usurping our crusade since the alliance offer came very early on when we didn't have much between ourselves. Once we got stronger our rep was already pretty bad thanks to Annalise and Baleruk so it just wasn't worth our while to pursue, and yeah a friend of Tiamat can't really be a friend of ours.
Title: Re: Random DM nagging.
Post by: Anastasia on April 15, 2016, 07:53:58 PM
Politics are a thing, yes.
Title: Re: Random DM nagging.
Post by: Nephrite on April 15, 2016, 08:29:09 PM
So are githyanki in general evil and Vul'lath is an exception or is there more to it than that?
Title: Re: Random DM nagging.
Post by: Anastasia on April 15, 2016, 10:04:19 PM
Githyanki are generally evil. They aren't always evil so exceptions do happen, Vul'lath is one of them. While they live in the Astral, they are a mortal race.
Title: Re: Random DM nagging.
Post by: Nephrite on April 15, 2016, 10:05:31 PM
So it wouldn't be a stretch to say that our actions are probably a marriage of convenience for her.
Title: Re: Random DM nagging.
Post by: Anastasia on April 15, 2016, 11:07:25 PM
Quote from: Nephrite on April 15, 2016, 10:05:31 PM
So it wouldn't be a stretch to say that our actions are probably a marriage of convenience for her.

Something like that. Pragmatism exists. After all, the celestials are generally ignoring the devils here, so long as they're also trying to close the rift. It can be better to hold your nose and work together in some cases, the Abyss is good at inspiring that.
Title: Re: Random DM nagging.
Post by: Anastasia on April 16, 2016, 04:25:48 PM
Yuth, you're up. Poking here in case it gets your attention.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2016, 04:03:19 PM
<Chibi-Ko> post
> He didn't fix that on his sheet, did he? His SR is not 58.
<Ebiris> haha
<Chibi-Ko> Sheet says 58
> Spell Resistance: 58 (18Racial+15Level+25Monk)
<Chibi-Ko> o_o
> Monk SR doesn't stack with racial SR. I'm fairly sure I told him that, probably just didn't get fixed for whatever reason.
> It should be 33, so he need sa save.
> I'll talk to Iddy about it or better yet, post it in nagging.

Check your SR, Iddy. Monk doesn't stack with racial SR. You use whichever is better. In this case it's your racial SR, which with leveling is 33.
Title: Re: Random DM nagging.
Post by: Anastasia on April 19, 2016, 12:56:36 PM
Since the puzzle here was figured out, I'm posting this with alterations to make things more visible. The single letters were originally colored purple while the messages were 1pt in size and white colored to blend into the forum default background.

The island is an island of rock and stone that rises in the beautiful sea because the clocks are finally dead and we can sob with relief because we must keep going and we can't stop and won't stop because to stop would be wrong and we can't be wrong like the clocks and we have to be right instead of wrong because being wrong is the worst thing of all and kills our love.

Prayers and magic.If you can see this, there is still hope.[/size]

Failure.

The poison sun beats down. It SUFFOCATES all your magic. The poison is killing you. You have to do something or you will die.

The presence chokes you. The hate, the venom and scorn of that eye ruin everything. Ruin it like your lives, like parents abandoned by their cowardly, fleeing son. A hopeless mess, the same as a daughter who fails to live up to her mother's hopes. A cast away ruin, like a fragment of a forgotten and meaningless race.

You have to do something or you will die. But the sun is stopping you. The sun is killing you. The sun will ensure that you die. The eye is watching your funeral. The death of an island, irrelevant in a sea of venom.

Reality and the Astral are dying in a tidal wave of poison.Look closely, power is not the answer here.[/size]

You are dying in poison.Pure evil cannot fathom trusting in another.[/size]

50 damage to all.

Act, y'all. Suffice to say reality is still in a state of being highly borked so normal results are ambiguous at best.
Title: Re: Random DM nagging.
Post by: Anastasia on April 19, 2016, 03:18:08 PM
Quick question: Are y'all taking Aurora back to Ysgard once this is done, or are you going somewhere else?
Title: Re: Random DM nagging.
Post by: Ebiris on April 19, 2016, 03:22:43 PM
Lets go somewhere else for a change. How about Water?
Title: Re: Random DM nagging.
Post by: Nephrite on April 19, 2016, 03:42:27 PM
I have no preference, though Moore is always fine with the first layer of Celestia, though that's probably not feasible for a variety of reasons.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 19, 2016, 03:42:43 PM
Water!

I think this all went rather well, eh?
Title: Re: Random DM nagging.
Post by: Corwin on April 19, 2016, 03:44:16 PM
I wanted to try one of the lower planes to stop hiding out in safe places, but Water's fine with me for this destination.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 19, 2016, 03:48:13 PM
Water is fine. I have water breathing anyway, so it's all good.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 20, 2016, 12:03:20 AM
So I was conversing with Dune this morning when I noticed that the r in Failure was purple. I quoted the text to see if I missed anything else. This is what happened after that.

[08:16] <Chibi-Ko> Mm.
[08:16] <Chibi-Ko> OHO THERE'S OTHER STUFF THERE I COULDN'T SEE
[08:17] <Chibi-Ko> MISTER TINY WHITE TEXT
[08:18] <Kotono> Yes, and?
[08:18] <Chibi-Ko> wait a moment while I unfuck your fuckery
[08:22] <Chibi-Ko> Okay
[08:22] <Chibi-Ko> So the purple letters give me wrdos
[08:22] <Chibi-Ko> which is an anagram for words
[08:22] <Chibi-Ko> Or possible sword
[08:22] <Chibi-Ko> THE SWORD
[08:22] <Chibi-Ko> FUCK YOU
[08:23] <Kotono> Hm?
[08:23] <Chibi-Ko> I AM PAYING ATTENTION
[08:23] <Chibi-Ko> YOU NOT SO SNEEKY
[08:25] <Kotono> How scary.
[08:34] <Chibi-Ko> you clever son of a bitch, we'd have beat ourselves to death against reality and that sun

:D This whole thing made my day.
Title: Re: Random DM nagging.
Post by: Nephrite on April 20, 2016, 12:14:50 AM
Dune: Do you have any issue with this ability being "all who can hear" along the same lines as Inspire Courage? I was talking to Merc about it and I think that's how it was originally intended to work, but I'd been running it as a single-target thing. Since it takes 2 uses of bardic music I think it's balanced by being group, but if you wanted it to be a 1, 2, 3-person thing scaling up that'd be okay too.


Destined Strike: At 3rd level, a fatesinger with 15 or more ranks of Perform can guide the strikes of his allies (including himself) to fell his foes, improving their attacks and the potential damage they might deal. The ally must be able to hear the fatesinger to gain the benefit of this ability, and the effect lasts for as long as the ally hears the fatesinger perform and for 5 rounds therafter. This ability consumes two uses of bardic music.

An affected ally gains a +3 bonus on all attack and damage rolls.

At 6th level, affected allies gains the benefit of the Improved Critical feat (threat range doubles).

At 9th level, affected allies add your Charisma modifier (minimum +1 bonus) as a bonus to their threat confirmation rolls.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2016, 12:53:23 PM
Hey PCs, here's a to do list for today.

1. Get in any questions or issues in the To Water thread. I'm closing it tonight or in the morning and then starting solo threads. Now's the chance.
2. Make sure your agendas for this are up to date and numbered, like I asked. If recent or current events add anything more, add them ASAP.
3. Resolve loot. If there's any left over from the previous adventures, check and do so now. It I recall, wasn't void strike's treasure temporarily lost because one of the NPCs was carrying the bag of holding? If that's true and it hasn't been appraised and doled out, check and quote it so I can do so.
4. Once 3 is done, I'll update the Aurora topic and shops with new content. Don't expect book write ups until I have all the threads going, so bear that in mind.
Title: Re: Random DM nagging.
Post by: Anastasia on April 21, 2016, 01:02:48 PM
Today's agenda is DM upkeep and then any posting I can get in before B5. After B5 is posting with a break for NPC shopping at some point. I'm off today so no work.

So bear that in mind, posting will be minimal until after B5.
Title: Re: Random DM nagging.
Post by: Anastasia on April 23, 2016, 10:06:38 PM
Shops are updated. Go for it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 24, 2016, 01:40:42 AM
Side note: Kascha's loot purchases were inspired by Vlaakith. She doesn't much like liches, but she found Vlaakith's ideas regarding linked magical items fascinating.
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2016, 03:20:22 AM
I Exist

This book is a series of affirmations that assure the reader that they in fact exist. There are several complex philosophical arguments laced in that attempt to prove that the reader exists, even when the author is not aware of them. Because you exist, everything else you see must also exist. This begins a reasoned chain reaction where the existence of the reader proves that all of Creation is real, even when the author is not aware of them. That is, as long as his base argument is correct and that the reader does in fact exist. Surely that is correct and reality is not merely the author's delusion.

Yet as the book goes on, the confident done begins to crack. What are arguments become pleas for the reader to be real. Wild and frenzied writings contrast with limpid predictions of reality itself being naught but a figment. That if everything else is a delusion, that even the author must be a delusion as well. If nothing exists, then nothing means anything. What meaning does a mere glimmer of delusion have?

Make a Will save, Ithea.
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2016, 03:35:08 AM
The Nessian Conspiracy

This novel, written by the Gwinnan of Gwinnan's Travel Logs, portrays a devil conspiracy in the Mercane Consortium. It is a tightly paced and well written thrilled where a single, plucky mercane has to outwit and expose a cabal of devil worshipers within the Consortium. As the story unfolds, it reveals that the plotters plan to steal the wealth of the Consortium and give it to their devil masters. In an explosive finale, the cabal is exposed and destroyed in the nick of time.

Ithea finds it a pleasant way to pass an afternoon, though she also notes that much of the lore is off. Most likely intentionally so, as the parts that are off tend to be parts relating to spells, rituals and things of possible value to a potential devil cultist. The skill of the errors strongly suggests someone who knew how to ruin them, rather than incompetency.

An sample from the text is provided below.

"I could not help but express disbelief at the plan of the cultists. There is no way they could steal all the Consortium's treasures in one fell swoop, yet they were convinced they could. Disgusted at this blatant display of baatorphilia, I promptly grabbed my wand and exploded a fireball in their faces."
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2016, 03:37:18 AM
Surprise

...huh, the book's empty? Yet Ithea feels like she avoided something terrible.
Title: Re: Random DM nagging.
Post by: Merc on April 25, 2016, 10:57:26 PM
Quote from: Anastasia on April 25, 2016, 03:20:22 AM
I Exist

This book is a series of affirmations that assure the reader that they in fact exist. There are several complex philosophical arguments laced in that attempt to prove that the reader exists, even when the author is not aware of them. Because you exist, everything else you see must also exist. This begins a reasoned chain reaction where the existence of the reader proves that all of Creation is real, even when the author is not aware of them. That is, as long as his base argument is correct and that the reader does in fact exist. Surely that is correct and reality is not merely the author's delusion.

Yet as the book goes on, the confident done begins to crack. What are arguments become pleas for the reader to be real. Wild and frenzied writings contrast with limpid predictions of reality itself being naught but a figment. That if everything else is a delusion, that even the author must be a delusion as well. If nothing exists, then nothing means anything. What meaning does a mere glimmer of delusion have?

Make a Will save, Ithea.

[20:57] <Merc> roll d20+33+11 will+inspiration
[20:57] <Penuche> Merc invokes Penuche's magic: < 45 > [d20=1]
[20:57] <Merc> it's another cheese book
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2016, 11:01:52 PM
So noted. Bring this failed save up the next time you have to make a Will save, Ithea.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 12:27:31 AM
Lost Lore of the Abyss: The Hanged Raven

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Hanged Raven is a demon servant of Pale Night. Once a mortal wizard named Lyss Ravensbane, she was spurned by a lover and humiliated. Thus she turned to the darkest of research for revenge. In time she found herself studying the Pale Mother and dared to peek at what lies beneath her vale. The fact that she survived is remarkable, as precious few can claim to have done so. The cost was high: her mind and sanity, both crushed like a bug beneath a demon's hoof. Lost in madness, Lyss hung herself and took her own life.

Stained by the sins of her research and suicide, her soul plunged into the Abyss and was claimed by Pale Night. What happened thereafter is unknown, but within six years, she emerged as a being known as The Hanged Raven. She is now a fanatic servant of Pale Night and chokes the life out of others as surely as she stole her own precious life away. She is silent and hateful, unable or unwilling to speak.

The Hanged Raven has no notable weaknesses. She is a devastating opponent that overwhelms foes by choking them and crushing them with flocks of ravens. She may or may not have the spell casting of her mortal life, passingly few creatures survive an encounter with her to testify to her abilities. It is likely she has a depth of power that is yet unrevealed. At the least, she likely has the spell-like abilities of a greater demon, as well as the ability to call down unholy miracles from her patron.

She uses no magical items of note, though the noose around her neck - the same one she used to kill herself, or so the legends say - is thought to be powerfully enchanted.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 12:32:27 AM
Lost Lore of the Abyss: InagHE FATHER, AMEN

Ithea it is time to come home and to eat because it has been too long, the time is now and the time is right to join us. The seal weakens and I await you with open arms my beloved child! I will show you all the world and all the wonders in it, so many wondrous things to see! My child, the world is our buffet and I will take you there, as surely as all will be made right and we will revel now and forever, amen!

One paragraph is enough for Ithea. The book seems to be all like this, a maniac prose that makes her stomach churn and hunger at the same time. She can attempt to read more if she wishes, though.

Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 12:38:04 AM
Glaive Mastery

This book is about glaive technique. When read, it explains how to use glaives in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with glaives. See the table below.

Non-proficient: Gain Martial Weapon Proficiency (Glaive) as a bonus feat.
Proficient: Gain Weapon Focus (Glaive) as a bonus feat.
Proficient+Weapon Focus (Glaive): Gain Extend Reach.

Extend Reach (Ex)

When you wield a glaive, increase your reach with it by 5ft.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 12:43:49 AM
The Defectors

This book is an in depth study of how Mechanus improves its Inevitables with each successive generation. The focus is on The Defectors, a group of Inevitables that study each generation and make suggestions to reduce defects, hence the name. It is a dense but interesting read, as it naturally builds on itself and draws the reader in through that. You find yourself following and improving and learning from the processes. On one hand, it's strangely distasteful. On the other, you can see how effective it is and how his mind begins to follow the patterns and anticipate where the book is going. You aren't sure what will happen if you keep going and doing this.

Your call if you continue to read, Surraruthru.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 26, 2016, 12:47:05 AM
I'll continue to read. Go big or go home.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 12:47:40 AM
Make a Will save, Surraruthru.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 26, 2016, 12:49:17 AM
> roll 1d20+28 Will Save Serith Result
<Plushie_Ithea> Iddy roll for Plushie_Ithea < 42 > [d20=14]
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 12:51:04 AM
Logic. Everything is connected, part of the greater whole. Everything can predicted because Creation can be boiled down to processes, if one can only decipher then and understand them. By the end of it all, Surraruthru can predict the closing chapter almost word for word. When it's done, he has a pounding headache. He feels drained but yet as if his body is more, somehow, as if he internalized some part of that ever-mounting perfectionism.

Surraruthru's maximum hit points increase by 2.
Title: Re: Random DM nagging.
Post by: Corwin on April 26, 2016, 12:32:47 PM
I want to see if I exist! May I, Ithea?
Title: Re: Random DM nagging.
Post by: Merc on April 26, 2016, 01:13:13 PM
Sure. You want Surprise too?
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2016, 06:16:47 PM
What would have happened if Afina failed?

If she'd failed enough of the con checks, she'd be torn apart in body and soul by all the elementals. Her soul would be shredded and beyond recovery, the final and ultimate death for Afina. No chance of recovery, she was playing with fire. Not even divine intervention could help her once it happened, it would be a complete game over for Afina. As she made a few critical checks by a margin of 1 or 2 points, this was a very real and near run possibility.

The all-elemental had the ability to one shot her if a single shot got through. Any of its attacks would overkill Afina. Death in this case would be final, but for a different reasons. The warring elements would tear Afina's soul apart, each shred forming the basis for a new elemental (and some quasi and para elementals, too). She'd be beyond recovery unless the elementals were all captured and brought together, then recombined successfully. Not quite impossible, but the defeat would've sent the elementals across the planes.

Really, any case of failure here would be a full on bad end for Afina. So congratulations on avoiding that.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2016, 12:18:10 AM
Holy Biohazards

This book is a dense tome on the subject of ravages - poisons blessed by the powers of good to be effective against fiends and the undead. It is less a coherent text than many small recipes, observations and experiments from different authors. While it doesn't directly fill in the details about ravages, general knowledge is sufficient to grasp the concept. A few mentions suggest the book originates from some sort of clerical or monastic order dedicated to Mielikki, but further information is scarce.

The book is sufficient to serve as a masterwork tool to grant a +2 circumstance bonus to Craft (Poison) checks, but only when used to make ravages. It also works as the same for Knowledge checks related to ravages. Finally, there are various discoveries that seem to be striving to some sort of ravage, but the book ends without a resolution for it. Perhaps a poison smith could finish this work?
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2016, 12:29:21 AM
Flight Speed Mastery

This book is about flight speed technique. When read, it explains how to fly faster in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled a flier the reader is. See the table below.

For the sake of this book, only permanent fly speeds are considered. Temporary boosts to fly speed are not counted, but permanent boosts are.

No fly speed: No effect and the book is wasted.
Fly speed of 10ft to 80ft: Increase fly speed by 10ft.
Fly speed of 81ft or higher: Increase fly speed by 20ft.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2016, 12:38:24 AM
Flight Speed Mastery

This book is about flight maneuverability technique. When read, it explains how to fly better in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled a flier the reader is. See the table below.

For the sake of this book, only permanent fly speeds are considered.

No fly speed: No effect and the book is wasted.
Fly maneuverability of good or less: Flight speed increases by one category, to a maximum of perfect.
Fly maneuverability of perfect: Gain Aerial Assault.

Aerial Assault (Ex)

Whenever you make a charge and are flying, you gain a +1 bonus to your attack roll and do not provoke attacks of opportunity from the target.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 27, 2016, 01:27:15 AM
I wouldn't mind taking a peek at those flight books if I can. >.>
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2016, 01:33:47 AM
The mastery books are one use only, unfortunately.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 27, 2016, 01:35:14 AM
Boo.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2016, 02:00:34 AM
That's why Vel keeps stocking them. They sell like hotcakes.
Title: Re: Random DM nagging.
Post by: Corwin on April 27, 2016, 02:01:56 AM
Dibs on next batch!
Title: Re: Random DM nagging.
Post by: Corwin on April 27, 2016, 02:03:14 AM
Merc sniped the princess book last time so it's only justice that there be a funny cat jokes book next.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2016, 02:43:37 AM
Cat jokes are the natural order of things, yes.
Title: Re: Random DM nagging.
Post by: Merc on April 27, 2016, 09:47:20 AM
Didnt we already have cat books?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 27, 2016, 03:08:55 PM
This implies that we have enough cat books. Clearly you are mistaken.
Title: Re: Random DM nagging.
Post by: Corwin on April 27, 2016, 06:54:12 PM
Yuth is most correct. Cat books for everyone!
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2016, 08:17:47 PM
A reminder about posting the tower shield book in case it slipped through the cracks.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2016, 01:45:26 PM
I'll do it after I finish up half two of loot for NPCs. I meant to do that lats night but posting broke out.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2016, 12:56:46 PM
http://www.soulriders.net/forum/index.php/topic,103074.msg1070240.html#msg1070240

Spiritual wounds are up, posted here since there was some discussion about them earlier.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2016, 01:17:44 PM
A new spell from cleaning out some odds and ends is up in the spell collection. Cross posted here for the ease of finding.

Sharran Nightfall
Necromancy [Evil]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: 1 mile radius centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

All living creatures within the radius (except for worshipers of Shar and servants of Shar) are permanently blinded and deafened. Those blinded forever see the unholy symbol of Shar and nothing else, while those deafened only hear a song that beckons everything towards oblivion. Creatures subjected to either of these for over a month's time inevitably turn suicidal and seek to act on those urges.
Title: Re: Random DM nagging.
Post by: Ebiris on May 01, 2016, 01:59:51 PM
Afina pending stuff: Go to Air and see Shinear, see if the pixies are finally happy, also see the happy Ysgardians.
Title: Re: Random DM nagging.
Post by: Merc on May 01, 2016, 09:07:48 PM
I strongly need to update Ithea's sheet. Someone hit me with a reminder on Friday so I can use next weekend on that.
Title: Re: Random DM nagging.
Post by: Anastasia on May 04, 2016, 09:50:35 PM
Quote from: Merc on May 01, 2016, 09:07:48 PM
I strongly need to update Ithea's sheet. Someone hit me with a reminder on Friday so I can use next weekend on that.

HEY! HEY! Go do this, thanks.
Title: Re: Random DM nagging.
Post by: Merc on May 04, 2016, 10:18:42 PM
It's not friday yet. >_>
Title: Re: Random DM nagging.
Post by: Nephrite on May 05, 2016, 08:23:03 PM
If you were to spitball it, what level would a Bard spell be that would be a swift action to combine Inspire Courage, Greatness and Heroism into one casting? I would imagine it would still follow the rules limitations on the targets for Greatness and Heroism.

For reference, without Words of Creation or what have you, assuming a 20th level bard:

+4 morale weapon / damage to all in range
+2 1d10 HP, +2 competence attack, +1 competence to fort for 4
+4 morale AC and Saving throws to 2


Now, realistically, if Moore is casting this, then it looks more like

+14 morale weapon / damage to all in range
+8d10 temp hp, +8 Attack rolls, +4 fort for 5
+12 morale bonus to saves and +12 dodge to AC - 18d4 for 3

This does come at a cost of 33d4 Nonlethal damage if he were to go that route.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2016, 08:58:36 PM
I get bored in the afternoons. got 1/3 of the way through designing an epic PrC before losing steam. Would there be any love for a class designed around divination and greater access to the divine?
Title: Re: Random DM nagging.
Post by: Nephrite on May 05, 2016, 10:26:10 PM
It might suit Moore's fancy somewhere down the road.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2016, 11:11:51 PM
Ok, I'll flesh it out and post it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2016, 07:34:02 PM
That would be pretty neat. Feel free to PM it to me if needed, Yuth.

Also check your PMs and reply to the question in the last one?
Title: Re: Random DM nagging.
Post by: Ebiris on May 06, 2016, 07:59:42 PM
Quote from: Anastasia on March 05, 2016, 03:46:35 PM
When y'all are done with this and it isn't too spoilery, you'll get a plan analysis and breakdown of everything that's happened during this arc and why. It's an absolute mess behind the scenes, since plans met plans and plans got messy.

Just remembered this when Chan mentioned Lixer in my thread.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2016, 08:02:09 PM
Quote from: Ebiris on May 06, 2016, 07:59:42 PM
Quote from: Anastasia on March 05, 2016, 03:46:35 PM
When y'all are done with this and it isn't too spoilery, you'll get a plan analysis and breakdown of everything that's happened during this arc and why. It's an absolute mess behind the scenes, since plans met plans and plans got messy.

Just remembered this when Chan mentioned Lixer in my thread.

I've been picking at it, but it's long and I haven't felt like reviewing my notes yet.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2016, 08:28:24 PM
Quote from: Yuthirin on May 06, 2016, 02:31:46 PM
I'm fleshing out the Irrigo for the sake of background and the thought occurred to me that, as Tryll is intended to be from a previous age where things like aboleths were common and humanoids were not (as referenced in Lords of Madness), he's heinously old.

To be consistent here, that's likely from his Prime, not a universal thing. Primes vary and all that, and the various deities were around at the beginning or almost after that. I said this before during chargen and I'm repeating it for clarity. There's no great past where every Prime was dominated by vaguely Lovecraftian things and generally inhuman; Creation is a result of intelligent design. However, within that, each Prime can be unique and tailored. It's a reason why most outsiders are ultimately humanoid-ish in appearance and design, as are deities.

QuoteI'm planning on offsetting his character growth with the idea that a normal mortal experiences and interacts differently with reality in that they have a corporeal body, and thus more avenues for personal experiences and learnings. Having shed his mortal form rather early in his life, Tryll would have experienced a drastically reduced rate of personal growth as he was largely unable to physically interact with the world around him.

This is absolutely true and consistent with other things in the campaign. Generally, outsiders advance extremely slowly. PC and NPC outsiders and immortals advancing as fast as they do is highly atypical. Before your time, but this came up a bunch in B1 - Alicia and Seira's growth was atypical even for mortals, as was Latha and Antenora's advancement with them. It's generally unclear what provokes this sort of rapid growth and may well be variable, trying to force it fails.

In B3's case, observers are chalking it up to Medi and Medicant. It might even be true, though regardless of the reason, Aurora's on that fast track of growth.

Anyway, most outsiders and immortals have different mindsets when dealing with time and advancement. They just aren't mortal and tied to a finite lifespan. It's worth remembering that and mortals that race up to level 10 or 20 or whatever in a few years are the exceptions that prove the rule.

QuoteBasically, I'm asking you if you want to put a hard limit on character age. My original intention was to make Tryll at least an age old. Possibly more depending on how far you wanna go back. Calleigh is intended to have joined him 500-2000 years prior to current time.

He can be whatever age you like, so long as he isn't so ancient (as in billions of years at least, Creation's exact age isn't clear or commonly known) to remember the beginnings. It's completely up to you, the older he is, the slower he advanced and the longer nadirs of minimal growth he went through.

QuoteI've included a helpful chart on time.

100 years = 1 Century or 100 years
10 Centuries = 1 Millennium or 1,000 years
1000 Millennium = 1 Age or 1,000,000 years
10 Ages = 1 Epoch or 10,000,000 years
10 Epoch = 1 Era or 100,000,000 years
5 Era = 1 Eon or 500,000,000-1 Billion years

Years, centuries and millennium (though the native term is millenia, but it's the same 1,000 year period) are used. Anything beyond that may vary in meaning depending on the speaker. Many use terms like ages, epochs, eras or eons without having a precise amount of time in mind or a different time in mind than here. It's complicated that there's no established, interplanar dating system that's accepted. Mechanus tries but the general trend is to simply note time relevant to big planar events. Creation's old enough that only the most ancient and wise truly get into this level of timekeeping, due to sheer weight of time to deal with.

Unlike in our world where we can largely handwave the prehistoric eras due to nothing much going on beyond natural processes, Creation has active forces and sentient beings making history. Combine that with each plane having an agenda, their own desires and control over time (Baator has an entire bureau of devils who track history and events, including twisting them to the current line of propaganda, ala 1984, for example). Interestingly, not even the lawful planes entirely agree on matters of timekeeping, let alone the chaotic ones.

If Tryll wants to use that for his personal or racial timekeeping, that's perfectly okay. I'm not saying you can't, just explaining how this sort of thing works across Creation.

Do you mind if I post this in nagging? It's an interesting conversation.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 06, 2016, 09:34:20 PM
Quote from: Anastasia on May 06, 2016, 08:28:24 PM
Quote from: Yuthirin on May 06, 2016, 02:31:46 PM
I'm fleshing out the Irrigo for the sake of background and the thought occurred to me that, as Tryll is intended to be from a previous age where things like aboleths were common and humanoids were not (as referenced in Lords of Madness), he's heinously old.

To be consistent here, that's likely from his Prime, not a universal thing. Primes vary and all that, and the various deities were around at the beginning or almost after that. I said this before during chargen and I'm repeating it for clarity. There's no great past where every Prime was dominated by vaguely Lovecraftian things and generally inhuman; Creation is a result of intelligent design. However, within that, each Prime can be unique and tailored. It's a reason why most outsiders are ultimately humanoid-ish in appearance and design, as are deities.

I had actually assumed that dieties took forms that their followers would generally be comfortable with, barring a few strange exceptions. Most humans would not be comfortable worshipping a gelatinous cube filled with horses or a giant slime or a book filled with faces or what have you.

I'd intended Tryll's plane to have ended a long long time ago. Faded beyond any myth or legend, as the overwhelming majority of the population collectively ascended into Arborea. Queen Morwel (or whatever her prior incarnation was) would remember them, but mortals would be clueless. The race wasn't exactly prone to planar travel, so there likely wouldn't have been much recorded lore about them. Not because they couldn't, but because they weren't interested. Being house-sized squid monsters, they tended toward small and insular communities. While not xenophobic, they were self-aware enough that they weren't built for combat and tended to keep to themselves for this reason. There were outliers of course, but they tended to find ways to polymorph themselves into more able forms, defend themselves with psionics, or got themselves killed in short order. Also, not amphibious. This made interplanar travel an inconvenience at best.

Quote
QuoteI'm planning on offsetting his character growth with the idea that a normal mortal experiences and interacts differently with reality in that they have a corporeal body, and thus more avenues for personal experiences and learnings. Having shed his mortal form rather early in his life, Tryll would have experienced a drastically reduced rate of personal growth as he was largely unable to physically interact with the world around him.

This is absolutely true and consistent with other things in the campaign. Generally, outsiders advance extremely slowly. PC and NPC outsiders and immortals advancing as fast as they do is highly atypical. Before your time, but this came up a bunch in B1 - Alicia and Seira's growth was atypical even for mortals, as was Latha and Antenora's advancement with them. It's generally unclear what provokes this sort of rapid growth and may well be variable, trying to force it fails.

In B3's case, observers are chalking it up to Medi and Medicant. It might even be true, though regardless of the reason, Aurora's on that fast track of growth.

Anyway, most outsiders and immortals have different mindsets when dealing with time and advancement. They just aren't mortal and tied to a finite lifespan. It's worth remembering that and mortals that race up to level 10 or 20 or whatever in a few years are the exceptions that prove the rule.

Yeah, I'd assumed that his class and level growth would have occurred at a pace considered normal for the average researcher and artist: Very slowly. He's generally avoided combat up until the last few thousand years, and really only gotten heavily involved after pairing up with Calleigh. I'd figured that 70% or so of his growth has occurred in the last 3-4000 years. Even then, rather slowly.

Quote
QuoteBasically, I'm asking you if you want to put a hard limit on character age. My original intention was to make Tryll at least an age old. Possibly more depending on how far you wanna go back. Calleigh is intended to have joined him 500-2000 years prior to current time.

He can be whatever age you like, so long as he isn't so ancient (as in billions of years at least, Creation's exact age isn't clear or commonly known) to remember the beginnings. It's completely up to you, the older he is, the slower he advanced and the longer nadirs of minimal growth he went through.

Oh boy no.

Quote
QuoteI've included a helpful chart on time.

100 years = 1 Century or 100 years
10 Centuries = 1 Millennium or 1,000 years
1000 Millennium = 1 Age or 1,000,000 years
10 Ages = 1 Epoch or 10,000,000 years
10 Epoch = 1 Era or 100,000,000 years
5 Era = 1 Eon or 500,000,000-1 Billion years

Years, centuries and millennium (though the native term is millenia, but it's the same 1,000 year period) are used. Anything beyond that may vary in meaning depending on the speaker. Many use terms like ages, epochs, eras or eons without having a precise amount of time in mind or a different time in mind than here. It's complicated that there's no established, interplanar dating system that's accepted. Mechanus tries but the general trend is to simply note time relevant to big planar events. Creation's old enough that only the most ancient and wise truly get into this level of timekeeping, due to sheer weight of time to deal with.

Unlike in our world where we can largely handwave the prehistoric eras due to nothing much going on beyond natural processes, Creation has active forces and sentient beings making history. Combine that with each plane having an agenda, their own desires and control over time (Baator has an entire bureau of devils who track history and events, including twisting them to the current line of propaganda, ala 1984, for example). Interestingly, not even the lawful planes entirely agree on matters of timekeeping, let alone the chaotic ones.

If Tryll wants to use that for his personal or racial timekeeping, that's perfectly okay. I'm not saying you can't, just explaining how this sort of thing works across Creation.

Okay.

QuoteDo you mind if I post this in nagging? It's an interesting conversation.

You just want to show off how smart you sound.
Title: Re: Random DM nagging.
Post by: Anastasia on May 06, 2016, 10:03:21 PM
Quote from: Yuthirin on May 06, 2016, 09:34:20 PMI had actually assumed that deities took forms that their followers would generally be comfortable with, barring a few strange exceptions. Most humans would not be comfortable worshiping a gelatinous cube filled with horses or a giant slime or a book filled with faces or what have you.

You're looking at it the wrong way. Let me put it this way: Corellon Latherian has the title of Elf Father. That's not just a fancy title, he is the spiritual creator of the elven race and all of its variants. They were made in his image. That being said, deities tend to pick up worshipers beyond the creatures they created (if they did), and they do tailor avatars appropriately. It's certainly possible for a deity to take a strange and alien forms, but their true forms (as much as they have them) are usually humanoid-ish or massive entities of sheer power. The latter's very rarely seen, once in B1 and only somewhat indirectly.

Interesting tidbit: If you somehow distilled a deity into its truest form and viewed it, you'd see a mass of spiritual energy countless magnitudes of order stronger and bigger than a normal soul.

QuoteI'd intended Tryll's plane to have ended a long long time ago. Faded beyond any myth or legend, as the overwhelming majority of the population collectively ascended into Arborea.

Makes sense. Those things happens, Primes eventually die.

QuoteQueen Morwel (or whatever her prior incarnation was) would remember them, but mortals would be clueless.

Queen Morwel's never had a prior incarnation, only the time before she became Queen of Arborea. Her dream and its ability to provide infinite variety makes her sufficient, freeing her from any need to reincarnate through the Womb of Arborea. She is eternal and everlasting, beyond that of even lesser outsiders. She'll never merge with Arborea because in a strong sense, she is Arborea. She found something superior to even that, the sort of perfect self sufficiency chaotic good strives to, taken to the highest level possible. She does have the alternate form of Titania, though that's a whole other thing with the fey talked about more in her flavor block.

Other deities would probably remember or at least know of them, a deity has a perfect memory and the ability to sort through and retain infinite amounts of information. Not really relevant, but worth mentioning.

QuoteThe race wasn't exactly prone to planar travel, so there likely wouldn't have been much recorded lore about them. Not because they couldn't, but because they weren't interested.

Not a bad policy. It just came up in another thread how mortals aren't really meant to explore the planes. It's a contrast to how powerful outsiders and the Prime don't mix. Of course, Creation is what it is and magic lets them do it anyway.

QuoteBeing house-sized squid monsters, they tended toward small and insular communities. While not xenophobic, they were self-aware enough that they weren't built for combat and tended to keep to themselves for this reason. There were outliers of course, but they tended to find ways to polymorph themselves into more able forms, defend themselves with psionics, or got themselves killed in short order. Also, not amphibious. This made interplanar travel an inconvenience at best

Makes sense.

QuoteYeah, I'd assumed that his class and level growth would have occurred at a pace considered normal for the average researcher and artist: Very slowly. He's generally avoided combat up until the last few thousand years, and really only gotten heavily involved after pairing up with Calleigh. I'd figured that 70% or so of his growth has occurred in the last 3-4000 years. Even then, rather slowly.

That's fine and makes sense.

QuoteOh boy no.

Cool.

QuoteYou just want to show off how smart you sound.

Nah, it's easier to have it here so I can just link to it if these questions come up again, rather than digging it up from IRC logs or my PM box. Also it helps information control, if everyone reads this, then I assume they'll at least have some idea of it in their heads.
Title: Re: Random DM nagging.
Post by: Nephrite on May 06, 2016, 10:59:13 PM
Quote from: Nephrite on May 05, 2016, 08:23:03 PM
If you were to spitball it, what level would a Bard spell be that would be a swift action to combine Inspire Courage, Greatness and Heroism into one casting? I would imagine it would still follow the rules limitations on the targets for Greatness and Heroism.

For reference, without Words of Creation or what have you, assuming a 20th level bard:

+4 morale weapon / damage to all in range
+2 1d10 HP, +2 competence attack, +1 competence to fort for 4
+4 morale AC and Saving throws to 2


Now, realistically, if Moore is casting this, then it looks more like

+14 morale weapon / damage to all in range
+8d10 temp hp, +8 Attack rolls, +4 fort for 5
+12 morale bonus to saves and +12 dodge to AC - 18d4 for 3

This does come at a cost of 33d4 Nonlethal damage if he were to go that route.

Quoted by request.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 07, 2016, 04:00:54 PM
Can't figure out how to approach the tortles yet. Didn't give it much thought before claiming it. Releasing claim. Anyone else who wants to pick it up, go for it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 07, 2016, 04:05:19 PM
Okay, that's fine. Remove it from your todo list. Post in your thread what your next todo is then.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2016, 02:12:50 PM
Quote<DarthSquiddius> So Iddy and I were talking tonight and we realized that the Faerie Dragon in the Draconomicon doesn't have an advancement table like other dragons, but the Advancement entry on their stat block clearly states they grow in size. Oversight? I'm willing to help correct it.

Going to answer this here, since I fell asleep before this last night and don't want to forget about it.

Anyway, Faerie Dragons don't have an advancement table because they aren't true dragons, insofar in the sense that they don't get stronger as they get older and have distinct age categories. There's a sidebar that mentions it on page 4 of the Draconomicon. As such, you'd be a lesser dragon. Which, name aside, simply means you aren't tied into how dragons advance.

I don't see it as terribly important, since you have gestalt to provide a bunch of your powers and spellcasting.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2016, 02:13:39 PM
Quote from: Nephrite on May 06, 2016, 10:59:13 PM
Quote from: Nephrite on May 05, 2016, 08:23:03 PM
If you were to spitball it, what level would a Bard spell be that would be a swift action to combine Inspire Courage, Greatness and Heroism into one casting? I would imagine it would still follow the rules limitations on the targets for Greatness and Heroism.

For reference, without Words of Creation or what have you, assuming a 20th level bard:

+4 morale weapon / damage to all in range
+2 1d10 HP, +2 competence attack, +1 competence to fort for 4
+4 morale AC and Saving throws to 2


Now, realistically, if Moore is casting this, then it looks more like

+14 morale weapon / damage to all in range
+8d10 temp hp, +8 Attack rolls, +4 fort for 5
+12 morale bonus to saves and +12 dodge to AC - 18d4 for 3

This does come at a cost of 33d4 Nonlethal damage if he were to go that route.

Quoted by request.

No idea offhand since I've been playing with it and it's powerful as hell. My official answer is that I'll get back to you on it.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 08, 2016, 08:17:19 PM
Quote from: Anastasia on May 08, 2016, 02:12:50 PM
Faerie Dragons aren't true dragons.

You're gonna make Surraruthurururu cry.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2016, 09:06:00 PM
Quote from: Yuthirin on May 08, 2016, 08:17:19 PM
Quote from: Anastasia on May 08, 2016, 02:12:50 PM
Faerie Dragons aren't true dragons.

You're gonna make Surraruthurururu cry.

They're still dragons, just not true dragons in the D&D definition. It sounds much harsher than it is.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 08, 2016, 10:10:44 PM
Quote from: Anastasia on May 08, 2016, 09:06:00 PM
Quote from: Yuthirin on May 08, 2016, 08:17:19 PM
Quote from: Anastasia on May 08, 2016, 02:12:50 PM
Faerie Dragons aren't true dragons.

You're gonna make Surraruthurururu cry.

They're still dragons, just not true dragons in the D&D definition. It sounds much harsher than it is.

You had the chance to let Surru be a true dragon and didn't take it. What happens now is entirely your fault.

Quest: Become a Force Dragon - Started.

To be done after becoming a Celestial/Half-Celestial.
Title: Re: Random DM nagging.
Post by: Anastasia on May 08, 2016, 10:13:22 PM
I now live in a world of unrelenting terror.
Title: Re: Random DM nagging.
Post by: Nephrite on May 12, 2016, 01:06:30 PM
Quote from: Anastasia on May 08, 2016, 02:13:39 PM
Quote from: Nephrite on May 06, 2016, 10:59:13 PM
Quote from: Nephrite on May 05, 2016, 08:23:03 PM
If you were to spitball it, what level would a Bard spell be that would be a swift action to combine Inspire Courage, Greatness and Heroism into one casting? I would imagine it would still follow the rules limitations on the targets for Greatness and Heroism.

For reference, without Words of Creation or what have you, assuming a 20th level bard:

+4 morale weapon / damage to all in range
+2 1d10 HP, +2 competence attack, +1 competence to fort for 4
+4 morale AC and Saving throws to 2


Now, realistically, if Moore is casting this, then it looks more like

+14 morale weapon / damage to all in range
+8d10 temp hp, +8 Attack rolls, +4 fort for 5
+12 morale bonus to saves and +12 dodge to AC - 18d4 for 3

This does come at a cost of 33d4 Nonlethal damage if he were to go that route.

Quoted by request.

No idea offhand since I've been playing with it and it's powerful as hell. My official answer is that I'll get back to you on it.

I would also be fine with a version that was a standard action. You're still effectively gaining an action with it that way, so it's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2016, 12:22:01 AM
A new spell is posted in the spell collection. It's a sanctified 10 spell, so that may be useful. It may not look like much at first glance, but it's duration is one round/level. Which means it's not just a single blast but capable of dealing damage each round.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2016, 07:05:13 PM
Divine rules are up. A few notes here since I want to keep that clean.

- With any ruleset that's meant to be encapsulate beings such as divinities, it must be understood that the rules can't be absolute. Exceptions are going to happen and 'plot power' is a consideration as well. There's no effort to categorize every trick a deity can pull out. These rules are a mechanical baseline to handle that side of it, not absolute guidelines that cover everything. When there's a degree of vagueness or openness in the rules, it's usually intentional.

- Likewise, these are just the mechanical rules. Most flavor issues aren't touched on here, such as how the Three Incarnations may choose to rule and manage deities.

- That last bit in divine realms about deities being able to manipulate the plane their divine realm in is rather vague, isn't it? This is because it's not really a function of the rules but of planar politics, and the politics of planar lords vs deities. Generally speaking, while similar planar lords and deities do generally cooperate (as much or as little as their alignments and outlooks allow), this is not absolute. As planar lords see to alignment issues and the Outer Planes, they have more control over the planes outside of a divine realm than the deities. Usually both sides have an agreement where planar lords and deities grant each other control in each other's planes and divine realms. However, this isn't absolute and isn't always extended.

It's worth noting that deities, regardless of alignment, are likely to support a deity who suffers push back from a planar lord on this. For example, once Graz'zt tried to cut Umberlee off from influencing the Abyss outside of Fury's Heart as the result of a tiff between the two. Graz'zt soon received several diplomats from across the planes, each bearing a message from various deities that he reconsider his current course of action. Diplomats came from unexpected deities such as Bane, Tempus, Tyr, Chauntea and Helm. Graz'zt relented, knowing it was a battle he couldn't win. The politics between planar lords and deities are low key and rarely visible, but they do exist.

- These don't cover any possible changes or adjustments for B1r. Those will be added as variants in a later post. This is mostly to keep the baseline rules streamlined. Likewise, there's going to be an add on that discusses prayer and how deities manage it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2016, 04:01:16 PM
At this point B3's going to get more attention. Y'see, Eb dropped from B5 and the decided course of action is to make that a weekly game. I want to keep it going, but the loss of Inari hurts. I'm going to run it like this, see how it does and if the game can keep momentum in light of that. The upshot is that B3's going to get more time and effort into it without B5 sessions clogging things up.

Also I'm just calling it B3 at this point. It's more active than B3 was back in the day and everyone's playing, so it's a bit daft to call it a coda. To be totally honest, I may run with B3 as my main game for at least awhile, we'll see how it goes.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 16, 2016, 04:17:34 PM
I've been debating calling you out on the Coda bit for a while now.

Didn't want to hurt your sensitive feelings though. :P
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2016, 12:42:07 AM
Quote from: Yuthirin on May 16, 2016, 04:17:34 PM
I've been debating calling you out on the Coda bit for a while now.

Didn't want to hurt your sensitive feelings though. :P

/me whimpers.
Title: Re: Random DM nagging.
Post by: Ebiris on May 17, 2016, 09:21:27 AM
Had a thought for a magic item add-on considering Afina's recently altered wardrobe.

Coordination

Favoured by fashion conscious adventurers and those who wish to tie their collection of looted enchanted items to a theme, this enchantment can be added to any item of clothing.

With a command word said while touching the item to another garment, the item will alter it's style and colouration to complement the touched item. It's overall dimensions remain the same. It remains in this new style until the command word is said again and it reverts to normal whereupon it can be linked to a different garment in the same manner.

I was thinking something like 500gp since its pure fluff with little utility. Probably makes diplomacy a little easier or maybe infiltration since you can make your gear match your stolen uniform or whatever but it's nothing game changing.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2016, 10:10:34 AM
That's fine. I'd have to look up related things for an exact price, but I suspect you're in the ballpark. I'll get back to you on details later today, since doctor visit looms.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 17, 2016, 10:36:00 AM
That already sorta exists. Vestments of Many Styles. Think it's from Eberron.

Category:
shirt/vest
Description:
Aura Moderate transmutation CL 9th

Price 500 gp Weight -

This suit of clothes transforms itself into different fabrics and designs, allowing the wearer to alter her outward appearance with a command word. The vestment grants a +2 circumstance bonus on Disguise checks in any situations where clothing is part of the disguise (so that it wouldn't help disguise a sorcerer who had shapechanged into a red dragon, for example), but does not change or disguise any armor worn.
Title: Re: Random DM nagging.
Post by: Ebiris on May 17, 2016, 12:49:37 PM
Yeah I took the price point from that but it's more as an add-on you can apply to cloaks/boots/hats/etc without using up an item slot.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2016, 02:00:36 PM
Thanks for doing my homework, Iddy.

That's fine, I'll write it out all officially shortly.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2016, 02:13:45 PM
Quote from: Ebiris on May 17, 2016, 09:21:27 AM
Had a thought for a magic item add-on considering Afina's recently altered wardrobe.

Coordination

Favoured by fashion conscious adventurers and those who wish to tie their collection of looted enchanted items to a theme, this enchantment can be added to any item of clothing.

With a command word said while touching the item to another garment, the item will alter it's style and colouration to complement the touched item. It's overall dimensions remain the same. It remains in this new style until the command word is said again and it reverts to normal whereupon it can be linked to a different garment in the same manner.

I was thinking something like 500gp since its pure fluff with little utility. Probably makes diplomacy a little easier or maybe infiltration since you can make your gear match your stolen uniform or whatever but it's nothing game changing.

Coordination

This special enchantment can be added to any article of clothing. On touching the enchanted item to a garment, the touched item will alter its style and coloration to complement the touched item. The item's overall dimensions remain the same. The affected item remains in this new style until the command word is said again.

Moderate transmutation; CL 5th; Craft Wondrous Item, disguise self; Price 500 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2016, 02:30:30 PM
The new magic item property is in houserules.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 22, 2016, 11:01:33 AM
I essentially copied the Awaken spell and bumped it a few levels for difficulty. I added one die to each of the bonuses it grants on awakening, feeling it's justified with both the higher spell cost, material/xp cost, and that it's dealing with creatures of magic already.

Awaken Magical Beast
Transmutation
Level: Wiz/Sorc 7
Components: V, S, DF, XP
Casting Time: 24 hours
Range:   Touch
Target:   Magical Beast
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You awaken a magical beast to humanlike sentience. To succeed, you must make a Will save (DC 10 + the magical beasts's current HD).

The awakened magical beast is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.

An awakened magical beast gets 4d6 Intelligence, +2d3 Charisma, and +3 HD. Its type remains the same as the base creatuer.

An awakened magical beast can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).

Material Component equaling 2,000 gp

XP Cost
450 XP.
Title: Re: Random DM nagging.
Post by: Anastasia on May 22, 2016, 02:02:30 PM
Quote from: Iron Dragoon on May 22, 2016, 11:01:33 AM
I essentially copied the Awaken spell and bumped it a few levels for difficulty. I added one die to each of the bonuses it grants on awakening, feeling it's justified with both the higher spell cost, material/xp cost, and that it's dealing with creatures of magic already.

Snipped for length

A few notes and suggestions.

- Agreed about the higher spell level. Awakening a magical beast is more complicated than awakening a tree or plant. Magical beasts bring certain complications as well that requires more precision and power than a typical awakening.
- From the office of D&D pedantry: It's Sor/Wiz, not Wiz/Sorc. On a related note, if you're going to copy/paste from the SRD, at least edit out the spacing issues.
- No divine focus since that's for divine casters. Remove the DF from components.
- When you designate a target with a touch, use creature touch, objected touch or a more specific description as needed. In this case, the phrase you'd use would be 'magical beast touched'.
- Balmuria doesn't use XP. It's converted to at a 1-10 ratio to GP cost if I decide that's appropriate or the XP cost is simply removed. Depends on the spell and what it does, I'd keep it for awakening. For reference, awaken construct's 5k XP cost was converted to a flat 5k gold cost rather than 50k gold, which I felt would be excessive. So let's put awaken magical beast at 4k? Yeah, that sounds about reasonable.
- I wouldn't use precisely the same rules (or the scaled up ones) you used for this with Intelligence, Charisma and hit dice. Magical beasts are a bit different and require a different touch. The 24 hour casting time makes it difficult, since magical beasts are harder to contain and deal with than a mere animal or plant.
- Awakened magical beasts would be able to gestalt in time, though it's not quick or easy.

My take would be something like this.

Awaken Magical Beast
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Magical beast touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You awaken a magical beast with an Intelligence score of 1 or 2 to human intelligence. You must succeed on a Will save (DC 10 + the magical beast's current hit dice) or the spell fails. This spell is otherwise identical to awaken, except as noted here.

An awakened magical beast rolls a new Intelligence score of 3d6 and gains 1d3 points of Charisma. It gains 2 hit dice.

Material Components

A potion made of rare ingredients worth no less than 4,000 gold.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 22, 2016, 04:16:19 PM
I'll keep those notes in mind for the next time. Your take looks perfectly fine to me.
Title: Re: Random DM nagging.
Post by: Anastasia on May 22, 2016, 08:59:13 PM
Done, adding to the spell collection.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2016, 01:12:29 AM
Selune's posted over on the R&S board now. Notable for y'all since she's sponsored Aurora a lot.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 23, 2016, 03:49:08 PM
If I manage to recruit this guy, will the Aurora discounts apply to items made by him?
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2016, 03:51:30 PM
Which guy?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 23, 2016, 03:59:41 PM
Erik the Redhead. Mind. Hamogan. That guy.
Title: Re: Random DM nagging.
Post by: Anastasia on May 23, 2016, 05:26:02 PM
Aaah, okay. Yes, most likely. He's a psionic item crafter, so he'd need to see and assess it himself. But the way I run transparency suggests the answer would be yes.
Title: Re: Random DM nagging.
Post by: Anastasia on May 25, 2016, 12:32:58 PM
There's a new monster over in characters and monsters, the all-elemental. It's similar to what Afina fought at the end of her prismatic quest, though not 100% the same. They're vanishingly rare for campaign reasons, but at least a few have existed at some point in Creation. They're the sort of thing Seira would go for.
Title: Re: Random DM nagging.
Post by: Ebiris on May 27, 2016, 01:17:30 PM
Taking 10 for 47 on the arcana checks to give Elena a body double, DC 40.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2016, 01:19:20 PM
Down with Bards

This book elaborates on a theory that bards are slowly killing Oghma, Gond and other deities of craft and creation. It posits there is a limited amount of inspirational energy in Creation, and that once expended, everyone will lose the ability to make new things. Bards tap directly into this energy and expend it freely, depleting it and bringing the ossification of Creation ever closer. With no new thoughts, ideas and objects, Creation will become rigid and ultimately herald the victory of order. From here it becomes more and more lurid, describing the 'great deception', making those of chaos and freedom lead Creation to law's ultimate victory.

Will save, Moore. Mind-affecting, so note if immune.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2016, 01:19:40 PM
Quote from: Ebiris on May 27, 2016, 01:17:30 PM
Taking 10 for 47 on the arcana checks to give Elena a body double, DC 40.

Okay, done. I'll update the Aurora topic and she'll show that IC at some point soon.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 27, 2016, 02:17:08 PM
Quote from: Anastasia on May 27, 2016, 01:19:20 PM
Down with Bards

This book elaborates on a theory that bards are slowly killing Oghma, Gond and other deities of craft and creation. It posits there is a limited amount of inspirational energy in Creation, and that once expended, everyone will lose the ability to make new things. Bards tap directly into this energy and expend it freely, depleting it and bringing the ossification of Creation ever closer. With no new thoughts, ideas and objects, Creation will become rigid and ultimately herald the victory of order. From here it becomes more and more lurid, describing the 'great deception', making those of chaos and freedom lead Creation to law's ultimate victory.

Will save, Moore. Mind-affecting, so note if immune.

This reminds me of that American politician that was concerned that solar panels would use up all the sunlight.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2016, 03:15:32 PM
Quote from: Yuthirin on May 27, 2016, 02:17:08 PM
Quote from: Anastasia on May 27, 2016, 01:19:20 PM
Down with Bards

This book elaborates on a theory that bards are slowly killing Oghma, Gond and other deities of craft and creation. It posits there is a limited amount of inspirational energy in Creation, and that once expended, everyone will lose the ability to make new things. Bards tap directly into this energy and expend it freely, depleting it and bringing the ossification of Creation ever closer. With no new thoughts, ideas and objects, Creation will become rigid and ultimately herald the victory of order. From here it becomes more and more lurid, describing the 'great deception', making those of chaos and freedom lead Creation to law's ultimate victory.

Will save, Moore. Mind-affecting, so note if immune.

This reminds me of that American politician that was concerned that solar panels would use up all the sunlight.

Who was that?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 27, 2016, 04:32:39 PM
Links: ShowHide
http://www.discovery.com/dscovrd/tech/town-rejects-solar-panels-that-would-suck-up-all-the-energy-from-the-sun/
http://www.techtimes.com/articles/117093/20151216/north-carolina-town-didn-t-ban-solar-panels-sucking-up.htm
Title: Re: Random DM nagging.
Post by: Nephrite on May 27, 2016, 04:46:22 PM
Quote from: Anastasia on May 27, 2016, 01:19:20 PM
Down with Bards

This book elaborates on a theory that bards are slowly killing Oghma, Gond and other deities of craft and creation. It posits there is a limited amount of inspirational energy in Creation, and that once expended, everyone will lose the ability to make new things. Bards tap directly into this energy and expend it freely, depleting it and bringing the ossification of Creation ever closer. With no new thoughts, ideas and objects, Creation will become rigid and ultimately herald the victory of order. From here it becomes more and more lurid, describing the 'great deception', making those of chaos and freedom lead Creation to law's ultimate victory.

Will save, Moore. Mind-affecting, so note if immune.

He would not have been when he read it, I'm sure. I don't think he can cast Mind blank anyway, or would've thought to use the archway.

[15:45] <Erad> roll 1d20+45 Will save
[15:45] <Kobot> Erad rolled 1d20+45 Will save --> [ 1d20=11 ]{56}
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2016, 07:04:27 PM
For now, Hamogan is going to be a non combat NPC. This may change when I have a little more time to do psionics homework, but at the moment I don't have the time to hash out an epic level psion build. He's focused on item creation anyway, so he's not combat optimized.

Of course, he's an epic level manifester, so that's awfully relative.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2016, 07:06:24 PM
Quote from: Nephrite on May 27, 2016, 04:46:22 PM
Quote from: Anastasia on May 27, 2016, 01:19:20 PM
Down with Bards

This book elaborates on a theory that bards are slowly killing Oghma, Gond and other deities of craft and creation. It posits there is a limited amount of inspirational energy in Creation, and that once expended, everyone will lose the ability to make new things. Bards tap directly into this energy and expend it freely, depleting it and bringing the ossification of Creation ever closer. With no new thoughts, ideas and objects, Creation will become rigid and ultimately herald the victory of order. From here it becomes more and more lurid, describing the 'great deception', making those of chaos and freedom lead Creation to law's ultimate victory.

Will save, Moore. Mind-affecting, so note if immune.

He would not have been when he read it, I'm sure. I don't think he can cast Mind blank anyway, or would've thought to use the archway.

[15:45] <Erad> roll 1d20+45 Will save
[15:45] <Kobot> Erad rolled 1d20+45 Will save --> [ 1d20=11 ]{56}


You feel a little dizzy after reading that odd book. Nothing lasting and if anything, you're fairly convinced it's tripe. Madmen will be madmen.
Title: Re: Random DM nagging.
Post by: Nephrite on May 27, 2016, 07:26:39 PM
Whew!!
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 12:46:30 AM
Quick note. I passed around some info on an NPC y'all recruited, she's still being worked out. I used the wrong name - she's not Emerelda, the Lifasa survivor, but Bubbles, the fashion savvy nymph. Emerelda will be running a shop, so expect an update into the Aurora topic with it soon.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2016, 12:53:52 AM
On Hamogan: That's exactly what I was hoping for. Emerelda is good. Bubbles already sounds hilarious.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 12:54:28 AM
Quote from: Yuthirin on May 28, 2016, 12:53:52 AM
On Hamogan: That's exactly what I was hoping for. Emerelda is good. Bubbles already sounds hilarious.

She's a thing. As for Emerelda, I'm doing her shop up right now.
Title: Re: Random DM nagging.
Post by: Merc on May 28, 2016, 12:54:43 AM
Is Bubbles going to be joined by Blossom and Buttercup?
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:12:17 AM
Quote from: Merc on May 28, 2016, 12:54:43 AM
Is Bubbles going to be joined by Blossom and Buttercup?

Nope, I'm afraid not.
Title: Re: Random DM nagging.
Post by: Merc on May 28, 2016, 01:18:48 AM
Can she be joined by Mojo Jojo at least?
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:20:07 AM
Quote from: Merc on May 28, 2016, 01:18:48 AM
Can she be joined by Mojo Jojo at least?

Denied.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2016, 01:24:18 AM
What about HIM?
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:26:12 AM
Quote from: Yuthirin on May 28, 2016, 01:24:18 AM
What about HIM?

Who?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2016, 01:27:05 AM
HIM.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:27:53 AM
Quote from: Yuthirin on May 28, 2016, 01:27:05 AM
HIM.

You're going to need to be more specific, since I have no idea of who you're talking about.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2016, 01:31:17 AM
HIM. That Which Walks In Darkness. Cruelty Unchained. Madness and Terror. The Greatest of Evils. The King of the Damned. The Prince of Lies. Lord of the Flies. His Infernal Majesty. HIM.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:33:22 AM
Nah, he's having too much fun playing with his life size Muirfinn doll. It even sleeps in an eternal nightmare for him.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2016, 01:34:50 AM
Does he wear the thigh-high boots and the frilly pink tutu?
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:35:30 AM
Quote from: Yuthirin on May 28, 2016, 01:34:50 AM
Does he wear the thigh-high boots and the frilly pink tutu?

Nope.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2016, 01:36:49 AM
Then I'm probably talking about a different guy.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 01:40:10 AM
Quote from: Yuthirin on May 28, 2016, 01:36:49 AM
Then I'm probably talking about a different guy.

Just as well.
Title: Re: Random DM nagging.
Post by: Merc on May 28, 2016, 01:57:59 AM
Would have been funnier if you were talking about the same guy.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 02:05:28 AM
Says you, Ms. Kitty.
Title: Re: Random DM nagging.
Post by: Merc on May 28, 2016, 02:19:23 AM
Says I, indeed.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2016, 02:40:31 PM
Sunlight
Type: Elemental
Prerequisite: 21+ hit dice
Area: A number of feet equal to the creature's hit dice times its Charisma modifier.
Means of Healing: A dispel fire spell.
Saving Throw: None

This spiritual wound causes eternal sunshine in the affected area. It is always high noon within the wound and perfectly sunny, no clouds blocking the sun. It's as warm as a summer day no matter the weather outside of it. Assuming the temperature in the wound is different than the area outside of it, this causes instability resulting in violent, unpredictable and unnatural weather around the wound. Additionally, endless sunshine disrupts some plants, eliminates fungus growth in the area and causes difficulties for many animals and creatures.

---

Moonlight's spiritual wound she tends to cause, since it came up in Afina's thread. I'll add it to the spiritual wounds article. It's a fairly common one for servants of Lathander. Much like Lathander, sometimes it just doesn't stop when it should and keeps pouring on sunshine.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 30, 2016, 08:41:53 PM
Quote from: Anastasia on May 06, 2016, 08:28:24 PM
Mechanus tries but the general trend is to simply note time relevant to big planar events. Creation's old enough that only the most ancient and wise truly get into this level of timekeeping, due to sheer weight of time to deal with.

Can I get a rough timeline of some major well-known events in the past? Some that people who traverse the planes would know of or things that could be easily researched in the Aurora Library?
Title: Re: Random DM nagging.
Post by: Anastasia on May 30, 2016, 10:57:33 PM
All times are approximate and only covering big events. Some of them may be off since I'm doing these without checking notes, in case I make any mistakes. Anyway, this is a sampling of various events. This draws on in game events and lore, posts in the fluff topic and characters and monsters posts.

-A few months ago Muirfinn and friends slew Athux, a rising demon lord of the Abyss.
-20 years ago Seira Aryn and Alicia Reynes rose as new demipowers.
-21 years ago Zquujaj wages war on Hell
-300 to 400 years ago Empress Sulia rises as a new demipower.
-600 or so years ago Beginning of Lifasa's golden age.
-780 years ago Akil bin Faheem obtains Razalim, a powerful but legendarily cursed scimitar.
-1000 years ago Talos abandons Fury's Heart and creates Nature's Heart. His rise is held to be some sort of cosmic counter balance to Torm's fall by many, but this is not confirmed.
-2000 years ago Bel replaced Zariel as Lord of the First.
-2000 years ago War against the Gnomish God-King, which leads to the fall of Torm.
-3000 years ago. Fall of the Lost Eastlands and the rampage of the Destroyer.
-2800 years ago The current Padisha of the Marid took the Coral Throne.
-5000 years ago Primus concludes a vast calculation that indicates Shar will win and end all of Creation. This is known as the Prophecy of Primus.
-8900 years ago Defeat of The Father and his sealing, then the book's transport to Valgadda, which is no more.
- 10400 years ago Lifasa is created.
- 12490 years ago Cerulean Joy and Vel Custos are married.
- 14350 years ago. Cerulean Joy returns to Celestia as a planetar and rises to the position of Authority of Absolution in seven years.
- 67200 years ago. The Lost Chalice is stolen from Celestia and taken to Dis, where she remains in captivity to this day.

After this point, precise timekeeping is uncertain and unclear. However, the order of these events is clear. Note that the last entry above this is not the point in time at which this section begins.

- Cerulean Joy fails to find enlightenment in Jovar and fails to reach Chronias. Disturbed, she leaves Celestia.
- Rogan Palethos explores Elysium and writes one of the only known accounts of Cantasa Alexandria that is not fully anathemic knowledge.
- First known invocation of Zaphkiel's Blessing, which destroyed most of a Prime Material world and vaporized a Far Realm incursion.
- The Angel of Last Resort is created by Queen Morwel.
- Medi's era, leading to the creation and loss of Medicant.
- Creation of the Hecatoncheries, followed by its rebellion and relocation to the Abyss.
- Temporal Compact is agreed to. Time travel past this point is forbidden and enforced by powerful guardians.
- The Red Knight obtains divinity and challenges the demon lord Balum, slaying him and destroying him for all time.
- The first vampire vanishes, either dead or in some sort of sleep.
- Triel, the future Beezlebub, is cast out of the Heavens along with many other celestials for falling to evil's corruption.
- Triel's Furnace is created.
- Eblis falls from the Heavens and goes to brood in Fire, after a short stopover in Hell.
- Creation of the City of Brass and the organization of efreet society by the Crimson Firebrand.

All of these dates are too ancient to have meaningful numbers. However, they're in order as best as anyone could determine. It may be wrong in these cases, but it's a rough idea.

- The angels embrace both law and chaos, preserving harmony in the Heavens and bringing peace to that conflict, if not resolution.
- Alleged creation date of the Siege Malicious. As most sources are yugoloths, this should be taken with several grains of salt.
- Primus first identified as the leader of Mechanus.
- First serious conflicts in what would later become known as the Blood War. Conflict existed but not on the great scale of that right away.
- Queen Morwel become Queen of Stars and established her rule over Arborea.
- Asmodeus became King of Hell and configured Hell into its current political form.
- First known appearance of Zaphkiel, though it is generally held he existed before that.
- Shar and Selune first do battle over a Prime world. Legends say that the world was shattered in the conflict.
- Rise of Good and Evil in addition to Law and Chaos. How this impacted early Creation's planar structure is unknown.
- The beginning. The exact time is lost to history and perhaps intentionally hidden. Little of Creation's beginnings are known, though many creation myths exist.
Title: Re: Random DM nagging.
Post by: Anastasia on June 01, 2016, 11:44:34 PM
With Hamogan onboard, psionic items are available. He knows the following item creation feats. Note he has epic crafting, so he can make epic psionic items.

Craft Cognizance Crystal, Craft Dorje, Craft Psicrown, Craft Psionic Arms and Armor, Craft Universal Item, Imprint Stone, Scribe Tattoo.
Title: Re: Random DM nagging.
Post by: Corwin on June 08, 2016, 03:32:34 PM
Can Tannin look into this for me when he has the chance?

-I want to go find something similar to Triel's Furnace.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2016, 04:07:33 PM
Sure. Remind me of it in a few days and I'll post a report. Feel free to elaborate more on what you like about Triel's Furnace and are looking for.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2016, 10:54:28 AM
http://www.soulriders.net/forum/index.php/topic,103072.msg1073348.html#msg1073348

Today in Astral leftovers.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 09, 2016, 11:29:43 AM
He's a slekton. Let's just drop a big rock on him and call it a day.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2016, 11:31:06 AM
Sure. Would need to be a fairly large rock, though.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 09, 2016, 11:36:27 AM
I'm sure we can manage.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2016, 11:38:53 AM
You can easily enough. As of now he's not a serious threat to any of you or most of your NPCs. There's potential there, but it'll take time to realize it.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2016, 01:25:39 AM
There's a new Tepen's Classroom on R&S's fluff board. This one has a bit of a history so let me go into it. I wrote most of it about two years ago and stalled out. A year ago I picked it back up and finished it, then had Cor provide C&C on it. He had some strong points out it and matched some reservations I had about it, so I put that and the critique aside to come back to later. I never did, it got lost in the shuffle. After some consideration, I made a few minor adjustments and decided to post it as is. It's old enough that I'd rather have it out and done than try to revise older material.

Sometimes you have to cash in and move on. Cor's C&C will probably form another article one day, since the points he made about it are worthwhile.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2016, 01:28:35 PM
There's a new scheduling sticky up, so make sure y'all read that.
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2016, 01:40:17 PM
A mortal's transformation into an outsider without dying is always unique. In Jaela's case, it resembles Alicia's. Alicia was granted power and insight from Mystra, as well as the half celestial template and further improvements on that over time. When it became time to obtain the good subtype, Alicia took a journey with Empress Sulia that shared some similarities with Jaela's ascension.

Alicia studied a newly risen mortal soul and helped guide it to eternity. She learned everything of it in one flash of insight and then was directed to look inward. After a Wisdom check, she gained a new level of understanding and connection with good and gained that subtype.

Jaela studied her own soul and her choices for her eternity. She learned more of herself in flashes of insight, and through Wisdom checks, she gained a new understanding of herself. This allowed her to lose the native subtype and become a full outsider.

As Empress Sulia said to Alicia:

"You did. There's a secret, mortals judge themselves with their lives. The Gods don't damn or exalt you, you do with every choice you make." Empress Sulia smiles now, "We provide the spark for them to assume their role in eternity. Like starting a new fire with an emberstick from a bonfire."

Those who become outsiders through more meditative paths become outsiders through coming to understand that. This is what happens for various PrCs that give outsider status through mystical understanding, meditation or what have you. In rare cases, the enlightened can do this themselves. It's akin to starting a fire taking a burning stick from another fire versus using two dry sticks and rubbing them together to make sparks. The first way's easier, but the second way is doing it on your terms.
Title: Re: Random DM nagging.
Post by: Ebiris on June 21, 2016, 01:47:04 PM
Also just charging into a really really hot fire can turn you into an outsider too!
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2016, 01:50:03 PM
To be fair, it was on Fire.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 21, 2016, 01:51:25 PM
Quote from: Ebiris on June 21, 2016, 01:47:04 PM
Also just charging into a really really hot fire can turn you into an outsider too!
Afina will forever be very special.
Title: Re: Random DM nagging.
Post by: Anastasia on June 21, 2016, 02:10:40 PM
Quote from: Yuthirin on June 21, 2016, 01:51:25 PM
Quote from: Ebiris on June 21, 2016, 01:47:04 PM
Also just charging into a really really hot fire can turn you into an outsider too!
Afina will forever be very special.

She is the rainbow pixie, yes. She's special and unique.

Turns out self immolation pays. Who knew?
Title: Re: Random DM nagging.
Post by: Yuthirin on June 26, 2016, 06:09:15 PM
Elena!: ShowHide
(http://i.imgur.com/dOKKLzI.jpg)
Title: Re: Random DM nagging.
Post by: Anastasia on June 26, 2016, 06:46:25 PM
Yuth has greatly improved his nagging game, I see.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2016, 04:17:49 AM
From the bureau of miscellaneous crap:

1. Level up times are on the horizon. They aren't here yet, but I'd start thinking about what you want to take for level 24. If you need custom material for that level, now's the time to speak up. This opens up a few noteworthy things: Your second epic feat (barring bonus feats), a possible bonus feat if your epic progression is there and a stat point. All of this can result in some new features and tricks, so bear them in mind.

2. I'm going to try and step up my posting the next week. Last week was a bit weaker than usual, so time to pump it up. We'll see how it goes. I have a bit of extra time off this week, see the scheduling topic.

3. Speaking of, I'm going to be using that and switching next week's schedule in every Sunday. Expect an edit there shortly.

4. I'm going to do some bits of internal house cleaning tonight. There may be some fragments posted as a result.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2016, 04:26:45 AM
I've had a few spell projects that haven't worked out lately. Here's some scraps from them. Some of these will go into the spell collection.

A miscellaneous spell for fiend-cultists, though most anyone can find it useful. Compare and contrast tongues.

Telepathy
Divination
Level: Clr 3, Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell grants the target telepathy out to 100ft. The target can communicate with any creature that has a language.

A miscellaneous project about cats that didn't finish. A few spells from it are worthwhile. The spells are cleric only since that's the direction the supplement was going on (Sharess cult).

Catfriend
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

While under the effects of catfriend, felines view you as a friend and protector. You gain a +10 insight bonus to Charisma based skill checks when dealing with felines and feline-blooded creatures, such as catfolk. You may use wild empathy as a ranger of your caster level, but only when dealing with felines.

Cat's Reflexes
Abjuration/Transmutation
Level: Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell channels a cat's legendary reflexes into your body. You gain a +4 enhancement bonus to Dexterity, a +10 competence bonus to Balance, Climb, Hide, Jump and Move Silently checks and immunity to fall damage. No matter how far you fall, you land on your feet and are not harmed by the fall.

Title: Re: Random DM nagging.
Post by: Anastasia on June 29, 2016, 05:11:59 PM
Todo: Update Aurora topic with new recruits from Jaela's druids and Afina's mission.
Title: Re: Random DM nagging.
Post by: Anastasia on June 30, 2016, 10:24:18 PM
Next week's schedule is up.
Title: Re: Random DM nagging.
Post by: Anastasia on July 02, 2016, 03:37:51 PM
Hey Yuth, are you at work today?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 04, 2016, 12:35:18 AM
I was!
Title: Re: Random DM nagging.
Post by: Anastasia on July 04, 2016, 10:24:08 PM
Hey Merc, how's the work grind treating you?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 01:53:46 AM
I need a non-terrible psionic PrC that isn't Meditant.
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 01:57:53 AM
What sort of focus are you interested in?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 12:46:28 PM
I was hoping for either an efficiency class to reduce PP costs or something to enhance powers being manifested.
Title: Re: Random DM nagging.
Post by: Nephrite on July 07, 2016, 01:03:36 PM
Yuth, I'm PMing you a link that may be helpful for this.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 01:41:53 PM
Thanks!
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 01:53:59 PM
By PM did you mean email?
Title: Re: Random DM nagging.
Post by: Nephrite on July 07, 2016, 02:11:23 PM
No I totally PMed it... or so I thought?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 02:13:32 PM
I appear to have also received it in an e-mail from quatre.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 02:16:14 PM
I'll look through it. On a related note:

Dune, what's your opinion on the Sword & Sorcery 3rd party splatbooks?
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 04:29:46 PM
Quote from: Yuthirin on July 07, 2016, 02:16:14 PM
I'll look through it. On a related note:

Dune, what's your opinion on the Sword & Sorcery 3rd party splatbooks?

I'm not terribly familiar with them, so case by case basis.
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 04:32:33 PM
I'll start with the important bits and work my way down.

First of all, we're taking a few days off. Level ups are going to be a part of this and that takes me time. ETA for resuming is Monday, depending on how fast I work.

Before anything else and including level ups so don't do those yet, what is Aurora's general plan going to be. You all are more than welcome to talk IC (and if you want to I'll make a thread for PCs to do so IC without any NPCs chiming in) or OOC for plans as you see fit. Who is doing what here? How are you preparing to deal with this and are you taking any counter measures beyond a possible Hidden Layers trip?

Further, are you doing anything about The Father flare up, or is that being backburnered for now?

We'll deal with level ups once plans get rolling.
Title: Re: Random DM nagging.
Post by: Ebiris on July 07, 2016, 04:36:41 PM
Well, to deal with the Lief/Yggdrasil thing: Ilsenine takes a hand-picked squad of those she most trusts to the Hidden Layers to go deal with shit there. So it's actually up to an NPC to set the party on that one, funnily enough. I presume loyal assassin Afina and husbando Moore are going there but I dunno how she feels about other PCs.

Having other people go push the Father's shit in while that's happening would be good but Moore seems to be the point man for that and he's likely busy. So I'd suggest those not going to Arborea occupy themselves by attacking Lifasa and knocking out one of the traitors just to remind them we know they exist. Or going after Lixer's deep ethereal base which might help with the Lief issue as well.
Title: Re: Random DM nagging.
Post by: Nephrite on July 07, 2016, 04:48:41 PM
Moore's fine going wherever, but it seemed as if he needed to handle the Yggdrasil thing first.

He'll also pass on whenever the actual forming starts about Cresiel staying viligant at Aurora, so he'll suggest a good contingent of people to be there just in case.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 07, 2016, 06:12:24 PM
Well, I'm trying to get the Sword of Myr at the moment, so I'd suggest holding off on the Lifasa/traitor thing until then, as it's an intelligent and apparently very powerful weapon. In the right hands, it could make that fight much easier, potentially. Surraruthru's going to be pretty interested in returning to Lifasa, so he'll want in on that, though one of his side goals is going to be to try and find something to start the grove.

I'm moving away from the idea of keeping it for the lair and more towards giving it to the Fey in Aurora so they can move a little closer towards normalcy for them. I've been toying with the idea of getting Surraruthru more involved with the fey anyway, so the Hidden Layers thing might be a good inclusive stepping stone for him, with the grove as a follow up.

As for the counter measures, I still have a vague concept of putting together a War Weaver group for Aurora, similar to the Graceful Blow or whatever, with the idea of including some sort of magic circle amplifier so that if there's an attack in or near Aurora, their range and abilities are extended. Being able to buff and/or heal entire groups from range or having those buffs amplified within a certain range of Aurora might help shore things up. If not that, then having them embedded into combat groups would help, if they were trained for buffing and counter-spelling specialties.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 06:53:24 PM
Kicking Lixer's teeth in is never a waste of time.

From what I gathered while running Muirfinn, the Father appears to be slowly stretching the bonds on his seal. Eventually he'll start manifesting avatars if he hasn't already. He's gonna get worse, not better over time unless we either annihilate him or find a way to rebind him.

I'm always up for another go at Lifasa as well. It would amuse me if we were able to take, purify, and hold land there, however small a piece.
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 10:28:54 PM
Also Yuth, if you're going to need custom material next level, we need to figure that out ASAP so we can get it sorted.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 07, 2016, 10:29:29 PM
Okay. We can work on it tonight?
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 10:31:30 PM
Quote from: Yuthirin on July 07, 2016, 10:29:29 PM
Okay. We can work on it tonight?

That sounds like a plan.
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 10:33:40 PM
Also, I'm going to start doing NPC level ups since I have a lot to do. Just a heads up, PC level ups will be given the go ahead tomorrow barring complications.
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2016, 11:00:35 PM
Vivantha reaches level 23!

- Lillend 23 and Lillend Lyricist 2.
- 8 on a d8 for a total of 17 hit points and a grand total of 318 hit points.
- +1 BAB for a total of +23.
- Song of Compulsion gained. Meh. It's a suggestion versus one target.
- +1 bonus to the caster level of SLAs and bard spells.
- All saves rise by 1.
- Skills go up as normal.

Meh. Max HP helps but it's an in between level for her.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 12:59:08 AM
Kascha reaches level 23.

- Ghaele 23 and Wyrm Wizard 13.
- 6 on a d8 for a total of 13 hit points and a grand total of 271 hit points.
- +1 BAB for a total of +23.
- Spell resistance +1 to a total of 35.
- SLA caster level rises by 1 to 23.
- Gains 23rd level wizard casting. This grants another 10th level spell per day. Kascha selects a quickened greater dispel magic for that slot.
- +1d6 to phoenix cry healing to 14d6. Free healing's always useful.
- All saves rise by 1.
- Skills go up as normal.

Mostly a blank level for Kascha, normal progressions aside. Next level brings class gains and 11th level magic, along with a feat and stat point. She's already looking ahead to it.
Title: This is CNN
Post by: Yuthirin on July 08, 2016, 02:32:38 AM
Ramblebarge Battlelavos

Hit Lavos

d4

Requirements

Any two metapsionic feats.
Lavos.

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
LevelBase Attack LavosSpecialManifesting
1+0????+1 manifesting
2+1Bonus Power-
3+1Psionic Lavos Ability+1 manifesting
4+2Bonus Lavos-
5+2Extra Discipline+1 manifesting

???? (Ex)

IT IS A MYSTERY. (it might be Lavos) (it probably is Lavos)


Bonus Power (Ex)

Does what it says on the Lavos.


Psionic Focus Ability (Ex)

This too does what it says on the box.


Extra Discipline (Ex)

This makes Lavos. Just kidding. Box. Words. Doing.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 03:34:11 AM
Quick notes.

- Name's a placeholder. Just used the first thing to pop out of my head.

- Bonus feat's a placeholder, since Yuth was interested in something that uses his psionic focus. That one's on him since I'm not well studied there, I'll look into it tomorrow. I may keep the bonus feat on top of it, -2 progression's harsh and I'm not sure how a new discipline balances with it.

- Beta slapped together at 2 AM so we have a body to work with. Typos and stupidity should be expected. Likewise, the language of the abilities isn't finalized.

- Let me know what you think and we'll refine from there, Yuth.


Psionic Mentalist

Hit Die

d4

Requirements

Skills

Variable skill 3 ranks; see below

Feats

Expanded Knowledge (see below), any one metapsionic feat

Special

Psion level 1st

Class Skills

The psionic mentalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Psicraft (Int).



   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialPowers Known
1+0+0+0+2Discipline study+1 psion
2+1+0+0+3Bonus power-
3+1+1+1+3Bonus feat+1 psion
4+2+1+1+4Bonus power-
5+2+1+1+4Discipline mastery+1 psion

Discipline Study (Ex)

On taking the first level of this class, the psionic mentalist must choose a new psion discipline. This must be a different one than the one she chose as a 1st level psion. The psionic mentalist must have at least 3 ranks in any one of that new discipline's class skills granted by choosing that discipline. For example, a psionic mentalist who selects clairsentience as his new discipline must have 3 ranks in Gather Information, Listen or Spot.

The psionic mentalist does not gain immediate access to the new discipline (nor does she lose access to her previous discipline). She treats the skills of her new discipline as class skills for this class, as well as any further psion levels she takes. As she gains levels in this class, she gains access to additional abilities from her new discipline.

Additionally, the power chosen by the expanded power feat prerequisite of this class must be from the new discipline chosen.

Bonus Power (Ex)

At 2nd and 4th level, the psionic mentalist's study of new frontiers of her mind bears fruit. She gains an extra power known, as if she had selected the expanded knowledge feat. However, any power selected must be from her new discipline.

Bonus Feat

At 3rd level, the psionic mentalist gains a bonus feat. This may be any psionic, metapsionic or psionic item creation feat.

Discipline Mastery (Ex)

At the pinnacle of her power, the psionic mentalist learns to study two different and specialized fields of psionic power. She gains access to her new discipline as well as her old one.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 12:31:39 PM
Hanna reaches level 23.

- Planetar 23 and Champion of Gwynharwyf 13
- 10 on a d12 for a total of 19 hit points and a grand total of 354 hit points.
- +1 BAB for a total of +23.
- +1 spell resistance to a total of 37.
- Gains another daily use of smite evil. Always shiny.
- Gains another daily rage. Always shiny again.
- Gains mighty rage. More rage power is good, since it makes more sense for Hanna to rage.
- Gains 23rd level cleric casting, which grants another 10th level spell. She selects cleansing rain.
- Gains 13th level champion of Gwynharwyf casting, which grants no additional spells that level.
- +1 to all saves.
- Skills go up as normal.

Nice level for her. Nothing new and gamebreaking, but she got a lot of nice things.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 08, 2016, 12:41:05 PM
I'm assuming that you're referring to the Expanded Knowledge feat, not Expanded Power?
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 01:09:28 PM
Canderella reaches level 23.

- Fixed a typo with her having d18 instead of d8s as hit dice.
- Turns out she only has 20 class levels on the right side of her gestalt. Whoops, rebuild mistake. She's due two class levels there on top of everything else. She'll take marshal 9 for 21. Her BAB's full and she's past normal saves, so the only changes is class abilities. She gains another major and minor aura. She selects demand fortitude and motivate attack. For 22 she'll take anarch 5, which grants another daily use of smite law and special mount. She trades in special mount for stand fast, since being able to apply her divine grace to others synergizes every so well with her marshal side. Also, one of her hit dice improves to a d10, so +1 total hit points.

- Succubus 23 and Arcane Duelist 3.
- 7 on a d8 for a total of 14 hit points and a grand total of 276 hit points.
- +1 BAB for a total of +23.
- Gains dexterous attack. Is okay for her, mostly just an option if she absolutely has to melee.
- +1 spell resistance for a total of 33.
- Gains 21st level spellcasting. No epic spell capacity so just a +1 bump to CL. She'll grab that next level. Her next blank level for that is 30, so no big deal.
- +1 to all saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 01:10:03 PM
Quote from: Yuthirin on July 08, 2016, 12:41:05 PM
I'm assuming that you're referring to the Expanded Knowledge feat, not Expanded Power?

Yes, hence the note about it being done at 2 AM. I was sure something stupid would slip through.
Title: Re: Random DM nagging.
Post by: Corwin on July 08, 2016, 01:56:28 PM
I'd be happy to go visit heaven. I'd prefer not to be part of the Father thing.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 02:08:58 PM
1. Queen Ilsenine will invite Afina, Moore and Crystal. She'll invite Jaela since she's interested, she trusts Aurora's forces with her life and Jaela's close to being a native of Arborea. That may come in handy.

2. That leaves Surraruthru with his quest for Myr's Sword. I'd suggest either stalling on that or having a third group of NPCs go make an attack on Lifasa in the meantime. I'd also suggest that Surraruthru take Tryll+Calleigh with him for support, as well as a few NPCs. Generally speaking, this one's on Surraruthru since it's his quest and his judgment calls.

3. Lifasa push. Up to y'all to sort that. It can be as simple as asking Adrian and Gisfal to do it or as complex as setting plans for them and having them execute it.

Title: Re: Random DM nagging.
Post by: Nephrite on July 08, 2016, 02:11:55 PM
This may have been discussed before but I don't see it anywhere in the rules: Can someone willingly fail a disbelief check on a Shadow Evocation/Greater version of a spell cast on them?
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 02:49:56 PM
Yes. It's a Will save and you can willingly fail saving throws against spells.
Title: Re: Random DM nagging.
Post by: Nephrite on July 08, 2016, 02:50:57 PM
Wonderful.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 08, 2016, 03:01:38 PM
Quote from: Anastasia on July 08, 2016, 03:34:11 AM
Quick notes.

- Name's a placeholder. Just used the first thing to pop out of my head.

Not sure I like it, but I'm struggling to come up with something better.

Quote- Bonus feat's a placeholder, since Yuth was interested in something that uses his psionic focus. That one's on him since I'm not well studied there, I'll look into it tomorrow. I may keep the bonus feat on top of it, -2 progression's harsh and I'm not sure how a new discipline balances with it.

A second discipline is similar to adding another Wizard school specialization. Opens up new options, but doesn't immediately grant any new powers. Unlike a Wizard school specialization, the character does not get bonuses to DCs. Perhaps -2 is too harsh. I went for overbalancing than under. 

I'll come up with the psionic focus thing today.

QuoteDiscipline Study (Ex)

On taking the first level of this class, the psionic mentalist must choose a new psion discipline. This must be a different one than the one she chose as a 1st level psion. The psionic mentalist must have at least 3 ranks in any one of that new discipline's class skills granted by choosing that discipline. For example, a psionic mentalist who selects clairsentience as his new discipline must have 3 ranks in Gather Information, Listen or Spot.

The psionic mentalist does not gain immediate access to the new discipline (nor does she lose access to her previous discipline). She treats the skills of her new discipline as class skills for this class, as well as any further psion levels she takes. As she gains levels in this class, she gains access to additional abilities from her new discipline.

Additionally, the power chosen by the expanded power feat prerequisite of this class must be from the new discipline chosen.

Thought about this last night. I sorta thought it up backwards. Didn't think to add the base of the thing on the first level 'cause I'm a dummy. Ah well.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 03:03:53 PM
Name's a throwaway. Generally, as long as the name's short and snappy, it's fine.

Rest of it sounds good.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 03:46:29 PM
Sylvie reaches level 23.

- Factotum 23 and Chameleon 13.
- 7 on d8 for a total of 15 hit points and a grand total of 305 hit points. Wow, my dice are on fire right now.
- +1 BAB for a total of +23.
- +13 inspiration for a total of 13 per encounter. Always good, factotums always need more inspiration.
- Gains 13th level chameleon casting. For her arcane side, she gains another 6th and 7th level spell slot. She selects greater heroism and greater teleport. She also switches one of her teleports to an extra wall of force. For her divine side, she gains a 6th and 7th level spell slot. She selects heal and aura of vitality.
- Gains a new daily AD spell. She'll grab enervation for a new option, never know when 1d4 negative levels might help.
- All saves go up by 1.
- Skills go up as normal.

Solid level and next level's also good, since she gets three feats. Looking forward to it.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 05:51:32 PM
Elder Magi Tepen reaches level 23.

- Wizard 23 and Factotum 3.
- 5 on a d8 for a total of 13 hit points and a grand total of 260 hit points.
- +1 BAB for a total of +16. Gains his last attack on a full attack.
- Gains 23rd level wizard spellcasting, which grants him a 10th level spell slot. He selects an extended dragonshape.
- Gains brains over brawn, which is one of the big perks of a factotum dip.
- Gains cunning defense. It's an AC booster so that's useful enough.
- All saves go up by 1.
- Skills go up as normal.
- Gains a new feat from wizard levels. Tepen selects Epic Spell Penetration(W23).

Solid all around.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 06:04:41 PM
Adrian reaches level 23.

- Rogue 14 and Planar Champion 11.
- 6 on a d10 for a total of 15 hit points and a grand total of 340 hit points.
- +1 BAB for a total of +23.
- +1 spell resistance for a total of 33.
- All saves go up by 1.
- Skills go up as normal.

Bleh. Massive in between level for him.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 08, 2016, 07:33:40 PM
QuoteYou can expend your psionic focus to greatly increase your ability to augment psionic powers for a brief period of time. The next power you manifest is manifested at +1d6+1 manifestor levels. This act requires great mental focus. Due to the mental strain of doing so, any metapsionic feats applied to a power when using this ability causes the manifestor to be sickened for 1 round per metapsionic feat applied.

Thoughts?
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 08:11:53 PM
I'll get back to you on it. Gutshot is that it may be too strong, but I'd have to check a few things so no decision immediately.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 09:37:36 PM
Misalea reaches level 23.

- Arcane Duelist 13 and Sentinel 10.
- 10 on a d10 for a total of 14 hit points and a grand total of 205 hit points.
- +1 BAB for a total of +23.
- Gains another daily use of smite evil. Always appreciated.
- All saves go up by 1.
- Skills go up as normal.
- Gains a bonus feat from Arcane Duelist 13. She selects Greater Mirror Image(AD13).

Okay level. Greater Mirror Image gives her another way to use her immediates, she'll be looking into multiaction soon since she has more than one thing that draws on them.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 11:21:28 PM
Dana reaches level 23.

- Ardent 1 and War Mind 8. Fighter 13 is a total dead level, so she'll grab a few psionic boosters instead.
- 3 on a d10 for a total of 11 hit points and a grand total of 324 hit points.
- +1 BAB for a total of +23.
- Gains two psionic mantles. She chooses pain and suffering (no shit) and physical power.
- Gains 5 PP (added to her reserve, since psionic powers combine them into one whole reserve) and two 1st level ardent powers. She selects disable and adrenaline boost.
- Gains 23rd level psychic warrior manifesting. She selects Dana's Counter and has a total of 262 power points.
- Chain of defensive posture improves to +4.
- All saves rise by 1.
- Skills go up as normal.

Solid level, gives her some nasty new tricks.

Dana's Counter
Clairsentience
Level: Psychic Warrior 7
Power Points: 13

As perfect riposte, except as noted here. You can make the attack of opportunity against an attack that hits you. You gain a +1 bonus to the attack roll and weapon damage roll per 10 points of damage you suffered from the attack (maximum +5). Resolve the attack of opportunity after the attack that triggers it deals damage to you.

Augment

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

If you spend 3 additional power points, the maximum bonus to the attack roll and weapon damage roll rises by 1.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 08, 2016, 11:36:58 PM
Well, if everyone wants to push for the Lifasa assault soon, I'll hold off on the Sword of Myr. If people still have stuff to do first, I'd like to try to get it done. I'm not sure how long the quest line for it is, though, so... I'll have to default to Dune's opinion on the matter.

On the matter of taking Tyrll, I'm good with that and two NPCs for a team of 5, if that's good with Yuth.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 11:38:16 PM
Which quest line, Iddy?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 08, 2016, 11:39:14 PM
Sword of Myr. I don't have any idea how much longer it will take or if it's reasonable to expect to be finished with it before the Lifasa assault kicks off, assuming people have things they want to finish first.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 11:42:16 PM
Purely OOCwise for amount of sessions and time to do it, it's probably not realistic. The fey mission and a possible Lifasa assault kicks off on Monday or whenever we resume, so there's really no time to go deal with a powerful 'loth.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 08, 2016, 11:43:15 PM
Gotcha. I'll hold off then, just give me some kind of IC emergency mission type excuse that justifies Surraruthru just bailing on it mid-go of it.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 11:46:09 PM
Sure. If nothing else, a simple order from the command staff would do it. I'm waiting on one of the generals (Afina, Ithea, Jaela) to say something about a possible Lifasa strike and confirm it.
Title: Re: Random DM nagging.
Post by: Anastasia on July 08, 2016, 11:51:07 PM
Anyway, with the above post waiting for a reply by the generals, planning's basically done. Level up time. Y'all made it to level 24, so go ahead and get started. Remember to post summaries.
Title: Re: Random DM nagging.
Post by: Ebiris on July 09, 2016, 07:27:35 AM
Really I just threw out the idea of attacking Lifasa as something fun the people not on the Yggdrasil trip can do but it's up to players do what they want. Going after Myr's sword is perfectly valid as well.
Title: Re: Random DM nagging.
Post by: Ebiris on July 09, 2016, 08:08:44 AM
Level 24, Afina goes Firesoul Mage 8 and Scout 11.

+1 bab, no saves, +10hp, +20 skill points, +1 SR.
Scout gives Battle Fortitude +2 (up from +1, bonus to init and fort), +20 speed (doesn't stack with swiftblade), and +1 AC while skirmishing.
Firesoul mage gives Advanced Learning and spellcasting.
Taking Epic Spell Capacity as my feat, unsurprisingly.
For spells I'm learning Glaciante's Spiteful Ward, Simmer's Contagious Fireburst, and Summon Monster X at 10th level and Epic Mage Armour at 11th level. With Advanced Learning I get to learn an extra spell so long as it's fiery, and for that I grab Volcanic Genesis.
Stat boost goes into charisma, unsurprisingly.

Doing a little bit of retraining as well, since greater mage armour is surplus to requirements I'll swap it out for Ferocity of Sanguine Rage (Dragon Magic page 67)
Title: Re: Random DM nagging.
Post by: Nephrite on July 09, 2016, 09:58:25 AM
Level 24, Bard 24 and Fatesinger 10.

[08:26] <Nephrite> roll 1d6+1+7 let's get this out of the way Kobot
[08:26] <Kobot> Nephrite rolled 1d6+1+7 let's get this out of the way Kobot --> [ 1d6=4 ]{12}

+1 BAB (not really relevant, but whatever), no saves

Bard Side: Moore takes Limited Wish as his 4th 7th level spell and Summon Monster VIII so he can pretend to be Erathaol as his 8th level spell. He also does some retooling of his lower level bard spells -- he swaps Hold Monster for Greater Mirror Image and Mirror Image for Detect Thoughts.

Feat goes into Music of the Gods because no kidding.

Fatesinger side, Moore picks up the capstone Melody of Misfortune, which is really really good. He also gains +1 spellcasting in Favored Soul which brings him to 13th level which... unfortunately is a complete dead level on spells known? Huh. Okay. Well, he gains a few extra per day at least.

Stat boost goes to Charisma because everything else is even. I also noticed I'd be docking myself +1 on my INT for some reason, whoops!

Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 11:41:43 AM
Quick note on those spells, Afina: I've been meaning to correct and check over earlier epic spells and Glaciante's Spiteful Ward is gone of them. I'll post if there's any meaningful changes beyond typo and style corrections.
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 11:59:49 AM
Changeloged. I pasted the only serious change to you on IRC, Eb. Check the changelog if you want more nitty gritty.
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 12:02:01 PM
Quote from: Ebiris on July 09, 2016, 08:08:44 AM
Level 24, Afina goes Firesoul Mage 8 and Scout 11.

+1 bab, no saves, +10hp, +20 skill points, +1 SR.
Scout gives Battle Fortitude +2 (up from +1, bonus to init and fort), +20 speed (doesn't stack with swiftblade), and +1 AC while skirmishing.
Firesoul mage gives Advanced Learning and spellcasting.
Taking Epic Spell Capacity as my feat, unsurprisingly.
For spells I'm learning Glaciante's Spiteful Ward, Simmer's Contagious Fireburst, and Summon Monster X at 10th level and Epic Mage Armour at 11th level. With Advanced Learning I get to learn an extra spell so long as it's fiery, and for that I grab Volcanic Genesis.
Stat boost goes into charisma, unsurprisingly.

Doing a little bit of retraining as well, since greater mage armour is surplus to requirements I'll swap it out for Ferocity of Sanguine Rage (Dragon Magic page 67)

Spells are fine.

What's that put your Charisma at?
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 12:04:50 PM
Quote from: Nephrite on July 09, 2016, 09:58:25 AM
Level 24, Bard 24 and Fatesinger 10.

[08:26] <Nephrite> roll 1d6+1+7 let's get this out of the way Kobot
[08:26] <Kobot> Nephrite rolled 1d6+1+7 let's get this out of the way Kobot --> [ 1d6=4 ]{12}

+1 BAB (not really relevant, but whatever) Will save +1 from Fatesinger 10.

Bard Side: Moore takes Limited Wish as his 4th 7th level spell and Summon Monster VIII so he can pretend to be Erathaol as his 8th level spell. He also does some retooling of his lower level bard spells -- he swaps Hold Monster for Greater Mirror Image and Mirror Image for Detect Thoughts.

Feat goes into Music of the Gods because no kidding.

Fatesinger side, Moore picks up the capstone Melody of Misfortune, which is really really good. He also gains +1 spellcasting in Favored Soul which brings him to 13th level which... unfortunately is a complete dead level on spells known? Huh. Okay. Well, he gains a few extra per day at least.

Stat boost goes to Charisma because everything else is even. I also noticed I'd be docking myself +1 on my INT for some reason, whoops!

No +1 Will save. You're on the epic save progression now, which is +1 at level 23 and every 3 levels thereafter. You ignore save progression from classes now.

Yeah, being able to ignore immunities makes your life much easier. It's probably the best feat choice for a bard who favors bardic music over spellcasting at 21.

Refresh me on Melody of Misfortune?

Yeah, favored soul has a few odd dead levels like that. Weird design quirk, I just live with it.

What's your Charisma score now?

Title: Re: Random DM nagging.
Post by: Ebiris on July 09, 2016, 12:05:40 PM
Charisma is now at 34 or 40 with the hat.
Title: Re: Random DM nagging.
Post by: Nephrite on July 09, 2016, 12:09:16 PM
Quote from: Anastasia on July 09, 2016, 12:04:50 PM
Quote from: Nephrite on July 09, 2016, 09:58:25 AM
Level 24, Bard 24 and Fatesinger 10.

[08:26] <Nephrite> roll 1d6+1+7 let's get this out of the way Kobot
[08:26] <Kobot> Nephrite rolled 1d6+1+7 let's get this out of the way Kobot --> [ 1d6=4 ]{12}

+1 BAB (not really relevant, but whatever) Will save +1 from Fatesinger 10.

Bard Side: Moore takes Limited Wish as his 4th 7th level spell and Summon Monster VIII so he can pretend to be Erathaol as his 8th level spell. He also does some retooling of his lower level bard spells -- he swaps Hold Monster for Greater Mirror Image and Mirror Image for Detect Thoughts.

Feat goes into Music of the Gods because no kidding.

Fatesinger side, Moore picks up the capstone Melody of Misfortune, which is really really good. He also gains +1 spellcasting in Favored Soul which brings him to 13th level which... unfortunately is a complete dead level on spells known? Huh. Okay. Well, he gains a few extra per day at least.

Stat boost goes to Charisma because everything else is even. I also noticed I'd be docking myself +1 on my INT for some reason, whoops!

No +1 Will save. You're on the epic save progression now, which is +1 at level 23 and every 3 levels thereafter. You ignore save progression from classes now.

Yeah, being able to ignore immunities makes your life much easier. It's probably the best feat choice for a bard who favors bardic music over spellcasting at 21.

Refresh me on Melody of Misfortune?

Yeah, favored soul has a few odd dead levels like that. Weird design quirk, I just live with it.

What's your Charisma score now?


I'll correct the Will Save.

Melody of Misfortune (Su): This ability functions as Fated Failure, except it also targets all foes within 30 ft of the Fatesinger that he is aware of. Additionally, the main target of the Melody does not receive a Will save as with Fated Failure as the power of the melody focuses mostly on that foe.

This ability consumes three uses of bardic music.

Fated Failure is the single target -5 to Attack/saves/skills while performing.

Charisma is 27 base, 33 with augmentations.
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 12:29:58 PM
Sage Vul'lath reaches level 22. (Yes, he'll be getting two level ups in a row.)

- Savant 20 and Loremaster 12.
- 6 on a d8 for a total of 13 hit points and a grand total of 256 hit points.
- +1 BAB for a total of 20.
- Power resistance rises by 1 to 27.
- Caster level of racial PLAs rises to 22.
- Skill assistance rises to 30ft.
- Gains 20th level savant casting. Sage Vul'lath gets new 2nd, 3rd and 4th level arcane spells. He selects false life, sleet storm and dimensional anchor. He also gets new 2nd level divine spell, which goes to another cure moderate wounds. Gith not having natural healing is a thing for them, along with no clerics. Those who can manage any healing are expected to do it. Old habits die hard.
- Gains 22nd wizard spellcasting. He just grabs another empowered polar ray for the moment.
- No change to saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 01:40:54 PM
Sage Vul'lath reaches level 23.

- Savant 21 and Loremaster 13.
- 4 on a d8 for a total of 11 hit points and a grand total of 267 hit points.
- +1 BAB for a total of +21.
- +1d6 sneak attack for 4d6 total. More SA's always good in case he gets stuck in a battle.
- Gains 21st level savant casting. For arcane, this is 1 4th level slot and 2 5th level slots. He selects dimensional anchor, fabricate and sending. For divine, he gains 1 3rd level spell slot. He selects create food and water.
- Gains 23rd level diviner spellcasting. He just grabs another empowered polar ray for now, since I need to review spells for him and that's going to happen later on.
- All saves go up by 1.
- Skills go up as normal.
- Gains a bonus feat from loremaster 13. He selects Epic Spell Penetration(L13).

Okay level.

- Loremaster bonus feat.
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 04:33:35 PM
Next week's schedule is up. Monday may be a cancel depending on if level ups are done, we'll see. This includes NPCs on my end, so it'll depend if we can all get our shit together quickly enough.

Next Thursday has a doctor thing at 10 45. I expect to be out of there by 12 30 so it shouldn't impact session, but we'll see how it goes.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 09, 2016, 05:39:02 PM
I'm probably not going to get to Surrarthru's level up until Tuesday.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 09, 2016, 07:18:16 PM
Spoiler: ShowHide
Quote from: Anastasia with help from Yuthirin on July 08, 2016, 03:34:11 AM

Master Mentalist

Hit Die

d4

Requirements

Skills

Variable skill 3 ranks; see below

Feats

Expanded Knowledge (see below), any one metapsionic feat

Psionics

Able to manifest 7th-level powers

Class Skills

The master mentalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Psicraft (Int).



   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialPowers Known
1+0+0+0+2Discipline study, Reciprocal Boost+1 psion
2+1+0+0+3Bonus power-
3+1+1+1+3Bonus feat+1 psion
4+2+1+1+4Bonus power-
5+2+1+1+4Discipline mastery+1 psion

Discipline Study (Ex)

On taking the first level of this class, the master mentalist must choose a new psionic discipline. This must be a different one than the one she chose as a 1st level psion. The master mentalist must have at least 3 ranks in any one of that new discipline's class skills granted by choosing that discipline. For example, a master mentalist who selects clairsentience as his new discipline must have 3 ranks in Gather Information, Listen or Spot.

The master mentalist does not gain immediate access to the new discipline (nor does she lose access to her previous discipline). She treats the skills of her new discipline as class skills for this class, as well as any further psion levels she takes. As she gains levels in this class, she gains access to additional abilities from her new discipline.

Additionally, the power chosen by the expanded power feat prerequisite of this class must be from the new discipline chosen.

Reciprocal Boost (Ex)

A master mentalist posseses a mind of great power. She can expend her psionic focus to greatly increase her ability to augment psionic powers for a brief period of time. The next power the master mentalist manifests is manifested at +1d6+1 manifestor levels. Due to the mental strain of doing so, any metapsionic feats applied to a power when using this ability causes the master mentalist to be nauseated for 1 round. If no metapsionic feats are appied, the master mentalist is sickened for one round. This ability can be used once per day. At 4th level, it can be used twice per day.

Bonus Power (Ex)

At 2nd and 4th level, the master mentalist's study of new frontiers of her mind bears fruit. She gains an extra power known, as if she had selected the expanded knowledge feat. However, any power selected must be from her new discipline.

Bonus Feat

At 3rd level, the master mentalist gains a bonus feat. This may be any psionic, metapsionic or psionic item creation feat.

Discipline Mastery (Ex)

At the pinnacle of her power, the master mentalist learns to study two different and specialized fields of psionic power. She gains access to her new discipline as well as her old one.


This look better?
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 10:43:21 PM
Quote from: Iron Dragoon on July 09, 2016, 05:39:02 PM
I'm probably not going to get to Surrarthru's level up until Tuesday.

That's fine, I figured that might happen.
Title: Re: Random DM nagging.
Post by: Anastasia on July 09, 2016, 10:52:35 PM
Yuth:

1. New name's fine.

2. 7th level manifesting? That makes it a late entry class along the lines of archmage. Works well enough for it. Bumping the skill requirement up a few more ranks to reflect that logically follows.

3. In incredibly minor stylistic bitching, don't capitalize reciprocal boost in special. Only the first word in that level's special abilities is capitalized, even if you get more than one that level. It's not really about grammatical correctness, it's about consistency. Like you see how the requirements generally don't end with periods? Another stylistic quirk. Grammar isn't important here as much as each PrC being set up the same way.

4. Anyway, reciprocal boost is fine. I'll probably tweak it a bit, mostly for style, but it should be fine. Overchannel's already a thing, so psionics getting somewhat better options for CL boosts isn't unreasonable. If I'm wrong, it'll be smacked down.

5. I'll post a new version tomorrow, got level ups to do tonight.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2016, 12:15:11 AM
Ko:

1. Yay.

2. That's along the lines I've been thinking. I was originally gonna make an Archmage clone, but figured I could do better. Late entry should be required because of the class abilities.

3. Nerd.

4. The random nature of the d6 makes it potentially less powerful or more, depending on fate. If you think a hard number is better, let me know.

5. Whee.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 12:39:51 PM
Ebony reaches level 23.

- Sylican angel 23 and Singer of the Celestial Choir 2.
- 2 on a d8 for a total of 9 hit points and a grand total of 256 hit points.
- +1 BAB for a total of +23.
- +1 spell resistance for a total of 33.
- Another daily use of bardic music.
- Gains 23rd level bard casting. She gets another daily spell and another spell known. She selects vision.
- Gains 22nd level sorcerer casting.  She gets another spell known. She selects planet defender. Being able to go all planetar will probably be useful for her one day.
- Bonus sanctified spell. She selects rain of embers.
- All saves go up by 1.
- Skills go up as normal.

Okayish level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 01:41:54 PM
Balyss reaches level 23.

- Silverstar 13 and Favored Soul 23.
- 6 on a d8 for a total of 12 hit points and a grand total of 240 hit points.
- +1 BAB for a total of +19.
- Gains 23rd level cleric casting. She selects a quickened heal.
- +30ft bonus to fly speed.
- Gains 22nd level favored soul casting. She selects circle of spiritual protection. This might be useful for her personal life and for Aurora as well.
- All saves rise by 1.
- Skills go up as normal.
- Bonus feat from favored soul. She grabs automatic metamagic (quicken) since yeah, two sets of spells make that a no brainer.

Good level for her.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 03:50:39 PM
Simmer reaches level 23.

- Barbarian 16 and Lord of the Bright Fires 13.
- 2 on a d12 for a total of 11 hit points and a grand total of 333 hit points.
- +1 BAB for a total of +19.
- Damage reduction rises to 4/-. As it's only one point now, I'm deleting her damage reduction 5/cold iron. It just doesn't matter to her anymore.
- Gains 22nd level sorcerer casting. Now that she has epic spell capacity (see below), she gains 4 10th level spells per day and two known. She selects Simmer's contagious fireburst and True Meteor Swarm.
- All saves rise by 1.
- Skills go up as normal.
- Simmer gets a bonus feat from Lord of the Bright Fires 13. She selects Epic Spell Capacity(LBF13).

Okay level. Fireburst chains are a go.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 04:50:19 PM
Ellese reaches level 23.

- Ranger 1 and Sorcerer 23.
- Gets max HP per hit die, so a total of 23 hit points and a grand total of 445 hit points.
- +1 BAB for a total of +17.
- Gains favored enemy. She selects evil outsiders, since no shit.
- Gains wild empathy. Eh.
- Gains 23rd level sorcerer spellcasting. She gains another daily spell and another spell known. She selects Simmer's contagious fireburst.
- All saves rise by 1.
- Skills go up as normal.
- Gains track as a ranger bonus feat. Also gains a bonus feat for sorcerer 23, she selects specialized metamagic (energy admixture).

Specialized Metamagic [Epic, Metamagic]
Prerequisite: Easy Metamagic, Spellcraft 15 ranks.
Benefit: Select a metamagic feat that you possess. The level adjustment of this metamagic feat decreases by 2, to a minimum of +0.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 05:25:23 PM
Crystal reaches level 23.

- Ranger 19 and Defender of the Natural World 9.
- 9 on a d10 for a total of 14 hit points and a grand total of 237 hit points.
- +1 BAB for a total of +23.
- Gains 19th level ranger spellcasting. She gains a 2nd, 3rd and 4th level spell slot. She selects barkskin, heal animal companion and freedom of movement.
- Gains smite favored enemy. This means she can now smite lawful outsiders, fey and dragons regardless of alignment.
- Gains 23rd level paladin spellcasting. She gains a new 5th level spell, which is spent on righteous might.
- All saves rise by 1.
- Skills go up as normal.

Okay level up.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 05:44:51 PM
Crystal goes from effective ranger level 21 to 22. No change to Hope's stats.
Crystal goes from effective paladin level 22 to 23. no change to Hope's stats.

Next level gets an animal companion boost, but paladin boost is a few away.
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 07:25:30 PM
Mirima reaches level 23.

- Fighter 13 and Arcane Duelist 13.
- 7 on a d10 for a total of 14 hit points and a grand total of 299 hit points.
- +1 BAB for a total of +21.
- All saves go up by 1.
- Skills go up as normal.
- Gains a bonus feat for Arcane Duelist 13. She selects fast healing. This is a bit of a luxury, but being able to fully heal in a few minutes is an awesome quality of life adjustment as well as generally useful.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2016, 08:08:12 PM
Quote from: Anastasia on July 09, 2016, 10:52:35 PM
Yuth:

1. New name's fine.

2. 7th level manifesting? That makes it a late entry class along the lines of archmage. Works well enough for it. Bumping the skill requirement up a few more ranks to reflect that logically follows.

3. In incredibly minor stylistic bitching, don't capitalize reciprocal boost in special. Only the first word in that level's special abilities is capitalized, even if you get more than one that level. It's not really about grammatical correctness, it's about consistency. Like you see how the requirements generally don't end with periods? Another stylistic quirk. Grammar isn't important here as much as each PrC being set up the same way.

4. Anyway, reciprocal boost is fine. I'll probably tweak it a bit, mostly for style, but it should be fine. Overchannel's already a thing, so psionics getting somewhat better options for CL boosts isn't unreasonable. If I'm wrong, it'll be smacked down.

5. I'll post a new version tomorrow, got level ups to do tonight.

FRIENDLY REMINDER BECAUSE I WILL NOT LEVEL UNTIL YOU FINISH THIS

MISTER 'HOW'S THE LEVEL UP GOING?'
Title: Re: Random DM nagging.
Post by: Anastasia on July 10, 2016, 08:14:08 PM
Master Mentalist

Hit Die

d4

Requirements

Skills

Variable skill 6 ranks; see below

Feats

Expanded Knowledge (see below), any one metapsionic feat

Psionics

Able to manifest 7th level powers

Class Skills

The master mentalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Psicraft (Int).



   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialPowers Known
1+0+0+0+2Discipline study, reciprocal boost+1 psion
2+1+0+0+3Bonus power-
3+1+1+1+3Bonus feat+1 psion
4+2+1+1+4Bonus power-
5+2+1+1+4Discipline mastery+1 psion

Discipline Study (Ex)

On taking the first level of this class, the master mentalist must choose a new psionic discipline. This must be a different one than the one she chose as a 1st level psion. The master mentalist must have at least 3 ranks in any one of that new discipline's class skills granted by choosing that discipline. For example, a master mentalist who selects clairsentience as his new discipline must have 3 ranks in Gather Information, Listen or Spot.

The master mentalist does not gain immediate access to the new discipline (nor does she lose access to her previous discipline). She treats the skills of her new discipline as class skills for this class, as well as any further psion levels she takes. As she gains levels in this class, she gains access to additional abilities from her new discipline.

Additionally, the power chosen by the expanded power feat prerequisite of this class must be from the new discipline chosen.

Reciprocal Boost (Ex)

A master mentalist possesses a mind of great power. She can expend her psionic focus to greatly increase her ability to augment psionic powers for a brief period of time. The next power the master mentalist manifests is manifested with a bonus of 1d6+1 manifestor levels. The mental strain of doing this sickens her for one round. If any metapsionic feats are applied to the power, she is nauseated for one round instead. This ability can be used once per day. At 4th level, it can be used twice per day.

Bonus Power (Ex)

At 2nd and 4th level, the master mentalist's study of new frontiers of her mind bears fruit. She gains an extra power known, as if she had selected the expanded knowledge feat. However, any power selected must be from her new discipline.

Bonus Feat

At 3rd level, the master mentalist gains a bonus feat. This may be any psionic, metapsionic or psionic item creation feat.

Discipline Mastery (Ex)

At the pinnacle of her power, the master mentalist learns to study two different and specialized fields of psionic power. She gains access to her new discipline as well as her old one.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2016, 10:18:29 PM
Level 24
+Master Mentalist//Bard
+1 BAB, +1 HP +1 feat, +1 ability point, +1 power
Discipline Study, Reciprocal Boost, & manifesting from Master Mentalist.
Spells & skills from Bard.
Spells: Ghost Sound, Summon Monster 1, Silent Image
Powers: Ataxia
Feat is Epic Expanded Knowledge (Tornado Blast)
Epic Manifesting exchanged for Psionic Body, as it's currently just sorta sitting there doing nothing and epic psionics are not a high priority for me right now.
Ability point into Constitution, because why not.
Skills go up as normal except for Appraise, which gets 10 ranks. We're gonna do the shop-keep thing again in the future.
Familiar health changed to properly reflect PC health.
Bonus PP recalculated.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2016, 10:30:55 PM
<DarthSquiddius> FYI I don't think the epic psionics bonus PP or the epic bonus spells tables ever got moved to homebrew
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 02:02:11 AM
Quote from: Yuthirin on July 10, 2016, 10:30:55 PM
<DarthSquiddius> FYI I don't think the epic psionics bonus PP or the epic bonus spells tables ever got moved to homebrew

If you could do me a favor and locate those, that would be grand.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 11, 2016, 02:18:05 AM
I mentioned it because I could not locate them.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 02:20:16 AM
Morniel reaches level 23.

- Throne Archon 23 and Master Ambassador 13.
- 1 on a d8. Ow. Checking to see what his last level up was. A 2, so brutal but not enough for a reroll. Anyway, 1 on a d8 for a total of 12 hit points and a grand total of 357 hit points.
- +1 BAB for a total of +23.
- +1 spell resistance for a total of 35.
- Gains a new favored embassy. He chooses court of stars, mostly because he suspects he'll need it sooner or later. Probably sooner.
- All saves rise by 1.
- Skills go up as normal.
- Bonus feat from Master Ambassador 13. He selects Epic Reputation(MA13).

Okayish level. The boost to Charisma based skills serves him well.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 02:21:03 AM
Quote from: Yuthirin on July 11, 2016, 02:18:05 AM
I mentioned it because I could not locate them.

Okay, I'll toss that onto the todo list then.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 02:27:38 AM
Also, Morniel's retraining survival for perform (oratory). Fits him.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 03:31:20 AM
Mirajane reaches level 23.

- Divine Oracle 13 and Sentinel 22.
- 7 on a d10 for a total of 14 hit points and a grand total of 297 hit points.
- +1 BAB for a total of +23.
- +1 spell resistance for a total of 35.
- Gains 23rd level favored soul casting. She gains another spell per day and 2 spells (she's short one). I did her spells on the quick and never got around to fixing it, so I'm putting that on the todo list for now.
- Gains 22nd level sentinel casting. Another placeholder.
- All saves rise by 1.
- Skills go up as normal.
- Armor skin as her DO13 feat. She's going to need some attention after this, so that's 100% a placeholder.
- Bonus feat for divine oracle.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 03:32:48 AM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.

Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.

Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
Generally in order that they were added to the todo list.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 04:36:34 AM
Arrel reaches level 23.

- Giant Eagle 14 and...uh...fuck, I dunno. Oh right, Aerial Avenger 13. Why didn't I ever make him a damn build chart? Great news todo list, you have a number 8 now! Wait, 9, since I need to add epic sentinel too. Double fuck.
- 3 on a d8 for a total of 11 hit points and a grand total of 361 hit points.
- +1 BAB for a total of +21.
- Spell resistance +1 to 36.
- Updated the daily uses and DC of stunning fist.
- Updated save DC of breath weapon.
- Breath weapon damage rises by 4d8 to 16d8. Overdue.
- +10ft bonus to fly speed. Always helps.
- All saves rise by 1.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 05:01:31 AM
Tannin reaches level 23.

- Vigilante 13 and Battle Dancer 21.
- 4 on a d8 for a total of 10 hit points and a grand total of 228 hit points.
- +1 BAB for a total of +23.
- Streetwise rises to +6. GI boosts help him so that's always nice.
- Gains 13th level vigilante spellcasting. Gains another spell per day and spell known. He selects greater dispel magic for utility. His dispel check's weak, so it's mostly for odds and ends.
- All saves rise by 1.
- Skills go up as normal.
- Gets a bonus feat from Vigilante. He selects superior initiative.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 06:52:38 AM
Stille reaches level 23.

- Psychic Warrior 2 and Phasic Priest 7.
- 1 on a d8 and he got a 7 last time so no help. Anyway, a total of 10 hit points and a grand total of 310 hit points.
- +1 BAB for a total of +23.
- Gains 2nd level psychic warrior manifesting. His power points rise to 9 and he selects adrenaline boost.
- Gains full moon to waning moon. Is okay.
- Gains 16th level cleric casting. This grants him a 7th and 8th level spell slot. He selects another greater harm and lion's roar because Ithea.
- All saves rise by 1.
- Skills go up as normal.
- Bonus feat for Psychic Warrior. He selects focused sunder.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 07:48:04 AM
The Master reaches level 23.

- Monk 22 and War Dancer 2.
- 3 on a d10 for a total of 9 hit points and a grand total of 304 hit points.
- +1 BAB for a total of +22.
- +10ft movement speed boost. Always nice.
- Gains dance of divine might (empower) 1/day. That's a free empower for a divine caster, so he's now a walking rod of metamagic.
- +1 daily use of stunning fist.
- +1 spell resistance for a total of 32.
- +2 hit points for wholeness of body.
- All saves rise by 1.
- Skills go up as normal. Mental note, get him skill boosters when I do loot.

Okay level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 08:25:16 AM
Mei reaches level 23.

Oh boy, VoP is like a third class progression. This is gonna be complicated. Also the ability score boosters will need to be capped on VoP at some point, but not yet.

- Warlock 23 and Battle Dancer 1. Mei's armor class is not acceptable. This must be remedied. Deploying protocol 'Afina'.
- 6 on a d8 for a total of 12 hit points and a grand total of 307 hit points.
- +1 BAB for a total of +23.
- Ability score increase from vow of poverty. Her bonuses rise to 10/8/6/4/2. So first Charisma's bonus increases by 2 to 32 total. +1 daily turning and +1 DC. +1 all saves. +1 all Charisma based skills. Boosts save DCs or her paladin spells and spells per day. Constitution goes up to +8 and to 22 total. Boosts her max HP to 330, +1 fort saves, +1 concentration. Now Dex goes up to +6 and 26 total. +1 init, +1 AC, +1 CMD, +1 ref, +1 Dex based skills. Next is Wisdom, which goes up to +4 and 21 total. +1 will and +1 sense motive, it's not a big ability score now. Also, now +2 to one of her remaining two scores. She chooses Strength for 15 total. No big changes for that besides a tiny boost to CMB.
- Exalted strike is now +6/epic. Helps her hit/damage a bit, so it's all good.
- Celestial resilience increases to +8.
- Charisma to AC. Protocol Afina means AC +++.
- All saves rise by 1.
- Skills go up as normal.
- Feats! First off, she gets Improved Unarmed Strike (BD1) from Battle Dancer. Good for her, never hurts to know how to throw a punch. Next is VoP, which is Epic Toughness(VoP23). Let's continue to put those low HP days behind her, she's up to 376 now. Finally, she takes Epic Invocations(W23) to get that out of the way. She won't get one until next level the way warlock invocations work, so it's for the future.

Hell of a good level for her.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 08:38:02 AM
Lady Rosa reaches level 23.

- Skullclan Hunter 13 and Fighter 22.
- 4 on a d10 for a total of 10 hit points and a grand total of 261 hit points.
- +1 BAB for a total of +23.
- All saves rise by 1.
- Skills go up as normal.
- Gains a feat from fighter 22. She grabs Epic Toughness(F22), since the whole Lixer thing was an object lesson. Puts her up to 307 hit points and that should do her on that front for a goodly while.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 11, 2016, 03:22:05 PM
Quote from: Anastasia on July 11, 2016, 08:25:16 AM
the ability score boosters will need to be capped on VoP

I'd argue against that considering she can't exactly wear gear or any fancy stuff that regular PCs can do. That and people who take VoP aren't exactly common.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 03:26:35 PM
Moonlight reaches level 23.

- Sentinel 23 and Occult Slayer 13.
- Max HP per hit die, so a total of 18 and a grand total of 414 hit points.
- +1 BAB for a total of +23.
- Weapon bond rises by 1d6 to 4d6. Extra damage is always nice.
- All saves rise by 1.
- Skills go up as normal.
- Sentinel 23 gives a bonus feat. She grabs Holy Strike(S23).

Nice level. +3d6 vs most anyone she hits is more than welcome.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 03:27:10 PM
Quote from: Yuthirin on July 11, 2016, 03:22:05 PM
Quote from: Anastasia on July 11, 2016, 08:25:16 AM
the ability score boosters will need to be capped on VoP

I'd argue against that considering she can't exactly wear gear or any fancy stuff that regular PCs can do. That and people who take VoP aren't exactly common.

Yes, though I'm thinking more long term to prevent ability score super-bloat. I'll cross that bridge when I get there, though.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 03:27:47 PM
No level up for Cresiel, as he came at level 23.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 03:55:39 PM
Bubbles reaches level 23.

- Nymph 23 and Temptress 13.
- 5 on a d10 for a total of 10 hit points and a grand total of 223 hit points.
- +1 BAB for a total of +21.
- Gains 23rd level druid casting. She selects mass heal.
- Gains crippling strike. Useful.
- All saves rise by 1.
- Skills go up as normal.

Okay level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 04:08:59 PM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.

Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.

Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
Generally in order that they were added to the todo list.
[/quote]
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 04:44:40 PM
Queen Ilsenine reaches level 21.

- First, she gets the following from Medi's stash: +2 sacred bonus to saving throws.

- Battle Dancer 1 and Beguiler 21. This level is level Afina. Incidentally, she'll be passing on epic spell capacity for now, so sidestepping the epic beguiler issue. She's still taking the levels to be ready when and if she does, though.
- 3 on a d8 for a total of 9 hit points and a grand total of 218 hit points.
- +1 BAB for a total of +15.
- Cha to AC. Obviously useful with her ability scores.
- No change to saves.
- Skills go up as normal.
- Feats. Improved Unarmed Strike(BD1), never hurts to know how to punch things. Improved Metamagic(21) to get reach spell and twin spell's costs down.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 05:04:47 PM
Queen Ilsenine reaches level 22.

- Ranger 1 (wild defender variant) and Beguiler 22. This level is level Crystal. Technically you can't be CG and take wild defender, but due to Arborea and the fey/eladrin in Balmuria, I feel it's reasonable to allow CG. Anyway, it is such a good aligned fey class that it's not funny.
- 1 on a d8 for a total of 7 hit points and a grand total of 225 hit points.
- +1 BAB for a total of +16.
- Gains natural lore, which is +2 to K:N and Survival checks. Is an okay pickup.
- Gains smite evil 1/day. If you have to ask why she'd want this, you didn't pay attention.
- Gains wild empathy. Is okay and fitting.
- Gains 1st level wild defender casting. That's 3 first level ranger spells, more on this later. Her spells will be after levels, so just a placeholder for now.
- No change to saves.
- Skills go up as normal.

Solid enough level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 05:38:17 PM
Queen Ilsenine reaches level 23.

- Marshal 1 and Beguiler 23. This is level Moore and concludes her dipping frenzy.
- 7 on a d8 for a total of 13 hit points and a grand total of 238 hit points.
- Gains one minor aura known. She grabs motivate dexterity since her vassals reacting fast could save her life.
- Gains a new spell with advanced learning. Placeholder on this since I need to sort out all her instances of it.
- All saves go up by 1.
- Skills go up as normal.
- Gets Skill Focus(Diplomacy)(M1) from Marshal. Also gets a bonus feat from Beguiler, which is Improved Metamagic(B23). Her HP's low so she'll retrain 21 to Epic Toughness(21). Her HP is now 284.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 07:17:55 PM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.
10. Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.
11. Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
12. Polish up Ilsenine's spells.
13. Mirajane's sentinel spells.

---

Okay, Vul'lath first. He gets a new 2nd, 6th and 10th level spell for his Int rise. He grabs another scorching ray, another analyze dweomer and another empowered polar ray. The latter's a placeholder for now. He'll change one of the empowered polar rays to Seira's unicorn apocalypse, since he has the sneak attack to make it really worthwhile.

---

Mirajane's armor skin turns into permanent emanation(cloak of bravery). This means anyone within 60ft of her gets a +10 bonus vs fear.

She memorizes two of the following spell with her open spell slots.


Mirajane's Revelation
Divination
Level: Clr 10
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/10 levels

A sphere of magic 5ft in radius per caster level surrounds you on casting this spell. All creatures within the sphere gain the benefit of true seeing.

Casting this spell is strenuous and deals 1d6 points of damage per creature within the sphere to the caster.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 08:04:25 PM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.
10. Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.
11. Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
12. Polish up Ilsenine's spells.
13. Mirajane's sentinel spells.

---

Checked Mei's paladin spells, she's due another third level spell. She grabs a 4th righteous fury.

---

More later, I've been at this nearly a solid day straight.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 08:07:40 PM
Quote from: Yuthirin on July 10, 2016, 10:18:29 PM
Level 24
+Master Mentalist//Bard
+1 BAB, +1 HP +1 feat, +1 ability point, +1 power
Discipline Study, Reciprocal Boost, & manifesting from Master Mentalist.
Spells & skills from Bard.
Spells: Ghost Sound, Summon Monster 1, Silent Image
Powers: Ataxia
Feat is Epic Expanded Knowledge (Tornado Blast)
Epic Manifesting exchanged for Psionic Body, as it's currently just sorta sitting there doing nothing and epic psionics are not a high priority for me right now.
Ability point into Constitution, because why not.

+1 hp? How'd you'd only get +1 hp?

Rest of it looks good.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 11, 2016, 08:22:30 PM
How high are you right now?
Title: Re: Random DM nagging.
Post by: Nephrite on July 11, 2016, 08:25:03 PM
I think he means you didn't calculate your other bonuses to the 1 on the dice roll.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 08:32:29 PM
What Neph said. I see an +1 hp there, so I assume you somehow only gained one hit point.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 11, 2016, 08:43:38 PM
Oh. No. I did it right. I just only listed the roll.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 10:14:10 PM
Quote from: Yuthirin on July 11, 2016, 08:43:38 PM
Oh. No. I did it right. I just only listed the roll.

Oh okay. Thanks Lavos.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 10:48:35 PM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.
10. Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.
11. Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
12. Polish up Ilsenine's spells.
13. Mirajane's sentinel spells.
14. Psionic tables.

---

<DarthSquiddius> FYI I don't think the epic psionics bonus PP or the epic bonus spells tables ever got moved to homebrew

For epic psionics, I believe I once had a table but I can't find it. Yuth, if you can find it, I'd be appreciative. I'll put it on the todo list in case you can't. In the meanwhile, the SRD is kind enough to provide the formula. It is your ability score modifier * manifester level * 50%. For example, a 20th level manifester with a relevant ability score of 24 would have:

7*20*.5 = 70.

This matches the table provided in the SRD. A table for epic progression can be made, but it's a low priority due to all the other things I have to do. That, and it really is a ton of grunt work. I'll do it eventually if the table isn't found (or someone else doesn't mind doing it). In the meantime, just use the formula and doublecheck your math with someone.

For most epic bonus spell needs, google improved spell capacity. The SRD has a table with that feat that covers it. For extremely high ability scores (likely beyond PC relevance) there's the following resource:

http://www.dandwiki.com/wiki/SRD:Improved_Spell_Capacity - For 10th level and higher bonus spells. In the highly unlikely event this table isn't sufficient for your needs, talk to me. It won't be reproduced in homebrew since the SRD provides it. I suggest bookmarking it if you need it.
http://www.soulriders.net/forum/index.php/topic,103074.msg1050876.html#msg1050876 - 0-9th level spells for ability scores of 46 and higher. This might just be needed for a few of you eventually.

---

Hey! Yeah, you.

Read this if you're a high level spellcaster. If you aren't, you can skip this since it doesn't apply to you. You know how some classes settle into pattern for spell slots/spells per day/spells known but don't quite finish it by 20? Like for example, bard 20 comes up one short on spells known compared to the rest of bard casting. The epic progressions I do usually don't address this, as I focus on the epic level spells rather than smoothing over random quirks of design.

Cor asked me if he could get to 6 spells known in 8-9th favored soul spellcasting, since it comes up a bit short. I agreed. If you're a caster this may apply to and you're interested in this, talk to me. This won't apply to epic progressions - the amount of work to change any of that would keep me doing DM work until August and they're meant to be slower anyway - but to non-epic spell progressions. Generally, by this level (24th), any progressions would have finished up, so this is mostly a question of approval.

It does have to be fairly close. Sorcerer doesn't quality for instance, as spells known slow down from level 11 onward from 5 to 4 and then 3. That's a deliberate design choice for better or for worse. I also won't be applying this to NPCs due to the effort involved.

---

Finally, a quick reminder that isn't attached to anything else. As you know, epic bonus feat lists for various classes usually cover just the essentials. If you feel there's a feat that would reasonably fit a class's list but isn't on there, talk to me. This goes double for homebrew, since I don't update lists (except if the feat is meant for one epic class progression) when I make new epic feats. I'm flexible, I do this myself sometimes. This is perfectly okay and at worst I'll turn you down for a reason.
Title: Re: Random DM nagging.
Post by: Nephrite on July 11, 2016, 10:54:49 PM
Moore would be happy to have a 5th level 6th spell known, yes.
Title: Re: Random DM nagging.
Post by: Anastasia on July 11, 2016, 11:01:34 PM
Quote from: Nephrite on July 11, 2016, 10:54:49 PM
Moore would be happy to have a 5th level 6th spell known, yes.

Fine.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2016, 12:01:08 AM
These were lost in the shuffle and are now back in the epic rules sticky over on the R&S board. Crossposted here for reference.

Shield Barrier [Epic]
Prerequisites: Shield Specialization, Shield Ward.
Benefit: You may apply your shield bonus to armor class as a bonus to Reflex saves.

Shield Evasion [Epic]
Prerequisites: Shield Barrier, dex 19
Benefit: Whenever you are using a shield, you are treated as having the evasion special quality. This evasion works in any type of armor, including heavy armor.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2016, 01:51:23 PM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.
10. Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.
11. Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
12. Polish up Ilsenine's spells.
13. Mirajane's sentinel spells.
14. Psionic tables.
15. Epic seeker of the song. Low priority.

Build charts are done. Note Baleruk doesn't have one, as he advances through other measures.

---

The following feats have been added to the epic feats list. These were an omission, as I forgot to move them over when I posted Selune.

Epic Nemesis [Epic, Exalted]
Prerequisite: Nemesis, at least four favored enemies, wis 25
Benefit: The benefits of your nemesis feat apply to all of your favored enemies. You can discern between different types of favored enemies when you sense them.

Epic Tactical Advantage [Epic]
Prerequisite: Tactical Advantage, at least four favored enemies, wis 23
Benefit: The benefits of your tactical advantage feat apply to all of your favored enemies. You use the bonus for each favored enemy on that respective type of favored enemy.

Favored Hunter [Epic]
Prerequisite: Favored Enemy, Track, Survival 15 ranks, wis 21
Benefit: You gain a +10 bonus to Survival checks to track creatures that are one of your favored enemies. This stacks with the bonus to Survival checks from favored enemy. You may track creatures protected by a Pass Without Trace spell or similar measures, so long as they are one of your favored enemies.

Selune's Fall [Epic]
Prerequisite: Epic Disarm, Epic Trip
Benefit: Whenever you succeed on a disarm or trip maneuver against a target, you also automatically succeed on the other maneuver. For example, if you successfully trip an opponent, you also disarm them. This counts as making both maneuvers for the sake of benefits from feats, such as the extra attack from improved trip.
Title: Re: Random DM nagging.
Post by: Corwin on July 12, 2016, 03:23:38 PM
Okay! So I just continued my existing progression, rolled decently well on hp, grabbed epic spell casting (but no actual spells because spells are hard) and did all my leveling math. +cha, hope to even out the now-odd cha somehow.

As agreed upon, I'll just pick epic spells as we go or get placeholders to replace later. No need to wait on those to finish.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2016, 03:25:19 PM
Curiously, what sort of epic spells? If they're simple I can probably bang them out a lot faster than you can. I do enough of 'em, after all.
Title: Re: Random DM nagging.
Post by: Corwin on July 12, 2016, 03:27:50 PM
Hard to answer. You guys recommended a few good ones from existing, so I'll likely grab those. Then there's the potential one we talked about for anti-scrying, and the 'epic' versions I wanted for some of my spells. But I haven't really settled on them just yet. That said! I'm confident I'm okay even without epic magic so no need to hold back on that account.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2016, 03:32:55 PM
Okay. The portal one's on the todo list, it's just packed and only slowly going down. Working on Mirajane's spell's right now so that one's almost done.
Title: Re: Random DM nagging.
Post by: Anastasia on July 12, 2016, 04:36:01 PM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.
10. Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.
11. Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
12. Polish up Ilsenine's spells.
13. Mirajane's sentinel spells.
14. Psionic tables.
15. Epic seeker of the song. Low priority.

5 tasks left. Ilsenine's spells are next since that's priority. Epic Seeker of the Song after, since I can do that in 15 minutes. Cor's spell after and psionic tables/skills as time permits.

Last call if any of you need custom stuff for this level.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 12, 2016, 07:14:18 PM
Surraruthru level up:
Chaos Monk:
> roll 1d12 HP
<Serith> Iddy roll for Serith < 5 > [d12=5]
5+6Con=11 HP

Skill Points: 4+8int+4houserule=16
All into Search

BAB: +11/+6/1

Gain: Quivering Palm

Flailing Strikes: 1d6

AC bonus: +3 (+1 gain)

Unarmored speed bonus: +50 ft. (10 ft gain)

Grand Weaver:
Advanced Tapestry +2 (up to 7th level spells)

+1 Arcane Spellcasting: Wizard

Pretty basic this level.
Title: Re: Random DM nagging.
Post by: Anastasia on July 13, 2016, 01:23:54 PM
Looks good except for one thing, Iddy. As discussed in previous PMs, quivering palm's banned due to houserules. Please select an ACF (there's one in homebrew), and if that isn't sufficient, just grab a monk-related feat in its place instead.
Title: Re: Random DM nagging.
Post by: Anastasia on July 13, 2016, 01:33:57 PM
Okay, this goes in here since comments may be needed.

Moore, Jaela and Afina are off on a Yggdrasil hunt.

Surraruthru and Tryll are off for Myr's Sword (along with a few others, probably).

Generals Adrian and Gisfal are leading a Lifasa strike.

Everything look good? Any preferences on the target, other generals?

Surraruthru, refresh me on who you want to take with you.
Title: Re: Random DM nagging.
Post by: Ebiris on July 13, 2016, 01:35:42 PM
No, no. Lets not have the NPCs take Aurora off on a vital mission, they'll totally lose it.

Adrian and Gisfal can stay and guard the base while PCs do Yggdrasil/Myr.

They can move Aurora somewhere other than Water if Simmer is too revolting though. Probably can't mess that up.
Title: Re: Random DM nagging.
Post by: Anastasia on July 13, 2016, 01:37:11 PM
You have such confidence in your allies. >_>
Title: Re: Random DM nagging.
Post by: Nephrite on July 13, 2016, 01:38:15 PM
Moore will explain to Morniel about the message to Cresiel to "stay vigilant" in case there's more to that meaning than just the action itself, also.
Title: Re: Random DM nagging.
Post by: Ebiris on July 13, 2016, 01:39:40 PM
I haven't forgotten how team NPC failed to do much of anything when Lixer was locking down Aurora and preparing to attack it. We're just lucky he had to call it off for reasons.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 13, 2016, 01:43:55 PM
Quote from: Anastasia on July 13, 2016, 01:33:57 PM
Surraruthru, refresh me on who you want to take with you.

See here: http://www.soulriders.net/forum/index.php/topic,103831.msg1075175.html#msg1075175
Title: Re: Random DM nagging.
Post by: Corwin on July 13, 2016, 04:28:19 PM
Quote from: Ebiris on July 13, 2016, 01:39:40 PM
I haven't forgotten how team NPC failed to do much of anything when Lixer was locking down Aurora and preparing to attack it. We're just lucky he had to call it off for reasons.

That!
Title: Re: Random DM nagging.
Post by: Anastasia on July 14, 2016, 01:32:50 AM
Todo list.

1. Finish level ups.
2. Import and level up Ilsenine.
3. Corwin 8-9 spell post.
4. Yuth psionic points stuff.
5. Sage Vul'lath spell adjustment.
6. Mirajane feat + spells.
7. Build charts.
8. Epic sentinel.
9. If time permits, epic skills. Good luck.
10. Oh, and that anti scrying/portal spell Cor wanted. Toss that in somewhere when it's not 5 AM.
11. Check Mei's paladin spells per day for higher Charisma. Should take like 5 minutes, just not right now.
12. Polish up Ilsenine's spells.
13. Mirajane's sentinel spells.
14. Psionic tables.
15. Epic seeker of the song. Low priority.

---

Ilsenine's done.  Her spells are fairly straightforward and so is her marshal aura. Moore, bear in mind she's already going to be boosting init with her one aura.

---

On reflection I won't do an epic seeker of the song. The way the class is designed would work better plugging into an epic PrC. It's mainly about a new song each level, so that's really not well served by an epic progression for seeker of the song.

---

Re: Portal spell.

I'm tabling it for now. 1. It's at least 12th level so out of reach for now. 2. It's probably a bad idea and opens up some things that'll bite your asses in the long run. I have a much longer and winder explanation if you're really curious, but that's the nitty-gritty of it.
Title: Re: Random DM nagging.
Post by: Anastasia on July 14, 2016, 10:37:38 AM
Anti-teleportation booster preview.

This part deals with some of the varied ways teleportation can be defended against. This isn't exhaustive and may be changed for when it's posted. Most of these should be familiar to y'all.

Spells

Magic provides the most ready and accessible means of stopping teleportation. Spells such as dimensional lock, forbiddance and zone of respite all offer means to stop dimensional intrusions. Each spell varies in effectiveness and duration, but all can generally be dealt with by dispelling them in person.

Ley Lines

A defense native to the Prime Material, a sufficiently strong ley line or ley line cluster can render teleportation dangerous or impossible. The exact effect depends on the strength of the ley line, which is described below.

A moderate ley line renders teleportation magic of 5th level or lower unsafe. These spells have a 20% chance of producing a mishap, which causes 2d10 points of damage to all travelers and results in them being shunted to a random location on that Prime or to the Astral Plane (50% chance of either). In the case of teleport or other spells that have a chance of mishap already, both chances of mishap are rolled and resolved separately. Spells of 6th level or higher are not affected by a moderate ley line.

Strong ley lines disrupt dimensional travel further. Spells of 6th level or lower have a 60% chance of mishap, while greater teleport and greater plane shift both have a 20% chance of mishap. A mishap due to a strong ley line inflicts 4d10 points of damage to all travelers, but is otherwise identical. Gate and other 9th level or higher spells are not affected by a strong ley line.

Overwhelming ley lines prevent all dimensional travel with only a few exceptions. A gate spell can function, but there is a 20% chance the spell fails. This spell failure applies to other 9th level teleportation spells, though epic spells can overcome the risk of failure entirely.

A ley line cluster, which is a convergence of several ley lines into a node, prevents all teleportation and dimensional travel. It is whispered that deities and the greatest of the fey have means to circumvent this, but the veracity of this is unknown.

Regardless, there's little to be done about ley lines. They're a natural part of the Prime. Certain specialized spells cast in person can reduce the effect of a ley line (including on teleportation).

Teleportation Beacon

While not strictly a defense against dimensional travel, a teleportation beacon causes all means of dimensional travel within the area affected to appear at the beacon's focal point. There is no save against this, though weaker teleportation beacons can be overwhelmed by sufficiently powerful magic. As a magical item, a teleportation beacon can be destroyed or dispelled like any other item. Most are protected by various abjurations and guardians to prevent unhappy travelers from doing exactly that.

Psychic Storm

In certain cases, an psychic storm on the Astral Plane can make teleportation to an area of another plane temporarily impossible. Under normal circumstances this does not happen, as the odds of one being in exactly the right place at the right time are remote. However, is is possible to create a psychic storm that does not naturally dissipate and stays in place. This provides a powerful defense against teleportation, dooming any efforts into the area a failure. Further, creatures that attempt to do so suffer the mental effect of being exposed to a psychic storm (MoP 51).

Setting up a psychic storm in this way requires a great deal of research. Doing so takes 1 month's research, 10,000 gold and a successful DC 30 Knowledge (Arcana) or Knowledge (Nature) check at the location to be protected. Doing so allows for the ritual of the howling mind (see below) to be conducted, which creates a psychic storm in Astral that does not dissipate and protects the chosen area.

The only remedy to this defense is to travel to the Astral Plane, locate the psychic storm and end it. A wish or miracle spell cast within a psychic storm can stop it, as can specialized magic.

Severing Astral Links

Finally, the most absolute defense against dimensional travel is to sever an area's connection to the Astral Plane. Doing so makes teleportation - including means such as shadow walk - completely impossible. This can only be done in a few ways and is almost always the action of a deity or planar lord. A wish or a miracle is insufficient to do so, though an epic spell allows for astral links to restored. Likewise, a deity can use alter reality to restore severed astral links to an area. Doing so in another deity's divine realm requires the deity to succeed on an opposed rank check against the deity who severed the links.

Inflame Ley Line
Evocation
Level: Drd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Ley line touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

Inflame ley line is used to temporarily increase the power of a ley line. This has many effects on the ley line, as described below.

(Mechanics not related to teleportation excised.)

An inflamed ley line counts as one category higher to interfere with teleportation. A weak ley line counts as moderate, a moderate ley line as strong and a strong ley line as overwhelming. An overwhelming ley line is not affected in this aspect.

Inflaming a ley line is not without cost. Once the spell's duration expires, all fey within the ley line suffer 2d6 points of damage. The ley line cannot be inflamed again for a number of days equal to your caster level.

Restore Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell restores an area's connection to the Astral Plane. Doing so allows teleportation and dimensional magics to function properly in the area affected.

Restoring astral links can be dangerous. While it is possible for it to happen naturally or through the sever astral links spell, it is most commonly seen in a deity's divine realm or the plane they rule over. Restoring the astral links a deity has severed in her divine realm or plane is guaranteed to get the attention of the deity, who is free to react as they see fit. Sending powerful servants to smite the offending creature is the most likely course of action, though avatars and even the deity herself may choose to appear.

Focus

A silver knife stained with the blood of an astral dreadnought.
Title: Re: Random DM nagging.
Post by: Anastasia on July 30, 2016, 02:06:16 PM
I'm running B5 and the next post in Niflheim is a big one (all the NPCs + bad guys), so don't expect it immediately. I'll try and get it out before work, though. I go in an hour late for a mini shift so I'll have some extra time.

At least working an extra day this week has some payoff.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 30, 2016, 03:09:02 PM
Okay. My schedule should free up some come tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on July 30, 2016, 05:22:08 PM
So noted. Storms but they're subsiding I think, so gonna try to get that post done in the 40 minutes I have. Fingers crossed.
Title: Re: Random DM nagging.
Post by: Anastasia on July 31, 2016, 11:52:58 AM
Cor, I tallied up what your new hit points should be, since you've taken a bit to do it. Feel free to double check.

[spoiler]

Base hit dice are 15d8, 5d10, 4d12.

> roll 15*8
<Rei-chan> Kotono rolled : 15*8 --> {120}
> roll 5*10
<Rei-chan> Kotono rolled : 5*10 --> {50}
> roll 4*12
<Rei-chan> Kotono rolled : 4*12 --> {48}

Additionally, you have a Con mod of +9.

> roll 9*24
<Rei-chan> Kotono rolled : 9*24 --> {216}

This leads to a total of:

> roll 216+120+50+48
<Rei-chan> Kotono rolled : 216+120+50+48 --> {434}

Then I add a +3 max HP noted on your sheet for a total of 437. I didn't see any other boosters on there, correct me if I'm wrong.
Title: Re: Random DM nagging.
Post by: Corwin on July 31, 2016, 12:53:41 PM
I think that's right, thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on July 31, 2016, 12:56:23 PM
Awesome.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2016, 12:20:24 PM
<Iddy> So if we get absolutely face smashed by Secretus, I think I want to revisit Horizon Walker. Suggestions on classes to couple with it?
<Iddy> I'm thinking something like Ranger/Rogue.

The rebuild over in homebrew, for reference.

Anyway, it offers a lot of support and utility but not a main offensive or defensive gimmick. Suggestions as follows.

1. Swift Hunter. Something like Scout 24//Ranger 10/Horizon Walker 14. Obviously more tailored to fit with a bit of dipping as needed as well as an LA race if desired. Dragon Devotee would go great in the upper teen levels where you're done with horizon walker so you can take another PrC. Anyway, it's all about skirmish enabling via manyshot and swift hunter. Horizon Walker gives you mobility and useful options to fill out your character.

2. Cleric (any deity with the travel domain) 24//Melee Class 10/Horizon Walker 14. Same caveats about tailoring as the previous. In this case, you use the class to fill out the traveling part. Pair with travel devotion and all the movement tricks you'll get from the PrC. You'll get a character who has every mode of travel in the game. Consider pairing with monk for the movement speed bonus to further bolster the class.

3. Fighter 10/Planar Champion 9//Whatever 14/Horizon Walker 10. Kind of an Adrian remix, but pair all this for strong movement, options and planar survival. Would take a lot of tweaking to get just so, but has potential if you do.
Title: Re: Random DM nagging.
Post by: Ebiris on August 01, 2016, 06:50:26 PM
For her prizes from Yggdrasil Afina learns the following two Druid spells:

Frostfell (Frostburn p95, 8th level)
Stone Skewers (homebrew, 10th level)
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2016, 06:55:31 PM
Quote from: Ebiris on August 01, 2016, 06:50:26 PM
For her prizes from Yggdrasil Afina learns the following two Druid spells:

Frostfell (Frostburn p95, 8th level)
Stone Skewers (homebrew, 10th level)

I turned Yuth down for Frostfell, so please select another spell.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2016, 07:09:03 PM
<Iddy> I remember having a char with skirmish before, and it not working well or not being easy to trigger. I'm not sure if it was because my build was bad, or it was just too low level to really do it well.

Well, skirmish all depends on being able to activate it and get a worthwhile amount of attacks from it. First of all, skirmish requires you to move 10ft before it triggers. You can't 5ft step it so it requires taking a move action. Effectively using it, especially at higher levels, requires working around that limitation. There's a few ways around it.

1. Manyshot. Popular for swift hunters, it lets you fire a big volley of arrows as a standard action. Normally you can only apply precision/skirmish to the first arrow in the volley, but greater manyshot allows you to bypass that. Upside: Lots of arrows and precision. Can get crazy in epic with improved manyshot removing the 4 arrow limit. Downside: Feat intensive, requires lots of to hit to compensate for manyshot.

2. Travel devotion. Lets you move as a swift action so you can do that then make a full attack. This is useful but has limited uses per day and really demands some cleric levels of another source of turning to fuel the devotion feat. Upside: Full attack after a move. Downside: Resource issues, requires high Charisma or Extra Turning feat(s) to fuel.

3. Pounce. This is used sparingly in my campaigns, but it does work. It's basically travel devotion without the hangups. Listed mostly for the sake of noting I generally don't allow it, so don't pursue it. Upside: Full attack after a move. Downside: You have to charge to -2 to AC. Yeah, that's not a real downside.

4. Spring Attack/Bounding Assault/Rapid Blitz/Final Blitz. Lets you do multiple attacks while moving. Afina uses this style, ask her for details. Just as feat intensive as archery, maybe moreso. Pack some fighter into your build if you go this way.

There's a few other ways, but those are the most popular. Skirmish also progresses slower than sneak attack, so keeping that progression moving and improving is critical. Plus you run into stoppers who immune precision damage anyway. However, that's where Swift Hunter comes into it. If you attack a favored enemy, you can deal skirmish damage to them even if they're immune. Therefore you choose favored enemies that are generally immune to precision damage, like undead or constructs.

As such, having favored enemies is also critical. Unless you're hyper focused or compensating for it some other way, I consider 2 favored enemies the minimum to make it work. More the better to get around the various immunes. Since this is gestalt, swift hunter's dual progression aspects aren't functional, so carefully planning your build is important.
Title: Re: Random DM nagging.
Post by: Ebiris on August 01, 2016, 07:14:29 PM
I have no complaints about skirmish/bounding assault as a combo. I only get two attacks a round but they hit hard and consistently. The -10/-15 penalties you get for the later attacks on your full attack mean they tend to miss a lot anyway so it's no big deal to give them up.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2016, 07:15:29 PM
So do you plan to ever grab rapid blitz for a third attack on the move, Afina? I swore you had it before, but I could be wrong.
Title: Re: Random DM nagging.
Post by: Ebiris on August 01, 2016, 07:16:29 PM
Unlikely. I can't fit it in pre-epic and it's not worth giving up an epic feat for it.
Title: Re: Random DM nagging.
Post by: Anastasia on August 01, 2016, 07:20:26 PM
You could always go to the dark side and dip fighter.
Title: Re: Random DM nagging.
Post by: Ebiris on August 02, 2016, 12:01:35 PM
Afina learns the following two druid spells, superseding the previous post:

Call Avalanche (frostburn p90, 5th level)
Blood Snow (frostburn p89, 2nd level)

The two combo really well together. Bury hordes of scrubs under snow that then suffocates/nauseates/inflicts con drain. DCs aren't enough to use against boss types but it's an army-killer.

Y'know, if for some reason I feel like just blowing them all up in contagious firebursts isn't enough.

Is it possible to have too much army-killing magic?
Title: Re: Random DM nagging.
Post by: Anastasia on August 02, 2016, 12:17:00 PM
That's a good question, Afina. I'm sure you'll let us know if you ever find that out.
Title: Re: Random DM nagging.
Post by: Anastasia on August 02, 2016, 03:02:01 PM
Sidebar: Should Mei be able to take the blood of Sehanine Moonbow with VoP?

It's certainly arguable that it's a magical item and possession of value. After all, a drop of deific blood is worth a great deal of money to the right seller. However, in this case, I feel there's no reasonable attachment of value. It's given as a religious relic and not meant to be sold. As a matter of fact, Jaela would get severely chastised if she'd decided to sell them. So eh.
Title: Re: Random DM nagging.
Post by: Nephrite on August 02, 2016, 03:04:22 PM
Here's a follow-up question: Would the Triune have any objections to this at all? If no, then there you go.
Title: Re: Random DM nagging.
Post by: Anastasia on August 02, 2016, 03:10:49 PM
Generally not, since part of the Triune gave it out. It's just a weird situation since really, no one's blood has real value, but at the same time it does.
Title: Re: Random DM nagging.
Post by: Nephrite on August 02, 2016, 03:23:21 PM
I think since it's one of those cases where the value in it is the religious sort and that's its intended use, there's no real issue , like you said.
Title: Re: Random DM nagging.
Post by: Corwin on August 02, 2016, 03:36:18 PM
Technically there would be an issue, but I feel direct power ups from deity to follower should be an exemption. Otherwise, you'd have weird shit like VoP preventing the Triune from elevating Mei to outsider or what not, if it involves imbibing something symbolic. Price-wise, even stale bread and a cup of water from a goddess will sell for a lot, after all.  :)
Title: Re: Random DM nagging.
Post by: Corwin on August 02, 2016, 04:25:42 PM
Okay, so epic spells!

lvl10:
Celestial Valor, which is ridiculously good.
Cleansing Rain, except can it be an extension of my evil-debuffing aura instead of rain? Centered on me rather than at range, maybe using my preferred medium of light rather than acid?
I'll give Curse of Inadequacy a try.
Maybe some defensive spell that triggers upon a charge/flyby and knocks people down instead of damage? Something of a cross between downdraft and that spell that zaps people when they hit you.
What do you think of a Miracle of Stabilization? 1hp healed to each being within a 1 mile radius, autostabilizes people bleeding out and infernal wounds?
Summon Monster X if all else fails.

lvl11:
I'm interested in Superb Dispelling, since it's one of my specialties.
Sunlance is great, but not applicable. However, I'd like to have a similar version for the lvl6 spell Bolt of Glory.
I wonder if something could come from marrying Tyranny to Glaciante's Spiteful Ward. Something that goes Mind Blank and similar defenses, and upon success blasts the target into stupor for X rounds? Our enemies already have means to tear down our defenses, so I'd want to give that same gift back, except without that pesky dominance and agony.
How would Epic Magic Vestment look? Epic Magic Weapon?

I'm also thinking of epic progressions of my domains. War, Protection, Magic, Time, Water, Travel. Would Superb Dispelling be Magic 11? Any thoughts on how these domains could continue into epic?

Title: Re: Random DM nagging.
Post by: Yuthirin on August 02, 2016, 09:50:05 PM
Quote from: Anastasia on August 02, 2016, 03:02:01 PM
Sidebar: Should Mei be able to take the blood of Sehanine Moonbow with VoP?

It's certainly arguable that it's a magical item and possession of value. After all, a drop of deific blood is worth a great deal of money to the right seller. However, in this case, I feel there's no reasonable attachment of value. It's given as a religious relic and not meant to be sold. As a matter of fact, Jaela would get severely chastised if she'd decided to sell them. So eh.

Deific blood should be considered priceless. It's not necessarily a magical item so much as a blessing.
Title: Re: Random DM nagging.
Post by: Anastasia on August 02, 2016, 11:28:43 PM
Quote from: Yuthirin on August 02, 2016, 09:50:05 PM
Quote from: Anastasia on August 02, 2016, 03:02:01 PM
Sidebar: Should Mei be able to take the blood of Sehanine Moonbow with VoP?

It's certainly arguable that it's a magical item and possession of value. After all, a drop of deific blood is worth a great deal of money to the right seller. However, in this case, I feel there's no reasonable attachment of value. It's given as a religious relic and not meant to be sold. As a matter of fact, Jaela would get severely chastised if she'd decided to sell them. So eh.

Deific blood should be considered priceless. It's not necessarily a magical item so much as a blessing.

Yes, though it can be made into the godsblood epic poison. That goes for 42k a pop, if you're lucky enough to find someone who has some and will sell it.
Title: Re: Random DM nagging.
Post by: Anastasia on August 02, 2016, 11:55:57 PM
QuoteCleansing Rain, except can it be an extension of my evil-debuffing aura instead of rain? Centered on me rather than at range, maybe using my preferred medium of light rather than acid?

Centered on you and mobile, or just centered on you when you cast? A mobile version would have considerably different balance since you can move around with it and use it as an offensive aura that way.

QuoteMaybe some defensive spell that triggers upon a charge/flyby and knocks people down instead of damage? Something of a cross between downdraft and that spell that zaps people when they hit you.

Doable. See future posts here.

QuoteWhat do you think of a Miracle of Stabilization? 1hp healed to each being within a 1 mile radius, autostabilizes people bleeding out and infernal wounds?

Doable. See future posts here.

QuoteSunlance is great, but not applicable. However, I'd like to have a similar version for the lvl6 spell Bolt of Glory.

Check out Burst of Glory. It's a 12th level spell, see below. That said, how similar to Sunlance are we talking here? Shouldn't matter too much for balance, mostly on just how the spell's written out.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

QuoteI wonder if something could come from marrying Tyranny to Glaciante's Spiteful Ward. Something that goes Mind Blank and similar defenses, and upon success blasts the target into stupor for X rounds?

Depends on how you execute it. If it's simply a dispel with an extra kick, those sort of things already exist and are an easy model to work with. Are you thinking of something more defensive and counter-y instead?

QuoteHow would Epic Magic Vestment look? Epic Magic Weapon?

A few approaches here, depending on what you want to do.

1. Like the greater versions with bigger numbers that keep on going. I admit I'm less keen on this option, since it basically just replaces greater magic weapon and gets you bigger numbers. I try to do more variety with epic spells than that. A lot of spells have that due to the basic nature of how 3.5 spellcasting is setup, but I try to twist it and make it more interesting.
2. Customized single spells that have a set parameter and function, such as like Shardread Weapon. That spell's not the best example due to the short duration, but it frames the approach here - more niche and personalized.

QuoteI'm also thinking of epic progressions of my domains. War, Protection, Magic, Time, Water, Travel. Would Superb Dispelling be Magic 11? Any thoughts on how these domains could continue into epic?

Some already do. Let me note the spells that already cover some domains from 10th level and up, you can find those below. I mostly fill them in as I go and without any great focus. Feel free to suggest spells that would fit domains. As a rule, it should fit previous spells in the domain and the domain's themes.

Anyway, there's dispel magic and a fair deal of anti-magic measures in the magic domain, so superb dispelling fits. I'll make the change and note in in the change log, it's now the magic 11 domain spell.

Belial's Mercy - Pain 10.
Celestial Valor - Good 10, Glory 10.
Mass Valiant Fury - Courage 10.
Moonrise - Moon 10.
True Meteor Swarm - Fire 11.
Dire Winter - Cold 10.
Summon Black Rock Triskelion - Not technically a domain spell, but clerics of Ogremoch can cast it. This is one of my oldest spells and the one I'm least happy with, so this'll change sooner or later anyway.
Sunlance - Sun 11.
Tyranny - Diabolic 10.
Burst of Glory - Glory 12.
Greater Fire Storm - Fire 12.
Moonfire Tear - Moon 12. Side note, a modified version of this was what Sehanine Moonbow used on you. At least one of the attacks, anyway.
Wrath of the Heavens - Wrath (BoED) 12. Another old spell that needs tweaking.
Antimagic Zone - Magic 13, Protection 13.
Eternal Moonrise - Moon 13.
Web of Generosity - Community 13.
Dreamscape - Dream 14.
Mass Monstrous Thrall - Domination 14.
Dream Travel - Dream 15.
Firescape - Fire 15.
Greater Foresight - Knowledge 15.
Perfect Energy Immunity - Protection 16.
Domiel's Spread of Life - Life 17.
Greater Web of Generosity - Community 18.
Warrior's Boon - War 22.
Title: Re: Random DM nagging.
Post by: Anastasia on August 03, 2016, 12:03:41 AM
Quick notes: It doesn't need to note it auto stabilizes, since magical healing does that automatically. It also doesn't need a note about infernal wounds, since those usually have text about caster level checks or what have you to overcome them.

Miracle of Life
Conjuration (Healing)
Level: Clr 10, Pal 9
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 1d4+5 hit points. Your caster level is reduced by 5 for this spell.
Title: Re: Random DM nagging.
Post by: Anastasia on August 03, 2016, 12:07:04 AM
A knockdown spell may not come tonight, depending on how long I stay coherent. That one needs some more thought to how it would work.
Title: Re: Random DM nagging.
Post by: Anastasia on August 03, 2016, 12:11:12 AM
In related news, check the new changelog about Mirajane's Revelation. Decided to boost the duration a tad.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 03, 2016, 02:40:15 PM
Dune, I think I read something from you about that you put up my thread, but not to post in it? When should I post?
Title: Re: Random DM nagging.
Post by: Ebiris on August 03, 2016, 02:42:16 PM
I think that was Dune saying he wouldn't make any additional posts in reply right away because he's not feeling well.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 03, 2016, 02:42:40 PM
Oh! Okay. I misread it. Thanks!
Title: Re: Random DM nagging.
Post by: Anastasia on August 03, 2016, 03:33:56 PM
Yeah, just not feeling the best today. That's most days anymore, but worse than usual today. Gonna try to energy up and post some in a bit.
Title: Re: Random DM nagging.
Post by: Anastasia on August 04, 2016, 01:27:09 PM
Previous spell in quotes so I keep it handy. I haven't added it to the Spell Collection yet.

Anyway, assigning more domain spells. My philosophy is below.

1. Spells have to match what the non-epic spells give as well as the domain's theme.
2. Avoid good and evil descriptor spells unless it's in a domain that already has them and the opposite alignment won't have that domain. Law and chaos as well when appropriate.
3. Avoid using non-epic spells as 10th level domain spells.  Style choice as well as that those splits are annoying to deal with.
4. Don't use faith specific spells or ones geared to a particular deity or plane, unless those are the only ones to offer the domain.

War:

10: Hellball sort of fits, but I'd rather not there. Probably needs a custom spell.
11: Epic Mage Armor sort of fits, but not really. War usually focuses on boosting weapons/armor, not the mage armor route. Needs a new spell.
12: Legion's Gates would be an interesting choice, but it isn't supported by what the War Domain does.  Maybe Glorious Rally. Maybe a cusotm spell. No decisions for any of these in the War Domain yet.

Protection:

10: Energy Immunity is a strong fit, as Protection From Energy is a 3rd level domain spell. That's now a Protection 10 spell.
11: Latha's Sunmantle would be a good fit, but it's a sanctified spell so that's out of the question. Nothing's quite right so a new spell is likely in order.
12: Nothing really fits. Custom spell ho.

Magic:

10: Glaciante's Spiteful Ward would be an interesting choice, but probably too personalized and obscure. Spellpool is an extremely strong possibility (though I should review that spell, it's a really early one). Let me think about it.
11: Superb Dispelling already fills this. Next.
12: Rain of Desolation is a dispel and the magic domain does do dispels, but two back to back is probably bad form.  Probably needs a new spell.

Time:

10: Mass Freedom of Movement is a strong choice since they get Freedom of Movement at 4. (I question that spell in the Time Domain, but whatever. I don't see the logic.) Vlaakith's Haste could have an argument since Time gets Haste a 3, but it's way too obscure for it. Mass Freedom of Movement is now Time 10 domain spell.
11: Nothing fits, so new spell time.
12: Same as 11.

Water

10: There's choices. Form of the Ice King would sort of fit (or a water elemental variant), but it doesn't quite fit. Summon Stygian Chilblain is also a possibility, but the evil descriptor knocks it out of contention. Telay's Ice Horror could also fit, the water domain does do some ice damage. That one's really borderline, so I'll toss it out to y'all. Opinions on that one?
11: Nothing fits, new spell needed.
12: Rain of Desolation's an interesting choice. Cold damage is something this domain does, though the dispel part's tangential. However, the spell really fits the water domain - water washing everything away is a key representation of water, after all. I'll go with it for now. Rain of Desolation is now the Water 12 spell.

Travel

10: Mass Freedom of Movement's arguable. They don't get Freedom of Movement, though they do get a version as the domain granted power. Odd choice. Anyway, we'll go with that since I feel that's reasonable justification. Mass Freedom of Movement is now the Travel 10 domain spell.
11: No matches, needs a new spell.
12: Legion's Gates. This one's a no brainer. Legion's Gates is now the Travel 12 spell.

Quote from: Anastasia on August 03, 2016, 12:03:41 AM
Quick notes: It doesn't need to note it auto stabilizes, since magical healing does that automatically. It also doesn't need a note about infernal wounds, since those usually have text about caster level checks or what have you to overcome them.

Miracle of Life
Conjuration (Healing)
Level: Clr 10, Pal 9
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 1d4+5 hit points and deals an identical amount of damage to undead creatures. Your caster level is reduced by 5 for this spell.
Title: Re: Random DM nagging.
Post by: Anastasia on August 04, 2016, 01:48:11 PM
Miracle of Life is now in the Spell Collection.
Title: Re: Random DM nagging.
Post by: Ebiris on August 04, 2016, 03:45:32 PM
Operation Stupid Devil Names

The operation has two stages, a feint attack against Lethe and a small scale attack on Spirit Gorge which is the true goal.

The Spirit Gorge strike force will consist of Afina, Tryll, Calleigh, and the Master. Using interplanar telepathic bond to remain in contact with Tepen at Aurora, they will Gate to the Gloaming Wood (now renamed Soulsworn by stupid devils) and proceed on foot to Spirit Gorge and wait until either reinforcements have been dispatched to aid Lethe or the battle has swung decisively in our favour. From here they will infiltrate the complex with the goal of ending the magic that is effected on Lief by whatever means necessary. Dispelling should work but removing or destroying Lief's corpse are also acceptable options. Further, the capture of Willah is a secondary goal, though her death is acceptable as well if this proves untenable. If neither are present the strike force will relocate to the former court of Alfheimr where Willah maintains her fief in hopes of capturing Willah from there and then obtaining information on Lief's location.

Once these goals are effected the strike force will evacuate back to Aurora which will then either retreat from Lethe or solidify control over the area depending on how the feint attack has progressed.

The attack on Lethe itself will be conducted in a straightforward manner so as to keep our forces consolidated, which will allow for a quick retreat should the battle prove untenable or the strike force succeed early on. Any breaches in Lethe's defences will be heavily fortified and widened so as to allow a clean path of retreat at all times while forces led by Jaela will form the vanguard. Smrgol specifically will be tasked with defending Aurora's gates, and he will be accompanied by a pixie of appropriate build dressed up to look like Afina.
Title: Re: Random DM nagging.
Post by: Nephrite on August 04, 2016, 04:05:30 PM
Moore is fine being assigned wherever.
Title: Re: Random DM nagging.
Post by: Ebiris on August 04, 2016, 04:11:25 PM
The bardic and war weaving buffbots will surely serve our forces well in the assault on Lethe!
Title: Re: Random DM nagging.
Post by: Nephrite on August 04, 2016, 04:29:30 PM
Yeah, sneaking and motivational speeches don't usually go hand in hand.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 04, 2016, 10:58:08 PM
Had a bunch of time tonight so I looked at doing some purchases. While doing so, I was looking over Calleigh's stat block which I'm pretty sure is wrong. Too low in some places, too high in others. Want to adjust it before we go into battle. I'm not asking for help or anything, just giving a heads up that I'm going to be editing her block if I'm right.
Title: Re: Random DM nagging.
Post by: Anastasia on August 04, 2016, 11:07:49 PM
Quote from: Yuthirin on August 04, 2016, 10:58:08 PM
Had a bunch of time tonight so I looked at doing some purchases. While doing so, I was looking over Calleigh's stat block which I'm pretty sure is wrong. Too low in some places, too high in others. Want to adjust it before we go into battle. I'm not asking for help or anything, just giving a heads up that I'm going to be editing her block if I'm right.

Sure thing.
Title: Re: Random DM nagging.
Post by: Nephrite on August 05, 2016, 01:56:33 PM
Since this may actually come up in battle soon, what exactly are the rules on the range of bardic music? The abilities themselves just say, for lack of a better term "affects people who can hear it," but how far is that? Should it be quantifiable in some way or do we just kind of roll with it?
Title: Re: Random DM nagging.
Post by: Anastasia on August 05, 2016, 02:05:34 PM
I usually consider it several hundred feet (shouting or silent conditions), a few hundred feet (typical conditions) or a hundred feet (noisy, loud battle, ect). It's the sort of thing you have to adjudicate. In combat or mass combat, I assume the bard is being as loud as possible.

Means to project your voice farther help, though common sense may be used to both limit and expand the range as circumstances dictate.
Title: Re: Random DM nagging.
Post by: Nephrite on August 05, 2016, 02:13:29 PM
Fair enough. Clearly Moore will come up with a custom spell that makes the effects much larger.
Title: Re: Random DM nagging.
Post by: Anastasia on August 05, 2016, 02:20:46 PM
That or an item, yeah. Both are reasonable.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 05, 2016, 04:12:54 PM
Alright, Calleigh is fixed. Her AC was flat out wrong. Wasn't accounting for her gear, and her saves weren't accounting for gear properly either.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2016, 12:32:43 PM
Run me through how you calculated all of that, Yuth?
Title: Re: Random DM nagging.
Post by: Corwin on August 06, 2016, 01:19:58 PM
QuoteCleansing Rain, except can it be an extension of my evil-debuffing aura instead of rain? Centered on me rather than at range, maybe using my preferred medium of light rather than acid?

Centered on you and mobile, or just centered on you when you cast? A mobile version would have considerably different balance since you can move around with it and use it as an offensive aura that way.

I was originally thinking of mobile, but I'd be interested in seeing either version.

QuoteMaybe some defensive spell that triggers upon a charge/flyby and knocks people down instead of damage? Something of a cross between downdraft and that spell that zaps people when they hit you.

Doable. See future posts here.

Glee~

QuoteWhat do you think of a Miracle of Stabilization? 1hp healed to each being within a 1 mile radius, autostabilizes people bleeding out and infernal wounds?

Doable. See future posts here.

Grabbed.

QuoteSunlance is great, but not applicable. However, I'd like to have a similar version for the lvl6 spell Bolt of Glory.

Check out Burst of Glory. It's a 12th level spell, see below. That said, how similar to Sunlance are we talking here? Shouldn't matter too much for balance, mostly on just how the spell's written out.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

Not bad, and I might grab it later once I have lvl12 spells. But I was talking about an 'epic' version of Bolt of Glory, which is a single-target blast like Sunlance or the original Bolt of Glory but much stronger. Basically, one of my specialties is the laser beam spam, and I'd like that to continue into epic under my own theme (light) and not someone else's (moonlight, sunlight, rain, etc).

QuoteI wonder if something could come from marrying Tyranny to Glaciante's Spiteful Ward. Something that goes Mind Blank and similar defenses, and upon success blasts the target into stupor for X rounds?

Depends on how you execute it. If it's simply a dispel with an extra kick, those sort of things already exist and are an easy model to work with. Are you thinking of something more defensive and counter-y instead?

Dispel with an extra kick, more or less. Instead of dispelling me and getting blasted for managing it like with the spiteful ward, I'd be the one actively dispelling people and if I succeed they're so overawed they lose their fighting will or something, inspired by Tyranny.

QuoteHow would Epic Magic Vestment look? Epic Magic Weapon?

A few approaches here, depending on what you want to do.

1. Like the greater versions with bigger numbers that keep on going. I admit I'm less keen on this option, since it basically just replaces greater magic weapon and gets you bigger numbers. I try to do more variety with epic spells than that. A lot of spells have that due to the basic nature of how 3.5 spellcasting is setup, but I try to twist it and make it more interesting.
2. Customized single spells that have a set parameter and function, such as like Shardread Weapon. That spell's not the best example due to the short duration, but it frames the approach here - more niche and personalized.

Hmm. I can't really get the mage armor chain since I prefer armor, and I'd need to via domain anyway. But I do make use of magic vestment, so it would be nice to have it manifest an epic variant as well, so it could stand up to the epic mage armor.

I understand your thought process for magic weapon and the lack of an epic variant. I'll figure out some spear-boosting spell I want to use. Maybe borrow from Mirajane's spell for an immediate activation, then a customized +10 weapon (a preset of abilities costing +5 and the rest being straight numbers?) that overrides the actual weapon traits for the duration.
Title: Re: Random DM nagging.
Post by: Anastasia on August 06, 2016, 01:33:37 PM
Spells will be worked on tonight, Sunday or maybe Monday. Depends on how it goes.

Burst of Glory does include scaled up damage from Bolt of Glory. It is a much stronger version of Bolt of Glory, now being multitarget and with enhanced damage capacity. To be honest, I figured you'd consider that the epic version of the spell, since it fits you so well. Laser beam spam at everything within range, as you'd put it.

Dispel + fear or something like that is manageable. To be completely honest, you could do it as a non-epic spell. So it would take some further spicing up or adjustment, I'll fiddle with it.
Title: Re: Random DM nagging.
Post by: Corwin on August 06, 2016, 01:50:15 PM
I'd like to swap Greater Spell Immunity for Wall of Greater Dispel. Never used GSI, probably never will.
Title: Re: Random DM nagging.
Post by: Corwin on August 06, 2016, 01:52:01 PM
Re: Bolt of Glory. I did see it all! You're just misunderstanding me. In nonepic, have both mass beam spam and single target focused beams. I'd like my epic arsenal to represent that as well, with a single target beam spell and a mass target one. Presumably, the singular spell will be either stronger/with more severe secondary effects, cheaper, or both.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 07, 2016, 11:45:00 PM
Back up stat rolls, going with set 1

> !rollchar
<Serith> 5, 3, 6, 5, 6 = 17
<Serith> 3, 4, 4, 2, 1 = 11
<Serith> 2, 6, 5, 4, 5 = 16
<Serith> 5, 3, 2, 2, 6 = 14
<Serith> 2, 4, 3, 6, 4 = 14
<Serith> 6, 3, 5, 6, 1 = 17
<Serith> Iddy's Scores: 17, 17, 16, 14, 14, 11
> !rollchar
<Serith> 6, 5, 2, 1, 2 = 13
<Serith> 4, 3, 3, 4, 6 = 14
<Serith> 4, 6, 1, 5, 5 = 16
<Serith> 6, 2, 1, 2, 2 = 10
<Serith> 1, 6, 5, 5, 3 = 16
<Serith> 5, 6, 3, 6, 3 = 17
<Serith> Iddy's Scores: 17, 16, 16, 14, 13, 10
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2016, 03:42:40 PM
Let's start with the basic spell. This isn't quite an epic spell on its own, I'm aiming for 9th level. Dread necros get it a bit earlier thanks to being ahead of the curve there and this being 100% in their wheelhouse. Anyway, we'll work with this as a chassis for a more noteworthy epic spell.

Fearsome Dispelling
Abjuration/Necromancy [Mind-Affecting]
Level: Brd 9, Clr 9, Dread Necromancer 8, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Area: Cone shaped burst
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Will partial; see text
Spell Resistance: No

All creatures within the area of effect are treated as being targeted with a greater dispel magic spell with a maximum dispel check of +25. Additionally, every creature that has at least one spell dispelled from them is affected as if by a fear spell. A Will save negates the fear but not the dispel.

--

That's a fairly direct and simple spell. It's greater dispel magic with a higher check modifier, the radius changed to fear's and a fear rider afterwards. Powerful but reasonably competitive with other 8th/9th level dispels.

So let's boost it up a little more.

Greater Fearsome Dispelling
Abjuration/Necromancy [Mind-Affecting]
Level: Brd 11, Clr 11, Dread Necromancer 10, Sor/Wiz 11

This spell is identical to fearsome dispelling, except as noted here. The maximum dispel check is +30. If two or more spells are dispelled from a creature, immunity to fear or mind-affecting does not protect them from this fear, though they gain a +10 bonus to the saving throw. This bonus decreases by 2 for every spell past the second that is dispelled, to a minimum of +0 if seven or more spells are dispelled on a creature.

How's that look, y'all?
Title: Re: Random DM nagging.
Post by: Anastasia on August 08, 2016, 03:59:13 PM
Next up is Cleansing Rain. I'll copy/paste that spell into here for reference.

Cleansing Rain
Evocation [Acid, Good]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (80ft radius, 80ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

A drenching rain falls from above, washing away filth while dissolving evil. Non-evil creatures are cleansed by the rain, any dirt and grime washed away. Evil creatures are affected by the rain as if were acid, taking 20d6 points of acid damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -4 penalty to the Reflex save.

Evil creatures slain by this spell are reduced to a puddle of clean, clear water.

Sacrifice

1d4 points of Strength drain.

Let's look at a straight conversion for Jaela's tastes for light.

Jaela's Cleaning Light
Evocation [Good, Light]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (80ft radius, 80ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell causes bright light to shine within the radius that devastates the wicked. Non-evil creatures are not affected by the light. Evil creatures suffer 15d6 points of damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -6 penalty to the Reflex save.

Evil creatures slain by this spell are dissolved into motes of light that fade away.

This spell is a variant of cleansing rain created by Jaela of Aurora.

Sacrifice

1d4 points of Strength drain.

---

This is mostly swapping a few things around. There's less damage thanks to it being non-typed, but the saving throw penalty increases since light has strong connotations of good and cleansing. It doesn't directly interface with your aura, admittedly.

---

Jaela's Cleansing Aura
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: 0ft
Area: 80ft radius centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell causes bright light to shine all around you, light that devastates the wicked. Non-evil creatures are not affected by the light. Evil creatures suffer 15d6 points of damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -6 penalty to the Reflex save. This spell moves with you and stays focused on you.

Evil creatures slain by this spell are dissolved into motes of light that fade away.

This spell is a variant of cleansing rain created by Jaela of Aurora.

Sacrifice

1d6 points of Strength drain.

----

The area/range are probably off, those are placeholders since I need to look up the proper notation and formatting for this sort of spell.

This is tentative. Is it worth a +2 level bump and a bump to the sacrifice cost? More or less. Changing it to a mobile spell turns it from a battlefield control sort of offensive spell to a powerful offensive weapon. Let me know what you think.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2016, 01:25:46 PM
I've noticed a trend lately of people not using the nagging thread unless I tell them to, preferring to poke me on IRC. This is often fine, but allow me to encourage you to use nagging.

1. I often prefer it, so I'm not on the spot immediately. I can answer at leisure and without having to worry about forgetting about it as easily.
2. Other people can see it. This is useful for questions that may be relevant to more than yourself.
3. I often ask y'all to post in nagging. Take the hint. <_<

In short, if you have a game question, feel free to use nagging instead of prodding me on IRC. I encourage it.
Title: Re: Random DM nagging.
Post by: Corwin on August 09, 2016, 01:31:46 PM
I think the lvl12 spell would be better if it increased the range of my aura for the duration. It's a pain to calculate the different radiuses for effects (-x for those within 20ft, -y for those within 40ft, -z for those within 80ft and so on). Also, the effect being tied to me rather than to a set point is not that much of a bonus when we're talking a 80ft radius effect and a per round duration. The range would usually cover a sizeable chunk of the battleground as is, especially if coupled with lesser spells like fog that restrict movement out of it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 09, 2016, 08:02:03 PM
What feats should I take to support 2h weapons?
Title: Re: Random DM nagging.
Post by: Nephrite on August 09, 2016, 09:00:42 PM
Carrying Voice
Evocation [Sonic]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: None (harmless)
Spell Resistance: No

This spell increases the effective range of all bardic musics you use for the duration by 50 feet per caster level (maximum 500 feet).



On the one hand, allowing you to bardic music people super far away is pretty good, but on the other, it's a standard action. Thoughts?
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2016, 09:32:04 PM
Quote from: Corwin on August 09, 2016, 01:31:46 PM
I think the lvl12 spell would be better if it increased the range of my aura for the duration. It's a pain to calculate the different radiuses for effects (-x for those within 20ft, -y for those within 40ft, -z for those within 80ft and so on). Also, the effect being tied to me rather than to a set point is not that much of a bonus when we're talking a 80ft radius effect and a per round duration. The range would usually cover a sizeable chunk of the battleground as is, especially if coupled with lesser spells like fog that restrict movement out of it.

It's not that it covers a big hunk of the battlefield, it's that you can take it along with you. Makes it a great prep spell before you dive into battle and lets you shove it into the face of bad guys. Cleansing Rain is strong, but there's an obvious solution: Move out of the radius. Your argument isn't invalid, I just feel it misses the point that the spell's basic usage radically changes with it. Anyway, all that aside since it's quibbling over details.

How about this? Range/area's still probably borked, will fix whenever this is finished.

Jaela's Cleansing Aura
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: 0ft
Area: See text
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell inflames your aura, causing it to directly damage evil creatures within it. Evil creatures suffer 15d6 points of damage per round of exposure. The penalty your aura inflicts to saves increases to -4 and to -6 versus evil outsiders.

Evil creatures slain by this spell are dissolved into motes of light that fade away.

Sacrifice

1d4 points of Strength drain.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 09, 2016, 09:36:43 PM
On a second note, you mentioned there might be a feat to modify the list for Exalted Companion? As a follow up, if not, since we're into epic, is there a way to go from Unicorn to Celestial Charger or something?
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2016, 10:14:02 PM
Quote from: Iron Dragoon on August 09, 2016, 08:02:03 PM
What feats should I take to support 2h weapons?

Okay, I'm assuming you're going Strength heavy? It's possible to do it without strength through shenanigans (see Mirima), but I'm assuming a fairly standard build here. First of all, you need to choose a weapon. I'll list the notable ones.

Greatsword: Standard for a good reason. 2d6 and 19/20 x2 is pretty good and doesn't require exotic weapon proficiency.
Greataxe: 1d12 and x3. A bit weaker than a greatsword, but nice if you want stronger, less frequent crits. Your damage will be more variable due to 1d12 versus 2d6.
Scythe: 2d4 and x4. Even weaker per hit, but the crits are insane. If you want to chase big crits, this is a strong choice.
Falchion: 2d4 and 18/20 x2. Basically for those times when you want as many crits as possible.
Reach Weapon: These are really their own thing, as they have drawbacks and benefits. The main benefit is that it increases your reach with it, though they can hinder attacking adjacent enemies. I can go into more detail if you're interested in them.

Which of those you prefer comes down to personal preference. Additionally, there's some choices opened up by exotic weapon proficiency. This requires a feat, so make sure you really want that weapon.

Elven Courtblade: 1d10 and 18/20 x2. Also, you can use it with Weapon Finesse. This is interesting, but requires some work and effort to really bring out the most of.  They're in Races of the Wild.
Longaxe: 1d12 and x3. However, if you take -3 or more on Power Attack, you can treat it as a reach weapon for the round. Gives it some interesting utility. Complete Warrior.

Finally, there are a few in houserules that are relevant to you. Fullhammers are strong though require exotic weapon proficiency.

Greathammers are martial melee weapons. They deal 1d12 damage, x3 crit rate and grant a +2 bonus to sunder attempts. 50 gp.
Fullhammers are exotic melee weapons. They deal 2d10 damage, x4 crit rate and grant a +2 bonus to sunder attempts. A fullhammer must be wielded with two hands. 150 gp.

All that aside, let's look at some good two handed feats.

http://www.dandwiki.com/wiki/Fighters'_Handbook_By_Dictum_Mortuum_(3.5e_Optimized_Character_Build)#Two_Handed_Weapon_Style

Do note that this campaign soft-bans shock trooper and leap attack.

Finally, feel free to look at the pulverize epic feat. It's homebrew so I'll cross post it here. It basically increases your Strength to damage by 50%.

Pulverize [Epic]
Prerequisites: Great Ability (Strength), Power Attack, base attack bonus+21, str 29
Benefit: You deal 1.5 times your Strength modifier to melee and ranged attacks. If you use a two handed weapon, you instead deal two times your Strength modifier. If you have secondary natural weapons that deal one half of your Strength modifier to damage, they now deal your full Strength modifier to damage.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 09, 2016, 10:20:59 PM
I was planning on Scythe, since it fits thematically, so a crit type build is what I'm looking for I guess.

As for Str, yeah, fairly standard build. There's already a bit going on in the build, so I don't really want to muddy it up too much just to squeeze every last bit out.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2016, 10:43:23 PM
Okay, Iddy's interested in Lion of Talisid. First of all, it would need to be refluffed since guardinals don't exist in this cosmology. This isn't a huge deal, just bear it in mind.

You'd replace the feat requirement with this from house rules.

Angelic Champion [Exalted]
Benefit: Once per day, while performing an act of good, you may call upon your angelic patron to gain a +1 luck bonus on any one roll or check.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once.
Special: This feat replaces Favored of the Companions, as guardinals do not exist in this cosmology.

Wild shape would need to be converted to shape shift.

I tend not to allow pounce and/or hand it out extremely rarely, so lion's charge is a problem.

Rest of it's fine. It's usable but would require a lot of work and effort to do so. How much are you looking to take of it?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 09, 2016, 10:46:20 PM
Well, I was primarily interested in pounce and swiftness. If those are an issue, I'd probably swap back to Fighter or another PrC. I'd have to hunt around for one.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2016, 10:47:06 PM
Quote from: Nephrite on August 09, 2016, 09:00:42 PM
Carrying Voice
Evocation [Sonic]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: None (harmless)
Spell Resistance: No

This spell increases the effective range of all bardic musics you use for the duration by 50 feet per caster level (maximum 500 feet).



On the one hand, allowing you to bardic music people super far away is pretty good, but on the other, it's a standard action. Thoughts?

It's time for D&D pedantry! When you make a personal/you spell, you don't bother with the saving throw or spell resistance. It's assumed there is none since those spells usually only target and directly effect yourself.

In the rare case one would provoke a saving throw or spell resistance, mention it in the body of the spell and consider reworking the spell altogether. It should look like this:

Carrying Voice
Evocation [Sonic]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell increases the effective range of all bardic musics you use for the duration by 50ft per caster level (maximum 500ft). This is in addition to however far your voice would be heard in the prevailing conditions. A silence spell or conditions that prevent you from being heard entirely are unaffected by this spell.

Anyway, spell's fine barring a few tweaks above.
Title: Re: Random DM nagging.
Post by: Anastasia on August 09, 2016, 10:48:20 PM
Quote from: Iron Dragoon on August 09, 2016, 10:20:59 PM
I was planning on Scythe, since it fits thematically, so a crit type build is what I'm looking for I guess.

As for Str, yeah, fairly standard build. There's already a bit going on in the build, so I don't really want to muddy it up too much just to squeeze every last bit out.

Scythe's a good choice then. Possibly fullhammer if you don't mind blowing a feat on EWP.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 09, 2016, 10:52:35 PM
Quote from: Anastasia on August 09, 2016, 10:48:20 PM
Quote from: Iron Dragoon on August 09, 2016, 10:20:59 PM
I was planning on Scythe, since it fits thematically, so a crit type build is what I'm looking for I guess.

As for Str, yeah, fairly standard build. There's already a bit going on in the build, so I don't really want to muddy it up too much just to squeeze every last bit out.

Scythe's a good choice then. Possibly fullhammer if you don't mind blowing a feat on EWP.

Well, that handbook doesn't have much on crit builds. Any suggestions for feat layouts?

Edit:

So going through the handbook, the only feats I see that are under 2h that will work are the Power Attack stuff, Cleave stuff, Combat Brute, Driving Attack, and Pushback. Most of that stuff seems to be built off of Charging or Bull Rush. Under the Charging feat combos, everything listed has either Shock Trooper or Leap, which you have soft banned, and Pounce is soft banned, too, so I'm kind of at a loss on what to take feat wise beyond Power Attack and Cleaving, aside from the combat support stuff like Imp. Initiative and Improved Crit type stuff.

Are there any NPCs that are built for 2h? Maybe I could see what they've done.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 10, 2016, 03:01:50 AM
> Hmm... What about HW ability for some kind of like quick jaunt or shadow steps or somethign that would work?
<Kotono> Probably doable, sure.
> Something that's fairly limited in range compared to Dimension Door or teleport, but especially hard to block or something?
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2016, 01:34:18 PM
Quote from: Iron Dragoon on August 09, 2016, 10:20:59 PM

Well, that handbook doesn't have much on crit builds. Any suggestions for feat layouts?

The handbook's fairly solid, though there's a few altered epic feats that may serve you well.

Overwhelming critical drops cleave and great cleave as prereqs, so it's easier to qualify for. Devastating critical does the same and its benefit changes to increasing your critical hit multiplier by 1.

QuoteEdit:

So going through the handbook, the only feats I see that are under 2h that will work are the Power Attack stuff, Cleave stuff, Combat Brute, Driving Attack, and Pushback. Most of that stuff seems to be built off of Charging or Bull Rush. Under the Charging feat combos, everything listed has either Shock Trooper or Leap, which you have soft banned, and Pounce is soft banned, too, so I'm kind of at a loss on what to take feat wise beyond Power Attack and Cleaving, aside from the combat support stuff like Imp. Initiative and Improved Crit type stuff.

Are there any NPCs that are built for 2h? Maybe I could see what they've done.

Adrian two hands. He used to use the combat focus line of feats in the PHB2 as well. He also uses Telling Blow, which is nice if you have precision damage and and a good crit threat range. Beyond that, he mainly uses his feats to make him better at fighting with higher numbers through the weapon focus line of feats.

Misalea two hands, but her build is weird so I wouldn't put much stock into it.

Mirima two hands with an elven courtblade. Her build's a bit funny but doesn't use any great feat trickery.

Morniel two hands but isn't a front line warrior (relatively, he's a throne archon).

Mirajane two hands a spear and focuses on AoOs more than anything else. She's still working out all the kinks and is a bit feat starved. As a result, her build is rather basic.

Moonlight (why are there so many M names?!) two hands. She focuses on smiting, occult slaying and anti wizardry. It's an interesting approach and work checking out, though I don't think a lot directly applies to you.

As a side note, Kascha technically two hands as well, but she's primarily a spellcaster. She uses a greatsword simply because it's common for ghaele to.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 10, 2016, 03:10:41 PM
What do you think of this for charge 2h:

Fighter Bonus Feat (Level 1): Weapon Focus (Longbow) <Class Req>
Fighter Bonus Feat (Level 2): Weapon Focus (Scythe)
Fighter Bonus Feat (Level 4): Powerful Charge
Fighter Bonus Feat (Level 6): Greater Powerful Charge
Fighter Bonus Feat (Level 8): Cleave

Level 1: Power Attack
Level 3: Improved Initiative
Level 6: Great Cleave
Level 9: Improved Critical
Level 12: Neraph Charge
Level 15: Power Critical or Quicken Spell Like Ability
Level 18: Overwhelming Critical
Level 21 (Epic): Epic Spellcasting
Level 24 (Epic): Dire Charge or Epic Quicken Spell Like Ability
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2016, 03:16:10 PM
I'd ditch Powerful Charge and the improved version unless you're going to be, well, big. The damage isn't worth it, too conditional and doesn't multiply with charge boosters.

My personal opinion is that great cleave is usually overkill.

Improved critical's solid, but getting a keen weapon makes a lot more sense unless you don't want to rely on it or it isn't possible in your build for whatever reason.

Power critical's not very good unless you're going for a high threat range, like 15-20 after improved critical or keen. Quicken SLA is superb on the other hand, pending on what you apply it to.

Overwhelming critical is an epic feat, so you can't take it at 18.

Dire charge a strong choice unless your epic SLA makes tons of sense to have unlimited uses of. Depends on what it is.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 10, 2016, 03:33:12 PM
How about:

Fighter Bonus Feat (Level 1): Weapon Focus (Longbow) <Class Req>
Fighter Bonus Feat (Level 2): Weapon Focus (Scythe)
Fighter Bonus Feat (Level 4): Cleave
Fighter Bonus Feat (Level 6): Combat Vigor or Great Cleave
Fighter Bonus Feat (Level 8): Improved Critical

Level 1: Power Attack
Level 3: Improved Initiative or Combat Focus
Level 6: Neraph Charge
Level 9: Dodge
Level 12: Combat Defense or Improved Initiative
Level 15: Quicken Spell Like Ability
Level 18: Armor Specialization
Level 21 (Epic): Epic Spellcasting
Level 24 (Epic): Overwhelming Critical or Dire Charge or Epic Quicken Spell Like Ability
Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2016, 03:41:21 PM
The combat focus feats aren't bad, but you really need to invest heavily in them. Three feats minimum. Looks solid enough otherwise, pending more information about the character.
Title: Re: Random DM nagging.
Post by: Nephrite on August 10, 2016, 03:53:56 PM
Question: Does the Badge of Valor (MIC 208) +1 to inspire courage work before or after words of creation?

I.e I have +5 to IC, use words of creation to make it 10, does the badge make it 11 or 12?

Title: Re: Random DM nagging.
Post by: Anastasia on August 10, 2016, 04:00:55 PM
Quote from: Anastasia on January 22, 2016, 01:23:26 PM
The first. WoC is a multiplier that's dealt with after all the normal bonuses and additions.

From earlier and relevant.
Title: Re: Random DM nagging.
Post by: Nephrite on August 10, 2016, 04:01:44 PM
Thanks!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 10, 2016, 10:39:06 PM
So the Epic Quicken Spell feat won't work for me with Horizon Walker abilities. It requires Cha 25, and there's no way I can get that since I don't have anything that works off of Cha.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 11, 2016, 02:11:11 PM
How's this look:

Fighter Bonus Feat (Level 1): Weapon Focus (Longbow) <Class Req>
Fighter Bonus Feat (Level 2): Weapon Focus (Scythe)
Fighter Bonus Feat (Level 4): Cleave
Fighter Bonus Feat (Level 6): Weapon Specialization (Scythe)
Fighter Bonus Feat (Level 8): Improved Critical

Level 1: Power Attack
Level 3: Improved Initiative
Level 6: Neraph Charge
Level 9: Dodge
Level 12: Melee Weapon Mastery (Slashing)
Level 15: Quicken Spell Like Ability
Level 18: Armor Specialization
Level 21 (Epic): Epic Spellcasting
Level 24 (Epic): Epic Quicken Spell Like Ability
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2016, 04:54:26 PM
Let me know what you all think. This is a fighter-esque class that focuses on the scythe to exclusion of all else. It was orgiinally made for Yuria in B2 but never happened, it's been revised and changed up. Let me know what you think, especially about the potent level 10 capstone combo. (Besides that I could condense it into one ability, I may do that anyway.)

Scythe Master

Hit Die

d10

Requirements

Base Attack Bonus

+8

Feats

Improved Critical (Scythe), Weapon Focus (Scythe)

Class Skills

The scythe master's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).

Skill Points per Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Focus, weapon specialization
2+2+3+0+0Scytheblock+2
3+3+3+1+1Reaper's fall+2
4+4+4+1+1Circle cut
5+5+4+1+1Greater focus, reaper's reach, scytheblock+3
6+6+5+2+2Greater weapon focus
7+7+5+2+2Horrific critical
8+8+6+2+2Greater weapon specialization, reaper's fall+4, scytheblock+4
9+9+6+3+3Scythe master
10+10+7+3+3Finishing strike, ultimate focus

Focus (Ex)

Such is your devout dedication to learning the art of the scythe that other weapons are neglected. Whenever you wield a weapon that isn't a scythe, you suffer a -2 penalty to attack and damage rolls.

Weapon Specialization

You gain weapon specialization (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Scytheblock (Ex)

You learn how to use a scythe's long handle to parry effectively, giving the benefits of a shield. You gain a +2 shield bonus to armor class. This bonus increases to +3 at 5th level and +4 at 8th level.

Reaper's Fall (Ex)

You learn every trick there is to trip an opponent with your scythe. When you use your scythe to make a trip attempt, you gain a +2 bonus to CMD. This bonus increases to +4 at 8th level. This benefit stacks with the improved trip feat and similar abilities.

Circle Cut (Ex)

Beginning at 4th level, you can make a single attack as a full round action. This attack applies to all squares within your reach and is otherwise identical to the whirlwind strike feat.

Greater Focus (Ex)

At 5th level, your penalty to attacks with weapons that aren't a scythe rises to -4.

Reaper's Reach (Ex)

With the long handle of the scythe, you can strike down foes at a distance. When you wield a scythe, your reach is considered 5ft longer than it usually is. Your scythe is not treated as a reach weapon, you may attack adjacent targets as normal.

Greater Weapon Focus

You gain greater weapon focus (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Horrific Critical (Ex)

When you strike true with your scythe, it is a spectacle that inspires fear into all around you. Whenever you make a critical hit against a target, all enemies within 30ft must make a Will save (DC 10 + 1/2 your hit dice + your Strength modifier) or be shaken for 1 minute.

Greater Weapon Specialization

You gain greater weapon specialization (scythe) as a bonus feat. If you already possess this feat, you may select another feat you qualify for.

Scythe Mastery (Ex)

For any feat that applies to a scythe, you may ignore any requires that require levels in a character class, such as fighter. For example, you may select weapon supremacy (scythe) without meeting the prerequisite of being an 18th level fighter. Any other requirements for a feat must still be met as normal.

Finishing Strike (Ex)

You have reached a new level of skill in dishing out decisive scythe blows. When wielding a scythe, increase your critical threat range by one and your critical hit multiplier by one. Apply these modifiers after other modifiers to your threat range and critical hit multiplier.

Ultimate Focus (Ex)

By neglecting other weapons, you have increased your own power with the scythe greatly. You gain a +2 bonus to attack and damage rolls with the scythe.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2016, 04:58:27 PM
Wow that really doesn't suck. That's actually pretty good.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2016, 05:07:04 PM
Quote from: Yuthirin on August 11, 2016, 04:58:27 PM
Wow that really doesn't suck. That's actually pretty good.

Yeah, it's meant to be fighter+2 or so. Better but giving up flexibility in exchange for wholly committing to scythes. Essentially a hyper-focused PrC.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 11, 2016, 05:16:33 PM
To be fair, most people pick a single weapon type and stick with it forever. Barring receiving an artifact or something else earth-shaking.
Title: Re: Random DM nagging.
Post by: Anastasia on August 11, 2016, 05:18:13 PM
Quote from: Yuthirin on August 11, 2016, 05:16:33 PM
To be fair, most people pick a single weapon type and stick with it forever. Barring receiving an artifact or something else earth-shaking.

Yeah, that's true and worth considering. There are exceptions (Jaela comes to mind here) but most people stick to one. This class is balanced a bit by making that choice less effective. Not only do you have a penalty, all the goodies of the class are tied to using a scythe.
Title: Re: Random DM nagging.
Post by: Anastasia on August 12, 2016, 04:53:43 PM
Let's play a game. Name a concept, mechanic or idea for a PrC. If one catches my attention, I'll work out something with it.
Title: Re: Random DM nagging.
Post by: Ebiris on August 12, 2016, 04:57:50 PM
Slime/acid/poison.

Oozes!
Title: Re: Random DM nagging.
Post by: Corwin on August 12, 2016, 05:00:18 PM
I still mostly stick to spears.

Concept, huh. Beam spam!
Title: Re: Random DM nagging.
Post by: Nephrite on August 12, 2016, 05:08:58 PM
A PrC for shifter-focused Druids that isn't Warshaper.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 12, 2016, 05:55:23 PM
Eldritch cosmic horrors that we can summon.

Either for combat or tea and biscuits.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 12, 2016, 11:08:00 PM
A useful version of Master of the Unseen Hand.

More seriously, a Salaad focused PrC. Sorta like Druid or Ranger, but for Limbo.

Edit: Maybe not like Druid/Ranger. More like Alienist.
Title: Re: Random DM nagging.
Post by: Anastasia on August 13, 2016, 01:49:03 PM
Todo: Move Finnegan over.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2016, 04:10:47 AM
Quote from: Ebiris on August 12, 2016, 04:57:50 PM
Slime/acid/poison.

Oozes!

Had a few ideas with oozes but they didn't go anywhere. Will try again tomorrow. Poison's covered well by the poisoner PrC and poisons are built to improve with houserules. Not a lot of design space there, but inspiration might strike.

Quote from: Yuthirin on August 12, 2016, 05:55:23 PM
Eldritch cosmic horrors that we can summon.

Either for combat or tea and biscuits.

Closest thing is alienist, which isn't used in campaign due to Far Realm stuff being a way bigger deal than the PrC supposes. Demons can come fairly close to this (obyriths), a PrC centered around them's possible. I have a few ideas for an Ubalukk worshiper prestige class, which might go somewhere.

For the record, a class dealing with summoning the Far Realm wouldn't happen. Managing a single Far Realm summoning is a Big Deal, caps intentional, as it can cause Creation itself to unravel. It's the sort of situation that will see deities intervene in unusually direct manners to stop it, in ways that transcend normal grudges and rivalries. When pulling of a single summoning means a massive response on that scale that ends with Creation's victory of Creation unraveling, there's not much space for a PrC.

Moreover, Beyond creatures break typical rules of D&D and do what they will. The Far Realm inherently disregards rules, as such, game mechanics using them simply aren't viable.

Quote from: Iron Dragoon on August 12, 2016, 11:08:00 PM
A useful version of Master of the Unseen Hand.

More seriously, a Salaad focused PrC. Sorta like Druid or Ranger, but for Limbo.

Edit: Maybe not like Druid/Ranger. More like Alienist.

A slaad focused PrC would be about hunger, randomness, chaos and slaad. You'd get a weird PrC though that's likely on purpose. It would have an unusual number of levels and be otherwise highly unorthodox.

Quote from: Corwin on August 12, 2016, 05:00:18 PM
I still mostly stick to spears.

Concept, huh. Beam spam!

That makes me think of ray spam. Spellwarp sniper's a thing already, so it would need to be something more exotic. Hm. A few ideas to work on tomorrow.

Quote from: Nephrite on August 12, 2016, 05:08:58 PM
A PrC for shifter-focused Druids that isn't Warshaper.

A PrC working with shapeshift's possible, didn't you use a custom one for Gildas?

I'll toss these around more tomorrow, see which one has the most legs.
Title: Re: Random DM nagging.
Post by: Nephrite on August 14, 2016, 09:12:27 AM
Quote from: Anastasia on August 14, 2016, 04:10:47 AM

A PrC working with shapeshift's possible, didn't you use a custom one for Gildas?


I did. It wasn't bad, but I'm not sure if one that just adds new forms is really the right way to go -- maybe one that has one of its own you can augment via the PrC is the right way to go? I don't know on that one, it's hard to say, since obviously you'd want other classes to benefit, but maybe leaving shapeshifting in the realm of Druids is the better way to think of it.
Title: Re: Random DM nagging.
Post by: Ebiris on August 14, 2016, 09:28:27 AM
I think Yuth had a shifter PrC for Muirfinn that gave epic forms like his dragon one.
Title: Re: Random DM nagging.
Post by: Anastasia on August 14, 2016, 02:21:01 PM
New PrC's up in homebrew. It's fairly strong, but balanced by the ew nature of it. Who wants to become a self-harming ooze, anyway? It's mostly meant for worshipers of Juiblex, though any non-good creature can take it if they desire.

Next up are a few epic progressions then I may work on another prestige class idea from the above, assuming I have time before work.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 14, 2016, 03:12:51 PM
QuoteA PrC working with shapeshift's possible, didn't you use a custom one for Gildas?

I'll toss these around more tomorrow, see which one has the most legs.

More legs is better. 4, 8, 1000, 100000000 legs is even better.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 16, 2016, 12:44:00 AM
Heads up, I'll be starting a new schedule at work in the next week or two. Message me if you want the schedule, as I don't exactly want to post it online.

Additionally, I should be starting classes at the end of the month, but I haven't figure out my scheduling for that yet.
Title: Re: Random DM nagging.
Post by: Anastasia on August 20, 2016, 10:39:34 PM
Note: Whenever you're back in downtime, Sylvie's going to retrain cunning brilliance into the newly posted ACF. Tepen might likewise do a bit of factotum retraining, not sure yet.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 21, 2016, 12:07:57 AM
On a side note, idea for a PrC. Or maybe a LA adjustment thing.

Anarch PrC. Since we now have more than one.
Title: Re: Random DM nagging.
Post by: Anastasia on August 21, 2016, 01:48:49 AM
The problem with that one is that no anarch is quite the same as the other. Ithea seems to be a generalist, while Moore has a theme. Others have vast power and some only a little. Yet others find everything they make is purple or they can make wolves easily and everything else is a struggle.

Incidentally, the dungeon slaad is an anarch of immense power, as Ithea has discovered. A top tier anarch can do things like the dungeon slaad does and perhaps on an even greater scale.
Title: Re: Random DM nagging.
Post by: Nephrite on August 21, 2016, 09:11:58 AM
Clearly an Anarch paragon for 3 levels or something, then!
Title: Re: Random DM nagging.
Post by: Nephrite on August 22, 2016, 10:28:44 AM
I was just thinking about this from Cor's request about the mass Close Wounds spell, but with Healing Hymn, would Close Wounds do 2d4+perform rank instant healing?

Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2016, 10:33:47 AM
See, this is why I advocate creating a reserve of Iddy, so that whenever there are disruptions to the supply-oh wait, you're not asking about that.

It applies to conjuration (healing) spells. Is close wounds a conjuration (healing) spell? If so, it does. If not, it does not.
Title: Re: Random DM nagging.
Post by: Nephrite on August 22, 2016, 10:39:00 AM
Yes, yes, my plan to use Cure Minor wounds to save someone's life will come to fruition.
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2016, 10:57:05 AM
Quote from: Nephrite on August 22, 2016, 10:39:00 AM
Yes, yes, my plan to use Cure Minor wounds to save someone's life will come to fruition.

How terrifying.
Title: Re: Random DM nagging.
Post by: Anastasia on August 22, 2016, 09:49:35 PM
There will be a battle summary, but not right away since it depends on Afina's side of things and Jaela's ongoing mission.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2016, 02:22:56 AM
Todo list

1. Battle summary. Pending Afina and Jaela, so this will be continually passed up on until those are clear.
2. Gold's stat block. He's a gold dragon 26//sorcerer 26, pending a possible PrC. He has some skill at smithing and crafting, so he'll help Afina, Sylvie, Hamogan and all those over there. (Incidentally, once things calm down a bit, Afina meeting Hamogan and Gold is on the todo list. That should really happen already.)
3. Post Faded Sorrow, a characters and monsters post. I posted some of his stuff in chat today, he's an example voidchild. Not a lot to this, just something I'd do ages ago so I'm polishing it up and getting it ready to be posted.
4. Revisions to Sylvie and Tepen for the factotum booster. This'll happen once they have downtime.
5. Work on a druid variant Iddy wants. One focused on death and decay with a few aspects from another one. It's up soon but it's a big project, so it'll take time.
6. Post epic magical factotum. No big deal, just need to spend 15 minutes doing it.
7. Sit down with Cor and talk about Seira re: Surraruthru and his interest in being a goldenfire spewing celestial dragon. Which is basically Seira, so a bit of coordination there is advisable.
8. A few level 11 spells to beat the rush for level 24 for NPCs. This isn't remotely soon, so more just getting ahead of the game.
9. Finish phaethon revision, an abomination from the ELH. Longer term since I haven't found that one spark to make it pop.
10. Have shop updates ready, you're all due one after this scenario.
11. Talk with Merc about Ithea rejoining. It's getting on towards the end of August. Merc, if you see this before I talk to you, feel free to chime in.
12. Epic skills.
Title: Re: Random DM nagging.
Post by: Nephrite on August 23, 2016, 08:51:17 AM
Epic skills usage?!
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2016, 11:22:32 AM
Fixed.
Title: Re: Random DM nagging.
Post by: Nephrite on August 23, 2016, 11:54:32 AM
Hooray!
Title: Re: Random DM nagging.
Post by: Yuthirin on August 23, 2016, 06:09:33 PM
Busy week so far. Surgery and other loveliness. Will post tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2016, 09:13:30 PM
Quote from: Yuthirin on August 23, 2016, 06:09:33 PM
Busy week so far. Surgery and other loveliness. Will post tonight.

Surgery, for you or another? You okay, man?
Title: Re: Random DM nagging.
Post by: Merc on August 23, 2016, 11:08:10 PM
Quote[19:18] <Kotono> 11. Talk with Merc about Ithea rejoining. It's getting on towards the end of August. Merc, if you see this before I talk to you, feel free to chime in.
[19:20] <Harley> I can probably start looking at my character sheet in the next weekend or two. I will note that I have not been following threads at all, so would also be helpful to get a summary of what's happened while i was out.
[19:21] <Kotono> Sure. Post that in nagging and suggest PCs to give you a summary. This is me flagrantly passing the buck.
[19:21] <Harley> Fair enough
[19:21] <Harley> Do I have to worry about level-up, or leave that for later? I did see that there was one (or was it just NPCs?)
[19:22] <Kotono> PCs too. LEvel 24.
[19:22] <Kotono> Do that before you rejoin. It's a stat point + feat level, so it's a good one.

Post of Dune passing the buck.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2016, 11:20:27 PM
Update:

Todo list

1. Battle summary. Pending Afina and Jaela, so this will be continually passed up on until those are clear.
2. Gold's stat block. He's a gold dragon 26//sorcerer 26, pending a possible PrC. He has some skill at smithing and crafting, so he'll help Afina, Sylvie, Hamogan and all those over there. (Incidentally, once things calm down a bit, Afina meeting Hamogan and Gold is on the todo list. That should really happen already.)
3. Post Faded Sorrow, a characters and monsters post. I posted some of his stuff in chat today, he's an example voidchild. Not a lot to this, just something I'd do ages ago so I'm polishing it up and getting it ready to be posted.
4. Revisions to Sylvie and Tepen for the factotum booster. This'll happen once they have downtime.
5. Work on a druid variant Iddy wants. One focused on death and decay with a few aspects from another one. It's up soon but it's a big project, so it'll take time.
6. Post epic magical factotum. No big deal, just need to spend 15 minutes doing it.
7. Sit down with Cor and talk about Seira re: Surraruthru and his interest in being a goldenfire spewing celestial dragon. Which is basically Seira, so a bit of coordination there is advisable.
8. A few level 11 spells to beat the rush for level 24 for NPCs. This isn't remotely soon, so more just getting ahead of the game.
9. Finish phaethon revision, an abomination from the ELH. Longer term since I haven't found that one spark to make it pop.
10. Have shop updates ready, you're all due one after this scenario.
11. Talk with Merc about Ithea rejoining. It's getting on towards the end of August. Merc, if you see this before I talk to you, feel free to chime in.
12. Epic skills.
Title: Re: Random DM nagging.
Post by: Ebiris on August 24, 2016, 07:37:33 AM
Not that much has happened really, since Ithea's last thread. It's all mostly been about how the devils are doing some nasty shit to Lief's body that makes pixies associated with Aurora ill (it's kinda weird since it hit Moore even though he's not from Lifasa and never met Lief, but random pixie in the forest #3827 seems fine). We went to Yggdrasil to track down the source of the ritual which led us back to Willah, nasty nymph traitor that she is. So Afina, Tryll, Calleigh, and the Master went to Lifasa to go push her shit in while Aurora attacked Lixer's deep ethereal fortress of Lethe as a diversion.

We got our shit spanked by Lixer which is pretty embarrassing, but the attack on Willah is still proceeding.

Past that as far as side stuff goes? Afina recruited some more fey allies.

Tryll and Calleigh went to Brightwater to sell stuff gathered from Aurora.

Jaela recruited a bunch of Jannath amazon druids from near Balmuria.

Surraruthru went looking for a powerful intelligent sword on Seira's behest, but that's on hold with the Lief stuff going on.

Moore recruited a gold dragon crafter.

That's basically the highlights as I can recall from looking at thread titles to jog my memory. People can expand if I've neglected stuff!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 24, 2016, 11:00:37 AM
Cryohydras also.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2016, 04:46:35 PM
Eb and Cor, can I get you to on at the same time for several hours Saturday, have a good posting run? Right now that thread's stalling allt he others (Jaela's is more manageable there) and I'd like to knock it out so we aren't clogged on account of that. B5 is that day but I'm off, so I can work around it.
Title: Re: Random DM nagging.
Post by: Ebiris on August 25, 2016, 04:47:21 PM
Saturday's looking bad, I've got a family dinner thing that runs through your usual posting time.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2016, 04:48:24 PM
How late are we talking? I'm off Saturday, so I can do it after B5 if you're up to it and around, and Yuth can make it too.
Title: Re: Random DM nagging.
Post by: Ebiris on August 25, 2016, 04:49:53 PM
I'll be back late, like 6pm your time.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2016, 04:50:54 PM
Doable but really late at best, assuming you stay up late which isn't automatically possible. How about Sunday, you two?
Title: Re: Random DM nagging.
Post by: Ebiris on August 25, 2016, 04:57:11 PM
I'm always around.

Except when I'm not as just demonstrated, but Sunday's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2016, 04:59:06 PM
Schrodinger's Ebiris, eh?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 26, 2016, 12:42:48 AM
Quote from: Anastasia on August 23, 2016, 09:13:30 PM
Quote from: Yuthirin on August 23, 2016, 06:09:33 PM
Busy week so far. Surgery and other loveliness. Will post tonight.

Surgery, for you or another? You okay, man?

A nastiness that I didn't realize had gone bad. I already told you in chat what it was.
Title: Re: Random DM nagging.
Post by: Corwin on August 26, 2016, 03:11:58 AM
I'm generally around
Title: Re: Random DM nagging.
Post by: Anastasia on August 26, 2016, 01:19:44 PM
Okay. I'm going to run Sunday unless Saturday works out. Our goal will be to clear the Afina/Tryll topic, can we all be around at 1 PM EST? I may run the other rooms some as well, as conditions and focus warrant.

I'll be taking this Monday off.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 26, 2016, 04:11:56 PM
Yep
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2016, 09:40:06 PM
Organization time.

1. See loot, there's important loot in there. There's a link about the sigil you got from Yian in there too, and you may want to refresh yourselves on other things you found out about the sigils.
2. Resurrecting Lief is an option. Are you all in favor or not of this?
3. I'd like new todo lists from all of you. For now things seem quiet in the aftermath of this battle.
Title: Re: Random DM nagging.
Post by: Ebiris on August 28, 2016, 09:42:02 PM
Todo list for me is continuing my explorations of the para-elemental planes to buff Afame and finishing the Goldenfire business.

I have no opinion on rezzing Lief. Up to Iddy.
Title: Re: Random DM nagging.
Post by: Anastasia on August 28, 2016, 10:05:15 PM
Quick note: New threads will be going up tomorrow sometime, or Tuesday. I'm taking Monday off after today (mentioned it in the post that set today up), but I may feel like getting threads together then.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 28, 2016, 10:18:03 PM
As far as Lief goes, IMO he'd be pretty okay with moving on. He'd want to try to help Aurora still, but to be honest, he's been tortured twice and killed three times now. I think he'd be pretty tapped out. I think it'd be his preference to be reborn in a way that would help Aurora.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 28, 2016, 11:49:03 PM
To Do:

1) Sword of Myr.
2) Goldenfire.
3) Living Vault.
4) Grove.
5) Grand Weaver circles for Aurora, maybe. Something like that.
6) Hydra stuff and weaving for income, so I guess that includes bubbles.
Title: Re: Random DM nagging.
Post by: Nephrite on August 29, 2016, 12:21:12 AM
Moore's List of Things To Do That Are Fun and Good:

1. See if there's anything they can do with the items from Willah, probably consult Gold on this.
2. See if there's any business in the Aurora Court or around Aurora that anyone needs his help with. Can split this into two things if needed.
3. See if Tannin was able to find anything on Alurae.
4. Collect more information on the Buried Prince of the Samgan Empire, go there with Dana and probably one other person.
5. Continue Aurora Fundraising.
6. Actually complete worship area for Celestia with #5.
7. Improve on other things in Aurora with #5
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 12:37:30 AM
-Hear Sylvie's explanation
-Take Candy to visit my brother
-Goldenfire project
-Find a way to get regen
Title: Re: Random DM nagging.
Post by: Ebiris on August 29, 2016, 06:13:29 AM
Oh, also need to visit the Court of Stars at some point.

And Afina will be present for Willah's interrogation.
Title: Re: Random DM nagging.
Post by: Ebiris on August 29, 2016, 12:38:59 PM
-Observe/participate in Willah's interrogation
-Explore para-elemental planes
-Make goldenfire key and go get first embers
-Visit Court of Stars
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 12:44:58 PM
Dune, can there be an epic flashflood except with holy water or something? Anti-undead or devil features?
Basic flashflood is a lvl8 spell that leaves the water behind. (can it be some other liquid instead?)
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 12:59:03 PM
Dune, again! Can there be a Wall of Good spell that just works on evil rather than require a save, and needs to be countered/dispelled to bypass?
Title: Re: Random DM nagging.
Post by: Yuthirin on August 29, 2016, 02:28:53 PM
Numbered in order of importance to me as the PC, not to the characters.

1. Find a way to reliably obtain psionic items.

2. Need a proper PrC for Tryll's advancement. Something suitably epic and psionic, without doing something that another class does. Uniqueness! But also usefulness.

3. Figure out how to obtain the Paragon template (I am aware this may be impossible).
     -If this is unpossible, go full rainbow (but not like Afina because that's her thing, maybe contact Renbuu. Tryll's met him before)

4. Flesh out Irrigo race. (personal goal, not IC. Could be though, if you wanna.)

5. The Incredible Adventures of Calleigh and Rosa (plus Tryll)?

6. Acquire currency.

7. Calleigh wants a puppy. (this is probably not a good idea)

8. Write Muirfinn's Book
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:36:31 PM
Quote from: Iron Dragoon on August 28, 2016, 10:18:03 PM
As far as Lief goes, IMO he'd be pretty okay with moving on. He'd want to try to help Aurora still, but to be honest, he's been tortured twice and killed three times now. I think he'd be pretty tapped out. I think it'd be his preference to be reborn in a way that would help Aurora.

Lief's options, barring intervention by a higher power (such as Titania or Oberon since he's a fey) boil down to:

1. Attempt resurrection. If this fails go to two.
2. Pass on to Yggdrasil and be reborn as a different fey. This removes memories of his past life and is a fresh start.
3. Become a guardian of Yggdrasil. Some elite fey are tapped for a period of service to Yggdrasil after death, sort of a break between lives since it's not a terribly difficult duty. This is only offered by the entities in control of Yggdrasil, such as Titania. Lief would qualify for this mechanically, though someone would still have to choose to offer it. This binds him to Yggdrasil and makes him an NPC you probably won't see again. Normally I wouldn't mention this, but Lief's exceptional enough to warrant this as a possibility.
4. Become :spoiler:.

Now if a higher power chooses to intervene that all goes out the window. This isn't something you can dictate, though Aurora could petition a relevant power if they wanted to.

All of this is separate from the question if Aurora will attempt to resurrect him. If Lief doesn't want to return, it doesn't matter if they try, since it'll fail.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:38:46 PM
Okay, there's a combo of battle breakdown, Willah interrogation, sigil analysis, Sylvie info and misc wrapup to do. Who wants to be a part of it and if so, what parts?
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 02:40:57 PM
I want to be a part of this, so long as it's short and celebratory!
Title: Re: Random DM nagging.
Post by: Ebiris on August 29, 2016, 02:41:00 PM
Battle breakdown sounds good and Willah interrogation for sure.
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 02:42:37 PM
Can there be an epic spell that makes me stealthy despite glowing like a bonfire? Maybe like Hide from Undead except against Devils or Evil?
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:43:19 PM
Quote from: Corwin on August 29, 2016, 12:37:30 AM
-Take Candy to visit my brother

If you're going to visit your brother, could you summarize what you know about him, so I'm on the same page as you? It's been awhile over several different scenes, so I want to make sure we both have it straight.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:43:52 PM
Quote from: Yuthirin on August 29, 2016, 02:28:53 PM
Numbered in order of importance to me as the PC, not to the characters.

1. Find a way to reliably obtain psionic items.

2. Need a proper PrC for Tryll's advancement. Something suitably epic and psionic, without doing something that another class does. Uniqueness! But also usefulness.

3. Figure out how to obtain the Paragon template (I am aware this may be impossible).
     -If this is unpossible, go full rainbow (but not like Afina because that's her thing, maybe contact Renbuu. Tryll's met him before)

4. Flesh out Irrigo race. (personal goal, not IC. Could be though, if you wanna.)

5. The Incredible Adventures of Calleigh and Rosa (plus Tryll)?

6. Acquire currency.

7. Calleigh wants a puppy. (this is probably not a good idea)

8. Write Muirfinn's Book

That looks like your last list. Which is fine, but do you have anything new to add to it?
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 02:46:18 PM
Uh, just that he's much older and apparently immortal and awesome? I don't think Hanna really talked much beyond the whole 'he's still around and maybe we'll meet one day'. I'm honestly not sure how to efficiently comb the old logs for this....
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:47:50 PM
Quote from: Corwin on August 29, 2016, 02:46:18 PM
Uh, just that he's much older and apparently immortal and awesome? I don't think Hanna really talked much beyond the whole 'he's still around and maybe we'll meet one day'. I'm honestly not sure how to efficiently comb the old logs for this....

Nor am I, hence passing the buck.
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2016, 02:49:28 PM
[22:38] <Jaela> "I guess you know him best. Is he even single?"
[22:40] <Kotono> "Last I checked, but I've been busy," Hanna starts to swim to the shore now, "I don't think he's had a relationship in a few decades."


The only relevant part I saw. I'm fairly sure I wasn't told much if anything.

As a spoiler, searching the logs for 'brother' isn't as helpful as one might think!
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:49:55 PM
Quote from: Corwin on August 29, 2016, 12:44:58 PM
Dune, can there be an epic flashflood except with holy water or something? Anti-undead or devil features?
Basic flashflood is a lvl8 spell that leaves the water behind. (can it be some other liquid instead?)

Holy water's doable. What adjustment depends on the damage. A bottle of holy water does 2d4 to fiends an undead, which is barely worth boosting it to 9th level. Adding more robust damage (10d6 since that's damage for acid immersion) is reasonable but would require me to do some spell study.

Changing it to another liquid depends on the liquid.

More advanced anti-whatever features depend on the feature.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:53:07 PM
Quote from: Corwin on August 29, 2016, 12:59:03 PM
Dune, again! Can there be a Wall of Good spell that just works on evil rather than require a save, and needs to be countered/dispelled to bypass?

Maybe. As a general rule, 'Can I get this spell but without a save' rarely gets approved. It's not really that much different than wall of force, though, so let me think about it and throw some concepts up, see how they look.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:54:26 PM
Quote from: Corwin on August 29, 2016, 02:42:37 PM
Can there be an epic spell that makes me stealthy despite glowing like a bonfire? Maybe like Hide from Undead except against Devils or Evil?

I don't see why not, it's hardly out of line with other concealment effects and tricks.
Title: Re: Random DM nagging.
Post by: Anastasia on August 29, 2016, 02:56:04 PM
Quote from: Corwin on August 29, 2016, 02:46:18 PM
Uh, just that he's much older and apparently immortal and awesome? I don't think Hanna really talked much beyond the whole 'he's still around and maybe we'll meet one day'. I'm honestly not sure how to efficiently comb the old logs for this....

That'll do. If you find more let me know.
Title: Re: Random DM nagging.
Post by: Nephrite on August 29, 2016, 03:06:55 PM
Quote from: Anastasia on August 29, 2016, 02:36:31 PM
Quote from: Iron Dragoon on August 28, 2016, 10:18:03 PM
As far as Lief goes, IMO he'd be pretty okay with moving on. He'd want to try to help Aurora still, but to be honest, he's been tortured twice and killed three times now. I think he'd be pretty tapped out. I think it'd be his preference to be reborn in a way that would help Aurora.

Lief's options, barring intervention by a higher power (such as Titania or Oberon since he's a fey) boil down to:

1. Attempt resurrection. If this fails go to two.
2. Pass on to Yggdrasil and be reborn as a different fey. This removes memories of his past life and is a fresh start.
3. Become a guardian of Yggdrasil. Some elite fey are tapped for a period of service to Yggdrasil after death, sort of a break between lives since it's not a terribly difficult duty. This is only offered by the entities in control of Yggdrasil, such as Titania. Lief would qualify for this mechanically, though someone would still have to choose to offer it. This binds him to Yggdrasil and makes him an NPC you probably won't see again. Normally I wouldn't mention this, but Lief's exceptional enough to warrant this as a possibility.
4. Become :spoiler:.

Now if a higher power chooses to intervene that all goes out the window. This isn't something you can dictate, though Aurora could petition a relevant power if they wanted to.

All of this is separate from the question if Aurora will attempt to resurrect him. If Lief doesn't want to return, it doesn't matter if they try, since it'll fail.

For what it's worth, Moore would probably petition Celestia/Erathaol in some way since he was sort of given the onus to go save him in the first place, if that came up.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on August 29, 2016, 03:09:40 PM
Quote from: Anastasia on August 29, 2016, 02:36:31 PM
Quote from: Iron Dragoon on August 28, 2016, 10:18:03 PM
As far as Lief goes, IMO he'd be pretty okay with moving on. He'd want to try to help Aurora still, but to be honest, he's been tortured twice and killed three times now. I think he'd be pretty tapped out. I think it'd be his preference to be reborn in a way that would help Aurora.

Lief's options, barring intervention by a higher power (such as Titania or Oberon since he's a fey) boil down to:

1. Attempt resurrection. If this fails go to two.
2. Pass on to Yggdrasil and be reborn as a different fey. This removes memories of his past life and is a fresh start.
3. Become a guardian of Yggdrasil. Some elite fey are tapped for a period of service to Yggdrasil after death, sort of a break between lives since it's not a terribly difficult duty. This is only offered by the entities in control of Yggdrasil, such as Titania. Lief would qualify for this mechanically, though someone would still have to choose to offer it. This binds him to Yggdrasil and makes him an NPC you probably won't see again. Normally I wouldn't mention this, but Lief's exceptional enough to warrant this as a possibility.
4. Become :spoiler:.

Now if a higher power chooses to intervene that all goes out the window. This isn't something you can dictate, though Aurora could petition a relevant power if they wanted to.

All of this is separate from the question if Aurora will attempt to resurrect him. If Lief doesn't want to return, it doesn't matter if they try, since it'll fail.

I would say #3 would fit best. Though he'd be bound to Yggdrasil, it still affords some chance of contact with Aurora's fey. #4 probably wouldn't be too far off from #3, depending on what it is.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 29, 2016, 03:29:15 PM
Quote from: Anastasia on August 29, 2016, 02:43:52 PM
Quote from: Yuthirin on August 29, 2016, 02:28:53 PM
Numbered in order of importance to me as the PC, not to the characters.

1. Find a way to reliably obtain psionic items.

2. Need a proper PrC for Tryll's advancement. Something suitably epic and psionic, without doing something that another class does. Uniqueness! But also usefulness.

3. Figure out how to obtain the Paragon template (I am aware this may be impossible).
     -If this is unpossible, go full rainbow (but not like Afina because that's her thing, maybe contact Renbuu. Tryll's met him before)

4. Flesh out Irrigo race. (personal goal, not IC. Could be though, if you wanna.)

5. The Incredible Adventures of Calleigh and Rosa (plus Tryll)?

6. Acquire currency.

7. Calleigh wants a puppy. (this is probably not a good idea)

8. Write Muirfinn's Book

That looks like your last list. Which is fine, but do you have anything new to add to it?

Not right now. I'm underslept and cranky. Tired. Nap sounds good. Might add more later. Otherwise, we're available to help out anyone else who needs it.

Tryll can also aid in the extraction of information from Willah, if needed.
Title: Re: Random DM nagging.
Post by: Nephrite on August 29, 2016, 03:40:32 PM
Moore would like to be at the summary but will leave the Willah stuff up to the Lifasans.
Title: Re: Random DM nagging.
Post by: Anastasia on August 30, 2016, 01:28:16 PM
Gold's up. Note that I may revise or drop his custom spells later, I bent some of my own design rules to make them. Consider them experiments.
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2016, 02:43:08 AM
Bad news: AC's broke and new one won't be in until next week. Boo.

Good news: Finally finished epic skills. It's in the spoiler below. I'm going to do a tad more polishing over the next day or two and post them on R&S then. They're official as of this post, so feel free to use them. The full post will have some info on creating new epic skill usages and other things.

These use the SRD's epic skill usages as a base and build on them.

[spoiler]

Epic Skills

The goal of this is to create interesting epic skill usages that reward people for investing 24 or more ranks into a skill. These abilities are balanced around epic level play and assume that you have 10th level or higher magic as a factor in the campaign. These abilities blur the line between skill and sorcery. At this point, a typical character is well past being mundane, so this is meant to match that reality.

All epic skill usages are non magical unless noted otherwise, even if they mimic the effects of a spell. If an epic skill usage mimics a spell, the caster level is equal to the character's hit dice.

Requirements

To use epic skill usages, a character must have 24 or more ranks in that skill. A character who does not have those ranks may be able to make the DC of various epic skill usages, but they lack the training and insight to achieve those tasks, regardless of the check.

Reading the Tables

Tasks in italics are non epic skill tasks and may be accomplished by a character with less than 24 ranks in the skill. A skill in bold is a supernatural ability.

---

Epic Skills

Appraise



   
   
   
   
   
TaskDC
Detect Magic30
Identify40
Discern Curse50
Item History60

An epic appraiser can learn almost anything about an item, rivaling the divinations of mages and the wise words of sages.

Detect Magic

You can sense if an item is magical. You can then use Spellcraft to learn more about the item, as if you had already cast detect magic. This is a full round action.

Identify

You can analyze an item to learn more about it. This is identical to an identify spell and takes 5 minutes.

Discern Curse

You can safely identify cursed items when you appraise them. You learn if the item is cursed or not and the nature of the curse, plus you are not affected by the curse while appraising the item. This action is part of a normal appraise check. In essence, a check of 50 or higher prevents the appraiser from being cursed by an item while they appraise it. For the sake of interacting with more powerful curses and effects, treat this ability as analyze dweomer.

Item History

You can learn the history of an item by appraising it. This is equivalent to a legend lore spell and requires 10 minutes of appraising the item.

Balance



   
   
   
   
   
   
   
   
   
Narrow SurfaceDC
7-12 inches wide10
2-6 inches wide15
1-2 inches wide20
1/4th inch to 1 inch wide30
Hair-thin40
Liquid50
Cloud 60
Air70

A character this sure of foot can defy gravity in increasingly obvious ways. At high levels of skill, they can balance on thin air and use that to fly like a bird.

Extended Narrow Surface DCs

You can balance and move on surfaces of the width noted above. A DC 50 Balance check allows walking on liquids. A DC 60 Balance check allows walking on clouds, mist or anything insubstantial. A DC 70 allows you to walk on air. This grants you a fly speed equal to your land speed with perfect maneuverability for one round. Those that have chance of failing the DC 70 check are treated as having a permanent fly speed and are never at risk of losing their balance on account of taking damage.

Bluff



   
   
   
   
   
   
TaskDC
Instill Suggestion45
Display False Alignment50
Disguise Surface Thoughts50
Disguise Lies60
Assume False Alignment85

Bluffers of this skill can make people act as if enchanted, defeat spells that show the truth and even bluff well enough to temporarily take on a new alignment.

Instill Suggestion

You can bluff so convincingly that you overwhelm weaker minds. This is identical to a suggestion spell, except that it lasts for only 10 minutes. The save DC is 10 + 1/2 your hit dice + your Charisma modifier; the target may substitute a Sense Motive check in place of the Will save. Instilling a suggestion is a full round action. A suggestion that is saved against cannot be repeated in the same encounter, but a different one can. Instilling a suggestion is a standard action.

Display False Alignment

You can display a false alignment and mislead various effects that discern your alignment, such as detect evil. You choose an alignment and you register as that alignment to such effects. A false alignment lasts as long as the character is awake or until they dismiss it. Setting or dismissing false alignment is a full round action.

Disguise Surface Thoughts

You can trick mind-reading spells such as detect thoughts by projecting false surface thoughts. You can't entirely mask your thoughts, but you can change your apparent Intelligence score and can set your detected surface thoughts to whatever you wish. If someone attempts to use Sense Motive to detect your surface thoughts, this becomes an opposed check, though any result of 49 or lower on Sense Motive automatically fails.

Disguise Lies

You know how to lie so well that magic can't discern your lies. Spells such as detect lies and discern lies are ineffective against you, they do not detect your lies as lies. Opposed Sense Motive checks are not affected by this usage.

Assume False Alignment

You can maintain a bluff that fools reality. This is identical to display false alignment, except that you are treated as having that alignment for the sake of effects. A lawful evil character assuming a chaotic good alignment would be immune to the extra damage fro a holy weapon and take extra damage from an unholy weapon. A creature that suspects that you have assumed a false alignment can overcome this effect with a successful opposed Sense Motive check against your Bluff check.

This ability has no effect on qualifying for feats, prestige classes or other personal abilities, which continue to use your true alignment.

Climb



   
   
   
   
   
TaskDC
A perfectly smooth, flat, vertical surface40
A perfectly smooth, flat, overhang or ceiling50
A surface or ceiling that can't support you60
Air70

Characters with this level of climbing acumen can use anything to climb, even empty air.

Extended Climbing DCs

The character can climb surfaces as noted above. A DC 40 Climb check allows climbing a perfectly smooth, flat, vertical surface. A DC 50 Climb check enables climbing a perfectly smooth, flat overhang or ceiling. A DC 60 Climb check allows climbing things that won't be able to support you normally, such as mist, cobwebs or the sand in a sandstorm.

A DC 70 Climb check allows the character to climb air. This allows them to climb virtually anywhere.

Concentration

Concentration does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Concentration?

Concentration is a skill that greatly rewards the characters that want it. It's generally considered mandatory for a character with spellcasting or spell-like abilities of any note. It already gives out a greatly useful benefit and continues to scale up to provide protection against being disrupted while casting. There's not a lot of room to design or add to that; moreover, Autohypnosis occupies related niches that Concentration could claim. There isn't much room or need for Concentration to provide for new skill usages. If you wish, you could allow Concentration to borrow Autohypnosis skill usages that you feel fit.

Craft

Epic usages of Craft skills are divided into subgroups for each type of crafting. Some Craft skills use set DCs for unique effects while others add to the DC of an existing task.

Craft (Armorsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Armor Check Penalty+10
Improved Maximum Dexterity Cap+10
Improved Arcane Spell Failure+10
Improved Armor Bonus+20
Ethereal Armor+40

Master armorers can make armor far superior to that of normal smiths.

You can add multiple effects from the following options. The increases to DC stack. For example, improving the maximum dexterity cap and armor bonus of a set of armor once each increases the total DC by 30. Any armor modified must be masterwork.

Improved Armor Check Penalty

You can make armor a step above masterwork armor. Improved armor check penalty reduces the armor check penalty of the armor by 2. This can be applied multiple times to a single set of armor, each time reducing the armor check penalty of the armor by 2 (minimum 0) and increasing the total DC by an additional 10.

Improved Maximum Dexterity Cap

Your crafted armors are easier to move in. The maximum dexterity cap of the armor rises by 2. This stacks with special materials that also raise an armor's maximum dexterity cap, such as mithral. This can be applied multiple times to a single set of armor, each time increasing the maximum dexterity cap of the armor by 2 and increasing the total DC by an additional 10.

Improved Arcane Spell Failure

Your armors are suited to mages. This reduces the arcane spell failure of the armor by 10%. This can be applied multiple times to a single set of armor, each time reducing the arcane spell failure of the armor by 10% (minimum 0%) and increasing the total DC by an additional 10.

Improved Armor Bonus

You create armor that is tougher than the norm. The armor's armor bonus to armor class increases by 1. This stacks with any enhancement bonus the armor has. This can be applied multiple times to a single set of armor, each time increasing the armor bonus of the armor by 1 and increasing the total DC by an additional 20.

Ethereal Armor

You can make armor so solid that it can stop ghosts and touch attacks. The armor's armor bonus now applies to touch armor class. This includes any enhancement bonus the armor possesses.

Craft (Painting)



   
   
   
   
   
TaskDC
Photorealistic Painting50
Create Objects60
Paint Door70
Paint Demiplane90

Artists of this skill eliminate the line between artistic wonder and magic, combining the two through a mix of talent and skill.

Note

This skill is provided as an example of unusual or non standard craft skills.

Photorealistic Painting

You can make a painting that is an exact replica of what you sees. All details are fully correct, no matter how small, so long as you can perceive them. Creating a photorealistic painting takes one day's work.

Create Objects

Your ability to portray reality becomes indistinguishable from it. With a DC 60 Craft (Painting) check, you may replicate the effects of one pot of marvelous pigments. Creating objects takes one day's work. You cannot create items worth more than 100 gold in value.

Paint Door

You can draw a door, portal or other passage on a solid material and cause it to become real. With this, you can paint his own doors through walls as she sees fit. This ability works on any material or object, so long as it is not more than 10ft thick, an artifact or the work of a deity. This ability does not function on creatures. Painting a door takes one minute and lasts for one day.

Paint Demiplane

Your art is now capable of creating a world of pure imagination, a small demiplane that the painting is the portal to. The demiplane created has a radius in feet equal to the result of the skill checks times two. For example, a DC 90 result creates a demiplane 180ft in radius.

You determine the environment within the demiplane when you begin painting, reflecting most any desire you can visualize. You determines factors such as atmosphere, water, temperature, planar traits and the general shape of the terrain. This ability can create vegetation, but not animals or intelligent life. It can create construction of anything you can visualize, however, anything created must be non magical.

Once finished, the painting is the only portal into the demiplane. The demiplane is destroyed if the painting is destroyed. Creatures within the demiplane when it is destroyed suffer 10d6 points of damage and are ejected to a random location within the Astral Plane.

The time trait of a demiplane created in this way cannot be changed. It is always identical to the native plane of the artist.

Creating a demiplane takes one day per 5ft of the demiplane's radius. For example, a 180ft radius demiplane would take 36 days of work.

This is a supernatural ability.

Craft (Poisonmaking)



   
   
   
   
TaskDC modifier
Undetectable Poison+10
Stealthy Poison+20
Alter Delivery+25

Epic poisoners can make poisons that defy expectations and excel at stealth.

Note

In addition to other usages here, 24 ranks in this skill allow the creation of epic poisons. More information on epic poisons can be found here (http://www.soulriders.net/forum/index.php/topic,103074.msg1050890.html#msg1050890).

You can add multiple effects from the following options. The increases to DC stack. For example, making a poison undetectable and stealthy increases the total DC by 30.

Undetectable Poison

You can create poisons that are undetectable by typical magic. An undetectable poison cannot be detected with detect poison or similar divinations. A magical or otherwise supernatural poison will likewise not show to detect magic or similar spells. Non magical clues can still give away the poison, such as taste or smell. Knowledge checks are also unaffected.

Stealthy Poison

Your poisons are masterpieces of deception, allowing them to fool the senses. A stealthy poison's feel, smell, appearance or taste may be changed to whatever the character wishes. Only one such trait may be changed.

Alter Delivery

You can change a poison's method of delivery. The character may choose between contact, ingested, inhaled and injury. The poison created becomes a poison of that type.

Craft (Weaponsmithing)



   
   
   
   
   
   
TaskDC modifier
Improved Masterwork Weapon+15
Improved Design+15
Improved Range+20
Improved Damage Type+20
Improved Critical Multiplier+40

The character's weapons are unbelievably well made and downright deadly.

You can add multiple effects from the following options. The increases to DC stack. For example, improved masterwork weapon and improved design increases the total DC by 30. Any weapon modified must be masterwork.

Improved Masterwork Weapon

Your weapons are superior to masterwork weapons. The weapon's enhancement bonus to attack rolls rises by 1. This can be applied multiple times to a single weapon, each time increasing the weapon's enhancement bonus to attack rolls by 1 and increasing the total DC by an additional 15.

Improved Design

Your weapons are deadlier and strike with great force. The weapon's damage dice increase by one die size. For example, an improved design longsword deals a base of 1d10 damage instead of 1d8 damage. A weapon that deals damage by d12s instead converts to d6s, with 2d6 for each 1d12 of damage converted. This can be applied multiple times to a single weapon, each time increasing the weapon's damage dice size by 1 and increasing the total DC by an additional 15.

Improved Range

You can make weapons that fly far and true. The weapon's range increment doubles. A weapon without an existing range increment gains no benefit from this effect. This can be applied multiple times to a single weapon, each time doubling the weapon's range increment and increasing the total DC by an additional 20. Remember that two doublings equal a tripling and so forth.

Improved Damage Type

You know how to modify weapons to deal a different type of damage than normal. The weapon gains the ability to deal a second type of damage from the following list: bludgeoning, piercing and slashing. A weapon that already deals all three types of damage cannot be further improved with this effect.

Improved Critical Multiplier

Your weapons are extraordinarily deadly when they hit true. The weapon's critical multiplier increases by 1. For example, a longsword would deal x3 damage on a critical hit.

Decipher Script



   
   
   
TaskDC modifier
Full Comprehension+20
Fast Decipher+20

Codes are as easy to read as uncoded pages to a master decipherist.

Full Comprehension

Your understanding of deciphered texts rises to perfection. Instead of understanding the general content of a piece, you understands it fully. In essence, you can use this skill to read almost anything.

Fast Decipher

You can decipher material far faster than the norm. Deciphering script now happens at your normal reading speed, rather than at a speed of 1 minute per page deciphered. It is now a free action or a part of another action that involves reading.

Diplomacy



   
   
   
   
   
TaskDC
Instill Charm45
Inspire Fanaticism50
Instill Fearlessness65
Instill Domination80

An epic diplomat's silver tongue can manipulate people as surely as the strongest enchantment.

Instill Charm

You are so charming that you can force people to like you. This is identical to the effect of the charm monster spell, except that it lasts only 10 minutes. The Will save is 10 + 1/2 your hit dice + your Charisma modifier. Instilling charm is a standard action. A character that successfully saves against this charm is immune to further instill charm attempts for the rest of the encounter.

Inspire Fanaticism

You can inspire friendly or helpful NPCs to new heights. A fanatic character gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves and a -1 morale penalty to armor class. Fanatics will do almost anything you ask, even if it's highly lethal.

Inspiring fanaticism requires 10 minutes time and lasts for one day. You may inspire fanaticism to any number of NPCs, but they all must be able to see and hear you in person.

Instill Fearlessness

You can give such a rousing speech that NPCs that hear it are undaunted by any horror. The targets gain immunity to any fear effect, except for an Intimidate check that equals or exceeds the Diplomacy check to instill fearlessness.

Instilling fearlessness takes one minute and lasts for one hour. You may inspire fearlessness to any number of NPCs, but they must all be able to see and hear him in person. This is a mind-affecting effect.

Instill Domination

You are so persuasive and overwhelming that people obey your every whim. This identical to the effect of a dominate monster spell, except that it only lasts for 10 minutes.

except it is non-magical and lasts for only 10 minutes. It can be sensed as if it were an enchantment effect (Sense Motive DC 25). The target is allowed a Will save to resist (DC is 10 + 1/2 your hit dice + your Charisma modifier). Instilling charm takes one minute (10 consecutive full-round actions). The Will save is 10 + 1/2 your hit dice + your Charisma modifier. Instilling domination is a standard action. A character that successfully saves against this domination is immune to further instill domination attempts for the rest of the encounter.

Disable Device



   
   
   
   
   
ReductionDC Modifier
1 step+20
2 steps+40
3 steps+60
4 steps+80

A master trapsmith moves far faster and disables traps in a blink of the eye.

Fast Disarm

You can disarm traps faster in exchange for making the task more difficult. The trap is reduced by a number of steps, with the steps being 2d4 rounds, 1d4 rounds, 1 round, a move action and a free action. For example, a trap that takes 2d4 rounds to disable reduced by 2 steps would only take 1 round.

Traps that take more than 2d4 rounds to disarm may be reduced at the DM's discretion.

Disguise



   
   
   
   
TaskDC
Illusory Appearance40
Alter Self50
Permanent Disguise80

Masters of disguise can make disguises so potent that they become magical illusions, or change the actual form of a creature since the disguise is more real than the creature's form.

Illusory Appearance

You can create disguises that transcend reality and become minor illusions. The disguised creature can be changed to anything of the same size category. The disguise is perfect to sight. Touch, smell and extraordinary senses and abilities that defeat illusions foil this skill usage. This illusion lasts until the the disguised character changes his appearance (such as removing or adding clothing), which causes the illusion to end. For the sake of interacting with effects, illusory appearance is an illusion effect.

This is a supernatural ability.

Alter Self

Your disguises are so effective that you can change the actual details of the disguised creature. This functions as an alter self spell except that the effect lasts until the disguised creature changes his appearance.

Permanent Disguise

You can make disguise so real that they become the new truth for the disguised character. This functions as alter self, except that the effect is instantaneous. Once disguised, the creature's new base form is the disguise. A wish or miracle spell can undo this change, as can another permanent disguise.

Escape Artist



   
   
   
   
TaskDC
Extremely Tight Space55
Wall of Force65
Prismatic Effect75

Expert escape artists are able to slip into absurdly small spaces and even elude magical effects.

Extremely Tight Space

This allows you to get through extremely tight spaces smaller than your head. This is as small as 2 inches square for a Medium creation. For each size category below Medium, halve the limit. For each one above Medium, double it.

This ability cannot be used on creatures.

Wall of Force

You are able to find a weakness in a wall of force or similar force effect. You are able to squeeze through it and bypass the effect.

Prismatic Effect

You can locate a tiny gap in a prismatic sphere, wall or similar effect. You are able to pass through and bypass the effect.

Forgery

Forgery does not possess an epic usage.

Gather Information



   
   
   
TaskDC Modifier
Avoid Suspicion+20
Rouse Suspicion-20

Skilled information gathers can deflect or focus attention keenly.

Avoid Suspicion

You can discreetly ask around about sensitive information, eliminating any chance that your questions raise suspicion. A failed check can still raise suspicion.

Rouse Suspicion

You can brazenly seek what he wishes and ensure you gets attention. This ensures that you will be noticed and draw attention.

Handle Animal



   
   
   
   
TaskDC ModifierTime Modifier
Train magical beast+30x2
Train vermin+40x3
Train other+50x3

The character can raise and train almost anything with enough skill.

You can teach, train or rear the creature type indicated above. Only a creature with an Intelligence score of 2 or lower can be taught, trained or reared. The time of any task is multiplied by the time modifier.



   
   
   
   
   
Reduce Time ByDC Modifier
1 step+20
2 steps+40
3 steps+60
4 steps+80

You can accept a higher DC in exchange for decreasing the time required for a task. If a task takes 2 weeks or more, each step reduces it by one week. If a task takes more than one day but less than two weeks, each success reduces it by a day. If a task has a time modifier from above, each step reduces the modifier by one multiple, to a minimum of x1.

Heal



   
   
   
   
   
   
TaskDC
Quicken Recovery40
Treat Blindness and Deafness45
Treat Limb Loss60
Perfect Recovery60
Resuscitate100

The greatest healers can manage feats that only magic can otherwise and even bring back the dead.

Quicken Recovery

You help a character regain hit points in an hour equal to long term care for a day. Up to six creatures can be treated at a time, though no one can benefit from quicken recovery more than once per day.

Treat Blindness and Deafness

You can restore damaged or lost sight and hearing. This takes one hour's time and cures the blinded and deafened conditions. You can treat the blindness and deafness of up to six patients at a time. For the sake of interacting with effects, treat this ability as heal.

Treat Limb Loss

Your skill allows them to recover lost extremities in a single hour of treatment. This restores lost fingers, toes, arms, legs and other such extremities. For the sake of interacting with effects, treat this ability as regenerate.

Perfect Recovery

This ability is identical to quicken recovery, except that creatures affected recover hit points equal to a week of long term care.

Resuscitate

You can bring back the recently dead with ten minutes of treatment. You can revive a character that has been dead for no more than 24 hours and a resurrection chance roll is required. A character resurrected by this effect is placed at -1 hit points and is stable. A character's body must relatively intact for this usage to be effective. Lost limbs and other unusual damage are not restored by this effect. Effects that prevent resurrection also stop resuscitate.

This is a supernatural ability.

Hide

Hide does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Hide?

In the case of Hide (as well as Move Silently), the skills are already well designed. As skill modifiers continue to rise in epic, Hide remains relevant as it is opposed by Spot. There's not much room or need to expand on this.

Intimidate



   
   
   
   
TaskDC
Instill Terror45
Force Helpfulness50
Instill Mass Terror70

Epic intimidators can spread terror just as a dragon's roar terrifies lesser creatures.

Instill Terror

Your mere glance can send another character into a panic. This is identical to the effect of the fear spell, except that it is nonmagical and lasts for only 1 minute. The Will save is 10 + 1/2 your hit dice + your Charisma modifier. Instilling terror takes a standard action.

Force Helpfulness

Your Intimidation attempts net greater aid than normal. This is identical to a normal Intimidate check, except that if your Intimidate check equals 50 or higher, you treat the target as helpful instead of friendly. 

Instill Mass Terror

You can look about and glare all enemies within 30ft into a mindless panic. This is identical to instill terror, except that it affects all enemies within 30ft.

Jump

Jump does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Jump?

In the case of Jump, there's not a lot of room to work with. Jumping is a limited skill by its nature, as doing something like allowing it to grant temporary flight changes is well away from jumping. At the DM's discretion, it may be possible to mimic other epic skill usages with Jump, such as from Balance or Climb.

Knowledge

Knowledge does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Knowledge?

Knowledge skills are well designed and equipped to continue into epic. The DCs to obtain knowledge about epic subjects naturally scales up appropriately. However, it is appropriate to allow knowledge checks to reveal epic skill usages related to that knowledge. For example, a Knowledge (Religion) check may reveal that an epic preacher's powerful sermons rely on epic uses of diplomacy.

Listen



   
   
   
   
   
TaskDC
Hear Ethereal Creatures50
Pinpoint Unseen Creatures60
Defeat Audible Illusion 70
Mimic Blindsight80

Those trained in the deepest secrets of listening can hear the faintest noise.

Hear Ethereal Creatures

Your hearing is so sharp that you can hear the subsonic whispers of ethereal movement. This allows you to hear an ethereal character's movement and actions. If the ethereal character cannot be seen, you can pinpoint what square it is in, though it still has total concealment. If an ethereal character uses Move Silently and exceeds DC 50 with its check, your Listen check must match or exceed the result of that check to detect it.

Pinpoint Unseen Creatures

You can detect where invisible creatures are by the slightest noise they make. You are aware of what square they are in. You may strike accurately and ignore the penalties for total concealment against the invisible character. If an invisible character uses Move Silently and exceeds DC 60 with its check, your Listen check must match or exceed the result of that check to detect it.

Defeat Audible Illusion

You can defeat illusions with an auditory component. You detect a slight imprecision in the illusion's sound which alerts you to the nature of the illusion. You do not need to make a Will save nor do you need to directly interact with it.

Mimic Blindsight

Your hearing is so sharp that nothing escapes you. You can concentrate to gain the benefit of blindsight 60ft for one round. Mimicking blindsight takes a move action. Characters that already have blindsight gain no benefit from this ability, though it may help if they have blindsight that relies on other senses that are blocked.

Move Silently

Move Silently does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Move Silently?

In the case of Move Silently (as well as Hide), the skills are already well designed. As skill modifiers continue to rise in epic, Move Silently remains relevant as it is opposed by Listen. There's not much room or need to expand on this.

Perform



   
   
TaskDC
Instill Fanaticism50

The epic performer can make those that watch him fanatic, as well as make a great deal of money in a single day.

Inspire Fanaticism

Your performance can drive friendly or helpful NPCs to sheer fanaticism. A fanatic character gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves and a -1 morale penalty to armor class. Fanatics will do almost anything you ask, even if it's highly lethal.

Inspiring fanaticism requires 10 minutes time and lasts for one day. You may inspire fanaticism to any number of NPCs, but they all must be able to see and hear you in person.

Extended Performance Results Chart



   
   
   
   
Perform DCPerformance
40Once in a lifetime performance. In a prosperous city, you can earn 10d6 gp/day. In time, you may attract of extraplanar patrons.
60Otherworldly performance. In a prosperous city, you can earn 30d6 gp/day. In time, you will attract the attention of extraplanar beings and even deities.
80Impossible performance. In a propserous city, you can earn 60d6 gp/day. You will immediately attract the attention of deities related to performance.

Profession

Profession does not have any set epic usages. However, depending on the profession, a character may be able to mimic appropriate epic usages from other skills. For example, someone with Profession (Acrobat) may be able to use Balance's epic skill usages with Profession. These epic usages are left to the DM's discretion.

Ride



   
   
   
   
   
TaskDC
Stand on Mount40
Calm Mount45
Automatic Control50
Attack from Cover60

The best riders can control mounts and use them to a degree lesser riders cannot imagine.

Stand on Mount

You can stand on your mount's back at any time, even when it moves or in combat, at no penalty.

Calm Mount

You can control a mount to ignore anything but its own orders. The mount ignores any mind affecting and fear effects when this effect is used. Calm mount lasts for 10 minutes or until you dismount. Calming a mount is a free action.

Automatic Control

You can control a mount while in combat as a free action. If you fail, you control the mount with a move action as normal.

Attack from Cover

You can use his mount as cover at any time. You can attack, cast spells and other such actions without penalty while doing so.

Search

Search does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Search?

Many of Search's possible applications are superceded by Spot. At the DM's discretion, some of those usages may also be used by Search.

Sense Motive



   
   
   
   
   
TaskDC
Overcome Mirror Image40
Discern Alignment50
Detect Surface Thoughts50
Defeat Personal Illusion70

The wisest can discern a man's thoughts and deeds from a mere glance.

Overcome Mirror Image

You can spot tiny tells and automatically defeat the mirror image spell as well as similar spells, such as greater mirror image. You automatically know which images are the illusion and which is the creature. Overcome mirror image is a swift action.

Discern Alignment

You can discern a character's alignment. The target must be both visible and within 30ft. If the character targeted is displaying a false alignment with the Bluff skill, this becomes an opposed check. Success reveals the true alignment of the character, a failure with a check total of 50 or above shows the false alignment and a failure with a check total of 49 or less shows nothing. Discerning alignment is a swift action.

Detect Surface Thoughts

You are able to read the surface thoughts of others, as the third round of the detect thoughts spell. A Will save is allowed, the DC is 10 + 1/2 your hit dice + your Charisma modifier; the target may substitute a Bluff check in place of the Will save (see disguise surface thoughts in Bluff, above).

Defeat Personal Illusion

You can defeat any illusion that mimics a creature. You don't need to make a Will save or directly interact with the illusion, though you must be able to see it. Defeat personal illusion is a swift action.

Sleight of Hand



   
   
   
TaskDC
Steal Weapon30
Steal Creature50

The character can steal anything, even other creatures.

Steal Weapon

You can steal a sheathed weapon from another creature. It can't be more than one size category larger than you.

Steal Creature

You can steal another character, so long as that character is the same size or smaller as the original character. This displaces them up to 10ft. Treat this as a Hide check with a result of the character's Sleight of Hand check. There must be cover to hide unless the hidden character has the hide in plain sight ability. The stolen creature is free to move unless you take further measures.

Spellcraft



   
   
   
   
   
TaskDC
Quick Identification50
Discern Command Word55
Invoke Cantrip60
Discover Caster85

Epic Spellcrafters can discover great secrets or weave basic magic through manipulating the Weave.

Quick Identification

You can identify magical items as a standard action instead of over three rounds. Items that require a check result of 50 or higher to identify require a check that meets or exceeds that value.

Discern Command Word

You can puzzle out the command word of a magical item. This reveals the command word as well as any other factors in properly using an item. At the DM's discretion, this may not work on an artifact.

Invoke Cantrip

You can manipulate the strands of magic to mimic any single cantrip from the sorcerer/wizard spell list. They need not know the spell or even be able to cast magic, but they must have knowledge of the cantrip to be mimicked. Any save DCs are 10 + your Intelligence or Charisma modifier (your choice). Invoking a cantrip is a standard action.

Discover Caster

You can study the unique signature of a spell that's already in place and effect to discern who the spellcaster is. This reveals the name of the spellcaster, though no other information is provided. Spells cast by magic items or other inanimate objects reveal nothing. Discovering the caster of a spell takes one minute of study.

Spot



   
   
   
   
   
   
   
TaskDC
Notice an Active Invisible Creature20
Notice Stationary Living Creature30
Notice Invisible Object40
Notice Stationary Unliving Creature40
Defeat Visual Illusion70
Mimic Darkvision80

Eyes as keen as an eagle's see through almost anything.

Notice an Active Invisible Creature

You can notice the location of an active invisible creature. You can pinpoint the square the creature is in, though it still has total concealment from you.

Notice Stationary Living Creature

You can notice the location of a stationary living creature. You can pinpoint the square the creature is in, though it still has total concealment from you.

Notice Invisible Object

You can notice the location of an invisible object. You can pinpoint the square the object is in, though it has total concealment from you.

Notice Stationary Unliving Creature

You can notice the location of a stationary unliving creature. You can pinpoint the square the creature is in, though it still has total concealment from you.

Defeat Visual Illusion

You can notice tiny flaws in an illusion and see it for what it really is. The illusion must have a visual component.

Mimic Darkvision

You can focus his vision on parts of the spectrum not normally visible and see in darkness. You can concentrate to see in darkness, including magical darkness, at a range of 60ft. Mimicking darkvision takes a move action.

Survival



   
   
   
   
   
   
   
   
TaskDC
Full Speed Travel30
Automatic Safety45
Overcome Pass Without Trace50
Bypass Terrain55
Identify Creature60
Find Direction80
Figure Distance100


The character can get along in the wild as easily as in civilization.

Full Speed Travel

You can forage in the wild at full speed (no food or water supplies needed). You can provide the same benefit for a creature that travels with you for every 2 points your check exceeds 30.

Automatic Safety

You automatically succeeds on all Fortitude saves caused by severe weather. You can provide the same benefit for a creature with you for every 2 points your check exceeds 45.

Overcome Pass Without Trace

You can track trails obscured by pass without trace. You ignore the spell and use what the DC without the spell would be without it.

Bypass Terrain

You are able to pass through any terrain efficiently. You ignore the overland movement penalties of terrain. You can provide the same benefit for a creature that travels with you for every 2 points your check exceeds 55.

Identify Creature

You can analyze a creature by the tracks it left. You identify the race of the creature, such as human or elf.

Find Direction

You can study where you are and figure out the direction of where you wish to go. A successful check allows you to discern the direction to a location of the character's choice. This location must be one you has seen or have a good description of and must be on the same plane. Find direction is a full round action.

Figure Distance

This ability is identical to find direction, except that you also figure out how far it is to the location. Figure distance is a full round action.

Swim



   
   
   
   
TaskDC
Swim Up40
Swim Speed60
Aquatic Grace70

Water is as easy to move on as dry land for an epic swimmer.

Swim Up

You can swim up a waterfall or sharply angled surface, though you must stay mostly in the water or fully submerged.

Swim Speed

You are so skilled in the water it becomes second nature to you. A DC 60 Swim check grants a swim speed equal to one half of their land speed for one round. Characters that have no chance of failing the DC 60 check are treated as having a permanent swim speed.

Aquatic Grace

You are so graceful in the water that you move like it isn't there. You can concentrate to be able to move underwater freely. This is equivalent to a freedom of movement spell except is is non magical and lasts for 1 round. Aquatic grace takes a move action.

Tumble



   
   
   
   
   
TaskDC
Reduce Fall40
Free Stand45
Wall Climb50
Ignore Fall60

Inhuman grace and agility signify epic tumblers, as they can land safely from any fall and rise in the blink of an eye.

Reduce Fall

You can land nimbly and take the edge off almost any fall. You treat a fall as being half of the distance it actually was to determine damage.

Free Stand

You can stand up as a free action instead of a move action, though you still provoke an attack of opportunity.

Wall Climb

You can bounce between two walls to climb upward swiftly. The walls must be within 10ft of each other and you can move up to your land speed.

Ignore Fall

You can land from anything safely. You ignore fall damage, no matter how long of a fall it was. This only helps with the fall, not with anything damaging you land in, such as lava.

Use Magic Device

Use Magic Device does not possess an epic usage.

QuoteBehind the Curtain: Why no epic usages for Use Magic Device?

Use Magic Device can continue to scale up into epic, with artifacts and epic magic items providing appropriate challenges and rewards for this skill. There's little need to expand it, as more powerful magical items provide epic usages for it.

Use Rope



   
   
   
   
TaskDC
Animate Rope40
Quick Knot50
Powerful Knot60

The character can make ropes act to his every whim and tie knots in the blink of an eye.

Animate Rope

You can make a rope they hold do as they wish, as if alive. This is treated as an animate rope spell. Once animated, you do not need to keep holding it for it be animated.

Quick Knot

You rope work is uncannily fast. Tying a knot, tying a special knot or tying a rope around yourself is a swift action, binding a character is a standard action and splicing a rope together takes 1 minute.

Powerful Knot

You can knot a rope in such a way to greatly enhance its ability to hold weight. This doubles the amount of weight the rope can hold before breaking. You can tie two or more ropes together and there is no chance the knots will come undone.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 01, 2016, 03:06:47 AM
To do: find some more practical use things for Craft: Weaving. There's gotta be something.
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2016, 10:49:42 PM
Quote from: Iron Dragoon on September 01, 2016, 03:06:47 AM
To do: find some more practical use things for Craft: Weaving. There's gotta be something.

Well, weaving's primarily used to make clothes, rugs and similar things, right? What could it produce along those lines that would fit epic skills?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 01, 2016, 11:22:40 PM
Not sure. Special nets? Bow strings? Special threads or clothes that add bonuses to like camouflage/hide type stuff? Scarves that give special temperature/survival bonuses? Bags or knapsacks that imitate bag of holding? I'm not really sure.
Title: Re: Random DM nagging.
Post by: Anastasia on September 01, 2016, 11:28:56 PM
Well, let's get into the design theory of epic skills. Epic skills tend to be applications of the skill taken to a superhuman level.

- An epic appraiser can learn the legend of an item by studying it, as a legend lore spell.
- An epic balancer can balance on mist and even thin air, able to fly like a bird by doing that.
- An epic painter can make photorealistic paintings, make paintings that turn into real objects and even paint a demiplane into existence.
- An epic healer can cause you to heal equivalent to a week's bed rest in an hour, restore lost vision and even raise the dead.
- An epic user roper can make a rope come alive as if animated by magic, tie complex knots with barely an effort and make ropes able to hold a great deal more weight simply by tying them just so.

It's not making anything new, it's taking what's there to mythical levels. Look at some old myths, what would someone who weaves like that be able to do? That's really the question to ask and extrapolate the answer from. I think you're on the right track there, just toss it over a bit and read the epic skills article with an eye for that in mind.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 02, 2016, 12:12:15 AM
Quote from: Anastasia on September 01, 2016, 11:28:56 PM
Well, let's get into the design theory of epic skills. Epic skills tend to be applications of the skill taken to a superhuman level.

- An epic appraiser can learn the legend of an item by studying it, as a legend lore spell.
- An epic balancer can balance on mist and even thin air, able to fly like a bird by doing that.
- An epic painter can make photorealistic paintings, make paintings that turn into real objects and even paint a demiplane into existence.
- An epic healer can cause you to heal equivalent to a week's bed rest in an hour, restore lost vision and even raise the dead.
- An epic user roper can make a rope come alive as if animated by magic, tie complex knots with barely an effort and make ropes able to hold a great deal more weight simply by tying them just so.

It's not making anything new, it's taking what's there to mythical levels. Look at some old myths, what would someone who weaves like that be able to do? That's really the question to ask and extrapolate the answer from. I think you're on the right track there, just toss it over a bit and read the epic skills article with an eye for that in mind.

What do you think of these? I have no idea how to assign an appropriate cost or DC to this kind of thing. Part of what I think might make these materials attractive to use/seek out is that the bonuses are non-magical, and thus non-detectable and stackable with magical effects.

Chameleon Silk: An article of clothing woven from this legendary, rare thread is able to be any color the wearer desires, in any pattern or effect they can imagine. When matched with a perceptive or telepathic wearer, they can ensure that they always stand out from the crowd. Or blend in perfectly.

Elemental Satin: An article of clothing woven from this material can imitate the protective thermal effects of a Planar Bubble. As long as the surrounding environment doesn't destroy the article, it will protect the wearer from environmental threats. The DC to overcome this protection is the Weaver's Craft: Weaving bonus.

Spider's Braid: This material is often used to serve as the grip of a weapon or to line the palms of gloves or boots. When used in this way, it grants a grip bonus. As a weapon grip, it grants a bonus against disarm attempts, equaling the Weaver's Craft: Weaving bonus. When used to line gloves, the wearer is granted a Climb check bonus equaling the Weaver's Craft: Weaving bonus. When used as the soles of boots, the wearer is granted a Balance bonus equaling the Weaver's Craft: Weaving bonus. When Spider's Braid Gloves and Boots are used in conjunction, the wearer is granted a climb speed of 10 feet, this bonus stacks with other bonuses to climb speed.

Dragon's Thread: This legendary thread is known for its sheer toughness and protective qualities. When a garment is made with this thread it provides the wearer with a 10 DR. This thread is difficult to make, so techniques have been developed to maximize the limited supply of it. If there is not enough thread to make a full garment, a skilled weaver can incorporate Dragon's Thread into other materials, granting that garment a 1-for-10% DR ratio (10% of the garment is Dragon's Thread = 1 DR).

Edit: Was also thinking about something like a special bandage. Something that could be made for the armies and doled out unit leaders to use to try and reduce casualties from like bleeding out and amputations. Maybe something using a material from the Hydras?
Title: Re: Random DM nagging.
Post by: Nephrite on September 02, 2016, 09:42:00 AM
You could also go the Rumpelstiltskin route of spinning straw into gold! Not really kidding about that.
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2016, 01:02:22 PM
Those are generally fine, but using your Craft (Weaving) bonus to determine save DCs and other things is a bad idea. Skill check modifiers rise extremely high and can be highly optimized for real absurdity. The ideas are all fine, the mechanics just need work. I'll fiddle with these tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2016, 01:22:43 PM
Epic skills are now live: http://www.soulriders.net/forum/index.php/topic,103118.msg1051201.html#msg1051201
Title: Re: Random DM nagging.
Post by: Anastasia on September 02, 2016, 01:26:33 PM
Oh yeah. Afina, do me a favor and check armor/weaponsmithing against what I posted for you in nagging awhile back. I don't think I changed anything between then and now, but a quick double check would help. (Beyond a style change.)
Title: Re: Random DM nagging.
Post by: Ebiris on September 02, 2016, 01:42:43 PM
Seems to stack up.
Title: Re: Random DM nagging.
Post by: Yulia on September 02, 2016, 01:50:30 PM
Quickie: Did some cleaning near my computer that involved bleach spray. It's way stronger than we expected, so it needs time to air out. I may be a bit late on account of it.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 03, 2016, 02:06:34 PM
Numbered in order of importance to me as the PC, not to the characters.

1. Find a way to reliably obtain psionic items.

2. Need a proper PrC for Tryll's advancement. Something suitably epic and psionic, without doing something that another class does. Uniqueness! But also usefulness.

3. Figure out how to obtain the Paragon template (I am aware this may be impossible).
     -If this is unpossible, go full rainbow (but not like Afina because that's her thing, maybe contact Renbuu. Tryll's met him before)

4. Flesh out Irrigo race. (personal goal, not IC. Could be though, if you wanna.)

5. The Incredible Adventures of Calleigh and Rosa (plus Tryll)?

6. Acquire currency.

7. Calleigh wants a puppy. (this is probably not a good idea)

7a. Teach puppy psionics, because why not.

8. Write Muirfinn's Book
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 01:37:31 AM
Quick notes.

1. Moonlight retrains Lathander's Rites into Skill Focus (Craft: Poisonmaking). She needs the latter for crafting, forgot it in char prep. Whoops.
2. Is a poison's craft DC isn't available (and many aren't), the Craft DC defaults to save DC + 10 as a working number. Craft DCs that are listed tend to be all over the place and I haven't noticed a theme, so I'm mostly winging it. I may adjust this later.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 01:41:31 AM
Shops are updated.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 11:12:35 PM
A Grand Study of Ooze

This book is a series of essays on the nature of the Para Elemental Plane of Ooze. The level of writing is crude and the author claims to be a native of the realm. He pontificates a great deal on the nature of Ooze with such sayings as:

"Ooze is all. All returns to Ooze."

"The Great Muck is the father of all Creation. All slimed from him and all shall slime back to him."

"Blorph."

While the book is often repetitive, it is one of the few in depth and knowledgeable accounts of Ooze, as few creatures wish to visit and fewer wish to stay long. The book grants a +2 circumstance bonus to Knowledge (Planes) and Knowledge (Local: Ooze) checks. Additionally, it offers knowledge of an optional material component for planar tolerance or similar spells that protect against the harmful effects of planes: By using one ounce of ooze from an ooze para elemental, you'll be better able to tolerate Ooze.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 11:24:55 PM
DUCKS

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

(What in the world? What is this? The entire book repeats this. Does it mean something?)
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 11:34:38 PM
Brighter Brightwater

This book is written by a radiance quasi-elemental who calls itself Glow. It claims to be the bright spark of the brighter spark Glow, who is a bright spark of the brighter spark Glow, who is a bright spark of the brightest spark Illumen. It fancies itself a planar traveler and writes about his adventures. In this case, it chooses to write about Brightwater. It is a scathing record of the city, which it claims does not live up to its name. It is not bright enough.

Brighter Brightwater comprises of its plans to make Brightwater brighter. It recommends the creation of an additional four suns, added light sources every ten feet, buildings made of light amplifying metal and stone and opening multiple portals to Radiance. This will allow Brightwater to live up to the name and be acceptably bright for any civilized creature.

Amid all of that, there is one gem of note. It offhandedly mentions, 'For friends of Radiance, head to Glowdawn and ask to see the dawn. You will find friends there and sufficient light. Illumination can be bought and sold here.'
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 11:47:25 PM
Apotheosis

A study of ascension past mortality and into eternity, a guide to becoming an outsider. This is quite recently relevant to Jaela and interesting, though it's largely information she already knows. Certain paths can do it (prestige classes), becoming infused with power can in some cases (templates) as can religious fervor (deific intervention). It also goes into a way for others - to go directly to a plane and attempt to obtain understanding from it, immediately achieving an apotheosis. This would all be useful...if you hadn't recently managed that.

Still, it's a well written and largely accurate guide to the process, something worthy of Aurora's library.

OOC: I don't normally go into what prompts various books to be offered, but this one was a contingency in case Jaela or someone else really stalled out on that sort of quest and didn't want to use Medi's device.
Title: Re: Random DM nagging.
Post by: Anastasia on September 04, 2016, 11:53:05 PM
Princess Love

Oh my! OH MY! Those princesses in here aren't acting like proper princesses at all! How terribly scandalous! This is nothing but base filth meant to titillate the masses! What is Vel doing selling a book like this?! Think of the bloodlines and the lines of succession! You can't mix that many bloodlines at once, can you?! You-

Make a Will save, Jaela.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 04, 2016, 11:56:53 PM
Interested in the following:
Warmth: A small plush doll. When hugged to your chest, you feel warm and comfortable, like you're curled up in bed on a winter's morning. 1,000 gold.
Sandalphon's Amazing Barrage: This strange scroll is said to hold a powerful, legendary spell. However, it's been cursed shut and Filbrez just can't open it. 5,000 gold to the curious seeker who wants it.
Tonic of Purity: This tonic, once consumed, gives the imbiber immunity to non magical diseases. If consumed by a creature with the purity of body class feature, they gain immunity to magical and supernatural diseases instead. 50,000 gold.

Total of 56k. Leaves Surraruthru with 48,275 gold. Can I dictate what the doll looks like/is?
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2016, 12:03:03 AM
Unfortunately, Jaela beat you to the doll. The scroll and tonic are both fair game, though. You can see if she's willing to give up her claim on if you like.

Also, post purchases in loot, not nagging.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 05, 2016, 12:14:19 AM
Quote from: Anastasia on September 04, 2016, 11:24:55 PM
DUCKS

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

(What in the world? What is this? The entire book repeats this. Does it mean something?)

Spoiler: ShowHide
Okay, so this is a cypher. If you learned your numbers and letters from Sesame Street and Bill Cosby like me, then the first set translates out to:

"Kmpnh!"

For those of us who learned the English alphabet from a reputable source"

"Morph!"

So the rest:

"Morph!"

"Morph now!"

"Morph now duck!"
Title: Re: Random DM nagging.
Post by: Nephrite on September 05, 2016, 12:16:05 AM
Quote from: Anastasia on September 04, 2016, 11:24:55 PM
DUCKS

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK

DUCKDUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
DUCKDUCKDUCK
DUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCKDUCK
!

(What in the world? What is this? The entire book repeats this. Does it mean something?)

Moore has a feeling this has to be some sort of code, so he tries just replacing the number of DUCKs with the letter of the standard alphabet and gets 'Morph!' in his first reading. He has a feeling he's onto something, so he'll continue to do this for the rest of the book to translate (decrypt?) it. (He will also go use the battle preparation arch because he'd rather not fall prey to some sort of weird scheme by The Duck Father).
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2016, 12:24:41 AM
The code is broken and the book is revealed as the following:

Duck Tome

This book allows you to use the winged watcher spell at will, caster level 12th. Unlike the normal spell, the duration is 10 minutes/level. You take the form of a duck instead of an owl or raven, but the spell is otherwise identical. Use the owl statblock, except that the duck has a 20ft swim speed.



Title: Re: Random DM nagging.
Post by: Yuthirin on September 05, 2016, 12:32:51 AM
Handy!
Title: Re: Random DM nagging.
Post by: Nephrite on September 05, 2016, 12:36:11 AM
While the idea of the Duck Tome is amazing to Moore, he'll donate the book to Aurora's library since it's a rather unique spell, if nothing else, for other people to utilize (and learn?) if they'd like.
Title: Re: Random DM nagging.
Post by: Corwin on September 05, 2016, 02:47:44 AM
<Tohsaka> roll 1d20+50 will
<Serith> Tohsaka roll for Serith < 59 > [d20=9]
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2016, 02:57:10 AM
It's a lie. All of it is a lie. Jaela forces her will past the salacious and tempting words to find the following hidden, obscured.

Lost Lore of the Abyss: The Decadent Queen

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

You dare read of me, peasant? I will deign to answer your question, my little bird. Come here. Yes, come here, my little bird. My little red robin, come here. Aren't you a beautiful one? A radiant robin, waiting to find her springtime? Come here, my little robin. Yes, that's it. Good. Good.

I am the queen of every temptation and lust, the patron of royalty who seeks greater pleasures than what mere wealth and power can give them. I am the true leader of the succubi, I allow the pretender Malcanthet to rule for now. For she is my client as surely as mortals are. All my clients receive my blessings, the pleasures of flesh and beauty. Bow to me and they shall be yours. You will become a queen to rule your own court, where all will serve to grant you unthinkable pleasures.

My little red robin, imagine it. It will be yours. Soon.
Title: Re: Random DM nagging.
Post by: Corwin on September 05, 2016, 03:08:40 AM
Not a suitable gift for Dana, then. Unless! I'm copying the non-encoded stuff to a blank book to give to Dana. I'm sure paraphrasing some stuff will make it safe and show off my literary talent!
Title: Re: Random DM nagging.
Post by: Anastasia on September 05, 2016, 10:27:02 AM
Quote from: Corwin on September 05, 2016, 03:08:40 AM
Not a suitable gift for Dana, then. Unless! I'm copying the non-encoded stuff to a blank book to give to Dana. I'm sure paraphrasing some stuff will make it safe and show off my literary talent!

Sure, give it to her IC sometime.
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2016, 12:17:30 PM
Long Sword Mastery

This book is about long sword technique. When read, it explains how to use long swords in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with a long sword. See the table below.

Non-proficient: Gain Martial Weapon Proficiency (Long Sword) as a bonus feat.
Proficient: Gain Weapon Focus (Long Sword) as a bonus feat.
Proficient+Weapon Focus (Long Sword): Gain Reliable Redistribution.

Reliable Redistribution (Ex)

When you make a full attack and successfully strike a foe, note by how much your attack roll exceeded the target's armor class. Your next attack in the full attack gains a bonus equal to 1/3rd of that. For example, if your attack roll was 30 and the target's armor class was 20, you gain a +3 bonus to the next attack.

Title: Re: Random DM nagging.
Post by: Nephrite on September 07, 2016, 11:56:53 AM
I know that Limited Wish is sometimes used to get around the casting time of certain spells, but does it also get around the casting time of something like Legend Lore which has a variable casting time depending on how it's used?
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2016, 12:00:21 PM
In that case, I'd just refer you to this: http://www.d20srd.org/srd/spells/vision.htm

Title: Re: Random DM nagging.
Post by: Nephrite on September 07, 2016, 12:50:37 PM
So, in effect, you'd just be casting Vision via Limited Wish in place of Legend Lore? Well, good thing I have Vision anyway, so the point's kinda moot!
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2016, 01:17:37 PM
Yeah, assuming you can mmic it with limited wish, I'd have to check the spell levels. If not that then wish.
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 02:26:21 PM
Todo list. Feel free to add anything, y'all. Doubly so if I'm forgetting anything, since I probably am.

1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
Title: Re: Random DM nagging.
Post by: Corwin on September 09, 2016, 03:04:30 PM
Picking Energy Immunity for one of my as yet undecided lvl10 slots.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 09, 2016, 03:21:23 PM
Quote from: Anastasia on September 09, 2016, 02:26:21 PM
Todo list. Feel free to add anything, y'all. Doubly so if I'm forgetting anything, since I probably am.

1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.

Only thing I got is the Rod price question and the Druid thing.
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 03:31:16 PM
Elaborate on those real quick so I make sure I have them right?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 09, 2016, 03:34:29 PM
Quote from: Anastasia on September 09, 2016, 03:31:16 PM
Elaborate on those real quick so I make sure I have them right?

http://www.soulriders.net/forum/index.php/topic,101784.msg1078335.html#msg1078335

And the Death/Decay Reaper Druid for the backup char.
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 03:45:46 PM
Todo list, revision 1.

1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
Title: Re: Random DM nagging.
Post by: Corwin on September 09, 2016, 03:57:27 PM
Spells for me, too~
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 04:16:10 PM
Quote from: Corwin on September 09, 2016, 03:57:27 PM
Spells for me, too~

That's in 3, you're who I was thinking of.

---

1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
7. Hanna and Mirajane sans gear stats.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 09, 2016, 05:55:03 PM
So I have an animated shield. It takes up the equipment slot as if I carry it, so if I put a wand slot on it, does it still count as 'being in my hand' so to speak?
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 06:01:25 PM
Quote from: Iron Dragoon on September 09, 2016, 05:55:03 PM
So I have an animated shield. It takes up the equipment slot as if I carry it, so if I put a wand slot on it, does it still count as 'being in my hand' so to speak?

The wand or the shield? I'm not precisely clear on what you're asking.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 09, 2016, 06:06:09 PM
Both, I guess. I have to equip the shield in the off-hand slot, so by sheet it's technically 'in hand.' If I put a wand holder thingy on the shield, would that count as being in my hand? I.E. if I put a wand holder on the shield, slot a wand in it, will I be able to cast from it, or would I still need to reach over and pull it out of the shield?
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 06:10:33 PM
Quote from: Iron Dragoon on September 09, 2016, 06:06:09 PM
Both, I guess. I have to equip the shield in the off-hand slot, so by sheet it's technically 'in hand.' If I put a wand holder thingy on the shield, would that count as being in my hand? I.E. if I put a wand holder on the shield, slot a wand in it, will I be able to cast from it, or would I still need to reach over and pull it out of the shield?

You'd need the wand actually in hand to use it.
Title: Re: Random DM nagging.
Post by: Nephrite on September 09, 2016, 08:20:56 PM
Hey, just throwing this out here, don't forget about the sentient Wand you already have!
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 08:26:39 PM
Quote from: Nephrite on September 09, 2016, 08:20:56 PM
Hey, just throwing this out here, don't forget about the sentient Wand you already have!

Yes, that too. You could always trip and upgrade Wand somehow.
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 08:27:31 PM
1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
7. Hanna and Mirajane sans gear stats.

Build charts next and then Faded Sorrow, both are quick.
Title: Re: Random DM nagging.
Post by: Anastasia on September 09, 2016, 09:02:37 PM
1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
7. Hanna and Mirajane sans gear stats.
8: Stone colossus.

Update: 1 new spell in spell collection. Immortality is a 16th level spell and mostly a proof of concept spell. It can be done, but the cost, casting time and other factors make it a highly suboptimal choice. Most of the entities that know the spell don't need it. You need to be a 39th level sor/wiz or higher to cast it, so it's genuinely rare to see in mortal hands. Most immortals have other means of immortality they prefer when such is called for, for better or for worse.
Title: Re: Random DM nagging.
Post by: Anastasia on September 10, 2016, 11:28:18 PM
1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
7. Hanna and Mirajane sans gear stats.
8: Stone colossus.

Just updating.
Title: Re: Random DM nagging.
Post by: Anastasia on September 10, 2016, 11:32:35 PM
Added a CL 20 fireball cannon option to the Aurora topic. Will y'all get together all the upgrades you want in there and I'll add them to the Aurora topic? Thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on September 11, 2016, 12:21:23 AM
A misc spell from recent discussions, going to be put into the spell collection shortly.

Sylvie's Speedy Appraisal
Divination
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You gain a +10 insight bonus to Appraise checks while this spell is active. Appraising an item's value takes only a standard action instead of one minute.

Material Component

A tiny hourglass.
Title: Re: Random DM nagging.
Post by: Corwin on September 12, 2016, 04:05:17 PM
Okay, so here's a concentration of potential Aurora upgrades. I'd appreciate it if they got a pricetag/requirements list as well as confirmation that the posted variants are possible at negligible added cost.

-Gate at the entrance to the demi-plane, facing out. This way people could Gate wherever they wished outside without having to rely on our casters for transportation.
-Gate at the entrance to the demi-plane, facing in. This way the entrance could be set to plane-shift people we don't like elsewhere, while anyone who beats it still has to deal with our usual defenses at the entrance.
--Except it sends our enemies one place and their gear another.
-Both Gates.

-Prismatic Wall on top of the existing Wall of Force for our demi-plane.
--So that it doesn't have the 'blind low-level people' function.
--So that we can turn that function on and off at will.

-Lightningball Cannons. To clarify, we're talking numerous cannons all over Aurora that shoot the upgraded value of xd6 lightning at our enemies? Are they shot by our NPC gunners? From the control chair?
--Can we get a pure CL booster, the same way we have a range booster? Based around true casting, say?
--How about an area of effect booster?
-Orb of Lightning Cannons. Same questions as above, plus a request for a price tag. Since they have an attack roll, unlike the lightningball cannons, do they use the swarm/group mechanics for a boosted single roll?
-Lesser Orb of Lightning Cannons.
-How about something with holy power, here?

-Nonmagical weapons, such as blessed, true-striking ballistae. Using (shift)silver for ammo, of course.

-Some means for us to project our power through Aurora as we control it through the command chair. For example, I can imbue my attacks with Goldenfire, and it would be beneficial if I could do the same while 'plugged into' the Aurora. Maybe casting spells through, and with a benefit of some sort (spells of touch range to hit all of Aurora, more targets than allowed normally by the spell.) I think that "Add long range spell capacity" somewhat touches on this, but not fully.

-Holy power emanation from the walls. "Set up outer walls to project holy power:" is the writeup. But how far does it actually extend? Also, I presume there's no SR for this or the courtyard trap?

-How can the baths be improved to actually provide a tangible benefit to the troops that's not already covered by the mess hall or the healer's ward? Because everyone likes them.
Title: Re: Random DM nagging.
Post by: Corwin on September 12, 2016, 04:37:48 PM
[22:03] <Annerose> Do you think you could put a desc for
[22:03] <Annerose> Create Worldmeet Glade: 75,000 gold; 3 DC 40 K:N checks; 1 DC 35 K:A&E check; 5 days.
[22:04] <Annerose> So I won't need to look it up separately when I see it?
[22:04] <@Ko-FOOTBALL> Yeah, post that request in nagging and I'll do it on my next sweep. Probably thi sevening.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2016, 11:41:50 AM
1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
7. Hanna and Mirajane sans gear stats.
8: Stone colossus.
9: Possible Sylvie and Tepen retrainings for factotum booster pack.

Just updating.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2016, 12:54:24 PM
Quote from: Corwin on September 12, 2016, 04:05:17 PM
Okay, so here's a concentration of potential Aurora upgrades. I'd appreciate it if they got a pricetag/requirements list as well as confirmation that the posted variants are possible at negligible added cost.

-Gate at the entrance to the demi-plane, facing out. This way people could Gate wherever they wished outside without having to rely on our casters for transportation.

Doable enough. It's not really military size, just a permanent 9th level spell. 360000 with a CL of 20. We'll bump it up to 400k even for planar adjustments/placements/other misc things. Expensive by Aurora topic standards, but there's no cheap way to do an at will gate spell.

Quote-Gate at the entrance to the demi-plane, facing in. This way the entrance could be set to plane-shift people we don't like elsewhere, while anyone who beats it still has to deal with our usual defenses at the entrance.
--Except it sends our enemies one place and their gear another.

400k for the gate and an additional 100k for the gear diversion.

Quote-Both Gates.

900k total, or are you asking if getting both would make one cheaper?

Quote-Prismatic Wall on top of the existing Wall of Force for our demi-plane.
--So that it doesn't have the 'blind low-level people' function.
--So that we can turn that function on and off at will.

252000 gold for the basic functionality. Much of the underpinnings for the sphere of force can be reused, which means you get the same discount as when you repaired the sphere of force: 55% off.

Adding in not blinding low level people would be a flat 25000 gold. Not too hard, just a bit of spellwork and custom adjustments to the spell. It's more throwing money and time at the problem than anything else. This would be an optional upgrade to the prismatic wall.

An on/off switch would cost 50000 gold. This would be an optional upgrade to the prismatic wall.

Quote-Lightningball Cannons. To clarify, we're talking numerous cannons all over Aurora that shoot the upgraded value of xd6 lightning at our enemies? Are they shot by our NPC gunners? From the control chair?
--Can we get a pure CL booster, the same way we have a range booster? Based around true casting, say?

I'd simply use the fireball cannon standard for this, so check out that upgrade. It's the same thing in lightning form. I assume they're ran by soldiers.

Quote--How about an area of effect booster?

Yes, though that one will take a while since I need to track down some math I don't have on hand. I'll punt that one for just the moment and come back to it in another post or when I put these in the Aurora topic.

Quote-Orb of Lightning Cannons. Same questions as above, plus a request for a price tag. Since they have an attack roll, unlike the lightningball cannons, do they use the swarm/group mechanics for a boosted single roll?

These would use the fireball cannons as a guideline. That's the basics there, but with some price markups for the higher level spell. As a general rule, since these are likely to see use in army battles, I'd generally worry about them on that scale and adjudicate them as a swarm or as part of the background if it's a situation where rolling all those out isn't needed or appropriate.

If you fire a single cannon at a single target, I'd work it out normally. Nothing special there.

As for price, I'd on the fly estimate a 15 percent markup on the fireball cannons, then rounded a bit for an easy to handle number. For example, installing fireball cannons is 80000 gold. Installing orb of lightning cannons would be 92000 gold.

Quote-Lesser Orb of Lightning Cannons.

As above but cheaper. That's a first level spell so you'd look at something around 50% off if not more. Doing the math it turns into 60% off, so 48000 to install as an example.

Quote-How about something with holy power, here?

Possible. I'd probably model it around holy smite for pricing with a bit of an add on, so think in the same range as the orb of lightning cannons. Think about 100k to install.

Quote-Nonmagical weapons, such as blessed, true-striking ballistae. Using (shift)silver for ammo, of course.

How do you mean blessed? As in they count as good to overcome damage reduction and regeneration? Not terribly hard. True striking is expensive as hell if I even allow it, that's like the poster child for cheap spell effect that completely breaks the magic item creation rules.  Let me think about this one.

Quote-Some means for us to project our power through Aurora as we control it through the command chair. For example, I can imbue my attacks with Goldenfire, and it would be beneficial if I could do the same while 'plugged into' the Aurora. Maybe casting spells through, and with a benefit of some sort (spells of touch range to hit all of Aurora, more targets than allowed normally by the spell.) I think that "Add long range spell capacity" somewhat touches on this, but not fully.

I'm going to punt this one as well for now, since it requires homework before deciding to give your own Golden Throne or not.

Quote-Holy power emanation from the walls. "Set up outer walls to project holy power:" is the writeup. But how far does it actually extend? Also, I presume there's no SR for this or the courtyard trap?

It sets the walls up to be able to do so, the next upgrade established it's 30ft. This would be a supernatural effect so no spell resistance.

Quote-How can the baths be improved to actually provide a tangible benefit to the troops that's not already covered by the mess hall or the healer's ward? Because everyone likes them.

That's a good question. Simplest ways I can think of and with the understanding that some overlap is inevitable:

- Baths provide fast healing 1 while soaking.
- Baths give you an effect that keeps you clean and smelling good for a time after bathing.
- Baths provide some spell effect, ala the mission readiness arch.

Pricing depends in which direction y'all go in with this.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2016, 01:00:55 PM
Elena would like to throw in a few comments about upgrades as well.

- Upgrading the baths for more capacity or multiple baths for each gender. They're popular and more capacity could be useful as Aurora's ranks continue to grow.
- Upgrading the dungeons. More space here would help as you capture more devil prisoners.
- A general courtyard space upgrade, as well as possibly adding more buildings. (This one's more Galariel, but Elena says he thinks more secondary buildings would help space and make attacking forces divide up rather than overwhelm Aurora proper.)
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2016, 01:09:32 PM
Sylvie retrains cunning brilliance into cunning mimicry. I just don't use cunning brilliance at all, so better to train to something she might use.

Tepen may retrain and hop into magical factotum next level up, but there's no immediate changes to him.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2016, 01:11:36 PM
1. Aurora stuff in the Aurora topic related to nagging. Probably later when I'm not sleepy.
2. Post Faded Sorrow. He's 99% done.
3. Spells, domain and otherwise.
4. Character build charts for new recruits.
5. Iddy Twin Metamagic Rod question.
6. Death/Decay druid for Iddy.
7. Hanna and Mirajane sans gear stats.
8: Stone colossus.
9: Possible Sylvie and Tepen retrainings for factotum booster pack.

Just updating.
Title: Re: Random DM nagging.
Post by: Corwin on September 14, 2016, 04:23:30 PM
Quote from: Anastasia on September 14, 2016, 12:54:24 PM
900k total, or are you asking if getting both would make one cheaper?

Yes, since they won't be active simultaneously.

Quote
I'd simply use the fireball cannon standard for this, so check out that upgrade. It's the same thing in lightning form. I assume they're ran by soldiers.

What about the True Casting-based CL booster feature? Can it exist? If so, how is it priced?

I'm also not getting a good sense of how the cannons integrate with the army battles. Say we had the CL20 lightning ball cannons for the last battle. How would it have improved matters? What about the orb-based ones, the standard or the lesser? Having a hypothetical example of a battle with and without them would help.

Quote
How do you mean blessed? As in they count as good to overcome damage reduction and regeneration? Not terribly hard. True striking is expensive as hell if I even allow it, that's like the poster child for cheap spell effect that completely breaks the magic item creation rules.  Let me think about this one.

Yes, blessed like that. I do see your point with True Seeing, but I'd like to point out that this is a landlocked siege weapon. We're not going to be firing those ballistae at mooks. They'd be anti-dragon or pit fiend weapons and up. +20's there to give them a shot at all, given the usual level of our dudes.

Dungeons-wise, are they even at half capacity? I can't recall us holding more than a handful of devils.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 14, 2016, 05:04:42 PM
The book containing the Father is in a cell there as well.
Title: Re: Random DM nagging.
Post by: Ebiris on September 14, 2016, 05:17:23 PM
We've got a few dozen easy, most just don't get much mention/full writeups in the interrogation thread.

Speaking of, Afina has that greater planar binding spell burning a hole in her spell selection, should really try filling the dungeon up some more with that.
Title: Re: Random DM nagging.
Post by: Anastasia on September 14, 2016, 10:55:13 PM
QuoteYes, since they won't be active simultaneously.

Probably worth some discount. I'd have to set up so there's a preliminary stage that only has to be completed once on both paths. Somewhere in the league of 100k savings to knock it down to a total cost of 800k. Exact form will depend on how they get written up.

QuoteWhat about the True Casting-based CL booster feature? Can it exist? If so, how is it priced?

I'd rather not. There's already a mechanism to increase the CL and damage of the lightning balls.

QuoteI'm also not getting a good sense of how the cannons integrate with the army battles. Say we had the CL20 lightning ball cannons for the last battle. How would it have improved matters?

You would have had cannons firing lightning balls at the devils surrounding Aurora. This would have inflicted some extra attrition, though it likely would not have been decisive considering the battle's circumstances. The cannons are positioned about Aurora's perimeter so you can attack with them in 360 degrees. You could change that if you want - to say front and back cannon batteries for more focused fire over versatility instead, or something else. Increasing the total number/focus/power of cannons will result in a matching price increase.

QuoteWhat about the orb-based ones, the standard or the lesser? Having a hypothetical example of a battle with and without them would help.

If the lightning cannons are crowd control artillery, the orb of lightning cannons are sniper shots. Probably wouldn't have mattered here, since Aurora's situation was (as far as you know) difficult in any case.

QuoteYes, blessed like that. I do see your point with True Strike, but I'd like to point out that this is a landlocked siege weapon. We're not going to be firing those ballistae at mooks. They'd be anti-dragon or pit fiend weapons and up. +20's there to give them a shot at all, given the usual level of our dudes.

In this case I need to go read up on siege weapons and see how to hit is tallied on them. I'll get back to you on this.

QuoteDungeons-wise, are they even at half capacity? I can't recall us holding more than a handful of devils.

Yes. See the posts above this one.
Title: Re: Random DM nagging.
Post by: Corwin on September 15, 2016, 04:06:36 PM
Got thinking about spell variants again.




Original spell:

Heresy's Reward
Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell was developed by Vel Custos during his lifetime of destroying and exposing a vile heresy within the Tyrran faith. The caster calls on his deity to smite and reveal the wicked, causing a detonation of brilliant white power. Good creatures are immune to this blast, as are most neutral creatures.

Evil creatures and neutral creatures that worship a god directly in opposition to the caster's deity (for example, a neutral Sharran targeted by a Selunite) take 1d8 points of damage per caster level (maximum 30d8) points of damage. Further, they are branded with an aura of divine wrath. This aura is permanent unless dispelled by greater dispel magic or stronger spells. Any creature that worships the same deity as the caster that sees the affected creature is instantly aware of what they are and a sense of what crimes they have committed (such as heresy, murder or so forth). A successful Will save halves the damage and negates the aura.

This spell is a church secret of the Tyrran faith, but has spread to the rest of the Triad and over time to other good aligned deities.

Possible variant?

Stigma
Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

From her experiences with Bahamut and Tiamat's mark and upon hearing of a particularly inventive and vindictive spell by a Tyrran inquisitor named Vel Custos, Jaela of Aurora came up with this particular bit of magic. The caster calls on her deity to smite and reveal the wicked, causing a detonation of brilliant white power. Most creatures are immune to this blast, with the sole exception of devils.

Devils take 1d10 points of damage per caster level (maximum 30d10) points of damage. Further, they are branded with an aura of divine wrath. The aura remains permanent unless dispelled by greater dispel magic or stronger spells even through the devil's reincarnation. Any creature that treats the marked devil as an enemy sees "Beaten by Jaela of Aurora" and is instantly aware of under which circumstances the devil parted ways with the caster (such as fleeing in humiliation, being outright destroyed in battle and so forth). A successful Will save halves the damage and negates the aura.

*Uncursing requires caster of CL24 or higher.




Original spell:

Sunlance
Evocation [Light]
Level: Drd 11, Sor/Wiz 11, Sun 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text.
Spell Resistance: Yes; see text.

Calling on Lathander's glow, the caster summons a 10ft long lance of pure solar energy. This lance hurtles from the caster and requires a ranged touch attack. On success it deals 1d6 points of damage per caster level (Maximum 30d6). A creature to which sunlight is harmful or unnatural takes double damage. A second after impact the lance explodes into a burst of radiance. This burst is treated as a sunburst spell with a doubled area (160ft). The area is centered on the target and the target is also affected by the sunburst normally.

There is no saving throw against the sunlance's primary damage and a reflex save is allowed as normal with the secondary sunburst effect. For the sake of evasion, the sunlance's primary damage is not negated on a successful reflex save, only the sunburst damage. Spell resistance is allowed on the lance and the sunburst.

Material Component

A hunk of sunstone.

Possible variant?

I tried to come up with something but sunlance is just too good at everything. If it became a cleric spell as is, which level would it be?




Gae Assail
Evocation [Good, Light]
Level: Clr 10
Components: V, S, M, DF
Casting Time: 1 standard action
Medium (100 ft. + 10 ft./level)
Effect: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster grinds the yew under her grip, summoning a 10ft long spear of holy power. This spear hurtles from the caster and requires a ranged touch attack. On success, it deals 1d6 points of damage per caster level (maximum 30d6) to evil creatures (or 1d12 points of damage per caster level, maximum 30d12, to natives of the Negative Energy Plane, evil outsiders and undead) and blinds them for 1d4 rounds. The spell does no damage to good or neutral targets.

Material Component:

A piece of yew wood.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 15, 2016, 04:49:33 PM
Interested in building a Spellpool into my lair. Maybe combining it with the Living Vault. Living Spellpool Vault or something. I know that vault is still pending.
Title: Re: Random DM nagging.
Post by: Corwin on September 15, 2016, 05:17:52 PM
Let's see. I want a dimensional travel denial aura. Something better than existing stuff, something lesser than 'kill Astral with a knife'.

Original spells:

Teleportation Scrambler
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You cause a zone of astral distortion to surround you, which scrambles, distortes and damages any creature that teleports to a point 10ft per caster level of you. Creatures that do so suffer 1d10 points of damage points of damage per caster level (maximum 10d10) when they do so. A successful Fortitude save halves the damage but spell resistance does not apply.

Dimensional Anchor
Abjuration
Level:    Clr 4, Sor/Wiz 4
Components:    V, S
Casting Time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Effect:    Ray
Duration:    1 min./level
Saving Throw:    None
Spell Resistance:    Yes (object)

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimensional Lock
Abjuration
Level:    Clr 8, Sor/Wiz 8
Components:    V, S
Casting Time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Area:    20-ft.-radius emanation centered on a point in space
Duration:    One day/level
Saving Throw:    None
Spell Resistance:    Yes

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Sever Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell severs an area's connection to the Astral Plane. Doing so prevents teleportation and dimensional magics from working in the area affected. An area affected can only be restored by a restore astral links spell or a deity using alter reality.

Severing astral links can be dangerous. While there is little risk if done in most locations, doing so on an outer plane or in a deity's divine realm will attract the attention of the deity or planar lord who rules there. This usually provokes the deity to send powerful servants or even an avatar to ascertain the situation and punish the spell caster. A deity and her avatars are capable of teleportation in their own divine realm, even if the astral links are severed, so this spell offers no defense against that happening.

Focus

A silver knife stained with the blood of an astral dreadnought.




What I want is an aura (as with Teleportation Scrambler) that won't be easily escaped (a mile like those lvl10 spells), and for the spell to be useful against devils stronger than myself. This means no save (which they'd easily beat) as with Dimensional Anchor, and no SR as with Teleportation Scrambler. No need for the damage or long duration of the Teleportation Scrambler or the Dimensional Lock. No need for anything permanent like Sever Astral Links.

Teleport DoS
Abjuration
Level: Clr10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard
Range: Personal
Area: 1 mile radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

If I can't get an aura but a stationary mile-wide dimensional block that lasts 1rnd/lvl, can I instead get a (+5 or +10, whichever seems reasonable) bonus to CL for the purpose of opposed checks by anyone who wanted to dispel it? Or a penalty to their CL check for the same?
Title: Re: Random DM nagging.
Post by: Corwin on September 15, 2016, 05:36:54 PM
Quote
Elena would like to throw in a few comments about upgrades as well.

- Upgrading the baths for more capacity or multiple baths for each gender. They're popular and more capacity could be useful as Aurora's ranks continue to grow.
- Upgrading the dungeons. More space here would help as you capture more devil prisoners.
- A general courtyard space upgrade, as well as possibly adding more buildings. (This one's more Galariel, but Elena says he thinks more secondary buildings would help space and make attacking forces divide up rather than overwhelm Aurora proper.)

That's a good question. Simplest ways I can think of and with the understanding that some overlap is inevitable:

- Baths provide fast healing 1 while soaking.
- Baths give you an effect that keeps you clean and smelling good for a time after bathing.
- Baths provide some spell effect, ala the mission readiness arch.

Pricing depends in which direction y'all go in with this.

Expand dungeon(Double capacity): 50,000 gold; 1 DC 20 K:A&E check; 1 DC 25 spellcraft check; 5 days.

Might as well? From the chat it seems there's support for the dungeon upgrade.

Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.

I can't believe this hasn't been done, but it should! I remember going for it, but for some reason it didn't happen?

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.

Long overdue, really.


Baths! Fast healing 1 is actually neat, we could close our healer's ward. Perhaps also some effect to help deal with trauma? It's fitting thematically and we've had plenty of examples, from the mundane refugees and rescues to Adrian, mine and Rosa's problems with contamination. Could nicely compliment the healing beds.

Weapons-wise, I think I want to pass now. I just don't see a tangible benefit and they're ridiculously expensive. Gate, too, is too expensive for what it does and we have plenty of high level casters for it.

Other upgrades that might be useful and I want opinions on:

Create bulletin boards (Connected to generals and colonel's rooms and allow updates from there, allow illusionary images to enlarge for viewers): 20,000 gold; 3 DC 25 spellcraft checks; 4 days.

Do the bulletin boards raise morale or combat readiness/defender response times? If so, could come in handy.

Sending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.

Expensive, but we do use Sendings a lot. I also presume they wouldn't require a 10min wait per message.

Add long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days

We don't use this a lot, but it's not too expensive and we could look before we follow strange portals somewhere. Or even if one opens way away from us, so devils don't sneak up on us too easily.

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Expensive but I really want this!
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2016, 05:56:45 PM
Quote from: Iron Dragoon on September 15, 2016, 04:49:33 PM
Interested in building a Spellpool into my lair. Maybe combining it with the Living Vault. Living Spellpool Vault or something. I know that vault is still pending.

So noted. Not a lot to do about it immediately, but keep it on the burner for when the Sword of Myr's done.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2016, 05:57:37 PM
Cor, I'll look through your spell stuff tonight or tomorrow. Chatted some on IRC about the basics anyway.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 15, 2016, 06:41:31 PM
Quote from: Corwin on September 15, 2016, 05:36:54 PM
Expand dungeon(Double capacity): 50,000 gold; 1 DC 20 K:A&E check; 1 DC 25 spellcraft check; 5 days.

Might as well? From the chat it seems there's support for the dungeon upgrade.

Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.

I can't believe this hasn't been done, but it should! I remember going for it, but for some reason it didn't happen?

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.

Long overdue, really.


Baths! Fast healing 1 is actually neat, we could close our healer's ward. Perhaps also some effect to help deal with trauma? It's fitting thematically and we've had plenty of examples, from the mundane refugees and rescues to Adrian, mine and Rosa's problems with contamination. Could nicely compliment the healing beds.

Weapons-wise, I think I want to pass now. I just don't see a tangible benefit and they're ridiculously expensive. Gate, too, is too expensive for what it does and we have plenty of high level casters for it.

Other upgrades that might be useful and I want opinions on:

Create bulletin boards (Connected to generals and colonel's rooms and allow updates from there, allow illusionary images to enlarge for viewers): 20,000 gold; 3 DC 25 spellcraft checks; 4 days.

Do the bulletin boards raise morale or combat readiness/defender response times? If so, could come in handy.

Sending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.

Expensive, but we do use Sendings a lot. I also presume they wouldn't require a 10min wait per message.

Add long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days

We don't use this a lot, but it's not too expensive and we could look before we follow strange portals somewhere. Or even if one opens way away from us, so devils don't sneak up on us too easily.

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Expensive but I really want this!

I'm in favor of all of this. I don't know the size of the Aurora fund off the top of my head, but if we can afford everything, let's.

If not, we should probably prioritize Long Range Casting, Analyze Portal, & Disjunction Traps.

Bulletin Boards were Muirfinn's idea, a sort of meta idea to allow the residents of Aurora to post requests, quests, etc. for those adventuring types. A way for the people to toss up requests to us.

Sending Orbs would save a lot of spell slots for the Magi Group.

Baths would be good.

Lightning Cannons would be useful, I think. I don't think the discussion in #e really gave them justice.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 15, 2016, 09:08:23 PM
I like the idea of the baths, too. I don't think we should shut down the healer's ward, but maybe retro fit them for more specialized things. Rosa's encounter comes to mind. Maybe turn them into a psychic healing ward with Tryll's help or something similar?

Bulletin boards I like, too. Maybe send out emissaries to other places with special books that transcribe the requests given to them directly to the boards? A central location for quests and stuffs.

Long range spell capacity also looks immensely useful.

I'm also all for the training rooms, with the proviso that they're big enough for the Hydras to use. I wanna get these guys combat ready ASAP.

The rest I don't really have much of an opinion on.
Title: Re: Random DM nagging.
Post by: Corwin on September 16, 2016, 02:36:23 AM
We have about 200k in the fund right now. My opinion on weapons is also based on chats with Dune about their implementation, and remains just that, my opinion.
Title: Re: Random DM nagging.
Post by: Anastasia on September 16, 2016, 01:00:05 PM
Rewriting this purely for stylistic reasons, the mechanics here are unaltered.

Side note, for powerful effects that require a high level spellcaster to remove, I've grown to prefer caster level checks rather than x caster level. Jaela, would you prefer as written or 'requires a DC 34 caster level check to remove'? It's not a big deal since I use both in different spells, so go with which you prefer. Hard level requirements work better in low epic, while checks work better in higher epic due to more flexibility.

Generally speaking, the level of the caster to dispel it + 10 is the DC of the caster level check, but not always. Just FYI.

Also, the bit at the end of heresy's reward notes the spell started as a Tyrran secret, but slowly spread. That happens to a lot of spells, though not always. Good deities tend to cooperate, which means sharing happens. In this case it made sense for Tyr to share the spell with other suitable clerics, then to the rest of the Triad. From there, an epic cleric of Ilmater traded it to a cleric of Lathander who helped him, who in turn made a scroll of it, which eventually ended up in the hands of a cleric of Hanali Celanil. So forth and so on.

When the opposite is noted, such as a spell being a closely guarded secret of the faith or whatnot, it's best to assume it's not easily available.


Stigma
Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell was developed by Jaela of Aurora, building on the work of a powerful archon cleric. The caster calls for righteous to smite devils and ensure that they cannot escape the truth of their defeat. This manifests as a brilliant burst of white energy. Most creatures are unaffected by this, but devils and lawful evil fallen angels are devastated.

Devils and lawful evil fallen angels take 1d10 points of damage per caster level (maximum 30d10). Further, they are branded to show that they were defeated. This brand is on the creature's forehead reads 'Beaten by Jaela of Aurora' and can be read by any creature that can read a language. The creature that reads it is instantly aware of the circumstances on which the brand was received and the result of those circumstances (such as being slain, fleeing or so forth). A successful Will save halves the damage and negates the brand.

The brand is difficult to remove. It remains if the creature is slain and reforms, even if they are demoted to a weaker form. Removing the brand requires a wish or miracle spell by a 24th level spellcaster.

Note

This spell is a variant of heresy's reward.

---

QuoteI tried to come up with something but sunlance is just too good at everything. If it became a cleric spell as is, which level would it be?

Tentatively 12. That's my super quick and dirty approach to converting a spell to a spell list that doesn't normally get it. That's assuming I allow it and blah blah blah.

---

Changelog: Removed the light descriptor, as there's nothing light-related about the spell.  I'm guessing you copy/pasted or it's from an earlier revision? Fixed the range line not having range: in front of medium.

Also, is this supposed to be a ray spell? The way you wrote it suggests yes, but it says the effect is one creature, which is wrong. You were talking about 10th level ray spells anyway, so I'm writing it under the assumption it is. Let me know either way.


Gae Assail
Evocation [Good]
Level: Clr 10
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster grinds the yew wood and summons a ray of holy power shaped like a spear. This spear hurtles from the caster and requires a ranged touch attack. A successful hit deals 1d6 points of damage per caster level (maximum 30d6) to evil creatures, while natives of the Negative Energy Plane, undead and evil outsiders take 1d12 points of damage per caster level (maximum 30d12) and blinds them for 1d4 rounds. This spell does no damage to good or neutral creatures.

Material Component

A piece of yew wood
Title: Re: Random DM nagging.
Post by: Anastasia on September 16, 2016, 01:01:09 PM
Quote from: Iron Dragoon on September 15, 2016, 04:49:33 PM
Interested in building a Spellpool into my lair. Maybe combining it with the Living Vault. Living Spellpool Vault or something. I know that vault is still pending.

Sure, so noted.
Title: Re: Random DM nagging.
Post by: Anastasia on September 16, 2016, 01:41:07 PM
Idle note: I don't like how those full screen lines (ala [.hr] I believe) look. I usually use a triple-dash, though that's purely a style preference. There's no point to this, I just found it interesting while quoting Cor's posts.

Also, reading and editing these spells shows me I spend too much time doing this stuff. Things like a missing action in the casting time line of Cor's DoS spell drives me up a wall. If only everyone's problems were so utterly trivial.


QuoteWhat I want is an aura (as with Teleportation Scrambler) that won't be easily escaped (a mile like those lvl10 spells), and for the spell to be useful against devils stronger than myself. This means no save (which they'd easily beat) as with Dimensional Anchor, and no SR as with Teleportation Scrambler. No need for the damage or long duration of the Teleportation Scrambler or the Dimensional Lock. No need for anything permanent like Sever Astral Links.

Teleport DoS
Abjuration
Level: Clr10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard
Range: Personal
Area: 1 mile radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

If I can't get an aura but a stationary mile-wide dimensional block that lasts 1rnd/lvl, can I instead get a (+5 or +10, whichever seems reasonable) bonus to CL for the purpose of opposed checks by anyone who wanted to dispel it? Or a penalty to their CL check for the same?

First of all, a 1 mile radius anti teleport spell wouldn't be a 10th level spell. The miracle spells are patterned around lowish level healing effects of around 3rd level, such as remove disease and remove curse. There's 7+ spell levels to play with since those spells have been available. Conversely, you get things like dimensional lock as an 8th level spell with a 20ft radius spread area of effect. There's not a lot of room to play with a bigger range of effects, since most anti TP spells are higher level and don't go heavy on the range. Hmmm.

The best anti TP spell for area of effect is MoP's zone of respite, which got smashed hard with the nerf bat for the SC. It used to be 30ft cube/level to 20ft radius emanation centered on you. Ouch. On the other hand, forbiddance is a thing. On the third hand, it's expensive as hell, with a base 1.5k gold cost and 1.5k per 60ft cube. Let's assume your goal isn't throwing money at the problem until it goes away.

Since you said on IRC that your goal for this spell is to stop powerful enemies from fleeing and summoning reinforcements, let's focus on that rather than the 1 mile area, which is the troublesome point. 50ft/level radius emanation's fine and covers 1200ft minimum at your level, which is plenty of room to work with unless you stay stationary and let an enemy run around.

Jaela's Teleport Block
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 50ft/level
Area: 50ft/level radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell blocks all dimensional travel within its radius. Teleport, plane shift, gate, shadow walk and similar spells all fail, as does travel from the Astral Plane, Ethereal Plane, Plane of Shadow and so forth. Ethereal creatures are unable to enter the area and creatures cannot become ethereal within it (though ethereal creatures already within the area of the spell are not affected). Summoning and calling spells and effects are likewise blocked, though existing called or summoned creatures are not affected, including vanishing when the effects summoning them expire.

---

The spell's essentially going all in on a powerful anti TP spell. Powerful and with a big radius but short lived, suited to a duel or small group battle.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 16, 2016, 02:45:18 PM
Quote from: Iron Dragoon on September 15, 2016, 09:08:23 PM
I like the idea of the baths, too. I don't think we should shut down the healer's ward, but maybe retro fit them for more specialized things. Rosa's encounter comes to mind. Maybe turn them into a psychic healing ward with Tryll's help or something similar?

Tryll would be pleased to donate his time to helping in the healing wards.
Title: Re: Random DM nagging.
Post by: Anastasia on September 17, 2016, 03:26:43 AM
Todo: Add new spells to spell collection when it's not 230ish AM.
Title: Re: Random DM nagging.
Post by: Anastasia on September 18, 2016, 12:41:15 PM
Todo list update.

1. Spells, domain and otherwise.
2. Death/Decay druid for Iddy.
3: Stone colossus.
4. Add Jaela spells to Spell Collection.
5. Rework Duskblade epic casting spell selection. It's early work and it shows.
6. Have Tryll discover Surraruthru's terrifying secret.
7. Post Imix. He's about 75% done.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 18, 2016, 02:24:27 PM
Quote from: Anastasia on September 18, 2016, 12:41:15 PM
Todo list update.
6. Have Tryll discover Surraruthru's terrifying secret.

Bogus. He hasn't found the hook we talked about yet. You're not supposed to drop hints like that.

Bad DM.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 18, 2016, 05:35:36 PM
I have no idea what's going on and I try not to meta game so I'm gonna pretend this didn't happen
Title: Re: Random DM nagging.
Post by: Anastasia on September 20, 2016, 12:58:53 PM
Todo list update.

1. Spells, domain and otherwise.
2. Death/Decay druid for Iddy.
3: Stone colossus.
4. Add Jaela spells to Spell Collection.
5. Rework Duskblade epic casting spell selection. It's early work and it shows.
6. Living Vault.
7. Post Imix. He's about 75% done.
8. Jaela light stuff.
Title: Re: Random DM nagging.
Post by: Nephrite on September 20, 2016, 06:21:09 PM
I have a bardic music question, and I think I've been running it wrong this entire time.

Let's take Inspire Courage, for example. On Round 1, I use Inspire Courage, and on Round 2, I use Inspire Heroism.

Neither of these abilities state they require concentration or a standard action to maintain, just that allies must be able to hear me and they stop 5 rounds after I stop.

So, my general question is, do they maintain themselves with my continued words of encouragement after I use them? Is one phrase more courageously inspiring then heroically inspiring?

I've been running it basically that they have a 5 round duration and only persist if I continue to use an action to maintain them, which looks like this:

R1: IC(5)
R2: IH(5), IC(4)
R3: Do something, IH (4), IC(3)

and so on.

I'm sure this is clarified somewhere, but It hit me today that I've been kind of assuming all these rules about it without bothering to see if there was an actual stated functionality.
Title: Re: Random DM nagging.
Post by: Corwin on September 21, 2016, 12:28:06 PM
Here's my take on it, courtesy of the srd:
http://www.d20srd.org/srd/classes/bard.htm

* http://www.d20srd.org/srd/classes/bard.htm#bardicMusic
Relevant section:
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), spell trigger (such as wands), or command word.

* http://www.d20srd.org/srd/classes/bard.htm#inspireCourage
Relevant section:
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), 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.

It's not explicitly stated, I suppose, but it seems pretty clear to me that bardic music is allowed to be continued if you keep at it (which prevents you from doing other stuff, as stated, since you concentrate as a standard action). Then, once you've stopped, it may last a while depending on the bardic music in question. For Inspire Courage, it lasts 5 extra rounds.

With your example, it'd be more like:

R1: Use Inspire Courage, people hear you. IC(active)
R2: Stop using Inspire Courage, use Inspire Heroics, people hear you. IH(active), IC(5)
R3: Do something that doesn't continue Inspire Heroics nor uses another use of bardic music to start Inspire Courage afresh, IH (5), IC(4)

Edit for Inspire Heroics
* http://www.d20srd.org/srd/classes/bard.htm#inspireHeroics
Relevant section:
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.

Unlike Inspire Competence, this entry states I must first hear you sing/perform for a full round before it takes hold. So your example becomes:

R1: Use Inspire Courage, people hear you. IC(active)
R2: Stop using Inspire Courage, use Inspire Heroics, people hear you. IH(N/A), IC(5)
R3: Do something that doesn't continue Inspire Heroics nor uses another use of bardic music to start Inspire Courage afresh, IH (active), IC(4)
R4: Do something that doesn't start Inspire Heroics or Inspire Courage afresh, IH (5), IC(3)

My two cents.
Title: Re: Random DM nagging.
Post by: Nephrite on September 21, 2016, 12:54:58 PM
My only disagreement (and this comes probably from the original SRD and not from any wrong interpretation) is that the concentration parts are brought up specifically for things like Fascinate and Suggestion, like so:

"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)."

I think that's more of them just forgetting to mention it specifically for each particular skill, but I could see an argument that they're not necessarily meant to be focused on, but if that were the case it would kind of horribly devalue those feats like Lingering song.

But if we go with that interpretation (which, again, I have no issue with) does that mean that once I stop IC to start something else that I can or can't back to maintain it? It feels odd that if it's just words or what have you that inspire people, that I can't just maintain the effect by continuing to use those same words, if that makes sense.

So, to continue the example:

R1: Use Inspire Courage, people hear you. IC(active)
R2: Stop using Inspire Courage, use Inspire Heroics, people hear you. IH(N/A), IC(5)
R3: Do something that doesn't continue Inspire Heroics nor uses another use of bardic music to start Inspire Courage afresh, IH (active), IC(4)
R4: Do something that doesn't start Inspire Heroics or Inspire Courage afresh, IH (5), IC(3)
R5: Resume inspiring courage in people with words and actions, taking my standard action for the turn. IC(5), IH (4)

But in that case, does it take a new use of bardic music, or is it considered to be part of the original?
Title: Re: Random DM nagging.
Post by: Corwin on September 21, 2016, 01:09:09 PM
By raw you could stab dudes while singing if the bardic music in question doesn't explicitly state 'concentration'. I think it's an unintended exploit, given the intent is to have the bardic music take a standard action per round when the bard focuses on it.
Title: Re: Random DM nagging.
Post by: Nephrite on September 21, 2016, 01:15:42 PM
One other question to add, if I use Harmonize, can I use the move action + standard action to maintain two bardic musics at the same time? I'm guessing no because that really doesn't make a lot of logical sense, but hey.
Title: Re: Random DM nagging.
Post by: Ebiris on September 21, 2016, 01:29:22 PM
Stabbing dudes while singing is totally intended. It's stuff like casting spells or using wands that require verbal components that break the flow of the music.

Lyric spell is a feat specifically to address that.
Title: Re: Random DM nagging.
Post by: Anastasia on September 21, 2016, 03:14:43 PM
Misc stuff.

1. Spells, domain and otherwise.
2. Death/Decay druid for Iddy.
3: Stone colossus.
4. Add Jaela spells to Spell Collection.
5. Rework Duskblade epic casting spell selection. It's early work and it shows.
6. Living Vault.
7. Post Imix. He's about 75% done.
8. Jaela light stuff.

Beaming Blade
Evocation [Good, Light]
Level: Clr 11, Pal 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 0ft
Effect: 1 sword
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You create a sword of shining sunlight in your hand. You are automatically proficient with this weapon and it functions as a longsword+5, holy. The sword radiates bright light as if affected by a daylight spell with a doubled radius (bright light in a 120ft radius and dim illumination in a 120ft radius beyond that). If this weapon leaves your possession, it vanishes and the spell ends.

Whenever you successfully hit an evil creature with a melee attack from this sword, beams of light erupt from the blade. These beams seek out evil creatures within 120ft of you, striking them for 5d6 points of damage. No ranged attack roll is required, though spell resistance applies. Creatures weak to daylight, such as vampires, take 10d6 damage per beam instead.

You can only have one beaming blade at a time. If you cast this spell while you have a beaming blade active, the previous beaming blade spell ends.

This spell is a closely guarded secret of Lathander's faith and has not spread beyond it.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 21, 2016, 04:24:24 PM
Priest Guy: "Hey we've got this great spell for fighting evil and the forces of darkness!"

Head Priest: "TELL NO ONE OF THIS."
Title: Re: Random DM nagging.
Post by: Anastasia on September 21, 2016, 04:32:00 PM
More miscellaneous spells. First two are done, the last will probably have a revision first. If nothing else, I need to decide what spell level if is (probably 10th) and who gets access to it.

Mass Magic Vestment
Transmutation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature/level, no two of which can be more than 30ft apart
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as magic vestment, except that it affects the armor and shields of all targets within the area of effect.

Mass Greater Magic Weapon
Transmutation
Level: Clr 8, Pal 7, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature/level, no two of which can be more than 60ft apart
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as greater magic weapon except that it affects the weapons of all targets within the area of effect.

Create Living Spell
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Create living spell is capable of creating living spells. The spell you create must be a spell you can cast (or another creature there can cast). The spell cannot be of a higher level than your caster level divided by three; for instance, a wizard with a caster level of 22 could select a 7th level or lower spell. At the end of the spell, a living spell using the spell you selected is created. A living spell created in this way will not attack or harm its creator.

The spell used to create the living spell is expended as if you cast it. Metamagic applied to the spell used does not affect the final outcome of this spell.

See creating a living spell in the Eberron Campaign Setting, page 294, for details on creating living spells.

Material Components

Gems and special materials worth 1000 * your caster level (or the caster level of the creature that cast the spell that is made into a living spell).

Focus

A fully stocked laboratory with a magical circle to hold the the spell energies in place. Creating such a laboratory and circle costs no less than 50,000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on September 21, 2016, 04:34:15 PM
Quote from: Yuthirin on September 21, 2016, 04:24:24 PM
Priest Guy: "Hey we've got this great spell for fighting evil and the forces of darkness!"

Head Priest: "TELL NO ONE OF THIS."

Everyone has a few secrets and special tricks they prefer to keep to themselves.

When I use that for an epic spell (mostly cleric spells), it's a way of saying it's a spell known only to a single faith, but for whatever reason it is isn't tied to the initiate feat for that faith (unlike a few other epic spells).

This doesn't always last. Heresy's reward is noted to have been one of those once, but knowledge of it slowly spread to the rest of the Triad and eventually all the good aligned deities.
Title: Re: Random DM nagging.
Post by: Merc on September 21, 2016, 09:37:15 PM
Two questions:
1) Is there a way to get multiple swift actions in the same turn? Feat, item, etc (homebrew or existing)? Some sort of ACF on Cunning Strike maybe? Asking because as I'm working on Ithea's sheet, I am reminded of just how many swift options she has that she ends up not getting to use simply because of that limitation.

2) We'd discussed a while back that once Ithea picks up Epic Spell Capacity that the duskblade spell list was fairly open and I could create new spells or grab existing ones that made sense/were within reason as the spell list seemed to only really have a lot of specific spells I generally had no interest in or benefited from at all. Is there any possibility of doing similar with pre-epic spells?

One of the frustrations I've had was that so many of her spells just DID NOT WORK because of circumstances, levels, or simply because flavor of the month meant that using certain spells would backfire. For example, dimension hop/door/regroup often can't be used due to epic characters planning around it or being in astral (I can't recall outside of ONE time being able to use Blink, and that was a spell I picked off some doohickey, so that was really lame), Dispel Magic has almost never worked since level 18 or so for Ithea, and Vampiric Touch seems to ocassionally fall under the 'okay, time to roll a fort or will save to avoid something bad happening to you for using a spell as intended' category...and even then it's still more reliable than Prismatic Touch which is the only higher level touch spell Ithea has access to.

Heck there's tons of spells I've had on my spell list and never even used, which always bugged me.
Title: Re: Random DM nagging.
Post by: Anastasia on September 22, 2016, 06:21:18 AM
Nice avatar, Merc. I approve.

Multiaction [Epic]
Prerequisites: Improved Initiative, Blinding Speed, dex 25
Benefit: You gain another swift action per round. This may be spent paying for an immediate action, leaving you with one swift action to use that round or you may take two swift actions in the same round.
Special: This feat replaces multispell.

This is the simplest way for multiple swift actions in a single round. It's also the only one I've written, though an epic PrC that does the same's not unreasonable, nor are other homebrew options.

Re: Epic duskblade spells. I'm considering changing epic duskblade spells to selecting a spell that falls within certain parameters than a set list. To be honest, you could change duskblade in general to this and it wouldn't be terribly overpowered. I'm working up an epic level duskblade and I noticed the same problem, Ithea. So let me put a few options up to vote here. All of you, let me know which you'd prefer.

1. Pre epic duskblade casting remains the same, epic duskblade casting works off guidelines instead of set spells. For example, you can select spells that are either 1. Primarily damage dealing. 2. Dispels. 3. X utility that fits pre epic duskblade.

2. Greatly revise and expand the pre-epic duskblade spell list to account for the SC and other books, as well as expand epic duskblade casting to compensate. This is a lot of work and I will be recruiting volunteers to help with it.

3. Duskblade spellcasting turns into this: Each level you gain one new spell known. This spell can be any spell from the sor/wiz list of a level that you can cast. Plus side, duskblades have tons of new options for spells. Downside, they lose some of the early access to powerful spells at higher levels. This fundamentally changes the class's balance, though it's not as good as a serious gish build so I don't view it as broken. Could be wrong here.

None of these would change spells per day or the level you get access to new spell levels, so duskblade would remain a fighter/mage in a box rather than a highly optimized buld.
Title: Re: Random DM nagging.
Post by: Anastasia on September 22, 2016, 08:27:28 AM
Revision. How's this look?

Create Living Spell
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: 0ft
Effect: 1 living spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Create living spell is capable of creating living spells. You create a living spell from a spell that you can cast and that fulfills the criteria below.

The living spell created must be a spell that you can cast, or alternately it may be a spell another creature assisting you can cast. The spell chosen cannot be of a higher level than your caster level divided by three. For instance, a wizard with a caster level of 21 could choose a 7th level or lower spell.

The living spell slowly forms as you cast this spell. If the casting of this spell is interrupted, the unfinished living spell dies and both this spell and the spell chosen are wasted. At the end of the spell, the living spell is finished. Once created, the living spell cannot be dispelled, it is as real as any other creature. A living spell you create is friendly to you and will not attack you.

The spell chosen to create the living spell is expended as if you cast it. Any metamagic applied to that spell does not effect the final outcome of this spell.

See creating a living spell in the Eberron Campaign Setting, page 294, for details on creating living spells.

Material Components

Gems and special materials worth 1000 * your caster level (or the caster level of the creature that cast the spell that is made into a living spell).

Focus

A fully stocked laboratory with a magical circle to hold the the spell energies in place. Creating such a laboratory and circle costs no less than 50,000 gold.
Title: Re: Random DM nagging.
Post by: Corwin on September 22, 2016, 12:35:03 PM
I think it looks neat, and we'll have to try it. Are there any spells you just can't form, level aside? The spells are friendly to the caster, but it's not very clear how sentient they are or how the caster can interact with them, reviewing Eberron. Can you ask the Heal spell to stay at the infirmary, or summon it there over the PA/via Elena if it wanders away? Can you order the Flame Strike spell to lay off the friendly ice elementals?
Title: Re: Random DM nagging.
Post by: Anastasia on September 22, 2016, 01:16:39 PM
Quote from: Corwin on September 22, 2016, 12:35:03 PM
I think it looks neat, and we'll have to try it. Are there any spells you just can't form, level aside? The spells are friendly to the caster, but it's not very clear how sentient they are or how the caster can interact with them, reviewing Eberron. Can you ask the Heal spell to stay at the infirmary, or summon it there over the PA/via Elena if it wanders away? Can you order the Flame Strike spell to lay off the friendly ice elementals?

1. The limitations in the template are thus: The spell must have an area or effect, not targeted spells. Beyond that it's wide open, barring DM discretion. Obviously I won't approve hilarity like a living miracle spell, but beyond that I'm flexible.

2. Living spells have no Intelligence score. They are friendly to the caster only because of the spell. Simple words won't be effective on account of that, but magic to prod them or ways to hold them are possible.

3. While neutral, living spells tend to have an urge to hunt and kill. The one you were gifted is exempt from this, but since it's a moonfire spell in living form spell, odds are that can be chalked up to Selune. Ask Balyss, she could probably tell you more.
Title: Re: Random DM nagging.
Post by: Nephrite on September 22, 2016, 04:40:58 PM
I do not have enough experience with duskblades to offer a helpful opinion.
Title: Re: Random DM nagging.
Post by: Anastasia on September 22, 2016, 04:44:11 PM
On a quick side note, Ithea went with a B3 avatar. That's pretty neat, any of you feel like joining her?
Title: Re: Random DM nagging.
Post by: Ebiris on September 22, 2016, 04:46:04 PM
If I ever find a good rainbow pixie one.

I mean I could just use Ragyo, I guess.

No real opinion on the duskblade stuff btw.
Title: Re: Random DM nagging.
Post by: Merc on September 22, 2016, 10:28:16 PM
Eb is all shiny now.

Feat seems like too much effort, but we'll see. I might poke later on that again.

For spells, option 2 would be my preferred but I'll see what I can come up with over the weekend as a preliminary proposal for that. If it's too much work, probably option 1. Not a great fan of 1 or 3, but of those, 1 seems better.
Title: Re: Random DM nagging.
Post by: Anastasia on September 23, 2016, 02:37:46 PM
Yuth, where's that information about the Father from Murifinn's notes? Neph and I both can't lay hands on it.
Title: Re: Random DM nagging.
Post by: Merc on September 23, 2016, 07:12:33 PM
They're in Asmodeus' Lawn Ornament gallery.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 23, 2016, 08:04:37 PM
I'll set to it this weekend.
Title: Re: Random DM nagging.
Post by: Anastasia on September 23, 2016, 11:10:33 PM
Outstanding.

I thought you posted it but I can't find it offhand.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2016, 11:14:34 AM
Quote from: Merc on September 22, 2016, 10:28:16 PM
Eb is all shiny now.

Feat seems like too much effort, but we'll see. I might poke later on that again.

For spells, option 2 would be my preferred but I'll see what I can come up with over the weekend as a preliminary proposal for that. If it's too much work, probably option 1. Not a great fan of 1 or 3, but of those, 1 seems better.

Okay. If you're going to take a swing at it that's more than welcome. Want any advice?
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2016, 12:22:20 PM
3 misc spells added to the spell collection. Check the change log for details.

9/24/16: Added 3 spells from an old project: 3: Catfriend, Telepathy 4: Cat's Reflexes. Telepathy's from a bit about fiend cultists while the cat spells are from a thing about a cult of Sharess. Neither got out of the planning phases and these fragments are most of the worthwhile content from them.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2016, 12:36:45 PM
Create living spell's in the spell collection now, so that's fair game. I'll add a possible upgrade for that in the Aurora topic, that's on tap today before B5.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2016, 12:39:22 PM
Quote from: Iron Dragoon on September 15, 2016, 04:49:33 PM
Interested in building a Spellpool into my lair. Maybe combining it with the Living Vault. Living Spellpool Vault or something. I know that vault is still pending.

Saw this again while checking on some backlog. Add that to your todo list so it's not forgotten. Thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on September 24, 2016, 01:11:50 PM
Aurora topic's adjusted for some of the new suggestions.

- Gate options are added. The 100k discount is spread over the entire thing, so you only get all of it if you install both gates.
- Prismatic wall option added. Exactly as noted in nagging.
- Lightning ball, orb of lightning and holy smite cannon options added. They all key off the fireball cannons now and require the base installation to add them. There's also an optional upgrade to allow choosing between the different cannon types if you're purchased more than one.
- Lesser orb of lightning cannons weren't done due to redundancy.
- Ballistae aren't done for two reasons. 1. I haven't done my homework, just haven't found the time. 2. I'm not sure it's worth it. I'm not going to approve the true strike option, so should I even bother? If this kills the interest in them, I won't fuss myself with unneeded work. If I'm wrong, say so and I'll add them.
- As for casting things through Aurora, check out the upgrade that was already there:

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

This is a little ill defined, so I'll elaborate on it here. When you're in the and using the illusionary battlefield ability, you can channel spells to work through Aurora or onto that battlefield. It has to be a spell with a range that isn't personal, touch or isn't otherwise restricted to just yourself. It works as if you cast it there, you select the position and so on and so forth. Only one person can use it at a time, but it gives them a lot of flexibility when being a general.

- Bath options weren't added since I didn't see much of a consensus or even discussion about it after that. If I'm wrong, quote the posts that talk about it and I'll add them. Alternately, hash it out here and I'll add it. Whatever works.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2016, 12:59:50 AM
Two new spells in the spell collection. They're both innocuous blockade spells from the Vastwoods. The 'shroom spells aren't coming over for a myriad of reasons, but those two aren't related to it and function just fine. May as well add them for a little more content.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 26, 2016, 01:52:09 AM
> Should I toss a post in nagging about the enlarge magical beast? I expect to largely copy Animal Growth, and make it like Wiz/Sorc 5 or 6.
Title: Re: Random DM nagging.
Post by: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2016, 03:14:02 PM
Quote from: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.

Yes and...?
Title: Re: Random DM nagging.
Post by: Anastasia on September 26, 2016, 03:14:28 PM
Quote from: Iron Dragoon on September 26, 2016, 01:52:09 AM
> Should I toss a post in nagging about the enlarge magical beast? I expect to largely copy Animal Growth, and make it like Wiz/Sorc 5 or 6.

That's fine, just write up a quick version of the spell and paste it in here. I'll handle it from there.
Title: Re: Random DM nagging.
Post by: Merc on September 26, 2016, 03:31:31 PM
Quote from: Anastasia on September 26, 2016, 03:14:02 PM
Quote from: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.

Yes and...?

Did Calleigh die and Yuth is now playing Father in B3? Did you guys recruit Father?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 26, 2016, 10:23:12 PM
Quote from: Anastasia on September 26, 2016, 03:14:28 PM
That's fine, just write up a quick version of the spell and paste it in here. I'll handle it from there.

I basically just C/P'd Animal Growth and changed spell level and stuff. I would like to request it be made (Harmless) with a bump to spell level for it, but seeing as none of the other similar spells are, I doubt there's much to back that up.

Enlarge Magical Beast
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one Magical Beast (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A number of Magical Beasts grow to twice their normal size and eight times their normal weight. This alteration changes each Magical Beasts' size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the Magical Beasts' modifier to AC and attack rolls and its base damage. The Magical Beasts' space and reach change as appropriate to the new size, but its speed does not change.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a Magical Beast is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

The spell gives no means of command or influence over the enlarged Magical Beasts.

Multiple magical effects that increase size do not stack.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 26, 2016, 10:46:35 PM
Quote from: Merc on September 26, 2016, 03:31:31 PM
Quote from: Anastasia on September 26, 2016, 03:14:02 PM
Quote from: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.

Yes and...?

Did Calleigh die and Yuth is now playing Father in B3? Did you guys recruit Father?

Yogg-Saron is in charge now. You will fail. You will die.
Title: Re: Random DM nagging.
Post by: Nephrite on September 26, 2016, 10:59:08 PM
Quote from: Yuthirin on September 26, 2016, 10:46:35 PM
Quote from: Merc on September 26, 2016, 03:31:31 PM
Quote from: Anastasia on September 26, 2016, 03:14:02 PM
Quote from: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.

Yes and...?

Did Calleigh die and Yuth is now playing Father in B3? Did you guys recruit Father?

Yogg-Saron is in charge now. You will fail. You will die.

You should finish what you promised you'd do over the weekend, lazybones!
Title: Re: Random DM nagging.
Post by: Nephrite on September 27, 2016, 01:47:32 PM
Also, Dune, can you go back a few pages and clearly state the bardic music stuff so there's no more questions on my end? Thank you.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 27, 2016, 02:37:08 PM
Quote from: Nephrite on September 26, 2016, 10:59:08 PM
Quote from: Yuthirin on September 26, 2016, 10:46:35 PM
Quote from: Merc on September 26, 2016, 03:31:31 PM
Quote from: Anastasia on September 26, 2016, 03:14:02 PM
Quote from: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.

Yes and...?

Did Calleigh die and Yuth is now playing Father in B3? Did you guys recruit Father?

Yogg-Saron is in charge now. You will fail. You will die.

You should finish what you promised you'd do over the weekend, lazybones!

Aw SHUCKS ok sorry. I had company!

Edit: Writing it right now.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 27, 2016, 04:32:12 PM
Dune, I can't find the account of the Scroll that Tannin found here (http://www.soulriders.net/forum/index.php/topic,102431.msg1037745.html#msg1037745), and I sorta need it. The date the log was posted was 06/13/2012. I'm not finding anything on or around that date in Nagging, Loot, or Custom. Ideas?

Nevermind, found it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 06:59:56 PM
Cool, since I went facedown for awhile. Stupid sleepiness.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 07:23:16 PM
Your work is making me hungry, Yuth.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 27, 2016, 07:35:49 PM
Quote from: Anastasia on September 27, 2016, 07:23:16 PM
Your work is making me hungry, Yuth.

Go have a banana.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 07:45:51 PM
Quote from: Merc on September 26, 2016, 03:31:31 PM
Quote from: Anastasia on September 26, 2016, 03:14:02 PM
Quote from: Merc on September 26, 2016, 02:16:12 PM
Quote from: Anastasia on September 26, 2016, 01:48:56 AM
Everyone has B3 avatars now that Yuth's on board. That's awesome. As a result, expect a bonus shop update in a day or two.

*Eyes Yogg-saron avatar and raises dubious eyebrow to Dune* That looks like Father.

Yes and...?

Did Calleigh die and Yuth is now playing Father in B3? Did you guys recruit Father?

Nah. You're just paranoid.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 07:51:36 PM
Quote from: Iron Dragoon on September 26, 2016, 10:23:12 PMSnip animal growth stuff.

Magical Beast Growth
Transmutation
Level: Sor/Wiz 6
Targets: Up to one magical beast (Gargantuan or smaller) per two levels, no two of which can be more than 30ft apart

This spell is identical to animal growth, except as noted here. This spell targets and works on magical beasts instead of animals.

---

I'd simply do it as that, since none of the factors of the spell are particularly animal-centric otherwise.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 07:55:58 PM
Quote from: Nephrite on September 27, 2016, 01:47:32 PM
Also, Dune, can you go back a few pages and clearly state the bardic music stuff so there's no more questions on my end? Thank you.

Cor and Eb beat me to it, but they're on the ball there. That's how we've been running it and that's how it'll work for us. If duration is a thing, consider the lasting inspiration epic feat. It's a 10x multiplier on the duration of bardic musics that have an effect after you stop singing. So inspire courage would go from 5 rounds (half a minute) to 50 rounds (5 minutes).
Title: Re: Random DM nagging.
Post by: Nephrite on September 27, 2016, 08:22:47 PM
No, duration's not a problem, I just wanted to make sure I was following the rules rather than making them up.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 08:53:03 PM
Quote from: Nephrite on September 27, 2016, 08:22:47 PM
No, duration's not a problem, I just wanted to make sure I was following the rules rather than making them up.

Cool.
Title: Re: Random DM nagging.
Post by: Anastasia on September 27, 2016, 09:37:04 PM
Shops are updated.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 12:25:27 AM
The Coming Storm

This book is centered around the Prophecy of Primus and what it believes to be the coming final days of Creation. The first part goes into the Prophecy of Primus, which is a vast calculation by the ruler of Mechanus known as Primus. The result of his calculations decree that Shar will triumph and bring everything to oblivion. From there, the book goes into detail, with every realm crumbling away in a catastrophic, meaningless war that only brings ruin.

The end result is void, now and forever. The last breath of a living creature ceases and all is still. There is nothing, no life, no light, no sound and no movement. An emptiness that will never end and that is the final fate of everything. In this there is no escape and no appeal, only Shar's final victory.

The book claims the only hope is to overthrow law in all forms. Chaos cannot be stopped and will not be stilled. Left unchecked, it will rise as a force to stop Shar and ensure Creation's continued life. So long as law continues, the final stagnation of nothingness is inevitable.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 12:48:21 AM
Lost Lore of the Abyss: Daux

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Daux is a kelvezu assassin loyal to no demon lord, a free agent who kills for the highest bidder. He is skilled at the assassin's arts and nearly peerless with a short sword. His mastery of precise strikes and martial skill is noted amid the denizens of the Abyss as being a dangerous combination, one that keeps his services in high demand. Herein lies his weakness, for he seeks worthy opponents to test his blade against. When he finds them, he is prone to play with them. His few failures are said to have come from that, giving outmatched opponents a chance to rally.

As a demon without a lord, he has no particular protections beyond his own power. However, it's held he has a lair somewhere in the Abyss and under the protection of a demon lord who owes him a great debt. The precise demon lord is uncertain, though Graz'zt and Malcanthet are often rumored to be it.

Beyond his assassin's arts and martial skill, Daux owns a cloak that makes him undetectable. He wields Slip, an adamantine short sword that deals vile damage.

There is an appendix in the back by another author. It notes recent events have revealed Daux's patron: Pale Night, who has him serve Zquujaj the Traitor. Since then, his sword has run red with devil's blood.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 12:20:06 PM
123456789101112131415161718192021

The entire book looks to be written in a numerical code. It's rather complicated.

Moore, you can attempt Decipher Script on it to decode the book.
Title: Re: Random DM nagging.
Post by: Nephrite on September 28, 2016, 12:32:46 PM
He will take 10 for 64 in that case if that's possible. He uses Divine Insight, Improvisation, Song of Fortune (Fatesinger skill) to get that high. He also will use the mission readiness arch in case there's bad juju knowledge in there for mind blank.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 12:38:17 PM
Sequential Numerology

This book is a tome aimed at expert numerologists. It takes about the power of strings of sequential numbers being woven together to enhance effects and better prime numerological magic. The material's largely beyond Moore, as it's deeply complex and aimed at an audience that has a knowledge base he lacks. However...

K:A check, Moore.
Title: Re: Random DM nagging.
Post by: Nephrite on September 28, 2016, 12:44:09 PM
Take 10 for 79 in that case.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 01:23:38 PM
There's magical number sequences in here, but Moore can tell any attempt to use them would be folly. Powerful they may be, he can also discern he's simply not trained to use them safely. A less educated type may not realize that.
Title: Re: Random DM nagging.
Post by: Nephrite on September 28, 2016, 01:32:35 PM
Moore will add finding a good home for this to his list of Things To Do.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 01:37:42 PM
Fighter Mastery

This book is a summary of the potential of a fighter. The results of reading this book depend on how many fighter levels the reader has.

If read by someone with no levels in fighter, they take 1d4 points of Strength damage and are fatigued.

If read by someone between 1 and 19 levels of fighter, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in fighter, they may choose one of the benefits below.

Versatile Fighter: Select a fighter alternate class feature you do not possess. You gain that alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Basics Mastery: You gain any two of the following feats as bonus feats: Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Toughness, Weapon Focus.
Exotic Mastery: You gain proficiency with all exotic weapons OR exotic armors.

Once used in this manner, the book's magic is expended.

---

Y'all have any suggestions on which she chooses?
Title: Re: Random DM nagging.
Post by: Ebiris on September 28, 2016, 01:42:35 PM
She could take Versatile Fighter and gain the Resolute ACF, sacrifice half her bab for a bonus of the same amount to her will save. Good for making important saves but if she wants to play defence it combos ridiculously with Armour of God.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 01:51:57 PM
I was thinking that or one of the warrior of x ones. Maybe Eldritch Juggernaught for SR, though it arguably doesn't work with her mithral armor plus armored savant making armor use lighter for her. Technically bonded armor doesn't work since mithral makes it not heavy armor anyway, so I'm playing a bit loose with it in any case.

The feats aren't a bad option but boring, mostly if she wants to retrain a bit. Not sure for what, though.

The exotics are nice but not useful for her. She's not going to use exotic armor or weapons.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2016, 02:41:11 PM
Neph & Ko: I'll be fleshing out Muirfinn's Journal throughout the day. Hopefully I can finish it today, but I don't know. 
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 02:43:38 PM
Quote from: Yuthirin on September 28, 2016, 02:41:11 PM
Neph & Ko: I'll be fleshing out Muirfinn's Journal throughout the day. Hopefully I can finish it today, but I don't know.

Sure thing.
Title: Re: Random DM nagging.
Post by: Nephrite on September 28, 2016, 02:46:03 PM
Quote from: Yuthirin on September 28, 2016, 02:41:11 PM
Neph & Ko: I'll be fleshing out Muirfinn's Journal throughout the day. Hopefully I can finish it today, but I don't know. 

Thanks, be careful in the seas.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2016, 05:03:36 PM
Friendly reminder that the stones mentioned here: http://www.soulriders.net/forum/index.php/topic,102520.msg1039986.html#msg1039986 should still be available for use by those who desire them. I don't have the exact specifics anymore, but I'm certain that Dune has them somewhere.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 05:21:55 PM
Are those the combo stones?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2016, 06:04:47 PM
Think so
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 10:23:14 PM
I have the material for them. I wrote it off as a case of the PCs not being interested. No big deal.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2016, 11:08:08 PM
I don't know if anyone noticed that they were available. I dunno if you ever posted them up.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 11:38:50 PM
Quote from: Yuthirin on September 28, 2016, 11:08:08 PM
I don't know if anyone noticed that they were available. I dunno if you ever posted them up.

I did. Let me go dig up a link.
Title: Re: Random DM nagging.
Post by: Anastasia on September 28, 2016, 11:39:40 PM
http://www.soulriders.net/forum/index.php/topic,101784.msg1039971/topicseen.html#msg1039971
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2016, 12:09:11 AM
Well alright then.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 11:29:03 AM
Quote from: Yuthirin on September 29, 2016, 12:09:11 AM
Well alright then.

I have my stuff together.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 01:24:11 PM
Nagging from everywhere:

1. Elena wants to know if all of you are going to do any improvements to Aurora soon. If so, when?
2. Grenalous is pursuing an extraordinarily powerful concoction that will have amazing effects at granting mortals fey power. However, he's hit a wall and needs extra funding to realize it. He'd estimate in the realm of 20,000 gold, though more wouldn't hurt.
3. Today only, Winddance is having a 25% off sale. It's good on all foods purchased there. If you take advantage of it, mention the discount in your loot post.
4. I'm planning on working on spells this weekend or maybe tonight. Game flow plus other things have conspired against it, and to be honest, spell work's at least half inspiration.
Title: Re: Random DM nagging.
Post by: Corwin on September 29, 2016, 01:54:34 PM
I actually have twin gambit. I just never get to use it since conditions don't favor it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 01:57:52 PM
Quote from: Ebiris on September 28, 2016, 01:42:35 PM
She could take Versatile Fighter and gain the Resolute ACF, sacrifice half her bab for a bonus of the same amount to her will save. Good for making important saves but if she wants to play defence it combos ridiculously with Armour of God.

Losing half of her BAB is just a bit too painful for her, I think. +11 to Will saves is tempting, but not quite tempting enough. Also, that + Armor of God both compete for her immediate actions, which means they don't really combo.

I think I'm going to keep it simple. While feat retraining appeals, it's a lot of effort and I'm not sure it'll exceed the benefit from getting SR. So she'll grab eldritch juggernaut.

Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 01:59:55 PM
Quote from: Corwin on September 29, 2016, 01:54:34 PM
I actually have twin gambit. I just never get to use it since conditions don't favor it.

Yeah. Honestly, they were an experiment and they're probably too fiddly in retrospect. Should've kept them simpler, but hindsight's 20/20.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 29, 2016, 05:01:57 PM
Question about the Dragonheart I picked up; other uses for it.

Three ideas.
1) Living vault helper.
2) Use in aquiring Goldenfire. Imbue it with goldenfire then like eat it or something. Like partially attuning the Goldenfire to dragon types, then applying to self.
3)...use it to become a true dragon...
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 05:24:22 PM
Quote from: Iron Dragoon on September 29, 2016, 05:01:57 PM
Question about the Dragonheart I picked up; other uses for it.

Three ideas.
1) Living vault helper.

How so? That's a little thin on details, what do you have in mind?

Quote2) Use in aquiring Goldenfire. Imbue it with goldenfire then like eat it or something. Like partially attuning the Goldenfire to dragon types, then applying to self.

Could potentially be possible, you'd have to find out if it could contain goldenfire.

Quote3)...use it to become a true dragon...

Anything's possible. Seira did the trick from being a mere half elf, so it would arguably be easier for a dragon. This may or may not have the power by itself to do that, you'd need to look into it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 29, 2016, 05:28:38 PM
Quote from: Anastasia on September 29, 2016, 05:24:22 PM
Quote from: Iron Dragoon on September 29, 2016, 05:01:57 PM
Question about the Dragonheart I picked up; other uses for it.

Three ideas.
1) Living vault helper.

How so? That's a little thin on details, what do you have in mind?

Maybe adding Dragon or Red-dragon sub-type to it or something? Adding dragon scales for extra armor or DR/SR or something?

Quote2) Use in aquiring Goldenfire. Imbue it with goldenfire then like eat it or something. Like partially attuning the Goldenfire to dragon types, then applying to self.

Could potentially be possible, you'd have to find out if it could contain goldenfire.

Hmm, I'll keep that in mind for the next time I hit the library or go to the Cauldron, then.

Quote3)...use it to become a true dragon...

Anything's possible. Seira did the trick from being a mere half elf, so it would arguably be easier for a dragon. This may or may not have the power by itself to do that, you'd need to look into it.

I'll do so when we get back to Aurora, then.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2016, 05:34:47 PM
Baleruk approves of dragoning.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 05:38:55 PM
Quote from: Iron Dragoon on September 29, 2016, 05:28:38 PM
Quote from: Anastasia on September 29, 2016, 05:24:22 PM
Quote from: Iron Dragoon on September 29, 2016, 05:01:57 PM
Question about the Dragonheart I picked up; other uses for it.

Three ideas.
1) Living vault helper.

How so? That's a little thin on details, what do you have in mind?

Maybe adding Dragon or Red-dragon sub-type to it or something? Adding dragon scales for extra armor or DR/SR or something?

There's no dragon or red dragon subtype. There's the dragon type, which you already are. True dragons are a type of dragon.

The heart has draconic properties, you could perhaps convert it to something like that in a proper ritual. Make an K:A check.

QuoteHmm, I'll keep that in mind for the next time I hit the library or go to the Cauldron, then.

Add it to the todo list so we don't forget.

QuoteI'll do so when we get back to Aurora, then.

Cool.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 29, 2016, 05:40:21 PM
> roll 1d20+34 K:A
<Rei-chan> Iddy rolled : 1d20+34 K:A --> [ 1d20=6 ]{40}
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 05:43:44 PM
Quote from: Iron Dragoon on September 29, 2016, 05:40:21 PM
> roll 1d20+34 K:A
<Rei-chan> Iddy rolled : 1d20+34 K:A --> [ 1d20=6 ]{40}

Yes, though you'd have to research them. Something to do when you get back, feel free to add it to do as well.
Title: Re: Random DM nagging.
Post by: Anastasia on September 29, 2016, 05:59:20 PM
Todo: Hanna and Mirajane loot.
Title: Re: Random DM nagging.
Post by: Corwin on September 29, 2016, 06:00:47 PM
RAINBOWS AND MOONS!
Title: Re: Random DM nagging.
Post by: Nephrite on September 29, 2016, 06:05:30 PM
Moore's Celestia Worship House

A glorious, yet humble building, large enough to fit many but small enough to not take up the entire area. The outside is covered in bright gold and silver lining, adorning the seven windows -- two on the front with the doors, then two more on the sides, save for the back that sets itself against the courtyard walls.

The main doors are two made of a strong wood with a circle on each with six smaller circles within, each circle having a small passage written in Celestial for each layer of Celestia itself. The handles are made of a polished stone that is smoothed over completely so as not to even seem rough at all.

Inside has several  pews, fit for at least 30 people comfortably across with a large walkway between the three sets on the left or right that lead to a grand altar for sermons or for prayer. The altar itself is covered in a rich and dark blue carpeting with gold lining on the ends that leads straight forward and up some small stairs to where the altar itself is. Atop the altar, made of a white and pearly stone, is a small stone and a plank of wood, both from Lunia.

Beyond the altar is a large, stained glass window (oh, there's the seventh one) set with another image of Mount Celestia, with each deity from Celestia set at varying levels, as represents the layers that they each reside in. Right below the stained glass is a permanent image, about 8 feet tall, of Mount Celestia, including clouds and a sparkling light at the top to represent Chronias.

Finally, on the far sides, near the two windows are chairs and tables, two each, for those who wish to simply sit in peace and enjoy the quiet. The windows themselves are all clear so people can look out onto the courtyard at their leisure.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 29, 2016, 11:37:11 PM
Quote from: Corwin on September 29, 2016, 06:00:47 PM
RAINBOWS AND MOONS!

AND UNICORNS!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 29, 2016, 11:53:07 PM
Quote from: Yuthirin on September 29, 2016, 11:37:11 PM
Quote from: Corwin on September 29, 2016, 06:00:47 PM
RAINBOWS AND MOONS!
AND UNICORNS!

http://unicorn.jocke.no/
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 09:34:20 AM
Rainbow Moon

This is a fanciful book about a hero's trip to the rainbow moon, where he battles a colorful cast of quirky monsters. It's fun reading for all, just the thing to relax and get your mind off of things. For once, there's no magic or danger, just a good story.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 10:28:25 AM
Working on spells. Feel free to comment.

Fleet
Transmutation
Level: Travel 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You channel the concept of speed into you, granting you vastly improved speed. Your speed for all modes of movement increase increases by 10ft per two caster levels (maximum 150ft at 30th level). This counts as an enhancement bonus.
Title: Re: Random DM nagging.
Post by: Ebiris on September 30, 2016, 10:36:56 AM
I think an epic spell that 'only' boosts movement speed should have a much longer duration. Make it something to help with overland travel since its utility in battle is fairly marginal except as a better version of expeditious retreat (which has a better duration anyway). At least 10m/level but 1 hour/level wouldn't be out of line.

I suppose it'd be great for speeding up burrowers even with the short duration, but for an 11th level spell it's really lacking.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 10:46:02 AM
Mystra's Spell Protection
Abjuration
Level: Magic 12, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

By channeling Mystra's protection into a creature, you grant them near-impenetrable protection against spells. This grants them several benefits as listed below.

The target gains spell resistance equal to 13 + your caster level. They also gain a +10 resistance bonus to saves against spells, spell-like abilities and supernatural abilities. The creature touched has the benefit of evasion against spells and spell-like abilities that offer a Reflex save.

Finally, as an immediate action, the target may choose to end this spell to turn a spell of 10th level or lower. Treat this a spell being turned by spell turning and follows all of the rules of that spell, including what spells can and cannot be turned. Once you turn the spell, Mystra's spell protection ends.

Focus

A diamond worth 5000 gold.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 10:47:26 AM
Quote from: Ebiris on September 30, 2016, 10:36:56 AM
I think an epic spell that 'only' boosts movement speed should have a much longer duration. Make it something to help with overland travel since its utility in battle is fairly marginal except as a better version of expeditious retreat (which has a better duration anyway). At least 10m/level but 1 hour/level wouldn't be out of line.

I suppose it'd be great for speeding up burrowers even with the short duration, but for an 11th level spell it's really lacking.

Fair enough. Can you dig up some movement boosting spells (especially higher level ones if you can find any) so we can establish a better baseline? Thanks.
Title: Re: Random DM nagging.
Post by: Ebiris on September 30, 2016, 10:58:41 AM
1st level: Expeditious Retreat. +30 enhancement, 1m/level.
2nd level: Lively step. +10 untyped, affects multiple targets, up to 12 hours but spell ends if any action other than move action is taken.
3rd level: Haste. +30 enhancement, combat bonuses, affects multiple targets, 1rnd/level.
4th level: Wind at Back. Doubles speed solely for overland movement, affects multiple targets, 12 hours.

That's about it for purely improving speed. Past that you get into spells which also grant new movement modes which usually come with set speeds of their own like giving you flight 60 rather than flight 'your speed plus 30'. However there's one notable mention for pure speed:

6th level (7th for druid): Wind Walk. 600 feet per round flight with poor manoeuvrability. Changes your form as per gaseous form but you can switch to your normal form and back again without ending the spell. 1 hour/level.
Title: Re: Random DM nagging.
Post by: Corwin on September 30, 2016, 11:04:21 AM
I'd say Phantom Steed is also relevant.

http://www.d20srd.org/srd/spells/phantomSteed.htm

Level:    Brd 3, Sor/Wiz 3
Casting Time:    10 minutes
Duration:    1 hour/level (D)

A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 11:06:08 AM
Fog Trap
Conjuration (Creation, Summoning) [Water]
Level: Drd 11, Sor/Wiz 11, Water 11
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog. Additionally, when you cast this spell, you summon two elder water elementals within the fog. They appear in the fog wherever you wish and cannot leave it. However, they are immune to all of the effects of the fog and may move normally within it, plus they enjoy a +10 bonus to attack rolls and armor class.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 11:08:42 AM
Thanks you two. So let's try this instead.

Fleet
Transmutation
Level: Travel 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You channel the concept of speed into you, granting you vastly improved speed. Your speed for all modes of movement increase increases by 10ft per two caster levels (maximum 150ft at 30th level). This counts as an enhancement bonus.
Title: Re: Random DM nagging.
Post by: Ebiris on September 30, 2016, 11:10:35 AM
For Fog Trap I'd add in an extra proviso that the fog counts as aquatic terrain for the elementals. This means they don't take the -4 attack/damage penalty for them or their foe touching the ground (and in fact get a +1 bonus instead) but also lets them move around vertically to get at airborne opponents considering how high up that fog goes.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 11:14:24 AM
Quote from: Ebiris on September 30, 2016, 11:10:35 AM
For Fog Trap I'd add in an extra proviso that the fog counts as aquatic terrain for the elementals. This means they don't take the -4 attack/damage penalty for them or their foe touching the ground (and in fact get a +1 bonus instead) but also lets them move around vertically to get at airborne opponents considering how high up that fog goes.

That's a good thought. Let me add that.

Fog Trap
Conjuration (Creation, Summoning) [Water]
Level: Drd 11, Sor/Wiz 11, Water 11
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

Additionally, when you cast this spell, you summon two elder water elementals within the fog. They appear in the fog wherever you wish and cannot leave it. However, they are immune to all of the effects of the fog and may move normally within it, plus they enjoy a +10 bonus to attack rolls and armor class. The elementals are able to move through the fog as if it were underwater terrain and it counts as touching water for the elemental's water mastery special ability.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 11:26:45 AM
One thing I'd see the war domain go into for epic levels is spells that work on a larger scale, spells suited to war.

War's Blessing
Enchantment (Compulsion) [Mind-Affecting]
Level: War 10
Componetns: V, S, DF
Casting Time: 1 standard action
Range: 1 mile
Area: The caster and all allies within a 1 mile burst, centered on the caster
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You grant yourself and allies a +2 morale bonus to attack rolls and saves versus fear.
Title: Re: Random DM nagging.
Post by: Nephrite on September 30, 2016, 11:36:37 AM
Bards get no love at all. :(
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 11:39:46 AM
Quote from: Nephrite on September 30, 2016, 11:36:37 AM
Bards get no love at all. :(

I have some more epic bard spells as a todo, but Jaela's ahead of you in line.

None of these spells right now are really bardy spells.
Title: Re: Random DM nagging.
Post by: Corwin on September 30, 2016, 12:18:55 PM
I'd prefer War's Blessing to have attack and damage boosts than attack and fear. I get you're coming from Bless but it works better with War and it's far more useful, too! For War!
Title: Re: Random DM nagging.
Post by: Corwin on September 30, 2016, 12:19:19 PM
Also, would it be a unique War spell or a clr/wiz spell too?
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 12:25:21 PM
At the moment it's a unique war spell. Mostly since I'm still figuring out mile+ spells for balance, they're all a little tentative. The unofficial markup is 7-8 levels but it's subjective. Anyway, how's that? Also, you're on the hook for commenting on the other two spells since they're in your domains that you requested.

War's Blessing
Enchantment (Compulsion) [Mind-Affecting]
Level: War 10
Componetns: V, S, DF
Casting Time: 1 standard action
Range: 1 mile
Area: The caster and all allies within a 1 mile burst, centered on the caster
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You grant yourself and allies a +2 morale bonus to attack rolls and weapon damage rolls.
Title: Re: Random DM nagging.
Post by: Corwin on September 30, 2016, 01:42:00 PM
Quote from: Anastasia on September 30, 2016, 11:08:42 AM
Thanks you two. So let's try this instead.

Fleet
Transmutation
Level: Travel 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You channel the concept of speed into you, granting you vastly improved speed. Your speed for all modes of movement increase increases by 10ft per two caster levels (maximum 150ft at 30th level). This counts as an enhancement bonus.

I'm of two minds about this. Now, with the duration and scalability, it makes sense to have it. But I also kinda don't want it to exist.

It's the sort of thing that when it's around, you feel like everyone should use it. If I go from 120ft to 270ft of movement with a single spell, I'll fly circles around everyone and could always disengage from everything or run anyone down. It will be stupid to ever not use it. Then, to remain a challenge, the enemies would also get it, and of course my allies would need a way to keep up as well. I don't really want to make speed an epic magic arms race.

Eb, since you commented on the spell earlier, thoughts?
Title: Re: Random DM nagging.
Post by: Corwin on September 30, 2016, 01:42:38 PM
Quote from: Anastasia on September 30, 2016, 12:25:21 PM
At the moment it's a unique war spell. Mostly since I'm still figuring out mile+ spells for balance, they're all a little tentative. The unofficial markup is 7-8 levels but it's subjective. Anyway, how's that? Also, you're on the hook for commenting on the other two spells since they're in your domains that you requested.

War's Blessing
Enchantment (Compulsion) [Mind-Affecting]
Level: War 10
Componetns: V, S, DF
Casting Time: 1 standard action
Range: 1 mile
Area: The caster and all allies within a 1 mile burst, centered on the caster
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You grant yourself and allies a +2 morale bonus to attack rolls and weapon damage rolls.

Looks good!
Title: Re: Random DM nagging.
Post by: Ebiris on September 30, 2016, 01:49:27 PM
Honestly I don't feel that 'goes fast' is an amazing power to have. Tactical movement is great but at those levels anything you try to kite probably has something ranged that it can use to fight back with, and if you run in to melee it yourself then it's still gonna have a chance to melee you back before you use your massive movement to run away again on your next turn. And in terms of just disengaging from a fight... I actually don't have a problem with an 11th level spell that lets you run away real good for those times that teleportation is blocked. It's a natural evolution from expeditious retreat.
Title: Re: Random DM nagging.
Post by: Corwin on September 30, 2016, 01:58:58 PM
I got talking to Dune about spells that create/summon battlefield clones, so as per his request I'll try to list anything relevant here.

http://www.d20srd.org/srd/spells/clone.htm
lvl8

http://www.d20srd.org/srd/spells/simulacrum.htm
lvl7

http://www.d20srd.org/srd/spells/mislead.htm
lvl6, illusion

http://www.d20srd.org/srd/spells/shadowConjuration.htm
lvl4, partial illusion

http://www.d20srd.org/srd/spells/shadowConjurationGreater.htm
lvl7, better partial illusion

Gate
lvl9, the call ally variant

Summon Monster I+
lvl1+

Summon Nature's Ally I+
lvl1+

Stasis Clone
lvl9, Lords of Darkness

Ice Assassin
lvl9, Frostburn

That's all that I can think of at the top of my head and a brief search. I know there's other Summon X spells, but that's a given.

EDIT:
Body Outside Body
lvl7 wu jen, Complete Arcane
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 02:09:48 PM
More on this later since I'm about to DM, but a few relevant epic things.

Mirror's Mimicry is a 13th level spell. Potentially broken as I made it on request but it is a thing.

Some of this reminds me of divine avatars. FYI, there is a 19th level spell for a non-divine creature to make a pseudo-avatar of themselves. Most of the benefit is basically having a lesser copy of yourself that you're always in control of and aware of. Hard to develop and extremely expensive, though. Deities are equipped to do that naturally, other creatures have to do a hell of a lot of work to pull it off.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 02:14:21 PM
Quote from: Corwin on September 30, 2016, 01:42:00 PMI'm of two minds about this. Now, with the duration and scalability, it makes sense to have it. But I also kinda don't want it to exist.

It's the sort of thing that when it's around, you feel like everyone should use it. If I go from 120ft to 270ft of movement with a single spell, I'll fly circles around everyone and could always disengage from everything or run anyone down. It will be stupid to ever not use it. Then, to remain a challenge, the enemies would also get it, and of course my allies would need a way to keep up as well. I don't really want to make speed an epic magic arms race.

Eb, since you commented on the spell earlier, thoughts?

I agree with your sentiment there. It's why I made it Travel 11 only. As a unique domain spell I'm fine with it, those get a little extra leeway in epic.

Quote from: Ebiris on September 30, 2016, 01:49:27 PM
Honestly I don't feel that 'goes fast' is an amazing power to have. Tactical movement is great but at those levels anything you try to kite probably has something ranged that it can use to fight back with, and if you run in to melee it yourself then it's still gonna have a chance to melee you back before you use your massive movement to run away again on your next turn. And in terms of just disengaging from a fight... I actually don't have a problem with an 11th level spell that lets you run away real good for those times that teleportation is blocked. It's a natural evolution from expeditious retreat.

Pretty much. It's stupidly useful when you need it, but most threats of your level have plenty of ranged options or ways to catch up.

Both posts read, I was on the fence with the spell but fell on the side of writing it. I don't think it's mechanically broken, but it tempts you to have it going at all times. If I'm wrong, it's easy enough to ban.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 30, 2016, 09:02:23 PM
Quote from: Yuthirin on September 28, 2016, 02:41:11 PM
Neph & Ko: I'll be fleshing out Muirfinn's Journal throughout the day. Hopefully I can finish it today, but I don't know. 

Took a while, but it's done! Let me know if you think I missed anything, Dune.
Title: Re: Random DM nagging.
Post by: Anastasia on September 30, 2016, 10:54:50 PM
Quote from: Yuthirin on September 30, 2016, 09:02:23 PM
Quote from: Yuthirin on September 28, 2016, 02:41:11 PM
Neph & Ko: I'll be fleshing out Muirfinn's Journal throughout the day. Hopefully I can finish it today, but I don't know. 

Took a while, but it's done! Let me know if you think I missed anything, Dune.

Looks good. Lemme deeply read it.

Also fixed one extremely unfortunate typo.
Title: Re: Random DM nagging.
Post by: Anastasia on October 02, 2016, 03:44:32 PM
Fog trap and war's blessing added to spell collection. Still debating about fleet, I've been flipflopping on it.
Title: Re: Random DM nagging.
Post by: Anastasia on October 02, 2016, 04:36:01 PM
Quote from: Corwin on September 30, 2016, 01:58:58 PM
I got talking to Dune about spells that create/summon battlefield clones, so as per his request I'll try to list anything relevant here.

Thanks.

Ice Assassin's banned, so I'm not going to consider that spell. That spell is a headache top to bottom, so for our purposes it doesn't exist.

Anyway, the takeaway is that barring one wu-jen spell, there's no pre-epic spell that can make an active clone of you. Even then, the wu-jen spell's good for highly limited far weaker clones, so it's safe to say that an actual, active clone is firmly into epic magic.

From there's really up to how you execute it and write it out. Some thoughts on it in spoilers, these are mostly me working through the issue.

Spoiler: ShowHide


- An illusion spell would be the easiest path, though the one with the most vulnerabilities. Probably an illusion (shadow) spell. Perhaps expensive with a material component as well as compensating for XP costs, see clone and simulacrum.

- A conjuration (creation) spell would be much harder. While not ever explicitly said anywhere, my take on reading the spells is that making something as strong as you (such as yourself) or stronger is extremely difficult or impossible. For example, making a new, souled creature is possible with epic magic, but it starts with a basic 1 HD humanoid and rises from there. Generally it won't ever catch up.

- Not sure how much credit to give body outside of body for this. One stray spell from a class we don't really use isn't a great bellwether. The wu-jen spell list has a few oddballs that do things no other spell does.

- As a general thought from what little clone magic exists, there's usually drawbacks or limitations. HP consumption, far weaker, consumes your resources, ect ect.

- In light of that, a perfect clone spell is likely impossible or close enough to it to be well beyond the reach of B3's power level. The most well known sort of cloning, divine avatars, is also the most powerful and even then the avatars aren't as strong as the deity. As a 19th level spell can give a non-deity a pseudo-avatar, any spell to make a perfect clone would at least have to be 20th level.

- FYI, the 19th level avatar-making spell isn't likely to be posted. Just mentioned since it's relevant. There are some spells I don't post but I make so that I have structure.

- Charop and exploit issues aside, my main concern with clone spells is them basically being an end run around the action economy. Pop a clone, suddenly have two sets of actions in a round. Getting extra actions tends to blow things wide open, see 3.0's haste spell. While mentioned, summoning and calling spells don't fall under the same umbrella, since it summons creatures that aren't (barring edge cases such as a generic creature able to summon more of its kind) the same and don't have the same options.  For the sake of this I'm not worried about those spells.


Title: Re: Random DM nagging.
Post by: Anastasia on October 02, 2016, 06:30:05 PM
Magical beast growth is now in the spell collection. Just a heads up.
Title: Re: Random DM nagging.
Post by: Anastasia on October 04, 2016, 06:13:23 PM
Merc, check your PMs if you see this? I sent you one a day or two ago.
Title: Re: Random DM nagging.
Post by: Merc on October 09, 2016, 10:13:14 PM
I've been out in Seattle on a sudden work trip (mentioned in FFd6 board only, sorry) all of last week and then arrived home with a bad cold. Client had apparently been bitching to my management or something that we never visit and that they're always flying down to Houston, so we (as in the whole Houston team) basically got shanghai'ed into going there for a change.

I've not thought about B3 for a while, sorry. Just now is the first I'm really checking the board, outside of a peek here or there, since that came up.

I'll focus on it this week again, should have some extra time since FFd6 seems to be canceled for Tuesday evenings from the look of things until we figure rescheduling for that.
Title: Re: Random DM nagging.
Post by: Anastasia on October 09, 2016, 11:09:15 PM
Cool, good luck.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 01:23:17 PM
If you're not going to put character pictures in the NPC sheets, I'm gonna need to insist on a description for each NPC.

Otherwise we have Faceless Mook 1
Faceless Mook 2.
Faceless Mook Moonlight.
Etc.

TL;DR, I can't find a description of Moonlight or her stuff in the logs because I'm crazy busy and I don't want to pump the brakes on my already-slow thread. Help.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 01:33:37 PM
Sure, I'll find it for you real quick.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 01:37:20 PM
She's rather short, barely over five feet tall. She has an unruly head of bright red hair, unreal with its sheer intensity. She wears full plate armor colored white and decorated with golden suns on the breastplate and joints. "Hi, sorry I'm late. I'm Moonlight," From her non pointed ears and generally human appearance, she doesn't look like an elf, despite the name. As if sensing that, "No no, my parents just thought elves were neat. I have a brother that got named Oak Tree. Yeah." She claps her hands and smiles, "Considering who I serve, that made my name really ironic. Anyway, Parai had something come up so I'm taking this position instead."
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 01:41:51 PM
FYI, she's meant to look like Titania from Fire Emblem 9/10, except that she has a much more childish face. She's young at heart and in personality.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 01:44:54 PM
Quote from: Anastasia on October 11, 2016, 01:41:51 PM
FYI, she's meant to look like Titania from Fire Emblem 9/10, except that she has a much more childish face. She's young at heart and in personality.
FYI, I have no clue who that is and can't look it up from work.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 01:49:56 PM
Want me to link you an image then?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 01:55:58 PM
A written description would be preferable. Once again, can't look at that stuff at work.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 02:03:41 PM
Quote from: Anastasia on October 11, 2016, 01:37:20 PM
She's rather short, barely over five feet tall. She has an unruly head of bright red hair, unreal with its sheer intensity. She wears full plate armor colored white and decorated with golden suns on the breastplate and joints. "Hi, sorry I'm late. I'm Moonlight," From her non pointed ears and generally human appearance, she doesn't look like an elf, despite the name. As if sensing that, "No no, my parents just thought elves were neat. I have a brother that got named Oak Tree. Yeah." She claps her hands and smiles, "Considering who I serve, that made my name really ironic. Anyway, Parai had something come up so I'm taking this position instead."


In addition to this, think white armor with gold tracing. Dark red underpadding glimpsed, no visible skin except her face. Long hair, very long but tied back. Carries a big mace with her. Need more?
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 02:04:03 PM
Also, I'll toss you some good links tonight for her.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 02:10:10 PM
Quote from: Anastasia on October 11, 2016, 02:03:41 PM
Quote from: Anastasia on October 11, 2016, 01:37:20 PM
She's rather short, barely over five feet tall. She has an unruly head of bright red hair, unreal with its sheer intensity. She wears full plate armor colored white and decorated with golden suns on the breastplate and joints. "Hi, sorry I'm late. I'm Moonlight," From her non pointed ears and generally human appearance, she doesn't look like an elf, despite the name. As if sensing that, "No no, my parents just thought elves were neat. I have a brother that got named Oak Tree. Yeah." She claps her hands and smiles, "Considering who I serve, that made my name really ironic. Anyway, Parai had something come up so I'm taking this position instead."


In addition to this, think white armor with gold tracing. Dark red underpadding glimpsed, no visible skin except her face. Long hair, very long but tied back. Carries a big mace with her. Need more?

Probably not. Will try to post in a bit. Lotta people walking the aisles today.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 02:12:39 PM
Sure, do as you can. I'll try and stay up and catch you when you get home, crashed just as you got home last night. Let's see if we can get a 20-30 post run and knock this out.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 02:22:48 PM
I actually didn't get home until 9:30 last night. My comp turns itself back on sometimes when I'm not home.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 02:26:46 PM
Quote from: Yuthirin on October 11, 2016, 02:22:48 PM
I actually didn't get home until 9:30 last night. My comp turns itself back on sometimes when I'm not home.

That would explain a whole lot, actually.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 03:32:37 PM
Quote from: Anastasia on October 11, 2016, 02:26:46 PM
Quote from: Yuthirin on October 11, 2016, 02:22:48 PM
I actually didn't get home until 9:30 last night. My comp turns itself back on sometimes when I'm not home.

That would explain a whole lot, actually.

Yeah. If I show up and don't respond, I'm not really there. It's just my computer trying to become self-aware.

Seriously. It's gotten to the point where sometimes, I'll walk in from work, walk toward the bathroom, and my computer clicks as the fans spin up. It's spooky.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2016, 10:40:30 PM
Soon your computer will talk about how hungry it is, and how you should feast with it.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 11, 2016, 11:09:44 PM
That just means it wants a new video card. I feed it enough.
Title: Re: Random DM nagging.
Post by: Anastasia on October 12, 2016, 12:09:42 AM
Scary!
Title: Re: Random DM nagging.
Post by: Nephrite on October 13, 2016, 08:50:17 PM
If Moore were to cast Hindsight within Aurora (nevermind the fact that this probably wouldn't actually work but whatever) would it function based on Aurora's current location (so, it'd just show the history of Elysium) or would it work for Aurora itself? I know the spell says "current location," but I don't know if it was to ever take into account locations that could move.
Title: Re: Random DM nagging.
Post by: Anastasia on October 13, 2016, 10:33:47 PM
Quote from: Nephrite on October 13, 2016, 08:50:17 PM
If Moore were to cast Hindsight within Aurora (nevermind the fact that this probably wouldn't actually work but whatever) would it function based on Aurora's current location (so, it'd just show the history of Elysium) or would it work for Aurora itself? I know the spell says "current location," but I don't know if it was to ever take into account locations that could move.

You'd get Aurora.

Incidentally, even at the centuries setting, too much time has passed for Hindsight to help see what happened in Medi's time with it - assuming there aren't precautions taken anyway. Based on the below, it's probably at least 100,000 years from the current time.  Poor Elena.

- 67200 years ago. The Lost Chalice is stolen from Celestia and taken to Dis, where she remains in captivity to this day.

After this point, precise timekeeping is uncertain and unclear. However, the order of these events is clear. Note that the last entry above this is not the point in time at which this section begins.

- Cerulean Joy fails to find enlightenment in Jovar and fails to reach Chronias. Disturbed, she leaves Celestia.
- Rogan Palethos explores Elysium and writes one of the only known accounts of Cantasa Alexandria that is not fully anathemic knowledge.
- First known invocation of Zaphkiel's Blessing, which destroyed most of a Prime Material world and vaporized a Far Realm incursion.
- The Angel of Last Resort is created by Queen Morwel.
- Medi's era, leading to the creation and loss of Medicant.
Title: Re: Random DM nagging.
Post by: Nephrite on October 14, 2016, 12:01:21 AM
But he could theoretically see anything that happened within the 2000~ years prior to the current time, correct? I mean, it's rather doubtful there was anything of use there, but you never know!
Title: Re: Random DM nagging.
Post by: Anastasia on October 14, 2016, 12:08:29 AM
Yes.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 14, 2016, 01:24:47 AM
> ...Dude.
> Rainbow in the Dark should totally be Afina's offical theme song.
<Sunshine_Ko> Post that in nagging.
Title: Re: Random DM nagging.
Post by: Anastasia on October 16, 2016, 07:41:25 AM
In overdue upkeep, Ilsenine selects Mass Snake's Swiftness and Aura of Vitality as her bonus spells from Yggdrasil.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 16, 2016, 11:52:13 AM
There's a School Mastery ACF for Sorc. Sorc has always been my preferred type of casting. But my build almost requires Wiz for the Abjuaration stuff. Since there already exists a School Mastery ACF for Sorc, would you be open to a Specialist/Master Specialist type deal with Sorc?

Edit:
After having some time as a Wiz now, I've gone back through and re-looked at Wizard ACF and alternate classes. My follow up is I have some ideas for refinement of my build, but I'm not sure how they would work with Specialist/Master Specialist and War Weaver.

First is Impromptu Meta-magic. Replaces familiar with spontaneous application of a meta-magic feat. Right now I have Aligned Spellcaster, but I'm okay with dropping that because of my second thing.

Second is Planar Wizard. It's got level substitutions for 6th, 10th, and 14th, and requires Extraplanar sub-type (I'm entirely unsure if I gain this when going to the Material Plane). This might potentially really hurt me depending on how the math is done, if it's even compatible. Since I have Abjurer 5 and the 1st substitution level is 6th Wiz, it should replace 1st level of Master Specialist, I think. If it does, that means I'm trading a Skill Focus (Spellcraft) and a 3rd level spell slot for Unimpeded Magic, which is a solid trade.
10th level would be 5th level of Master Specialist, trading Expanded Spellbook and a bonus feat (which I don't get since Master Specialist doesn't have it) and the two free spells learned for Planar Spellcasting.
14th level would be 9th level Master Specialist, trading a +1 Caster Level bonus and a 7th level Spell Slot for Enhanced Magic, which I'm unsure if it's a solid trade or not.
Title: Re: Random DM nagging.
Post by: Anastasia on October 18, 2016, 01:10:51 AM
Eb, post for you in the morning, just getting a tad too sleepy to deal with yours tonight.
Title: Re: Random DM nagging.
Post by: Anastasia on October 18, 2016, 01:41:59 PM
<IronDragoon> So, as an aside, since Kascha is a Wyrm Wizard, she gets a few bonuses if she works with a dragon. I was wondering if there's space to work there, something like a ritual or something that'll let her get a few bonus points in whatever.

Posting this to answer this evening.
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2016, 12:53:47 PM
Quote from: Anastasia on October 18, 2016, 01:41:59 PM
<IronDragoon> So, as an aside, since Kascha is a Wyrm Wizard, she gets a few bonuses if she works with a dragon. I was wondering if there's space to work there, something like a ritual or something that'll let her get a few bonus points in whatever.

Posting this to answer this evening.

Well yes, her class features do that. She gets a large bonus to K:A and Spellcraft, plus access to spells not on her class list. That's already getting benefits from dragons.
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2016, 01:08:15 PM
Quote from: Iron Dragoon on October 16, 2016, 11:52:13 AM
There's a School Mastery ACF for Sorc. Sorc has always been my preferred type of casting. But my build almost requires Wiz for the Abjuaration stuff. Since there already exists a School Mastery ACF for Sorc, would you be open to a Specialist/Master Specialist type deal with Sorc?

RAW you wouldn't qualify for master specialist with that. Mechanically I rather agree, since school mastery is really its own thing rather than proper specialization. An ACF to allow sorcerers school specialization like wizards wouldn't be a mechanical problem, though it's a bit of a thematic stretch. (Wizards gain magic through study and can thus specialize, while sorcerers gain magic naturally rather than choosing it.)

In any case, it's simplest to stick with wizard than stretching sorcerer to fit into master specialist.

QuoteFirst is Impromptu Meta-magic. Replaces familiar with spontaneous application of a meta-magic feat. Right now I have Aligned Spellcaster, but I'm okay with dropping that because of my second thing.

That's fine as long as you don't get up to shenanigans with it. The ability's written so that you can't anyway. Considering it locks you out of other metamagic for the day and has only a few uses, it's probably not much for you unless you only have one metamagic feat anyway.

QuoteSecond is Planar Wizard. It's got level substitutions for 6th, 10th, and 14th, and requires Extraplanar sub-type (I'm entirely unsure if I gain this when going to the Material Plane).

It requires one of four prerequisites, not all of them. You've visited other planes, so you qualify. You don't have the extraplanar subtype on the Prime Material, but it doesn't matter since you fulfill other qualifications.

QuoteThis might potentially really hurt me depending on how the math is done, if it's even compatible. Since I have Abjurer 5 and the 1st substitution level is 6th Wiz, it should replace 1st level of Master Specialist, I think. If it does, that means I'm trading a Skill Focus (Spellcraft) and a 3rd level spell slot for Unimpeded Magic, which is a solid trade.

Substitution levels don't work with prestige classes. You have to take the 6th, 10th or 14th level of wizard to take them. It's not your total character level, it's your level in wizard. You can't graft it onto a prestige class that progresses your wizard spellcasting. If you want the benefits of planar wizard, you need to take sufficient levels in wizard and make the trade.

Related note from houserules:

Quote17. Design note I've been meaning to add: PrCs don't get ACFs or anything like that. Base classes do. This  comes up every now and again and I'd like to have something to point to rather than explain it each time. So here.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 19, 2016, 03:15:51 PM
Hmm, so is there any real way to get it done without ripping my build apart completely?
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2016, 05:26:55 PM
Quote from: Iron Dragoon on October 19, 2016, 03:15:51 PM
Hmm, so is there any real way to get it done without ripping my build apart completely?

To get which of those done?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 19, 2016, 06:35:07 PM
Planar wiz. Impromptu you already said is okay. Would I be able to swap some monk levels or something? Or is it just not really worth trying to make happen?
Title: Re: Random DM nagging.
Post by: Anastasia on October 19, 2016, 10:33:52 PM
It would take rebuilding, so let's table it until you're done with the current adventure. We can look then and see.
Title: Re: Random DM nagging.
Post by: Anastasia on October 20, 2016, 12:22:05 AM
Getting personal divine attention is incredibly difficult. Aurora is fortunate in that Medi's legacy opens many doors for them and greatly inflates your relative importance in the planes. You often get meetings you wouldn't have a prayer of getting without it, it's worth reinforcing this every so often. Aurora's not typical.

On the flip side, sometimes that doesn't cut it and you need to do it the hard way. In Moore's case, he managed to use a particular epic skill usage to attract Lliira's attention.

Quote80   Impossible performance. In a propserous city, you can earn 60d6 gp/day. You will immediately attract the attention of deities related to performance.

Doing this in the divine realm of a deity who oversees performance and the arts is like sending up a giant signal flare in the middle of the night. It's going to attract attention and get things to happen. They might not be good things depending on the people involved, but you'll get attention. By making DC 80, Moore was able to perform so well that it made Lliira notice him. A new face throwing down that sort of perform check catches her attention and invites a response.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 21, 2016, 08:51:47 PM
So, with Surraruthru's recent acquisition and use of the Anti-Magic Field Stones, I'm thinking they might be a good idea to toss one or two to the NPC squad leaders for use in combat, or to our scouting/recon teams.

Reason why? If they smash into a magical defense they can't get around, like our recently upgraded defense towers, they can activate, toss, and then render it useless. Is there a wizard they can't deal with and need to buy a round or two of time to escape or plan? AMF stone them, render them useless until they exit the field. Also leaves them vulnerable to our archers. Is there a group of wizards trying to cast a *big* spell? AMF stone them and they lose it. If there's a portion of the battle line that's getting flat out hammered by fireballs or other magic, a couple squad leaders and toss their stones out and form a barrier until they can get reinforcements or one of us PC big guns there to deal with it. Giant summons? Dealt with.

I think it could be a really solid tool for them to use to help control the battle field and increase survival. If there's another Styx Rain type effect, they can throw it down and have a safe(r) haven until we figure out a response.

Input?
Title: Re: Random DM nagging.
Post by: Nephrite on October 21, 2016, 11:07:25 PM
Is there any way to make them into sort of like Anti-Magic grenades? Such that they can be thrown and detonated (by command word?) at range to create areas of anti-magic?
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2016, 08:31:56 AM
Got a couple of posts up, purely the threads that were quick since I lack time. That'll be it until post dilation.
Title: Re: Random DM nagging.
Post by: Anastasia on October 25, 2016, 02:58:53 PM
Quote from: Nephrite on October 21, 2016, 11:07:25 PM
Is there any way to make them into sort of like Anti-Magic grenades? Such that they can be thrown and detonated (by command word?) at range to create areas of anti-magic?

Yes, though you'd need to work it out and there would be a price increase.
Title: Re: Random DM nagging.
Post by: Nephrite on October 25, 2016, 05:05:05 PM
I think at least looking into that would be pretty cool. It'd be amazing to just completely ruin some Devil's days with that.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 25, 2016, 05:41:57 PM
Remember that cool stuff can be used against us too!
Title: Re: Random DM nagging.
Post by: Nephrite on October 25, 2016, 06:12:32 PM
Not if we kill everyone who sees us do it!
Title: Re: Random DM nagging.
Post by: Yuthirin on October 25, 2016, 06:41:08 PM
This is true!
Title: Re: Random DM nagging.
Post by: Anastasia on October 25, 2016, 10:48:28 PM
That's one way to preserve security.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2016, 02:53:10 AM
Quick Eb note since you aren't on IRC: Winding down for the evening, ran 4 hours and you caught the very end of it.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2016, 02:54:16 AM
Also, bonus for Eb if he reads the latest DM post in Surraruthru's thread: Read Sylvie's break down of what's up in Tattletale's voice and style. Scary blonde crossover.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 26, 2016, 05:07:21 PM
Quote from: Anastasia on October 26, 2016, 02:54:16 AM
Also, bonus for Eb if he reads the latest DM post in Surraruthru's thread: Read Sylvie's break down of what's up in Tattletale's voice and style. Scary blonde crossover.

The last thing this campaign needs is Lisa. Unless we need more Lisa. Do we need more Lisa?
Title: Re: Random DM nagging.
Post by: Ebiris on October 26, 2016, 05:10:39 PM
Having an NPC to provide info-dumps on demand can be pretty handy. Saves PCs from having to take exposition duty too!
Title: Re: Random DM nagging.
Post by: Yuthirin on October 26, 2016, 08:27:48 PM
So we need more Lisa.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2016, 11:01:16 PM
A new age of terror comes to us all.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2016, 11:08:01 PM
Quote from: Ebiris on October 26, 2016, 05:10:39 PM
Having an NPC to provide info-dumps on demand can be pretty handy. Saves PCs from having to take exposition duty too!

Yes, this is all true.

I try to balance NPC exposition with a number of factors. On a scale of 1-10, the default setting is somewhere around 2-3. All the following things can impact it.

1. NPC personality.
2. The reason you're talking to them.
3. The knowledge of the NPC and if the matter is something they're particularly skilled at.
4. General circumstances and the situation at hand.
5. How verbose I feel in any given situation.
6. Time constraints.
7. NPC intelligence. Loosely, more intelligent characters are more able to deliver exposition or at least have the potential to do so.

For example, Moonlight ended up going on and on about ravages and other things last night. That was mostly her personality and it touching on areas of personal competence for her. Likewise, Sylvie has the raw skills and intellect to parse the Secretus situation on her own (and avoided getting kicked elsewhere via portal), as well as the motivation to explain WTF is up and how they can probably unfuck that clusterfuck.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 02, 2016, 02:39:35 PM
Cor, Eb, Neph, & Iddy:

Glitterosm the Numerologist will be joining us in some capacity or another. I don't have a preference, but here are the choices from the thread.

Quote from: Anastasia on November 02, 2016, 11:26:11 AM
1. Glitterosm joins as a full NPC with stats as well as an introductory quest.
2. Glitterosm joins as a shop NPC with a shop about numerology and related services.
3. Glitterosm does something else because of an idea you had and you can't wait to share it with us.

Thoughts?
Title: Re: Random DM nagging.
Post by: Ebiris on November 02, 2016, 02:43:26 PM
I favour 2. He seems like a shopkeep type.
Title: Re: Random DM nagging.
Post by: Nephrite on November 02, 2016, 02:46:47 PM
2 probably ends up being easier on Dune in the long run. Numerlogists are really complex to play actively, I'm sure.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 02, 2016, 02:59:48 PM
Quote from: Nephrite on November 02, 2016, 02:46:47 PM
2 probably ends up being easier on Dune in the long run. Numerlogists are really complex to play actively, I'm sure.
To be fair, with the amount of numerology stuff he's done, I think he likes it.
Title: Re: Random DM nagging.
Post by: Nephrite on November 02, 2016, 03:00:41 PM
Well then make him suffer.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 02, 2016, 03:04:41 PM
But we could also use more shops. Having random useful things that we don't think up ourselves is really cool.
Title: Re: Random DM nagging.
Post by: Corwin on November 02, 2016, 06:38:27 PM
No opinion.
Title: Re: Random DM nagging.
Post by: Anastasia on November 02, 2016, 10:27:03 PM
There's an actual Numerologist prestige class over on the R&S board. It doesn't cover everything that can be done with it, but it is a thing.

Waiting on Iddy to chime in, though 2's likely to carry.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 02, 2016, 10:52:03 PM
2 is fine with me.
Title: Re: Random DM nagging.
Post by: Corwin on November 03, 2016, 11:10:46 AM
When are we opening the succubus shop? KonoSuba has shown us all the way!
Title: Re: Random DM nagging.
Post by: Yuthirin on November 03, 2016, 12:43:03 PM
Quote from: Corwin on November 03, 2016, 11:10:46 AM
When are we opening the succubus shop? KonoSuba has shown us all the way!
We're selling succubae now?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 03, 2016, 12:50:36 PM
Quote from: Yuthirin on November 03, 2016, 12:43:03 PM
Quote from: Corwin on November 03, 2016, 11:10:46 AM
When are we opening the succubus shop? KonoSuba has shown us all the way!
We're selling succubae now?

Wouldn't they sell themselves? I don't really see them having a problem with it overall.
Title: Re: Random DM nagging.
Post by: Anastasia on November 03, 2016, 12:56:39 PM
Warning: This line of conversation is likely to get you struck by overpowered thunderbolts.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 03, 2016, 12:59:51 PM
Quote from: Anastasia on November 03, 2016, 12:56:39 PM
Warning: This line of conversation is likely to get you struck by overpowered thunderbolts.

I'm sure there are people who will pay for that, too. Good thinking, Dune.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 03, 2016, 01:12:29 PM
Quote from: Iron Dragoon on November 03, 2016, 12:59:51 PM
Quote from: Anastasia on November 03, 2016, 12:56:39 PM
Warning: This line of conversation is likely to get you struck by overpowered thunderbolts.

I'm sure there are people who will pay for that, too. Good thinking, Dune.

...yeah, that's gotta be marketable.
Title: Re: Random DM nagging.
Post by: Anastasia on November 03, 2016, 01:16:17 PM
Canderella will be happy to demonstrate on both of you.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 03, 2016, 01:23:40 PM
Well yeah she's a succubus. She'll demonstrate just about anything.
Title: Re: Random DM nagging.
Post by: Anastasia on November 03, 2016, 01:28:39 PM
Some things from last night's chat that are worth saving.

1. Numerology in Balmuria

<Iddy> Sure. I'm not really sure why you asked me, I don't think I've ever encountered that NPC (Glitterosm, a numerologist).
> Well, Yuth put it up to all of you.
<Iddy> Ah, gotcha.
<Iddy> I don't even know what numerology is.
> In short, it's the belief and study in numbers tied to supernatural and mystical occurrences.
> For example, seeing 666 and assigning meaning to it.
> In Balmuria it tends to be a thing and occur, sometimes obviously and sometimes subtly or invisibly. The study of it is called numerology and ties into a lot of setting themes.
> For example, 9 tends to be tied to Baator  (the Nine Hells, after all).
> 21 is another example - it's a tool used by the Three Incarnations to understand evil. 7 is a number tied to the Heavens and good, while 3 is a number tied to truth and power. 7*3=21.
<Iddy> Ahhh.
> The invitation in Afina's thread has a total of 18 devils slated to show up there. 9*2=18. 9 is the number of Baator and 2 is the number of dualogy and the study of the soul. As the meeting is about Muirfinn and the fate of his soul, that's rather fitting.
> Surraruthru and party makes 4. 4's the number of death, which is an interesting number to take when you seek to end something like Secretus. There's a whole lot of numerological play, most of which isn't pointed out but there if you pay attention.
> In the most basic sense, you'll see 7 in relation to the Heavens a lot, 9 for Baator, 8 for Limbo/chaos and 6 for the Abyss.
<Iddy> Huh. Neat.
<Iddy> Hopefully our 4 - death means death for Secretus >.>
> Yes.
<Iddy> And not us <.<
> The number 1 represents the self. Hard to work in much since 1 is such a common number but paradoxically it's one of the most important, since the self is critical.
> Indeed.
> 3's the number to really watch out for when it starts showing up. 3 represents truth and power, and it came up from the Guardian of 21 that it means what it does because of the Three Incarnations. The number 3 resonates with the simple truth of there being 3 overpowers in Creation.
> The trick is, of course, figuring out when it occurs and when it's usefully telling you something. Most numerologists study how to discern and parse it effectively, which is most of the work.

2. Numerology and the Sword of Myr, as well as 21

<Iddy> So if 21 counts along with the Sword of Myr, there should/might be a third artifact based around truth and the destruction of lies. Hmm.
> 21's an anomaly, since as a tool of the Incarnations, it's essentially beyond Creation's rules and laws. Anything involving 21 has to bear that in mind, beyond the simple (and quite grandiose) claim its very name makes. If you are on the ball about that, it would stand to reason that's a possibility.
> Pared down simply, 21's name could be reasonably translated as GoodPower or GoodTruth.
> Considering it can obliterate the souls of evil creatures and bring final death to divinity, its name is probably accurate.
<Iddy> Hm. Well, it's interesting. I'll start paying attention to it. Didn't even know it was a thing.
> It's worth keeping an eye on. Sometimes it means nothing or is coincidental, but sometimes it can be a huge clue.
> The trick that a serious numerologist in setting strives to master is figuring out which is which.
> It's an art.

3. Numerology and magic

> Like for example, there are nine (mortal) circles of magic before epic magic. There's also nine layers of Hell. More than a few devils have tried to mislead mortals and draw a connection there and that magic comes from Baator. It's a filthy lie, sometimes numbers are just numbers. About 30 to 40% of numerologists in setting quit or go nuts trying to parse it (going nuts doesn't mean you don't get it, they may very well get it but the damage is done).
<Iddy> I'm begging to imagine a numerologist based on The Question.
> That's fairly accurate for some, yes.
<Nephrite> I'm sure there've been some numerologists that argued that there is also the 0th circle of magic so there would technically be 10 circles of mortal magic.
> http://www.soulriders.net/forum/index.php/topic,102889.msg1047332.html#msg1047332 Read Muirfinn's conversation with the Man of the Winds. While he's not a numerologist and doesn't get his insight via numerology, his mental state is one a numerologist who succeeds but loses their mind could easily end up at.
> Oh yes, and since there's more after the 9th it rather falls apart.
<Nephrite> Ah, note to self, have Moore take the diary to our new friend and see if he can puzzle the numbers out.
> That's really a hazard of the occupation - making mistakes or simply using bad data to draw numerological conclusions.
<Iddy> Wouldn't cantrips be considered 0 circle?
* Kotono wavers hand back and forth. More or less.
> The exact definition varies a bit - some consider them to be simply sub-1st level spells rather than a distinct circle of their own.
> I personally don't consider them a circle, but from the DM's point of view it doesn't matter a lot.
> Now OOC, it's not going to drive you crazy or anything. Just keep tabs on it when it seems interesting or relevant. It can help or simply signify things.

4. Miscellaneous numerological comments

> A few other things: Multiplication tends to be the most potent means of expressing numerology, but it isn't the only one. Example: 7*3=21 as stated before. Division is much rarer because it means loss and entropy.

<Iddy> What's 0?
<Iddy> I don't see a thing for it in the post.
> Null. Empty. Some numerologist tie to Shar, others simply disregard it. For most calculations it doesn't matter.

> That's really the maddening part of it, yeah. It's trying to directly interpret Creation based on patterns and recurring numbers.
> In Balmuria, numerologist madness and suicide rates are ghastly compared to average. There's incredible insight and power if you're the one of the ones who can do it, but man it's brutal.
Title: Re: Random DM nagging.
Post by: Ebiris on November 03, 2016, 03:17:30 PM
The succubus shop doesn't sell succubi, it sells dreams!

And honestly an Oneiromancy shop would fit in just as well with the roster we've got.
Title: Re: Random DM nagging.
Post by: Anastasia on November 03, 2016, 04:19:23 PM
Quote from: Ebiris on November 03, 2016, 03:17:30 PM
The succubus shop doesn't sell succubi, it sells dreams!

And honestly an Oneiromancy shop would fit in just as well with the roster we've got.

Filthy, shameless oneiromancy, eh?

How horrifying.
Title: Re: Random DM nagging.
Post by: Corwin on November 03, 2016, 05:11:38 PM
"No sapients were hurt in the making of these dreams."
Title: Re: Random DM nagging.
Post by: Nephrite on November 03, 2016, 08:41:52 PM
I'd be interested in making a higher level version of Improvisation that lasts 10m/level, maybe with a higher max cap (like 3x bard level of points) but the total bonus remaining one-half bard level. Nots sure where that'd land if it'd even be acceptable.
Title: Re: Random DM nagging.
Post by: Anastasia on November 03, 2016, 11:08:51 PM
Quote from: Nephrite on November 03, 2016, 08:41:52 PM
I'd be interested in making a higher level version of Improvisation that lasts 10m/level, maybe with a higher max cap (like 3x bard level of points) but the total bonus remaining one-half bard level. Nots sure where that'd land if it'd even be acceptable.

Improvisation is an excellent spell. So good in fact it was originally a 5th level bard spell in Complete Adventurer. I don't really agree with making it a first level spell, as honestly, it's still good as a 5th level bard spell.

So any improvement to is going to be viewed more critically than normal. Bear that in mind and write up the changes you'd like.
Title: Re: Random DM nagging.
Post by: Nephrite on November 03, 2016, 11:31:19 PM
Greater Improvisation
Transmutation
Level: Bard 7 (8?),
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

This spell functions as Improvisation, except as noted above. In addition, the 'pool' of luck is three times your caster level.
Title: Re: Random DM nagging.
Post by: Anastasia on November 13, 2016, 01:31:13 PM
Trivia Time.

1. Do divinities who cast divine magic grant their own spells?

Yes. Creatures with divine rank 0 or higher simply grant their own spells, even if they were previously a cleric serving a deity. Likewise, such a creature serves as their own holy symbol, they do not need to wield one. For such a creature, they need not worry about their deity granting them different spells than desired, though they still can't provide spells opposed to their own nature (such as a lawful good deity providing them self with chaotic or evil descriptor spells).

This doesn't apply to proxies or certain abominations.

2. Do divinities who are also warlocks grant their own powers?

Yes. This can happen earlier than divinity. An epic level warlock who becomes something more than mortal, usually an outsider though other types such as fey, dragon or undead are possible, may be able to draw on their own power. Warlock powers draw on eldritch energies mortals normally don't have access to. A character of that power isn't so limited and may be able to strike out on their own.

The free agent feat below allows a warlock to strike out on their own. It's mostly a fluff feat, as there's little mechanical impetus for a warlock to serve their dark powers, it's all flavor. So do bear that in mind, it's great if you're playing the dark and tragic type, but someone like Mei would find it useless.

In any case, a creature with divine rank 0 or higher is their own patron. They don't need the free agent feat to do it, they're become something far greater than other creatures and are thus beyond the influence of a patron.

Free Agent [Epic]
Prerequisite: Eldritch Blast+10d6, one of the following types: dragon, fey, outsider or undead
Benefit: You are more than mortal and no longer bound to the demands of your dark patrons. Through intense study you become something that can channel the infernal energies of a warlock directly and thus grant yourself your own powers. This frees you from any demands from your former patrons, though they may attempt revenge against you. Your power is your own no matter how dark, you no longer have any internal struggle over your tortured soul and may be any alignment you wish without impact on your warlock powers.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 16, 2016, 01:59:18 AM
Is Greater Mighty Wallop Eldrich Tapestry legal?
Title: Re: Random DM nagging.
Post by: Anastasia on November 16, 2016, 02:04:25 AM
Refresh me on tapestry rules?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 16, 2016, 02:13:36 AM
You can't affect objects with spells cast into your eldritch tapestry, even if those objects are held by your allies (for instance, you can't use eldritch tapestry to deliver a greater magic weapon spell).

Found it. Missed it twice when I read through it, it's like a single line mention at the end. The target of Wallop is a bludgeoning melee weapon, so it shouldn't be legal. Unless you wanna get weird with monk weapons being their body.
Title: Re: Random DM nagging.
Post by: Anastasia on November 16, 2016, 03:00:37 AM
Quote from: Iron Dragoon on November 16, 2016, 02:13:36 AM
You can't affect objects with spells cast into your eldritch tapestry, even if those objects are held by your allies (for instance, you can't use eldritch tapestry to deliver a greater magic weapon spell).

Found it. Missed it twice when I read through it, it's like a single line mention at the end. The target of Wallop is a bludgeoning melee weapon, so it shouldn't be legal. Unless you wanna get weird with monk weapons being their body.

An monk's unarmed strikes can be treated as manufactured or natural weapons, whichever is more advantageous to them in a given situation. As a natural weapon is part of a creature's body, it's not a distinct object and could thus be targeted by greater mighty wallop in an eldritch tapestry. However, it would only be legal for monks or creatures with natural attacks.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 19, 2016, 01:16:56 AM
Surraruthru gains Half-Celestial Template! Loses 4 levels of Monk. Monk BAB and Saves increase the same as Outsider, so those don't change. Likewise, they also use the same Hit Die, so that doesn't change.

Monk Losses:
Chaos Monk 12: Displacing Stance (50%), Wall Walker 60 ft. (ACF)
Chaos Monk 13: Diamond Soul
Chaos Monk 14: Wall Walker 70 ft. (ACF)
Chaos Monk 15: Quivering Palm

Half Celestial Gains:
Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
+48 HP
+16 Skill Points
+1 Natural Armor
SLAs: Protection from evil 3/day, bless, Aid, detect evil, Cure serious wounds, neutralize poison, Holy smite, remove disease, Dispel evil, Holy word, Holy aura 3/day, hallow, Mass charm monster, Summon monster IX (celestials only), Resurrection
Daylight (Su), Smite Evil (Su), Immunity to Disease, Spell Resistance 34, Resistance 10 to Acid/Cold/Electricity, Damage Reduction 10/Magic
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2016, 01:19:03 AM
Okay, make sure to adjust your unarmed damage for the loss of four monk levels. Any monk AC bonus as well, if it works out that way.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 19, 2016, 01:20:05 AM
Already did on the unarmed damage, and I wear armor, so no monk AC. I was to multi-attribute to really do Wis to Armor effectively.
Title: Re: Random DM nagging.
Post by: Anastasia on November 19, 2016, 02:54:06 AM
What armor do you wear?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 19, 2016, 02:54:41 AM
Mithril Chain Shirt +5, 26,100gp: +9 AC, no armor check penalty.
Title: Re: Random DM nagging.
Post by: Ebiris on November 19, 2016, 06:09:11 AM
Wait, we gain saves and bab from level adjustment levels? I thought they were blank levels that didn't give anything on their side of the gestalt when they're taken.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 19, 2016, 09:58:32 AM
Uh, I dunno? I got that stuff from my Dragon levels, so I just carried it over with Half-Celestial. It's not directly from Half-Celestial, but from Outsider since it says it made me an Outsider.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2016, 12:30:09 PM
ANNOUNCEMENT:

As of now, we have a diceroller on the forums. For now we're not going to use it for B3, as I'm still experimenting with it and seeing how it works. A more permanent ruling will come in a day or two.

---

In unrelated news, early sleep + power outage in the morning means DM work is greatly behind. Bear with me.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2016, 12:32:27 PM
The diceroller seems reasonably secure, it'll roll and reroll dice each time you preview and again on making the post. There doesn't seem to be an obvious way to spoof it, so that's good.

There is a problem with adding multiple dice to the same roll. Let's take something like a longsword blow with some extra damage dice. In this case it's 1d8+5+1d6+2d6+1d6.

[blockquote]Rolled 1d8+5 : 3 + 5, total 8
Rolled 1d6+2 : 5 + 2, total 7
Rolled 1d6 : 4, total 4[/blockquote]

As you can see, it isn't designed to roll multiple sets of dice at once. Can anyone figure out a way to work around this smoothly?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 23, 2016, 02:41:24 PM
If not, I don't mind doing the math to total it up from here. Having a forum-based dice roller is outstanding and I'll do whatever is needed to work with it.
Title: Re: Random DM nagging.
Post by: Corwin on November 23, 2016, 03:08:48 PM
What if you edit the post? Let's see~

(http://www.soulriders.net/SMFTest/Themes/core/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20-1 : 5 - 1, total 4

I see~

[blockquote]Rolled 1d6 : 1, total 1[/blockquote]

Amusing
Title: Re: Random DM nagging.
Post by: Corwin on November 23, 2016, 03:12:12 PM
Just reject any edited posts with rolls and it works?
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2016, 03:21:39 PM
I'll probably allow either. I personally prefer dicebot rolls, but if you want or need to use the SR roller that's okay too.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 23, 2016, 04:00:40 PM
Dice roll test vs. AC 50, Muirfinn. Test 1

Spoiler: ShowHide
[blockquote]Unarmed 1d20+44 : 7 + 44, total 51[/blockquote]
[blockquote]Unarmed 1d20+44 : 8 + 44, total 52[/blockquote]
[blockquote]Unarmed 1d20+39 : 12 + 39, total 51[/blockquote]
[blockquote]Unarmed 1d20+34 : 3 + 34, total 37[/blockquote]
[blockquote]Unarmed 1d20+29 : 7 + 29, total 36[/blockquote]
[blockquote]Claw 1d20+40 : 14 + 40, total 54[/blockquote]
[blockquote]Claw 1d20+40 : 7 + 40, total 47[/blockquote]
[blockquote]Wing 1d20+40 : 6 + 40, total 46[/blockquote]
[blockquote]Wing 1d20+40 : 1 + 40, total 41[/blockquote]
[blockquote]Tail 1d20+40 : 8 + 40, total 48[/blockquote]


Dice roll test vs. AC 50, Muirfinn. Test 2

Spoiler: ShowHide
[blockquote]Unarmed 1d20+44 : 10 + 44, total 54
Unarmed 1d20+44 : 13 + 44, total 57
Unarmed 1d20+39 : 18 + 39, total 57
Unarmed 1d20+34 : 12 + 34, total 46
Unarmed 1d20+29 : 16 + 29, total 45
Claw 1d20+40 : 1 + 40, total 41
Claw 1d20+40 : 14 + 40, total 54
Wing 1d20+40 : 12 + 40, total 52
Wing 1d20+40 : 9 + 40, total 49
Tail 1d20+40 : 15 + 40, total 55[/blockquote]


Dice roll test vs. AC 50, Muirfinn. Test 3

Spoiler: ShowHide
[blockquote]Unarmed 1d20+44 : 12 + 44, total 56
Unarmed 1d20+44 : 10 + 44, total 54
Unarmed 1d20+39 : 8 + 39, total 47
Unarmed 1d20+34 : 3 + 34, total 37
Unarmed 1d20+29 : 13 + 29, total 42
Claw 1d20+40 : 15 + 40, total 55
Claw 1d20+40 : 16 + 40, total 56
Wing 1d20+40 : 9 + 40, total 49
Wing 1d20+40 : 14 + 40, total 54
Tail 1d20+40 : 9 + 40, total 49[/blockquote]

Title: Re: Random DM nagging.
Post by: Yuthirin on November 23, 2016, 04:01:33 PM
Second or third options work. First option is way too spread out.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2016, 04:17:20 PM
Show me the format you used for them?
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2016, 04:18:16 PM
Note: DM edit, rolls were not changed. They are still valid.

Rolled 1d6 : 5, total 5

Test.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 23, 2016, 04:29:21 PM
As mod you can see  pre-edit post right ?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 23, 2016, 04:37:59 PM
Spoiler: ShowHide
[code]Dice roll test vs. AC 50, Muirfinn. Test 1

[spoiler]Unarmed 1d20+44 : 7 + 44, total 51
Unarmed 1d20+44 : 8 + 44, total 52
Unarmed 1d20+39 : 12 + 39, total 51
Unarmed 1d20+34 : 3 + 34, total 37
Unarmed 1d20+29 : 7 + 29, total 36
Claw 1d20+40 : 14 + 40, total 54
Claw 1d20+40 : 7 + 40, total 47
Wing 1d20+40 : 6 + 40, total 46
Wing 1d20+40 : 1 + 40, total 41
Tail 1d20+40 : 8 + 40, total 48


Dice roll test vs. AC 50, Muirfinn. Test 2

Spoiler: ShowHide
Unarmed 1d20+44 : 10 + 44, total 54
Unarmed 1d20+44 : 13 + 44, total 57
Unarmed 1d20+39 : 18 + 39, total 57
Unarmed 1d20+34 : 12 + 34, total 46
Unarmed 1d20+29 : 16 + 29, total 45
Claw 1d20+40 : 1 + 40, total 41
Claw 1d20+40 : 14 + 40, total 54
Wing 1d20+40 : 12 + 40, total 52
Wing 1d20+40 : 9 + 40, total 49
Tail 1d20+40 : 15 + 40, total 55


Dice roll test vs. AC 50, Muirfinn. Test 3

Spoiler: ShowHide
Unarmed 1d20+44 : 12 + 44, total 56
Unarmed 1d20+44 : 10 + 44, total 54
Unarmed 1d20+39 : 8 + 39, total 47
Unarmed 1d20+34 : 3 + 34, total 37
Unarmed 1d20+29 : 13 + 29, total 42
Claw 1d20+40 : 15 + 40, total 55
Claw 1d20+40 : 16 + 40, total 56
Wing 1d20+40 : 9 + 40, total 49
Wing 1d20+40 : 14 + 40, total 54
Tail 1d20+40 : 9 + 40, total 49
[/code][/spoiler]

This didn't work. Basically, I did them each line roll roll, so:

[blockquote]Rolled 1d4+1 : 1 + 1, total 2[/blockquote]
[blockquote]Rolled 1d4+2 : 4 + 2, total 6[/blockquote]
[blockquote]Rolled 1d4+3 : 2 + 3, total 5[/blockquote]


This produced the separated lines that took up a lot of space.

The second set looked like this:

[blockquote]Rolled 1d4+1 : 2 + 1, total 3
Rolled 1d4+2 : 1 + 2, total 3
Rolled 1d4+3 : 1 + 3, total 4[/blockquote]


The third set looked like this:

[blockquote]Rolled 1d4+1 : 2 + 1, total 3
Rolled 1d4+2 : 1 + 2, total 3
Rolled 1d4+3 : 2 + 3, total 5[/blockquote]
Title: Re: Random DM nagging.
Post by: Yuthirin on November 23, 2016, 04:45:54 PM
god damn it even rolls it in the code block
Title: Re: Random DM nagging.
Post by: Anastasia on November 26, 2016, 12:47:35 AM
How's it looking, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on November 26, 2016, 02:28:20 AM
I'll figure it out. Give me a while. Basically, don't close the role tag at the end of each role. Close it after the total set of rules
Title: Re: Random DM nagging.
Post by: Anastasia on November 26, 2016, 12:15:47 PM
Sure, keep me updated.
Title: Re: Random DM nagging.
Post by: Anastasia on November 27, 2016, 10:03:06 PM
Quote from: Ebiris on November 19, 2016, 06:09:11 AM
Wait, we gain saves and bab from level adjustment levels? I thought they were blank levels that didn't give anything on their side of the gestalt when they're taken.

Okay, could someone clarify since I might've been mixed up in this case.

Are we using LA being racial HD for this game or is that just B5 and later things? Quick survey, y'all.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 27, 2016, 10:20:09 PM
I thought it was. I mean, that's what *I've* been doing. I think.
Title: Re: Random DM nagging.
Post by: Nephrite on November 28, 2016, 09:30:32 AM
My understanding is that LA was just the stats/abilities from the class as a bonus and nothing else. I'm pretty sure for Moore his base HP was calculated from the Bard side for the first 8 levels.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2016, 12:03:45 PM
Need a quick survey from all PCs: What are all of you doing next? You're all currently at Aurora and preparing for the devil summit, but there's time before that.
Title: Re: Random DM nagging.
Post by: Ebiris on November 28, 2016, 12:04:21 PM
Going to Thalasia to get the first embers of goldenfire.
Title: Re: Random DM nagging.
Post by: Nephrite on November 28, 2016, 12:48:13 PM
Talk to Glitterosm about some possible numerological paths he might take to improve his abilities.
Title: Re: Random DM nagging.
Post by: Corwin on November 28, 2016, 01:33:04 PM
Goldenfire.
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2016, 01:55:54 PM
Fantastic. Iddy? Yuth? Feel free to chime in here.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 28, 2016, 02:15:04 PM
Research, Living vault, Meet Hope, Scarf thing with Bubbles, Goldenfire, and Treasure hunting are on my to-do list.

Edit: Since goldenfire is on the list for others already, starting there seems good.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 28, 2016, 02:59:04 PM
Working on getting Gytha integrated and finding out what the hell he thinks he's doing
Title: Re: Random DM nagging.
Post by: Anastasia on November 28, 2016, 03:10:12 PM
Cool. Off to make your thread.
Title: Re: Random DM nagging.
Post by: Nephrite on December 01, 2016, 01:15:54 PM
Hey, listen! Don't forget about my spell!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 01, 2016, 03:19:45 PM
So I did some work on the Numerology challenge thing. I haven't finished yet, but I plan to. In the mean time, here's what I've gotten so far:

493. 5. 3. 390944. 5920. 49. 580284208424. 54935. 5938. 0928300. 384. 589382984298. 49. 1.

493: 4 being death, 9 being wildness constrained, and 3 being truth, it lends towards the truth of the universe being that all things die being a truth that needs to be constrained or chained, taken to mean mastered. Mastering death itself would allow a being to control at least a portion of the truth of the universe.

5: A great power. Taken in with 493, it seems likely there's a devil trying to make a run at defying or controlling death to get to a power that would be normally locked away, and doing so by mastering the duality of his existence on multiple levels; physical, spiritual, and the balance of his existence.

3: Another truth reference. Taken with the above, it's probably a truth that can reassert itself, or is fighting against the devil in some way.

390944: Taken as a whole, a possible reference to a truth locked away at the core of the hells or of devils, a truth hidden or trapped in hell. With 0, it could be the truth of the void, followed by another 9 reference, it could be a loop that forces the existence of the nine hells or the truth of them, to be tied to the void, neither existing without the other. Followed by dual 4s there's likely two paths to the power or understanding locked in this truth, and that you can't rely on one without the other. Matches with the duality of life/death and the hells/heavens.

5920: This series is similar to the above, but instead of referencing something on a planar/universal scale, it's reduced down to the individual. The self-standing in for the planes, and the 9 specifying a specific devil. The duality, and the 2, of this implies that it's a devil tied to the existence of the hells themselves, and vice-versa. Following with the 0 could imply that without one, all turns to void. Taken with the 390944 series, it could imply that the individual referenced could be a type of gatekeeper or a thing that maintains the co-existence between them, and without it, the hells would become void.

49: This lends itself to the binding of death and the hells. Perhaps death is the binding that constrains the chaos of the hells. Taking this with the above, it could be that constraint of death is what holds the hells together and away from the void; as devils reincarnate when killed typically.

580284208424: 5 is another mention of power, while 8 is limbo, followed by 0, the null or void. These taken together as a block inside the series, defined by the zero separating the block, could lead to mean the path of power could lie in the fabric of limbo; of madness tamed and thus creation. Following this with 2 is another mention of duality; the insanity of limbo breeding creation. Life is ordered, but wild creation, unordered creation, breeds life. Life from chaos. Following the duality with another mention of limbo/wild creation and 4 as a path to power is likely a mistake here. Taken with the rest of the series, it seems likely that it's meant to represent the self/body/soul/truth/death portion of the definition; I.E.- the wild creation of limbo is what is producing the self/body/soul/truth/death, with the duality number indicating a focus on the body and soul with 0 ending the block. The next block begins with limbo or wild creation again, with 4/2/4 following it, indicating a focus on the duality of the 4s; two fours and the number 2. This could mean that the core of limbo's wild creation is the duality of the body and soul, defined by the death portion of 4. Taken together as whole, the series seems to say that within the core fabric of limbo, that which causes madness, contains the secret of creation, and that true creation causes madness. This madness causes life to breed endlessly and untamed, and that's a true, universal level power. With 27's relationship with Aurora and Aurora seeming to becoming a gathering place for Anarch, it could mean that Limbo is hedging its bets against whatever devil(s) are trying to use the link between death/void and Limbo to gain a path to the power of true creation. It could also mean that there's a link between 27 and the generation of Anarchs in Aurora; 27 likely has a far deeper connection to the fabric of Limbo than anyone realizes. It could be that the madness of Limbo has gained a consciousness of sorts and chosen 27 to be its agent to find suitable champions to become its agents/defenders.

54935: Looking at this series, it seems to work as an entire statement instead of blocks, like the previous ones. The numbers seem to flow together better than the others. It seems that the 5 is to represent the death portion of the number as indicated by the four, meaning that the gate to power is through death. The 9 seems to indicate that the hells are the chains of death followed by the 3 meaning absolute truth and power of death as a universal truth and prefacing 5, leading me to believe that the intent is to focus on the first four; the truth of the self/body/soul/truth as a path. Taken together it seems to say that through death, power is found. The power to control and constrain all of creation, and that the path is found through the self and the death of the self.

5938: This seems to flow together like the previous series. Death/path to power, the hells/constraining/binding, the truth, and limbo/wild creation again. Taken together, it could mean Death is controlled/chained by the hells, which is used to bind/constrain the wild creation and madness of Limbo.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 01, 2016, 05:52:58 PM
Quote from: Iron Dragoon on December 01, 2016, 03:19:45 PM493: 4 being death, 9 being wildness constrained, and 3 being truth, it lends towards the truth of the universe being that all things die being a truth that needs to be constrained or chained, taken to mean mastered. Mastering death itself would allow a being to control at least a portion of the truth of the universe.
Necromancy is the true path to power. You heard it here first, folks.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2016, 01:43:54 PM
Not commenting on the numerology stuff due to DM blah blah blah.

Neph, could you quote the greater improvisation spell for me real quick? Thanks.
Title: Re: Random DM nagging.
Post by: Nephrite on December 02, 2016, 01:48:30 PM
Greater Improvisation
Transmutation
Level: Bard 7 (8?),
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

This spell functions as Improvisation, except as noted above. In addition, the 'pool' of luck is three times your caster level.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2016, 10:59:06 PM
Yuth: Once you're done and it's proofread, if all's good I can move over to the R&S board if you like.

Not posting there is more about stopping random comments in random threads, when they're meant to go to nagging or other misc topics instead.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2016, 11:01:42 PM
Quote from: Nephrite on December 02, 2016, 01:48:30 PM
Greater Improvisation
Transmutation
Level: Bard 7 (8?),
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

This spell functions as Improvisation, except as noted above. In addition, the 'pool' of luck is three times your caster level.

Greater Improvisation
Transmutation
Level: Brd 7
Duration: 10 minutes/level

This spell is identical to improvisation, except the duration is 10 minutes per caster level and the pool of luck is three times your caster level.

Sound good? It's basically paying the spell levels for more luck and a higher duration.
Title: Re: Random DM nagging.
Post by: Anastasia on December 02, 2016, 11:02:48 PM
Iddy: Checked and yeah, my mistake on the half celestial hit dice, I was wrong. Go ahead and fix that up real quick.

Got mixed up with other games.
Title: Re: Random DM nagging.
Post by: Nephrite on December 02, 2016, 11:21:49 PM
Dune: Yes, I'm fine with that.
Title: Re: Random DM nagging.
Post by: Anastasia on December 04, 2016, 12:04:13 AM
Quotefamilial pods of three

Not counting offspring?

QuoteThose who favor pursuits into magical studies tend to favor the manipulation of water and Water spells.

I'd suggest removing the capitalization from water and rewriting it to something like '...tend to favor spells that manipulate water' or some such.

QuoteThe home plane of the Irrigo was a land almost entirely submerged under water. Average depth was 100 ft.

I'd suggest combining those two sentences or adding something to the second sentence, as it reads choppily. Also irrigo being capitalized there doesn't match how you've been capitalizing it in the rest of the article.

QuoteH'ph'n (pronounced HO-fin), whose name means "Spire", is a city built into a massive spike of volcanic rock which breaches the surface of the water far above the sea floor.

B'l'sh'n (pronounced Bolo-shen), whose names means "Suspended over Darkness", is a city suspended on a calcified sea-hemp trellis over a deep-sea trench.

These cities are a memory since the irrigo homeworld's gone, so shouldn't those be referred to as 'was a city' or some such, rather than 'is a city'?

Also, the apostrophe is used in place of vowels in the irrigo alphabet? How do you distinguish which vowel an apostrophe represents? This one isn't a critique but a genuine question, since I'm curious.

QuoteThe overwhelming majority of irrigo worship the triune god M'ph's-T'l-H'k (prounounced Mef-ISS Tell HO-k). Aspects of their creation can be seen in their physiology, which favors threes. Three eyes, clusters of three tendrils, and three genders.

Three is a powerful number, certainly. I believe you mentioned that the irrigo ultimately rose to Arborea, so that suggests ties to other triune figures there, such as Queen Morwel or Angharradh.

QuoteSpellcasters are common, and psions are not unheard of. Clergy tend to be found in communities, though wandering or hermit clerics are fairly regular. In general, clerics of M'ph's-T'l-H'k tend toward artistry and any temples toward them are both ornate and colorfully decorated.

I'd think psions would be more common, as the race is naturally psionic. Not a big deal though and that does fit Balmuria's take on psionics being fairly rare compared to magic.



Title: Re: Random DM nagging.
Post by: Nephrite on December 05, 2016, 01:00:06 PM
Just noting I'm replacing Greater Shadow Conjuration with Greater Improvisation.
Title: Re: Random DM nagging.
Post by: Corwin on December 08, 2016, 05:26:41 PM
Now that we have one of the first embers of goldenfire, how does it translate to a Taelfagn defense?
Title: Re: Random DM nagging.
Post by: Anastasia on December 08, 2016, 11:28:20 PM
Quote from: Corwin on December 08, 2016, 05:26:41 PM
Now that we have one of the first embers of goldenfire, how does it translate to a Taelfagn defense?

This'll take a bit of studying it, do you?
Title: Re: Random DM nagging.
Post by: Ebiris on December 09, 2016, 02:47:08 AM
Afina figured she'd just have to forge it into a weapon or something, but she'll do the requisite studying while Jaela was off with her Antenora visit or something?
Title: Re: Random DM nagging.
Post by: Corwin on December 09, 2016, 04:39:38 AM
Yeah, that works. We did have to wait a day till Anty was available. I can contribute my knowledge, too.
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2016, 02:03:58 PM
That's fine.

If properly forged, you discover that the ember will bestow on you some of the first energies of Creation. A time when nothing was assured and destiny was purely what one makes of it. Limitless potential is in your hands, allowing you to be exempt from destiny, as you instead forge a new one.

This makes you a wildcard. You naturally break things like prophecies or manipulations so long as you have the weapon. Powers that directly control destiny fail against you. Divinations that attempt to discern your future actions fail.
Title: Re: Random DM nagging.
Post by: Corwin on December 09, 2016, 02:05:36 PM
Let's forge it!
Title: Re: Random DM nagging.
Post by: Ebiris on December 09, 2016, 02:05:58 PM
I guess I can make it into a spearhead for Jaela?
Title: Re: Random DM nagging.
Post by: Anastasia on December 09, 2016, 02:21:02 PM
You can form it into any one weapon you like. Choose as you will.
Title: Re: Random DM nagging.
Post by: Corwin on December 09, 2016, 02:22:37 PM
It'd be cool if you're fine with it.
Title: Re: Random DM nagging.
Post by: Ebiris on December 09, 2016, 02:25:35 PM
I got the last superweapon, and I know you were disappointed at never getting 21. Jaela can have this one.
Title: Re: Random DM nagging.
Post by: Anastasia on December 10, 2016, 11:25:06 PM
A spear then?
Title: Re: Random DM nagging.
Post by: Corwin on December 11, 2016, 12:01:00 AM
Yes.
Title: Re: Random DM nagging.
Post by: Nephrite on December 14, 2016, 12:56:26 PM
Just something I'm doing for fun and I had a spontaneous idea about. It's probably too strong a spell, but I figured why not.

Cartography
Divination
Level: Ranger 3, Bard 5, Druid 5 (Should these be higher? I don't know)
Components: V, S, AF, DF,
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous

When you cast this spell, you are surrounded by a nimbus of blue light. In your mind, a map unfolds of the location you are in, showing you the layout, hallways, doors, stairs and other locations within.

When the light fades, you retain his knowledge. You instantly gain an overview of the dungeon or location you are currently in, which can include a cave, castle, dungeon or any other place that you happen to find yourself in. This spell does show secret passages but cannot penetrate locations sealed or hidden by magical means. This spell also does not give you an idea of where any creatures or objects may be located, including traps, only an understanding of your location as if you were looking at a map.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2016, 10:12:31 PM
Cheesy question:

I've been very vigilant over which Powers Known I have, since there isn't a table like spellcasters have. Basically I built my power list as though I were leveling, only selecting powers that would have been available to me at that level.

My question is, did I have to do this? If I were to redo my powers, could I choose any powers known as though all powers were received at my current level?
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2016, 10:13:15 PM
If you rebuild, I'd rule you'd have to. Same way you can't use your level 1 feat when retraining to select something you couldn't qualify for at level 1.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2016, 10:14:01 PM
Though to be honest? With the way psionics are structured, I'm not sure it's a giant deal either way.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2016, 10:16:23 PM
Quote from: Anastasia on December 14, 2016, 10:14:01 PM
Though to be honest? With the way psionics are structured, I'm not sure it's a giant deal either way.
Okay then.

Also, since you told me to, here's the power I plan on taking at next level for my new discipline bonus power. (http://www.d20srd.org/srd/psionic/powers/astralSeed.htm)
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2016, 10:20:01 PM
Looks solid enough. Cheating death by psicrystal? The ten day thing holds it back a fair bit, unless there's shenanigans afoot to sidestep that.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2016, 10:24:17 PM
I'm willing to lose 10 days to avoid permanent death. Pretty tired of rerolling. Also, out of ideas.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2016, 10:26:19 PM
Quote from: Yuthirin on December 14, 2016, 10:24:17 PM
I'm willing to lose 10 days to avoid permanent death. Pretty tired of rerolling. Also, out of ideas.

Fair enough.

At least Muirfinn may see the light of day again.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 14, 2016, 10:31:02 PM
Quote from: Yuthirin on December 14, 2016, 10:24:17 PM
I'm willing to lose 10 days to avoid permanent death. Pretty tired of rerolling. Also, out of ideas.

Also, Gytha is around now, and he's creating abominations flesh monstrosities atrocities against creation bodies.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2016, 10:32:44 PM
Quote from: Yuthirin on December 14, 2016, 10:31:02 PM
Quote from: Yuthirin on December 14, 2016, 10:24:17 PM
I'm willing to lose 10 days to avoid permanent death. Pretty tired of rerolling. Also, out of ideas.

Also, Gytha is around now, and he's creating abominations flesh monstrosities atrocities against creation bodies.

That is true. To be honest, you two could probably come up with an improved version of it. Would probably be an epic power, though.
Title: Re: Random DM nagging.
Post by: Anastasia on December 14, 2016, 11:12:05 PM
Quote from: Nephrite on December 14, 2016, 12:56:26 PM
Just something I'm doing for fun and I had a spontaneous idea about. It's probably too strong a spell, but I figured why not.

Cartography
Divination
Level: Ranger 3, Bard 5, Druid 5 (Should these be higher? I don't know)
Components: V, S, AF, DF,
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous

When you cast this spell, you are surrounded by a nimbus of blue light. In your mind, a map unfolds of the location you are in, showing you the layout, hallways, doors, stairs and other locations within.

When the light fades, you retain his knowledge. You instantly gain an overview of the dungeon or location you are currently in, which can include a cave, castle, dungeon or any other place that you happen to find yourself in. This spell does show secret passages but cannot penetrate locations sealed or hidden by magical means. This spell also does not give you an idea of where any creatures or objects may be located, including traps, only an understanding of your location as if you were looking at a map.

1. Probably needs a more firm limit on the area it covers. Otherwise you could get up to shenanigans with it.
2. What spells is this closest too and what level are they? Consider this homework. <_<
Title: Re: Random DM nagging.
Post by: Nephrite on December 14, 2016, 11:18:09 PM
1) I agree, but can't think of anything specific. Maybe limit the actual radius it effects, up to something like X feet per caster level?

Lay of the Land is:
Level: Ranger 1, Consecrated Harrier 1, Bard 4, Druid 4,

Find the Path (which is a lot more specific)
Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6

Locate Object (Not exactly the same but kind of has the idea)
Level:   Brd 2, Clr 3, Sor/Wiz 2, Travel 2

That's all I've really got on spells that do the same sort of thing.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 21, 2016, 12:14:12 AM
Dune, what do you think of this? It's just a copied/upgraded version. I wasn't sure what level to make it, seeing as how you disliked the hijinks of the uncapped version.

Mighty Wallop, Superior
Transmutation
Level: Sorcerer 10, Wizard 10, Spellthief 10
Components: V, S, AF,
Casting Time: 1 standard action
Range: Touch
Target: One bludgeoning melee weapon
Duration: 24 hours
Saving Throw: None (object)
Spell Resistance: No (object)

As Mighty Wallop (Greater), except that the bludgeoning melee weapon damage increases by four size categories.

Focus: A melee weapon.
Title: Re: Random DM nagging.
Post by: Anastasia on December 23, 2016, 11:41:02 AM
Here's some Christmas presents in the form of DM information, y'all. This mostly deals with the recent negotiations.

1. Kaessa's presence at the Muirfinn Negotiations was due to Glasya's court still being determined. Normally this would have been delegated further down the chain, as Kaessa is a Duchess of Hell in all but name and power. To make the best of the situation, Glasya ordered her to help Martinet as much as possible. Nothing wrong with scoring some political points and Glasya had an inkling her father wanted the negotiations to succeed. Her presence and reasons for being there had nothing to do with Aurora. One of the reasons I do stat blocks over on the R&S board is to have characters to pull out when needed for these situations.

2. The devils had a telepathic conversation going. This would be ripe with intrigue and vicious snarking. While not faked, this was deliberately a ploy in case Aurora used a telepathy tap or similar means to listen in. A third means of communication was being used for serious coordination, one hidden by stealth more than power. This wasn't needed and the devils largely wasted cleverness there. Too bad, I had all sorts of dialogue mentally prepped for it.

3. This was probably the one and only chance to save Muirfinn barring managing to capture Lixer or something else exceptional. Congratulations! I'm thrilled to see Muirfinn (and Vivantha) get a happy ending. As the DM I have to be mean, but it doesn't mean I want to see y'all fail. I hope the price is one Creation can bear.

Anyway, attacking Nessus head on is a nonstarter. It's not as impossible as say Chronias since the very act of attacking Chronias is inherently futile, but the difference is vanishingly small.

4. Duke Malphas's representative would have tried to talk up Afina if she wasn't so barbed and aloof. Professional chat is a good a way as any to get your foot into the door.

5. As a general policy, I've been avoiding divine rank for B3 PCs and allies. That's really B1's gig and B3 has enough moving parts without that. If a PC or an NPC somehow obtain it they'd likely be shuffled out of the game. The exceptions are Baleruk and the proxy template. The latter of which could be gotten by a few of you and grants a fleeting DvR0. There is however a secret third exception and finding it is fair game. If you're really on the ball and put some pieces together (OOC here, not worrying about IC knowledge) from various things in B3 and other things I've written, you can make a pretty good guess as to how.

6. Level ups are coming soon, before any planned action on Benfal. Be prepared. Merry Christmas.
Title: Re: Random DM nagging.
Post by: Anastasia on December 26, 2016, 03:36:16 PM
So with Gytha's demiplane, Aurora has more space and a big old ocean to use. What do you all want to do with it? NPC suggestions follow.

The demiplane can be reached by the gate at Aurora's front gate or at the portal hub in the entrance hall. It can return to both spots, though Elena or Galariel can change this in times of defense as needed.

1. Storage for a navy since Jaela's starting one.

2. Refuge for the water elementals and any aquatic creatures. Would help using purely aquatic creatures since they'd have a suitable habitat in Aurora.

3. Construct a small town to center things on, built on docks at the shoreline. Likewise, an underwater village is suggested.

4. Emergency food supply via fishing, kelp harvest and so forth.

Gytha's labs are likewise here but will be covered IC later on.
Title: Re: Random DM nagging.
Post by: Corwin on December 26, 2016, 03:38:02 PM
All of this works. We'll figure out more as we go.
Title: Re: Random DM nagging.
Post by: Nephrite on December 26, 2016, 05:07:12 PM
Does it need to be populated with fish and so on first?
Title: Re: Random DM nagging.
Post by: Yuthirin on December 27, 2016, 12:34:21 PM
Really it's an attached ocean demiplane. We should be able to do everything. We have a large number of citizens, and we don't need to directly supervise everything.
Title: Re: Random DM nagging.
Post by: Nephrite on December 27, 2016, 03:39:57 PM
Is the calling function of gate allowed, but with a 10,000 GP pricetag?
Title: Re: Random DM nagging.
Post by: Anastasia on December 27, 2016, 03:41:42 PM
In this game, we use gate to summon allies from Aurora. Easier for me to manage, plus it fits the nature of the game.
Title: Re: Random DM nagging.
Post by: Nephrite on December 27, 2016, 03:42:14 PM
Roger dodger.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 27, 2016, 07:28:17 PM
Quote from: Anastasia on December 26, 2016, 03:36:16 PM
So with Gytha's demiplane, Aurora has more space and a big old ocean to use. What do you all want to do with it? NPC suggestions follow.

The demiplane can be reached by the gate at Aurora's front gate or at the portal hub in the entrance hall. It can return to both spots, though Elena or Galariel can change this in times of defense as needed.

1. Storage for a navy since Jaela's starting one.

2. Refuge for the water elementals and any aquatic creatures. Would help using purely aquatic creatures since they'd have a suitable habitat in Aurora.

3. Construct a small town to center things on, built on docks at the shoreline. Likewise, an underwater village is suggested.

4. Emergency food supply via fishing, kelp harvest and so forth.

Gytha's labs are likewise here but will be covered IC later on.

Since I felt like covering this in more detail.

1. Naval harbor with attached village. Could expand into a trade hub if we're on a plane that has trade. Putting our citizens to work raises morale and makes them feel useful. We all love morale rewards.

2. Beneath the harbor, or perhaps off to the side, could exist an underwater portion of the surface village. This would allow us to attract aquatic recruits as well as host a possible embassy from Water? I know the tortles and the water elementals would be happy, but there's no reason we can't attract merfolk, aquatic elves, sahuagin, or anything else that wants to play nice. Again, it lets our aquatic and amphibious citizens feel useful.

3. Fish! It's a demiplane, so temperatures can be manipulated to support exotic life. A coral reef could be a nice touch, and it could be used to supply exotic spell components or crafting materials. Additionally, pearl farms. Fish can be acquired as easily as scooping out a lake or ocean with a spell or net. Exotic fish may require dedicated purchases, but if they can provide positive effects, I see no reason why we can't support this. Hell, Tryll would be pleased to dedicate some time to it if necessary. Also, Baleruk likes giant fish. Keeping our half-mad draco-abomination happy is probably a good idea.

Really, we've just installed an extremely large swimming pool. I can think of a lot of things to do with it.
Title: Re: Random DM nagging.
Post by: Anastasia on December 28, 2016, 12:44:45 PM
Quote from: Yuthirin on December 27, 2016, 07:28:17 PM1. Naval harbor with attached village. Could expand into a trade hub if we're on a plane that has trade. Putting our citizens to work raises morale and makes them feel useful. We all love morale rewards.

Doable enough.

Quote2. Beneath the harbor, or perhaps off to the side, could exist an underwater portion of the surface village. This would allow us to attract aquatic recruits as well as host a possible embassy from Water? I know the tortles and the water elementals would be happy, but there's no reason we can't attract merfolk, aquatic elves, sahuagin, or anything else that wants to play nice. Again, it lets our aquatic and amphibious citizens feel useful.

All doable. The water elementals would love it and get a morale boost from it, too. Same as the fire elementals having their thing.

Quote3. Fish! It's a demiplane, so temperatures can be manipulated to support exotic life. A coral reef could be a nice touch, and it could be used to supply exotic spell components or crafting materials. Additionally, pearl farms. Fish can be acquired as easily as scooping out a lake or ocean with a spell or net. Exotic fish may require dedicated purchases, but if they can provide positive effects, I see no reason why we can't support this. Hell, Tryll would be pleased to dedicate some time to it if necessary. Also, Baleruk likes giant fish. Keeping our half-mad draco-abomination happy is probably a good idea.

Really, we've just installed an extremely large swimming pool. I can think of a lot of things to do with it.

All of those are doable too, though a time investment. Basic fish are trivial to get and a bit of work can get you most exotic fish. Water if nothing else, y'know?
Title: Re: Random DM nagging.
Post by: Anastasia on January 02, 2017, 09:10:58 AM
Quote from: Iron Dragoon on December 21, 2016, 12:14:12 AM
Dune, what do you think of this? It's just a copied/upgraded version. I wasn't sure what level to make it, seeing as how you disliked the hijinks of the uncapped version.

Mighty Wallop, Superior
Transmutation
Level: Sorcerer 10, Wizard 10, Spellthief 10
Components: V, S, AF,
Casting Time: 1 standard action
Range: Touch
Target: One bludgeoning melee weapon
Duration: 24 hours
Saving Throw: None (object)
Spell Resistance: No (object)

As Mighty Wallop (Greater), except that the bludgeoning melee weapon damage increases by four size categories.

Focus: A melee weapon.

Something like that's okay. I'll work up a version of it in a little bit, need to crunch a few things.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 04, 2017, 12:07:59 AM
For consideration:

Dragon's Skin
Conjuration (Creation)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None (Harmless)
Spell Resistance: No (Harmless)

This spell conjures up a phantasmal dragon which wraps itself around you. By being imbued with the energy of a Dragon, you gain a +10 armor bonus to armor class and 10/Damage Reduction.

Material Component

A single dragon scale
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 02:48:03 AM
Do you mean damage reduction 10/magic?
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 02:54:57 AM
Level ups are coming once the current batch of adventures end and Benfal prep begins. Notes and reminders.

- If you're going to dip, remember that only BAB matters now. Saves are on epic save progression so that isn't a concern.

- Level 25 is a non feat, non stat level. If you want either of those, you'll have to get them from class abilities.

- If you need custom material for the next level up, say so now so it can be prepared. Please don't spring it on me mid-level up.

- Likewise, this is a good time for any purchases. If you want an item for Benfal, get it now. Prep, prep, prep.

- NPCs are hitting level 24, so they get a feat and stat point for sure. Expect a bit of a power spike from several of them. Build charts exist, feel free to go check them out and make recommendations. If you do, post them in here rather than the build chart topic.

- There will be a few days off once we hit level ups, as it takes a lot of time on my end to do NPC level ups. So you'll have time to get your houses in order.
Title: Re: Random DM nagging.
Post by: Nephrite on January 04, 2017, 11:19:35 AM
I'd like to look at an Epic Fatesinger progression if you're willing to work with me on that.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 04, 2017, 11:36:36 AM
Quote from: Anastasia on January 04, 2017, 02:48:03 AM
Do you mean damage reduction 10/magic?

I kinda left that open for you to decide for what's most suitable for the dragon-y defenses theme.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 12:04:59 PM
Quote from: Nephrite on January 04, 2017, 11:19:35 AM
I'd like to look at an Epic Fatesinger progression if you're willing to work with me on that.

Easy enough. Lemme whip one up real quick. This'll just be the bones of the progression, feats can come once that's done.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 12:06:59 PM
Quote from: Iron Dragoon on January 04, 2017, 12:07:59 AM
For consideration:

Dragon's Skin
Conjuration (Creation)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None (Harmless)
Spell Resistance: No (Harmless)

This spell conjures up a phantasmal dragon which wraps itself around you. By being imbued with the energy of a Dragon, you gain a +10 armor bonus to armor class and 10/Damage Reduction.

Material Component

A single dragon scale

10/magic's fine. DR/magic is so trivial at that level that adding that at an hour/level is no big deal.

I would suggest renaming it, as there's a dragonskin spell already.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 12:33:55 PM
Also Neph, check your PMs.
Title: Re: Random DM nagging.
Post by: Nephrite on January 04, 2017, 12:45:04 PM
Done.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 12:47:34 PM
Quote from: Nephrite on January 04, 2017, 12:45:04 PM
Done.

Superb. Don't check your PMs this time, it's just a confirmation of it's what I needed.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 01:36:07 PM
How's this look, Neph? It's just the bones of it, no custom feats or custom material for it. Those can be added a bit later.

[spoiler]

Epic Fatesinger

Hit Die

d6

Skill Points at Each Additional Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+5Bardic music+1 arcane
12+6-+1 arcane
13+6Bonus feat, song of fortune (5 allies)+1 arcane
14+7-+1 arcane
15+7-+1 arcane
16+8Bonus feat, song of fortune (6 allies)+1 arcane
17+8-+1 arcane
18+9-+1 arcane
19+9Bonus feat, song of fortune (7 allies)+1 arcane
20+10-+1 arcane

Bardic Music (Ex)

The epic fatesinger continues to add his fatesinger and bard level together to determine his daily uses of bardic music.

Song of Fortune (Su)

At 13th level and every 3 levels thereafter, the epic fatesinger may target an additional ally with song of fortune.=

Bonus Feats

An epic fatesinger gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Fatesinger Bonus Feat List

Deafening Song, Enhance Spell, Epic Inspiration, Epic Reputation, Epic Skill Focus, Epic Spell Capacity, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Inspire Excellence, Intensify Spell, Lasting Inspiration, Music of the Gods, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Stowaway, Spell Opportunity, Tenacious Magic.

Title: Re: Random DM nagging.
Post by: Nephrite on January 04, 2017, 01:46:49 PM
The only thing would be to change the +1 arcane to +1 existing since that's what Fatesinger is now.
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2017, 02:09:01 PM
It is? Okay, I'll hack that in when I move it over to R&S.

Any preferences on homebrew feats for it?
Title: Re: Random DM nagging.
Post by: Nephrite on January 04, 2017, 02:11:19 PM
Nothing that immediately comes to mind, but I'll look at the other epic feats for similar things and see if I can come up with something.

EDIT: Maybe something that allows some sort of use of something like "Destined Spell" that's really just "Maximize Spell" but given some new fluff.

Perhaps another one that lets people under the effects of Fatesinger songs to not fail automatically on 1s? Or maybe just one for myself?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 04, 2017, 03:46:06 PM
Quote from: Anastasia on January 04, 2017, 12:06:59 PM
10/magic's fine. DR/magic is so trivial at that level that adding that at an hour/level is no big deal.

I would suggest renaming it, as there's a dragonskin spell already.

Surraruthru's Stupendous Dragonskin.
Title: Re: Random DM nagging.
Post by: Anastasia on January 05, 2017, 02:03:17 PM
Surraruthru's Stupendous Dragonskin
Abjuration
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell wraps you phantasmal armor made of dragon's scales, which grants you a +10 armor bonus to armor class and damage reduction 10/magic.

Material Component

A dragon's scale.

---

It's basically a scaled up mage armor with an extra +1 for the damage reduction. I'd normally be leery of it since hour/level duration damage reduction's basically permanent on a caster, but 10/magic at that point's trivial.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2017, 04:36:56 PM
> We should totally fund a tabloid propaganda machine.
<Afina> The pixie reporters have been out of work for a while.
<Zombie_Ko> Yes, quite.
<Zombie_Ko> Make a pixie reporter's day.
> Add it to the Aurora upgrades list.
<Zombie_Ko> If you're serious about it, suggest it in nagging.
> I mean, I dunno? Would it *do* anything?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 04:46:36 PM
It could help morale, depending on how much you control the content. If you spread it beyond Aurora, it wouldn't do anything to help Hell's causes at least.  At worst it's entertainment for Aurora and boosts morale, at best it's that and steers a few hearts and minds away from Baator.
Title: Re: Random DM nagging.
Post by: Nephrite on January 06, 2017, 04:47:54 PM
This is something Moore can help with.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 05:07:54 PM
What do the rest of you think of this idea?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 05:09:40 PM
Okay, barring Tryll, y'all are ready to level up. As such, no session tomorrow and possibly nothing Monday, depending on how fast I get through level ups. Make sure to post level up summaries and all that.

Tryll: Go ahead and post the requested Knowledge check numbers before you level up. That's the last thing in this topic, do it when you can since I know you're traveling + sick.
Title: Re: Random DM nagging.
Post by: Corwin on January 06, 2017, 05:14:23 PM
Quality journalism is a good thing.
Title: Re: Random DM nagging.
Post by: Ebiris on January 06, 2017, 05:16:39 PM
Some sort of Aurora news broadsheet could be fun and useful.
Title: Re: Random DM nagging.
Post by: Ebiris on January 06, 2017, 05:36:43 PM
Level up summary, firesoul mage 9//scout 12

+16hp, +1 bab, bonus scout feat (blind-fight), +1 10th level spell per day, +1 11th level spell known (TBA), burning focus +3, gift of fire, skills. Sadly Afina has been forced to finally drop points into diplomacy. It is a dark day.
Title: Re: Random DM nagging.
Post by: Nephrite on January 06, 2017, 06:02:11 PM
Dune, can you please go back to the epic bard spell list (http://www.soulriders.net/forum/index.php/topic,101729.msg1063892.html#msg1063892) and make sure everything there is what you want? I don't know if you ever officially "finished" it.

Also if whenever you're done you can post it on the houserules board for easy access I would like it very much (https://www.youtube.com/watch?v=H4gE7hrwm1w).

Title: Re: Random DM nagging.
Post by: Corwin on January 06, 2017, 06:15:20 PM
Contemplative//Favored Soul

DR +5, Sonic Resistance +10
+spells
Title: Re: Random DM nagging.
Post by: Corwin on January 06, 2017, 06:16:19 PM
Thoughts on this domain? And the lvl9 spell? http://www.dandwiki.com/wiki/SRD:Animal_Domain
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2017, 07:55:00 PM
Level Up: Grand Weaver 5/Chaos Monk 12

+10 HP, +1 BAB, Displacing Stance (50%), Wall Walker 60 Ft, Unarmored Speed Bonus +40ft, +1Fort/Ref/Will (Monk), Adaptable Tapestry (Dimension Jumper), Flexible Tapestry, 4+9 Skill Points
Spoiler: ShowHide
+1 Concentration, Craft: Weaving, Hide,  K:A/D/H/N/P, Listen, Move Silently, Spellcraft, Spot, Search


Re-allocating Points: -10 Decipher Script, -10 Diplomacy, -10 Bluff, +28 K:M, +2 Search.

Edit: Also +1 11th level spell slot.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 08:40:37 PM
Paper looks like it has interest, great. Is anyone interested in writing anything for it?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 08:44:05 PM
Quote from: Ebiris on January 06, 2017, 05:36:43 PM
Level up summary, firesoul mage 9//scout 12

+16hp, +1 bab, bonus scout feat (blind-fight), +1 10th level spell per day, +1 11th level spell known (TBA), burning focus +3, gift of fire, skills. Sadly Afina has been forced to finally drop points into diplomacy. It is a dark day.

What does burning focus and gift of fire do?

Also, what sort of spell do you want for your 11th level spell?

Finally, why'd you put points into Diplomacy?
Title: Re: Random DM nagging.
Post by: Nephrite on January 06, 2017, 08:45:53 PM
I can handle the paper side of things.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:03:41 PM
Todo for self: Move epic fatesinger to homebrew.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:08:55 PM
Quote from: Nephrite on January 06, 2017, 06:02:11 PM
Dune, can you please go back to the epic bard spell list (http://www.soulriders.net/forum/index.php/topic,101729.msg1063892.html#msg1063892) and make sure everything there is what you want? I don't know if you ever officially "finished" it.

No, but now it is.

QuoteAlso if whenever you're done you can post it on the houserules board for easy access I would like it very much (https://www.youtube.com/watch?v=H4gE7hrwm1w).

It already is: http://www.soulriders.net/forum/index.php?topic=103084.msg1066427#msg1066427

I'm going to move those at some point soon, been meaning to.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:09:39 PM
Quote from: Corwin on January 06, 2017, 06:15:20 PM
Contemplative//Favored Soul

DR +5, Sonic Resistance +10
+spells

Any idea on the spells you're taking? Also, what's that put your DR up to?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:21:50 PM
Quote from: Corwin on January 06, 2017, 06:16:19 PM
Thoughts on this domain? And the lvl9 spell? http://www.dandwiki.com/wiki/SRD:Animal_Domain

Looks fine, needs a few swaps to make it polymorph compliant. Animal shapes and shapechange need to go, there's not much in the SRD of the appropriate levels that fits, so I'd probably have to give and use homebrew or the SC.

Tortoise Shell for 7th and Phantom Bear at 9th, sound good?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:41:10 PM
Quote from: Iron Dragoon on January 06, 2017, 07:55:00 PM
Level Up: Grand Weaver 5/Chaos Monk 12

+10 HP, +1 BAB, Displacing Stance (50%), Wall Walker 60 Ft, Unarmored Speed Bonus +40ft, +1Fort/Ref/Will (Monk), Adaptable Tapestry (Dimension Jumper), Flexible Tapestry, 4+9 Skill Points
Spoiler: ShowHide
+1 Concentration, Craft: Weaving, Hide,  K:A/D/H/N/P, Listen, Move Silently, Spellcraft, Spot, Search


Re-allocating Points: -10 Decipher Script, -10 Diplomacy, -10 Bluff, +28 K:M, +2 Search.

Edit: Also +1 11th level spell slot.

If you're not happy with dimensional jumper, make a homebrew spell.

Remember to remove the monk level up save bonus, as you're on epic save progression now.

What's K:M?
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:41:57 PM
Quote from: Nephrite on January 06, 2017, 08:45:53 PM
I can handle the paper side of things.

That's great. Let me see if anyone else is interested and then we'll talk.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2017, 09:43:41 PM
Quote from: Anastasia on January 06, 2017, 09:41:10 PM
If you're not happy with dimensional jumper, make a homebrew spell.

Remember to remove the monk level up save bonus, as you're on epic save progression now.

What's K:M?

I never actually added the save bonus in because I wasn't sure. Merc answered me, though.

K:Mechanus.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:45:02 PM
Epic fatesinger is up. +1 arcane will be fixed a little later, once I write up the epic feats for it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2017, 09:45:32 PM
Quote from: Anastasia on January 06, 2017, 09:41:57 PM
Quote from: Nephrite on January 06, 2017, 08:45:53 PM
I can handle the paper side of things.

That's great. Let me see if anyone else is interested and then we'll talk.

I might occasionally help out with it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:45:43 PM
Quote from: Iron Dragoon on January 06, 2017, 09:43:41 PM
Quote from: Anastasia on January 06, 2017, 09:41:10 PM
If you're not happy with dimensional jumper, make a homebrew spell.

Remember to remove the monk level up save bonus, as you're on epic save progression now.

What's K:M?

I never actually added the save bonus in because I wasn't sure. Merc answered me, though.

K:Mechanus.

Oh, you mean Knowledge (Local: Mechanus) or something else?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2017, 09:46:21 PM
I guess, yeah. I got a knowledge bonus for Mechanus from that book, so I decided to put ranks into it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 09:48:08 PM
Paste me what you got from that book?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 06, 2017, 09:55:10 PM
It was one of these two:

The Defectors

This book is an in depth study of how Mechanus improves its Inevitables with each successive generation. The focus is on The Defectors, a group of Inevitables that study each generation and make suggestions to reduce defects, hence the name. It is a dense but interesting read, as it naturally builds on itself and draws the reader in through that. You find yourself following and improving and learning from the processes. On one hand, it's strangely distasteful. On the other, you can see how effective it is and how his mind begins to follow the patterns and anticipate where the book is going. You aren't sure what will happen if you keep going and doing this.

Your call if you continue to read, Surraruthru.


The Coming Storm

This book is centered around the Prophecy of Primus and what it believes to be the coming final days of Creation. The first part goes into the Prophecy of Primus, which is a vast calculation by the ruler of Mechanus known as Primus. The result of his calculations decree that Shar will triumph and bring everything to oblivion. From there, the book goes into detail, with every realm crumbling away in a catastrophic, meaningless war that only brings ruin.

The end result is void, now and forever. The last breath of a living creature ceases and all is still. There is nothing, no life, no light, no sound and no movement. An emptiness that will never end and that is the final fate of everything. In this there is no escape and no appeal, only Shar's final victory.

The book claims the only hope is to overthrow law in all forms. Chaos cannot be stopped and will not be stilled. Left unchecked, it will rise as a force to stop Shar and ensure Creation's continued life. So long as law continues, the final stagnation of nothingness is inevitable.

I can't find the exact post, but I got a +2 bonus to K:Mechanus checks.
Title: Re: Random DM nagging.
Post by: Anastasia on January 06, 2017, 11:42:17 PM
Vivantha reaches level 24.

- Lillend 24 and Lilliend Lyricist 3.
- 1 on a d8 for a total of 10 hit points and a grand total of 328 hit points.
- +1 BAB for a total of 24.
- Caster level of her SLAs rise by 1.
- Gains song of flight. Not all that useful at this point, but still not a bad option. Sometimes you need wings.
- No change to saves.
- +1 Dexterity for a total of 28.
- Skills go up as normal.
- She gains the following feat: Epic Spell Capacity(24). This opens up her spellcasting, so time to add in epic bard casting.
- Vivantha gains 4 7th level spells and 1 8th level spell. She selects heal, hiss of sleep, limited wish and mass invisibility. Her 8th level spell is lion's roar.

Solid level up. Most of these will be.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 12:38:37 AM
Kascha reaches level 24.

- Ghaele 24 and Wyrm Wizard 14.
- 1 on a d8 for a total of 8 hit points and a grand total of 279 hit points.
- +1 BAB for a total of 24.
- Spell resistance increases by 1 to 36.
- Caster level of her SLAs rise by 1.
- Gains another instance of spell knowledge. Kascha selects miracle of life.
- Kascha gains 1 10th level spell and 2 11th level spell slots. She aren't being filled yet since see below.
- No change to saves.
- +1 Intelligence for a total of 32.
- Skills go up as normal.
- She gains the following feat: Improved Metamagic(24). This reduces all of her metamagic costs by 1, so this results in a lot of adjustments to her spell list.

Not a bad level up for her. Doesn't change her but it makes her a lot better at what she does.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 07, 2017, 01:13:09 AM
I totally forgot about SLA CLs and SR. Do those go up for me?
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 08:34:29 AM
Quote from: Iron Dragoon on January 07, 2017, 01:13:09 AM
I totally forgot about SLA CLs and SR. Do those go up for me?

What's the source of your SR? As for SLA CLs, those equal your character level if they come from racial powers. So yes, those would rise since I think they're racial for you.
Title: Re: Random DM nagging.
Post by: Ebiris on January 07, 2017, 08:47:34 AM
Quote from: Anastasia on January 06, 2017, 08:44:05 PM
Quote from: Ebiris on January 06, 2017, 05:36:43 PM
Level up summary, firesoul mage 9//scout 12

+16hp, +1 bab, bonus scout feat (blind-fight), +1 10th level spell per day, +1 11th level spell known (TBA), burning focus +3, gift of fire, skills. Sadly Afina has been forced to finally drop points into diplomacy. It is a dark day.

What does burning focus and gift of fire do?

Also, what sort of spell do you want for your 11th level spell?

Finally, why'd you put points into Diplomacy?

Burning focus increases the DC of my fire spells, gift of fire is an SLA I can use a number of times per day equal to my cha mod. It creates a 30 foot radius burst of fire that does my cha mod in d6s to enemies while giving allies weapons the flaming burst property for 5 + cha mod rounds.

Also I get +1 SR as well, thanks for the reminder Iddy.

Points went into diplomacy because she's getting into the nobility now.

As for the spell, I'm not sure. Something flashy and elemental themed fits the bill. I mean a self-buff would be nice and handy but I don't really know how to make something at that level, whereas blastiness never goes out of fashion.

Maybe some sort of elemental bombardment summon? Make a ranged touch attack to throw an elemental monolith at something for lots of damage, and then you also have a monolith around to punch them afterwards! Or have the monolith appear in a big radius elemental blast? Sure won't have any concentration duration though!

Or maybe something prismatic? The concept of the unbreakable barriers and such still works but the actual effects of the prismatic colours lag quite a bit at these levels, so maybe a better version of prismatic spray or something like that?
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 09:11:15 AM
Hanna reaches level 24.

- Planetar 24 and Champion of Gwynharwyf 14.
- 1 on a d12 for a total of 10 hit points and a grand total of 364 hit points. Brutal rolling.
- +1 BAB for a total of 24.
- Spell resistance rises by 1 to 38.
- Caster level of her SLAs rise by 1.
- Damage reduction - rises by 1 for a total of damage reduction 8/-.
- Gains 1 10th level spell slot, 1 domain 11th level slot and 1 11th level slot. She selects another celestial valor for her 10th level spell, while 11th level is an extended war's blessing for the domain slot and super dispelling for the other.
- Gains 1 5th level Champion of Gwynharwyf spell slot. She selects another cure critical wounds.
- No changes to saves.
- +1 Wisdom for a total of 31.
- Skills go up as normal.
- She gains the following feat: Great Ability(Strength)(24). This puts her strength at 32.

Solid level. Hanna gets better at axing things, so that's a win for her.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 09:15:42 AM
Quote from: Ebiris on January 07, 2017, 08:47:34 AMBurning focus increases the DC of my fire spells, gift of fire is an SLA I can use a number of times per day equal to my cha mod. It creates a 30 foot radius burst of fire that does my cha mod in d6s to enemies while giving allies weapons the flaming burst property for 5 + cha mod rounds.

Simmer approves.

QuoteAs for the spell, I'm not sure. Something flashy and elemental themed fits the bill. I mean a self-buff would be nice and handy but I don't really know how to make something at that level, whereas blastiness never goes out of fashion.

Maybe some sort of elemental bombardment summon? Make a ranged touch attack to throw an elemental monolith at something for lots of damage, and then you also have a monolith around to punch them afterwards! Or have the monolith appear in a big radius elemental blast? Sure won't have any concentration duration though!

Or maybe something prismatic? The concept of the unbreakable barriers and such still works but the actual effects of the prismatic colours lag quite a bit at these levels, so maybe a better version of prismatic spray or something like that?

Either of those could work. Go ahead and narrow it down a bit for me to what you want and I'll work with that.
Title: Re: Random DM nagging.
Post by: Ebiris on January 07, 2017, 09:17:22 AM
Oh, while levelling up I'd also like to swap out Ray of Deanimation for Spell Enhancer (spell compendium p198). It's a swift action for +2 CL and +1 DC on your next spell.

Afina needs to get in on that increasing your caster level game and that's a solid start.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 09:23:20 AM
Quote from: Ebiris on January 07, 2017, 09:17:22 AM
Oh, while levelling up I'd also like to swap out Ray of Deanimation for Spell Enhancer (spell compendium p198). It's a swift action for +2 CL and +1 DC on your next spell.

Afina needs to get in on that increasing your caster level game and that's a solid start.

Alrighty then.

How terrifying.
Title: Re: Random DM nagging.
Post by: Nephrite on January 07, 2017, 09:27:31 AM
I'm not sure what the proper level for this spell should be, so feel free to modify. I also don't know if it's too strong!

Acoustics
Transmutation (Evocation?)
Level: Bard 7 (8?),
Components: V, S,
Casting Time: 1 standard action
Range: 50 ft burst, centered on you
Target: You
Duration: 1 min./level (D)

This spell creates an area of magical energy that empowers bardic music. As long as you are heard within this area, your bardic music continues to affect you and your allies as if you were continuing to maintain it. If you or your allies leave this area, then the standard amount of time takes effect as if you had stopped using your bardic music.



Heck, here's another one since I'm bored.


Good Hope, Greater
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 7 (8?)
Components:   V, S
Casting Time:   1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration:   1 min./level
Saving Throw:   Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except the targets receive +4 morale bonuses.

In addition, those affected by this spell receive the benefits of heart's ease.

If It ends up being Bard 8 then the morale bonus could probably go to +5.
Title: Re: Random DM nagging.
Post by: Ebiris on January 07, 2017, 09:37:45 AM
Call Wild Hunt, Lesser
Conjuration (Calling)
Level: Sor/Wiz 11, Drd 11
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft+5ft/2 levels)
Effect: One called creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons one of the Wild Hunt's hounds to do the caster's bidding. The creature serves faithfully and will obey orders from the summoner at all times unless directly overridden by the Master of the Hunt.

To cast this spell safely, a pact with Seelie or Unseelie Court is required. This pact must be made in the presence of a noble fey of at least 21 HD. The pact requires offering something of material or spiritual worth to the Court in question. As a rule of thumb, no less than 100,000 gold should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve fey-kind, but this is rare.

Calling this a lesser version since you only get one hound. I figure there could be a 15th level or so spell that summons the master plus a random number of hounds, but that's a matter for another time.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 10:02:28 AM
Canderella reaches level 24.

- Succubus 24 and Marshal 10.
- 1 on a d8 for a total of 8 hit points and a grand total of 284 hit points.
- +1 BAB for a total of 24.
- Spell resistance rises by 1 to 34.
- Caster level of her SLAs rises by 1.
- Caster level of her sorcerer spells rises by 1. More on this below.
- No change to saves.
- +1 Constitution for a total of 20. Grand total of 308 hit points now.
- Skills go up as usual.
- She gains the following feat: Epic Spell Capacity(24). This grants her 2 10th level spells known. She selects energy immunity and...nothing fits. To the custom spell-mobile.

Canderella's Sudden Thunderbolts
Evocation [Electricity]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Each creature you select with the range of the spell is struck by a thunderbolt from above, which deals 1d6 points of electricity damage per caster level (maximum 20d6).

Anyway, the main draw of this spell is that it lacks the within 30ft part most spells like this has. Every enemy within the range can be targeted, up to her caster level.

Solid level.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 07, 2017, 11:07:34 AM
Quote from: Anastasia on January 07, 2017, 08:34:29 AM
What's the source of your SR? As for SLA CLs, those equal your character level if they come from racial powers. So yes, those would rise since I think they're racial for you.

Half-Celestial: Spell resistance equal to creature's HD + 10 (maximum 35). So yeah, should go up.

Speaking of, I'm now capped at 35. How do I increase my cap?
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 01:00:01 PM
Quote from: Nephrite on January 07, 2017, 09:27:31 AM
I'm not sure what the proper level for this spell should be, so feel free to modify. I also don't know if it's too strong!

Acoustics
Transmutation (Evocation?)
Level: Bard 7 (8?),
Components: V, S,
Casting Time: 1 standard action
Range: 50 ft burst, centered on you
Target: You
Duration: 1 min./level (D)

This spell creates an area of magical energy that empowers bardic music. As long as you are heard within this area, your bardic music continues to affect you and your allies as if you were continuing to maintain it. If you or your allies leave this area, then the standard amount of time takes effect as if you had stopped using your bardic music.

I swear there's a spell that already does this, though the name of it escapes me. Can anyone dig it up?

QuoteGood Hope, Greater
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 7 (8?)
Components:   V, S
Casting Time:   1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration:   1 min./level
Saving Throw:   Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except the targets receive +4 morale bonuses.

In addition, those affected by this spell receive the benefits of heart's ease.

If It ends up being Bard 8 then the morale bonus could probably go to +5.

See this from houserules, it's close to an improved good hope.

Surge of Hope
Enchantment (Compulsion) [Mind-Affecting]
Level: Initiate of Seira 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except that it grants a +4 morale bonus instead of +2. In addition, the targets are immune to fear for the duration of the spell.
Title: Re: Random DM nagging.
Post by: Nephrite on January 07, 2017, 01:17:03 PM
The one I think you're thinking of is Sonorous Hum (http://therafim.wikidot.com/sonorous-hum) and there's also that Echoing ability from the MIC.

As for Surge of Hope, that'd be fine too, but it doesn't currently let Bards use it, so you'd have to fix that!
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 01:27:50 PM
Quote from: Ebiris on January 07, 2017, 09:37:45 AM
Call Wild Hunt, Lesser
Conjuration (Calling)
Level: Sor/Wiz 11, Drd 11
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft+5ft/2 levels)
Effect: One called creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons one of the Wild Hunt's hounds to do the caster's bidding. The creature serves faithfully and will obey orders from the summoner at all times unless directly overridden by the Master of the Hunt.

To cast this spell safely, a pact with Seelie or Unseelie Court is required. This pact must be made in the presence of a noble fey of at least 21 HD. The pact requires offering something of material or spiritual worth to the Court in question. As a rule of thumb, no less than 100,000 gold should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve fey-kind, but this is rare.

Calling this a lesser version since you only get one hound. I figure there could be a 15th level or so spell that summons the master plus a random number of hounds, but that's a matter for another time.

Something like this?

Call the Wild Hound
Conjuration (Calling)
Level: Drd 11, Sor/Wiz 11
Components: V, S, F (see text)
Casting Time: 1 standard action
Range: Closer (25 + 5ft 2/levels)
Effect: One called hound of the hunt
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons one of the Wild Hunt's hounds to do the caster's bidding. The creature serves faithfully and will obey orders from the summoner unless overridden by the Master of the Hunt.

To cast this spell safely, a pact with Seelie or Unseelie Court is required. This pact must be made in the presence of a noble fey of at least 21 HD. The pact requires offering something of material or spiritual worth to the Court in question. As a rule of thumb, no less than 100,000 gold should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve fey-kind, but this is rare.

Focus

The pact described above. Unlike normal focuses, the spell can be cast without it, but risks backfiring or failure as described above.
Title: Re: Random DM nagging.
Post by: Ebiris on January 07, 2017, 01:30:51 PM
Yeah, that looks good. I'll take it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 01:31:06 PM
Quote from: Nephrite on January 07, 2017, 01:17:03 PM
The one I think you're thinking of is Sonorous Hum (http://therafim.wikidot.com/sonorous-hum) and there's also that Echoing ability from the MIC.

As for Surge of Hope, that'd be fine too, but it doesn't currently let Bards use it, so you'd have to fix that!

There's nothing preventing you from researching the spell and adding it as a bard spell. The spell itself is relatively new, as it was made at the end of B1. It's an Initiate of Seira spell only largely because of that. A bard who gets his hands on the notes for the spell from a caster could see about making it a bard spell.

Kascha knows the spell if you want to try that.
Title: Re: Random DM nagging.
Post by: Nephrite on January 07, 2017, 01:32:14 PM
Sure, he can look into that.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 01:38:50 PM
Quote from: Nephrite on January 07, 2017, 01:32:14 PM
Sure, he can look into that.

Done. Surge of Hope is now a bard 6 spell.
Title: Re: Random DM nagging.
Post by: Nephrite on January 07, 2017, 01:47:06 PM
Quote from: Nephrite on January 07, 2017, 01:17:03 PM
The one I think you're thinking of is Sonorous Hum (http://therafim.wikidot.com/sonorous-hum) and there's also that Echoing ability from the MIC.


Sorry, it's not Echoing, it's "Harmonizing" but it is from the MIC. Note to self, add Harmonizing to the harp.
Title: Re: Random DM nagging.
Post by: Nephrite on January 07, 2017, 07:29:04 PM
Bard 25//Fatesinger 11

1 on a d6 (this seems a common theme this time around) for 9 HP and a total of 286. He gets +1 SR which is also nice. +1 bab which is completely worthless but that's okay. Nothing else terribly exciting here.

His various skills go up and Bardic Knack goes up to +13 in anything, which is nice.

On the Bard side he gets 1 more level 8th spell which I'm still working on a custom spell for (if it even ends up being 8th...) worst case he'll probably take something like Great Shadow Evocation which isn't awful.

On the Favored Soul side he gets a new 4th, 5th, and 6th level spell as well as 3 7th level spells, wow. This will take some homework, but I'm pretty sure Greater Planeshift will be one of the 7th level ones.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 08:20:33 PM
Sylvie reaches level 24.

- Factotum 24 and Chameleon 14.
- 8 on a d8 for a total of 16 hit points and a grand total of 321 hit points. Yay, someone broke the 1 train.
- +1 BAB for a total of 24.
- Sylvie gains a 7th level arcane spell slot. She selects greater teleport again since she needs those.
- Sylvie gains a 7th level divine spell slot. She selects greater planeshift since she needs those too.
- No change to saves.
- +1 Intelligence for a total of 40. Sylvie be mindnumbingly smart now.
- Skills go up as normal.
- She gains the following feats: Epic Toughness(24)(Max HP is now 369), Triple Aptitude(C14, combat focus is the default and worked into her statblock, +4 attacks/damage/fort) and Source of Inspiration(F24)

That's a pretty awesome level for her. All three feats are great for her, especially source of inspiration. Being able to use factotum abilities on others instead of yourself? Yowza.
Title: Re: Random DM nagging.
Post by: Anastasia on January 07, 2017, 08:21:52 PM
Quote from: Nephrite on January 07, 2017, 07:29:04 PMOn the Favored Soul side he gets a new 4th, 5th, and 6th level spell as well as 3 7th level spells, wow. This will take some homework, but I'm pretty sure Greater Planeshift will be one of the 7th level ones.

Would recommend it. It's quality of life if nothing else, since being able to travel on your own is important in epic planar adventures.
Title: Re: Random DM nagging.
Post by: Nephrite on January 07, 2017, 08:34:42 PM
Quote from: Anastasia on January 07, 2017, 08:21:52 PM
Quote from: Nephrite on January 07, 2017, 07:29:04 PMOn the Favored Soul side he gets a new 4th, 5th, and 6th level spell as well as 3 7th level spells, wow. This will take some homework, but I'm pretty sure Greater Planeshift will be one of the 7th level ones.

Would recommend it. It's quality of life if nothing else, since being able to travel on your own is important in epic planar adventures.

Agreed. The Gate item is good for groups of people or whatever but it's good for him to have different ways of getting to and fro.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 07:36:31 AM
Elder Magi Tepen reaches level 24.

- Wizard 24 and Factotum 4.
- 8 on a d8 for a total of 16 hit points and a grand total of 276 hit points. Clearly being Sylvie or knowing Sylvie well is the key to avoid the dreaded hit dice 1s.
- +1 BAB for a total of 17.
- Gains 1 10th level and 2 11th level spell slots. He selects another heightened banishment for the 10th level spell. For the 11ths, he selects fog trap and superb dispelling.
- Gains a second AD spell. He selects magic missile since that casting's superfluous to him anyway.
- Gains cunning strike. Eh. If Tepen's in melee things have gone terribly wrong anyway.
- No change to saves.
- +1 Intelligence for a total of 36. This grands him another 1st, 5th and 9th level spell slots. He selects magic missile, break enchantment and wish.
- Skills go up as normal. Also he now has an additional skill point to play with, which he'll invest into craft(alchemy).
- He gains the following feat: Epic Toughness(24). This is sort of a handwave since I don't feel improved metamagic is worth it for him right now and I'm not sure what I want to do with his epic metamagic options.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 07:40:57 AM
Note to self: Go back to other +ints before this and check non epic spells + skills.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 08:57:59 AM
Adrian reaches level 24.

- Rogue 15 and Planar Champion 12.
- 9 on a d10 for a total of 18 hit points and a grand total of 358 hit points.
- +1 BAB for a total of 24.
- +1 spell resistance for a total of 34.
- +1d6 sneak attack for a total of 8d6. More sneak attack is always useful.
- Damage reduction improves to 15/epic. Still not great at this level, but it may matter some now.
- No change to saves.
- +1 Charisma to a total of 15.
- Skills go up as normal.
- He gains the following feat: Pulverize(24). This is a net +7 damage with his greatsword and +6 with his claws.

Solid level. Pulverize really makes it and makes sure his unaugmented damage is still near the top of the boards.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 09:38:10 AM
Misalea reaches level 24.

- Arcane Duelist 14 and Bard 14.
- 6 on a d8 for a total of 10 hit points and a grand total of 215 hit points.
- Enchant chosen weapon rises to +6 for a total of +10 enhancement bonus on Sylis.
- 14th level bard casting. That's on hold since I need to redo her spells.
- No change to saves.
- +1 Charisma to 32.
- Skills go up as normal.
- She gains the following feat: Epic Toughness(24), for a total of 263 hit points.

Good level solely because she really needed the hit points.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 08, 2017, 11:10:07 AM
So I have a bit of a dilemma here. I get to add a spell to the Tapestry that is normally non-legal (I.E. with a range of Personal or such.)

Right now I'm looking at four options:
1) Make an improved Shield Spell.
2) Dimension Jumper.
3) Elemental Body.
4) A custom buff of a type suggested to me.

Right now I'm waffling between 2 & 3. If you have a preference, please let me know.

Edit: As a note, I can pick a different elemental for each person, so we're not restricted on that account for Elemental Body.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 11:26:25 AM
Dana reaches level 24.

- Dwarven Defender 11 and Psychic Warrior 16.
- 12 on a d12 for a total of 20 hit points and a grand total of 344 hit points.
- +1 BAB for a total of 24.
- Another daily use of defensive stance. Never hurts to have reserves.
- +20 power points to her maximum.
- No change to saves.
- +1 Wisdom to 25. This is a change from the build chart, as a single instance of epic toughness will do more than enough to make up for a bit less con.
- Skills go up as normal.
- She gains the following feat: Shield Barrier(24). That's a +10 bonus to Reflex saves for her.
Title: Re: Random DM nagging.
Post by: Ebiris on January 08, 2017, 11:31:52 AM
I don't really have an opinion. I guess AC never hurts so do the shield thing?
Title: Re: Random DM nagging.
Post by: Corwin on January 08, 2017, 02:01:54 PM
I need two lvl11 spells and nothing fits.  :(
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 02:23:00 PM
Sage Vul'lath reaches level 24.

- Savant 22 and Loremaster 14.
- 3 on a d8 for a total of 10 hit points and a grand total of 277 hit points.
- +1 BAB for a total of 22.
- +1 to sneak attack damage thanks to coward.
- +1 power resistance to 28.
- Manifester level for his PLAs rise by 1.
- Gains 1 5th arcane spell for savant. He selects teleport, since sometimes an emergency teleport option's helpful.
- Gains 1 1st level divine spell for savant. He selects another cure light wounds. It's a cultural thing.
- Gains 1 10th and 1 11th level spell slot, as well as his bonus 11th level slot for specialization. For 10th he'll grab another unicorn apocalypse, since it's his big battlefield spell since he has decent sneak attack. Problem: There's no 11th level divinations for a wizard. Time to fix that. He'll take many moments of prescience for his divination spell and epic mage armor for the other.
- No change to saves.
- +1 Constitution for a total of 24. Max HP is now 301.
- Skills go up as normal.
- He selects the following feat: Epic Master of Knowledge(24). +4 to all knowledge skills is handy for him.

Many Moments of Prescience
Divination
Level: Luck 11, Sor/Wiz 11

This spell is identical to moment of prescience, except you can use its effects once, plus an additional number of times equal to your caster level divided by 10. The insight bonus equals your caster level (maximum +30).
Title: Re: Random DM nagging.
Post by: Nephrite on January 08, 2017, 05:20:58 PM
Dune, I found the spell you were thinking of -- it's called Lingering Chorus, it's from Complete Mage.

So I guess the spell would be Greater Lingering Chorus, but this is a temporary one for you to look at to compare.

Lingering Chorus, Greater
Illusion (Figment)
Level: Bard 8,
Components: V, S,
Casting Time: 1 swift action
Range: 0 ft.
Effect: A chorus of phantasmal voices
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Lingering Chorus, except it can maintain any number of your bardic musics, even if you are not currently maintaining them, as long as they are still affecting you or your allies.

Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 05:37:55 PM
Ebony reaches level 24.

- Sylican Angel 24 and Singer of the Celestial Choir 3
- 8 on a d8 for a total of 15 hit points and a grand total of 271 hit points.
- +1 BAB for a total of 24.
- Spell resistance increases by 1 to 34.
- +1 daily uses of bardic music. Always handy.
- Adjusted up inspire heroics and inspire greatness targets for gained levels + effective bard level booster.
- Gains song of purification. It's useful status curing on multiple targets at once. Great when you need it.
- Gains 1 7th and 1 8th level bard spell. She selects probe thoughts and superior invisibility.
- Gains 1 10th level spell known. She'll grab Canderella's sudden thunderbolts. She helped Canderella develop it anyway.
- No change to saves.
- +1 Charisma for a total of 32.
- She selects the following feat: Music of the Gods(24). Just useful in general.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 09:51:27 PM
Balyss reaches level 24.

- Silverstar 14 and Favored Soul 24.
- 2 on a d8 for a total of 8 hit points and a grand total of 248 hit points.
- +1 BAB for a total of +20.
- Moonshield's bonus rises by +2. Not bad, though situational bonuses are always situational.
- Another daily use of prophet's sight. More true seeing for free is always handy.
- Gains 1 10th level favored soul spell slot and 3 11th level favored soul spell slots. She goes with miracle of life for the 10th. For her 11th, she selects lunar healing, moonlight revelation and selune's sight.
- Gains 1 10th level cleric spell, as well as a 11th level domain spell and 1 11th level spell. She selects another quickened heal for 10th. For 11th she goes with a quickened insanity for the domain slot and a quickened holy word for the other.
- No change to saves.
- +1 Charisma.
- Skills go up as normal.
- She selects the following feats: Great Ability(Wisdom)(24) and Rapture of the Prophet(SS14). Prereq issues for the first.

Okay level. I spent hours on it for reasons - you will not believe how much I agonized over her spells and her feats - but it's done.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 10:31:50 PM
Simmer reaches level 24.

- Barbarian 17 and Lord of the Bright Fires 14.
- 4 on a d12 for a total of 13 hit points and a grand total of 346 hit points.
- +1 BAB for a total of 20.
- 1 10th level spell known. She selects create living spell since she's gonna make pets.
- No change to saves.
- +1 Charisma to a total of 30.
- Skills go up as normal.
- She selects the following feat: Ignore Material Components(24).

You can guess where this level is going.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 10:51:45 PM
Hi, your friendly pyrodryad here. I recently selected a new spell to create living spells. To do that, Aurora needs a new laboratory. I'd like it if you all pay for that so I can make lots of cute fiery living spells that'll help out on the battlefield. Thanks!

If you do you're all getting set on fire.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 10:54:38 PM
Page 2! Almost halfway there.

No level up for Ellese yet. This will come up IC once we resume, so be on the lookout for that.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 10:55:01 PM
Also it's nothing bad, just FYI.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 10:58:14 PM
Quote from: Iron Dragoon on January 07, 2017, 11:07:34 AM
Quote from: Anastasia on January 07, 2017, 08:34:29 AM
What's the source of your SR? As for SLA CLs, those equal your character level if they come from racial powers. So yes, those would rise since I think they're racial for you.

Half-Celestial: Spell resistance equal to creature's HD + 10 (maximum 35). So yeah, should go up.

Speaking of, I'm now capped at 35. How do I increase my cap?

As mentioned in chat, I ignore the limit in epic level gameplay. The template wasn't made with it in mind, so I feel allowing it to continue in epic is reasonable.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 11:00:22 PM
Quote from: Iron Dragoon on January 08, 2017, 11:10:07 AM
So I have a bit of a dilemma here. I get to add a spell to the Tapestry that is normally non-legal (I.E. with a range of Personal or such.)

Right now I'm looking at four options:
1) Make an improved Shield Spell.
2) Dimension Jumper.
3) Elemental Body.
4) A custom buff of a type suggested to me.

Right now I'm waffling between 2 & 3. If you have a preference, please let me know.

Edit: As a note, I can pick a different elemental for each person, so we're not restricted on that account for Elemental Body.

Kascha would suggest 1 or 3. Both are good. The problem with 2 is that wards against teleportation are common at your power level, so she'd advise against it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 11:02:41 PM
Quote from: Corwin on January 08, 2017, 02:01:54 PM
I need two lvl11 spells and nothing fits.  :(

Any preferences on spell type, niche to be filled or anything like that? I can blindfire spells out, but it's quicker if you give me something to work with.
Title: Re: Random DM nagging.
Post by: Anastasia on January 08, 2017, 11:08:55 PM
Quote from: Nephrite on January 08, 2017, 05:20:58 PM
Dune, I found the spell you were thinking of -- it's called Lingering Chorus, it's from Complete Mage.

So I guess the spell would be Greater Lingering Chorus, but this is a temporary one for you to look at to compare.

Lingering Chorus, Greater
Illusion (Figment)
Level: Bard 8,
Components: V, S,
Casting Time: 1 swift action
Range: 0 ft.
Effect: A chorus of phantasmal voices
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Lingering Chorus, except it can maintain any number of your bardic musics, even if you are not currently maintaining them, as long as they are still affecting you or your allies.

Okay. I have a few concerns about it but let's try this. They're mostly along the lines of shenanigans about stopping bardic musics and or combining lingering song or whatever the epic feat is and getting crazy. It's probably okay, though. It also needs some clarification on a point. When a music is no longe rmaintained from you and the effects persist, they're on a time limit. Say one's like that for a few rounds and then you cast this spell. Afterwards, do you mean for the post-maintaining duration to reset back to full?

Greater Lingering Chorus
Illusion (Figment)
Level: Brd 8

This spell is functions as lingering chorus, except as noted here. It can maintain any number of your bardic musics, even if you are not currently maintaining them, as long as they are still affecting you or your allies.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2017, 12:56:35 AM
So Balyss took this spell.

Selune's Sight
Transmutation
Level: Clr 11, Drd 11, Rgr 9
Components: V, S, M, special
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The touched creature's vision improves greatly. They gain low-light vision and darkvision 120ft. Within moonlight, the creature sees as clearly as bright daylight and as if under true seeing.

This spell is a mark of Selune's favor and is not known outside of her faith, in part due to the special requirement to cast it.

Special

This spell can only be cast by those that have the Initiate of Selune feat.

Material Component

Moonstone gems worth at least 10,000 gold.

This can be yours if you fork over the 10k for material components. She'll cast it for anyone in Selune's favor, and most everyone in Aurora qualifies. Note it's instantaneous so it can't be dispelled.
Title: Re: Random DM nagging.
Post by: Nephrite on January 09, 2017, 08:45:21 AM
Quote from: Anastasia on January 08, 2017, 11:08:55 PM

Okay. I have a few concerns about it but let's try this. They're mostly along the lines of shenanigans about stopping bardic musics and or combining lingering song or whatever the epic feat is and getting crazy. It's probably okay, though. It also needs some clarification on a point. When a music is no longe rmaintained from you and the effects persist, they're on a time limit. Say one's like that for a few rounds and then you cast this spell. Afterwards, do you mean for the post-maintaining duration to reset back to full?

Greater Lingering Chorus
Illusion (Figment)
Level: Brd 8

This spell is functions as lingering chorus, except as noted here. It can maintain any number of your bardic musics, even if you are not currently maintaining them, as long as they are still affecting you or your allies.

Let's say I start Inspire Courage on Round 1, then on Round 2 start Inspire Greatness and Inspire Heroics via Harmonize. On Round 3, I would then cast this, and it would maintain all three -- I realize the issue with shenanigans, but I would argue that bard 8 isn't exactly a common level to be able to get to in the first place. For what it's worth he's taking Lingering Song as a feat to replace Doomspeak, so under normal circumstances it'd just be for emergencies where he's going to need to do a lot more than singing.

If there's a significant concern you could say it can only support 2 songs, but in that case it'd probably be Bard 7?
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2017, 12:55:42 PM
Crystal reaches level 24.

- Ranger 20 and Defender of the Natural World 10.
- 5 on a d10 for a total of 10 hit points and a grand total of 247. Crystal really needs to fit toughness in there somewhere.
- +1 BAB for a total of 24.
- +1 spell resistance for a total of 37.
- Caster level of her SLAs rise by 1.
- Gains a new favored enemy and a +2 bonus to an old one. First of all, she boosts evil to +6. Only makes sense. Secondly, she selects constructs, as smite favored enemy will let her smite them, which makes her much more effective there. Plus, let's just keep it honest here, it's only a matter of time until Afina's golems go amok and turn everything into a post apocalyptic disaster. Think zombies but with golems instead.
- Gains combined magic. This combines her spell pools into one whole and adds a few other benefits.
- +1 5th level slot. She selects owl's insight. It's technically a paladin slot but she can fill it with a ranger spell, so she does.
- +1 4th level slot. She'll grab another freedom of movement for now.
- No change to saves.
- +1 Charisma.
- She selects the following feat: Tougnhness(24). Time to bite down and get that, so Hope doesn't go kaput by her dying.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2017, 01:22:42 PM
Quote from: Anastasia on July 10, 2016, 05:44:51 PM
Crystal goes from effective ranger level 21 to 22. No change to Hope's stats.
Crystal goes from effective paladin level 22 to 23. No change to Hope's stats.

Next level gets an animal companion boost, but paladin boost is a few away.

Last time's refresher, so it's easier for me to track this.

Crystal goes from effective ranger level 22 to 23. No change to Hope's stats, miscounted by 1 last level.
Crystal goes from effective paladin level 23 to 24. No change to Hope's stats, that's at level 26.
Title: Re: Random DM nagging.
Post by: Nephrite on January 09, 2017, 01:34:02 PM
Going through my equipment and wanted to double check on this: Does a mask take up both of these slots or just one?

* One headband, hat, helmet, or phylactery on the head
* One pair of eye lenses or goggles on or over the eyes

It feels like it should go in the second slot, but wearing a mask and wearing a hat seems like... uh... weird, to me.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 09, 2017, 02:19:04 PM
Dune, think I'm going to go with Elemental Body for my Tapestry spell. Afina won't get a ton out of it, but the immunities it offers and bonuses for basically everyone else are just too solid to really pass up.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2017, 02:57:06 PM
Mirima reaches level 24.

- Fighter 14 and Arcane Duelist 14.
- 1 o a d10 for a total of 8 hit points and a grand total of 307 hit points.
- +1 BAB for a total of 22.
- Enchant chosen weapon rises to +6. Always nice and shiny.
- No change to saves.
- +1 Charisma for a total of 29.
- Skills go up as normal.
- She selects the following feats: Great Ability(Charisma)(24), Greater Weapon Specialization(F14). The fighter bonus feat also gives her +1 saves and +1 CMB/CMD thanks to her ring.

Not the worst level, she got +3 Charisma.
Title: Re: Random DM nagging.
Post by: Nephrite on January 09, 2017, 03:26:24 PM
Favored Soul spell pickups just for the record:

4: Planar Tolerance
5: Wall of Stone
6: Greater Heroism Find the Path
7: Greater Plane Shift, Shield of the Archons, Fortunate Fate
Title: Re: Random DM nagging.
Post by: Corwin on January 09, 2017, 03:42:25 PM
[21:16] <@Rin> I'm hoping to chat about stuff and maybe get some ideas, so whenever you're up for it
[21:21] <@Kotono> Okay, do you at least have any niches or things you need?
[21:30] <@Rin> Last time we took care of an anti-devil spell and a 'stop running away' spell
[21:31] <@Rin> Gae Assail is pretty good for a single target, especially with targets I don't like
[21:33] <@Rin> A large-scale anti-army spell might be nice
[21:33] <@Rin> Something with earthquake and sunburst's range or beyond
[21:34] * @Kotono nods.
[21:34] <@Kotono> So something anti army. Anything else?
[21:34] <@Rin> Maybe light?
[21:35] <@Rin> Say battlefield control with light?
[21:35] <@Rin> Vul'lath made that multiple moments of prescience spell
[21:35] <@Rin> So something that lets me make walls of force for the duration?
[21:35] <@Kotono> That's an idea too.
[21:35] <@Rin> Or prismatic ones? Or whichever
[21:36] * @Kotono nods.
[21:36] <@Rin> Like maybe one per round, free action
[21:36] <@Rin> Or an actual action, but controls/creates more than one
[21:36] * @Kotono nods again.
[21:38] <@Kotono> Okay, toss this conversation into nagging and I'll have it there when I get to this then.
Title: Re: Random DM nagging.
Post by: Anastasia on January 09, 2017, 04:53:47 PM
Morniel reaches level 24.

- Throne Archon 24 and Master Ambassador 14.
- 6 on a d8 for a total of 17 hit points and a grand total of 374 hit points.
- +1 BAB for a total of 24.
- +1 spell resistance to 36.
- Caster level of SLAs rises by 1.
- No change to saves.
- +1 Constitution for a total of 34. HP is now 398.
- Skills go up as normal.
- He selects the following feat: Epic Master of Knowledge(24)

Morniel's levels are rarely impressive, but that's not his role anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2017, 12:35:38 AM
Mirajane reaches level 24.

- Divine Oracle 14 and Sentinel 23.
- 7 on a d10 for a total of 14 hit points and a total of 311 hit points.
- +1 BAB for a total of 24.
- Spell resistance rises by 1 to 36.
- Caster level of her SLAs rises by 1 to 24.
- Trap sense rises by 1 to 25. Yahoo.
- Channel energy rises by 1 to 11d6.
- Gains 1 10th level and 3 11th level favored soul spells. She selects miracle of life for her 10th. For her 11th, she selects summon planetar, stigma and superb dispelling. Summon planetar and stigma are placeholders, I intend to have her make custom spells later. Just not right now due to time constraints.
- Gains 1 5th level sentinel spell. She selects life's grace.
- No change to saves.
- +1 Charisma for a total of 25.
- Skills go up as normal.
- She selects the following feats: Epic Divine Might(24), Great Smiting(S23).

Solid level. More once I get her spells in order.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2017, 01:35:44 PM
Arrel reaches level 24.

- Giant Eagle 15 and Aerial Avenger 14.
- 2 on a d8 for a total of 10 hit points and a grand total of 371 hit points.
- +1 BAB for a total of 22.
- DC of breath weapon and stunning fist rises by 1.
- Daily uses of stunning fist rises by 1.
- +1 to spell resistance for a total of 37.
- Death from above rises by 1 to +3.
- Momentum rises by 1 to +5.
- No change to saves.
- +1 Strength for a total of 36.
- Skills go up as normal.
- He selects the following feats: Superior Initiative(24), Epic Vision of the Skies(AA14).
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 10, 2017, 02:28:22 PM
Dune, would you approve of something along the lines of this:

Fey Blood (General)
You have one or more fey as ancestors, and as a result your druid powers come naturally to you rather than from any great insight into the nature of the world.
Prerequisites: Cha 11+, ability to speak the Sylvan language, humanoid or giant type.
Benefit: Your druid spellcasting powers are based on Charisma rather than Wisdom. To prepare or cast a druid spell, you must have a Charisma score of at least 10 + the spell's level, and you gain bonus spells based on your Charisma score. The DC for saving throws against your druid spells is 10 + the spell's level + your Charisma modifier. This feat does not alter the means by which you prepare or cast druid spells; you must still prepare spells in advance, as normal. Because you are using your natural fey connection to nature as the conduit for your magical powers rather than any great insight, your spells are considered to be partially fey magic. Any druid of 4th level or higher with the Resist Nature's Lure class ability gains a +2 bonus to saving throws against your druid spells.
Special: You may only select this feat at 1st level, though you need not possess the druid class at that time. Your DM may limit this feat to certain appropriate races that would be likely to have crossbred with fey over the history of the campaign world.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2017, 02:51:01 PM
Tannin reaches level 24.

- Vigilante 14 and Battle Dancer 22.
- 7 on a d8 for a total of 13 hit points and a grand total of 241 hit points.
- +1 BAB for a total of 24.
- +1 smite the guilty. Always useful.
- +10ft movement speed bonus. Nice for when he needs to flee.
- 1 new 5th level spell. He selects mirage arcana.
- No change to saves.
- +1 Charisma for a total of 30.
- Skills go up as normal.
- He selects the following feat: Epic Skil Focus(Gather Information)(24)

Nice level, though mostly boosting things he can do than anything new.
Title: Re: Random DM nagging.
Post by: Corwin on January 10, 2017, 03:43:51 PM
Switched some skills I haven't used, prereqs weren't touched. Also switched bonus domains so I would've grabbed Illusion earlier, since its granted power is happily sacrificed to the Ordained Champion gods.

Less Sense Motive and Survival, more writing and painting.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2017, 04:15:18 PM
Stille reaches level 24.

- Sorcerer 1 and Phasic Priest 8. Notably, he's taking stalwart sorcerer.
- 2 on a d8 for a total of 11 hit points and a grand total of 321 hit points.
- +1 BAB for a total of 24.
- Gains waning moon, which is blindsense 20ft. It stacks with his existing blindsense for blindsense 30ft.
- +2 bonus hit points from stalwart sorcerer. 323 hit points after that.
- 1st level sorcerer casting: A bunch of cantrips and critical strike.
- Gains 1 4th, 1 6th, and 2+1 9th level spells. He selects moon bolt and heal for the lower levels. For 9th he selects moonfire and two miracles.
- No change to saves.
- +1 Charisma for a total of 29.
- Skills go up as normal.
- He selects the following faets: Epic Divine Might(24), Eschew Materials(S1), Weapon Focus(Unarmed Strike)(S1)
Eschew Materials feat. Weapon Focus feat.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2017, 04:41:24 PM
The Master reaches level 24.

- Monk 23 and War Dancer 3.
- 2 on a d10 for a total of 8 hit points and a grand total of 312 hit points.
- +1 BAB for a total of 23.
- Daily uses and DC of stunning fist rise by 1.
- Spell resistance rises by 1 to 33.
- +2 bonus to saves against spells and spell-like abilities. Fairly handy for a conditional, since it's a common conditional.
- No change to saves.
- +1 Dexterity for a total of 30. Oh look, his AC went up again.
- He selects the following feats: Infinite Deflection(24), Improved Ki Strike(M23)

Okay level. Infinite deflection means he shuts down ranged touch on him 100%.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 10, 2017, 08:16:45 PM
Dune, I uh, just noticed that Surraruthru didn't take a level 24 Epic feat. I will be correcting this.

Can I select a feat from the Grand Weaver bonus feat list for it, or is it restricted to normal Epic Feat list?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 10, 2017, 08:34:43 PM
Dune, what do you think of this:

Superior Critical

[Epic]

Choose one type of melee weapon, such as a claw or bite. With that weapon, you are capable of killing any creature with a single strike.

Prerequisite:
Improved Critical (Chosen Weapon), Weapon Focus (Chosen Weapon), Greater Weapon Focus (Chosen Weapon)

Benefit

When using the weapon you selected, your threat range is tripled. For example, a longsword usually threatens a critical hit on a roll of 19-20 (two numbers). If a character using a longsword has Superior Critical (longsword), the threat range becomes 16-20 (five numbers).

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2017, 11:57:26 PM
Mei reaches level 24.

- Warlock 24 and Enlightened Spirit 5. This is a deviation from the build chart, so must remember to correct that. Basically, on reflection, she already has warlock + vow of poverty for bonus epic feats. Getting some more class features makes more sense for her.
- Mei gets maximum hit points per hit die, so she gets a 6 on a d6 for a total of 15 hit points and a grand total of 472 hit points.
- +1 BAB for a total of 24.
- Gets a new blast shape invocation (up to greater) from enlightened spirit. She selects eldritch line since she basically has all the good ones already anyway. But hey, variety in attack forms never hurts.
- Gains resistance 5 to two elements. She'll chose acid and fire, so those go up to 20.
- +1d6 eldritch blast to a total of 13d6.
- A new invocation. See below.
- Exalted bonus to armor class rises by 1 to 12.
- Gains damage reduction 15/epic and evil. She already has damage reduction 10/cold iron and evil, so it's now damage reduction 15/cold iron, epic and evil.
- Her deflection bonus to armor class rises by 1 to +4.
- Her natural armor bonus to armor class rises by 1 to +3. Good level for AC.
- No change to saves.
- +1 Charisma for a total of 33.
- Skills go up as normal.
- She selects the following feat: Holy Blast(24). This also nets her an additional 3 hit points to two of her exalted feats, for a total of 475 hit points.

I usually follow build charts, but not this time. Woof.

Heavenly Grace
Epic; 9th
You are protected by the forces of righteousness and safe from death. You are immune to negative energy, energy drain, ability damage and ability drain for 24 hours. Creatures who use these against you suffer 7d6 points of damage each time they do.

Holy Blast [Epic, Exalted]
Prerequisite: Exalted Eldritch Blast, cha 21
Benefit: You deal an extra 2d6 points of damage with your eldritch blast to evil creatures. This stacks with the bonus damage from exalted eldritch blast. This damage increases to 4d6 on a critical hit (6d6 if your critical multiplier is x3 and 8d6 if your critical multiplier is x4).
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2017, 12:59:50 AM
I lied. Posting level up tomorrow.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:16:30 AM
I won't be done until tomorrow anyway, so that works out.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:29:46 AM
Rosa reaches level 24.

- Skullclan Hunter 14 and Fighter 23.
- 4 on a d10 for a total of 12 hit points and a grand total of 319 hit points.
- +1 BAB for a total of 24.
- +1 spell resistance to 35.
- No change to saves.
- +1 Constitution for a total of 18. 343 hit points now.
- Skills go up as normal.
- She selects the following feats: Shield Barrier(24), Sword of Twilight(SCH14).

Feats were great, rest of the level's meh.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 11, 2017, 01:33:25 AM
Quote from: Iron Dragoon on January 10, 2017, 08:16:45 PM
Dune, I uh, just noticed that Surraruthru didn't take a level 24 Epic feat. I will be correcting this.

Can I select a feat from the Grand Weaver bonus feat list for it, or is it restricted to normal Epic Feat list?

Gonna take [Epic] Improved Tapestry. I can now pump level 8 and below spells through the tapestry. MIND BLANK AND SURRARUTHRU'S STUPENDOUS DRAGONSKIN FOR EVERYONE!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 11, 2017, 01:45:27 AM
Note: Need to start research into the dragon heart and Living Vaults.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:55:16 AM
Moonlight reaches level 24.

- Sentinel 24 and Occult Slayer 14.
- She gets max HP per hit die, so 10 on a d10 for a total of 18 hit points and a grand total of 432 hit points.
- +1 BAB for a total of 24.
- Another weekly use of dispel evil, up to 5/week.
- Save bonus vs spells and spell-likes increases to +5.
- No change to saves.
- +1 Charisma for a total of 30. A build chart alteration.
- Skills up as normal.
- She selects the following feats: Great Ability(Strength)(24), Spellcasting Harrier(OS14).
Title: Re: Random DM nagging.
Post by: Corwin on January 11, 2017, 01:01:28 PM
Quote from: Iron Dragoon on January 10, 2017, 08:34:43 PM
Dune, what do you think of this:

Superior Critical

[Epic]

Choose one type of melee weapon, such as a claw or bite. With that weapon, you are capable of killing any creature with a single strike.

Prerequisite:
Improved Critical (Chosen Weapon), Weapon Focus (Chosen Weapon), Greater Weapon Focus (Chosen Weapon)

Benefit

When using the weapon you selected, your threat range is tripled. For example, a longsword usually threatens a critical hit on a roll of 19-20 (two numbers). If a character using a longsword has Superior Critical (longsword), the threat range becomes 16-20 (five numbers).

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

Not Dune but that's not actually tripling, is it?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 11, 2017, 01:18:05 PM
I dunno, I based it off of the improved critical feat, which used the longsword critical range as the example, so I just increased the number they listed by 1.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:22:48 PM
Cresiel reaches level 24.

- Solar 24 and Hellreaver 14.
- As a solar, Cresiel gets maximum hit points per hit die. That's 10 on a d10 for a total of 22 hit points and a grand total of 526 hit points.
- +1 BAB for a total of 24.
- Caster level of his SLAs rise by 1 to 24.
- Regeneration increases by 1 to 16.
- Spell resistance increases by 1 to 37.
- Holy fury points rise by 1 to 23.
- Divine succor rises by 10 to 50.
- No change to saves.
- +1 Charisma for a total of 30.
- He selects the following feat: Soothing Presence(24).
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:49:23 PM
Todo: Move epic shieldmate into epic feats.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:54:57 PM
Bubbles reaches level 24.

- Nymph 24 and Temptress 13.
- 3 on a d6 for a total of 8 hit points and a grand total of 231 hit points.
- +1 BAB for a total of 22.
- Gains 1 10th and 1 11th level spell slot. She selects another mass heal and fog trap.
- +1 temptation points.
- Craven's bonus to SA rises by 1.
- DC of temptations rises by 1 to 30.
- No change to saves.
- +1 Charisma for a total of 28.
- Skills go up as normal.
- She selects the following feat: Epic Toughness(24). 279 hit points after that.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 01:59:07 PM
Todo list

1. Go through nagging, answer/resolve posts.
2. Ilsenine's level up.
3. Loot.
4. Sticky Neph's Aurora fund post.
5. Finnegan rebuild.
6. More spells.
7. More spells.
8. More spells.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:00:38 PM
Quote from: Nephrite on January 09, 2017, 08:45:21 AM
Quote from: Anastasia on January 08, 2017, 11:08:55 PM

Okay. I have a few concerns about it but let's try this. They're mostly along the lines of shenanigans about stopping bardic musics and or combining lingering song or whatever the epic feat is and getting crazy. It's probably okay, though. It also needs some clarification on a point. When a music is no longe rmaintained from you and the effects persist, they're on a time limit. Say one's like that for a few rounds and then you cast this spell. Afterwards, do you mean for the post-maintaining duration to reset back to full?

Greater Lingering Chorus
Illusion (Figment)
Level: Brd 8

This spell is functions as lingering chorus, except as noted here. It can maintain any number of your bardic musics, even if you are not currently maintaining them, as long as they are still affecting you or your allies.

Let's say I start Inspire Courage on Round 1, then on Round 2 start Inspire Greatness and Inspire Heroics via Harmonize. On Round 3, I would then cast this, and it would maintain all three -- I realize the issue with shenanigans, but I would argue that bard 8 isn't exactly a common level to be able to get to in the first place. For what it's worth he's taking Lingering Song as a feat to replace Doomspeak, so under normal circumstances it'd just be for emergencies where he's going to need to do a lot more than singing.

If there's a significant concern you could say it can only support 2 songs, but in that case it'd probably be Bard 7?

It's fine as is then. Okay.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:03:48 PM
Quote from: Nephrite on January 09, 2017, 01:34:02 PM
Going through my equipment and wanted to double check on this: Does a mask take up both of these slots or just one?

* One headband, hat, helmet, or phylactery on the head
* One pair of eye lenses or goggles on or over the eyes

It feels like it should go in the second slot, but wearing a mask and wearing a hat seems like... uh... weird, to me.

Masks take the face slot. See body slots, page 218 of the MIC You can wear a mask with a head slot item (though sometimes odd combination may result in rule 0ing, ask me).
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:04:11 PM
Quote from: Iron Dragoon on January 09, 2017, 02:19:04 PM
Dune, think I'm going to go with Elemental Body for my Tapestry spell. Afina won't get a ton out of it, but the immunities it offers and bonuses for basically everyone else are just too solid to really pass up.

So noted. Have fun with it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:06:34 PM
Quote from: Nephrite on January 09, 2017, 03:26:24 PM
Favored Soul spell pickups just for the record:

4: Planar Tolerance
5: Wall of Stone
6: Greater Heroism Find the Path
7: Greater Plane Shift, Shield of the Archons, Fortunate Fate

Note that Shield of the Archons has the archon component. See page 89 of the BoED. Short version: You need to have the archon subtype to cast it.

Note for transparency: Some angels who are LG and serve Mount Celestia get a pass on this, due to the nature of how angels work in the campaign.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:09:12 PM
Quote from: Iron Dragoon on January 10, 2017, 02:28:22 PM
Dune, would you approve of something along the lines of this:

Fey Blood (General)
You have one or more fey as ancestors, and as a result your druid powers come naturally to you rather than from any great insight into the nature of the world.
Prerequisites: Cha 11+, ability to speak the Sylvan language, humanoid or giant type.
Benefit: Your druid spellcasting powers are based on Charisma rather than Wisdom. To prepare or cast a druid spell, you must have a Charisma score of at least 10 + the spell's level, and you gain bonus spells based on your Charisma score. The DC for saving throws against your druid spells is 10 + the spell's level + your Charisma modifier. This feat does not alter the means by which you prepare or cast druid spells; you must still prepare spells in advance, as normal. Because you are using your natural fey connection to nature as the conduit for your magical powers rather than any great insight, your spells are considered to be partially fey magic. Any druid of 4th level or higher with the Resist Nature's Lure class ability gains a +2 bonus to saving throws against your druid spells.
Special: You may only select this feat at 1st level, though you need not possess the druid class at that time. Your DM may limit this feat to certain appropriate races that would be likely to have crossbred with fey over the history of the campaign world.

I'm...not sure. Let me run some combos and see how a Charisma based druid would work. I'll get back to you on it in a bit.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:09:40 PM
Quote from: Corwin on January 10, 2017, 03:43:51 PM
Switched some skills I haven't used, prereqs weren't touched. Also switched bonus domains so I would've grabbed Illusion earlier, since its granted power is happily sacrificed to the Ordained Champion gods.

Less Sense Motive and Survival, more writing and painting.

Sounds good. Gotta get artistic, right?
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:10:19 PM
Quote from: Iron Dragoon on January 10, 2017, 08:16:45 PM
Dune, I uh, just noticed that Surraruthru didn't take a level 24 Epic feat. I will be correcting this.

Can I select a feat from the Grand Weaver bonus feat list for it, or is it restricted to normal Epic Feat list?

As discussed in chat, it's a feat gained normally rather than a bonus feat. It can be any feat you qualify for.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:16:32 PM
Quote from: Iron Dragoon on January 10, 2017, 08:34:43 PM
Dune, what do you think of this:

Superior Critical

[Epic]

Choose one type of melee weapon, such as a claw or bite. With that weapon, you are capable of killing any creature with a single strike.

Prerequisite:
Improved Critical (Chosen Weapon), Weapon Focus (Chosen Weapon), Greater Weapon Focus (Chosen Weapon)

Benefit

When using the weapon you selected, your threat range is tripled. For example, a longsword usually threatens a critical hit on a roll of 19-20 (two numbers). If a character using a longsword has Superior Critical (longsword), the threat range becomes 16-20 (five numbers).

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

First of all, it would stack to 15-20. Improved crit with a longsword is 17-20, so expanding it again would make it 15-20.

Second of all, eh. There's two crit feats in epic so far. Overwhelming critical (see houserules since it has loosened prereqs) adds bonus damage dice to a critical hit. Devastating critical (see houserules since it has loosened prereqs and a different bonus) increases your critical threat by 1. So a longsword would be x3, a scythe x5 and so on. This feat would be chained to them, probably after devastating critical.

Third, I've been avoiding expanding the crit range further in epic. Largely things add on more damage or bonuses rather than enabling more frequent criticals. For example:

Stygian Critical [Epic]
Prerequisites: Overwhelming Critical, Staggering Critical, str 23
Benefit: When you confirm a critical hit with a weapon for which you have the Improved Critical feat, the target is also slowed for 3 rounds. This overlaps (does not stack) with the benefits from the Staggering Critical feat. In addition, the target must make a Will save (DC 10 + 1/2 your hit dice + Strength modifier) or be confused for 3 rounds as well due to sudden, brief amnesia.

So I wouldn't approve it. I'd suggest thinking more of add ons to crits rather than more crits. Going beyond improved crit range is generally the domain of special abilities rather than feats.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:17:21 PM
Quote from: Iron Dragoon on January 11, 2017, 01:33:25 AM
Quote from: Iron Dragoon on January 10, 2017, 08:16:45 PM
Dune, I uh, just noticed that Surraruthru didn't take a level 24 Epic feat. I will be correcting this.

Can I select a feat from the Grand Weaver bonus feat list for it, or is it restricted to normal Epic Feat list?

Gonna take [Epic] Improved Tapestry. I can now pump level 8 and below spells through the tapestry. MIND BLANK AND SURRARUTHRU'S STUPENDOUS DRAGONSKIN FOR EVERYONE!

Neat, have fun with it.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 02:22:00 PM
Todo

1. Go through nagging, answer/resolve posts.
2. Ilsenine's level up.
3. Loot.
4. Sticky Neph's Aurora fund post.
5. Finnegan rebuild.
6. More spells.
7. More spells.
8. More spells.
[/quote]
Title: Re: Random DM nagging.
Post by: Ebiris on January 11, 2017, 02:26:33 PM
Add Living Spell Laboratory: 50,000 gold; 2 DC 45 K:A checks, 2 DC 45 Appraise checks; 3 days.

Afina can make the Arcana checks by taking 10 for 49. Vul'lath can make the Appraise checks by taking 10 for 47.

Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.

Afina can make the spellcraft and arcana checks by taking 10 for 49.

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.

Tepen can make the arcana and architecture checks by taking 10 for 65.
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 02:40:33 PM
Quote from: Anastasia on January 11, 2017, 02:06:34 PM
Quote from: Nephrite on January 09, 2017, 03:26:24 PM
Favored Soul spell pickups just for the record:

4: Planar Tolerance
5: Wall of Stone
6: Greater Heroism Find the Path
7: Greater Plane Shift, Shield of the Archons, Fortunate Fate

Note that Shield of the Archons has the archon component. See page 89 of the BoED. Short version: You need to have the archon subtype to cast it.

Note for transparency: Some angels who are LG and serve Mount Celestia get a pass on this, due to the nature of how angels work in the campaign.

So noted, even though Moore should totally be an archon pixie!!!! I'll just take Greater Restoration, then.

EDIT: I lied, he's not going to fork over 5000 gold per Greater Restoration cast, so he'll just take Control Weather.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 03:15:48 PM
Quote from: Ebiris on January 11, 2017, 02:26:33 PM
Add Living Spell Laboratory: 50,000 gold; 2 DC 45 K:A checks, 2 DC 45 Appraise checks; 3 days.

Afina can make the Arcana checks by taking 10 for 49. Vul'lath can make the Appraise checks by taking 10 for 47.

Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.

Afina can make the spellcraft and arcana checks by taking 10 for 49.

Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.

Tepen can make the arcana and architecture checks by taking 10 for 65.

These all go without incident. More details coming.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 03:16:54 PM
Todo

1. Go through nagging, answer/resolve posts.
2. Ilsenine's level up.
3. Loot.
4. Sticky Neph's Aurora fund post.
5. Finnegan rebuild.
6. More spells.
7. More spells.
8. More spells.
9. Secret shop update.
10. Build chart updates.
11. Simmer living spells.
12. Training rooms update.
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 03:19:13 PM
Dune, can you help me sort out skill points? I think I've vastly undersold how many I get every level and as such have a surplus but I want to double check.

My math shows as such:

Level 1: 168 ( 6+6+4 ) * 4
Level 2-11: 176 (6+6+4) * 10
Level 12-25: 238 (6+7+4) *14
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 04:37:48 PM
Quote from: Nephrite on January 11, 2017, 03:19:13 PM
Dune, can you help me sort out skill points? I think I've vastly undersold how many I get every level and as such have a surplus but I want to double check.

My math shows as such:

Level 1: 168 ( 6+6+4 ) * 4
Level 2-11: 176 (6+6+4) * 10
Level 12-25: 238 (6+7+4) *14

What are each of those from? Class skill points, Int score and houserule +4?
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 04:38:49 PM
Quote from: Anastasia on January 11, 2017, 04:37:48 PM
Quote from: Nephrite on January 11, 2017, 03:19:13 PM
Dune, can you help me sort out skill points? I think I've vastly undersold how many I get every level and as such have a surplus but I want to double check.

My math shows as such:

Level 1: 168 ( 6+6+4 ) * 4
Level 2-11: 176 (6+6+4) * 10
Level 12-25: 238 (6+7+4) *14

What are each of those from? Class skill points, Int score and houserule +4?

Yes, correct. 6 from class, 6 from INT which then got boosted to 7 at level 12 and the housruled +4.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 04:42:25 PM
Okay, at level 1 you would have a total of 16 skill points per level. For level one that's times 4, so 16*4=64 skill points, enough to put 16 skills to the max of 4 ranks at level 1. How is your math coming up with 168 skill points?
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 04:48:14 PM
Quote from: Anastasia on January 11, 2017, 04:42:25 PM
Okay, at level 1 you would have a total of 16 skill points per level. For level one that's times 4, so 16*4=64 skill points, enough to put 16 skills to the max of 4 ranks at level 1. How is your math coming up with 168 skill points?

You know, that's a really good question, but I have no idea. You know, somehow all of the math appears to be off, so let me redo that...

Level 1: 64
Level 2-11: 160
Level 12-25: 238

462.





Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 04:51:22 PM
Okay then.
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 05:00:39 PM
ANYWAY, the reason I bring it up is I have 420 (15 skills at 28) + 10+15 = 445 skill points which means I have 17 left over.

I'm going to pluck one from Acrobatics to put it at 14 and put one into Intimidate and then the other 17 to just have it at 28 like all the others. You never know when you have to be a Scary Pixie. 

EDIT: Also, please add my purchases to your todo list.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 05:03:00 PM
Acrobatics? Which skill do you mean?
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 05:05:34 PM
Ha ha... for the longest time I've apparently had Acrobatics (like the Pathfinder skill) as one of Moore's skills. I'm not entirely sure how I overlooked that for this long.

I'm just going to change it into Tumble since that's the same spirit of what I was intending.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2017, 06:56:52 PM
Dearest Dunefar,

This is your reminder that the table for bonus Power Points is still not listed in the Homebrew thread.

Love,
Harried Fish-Man
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2017, 07:00:33 PM
Tryll reaches level 25.

- Master Mentalist 2 & Psion 20
- 4 on a d4 for a total of 9 hit points for a grand total of 246 hit points.
- +1 BAB from Master Mentalist.
- Manifester level of his PLAs rise by 1.
- Gains 37+5 power points.
- Skills go up as normal.
- Familiar abilities rise as normal.
- Tryll gains 1 additional power from levels and 1 additional power from Master Mentalist. He selects Assimilate and Astral Seed.
- Tryll restructures his power list, exchanging a number of powers for others. Powers lost: Entangling ectoplasm, crystal shard, crystalstorm. Powers gained: Time hop, psychic reformation, anticipatory strike.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 07:16:27 PM
Quote from: Yuthirin on January 11, 2017, 06:56:52 PM
Dearest Dunefar,

This is your reminder that the table for bonus Power Points is still not listed in the Homebrew thread.

Love,
Harried Fish-Man

I know, I know. Funny story, I swear I did it once but I can't find it now. It drives me crazy since it's like an hour+ of tedious table building to do and argh. I just look at it and go fuuuuuuuck whenever I see it.

Feel like earning tons of brownie points?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2017, 08:06:58 PM
Do you at least know what thread it's in?

Edit: Not in Custom Material.
Title: Re: Random DM nagging.
Post by: Nephrite on January 11, 2017, 09:11:02 PM
Are you looking for this? http://www.soulriders.net/forum/index.php/topic,103118.msg1051200.html#msg1051200  Under Epic Psionics.
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 09:20:47 PM
There it is. I even found it during level ups and forgot about it. It's under that tab, yeah.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2017, 09:42:10 PM
You bloody beauty. I just found it and was on my way over here to post it for brownie points. GIVE ME MY BROWNIE POINTS, BROWNIE!
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2017, 09:44:41 PM
Dune, do you  think you could move that over to Homebrew with the other tables please?
Title: Re: Random DM nagging.
Post by: Anastasia on January 11, 2017, 09:52:24 PM
That's reasonable. Remind me to do that tonight when you're on IRC.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 12, 2017, 01:13:23 AM
Quote from: Anastasia on September 15, 2016, 05:56:45 PM
Quote from: Iron Dragoon on September 15, 2016, 04:49:33 PM
Interested in building a Spellpool into my lair. Maybe combining it with the Living Vault. Living Spellpool Vault or something. I know that vault is still pending.

So noted. Not a lot to do about it immediately, but keep it on the burner for when the Sword of Myr's done.

Reminder.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 11:54:38 AM
Quote from: Yuthirin on January 11, 2017, 09:44:41 PM
Dune, do you  think you could move that over to Homebrew with the other tables please?

Done. It's also still in epic psionics, so you can find it in either place.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 11:55:20 AM
Quote from: Iron Dragoon on January 12, 2017, 01:13:23 AM
Quote from: Anastasia on September 15, 2016, 05:56:45 PM
Quote from: Iron Dragoon on September 15, 2016, 04:49:33 PM
Interested in building a Spellpool into my lair. Maybe combining it with the Living Vault. Living Spellpool Vault or something. I know that vault is still pending.

So noted. Not a lot to do about it immediately, but keep it on the burner for when the Sword of Myr's done.

Reminder.

Okay. Go look up the 10th level spell create spellpool in homebrew's spell collection. Are you clear on how it works?
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 11:56:15 AM
If I'm missing anything, say so now so I can add it.

Todo

1. Go through nagging, answer/resolve posts.
2. Ilsenine's level up.
3. Loot.
4. Sticky Neph's Aurora fund post.
5. Finnegan rebuild.
6. More spells.
7. More spells.
8. More spells.
9. Secret shop update.
10. Build chart updates.
11. Simmer living spells.
12. Training rooms update.
13. Secret DM thing 1.
14. Surraruthru spellpool.
15. Make sure all feats/spells/epic shieldmate is in appropriate R&S topics.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 12, 2017, 11:59:17 AM
Quote from: Anastasia on January 12, 2017, 11:55:20 AM
Okay. Go look up the 10th level spell create spellpool in homebrew's spell collection. Are you clear on how it works?

I do, but I don't have the funds right now, it was more fo a reminder since I had mostly forgotten about it since September.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 12:01:26 PM
Quote from: Iron Dragoon on January 12, 2017, 11:59:17 AM
Quote from: Anastasia on January 12, 2017, 11:55:20 AM
Okay. Go look up the 10th level spell create spellpool in homebrew's spell collection. Are you clear on how it works?

I do, but I don't have the funds right now, it was more fo a reminder since I had mostly forgotten about it since September.

Oh okay, cool.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 12:29:57 PM
Simmer's working on her living spells. Here's a preview of one.

Living Lingering Flames

Size/Type: Huge Ooze
Hit Dice: 31d10+93 (263 hp)
Initiative: +1
Speed: 40ft
Armor Class: 14 (-2 size, +6 deflection)
Base Attack/CMB/CMD: +23/+25/41
Attack: Slam+24 (1d8+4 plus lingering flames)
Full Attack: Slam+24 (1d8+4 plus lingering flames)
Space/Reach: 15ft/15ft
Special Attacks: Lingering flames, engulf.
Special Qualities: Damage reduction 10/magic, spell resistance 41, ooze traits.
Saves: Fort +18, Ref +16, Will +16
Abilities: Str 16, Dex 13, Con 16, Int -, Wis 13, Cha 16
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Lingering Flames (Su)

Targets struck by the living lingering flames take 15d6 points of fire damage, a DC 28 Reflex save halves. The damage repeats for three rounds thereafter, with a new saving throw each time.
Title: Re: Random DM nagging.
Post by: Corwin on January 12, 2017, 02:07:23 PM
Let's drink the happy mage juice!

-25hp, +1 CL
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 02:10:01 PM
Done. Enjoy the stat changes.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 10:43:12 PM
If I'm missing anything, say so now so I can add it.

Todo

1. Go through nagging, answer/resolve posts.
2. Ilsenine's level up.
3. Loot.
4. Sticky Neph's Aurora fund post.
5. Finnegan rebuild.
6. More spells.
7. More spells.
8. More spells.
9. Secret shop update.
10. Build chart updates.
11. Simmer living spells.
12. Training rooms update.
13. Secret DM thing 1.
14. Surraruthru spellpool.
15. Make sure all feats/spells/epic shieldmate is in appropriate R&S topics.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 10:46:18 PM
After some consideration and number tossing, I'm not going to rebuild Finnegan. He's getting the 5 level version of occult slayer grandfathered in and we'll leave him at that. There's a little more to it, but the gist is that it's not a worthwhile way to spend my time, as the benefit's minimal.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 10:48:20 PM
Expect random spells, I'm tossing ideas out and hashing them out fast. Some of these will be aimed at Jaela, others will be ones that were aimed at her but diverged. Comments more than welcomed.

Title: Re: Random DM nagging.
Post by: Yuthirin on January 12, 2017, 11:35:11 PM
I'm gonna need an epic blasting power at some point.
Title: Re: Random DM nagging.
Post by: Anastasia on January 12, 2017, 11:53:32 PM
That makes sense. Are you thinking anything in particular? One of the few epic psionics I made is one.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 13, 2017, 12:41:13 AM
Got a question on feat interactions.

Combat Reflexes: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus.

Improved Combat Reflexes [Epic]: There is no limit to the number of attacks of opportunity you can make in one round. (you still can't make more than one attack of opportunity for a given opportunity.) per d20srd website.

Robilar's Gambit: In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.

Does this mean that each attack a foe swings at me is treated as an individual opportunity for attacks of opportunity? As in, if they swing at me 10 times, I get 10 separate AoO chances at them in return?
Title: Re: Random DM nagging.
Post by: Corwin on January 13, 2017, 04:19:46 AM
Yes. And, in fact, each AoO resolves after their attack, so it'd be his attack #1, your AoO #1, his attack #2, your AoO #2 and so on.
Title: Re: Random DM nagging.
Post by: Nephrite on January 13, 2017, 11:19:22 AM
Updated sheet for the purchases. Moore has a respectable 311 HP and 56 AC now, wow!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 13, 2017, 12:14:53 PM
Okay, does the AoO from Robilar's Gambit apply only to who's attacking you, or if you're surrounded by four guys and one fires off 10 attacks, do you get 1 AoO on everyone surrounding you for each one of the 10 attacks?
Title: Re: Random DM nagging.
Post by: Corwin on January 13, 2017, 12:25:42 PM
You only AoO the one triggering it. You get an attack of opportunity, which is limited in scale from a normal attack.
Title: Re: Random DM nagging.
Post by: Anastasia on January 13, 2017, 12:30:21 PM
Cor's correct.

The only real reason you need improved combat reflexes is if you're running gambit or another gimmick that eats AoOs like candy (see Sealtiel over on the R&S board, he has one).
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 13, 2017, 08:46:39 PM
For consideration and correction, since there are almost no decent buff spells for level 8 Sorc/Wiz:

Insight of the Dragon Princess

Transmutation
Level: Sorc/Wiz 8,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, the image of Seira wraps around the target's head. The image fades as you bestow your ally with comprehension.
The subject gains a +10 insight bonus to Wisdom.

Agility of the Dragon Princess

Transmutation
Level: Sorc/Wiz 8,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: No

Drawing on the inspiration of Seira, the Dragon Princess, you imbue the target with a drop of her grace, granting them a +10 sacred bonus to Dexterity.

Strength of the Dragon Princess

Transmutation
Level: Sorc/Wiz 8,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you cast this spell, a great roar of power sounds in the distance; an echo of Seira's call to battle. The sound fades as you bestow your ally with power inspired by the Dragon Princess, granting them a +10 sacred bonus to Strength.

Mind of the Dragon Princess

Transmutation
Level: Sorc/Wiz 8,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you cast this spell, the sound of pages turning sounds and a feeling of understanding settles over you. As the feeling fades your ability to learn about the world increases, granting the target a +10 insight bonus to Intelligence.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2017, 02:19:22 AM
Offical post of Surraruthru going insane copying spells from the Library into his Blessed Book.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 12:19:50 PM
That's cool. Any particular preferences?
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 01:00:41 PM
Quote from: Iron Dragoon on January 13, 2017, 08:46:39 PM
For consideration and correction, since there are almost no decent buff spells for level 8 Sorc/Wiz:

Insight of the Dragon Princess

Transmutation
Level: Sorc/Wiz 8,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, the image of Seira wraps around the target's head. The image fades as you bestow your ally with comprehension.
The subject gains a +10 insight bonus to Wisdom.

I'm going to ignore minor formatting problems for this. Those are no big deal and I'll fix them on my end.

Anyway, let's look at a similar spell Jaela uses. It's also level 8 so it's a great one to compare it to.

Quote
Righteous Halo
Transmutation [Good, Light]
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until discharged

Holy light washes over you as you call upon your patron deity's power. This nimbus of divine power coalescing around your form shines brightly, as if daylight had been cast upon your person.

You get a +4 sacred bonus to your Charisma score.

As an immediate action, you can discharge the magic to gain a +8 Sacred bonus to Charisma for 1 round. The spell ends after you use it in this manner.

Divine Focus

The holy symbol of your deity.

In the case of hour/level spells or longer ones, it's less oomph into the power of the spell and more into the duration. I'd suggest using that spell as a measuring stick and go with something like this.

---

Insight of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

(Add descriptive sentence here, do not forget) The target of this spell gains a +4 insight bonus to Wisdom.

---

I consider insight and sacred to be interchangeable here for total power level, as both are non-enhancement bonuses. This one trades it improving to a touch spell over personal/you in exchange for dropping the burst option righteous halo has. The duration differences are trivial at this level. I might include a non-costly material component to slightly rebalance the spell and add some flavor (as in one eschew materials would cover, as well as a spell component pouch). You could use this basic template for the other three spells, since it's basically the same thing with different ability score bonuses.
Title: Re: Random DM nagging.
Post by: Nephrite on January 16, 2017, 01:27:07 PM
Some ideas for Dune/Cor, not sure these are balanced/good/whatever

This is just an upscaled Sunburst with extra effects that work on evil creatures. It might be too strong as 11th? I dunno.

Searing Radiance
Evocation [Light]
Level:   Drd 11, Sor/Wiz 11, Clr 11 (Sun?)
Components:   V, S, M/DF
Casting Time:   1 standard action
Range:   Long (600 ft. + 60 ft./level)
Area:   120-ft.-radius burst
Duration:   Instantaneous
Saving Throw:   Fortitude; see text
Spell Resistance:   Yes

Searing Radiance greates a sudden burst of radiant light in the area you designate. All evil creatures in the radius are blinded and take 9d6 points of damage. Creatures to which light, such as sunlight, is harmful or unnatural take double damage. A successful fortitude save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 30d6), or half damage if a Fortitude save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

In addition, the radiant light heals any good creatures in the area affected for the same amount as the damage roll on the spell.

Searing Radiance also dispels any darkness spells of level 11th or lower.


Illuminated Wall
Conjuration [Light]
Level: Clr 11, Drd 11, Sor/Wiz 11
Component: V, S, F
Casting Time: 1 standard action
Range: Medium (75 ft. + 5 ft./level)
Area: 20 ft (+4 ft./level)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: None

This spell functions as a wall of force except as noted here.

This wall is also not invisible, and appears as a sparkling array of bright light.

If the wall is destroyed by a disintegration effect, it will explode in a blinding array of light. Any creature within 30 feet of the wall must succeed on a Fortitude save or be blinded for 4 rounds.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 01:31:16 PM
Quote from: Corwin on January 09, 2017, 03:42:25 PM
[21:16] <@Rin> I'm hoping to chat about stuff and maybe get some ideas, so whenever you're up for it
[21:21] <@Kotono> Okay, do you at least have any niches or things you need?
[21:30] <@Rin> Last time we took care of an anti-devil spell and a 'stop running away' spell
[21:31] <@Rin> Gae Assail is pretty good for a single target, especially with targets I don't like
[21:33] <@Rin> A large-scale anti-army spell might be nice
[21:33] <@Rin> Something with earthquake and sunburst's range or beyond

From IRC, this is clarified to be more meaning area of effect. So wide area of effect spells, okay. Let's take this one since it's also an 11th level spell and look at it.

QuoteSharran Nightfall
Necromancy [Evil]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: 1 mile radius centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

All living creatures within the radius (except for worshipers of Shar and servants of Shar) are permanently blinded and deafened. Those blinded forever see the unholy symbol of Shar and nothing else, while those deafened only hear a song that beckons everything towards oblivion. Creatures subjected to either of these for over a month's time inevitably turn suicidal and seek to act on those urges.

Ignoring that the spell is horrifying a sec, is this what you had in mind for range/area of effect? Smaller? Bigger?

Also this spell is borderline a vile spell, I may revise that. Note to self.

Quote[21:34] * @Kotono nods.
[21:34] <@Kotono> So something anti army. Anything else?
[21:34] <@Rin> Maybe light?
[21:35] <@Rin> Say battlefield control with light?

A little more direction there would help. What do you want to do with light? Blinding is the most obvious application, though that reminds me of the spell blinding glory or whatever from the BoED. 9th level, same thing you want, just on a slightly smaller scale. I do mean slightly, since it's 100ft/level if I recall. Ebony used it to hold back all the unpleasant darknesses Secretus's domain had.

If you have something more exotic in your head, say so.

Quote[21:35] <@Rin> Vul'lath made that multiple moments of prescience spell
[21:35] <@Rin> So something that lets me make walls of force for the duration?
[21:35] <@Kotono> That's an idea too.
[21:35] <@Rin> Or prismatic ones? Or whichever
[21:36] * @Kotono nods.
[21:36] <@Rin> Like maybe one per round, free action
[21:36] <@Rin> Or an actual action, but controls/creates more than one
[21:36] * @Kotono nods again.
[21:38] <@Kotono> Okay, toss this conversation into nagging and I'll have it there when I get to this then.

As a general rule, I'm not going to approve anything that further abuses the action economy.

For reference, the barebones of what you suggest is one of Mei's warlock powers. You know the one. Depending on duration I'd put that at 7th to 8th level. Can be narrowed down from there a little more, so go ahead and make a choice between prismatic, force or another type of wall.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 01:45:35 PM
I greatly appreciate the input, even if I'm a little rough on them below.

---

Quote from: Nephrite on January 16, 2017, 01:27:07 PM
Some ideas for Dune/Cor, not sure these are balanced/good/whatever

This is just an upscaled Sunburst with extra effects that work on evil creatures. It might be too strong as 11th? I dunno.

Searing Radiance
Evocation [Light]
Level:   Drd 11, Sor/Wiz 11, Clr 11 (Sun?)
Components:   V, S, M/DF
Casting Time:   1 standard action
Range:   Long (600 ft. + 60 ft./level)
Area:   120-ft.-radius burst
Duration:   Instantaneous
Saving Throw:   Fortitude; see text
Spell Resistance:   Yes

Searing Radiance greates a sudden burst of radiant light in the area you designate. All evil creatures in the radius are blinded and take 9d6 points of damage. Creatures to which light, such as sunlight, is harmful or unnatural take double damage. A successful fortitude save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 30d6), or half damage if a Fortitude save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

In addition, the radiant light heals any good creatures in the area affected for the same amount as the damage roll on the spell.

Searing Radiance also dispels any darkness spells of level 11th or lower.

One relevant problem and why I didn't just make a sunburst+3 spell: Sunburst isn't a cleric spell. It's available to the sun domain, but it's no a mainline cleric spell. It's a druid spell, a sorcerer/wizard spell and a sun domain spell, but not a cleric spell.

It's also likely irrelevant with sunlance around, though I'd have to compare the spells to see how they stack up.

QuoteIlluminated Wall
Conjuration [Light]
Level: Clr 11, Drd 11, Sor/Wiz 11
Component: V, S, F
Casting Time: 1 standard action
Range: Medium (75 ft. + 5 ft./level)
Area: 20 ft (+4 ft./level)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: None

This spell functions as a wall of force except as noted here.

This wall is also not invisible, and appears as a sparkling array of bright light.

If the wall is destroyed by a disintegration effect, it will explode in a blinding array of light. Any creature within 30 feet of the wall must succeed on a Fortitude save or be blinded for 4 rounds.

That's a neat idea, though not close to an 11th level spell. Probably 7th or so, maybe? That's only because disintegration is one of the go-to ways of beating wall of force.

Also medium range is 100ft + 10ft/level.

What's the focus supposed to be?

How come it's a cleric, druid and sorcerer/wizard spell, when the original is purely a sorcerer/wizard spell?
Title: Re: Random DM nagging.
Post by: Nephrite on January 16, 2017, 01:54:20 PM
I forgot to remove the Focus aspect, since I simply borrowed it from the Dire Winter spell, so it probably shouldn't have one.

As for the rest, a big shrug on that since it feels like Sunburst ought to just fall into a Cleric's repertoire without too much fuss.

Here's another badly formatted spell.


Wall of Greater Dispel Magic, Mass
Abjuration
Level: Clr 11, Sor/Wiz 11
Component: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One 10ft. square wall/level
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: None

This spell functions as Wall of Greater Dispel Magic except as noted here. The caster may choose to create the walls in any pattern they wish, including making a cube of walls (this would require 6 uses to cover a 10ft area, for example).


Title: Re: Random DM nagging.
Post by: Yuthirin on January 16, 2017, 06:26:56 PM
Quote from: Nephrite on January 16, 2017, 01:54:20 PM
I forgot to remove the Focus aspect, since I simply borrowed it from the Dire Winter spell, so it probably shouldn't have one.

As for the rest, a big shrug on that since it feels like Sunburst ought to just fall into a Cleric's repertoire without too much fuss.

Here's another badly formatted spell.


Wall of Greater Dispel Magic, Mass
Abjuration
Level: Clr 11, Sor/Wiz 11
Component: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One 10ft. square wall/level
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: None

This spell functions as Wall of Greater Dispel Magic except as noted here. The caster may choose to create the walls in any pattern they wish, including making a cube of walls (this would require 6 uses to cover a 10ft area, for example).

This sounds like something that can't be dispelled. Can you dispel a dispel?
Title: Re: Random DM nagging.
Post by: Nephrite on January 16, 2017, 07:08:10 PM
The entry for Wall of Dispel Magic doesn't mention anything about it acting like a wall of force, so I would presume you could just dispel it, yes.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2017, 07:22:58 PM
Quote from: Anastasia on January 16, 2017, 01:00:41 PM
I consider insight and sacred to be interchangeable here for total power level, as both are non-enhancement bonuses. This one trades it improving to a touch spell over personal/you in exchange for dropping the burst option righteous halo has. The duration differences are trivial at this level. I might include a non-costly material component to slightly rebalance the spell and add some flavor (as in one eschew materials would cover, as well as a spell component pouch). You could use this basic template for the other three spells, since it's basically the same thing with different ability score bonuses.

How do these look:

Insight of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, the image of Seira wraps around the creature touched's head. The target of this spell gains a +4 insight bonus to Wisdom.

Agility of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic grace. The target of this spell gains a +4 sacred bonus to Dexterity.

Strength of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you cast this spell a great roar of power sounds in the distance; an echo of Seira's call to battle. The target of this spell gains a +4 sacred bonus to Strength.

Mind of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you cast this spell the sound of pages turning sounds and a feeling of understanding settles over you. The target of this spell gains a +4 insight bonus to Intelligence.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2017, 07:31:43 PM
Quote from: Anastasia on January 02, 2017, 09:10:58 AM
Quote from: Iron Dragoon on December 21, 2016, 12:14:12 AM
Dune, what do you think of this? It's just a copied/upgraded version. I wasn't sure what level to make it, seeing as how you disliked the hijinks of the uncapped version.

Mighty Wallop, Superior
Transmutation
Level: Sorcerer 10, Wizard 10, Spellthief 10
Components: V, S, AF,
Casting Time: 1 standard action
Range: Touch
Target: One bludgeoning melee weapon
Duration: 24 hours
Saving Throw: None (object)
Spell Resistance: No (object)

As Mighty Wallop (Greater), except that the bludgeoning melee weapon damage increases by four size categories.

Focus: A melee weapon.

Something like that's okay. I'll work up a version of it in a little bit, need to crunch a few things.

Did you get around to finishing this? Relevant because war.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2017, 08:01:47 PM
Everyone attached to the tapestry, I need you to tell me which of these elemental benefits you want (Afina excluded, she gets them all already anyway):

Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).

Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.

Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).

Water: Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 08:05:36 PM
Quote from: Nephrite on January 16, 2017, 01:54:20 PM
I forgot to remove the Focus aspect, since I simply borrowed it from the Dire Winter spell, so it probably shouldn't have one.

As for the rest, a big shrug on that since it feels like Sunburst ought to just fall into a Cleric's repertoire without too much fuss.

Here's another badly formatted spell.


Wall of Greater Dispel Magic, Mass
Abjuration
Level: Clr 11, Sor/Wiz 11
Component: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One 10ft. square wall/level
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: None

This spell functions as Wall of Greater Dispel Magic except as noted here. The caster may choose to create the walls in any pattern they wish, including making a cube of walls (this would require 6 uses to cover a 10ft area, for example).

That's a pretty neat idea for a mass wall spell. Lemme try.

Mass Wall of Greater Dispel Magic
Abjuration
Level: Clr 11 Sor/Wiz 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: One wall/two levels up to 10ft square in area per level per wall; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates many walls of greater dispel magic, one per two caster levels (maximum 15). The caster may choose to create the walls in any pattern they wish, including making a cube of walls to trap a creature within them. Each wall is independent and does not need to touch the other walls, though walls that touch become one contiguous wall.

---

This might need a bit more clarifying text, but it works. It's largely overkill, but it works. Neat.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 08:09:38 PM
Quote from: Nephrite on January 16, 2017, 07:08:10 PM
The entry for Wall of Dispel Magic doesn't mention anything about it acting like a wall of force, so I would presume you could just dispel it, yes.

That's correct. You can dispel a wall of dispel magic normally.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 08:11:06 PM
Quote from: Iron Dragoon on January 16, 2017, 07:22:58 PM
Quote from: Anastasia on January 16, 2017, 01:00:41 PM
I consider insight and sacred to be interchangeable here for total power level, as both are non-enhancement bonuses. This one trades it improving to a touch spell over personal/you in exchange for dropping the burst option righteous halo has. The duration differences are trivial at this level. I might include a non-costly material component to slightly rebalance the spell and add some flavor (as in one eschew materials would cover, as well as a spell component pouch). You could use this basic template for the other three spells, since it's basically the same thing with different ability score bonuses.

How do these look:

Insight of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, the image of Seira wraps around the creature touched's head. The target of this spell gains a +4 insight bonus to Wisdom.

Agility of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic grace. The target of this spell gains a +4 sacred bonus to Dexterity.

Strength of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you cast this spell a great roar of power sounds in the distance; an echo of Seira's call to battle. The target of this spell gains a +4 sacred bonus to Strength.

Mind of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you cast this spell the sound of pages turning sounds and a feeling of understanding settles over you. The target of this spell gains a +4 insight bonus to Intelligence.

Why is one spell SR: Yes (harmless) and the other three aren't? Should be the same for consistency.

That's fine. I'd suggest using insight bonuses across the board or making the ones with a sacred bonus have the good descriptor.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2017, 08:14:59 PM
It has it on one because I dunno. I C/P'd something and I think I messed it up, but yeah. SR: Yes (Harmless) is fine across the board.
I'm good with changing them all to insight as well.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 08:16:07 PM
Quote from: Iron Dragoon on January 16, 2017, 07:31:43 PM
Quote from: Anastasia on January 02, 2017, 09:10:58 AM
Quote from: Iron Dragoon on December 21, 2016, 12:14:12 AM
Dune, what do you think of this? It's just a copied/upgraded version. I wasn't sure what level to make it, seeing as how you disliked the hijinks of the uncapped version.

Mighty Wallop, Superior
Transmutation
Level: Sorcerer 10, Wizard 10, Spellthief 10
Components: V, S, AF,
Casting Time: 1 standard action
Range: Touch
Target: One bludgeoning melee weapon
Duration: 24 hours
Saving Throw: None (object)
Spell Resistance: No (object)

As Mighty Wallop (Greater), except that the bludgeoning melee weapon damage increases by four size categories.

Focus: A melee weapon.

Something like that's okay. I'll work up a version of it in a little bit, need to crunch a few things.

Did you get around to finishing this? Relevant because war.

Superior Mighty Wallop
Transmutation
Level: Sor/Wiz 10, Spellthief 10

As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.

Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2017, 08:17:53 PM
Insight of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, the image of Seira wraps around the creature touched's head. The target of this spell gains a +4 insight bonus to Wisdom.

Agility of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic grace. The target of this spell gains a +4 insight bonus to Dexterity.

Strength of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell a great roar of power sounds in the distance; an echo of Seira's call to battle. The target of this spell gains a +4 insight bonus to Strength.

Mind of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell the sound of pages turning sounds and a feeling of understanding settles over you. The target of this spell gains a +4 insight bonus to Intelligence.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 16, 2017, 08:41:24 PM
Quote from: Iron Dragoon on January 16, 2017, 08:26:38 PM
Casting these before we leave Aurora, so everyone connected to the tapestry gains them, the minutes/level duration spells will be cast last in order to make them extend the longest, listed at the end:

Create Magic Tattoo, CL 26, Duration 24 hours
+1 Luck Bonus on Attack Rolls

Create Magic Tattoo, CL 26, Duration 24 hours
+2 Competence bonus on Attack Rolls

Energy Absorption, CL 26, Duration 26 hours/expended
Spoiler: ShowHide
Subject gains Resistance 10 against all five energy types: Acid, Cold, Electricity, Fire, and Sonic.
As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused. For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage. Hit points in excess of the subject's normal maximum are lost. Taking advantage of this function ends the duration of the spell.


Elemental Body, CL 26, Duration 26 hours
Spoiler: ShowHide

You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.
ou have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water dominant planes. You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.



Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.

Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.

Strength of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Strength.

Mind of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Intelligence.

Mind Blank, CL 26, Duration 24 hours

Spoiler: ShowHide
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.


Stoneskin, CL 26, Duration 260 minutes
Subject gains DR 10/adamantine up to 150 points.

Spell Turning, CL 26, Duration 260 Minutes

Spoiler: ShowHide
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.


Additionally, the below are pre-loaded into the Tapestry for activation as Quiescent Weaving:
Resist Energy, CL 26, Duration 260 Minutes. (4 castings)
Subject gains energy resistance to: Acid, Electricity, Fire, Sonic of 30 points.


This is relevant for all active PCs.
Title: Re: Random DM nagging.
Post by: Nephrite on January 16, 2017, 09:22:33 PM
Quote from: Iron Dragoon on January 16, 2017, 08:01:47 PM
Everyone attached to the tapestry, I need you to tell me which of these elemental benefits you want (Afina excluded, she gets them all already anyway):

Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).

Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.

Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).

Water: Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).

Moore would take the water one.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 10:50:47 PM
Dropping OOC notes in Cor/Eb's threads so they don't miss this.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2017, 10:57:20 PM
Lesson learned: Including tapestry-ing in prep, so it isn't done at the last minute like this. This army battle has enough moving parts, so that should be one settled before I start making topics.

This is as much a note for myself as it is for Iddy.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 22, 2017, 02:01:25 PM
> So on the Contingency thing. Could I have a single Contingency spell activate different spells for different people since I have that class ability that lets me make decisions for different people?
<Kotono> I'd need to check contingency. Post that in nagging.

Class ability:
Flexible Tapestry (Su)
At 5th level, the grand weaver gains a greater control over his eldritch tapestry. When a spell requires decision making on your part, you may make the choice separately for each member of the tapestry.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2017, 01:08:18 AM
There's a a handful of favored soul ACFs posted to homebrew over on the R&S board. They're for followers of Alicia, Chauntea, Auril, Mephisto and Asmodeus. They're leftovers from a booster pack that didn't work out, hence being a bit scattershot and not directly related to B3.

Speaking of, any suggestions for a booster to work on? A theme, a class or mechanic is usually what it works around. The previous ones I've done are exalted feats, factotums, polymorph subschool spells and anti-teleportation measures.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2017, 01:22:28 AM
Quote from: Iron Dragoon on January 22, 2017, 02:01:25 PM
> So on the Contingency thing. Could I have a single Contingency spell activate different spells for different people since I have that class ability that lets me make decisions for different people?
<Kotono> I'd need to check contingency. Post that in nagging.

Class ability:
Flexible Tapestry (Su)
At 5th level, the grand weaver gains a greater control over his eldritch tapestry. When a spell requires decision making on your part, you may make the choice separately for each member of the tapestry.

RAW yes. However, contingency consumes the spell it makes contingent. Therefore each spell you apply would be expended.

The main thing isn't balance (it's a concern but the cap on spell level for contingency likely solves that), but slowdown in play. A bunch of different contingencies are going to slow you down to set up and slow me down to adjudicate.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 23, 2017, 01:23:28 AM
Quote from: Anastasia on January 23, 2017, 01:22:28 AM
RAW yes. However, contingency consumes the spell it makes contingent. Therefore each spell you apply would be expended.

The main thing isn't balance (it's a concern but the cap on spell level for contingency likely solves that), but slowdown in play. A bunch of different contingencies are going to slow you down to set up and slow me down to adjudicate.

Alrighty!
Title: Re: Random DM nagging.
Post by: Nephrite on January 25, 2017, 07:58:27 PM
Is it possible to make a Greater and Superior version of Spell Theft? (Complete Scoundrel, page 104)

Also, do you think we could make a Greater version of Harmonic Void?

Also, I'm looking into getting some more utility spells -- I'm not really worried too much about them being inaccessible right now, but here's a general idea:

*No SR
*No Save (I realize this will probably put it already in 10th or higher category)
*Some sort of short-term disable (stun for 1 round?)
*Some sort of drawback so it isn't just overpowered, like maybe it stuns the user for 2 rounds or something?

I'm willing to work with whatever, I could live with SR but no save if that might make it more in line.

EDIT: Also, are the Aurora projects still in progress? Do we need rolls there or something?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 25, 2017, 08:49:49 PM
Quote from: Nephrite on January 25, 2017, 07:58:27 PM
Is it possible to make a Greater and Superior version of Spell Theft? (Complete Scoundrel, page 104)

Reaving Dispel.
Title: Re: Random DM nagging.
Post by: Nephrite on January 25, 2017, 08:55:02 PM
Dune: Would it be reasonable to make Reaving Dispel a Brd 8 spell? Spell Thief is Brd 4 to Sorc/Wiz 5.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 25, 2017, 09:40:49 PM
I want to summon Cthulhu.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2017, 09:46:44 PM
Quote from: Nephrite on January 25, 2017, 08:55:02 PM
Dune: Would it be reasonable to make Reaving Dispel a Brd 8 spell? Spell Thief is Brd 4 to Sorc/Wiz 5.

That's cool, it fits how dispels work for bards. Consider it a Brd 8 spell.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2017, 09:53:56 PM
Quote from: Yuthirin on January 25, 2017, 09:40:49 PM
I want to summon Cthulhu.

Cthulhu doesn't exist in Balmuria. Something reasonably similar to him could perhaps be pulled from the Far Realm, though this introduces a plethora of difficulties. Creation's designed to keep the Far Realm out, as the Far Realm unravels reality. Spells and rituals to do so are the province of the maddest of madmen, many of whom are obliterated without warning as they follow this path. Those that succeed find their success extremely short lived, as being confronted with something like the Angel of Last Resort, Zaphkiel's Blessing or Salandariel is the likely outcome. Should you somehow overcome those, you'll likely face deities themselves taking the battlefield, even if destroys a Prime Material world.

If you succeed in spite of that and triumph over those odds, your reward is watching reality crumble and getting a fist bump from Shar before you return to oblivion forever.

That image made that entire bit of wordiness worth it.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 25, 2017, 10:02:57 PM
Quote from: Anastasia on January 25, 2017, 09:53:56 PM
Quote from: Yuthirin on January 25, 2017, 09:40:49 PM
I want to summon Cthulhu.

Cthulhu doesn't exist in Balmuria. Something reasonably similar to him could perhaps be pulled from the Far Realm, though this introduces a plethora of difficulties. Creation's designed to keep the Far Realm out, as the Far Realm unravels reality. Spells and rituals to do so are the province of the maddest of madmen, many of whom are obliterated without warning as they follow this path. Those that succeed find their success extremely short lived, as being confronted with something like the Angel of Last Resort, Zaphkiel's Blessing or Salandariel is the likely outcome. Should you somehow overcome those, you'll likely face deities themselves taking the battlefield, even if destroys a Prime Material world.

If you succeed in spite of that and triumph over those odds, your reward is watching reality crumble and getting a fist bump from Shar before you return to oblivion forever.

That image made that entire bit of wordiness worth it.

No no! No! You've got it all wrong! Cthulhu just wants to be your friend!

It's the ponies you have to watch out for.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2017, 10:10:59 PM
Quote from: Nephrite on January 25, 2017, 07:58:27 PM
Is it possible to make a Greater and Superior version of Spell Theft? (Complete Scoundrel, page 104)

Also, do you think we could make a Greater version of Harmonic Void?

Sure, knock yourself out. Throw together what you want and I'll work with it.

QuoteAlso, I'm looking into getting some more utility spells -- I'm not really worried too much about them being inaccessible right now, but here's a general idea:

*No SR
*No Save (I realize this will probably put it already in 10th or higher category)
*Some sort of short-term disable (stun for 1 round?)
*Some sort of drawback so it isn't just overpowered, like maybe it stuns the user for 2 rounds or something?

I'm willing to work with whatever, I could live with SR but no save if that might make it more in line.

No save, no SR shutdown status spells aren't going to happen without a hell of a mitigating factor. This is one of those MAD sort of things. If you use them, the DM's free to use them and odds are you lose big time sooner or later. It might be fun to no save, no SR stun some devil nobles, but it'll suck when the reprisal uses the same idea so you all get TPKed and can't do thing one about it.

When they do happen, they're generally for one of a few reasons.

1. A response to something you do, usually something that's not easy to do or exploiting an unusual weakness. These can often be considered drawbacks to certain tactics and vulnerabilities. I don't use these often. They can be considered the cost of doing business for certain things.

2. Certain non-reproducible and unique racial powers. These are rarest of them all and used with great forbearance and consideration on my end, and rarely with status that outright shut you down like stun or daze. Statuses that don't instantly leave you helpless are more common here. I mean a devil with an aura that automatically stuns you for 3 rounds with no way to stop it is powerful, but it's not really well balanced. A devil with aura that automatically slows you when you're within 30ft of it is far saner, and while nasty, isn't the sort of thing the DM throws you expecting a TPK.

3. Extremely rare circumstances, such as a mortal directly touching a deity's life force. Things like this are so outside of the norm that they're case by case. If you're in a situation like this, you're probably doomed anyway. Heck, Muirfinn and Lief were in a situation like that and they still got saves. Saves with a DC they needed a 20 to beat, but still.

So think very carefully about that sort of spell before you present one to me.

QuoteEDIT: Also, are the Aurora projects still in progress? Do we need rolls there or something?

I believe they were. If I'm in error and the Aurora topic hasn't been updated for them, please tell me immediately and they'll get fixed. Include nagging quotes of the projects on the hook.
Title: Re: Random DM nagging.
Post by: Anastasia on January 25, 2017, 10:14:10 PM
Quote from: Yuthirin on January 25, 2017, 10:02:57 PMNo no! No! You've got it all wrong! Cthulhu just wants to be your friend!

It's the ponies you have to watch out for.

Ponies don't exist in Balmuria. You're safe.
Title: Re: Random DM nagging.
Post by: Nephrite on January 25, 2017, 10:24:29 PM
Here is the post (http://www.soulriders.net/forum/index.php/topic,101784.msg1086343.html#msg1086343) Discussing making the checks. It was also brought up if they scored high enough that there would be discounts, so Moore can help out with skillchecks as needed to give bonuses to those if you want.

As for the spell, I completely understand that creating a "save or die" spell has a lot of ramifications, which is why I was trying to think of good mitigating factors for them, like maybe it makes you and your target invulnerable (like a time stop but it only works on you and the target?) or something similar.

Basically, I'm trying to find a way to make good utility spells but not worry that I haven't pumped the DCs of all my spells up by 10.
Title: Re: Random DM nagging.
Post by: Nephrite on January 26, 2017, 11:27:15 AM
Here's an attempt at a stronger version of Harmonic Void:


Greater Harmonic Void
Abjuration
Level: Bard 8,
Components: V, S,
Casting Time: 1 standard action
Range: 80 ft.
Area: 80-ft.-radius spherical emanation, centered on you
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as Harmonic Void except that it functions on all spells, even those without verbal components and the DC for the Concentration check is 30 + the spell's level.


I'm not entirely sure that even upping the DC to 30+spell level accomplishes a lot, but perhaps it's better used as a group crowd control spell rather than thinking of it as a single target spell. It's also annoying to your allies, so eh.



Anti-Magic Sound
Evocation [Sonic]
Level: Bard 8, Sorc/Wiz 9
Components: V, S,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder, (20 ft radius, 50ft high)
Duration: 1 round/5 caster levels
Saving Throw: No
Spell Resistance: Yes

You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use magic or Supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.

I feel like this one is balanced since nothing really prevents someone from just walking out of it. Now, of course, if you're stuck there with a grapple and then this gets dropped on you...

Both spells are rather similar, but I think they're good on their own merits because they do different things and can be used in different ways, but I figured I'd post them both anyway and see if either one is good enough.
Title: Re: Random DM nagging.
Post by: Nephrite on January 27, 2017, 10:01:25 PM


Magic Scrambler
Evocation [Sonic]
Level: Bard 7, Sorcerer 7, Wizard 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your palm emits a ray of sonic energy at an enemy. You must succeed on a ranged touch attack. If you succeed, your opponent is knocked prone. In addition to this, any creature struck by this suffers 50% spell failure for 1d4 rounds. Deaf enemies or those protected from sonic attacks are immune to this spell.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2017, 10:32:35 PM
THIS IS A REMINDER

Things Dune & I discussed last night: Finding a way to give Calleigh actual character levels and make the dynamic duo more overpowered.

1. Outsider HD
2. Character levels in either Ranger or Psychic Warrior

THIS WAS A REMINDER
Title: Re: Random DM nagging.
Post by: Corwin on January 29, 2017, 05:29:31 AM
Finally caught up on the other threads! Hate to be a nag, but would Hanna die from that attack? Given temp hp, her dr 8/-, rage and fortunate fate her hp wouldn't go past her negative con. She also has the immediate action close wounds spell that could help tip her over and being healing, stop from deteriorating even if she's the only healer in the group.
Title: Re: Random DM nagging.
Post by: Ebiris on January 29, 2017, 08:11:50 AM
Never mind that, she has improved uncanny dodge. So none of that sneak attack damage should have hit.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2017, 11:44:49 AM
Quote from: Nephrite on January 25, 2017, 10:24:29 PM
Here is the post (http://www.soulriders.net/forum/index.php/topic,101784.msg1086343.html#msg1086343) Discussing making the checks. It was also brought up if they scored high enough that there would be discounts, so Moore can help out with skillchecks as needed to give bonuses to those if you want.

Okay, then get together, get the rolls and tell me the final results.

QuoteAs for the spell, I completely understand that creating a "save or die" spell has a lot of ramifications, which is why I was trying to think of good mitigating factors for them, like maybe it makes you and your target invulnerable (like a time stop but it only works on you and the target?) or something similar.

Basically, I'm trying to find a way to make good utility spells but not worry that I haven't pumped the DCs of all my spells up by 10.

Just bear in mind that things you all do is fair game for the enemies to do. I'd rather not raise the escalation stakes that high, since sooner or later it bones all of you a lot more than it bones me. A baddie or boss dying easily? I can work with that. A few PC deaths because of the same tactics used against you? A lot more of a problem, especially if it's something you couldn't do anything about.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2017, 11:51:48 AM
Quote from: Nephrite on January 26, 2017, 11:27:15 AM
Here's an attempt at a stronger version of Harmonic Void:

Greater Harmonic Void
Abjuration
Level: Bard 8,
Components: V, S,
Casting Time: 1 standard action
Range: 80 ft.
Area: 80-ft.-radius spherical emanation, centered on you
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as Harmonic Void except that it functions on all spells, even those without verbal components and the DC for the Concentration check is 30 + the spell's level.


I'm not entirely sure that even upping the DC to 30+spell level accomplishes a lot, but perhaps it's better used as a group crowd control spell rather than thinking of it as a single target spell. It's also annoying to your allies, so eh.

As a good rule of thumb for Concentration checks when you want them to be relevant, I'd suggest assuming your level + 13 is where you want to start. Casters are going to maximize Concentration the large majority of the time, so aim for that. In this case it depends on the spell, so I'd go 35 + spell level instead.

Greater Harmonic Void
Abjuration
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 80ft
Area: 80ft radius spherical emanation, centered on you
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as harmonic void, except that it affects all spells, even those without verbal components. The DC for the Concetration check is 35 + the spell's level.

QuoteAnti-Magic Sound
Evocation [Sonic]
Level: Bard 8, Sorc/Wiz 9
Components: V, S,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder, (20 ft radius, 50ft high)
Duration: 1 round/5 caster levels
Saving Throw: No
Spell Resistance: Yes

You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use magic or Supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.

I feel like this one is balanced since nothing really prevents someone from just walking out of it. Now, of course, if you're stuck there with a grapple and then this gets dropped on you...

Both spells are rather similar, but I think they're good on their own merits because they do different things and can be used in different ways, but I figured I'd post them both anyway and see if either one is good enough.

Before I get into this one, which spell are you basing it on?
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2017, 11:54:57 AM
Quote from: Nephrite on January 27, 2017, 10:01:25 PM


Magic Scrambler
Evocation [Sonic]
Level: Bard 7, Sorcerer 7, Wizard 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your palm emits a ray of sonic energy at an enemy. You must succeed on a ranged touch attack. If you succeed, your opponent is knocked prone. In addition to this, any creature struck by this suffers 50% spell failure for 1d4 rounds. Deaf enemies or those protected from sonic attacks are immune to this spell.

Isn't there an antimagic ray or some such that's similar to this?
Title: Re: Random DM nagging.
Post by: Nephrite on January 30, 2017, 12:10:38 PM
To answer the first question, I was using Antimagic Field as the original base, but changed it around a bit.

To the second, yes, there is in fact quite literally antimagic ray. It's a Sorc/Wiz 7 spell. It's a touch attack that then has a Will Save otherwise you act like you're in an antimagic field.
Title: Re: Random DM nagging.
Post by: Nephrite on January 30, 2017, 12:34:45 PM
Current Projects:

Add Living Spell Laboratory: 50,000 gold; 2 DC 45 K:A checks, 2 DC 45 Appraise checks; 3 days.
Disjunction trap for the gates, fires before the magic missiles (CL 20): 100,000 gold; 2 DC 35 spellcraft checks; 1 DC 35 K:A check; 6 days.
Repair training rooms: 30,000 gold; 2 DC 30 K:A checks; 1 DC 32 K:A&E check; 4 days.


Jaela Take 10 K:A = 56
Afina Take 10 Spellcraft = 51
Vul'lath Appraise Take 10 = 47
Tryll K:A&E Take 10 = 31

Moore will boost anyone he can with Shared Talent (+2 untyped), Inspire Competence (+8 morale) and Song of Fortune (+5 untyped)for a total of +15 to their roll. If he can only do one or two he'll pick the A&E roll and the K:A rolls to boost them higher.

I presume people are also aiding with these so I'd guess +2 to the rolls as well.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2017, 12:48:18 PM
Quote from: Yuthirin on January 27, 2017, 10:32:35 PM
THIS IS A REMINDER

Things Dune & I discussed last night: Finding a way to give Calleigh actual character levels and make the dynamic duo more overpowered.

1. Outsider HD
2. Character levels in either Ranger or Psychic Warrior

THIS WAS A REMINDER

Just going to post a chat log to frame the discussion before I go on, since I'm feeling lazy.

<Yu> is there a way to get her actual real HD?
> Not without also making her an animal companion or other shenanigans. Familiars don't get hit additional dice RAW. Last time there was a serious familiar - another courre actually - she did get a single level up due to special circumstances and a few special powers through plot, but it didn't change a lot.
> I dunno if there's anyway to give a familiar psicrystal powers and if that would help at all, I'd have to check.
<Yu> I just wanna pump her full of feats
<Yu> outsider HD
<Yu> It wouldn't, they're virtually the same
<Yu> I don't actually want to give her class levels
> Paste your build real quick?
<Yu> It's be hilarious, but noooooooooooooooooooooooooooooot a good idea
<Yu> way OP
<Yu> http://www.soulriders.net/forum/index.php/topic,103689.0.html
<Yu> I mean if I could, I'd give her Ranger levels, spellless and animal companion ACFed away
<Yu> or possibly psychic warrior
> Post in nagging that you're interested in that and I'll get into it when I have a few. I need to do my homework on it.
<Yu> I'm always interested in advancement, brah
> Aren't we all?
> But seriously I need to do my homework on familiar shenanigans, I haven't done that in awhile. Crystal does mount/companion which is really a different bailiwick.
<Yu> ok

So I did my homework and there's really nothing to advance a familiar in hit dice short of stacking another progression onto them (such as Hope being both an animal companion and a special mount) that grants hit dice progression. On one hand, this makes it difficult. On the other, much like Marie, Calleigh is an actual character who sees a lot of adventure.

First of all, no class levels. That's just adding way too much to balance, so just as well that you don't want to.

Second of all, are you tied to your psicrystal? Maybe sacrifice that progression to empower Calleigh in some way? A template, some hit dice, something like that?
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2017, 12:58:28 PM
Quote from: Nephrite on January 30, 2017, 12:10:38 PM
To answer the first question, I was using Antimagic Field as the original base, but changed it around a bit.

Okay. I'm going to tentatively bump it to sor/wiz 10 pending me doing some homework.

Anti-Magic Sound
Evocation [Sonic]
Level: Brd 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (20ft radius, 50ft high)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use magic or Supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.


QuoteTo the second, yes, there is in fact quite literally antimagic ray. It's a Sorc/Wiz 7 spell. It's a touch attack that then has a Will Save otherwise you act like you're in an antimagic field.

Do bards get antimagic field?
Title: Re: Random DM nagging.
Post by: Nephrite on January 30, 2017, 01:05:21 PM
They do not.
Title: Re: Random DM nagging.
Post by: Anastasia on January 30, 2017, 01:43:49 PM
Quote from: Corwin on January 29, 2017, 05:29:31 AM
Finally caught up on the other threads! Hate to be a nag, but would Hanna die from that attack? Given temp hp, her dr 8/-, rage and fortunate fate her hp wouldn't go past her negative con. She also has the immediate action close wounds spell that could help tip her over and being healing, stop from deteriorating even if she's the only healer in the group.

Yes, I did the math. Let me paste it.

> roll 150+122+130+222-8-8-8-8
<Serith> Kotono roll for Serith < 592 >

That's the damage she took after her damage reduction. So we're at 592 points of damage after damage reduction. I decided she didn't have temp hit points left, as it's only 10-18 and most likely she's taken a bit of damage somewhere in the battle. As for rage...

> roll 1d3 1 she's in a rage when it happens by chance
<Serith> Kotono roll for Serith < 1 > [d3=1]

I figured it was a roll of the dice if she just happened to be raging when it happened. The dice favored her.

> roll 364+96
<Serith> Kotono roll for Serith < 460 >
> roll 460-592
<Serith> Kotono roll for Serith < -132 >

So she has 460 hit points in a rage. The attack reduces her to -132. Fortunate fate kicks in and heals her. This puts her back at 18 hit points. However, there's one further concern in the form of negative levels. She ate 6 of them and that's -5 hit points per negative level. That's -30 hit points to put her at -12 hit points. That doesn't kill her. What kills her is the fact that she passes out, which means her rage ends and her Constitution goes down 8 points. That's what does her in.

HOWEVER.

On researching this for this post, I came across a Sage ruling in the 3.5 FAQ that says a barbarian's rage doesn't end when they pass out. I'm shaky on this for flavor reasons, as I struggle to imagine a bloodcurdling rage mattering when you're out cold. But let's give her that for the moment.

Afina's objection is noted but not relevant here, as a unique special quality is in play. (Side note: Epic can be something like a Nasu fight. Namely, the person who wins depends largely on who has the bullshit that trumps the other person's bullshit. In this case, the dogai has the tools for the job.)

HOWEVER.

There's one fly in the ointment.

The dogai has the lingering strike feat, which means his sneak attack damage repeats on his next turn. Even if Hanna's merely out cold, this finishes the job before anything meaningful can come. It's off possible something will happen to interrupt that, like Balyss being around and quick enough to fast draw heal before anything happens, so let's roll it out.

> roll 1d20+12
<Rei-chan> Kotono rolled : 1d20+12 --> [ 1d20=17 ]{29}
> roll 1d20+3
<Rei-chan> Kotono rolled : 1d20+3 --> [ 1d20=8 ]{11}
> roll 1d20+27
<Rei-chan> Kotono rolled : 1d20+27 --> [ 1d20=19 ]{46}

Dogai wins init and Hanna takes a ton more damage before anything else happens. Lingering strike finishes her off either way.

Even if Hanna throws out an immediate close wounds (let's say she can for the sake of argument), 1d4+5 isn't doing anything meaningful in the face of 18d6 damage once, let alone four times. So yeah, she's dead. I'm not going to bother rolling the 18d6-es, since even at min damage they finish her off. I can if you like me to anyway, though.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 30, 2017, 02:16:44 PM
Okay, so, I need a higher int modifier so I can put more people into the tapestry. I've got a +6 Belt of Magnificence already. Ideas/suggestions?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2017, 03:25:32 PM
Quote from: Anastasia on January 30, 2017, 12:48:18 PM
Quote from: Yuthirin on January 27, 2017, 10:32:35 PM
THIS IS A REMINDER

Things Dune & I discussed last night: Finding a way to give Calleigh actual character levels and make the dynamic duo more overpowered.

1. Outsider HD
2. Character levels in either Ranger or Psychic Warrior

THIS WAS A REMINDER

Just going to post a chat log to frame the discussion before I go on, since I'm feeling lazy.

<Yu> is there a way to get her actual real HD?
> Not without also making her an animal companion or other shenanigans. Familiars don't get hit additional dice RAW. Last time there was a serious familiar - another courre actually - she did get a single level up due to special circumstances and a few special powers through plot, but it didn't change a lot.
> I dunno if there's anyway to give a familiar psicrystal powers and if that would help at all, I'd have to check.
<Yu> I just wanna pump her full of feats
<Yu> outsider HD
<Yu> It wouldn't, they're virtually the same
<Yu> I don't actually want to give her class levels
> Paste your build real quick?
<Yu> It's be hilarious, but noooooooooooooooooooooooooooooot a good idea
<Yu> way OP
<Yu> http://www.soulriders.net/forum/index.php/topic,103689.0.html
<Yu> I mean if I could, I'd give her Ranger levels, spellless and animal companion ACFed away
<Yu> or possibly psychic warrior
> Post in nagging that you're interested in that and I'll get into it when I have a few. I need to do my homework on it.
<Yu> I'm always interested in advancement, brah
> Aren't we all?
> But seriously I need to do my homework on familiar shenanigans, I haven't done that in awhile. Crystal does mount/companion which is really a different bailiwick.
<Yu> ok

So I did my homework and there's really nothing to advance a familiar in hit dice short of stacking another progression onto them (such as Hope being both an animal companion and a special mount) that grants hit dice progression. On one hand, this makes it difficult. On the other, much like Marie, Calleigh is an actual character who sees a lot of adventure.

First of all, no class levels. That's just adding way too much to balance, so just as well that you don't want to.

Second of all, are you tied to your psicrystal? Maybe sacrifice that progression to empower Calleigh in some way? A template, some hit dice, something like that?

The thought of combining Calleigh & psicrystal intrigues me. I have two feats invested in the psicrystal, though: Psicrystal Affinity & Psicrystal Containment. The latter being the more valuable, but I don't necessarily find myself using it as much as I thought I would (read: At all). What are your thoughts here? Would Calleigh act as the psicrystal, or would everything about the psicrystal be wiped out to power a change in Calleigh? Would I retain Psicrystal Affinity? And Containment?

For information:

Psicrystal Affinity is the feat that provides a psionic character or creature with access to a Psicrystal.

Psicrystal Containment is the feat that provides a second psionic focus which can be expended for psionic and metapsionic feats. This allows a Psion to apply multiple metapsionic feats to a power.

In regards to empowering Calleigh, I'd like to either give her a solid template or some actual outsider HD. Even if it's a fraction of Tryll's HD.
Title: Re: Random DM nagging.
Post by: Nephrite on January 30, 2017, 09:47:14 PM
Also, as a note, I have no objections with your revisions of those spells.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 31, 2017, 02:39:08 PM
Need a freedom of movement buff. Maybe on the predeployment arch?
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2017, 04:16:19 PM
Quick note for Yuth, working on your post there, expect a reply this evening-ish.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 31, 2017, 04:38:54 PM
Quote from: Anastasia on January 31, 2017, 04:16:19 PM
Quick note for Yuth, working on your post there, expect a reply this evening-ish.
yey
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2017, 10:53:53 PM
Quote from: Yuthirin on January 30, 2017, 03:25:32 PMThe thought of combining Calleigh & psicrystal intrigues me. I have two feats invested in the psicrystal, though: Psicrystal Affinity & Psicrystal Containment. The latter being the more valuable, but I don't necessarily find myself using it as much as I thought I would (read: At all). What are your thoughts here? Would Calleigh act as the psicrystal, or would everything about the psicrystal be wiped out to power a change in Calleigh? Would I retain Psicrystal Affinity? And Containment?

For information:

Psicrystal Affinity is the feat that provides a psionic character or creature with access to a Psicrystal.

Psicrystal Containment is the feat that provides a second psionic focus which can be expended for psionic and metapsionic feats. This allows a Psion to apply multiple metapsionic feats to a power.

In regards to empowering Calleigh, I'd like to either give her a solid template or some actual outsider HD. Even if it's a fraction of Tryll's HD.

Short version: Psion ACF that trades 2 feats to do something like that. I'm still playing with the precise execution, but maybe make it an animal companion and allow it to stack onto a familiar somehow.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2017, 12:37:19 PM
Okay, so I've been playing with this. While psions are associated with psicrystals, the interesting thing is they don't get it innately. Unlike wizards and sorcerers, who automatically get familiars, it's a feat they can choose as one of their class bonus feats. It's like if sorcerers and wizards didn't get a familiar, but both has a bonus feat at 1st level they could potentially use to select obtain familiar.

Making a feat based on this is tricky. First would be for boosting a familiar, the second for boosting a psicrystal (in theory).

Endow Familiar [Psionic]
Prerequisites: Psicrystal Affinity, Familiar
Benefit:

OR

Endow Psicrystal [Psionic]
Prerequisite: Psicrystal Affinity, Familiar
Benefit:

So the bones of it aren't hard. I could toss on a few more prereqs easily enough, but that's not the problem. The problem is deciding how to execute this. There's little point in directly stacking the two progressions, as they're largely the same thing. So let's try this.

Endow Familiar [Psionic]
Prerequisite: Psicrystal Affinity, Familiar
Benefit: You no longer have a psicrystal, nor can you get one by other means. You instead use those energies to empower your familiar. Your familiar gains hit dice based on the number of levels you have in psionic classes.

1-3: +1
4-6: +2

And so on.

What do you all think? I'm struggling with this one.
Title: Re: Random DM nagging.
Post by: Ebiris on February 02, 2017, 12:43:33 PM
The closest precedent is Arcane Hierophant which merges your familiar and animal companion (or rather, adds familiar traits to your animal companion). Actually adding HD directly to your familiar isn't something you'd usually see.

It's not really useful either since the familiar's hd counts as your hd for any numeric effects, so the only real benefit it's getting is feats.

So why not just cut the middle man, make up say a bonus feat list of appropriately psionic feats and say that your familiar gets to add a bonus feat from the list for every 5 levels or something?
Title: Re: Random DM nagging.
Post by: Nephrite on February 03, 2017, 10:17:07 AM
Dune, any thought to adding Disjunction as a Bard spell?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 03, 2017, 02:04:19 PM
Got a fairly important question here for Dispels. I've got a bunch of feats that give my Dispels bonus to CL, but Greater Spell Focus: Abjuration gives me +4 DC on Abjuration Spells. Does that count towards my Dispel bonus, or the DC for counter my Dispel spell?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 03, 2017, 04:48:41 PM
Quote from: Ebiris on February 02, 2017, 12:43:33 PM
so the only real benefit it's getting is feats.

So why not just cut the middle man, make up say a bonus feat list of appropriately psionic feats and say that your familiar gets to add a bonus feat from the list for every 5 levels or something?
This is really what I'm after here.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 04, 2017, 02:39:18 AM
Does the Monk damage table (http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460 (http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460)) go above level 20, or does Epic Monk not get additional damage boosts after 20?
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2017, 11:06:38 AM
Quote from: Nephrite on February 03, 2017, 10:17:07 AM
Dune, any thought to adding Disjunction as a Bard spell?

Is it on the epic bard list already?
Title: Re: Random DM nagging.
Post by: Anastasia on February 04, 2017, 11:07:14 AM
Quote from: Iron Dragoon on February 04, 2017, 02:39:18 AM
Does the Monk damage table (http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460 (http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460)) go above level 20, or does Epic Monk not get additional damage boosts after 20?

They do not. Monk unarmed damage caps out at that.
Title: Re: Random DM nagging.
Post by: Nephrite on February 04, 2017, 12:10:27 PM
Quote from: Anastasia on February 04, 2017, 11:06:38 AM
Quote from: Nephrite on February 03, 2017, 10:17:07 AM
Dune, any thought to adding Disjunction as a Bard spell?

Is it on the epic bard list already?

That'll teach me not to read. Yes, it's already there at 9, cool beans.
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2017, 10:48:25 PM
One issue with epic is that 10th+ spell level and 21st+ caster level effects are all lumped together via detect magic. As spell and caster levels can go quite a lot past that, this presents a problem. The simplest way to solve this is to make a solution and epic skill usage, as using a spell for this wouldn't be close to an epic spell, and using a non-epic spell to solve an epic issue like that is inelegant.

New Epic Skill Usage:

Spellcraft



   
   
TaskDC
Detect Magic Power40

Detect Magic Power

You can discern the exact spell level of functioning spells and the precise caster level of magical items with detect magic. When you detect the strength of an aura with detect magic, you learn the exact spell level or caster level, as appropriate.

Any comments?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 09, 2017, 02:09:33 AM
Looks good to me, but then I don't know a ton of mechanics stuff. DC 40 seems like a take 10 thing, though.
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2017, 02:12:51 AM
Quote from: Iron Dragoon on February 09, 2017, 02:09:33 AM
Looks good to me, but then I don't know a ton of mechanics stuff. DC 40 seems like a take 10 thing, though.

At your level? Yeah. It's meant to be a low epic skill usage. DC 40's something you can have a good shot at at level 21 with max ranks and a decent ability score supporting it. It's mainly to fix a problem with detect magic lumping any epic spell or epic caster levels together, which rapidly becomes problematic in epic.

An epic spellcaster or character with the ranks to use it shouldn't have any great difficulty doing this, that's working as designed.
Title: Re: Random DM nagging.
Post by: Ebiris on February 09, 2017, 01:06:36 PM
This seems up there with the spellcraft to identify items as a solid quality of life improvement we can all get behind.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 09, 2017, 01:13:13 PM
Expressing interest in permanency-ing both Epic Mage Armor and Superior Mighty Wallop. I *think* it's 11k and 10k respectively.
Title: Re: Random DM nagging.
Post by: Corwin on February 09, 2017, 04:49:01 PM
Take a look here (http://www.soulriders.net/forum/index.php/topic,101739.msg1030599.html#msg1030599) first.

QuoteThe target, if a creature, must have hit dice equal to the spell to be made permanent times three. For example, a 2nd level spell requires a creature with six hit dice. If your hit dice are lower than this, you suffer a penalty to constitution equal to the difference between your hit dice and the required level. For example, a 2nd level creature with a permanent see invisibility effect would suffer a -4 penalty to constitution. This penalty cannot be overcome in any way as long as the permanent spell remains on the creature. If the creature lacks a constitution score, the permanency fails instead.

In any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail. If a creature is willing, a successful dispel magic check can dispel permanency and thus the spell is was making permanent.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 09, 2017, 07:17:38 PM
Holy shit we all survived.
Title: Re: Random DM nagging.
Post by: Anastasia on February 09, 2017, 07:43:25 PM
That's basically this entire adventure. Hell's been going seriously in at you.

This is why most mortals who genuinely offend Hell and get its attention - not just foiling a few plots or killing some mid/high rank devils - tend to quickly relocate to a safer plane that the Prime or die.
Title: Re: Random DM nagging.
Post by: Anastasia on February 13, 2017, 10:17:10 PM
Yuth and Iddy, check your PMs.

Yuth, are you still working on epic astral constructs?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 13, 2017, 10:27:50 PM
Replied.

Yes. If by "working on" you man "I had an idea about it and have progressed with it 0%".
Title: Re: Random DM nagging.
Post by: Anastasia on February 13, 2017, 10:44:35 PM
Quote from: Yuthirin on February 13, 2017, 10:27:50 PM
Replied.

Yes. If by "working on" you man "I had an idea about it and have progressed with it 0%".

Catch me one evening where I'm coherent and we can brainstorm on it? It's usually not that hard once you get rolling a bit.
Title: Re: Random DM nagging.
Post by: Corwin on February 14, 2017, 07:57:29 AM
Dune, are you still working on epic spell ideas for me?  >_>
Title: Re: Random DM nagging.
Post by: Anastasia on February 14, 2017, 11:31:22 AM
Quote from: Corwin on February 14, 2017, 07:57:29 AM
Dune, are you still working on epic spell ideas for me?  >_>

At the moment, it's on the agenda, but no progress has been made. I just had no inspiration from what was suggested. Not your fault, it's just the way inspiration works.

Clearly I need levels in factotum.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 15, 2017, 08:52:46 PM
> What's he looking for? Maybe the players can help.
<Kotono> Uh, I'd have to find the post. One sec.
<Kotono> http://www.soulriders.net/forum/index.php/topic,101729.msg1086323/topicseen.html#msg1086323
> What about a version of Spike Stones that detonates does slashing/piercing damage over a huge AoE?
> http://www.d20srd.org/srd/spells/spikeStones.htm
<Kotono> Doable. Try writing up a spell around that.
> The Prismatic Walls thing for the multiple walls thing would be interesting. You could do a Prismatic variation of a Sphere of Annihilation type deal, and have it spawn an additional sphere every x/rounds. The spheres then become prismatic walls at the end of the control duration?
> That way he gets a fun control spell that becomes a tactical channelization spell when it peaks.
> And it requires him to be super smart about how he controls them.
<Kotono> Sure. Post that in nagging and/or write a spell up with it.

On further thought of the Spike Stones thing, it may be wiser/better to have the detonation be something he can do with a swift or move action, to make it more tactical and controllable.

Edit: another idea I had was an upgraded version of Battlefield Fortification. One that instead of just making berms or trenches, allows you to make complex-ish structures as you like. Like bunkers or walls and the like. Super tactical, but it can significantly turn the tide when used right.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2017, 10:50:33 PM
Congratulations.

All of you did about as well as you could've done in this scenario. While there were a few fatalities at the hands of the dogai, avoiding them entirely was more a question of luck than anything y'all could do. Except for that small hiccup everything went great. This impacted the war effort across Benfal for a simple reason.

Greater teleport.

Devils can do this at will, so redeploying from across the world's simple as a telepathic message and a moment's concentration. Taking out the dogai, Taelfagn's trap, the twins and all of those had a profound impact. After all, they weren't able to teleport around to help out. This in turn meant more forces needed to be used elsewhere, which weakened the devils overall. It had a knock on effect and made everyone else's battles easier. Additionally, they began to have to mobilize forces to oppose Aurora that were earmarked to fight Sylica.

In a real sense, you helped Alicia and Syala reach Semyaza quicker. Plans to force them to go deal with emergencies fell apart and the forces on hand were able to deal with matters. A few examples:

1. The dogai would have been ordered away from Aurora fairly soon and gone on to harass Sylican forces. This would have compromised things all over and likely lead to Antenora and Jessica facing the dogai. That's a difficult matchup for them and could have ended in fatalities and put Sylica at a disadvantage.
2. Hiya and Hiwa would have challenged Alicia and Syala directly. While the odds are against them winning, it would still sap strength and delay them, plus give Semyaza a greater chance to triumph when he fought them.
3. The warlock who fought Moore was recalled to another theater to aid devilish forces, which removed another stumbling block from Aurora's path. He would've likely complicated Tryll, Surraruthru's and Afina's lives in the sewers.
4. With so many big names defeated so decisively, Dougalf chose to flee rather than attempt a final stand. This cut off a nasty boss battle entirely.
5. Hiya and Hiwa's mother had a short appearance against Alicia and Syala. However, without the aid of her children having worn them down, she ultimately chose to withdraw rather than risking her life by teaming up with Semyaza against two demigoddesses.
6. Taelfagn had another plan that ran out of time to be employed.

Suffice to say you all did an excellent job.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 16, 2017, 10:57:55 PM
Mai Tais on a beach somewhere time. Suggestions for which beach?
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2017, 10:58:49 PM
Quote from: Iron Dragoon on February 16, 2017, 10:57:55 PM
Mai Tais on a beach somewhere time. Suggestions for which beach?

Elysium has good beaches. Celestia has some great ones too.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 16, 2017, 10:59:47 PM
Two part party, then. Get drunk on Elysium day 1, drink away the hangover on Celestia day 2.
Title: Re: Random DM nagging.
Post by: Anastasia on February 16, 2017, 11:03:59 PM
Have Moore motivate the hangover away.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 16, 2017, 11:25:31 PM
Hurray we did the thing
Title: Re: Random DM nagging.
Post by: Nephrite on February 16, 2017, 11:52:14 PM
Sounds like we deserve another level!
Title: Re: Random DM nagging.
Post by: Corwin on February 17, 2017, 04:36:54 PM
I want to go and do this thing: Go beat up Kras and take his stuff. (http://www.soulriders.net/forum/index.php/topic,103827.msg1074021.html#msg1074021) Which includes his realm. Apparently, I'd need to go through Astral (http://www.soulriders.net/forum/index.php/topic,103827.msg1074023.html#msg1074023).
Title: Re: Random DM nagging.
Post by: Corwin on February 19, 2017, 03:47:56 PM
Spell idea that came up in chat:

Shroedinger's Fog
Works as Fog Cloud in every aspect, with the following addition -- Jaela is always perfectly positioned to strike at foes from any spot in the fog, only deciding her position in it at the end of each turn. She can AoO from any spot as well, and any opponents within the fog itself are considered flanked for her.

I'd also be interested in variants with Solid Fog as basis as well, or in larger/faster propagating fogs (such as Cloudkill).
Title: Re: Random DM nagging.
Post by: Nephrite on February 20, 2017, 02:50:09 PM
Please don't forget about this~~~ (http://www.soulriders.net/forum/index.php/topic,101729.msg1087415.html#msg1087415)
Title: Re: Random DM nagging.
Post by: Corwin on February 20, 2017, 04:40:31 PM
Speaking of, I forgot about this but we do have this improvement already done:

Improve laboratories (50% discount on magical items; 25% discount on repairs/improvements): 250,000 gold; 1 DC 65 K:A check; 1 DC 65 spellcraft check; 1 DC 60 C:A check; 2 days.
Title: Re: Random DM nagging.
Post by: Anastasia on February 20, 2017, 04:43:46 PM
Okay, loot and nagging tonight. My morning was a disaster, so I didn't get anything done. Just heads up for those of you expecting it earlier.
Title: Re: Random DM nagging.
Post by: Corwin on February 20, 2017, 04:43:54 PM
Let's make this! I really want it!

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2017, 01:16:25 PM
Quote from: Corwin on February 17, 2017, 04:36:54 PM
I want to go and do this thing: Go beat up Kras and take his stuff. (http://www.soulriders.net/forum/index.php/topic,103827.msg1074021.html#msg1074021) Which includes his realm. Apparently, I'd need to go through Astral (http://www.soulriders.net/forum/index.php/topic,103827.msg1074023.html#msg1074023).

Sure, just make sure it's on your todo list with a link to that post.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2017, 01:41:34 PM
This isn't done, posting it since I'm not going to get it finished now and I don't want to lose what I have so far. Just let this post lie for now.


Quote from: Corwin on February 19, 2017, 03:47:56 PM
Spell idea that came up in chat:

Shroedinger's Fog
Works as Fog Cloud in every aspect, with the following addition -- Jaela is always perfectly positioned to strike at foes from any spot in the fog, only deciding her position in it at the end of each turn. She can AoO from any spot as well, and any opponents within the fog itself are considered flanked for her.

I'd also be interested in variants with Solid Fog as basis as well, or in larger/faster propagating fogs (such as Cloudkill).

Vigilant Cloud
Conjuration (Creation)

Rest of things from fog cloud are ignored for now, really just trying to hammer out the details and wording of this. Name's also a placeholder. I don't want Shroedinger's Fog since that's way too pop culture-y and meta.

This spell creates a fog that is identical to fog cloud, except that you are perfectly positioned to strike at foes from any spot in the fog. You threaten all squares within the fog and can AoO anyone that provokes within it, regardless of your actual position. Additionally anyone you attack is considered flanked for the sake of your attacks.

Needs to clarify possible teleporting? Dual school spell? Maybe something else?

Add notes on positioning and possible area attacks.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2017, 04:18:04 PM
Todo: Earth's Bounty bonus shop update.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 11:25:32 AM
Turns out I forgot to post books from last month's shop update. I apologize and lament the pains of growing older. I think we all forgot.

Curiosity

This tome is a study of how to maintain a healthy sense of curiosity. A series of intellectual exercises are split up by essays on what a healthy mind must be curious. Learning is the most important thing any mind can do. Those that neglect it court mental regression and ultimately stupidity. The writer also emphasizes this is important for the aged and elderly, as this helps keep the mind sharp and free of dementia.

Jaela doesn't note any magic or anything interesting in the book, though the theory work's solid enough to her eyes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 11:34:52 AM
Slicer Memory

The memoirs of a intelligent weapon. It focuses entirely on cutting, slicing, stabbing and other such things. The sword frankly admits that it has no interest in anything else. A sword is made to kill and it is a sword. The only thing a sword can do is kill those it attacks. Oh, you can gussy it up by making it holy or unholy, aiming it against a certain target, but in the end it's all about killing.

As the memoirs go on, you see the same pattern. The sword is wielded and more and more are slain by it, until the wielder is killed and the cycle repeats anew. Never once does a wielder put it down or stop until they are dead. In a way, it becomes numbing, easy to accept another ten pages of slaughter. After all, it is but a sword and a sword is for killing.

Are you...a sword? The thought comes to you as you read, a sudden revelation. Sometimes it seems all you do is kill. Are you just a sword for the Triune? Then the thought passes, your routine mental protections paying off.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 11:36:35 AM
An Illustrated History of Arcadia

How lovely. This book is an illustrated history book to Arcadia. It is...

Before this book continues, what's your alignment, Surru?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 11:48:40 AM
Ethereal Adventures

This book is short list of adventure sites in the Deep Ethereal. It mentions the following:

Caye's Tomb

The tomb of a forgotten mortal king. It is said that it is filled to the brim with gold and treasures from a lifetime of conquest. King Caye was dreadfully paranoid and felt any tomb he made would be plundered, his treasures lost to the greedy. His answer was to commission powerful wizards to cast his tomb into the Deep Ethereal once he was interred within. Since that time the tomb floats through the Deep Ethereal, a luring prize to the greedy.

However, it is not so easy. It is said that King Caye's ghost haunts the halls. Further, it warns that he has conquered strange beings of dreams that wandered in, beings that serve him now. Many have come to take his treasure and they have only added their own to the halls. Those that fall to him are consigned to rise as ghosts under his control, further ensuring no one will ever take his treasures.

Levesen

The Unknown Tower. The Tenth Seed. The Court of Howls. A sanctuary for an unthinkable, impossible being. It is a creature with absolute dominion over mortal and immortal life. It chooses who can live in its presence, those that cannot quickly perish.  It wears a crown of eyes and wears a mantle of light. It speaks of the past and sees it as clearly as the present. Those that meet it invariably offer their own howls of anguish to the court.

Surraruthru pauses to get a bit of water and clear his head. When he returns to continue reading, the book's pages are all blank.

Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 12:06:53 PM
Quote from: Nephrite on February 20, 2017, 02:50:09 PM
Please don't forget about this~~~ (http://www.soulriders.net/forum/index.php/topic,101729.msg1087415.html#msg1087415)

Those were bolded in the Aurora topic awhile ago, so they're done on my end.
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 12:07:48 PM
Quote from: Corwin on February 20, 2017, 04:43:54 PM
Let's make this! I really want it!

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Up to y'all. If yo udo, post the expense to Aurora and make the rolls.
Title: Re: Random DM nagging.
Post by: Nephrite on February 22, 2017, 12:09:11 PM
Quote from: Anastasia on February 22, 2017, 12:06:53 PM
Quote from: Nephrite on February 20, 2017, 02:50:09 PM
Please don't forget about this~~~ (http://www.soulriders.net/forum/index.php/topic,101729.msg1087415.html#msg1087415)

Those were bolded in the Aurora topic awhile ago, so they're done on my end.

Say something next time!!!
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 12:17:23 PM
Quote from: Nephrite on February 22, 2017, 12:09:11 PM
Quote from: Anastasia on February 22, 2017, 12:06:53 PM
Quote from: Nephrite on February 20, 2017, 02:50:09 PM
Please don't forget about this~~~ (http://www.soulriders.net/forum/index.php/topic,101729.msg1087415.html#msg1087415)

Those were bolded in the Aurora topic awhile ago, so they're done on my end.

Say something next time!!!

Something.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 22, 2017, 02:25:44 PM
Quote from: Anastasia on February 22, 2017, 11:36:35 AM
An Illustrated History of Arcadia

How lovely. This book is an illustrated history book to Arcadia. It is...

Before this book continues, what's your alignment, Surru?

Chaotic Good.
Title: Re: Random DM nagging.
Post by: Corwin on February 22, 2017, 03:49:56 PM
Quote from: Corwin on February 20, 2017, 04:43:54 PM
Let's make this! I really want it!

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Guys! I really, really want to do this thing! And with the 25% markdown before any rolls we can afford it! It's awesome and will let us buff our dudes en mass! Sort of like a situational mission arch, except with shorter-term spells tailored to the occasion!
Title: Re: Random DM nagging.
Post by: Ebiris on February 22, 2017, 04:39:59 PM
No objection.
Title: Re: Random DM nagging.
Post by: Nephrite on February 22, 2017, 04:55:42 PM
I'm fine with it. Are the checks done over the period of days? If so, Moore can help out a lot more with each one of them.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 22, 2017, 05:22:09 PM
Fine with me. I'd offer to take over buffing through it, but my spell slots are usually pretty taxed just with the Tapestry. So unless I can connect the Tapestry to it, I don't really have enough slots to do it =/
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 06:04:07 PM
Quote from: Iron Dragoon on February 22, 2017, 05:22:09 PM
Fine with me. I'd offer to take over buffing through it, but my spell slots are usually pretty taxed just with the Tapestry. So unless I can connect the Tapestry to it, I don't really have enough slots to do it =/

That might juuuust be possible but you'd have to do some research and see. The principals aren't entirely dissimilar.
Title: Re: Random DM nagging.
Post by: Corwin on February 22, 2017, 06:21:53 PM
Theair: Steel harvested from Benfal immediately after its ascension to Elysium. It is drenched in holy energies, so it should be good for a weapon or armor. 8,000 gold, 2 available.

Are we talking about new weapons and armor, or can one usage boost existing ones if reforged with it included?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 08:08:45 PM
New stuff.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 22, 2017, 08:10:22 PM
Quote from: Corwin on February 22, 2017, 06:21:53 PM
Theair: Steel harvested from Benfal immediately after its ascension to Elysium. It is drenched in holy energies, so it should be good for a weapon or armor. 8,000 gold, 2 available.

Are we talking about new weapons and armor, or can one usage boost existing ones if reforged with it included?

What about using some to make one of Afina's golems?
Title: Re: Random DM nagging.
Post by: Anastasia on February 22, 2017, 08:17:08 PM
You'd need more than that unless it's an unusually small golem.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 01:00:14 AM
Prince Westwind will be posted soonish. He's a 25 hit dice djinn with warrior classes. I haven't figured out the exacts yet due to being a bit busy. I'm open to interesting prestige class suggestions.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2017, 01:03:28 AM
Reaping mauler?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 01:06:21 AM
Quote from: Anastasia on February 23, 2017, 01:00:14 AM
Prince Westwind will be posted soonish. He's a 25 hit dice djinn with warrior classes. I haven't figured out the exacts yet due to being a bit busy. I'm open to interesting prestige class suggestions.

Duelist, Dervish, Shadow Dancer.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2017, 01:10:42 AM
I mean, we could list them all, but we don't know where you're going with this so Scythe Master is just as good as Bear Warrior is just as good as Cavalier.
Title: Re: Random DM nagging.
Post by: Nephrite on February 23, 2017, 10:46:51 AM
Quote from: Nephrite on February 22, 2017, 04:55:42 PM
I'm fine with it. Are the checks done over the period of days? If so, Moore can help out a lot more with each one of them.

As an addendum, I assume these checks are all to be made without spells involved, i.e Divine Insight and so on.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:20:06 PM
Blue Gold: Gold with mystical properties that make it an excellent conductor of magical energies. If used to decorate a weapon, the weapon's enhancement bonus increases by 1 when the wielder uses the arcane strike feat. This bonus lasts for one turn. 5,000 gold, 1 available.

Noting this here for later reference.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:20:29 PM
This too.

Rainbow Metal: This metal has powerful prismatic properties, though Emerelda isn't sure what it does, exactly. She got it because a certain prismatic pixie may be able to work with it. 5,000 gold, 1 available.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:28:11 PM
Sorcerer Mastery

This book is the summary of the potential of a sorcerer. The results of reading this book depend on how many sorcerer levels the reader has.

If read by someone with no levels in sorcerer, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of sorcerer, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in sorcerer, they may choose one of the benefits below.

Versatile Sorcerer: Select a sorcerer alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Fighter mastery is included below. Rosa used it and these books likely all follow the same pattern.

Spoiler: ShowHide


Fighter Mastery

This book is a summary of the potential of a fighter. The results of reading this book depend on how many fighter levels the reader has.

If read by someone with no levels in fighter, they take 1d4 points of Strength damage and are fatigued.

If read by someone between 1 and 19 levels of fighter, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in fighter, they may choose one of the benefits below.

Versatile Fighter: Select a fighter alternate class feature you do not possess. You gain that alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Basics Mastery: You gain any two of the following feats as bonus feats: Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Toughness, Weapon Focus.
Exotic Mastery: You gain proficiency with all exotic weapons OR exotic armors.

Once used in this manner, the book's magic is expended.


Afina, since you have 10 levels in sorcerer, you fall into the middle category unless you have a workaround there I'm not familiar with. If so, what do you want to do with it? Gold was considering it since he can afford it, you beat him to the punch. He'd buy it off you if you want to recoup your 10k.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:40:47 PM
Courts of the Seelie

This book is a dry but through list of Seelie fey courts. It goes into some detail, from Titania and Oberon to the many and varied courts that populate the Prime Materials. It's an excellent resource and provides a +2 circumstance bonus to Knowledge (Nature) checks about Seelie courts.

The general structure is loose. Queen Titania and King Oberon - Titania is noted as generally being the one in control there - rule the ultimate fey court. In turn, their subjects rule lesser courts dealing with primal concepts to nature. In turn, those that serve those subjects rule even lesser courts and so on and so forth. It's fairly sprawling and free wheeling, with a large degree of mutability and change at the lowest levels. As you rise higher, you deal with powerfully advanced fey and occasionally non-fey holding noble rank*. The highest of the courts are powers in their own right, with Queen Titania and King Oberon being seen as greater deities. These highest fey form a fey pantheon, though the fey are not terribly religious.

*You'd know IC Afina is an example of this.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:41:49 PM
Lost Lore of the Abyss: Pawel + Lost Lore of the Abyss: Lewap

Both books seem to be hopelessly divided, missing much of what they have and being mindless, incomprehensible and incomplete drivel. However...

Int check, Surru.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 09:49:50 PM
> roll 1d20+9 Int
<Serith> IronDragoon roll for Serith < 12 > [d20=3]
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:52:17 PM
Forest Surge
Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell gathers the power of the forest to bolster yourself. As such, the spell is only effective when you are in a forest.

You gain a +2 morale bonus to attack rolls, weapon damage rolls, saving throws and checks. If you are a fey or druid in or within 100ft of an area important to you, such as a nymph's pond, a dryad's tree, a holy place to your faith or similar location, the bonuses increase to +4 and you gain 2 temporary hit points per caster level (maximum 40 temporary hit points.)
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 09:57:46 PM
Forest Healing
Conjuration (Healing)
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Forest healing gathers the powers of the forest to heal wounds. As such, the spell is only effective when you are in a forest.

The creature touched heals 5d8 hit points, plus an additional hit point per caster level (maximum +25). Forest healing cures the following conditions: ability damage, ability drain, exhausted, fatigued and poisoned.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:02:36 PM
Aquatic Leap
Conjuration (Teleportation, Water)
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Body of water touched
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance: No

Aquatic leap transforms a body of water int a portal. The body of water must be no more than 10ft surface area and 10ft deep per caster level. Choose another body of water within 100 miles per caster level, it must also fit the surface area and depth requirements above. For the duration of this spell, any creature that touches that body of water is immediately teleported to the other body of water.

This portal works in both directions. Unlike the teleport spell, there is no chance of being off target, appearing in a similar area or suffering a mishap.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:26:35 PM
Quote from: Iron Dragoon on February 22, 2017, 02:25:44 PM
Quote from: Anastasia on February 22, 2017, 11:36:35 AM
An Illustrated History of Arcadia

How lovely. This book is an illustrated history book to Arcadia. It is...

Before this book continues, what's your alignment, Surru?

Chaotic Good.

You just can't get into it. You feel vaguely bored and a headache comes on. The art's not to your tastes and the entire thing is boring. What a waste of time.

> roll 1d4
<Serith> Kotono roll for Serith < 1 > [d4=1]


1 point of damage from reading it, which is negligible to you.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 10:30:44 PM
Surraruthru snorts at the book and decides to donate it to the library. Along with the other books he's collected.

The Defectors
Holy Biohazards
An Illustrated History of Arcadia
Ethereal Adventures
Courts of the Seelie
Lost Lore of the Abyss (After he's read them first)
Lost Lore of the Abyss (After he's read them first)
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:31:39 PM
Quote from: Corwin on February 22, 2017, 03:49:56 PM
Quote from: Corwin on February 20, 2017, 04:43:54 PM
Let's make this! I really want it!

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Guys! I really, really want to do this thing! And with the 25% markdown before any rolls we can afford it! It's awesome and will let us buff our dudes en mass! Sort of like a situational mission arch, except with shorter-term spells tailored to the occasion!

Cool. If you all are going for it (I haven't seen Yuth chime in but everyone else was neutral or positive(Yuth if you want to chime in now's the time(I think writing would be better with more nested parenthesis sets(No really, I do.)))), make the rolls and deduct the price.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:32:55 PM
Quote from: Yuthirin on February 23, 2017, 01:10:42 AM
I mean, we could list them all, but we don't know where you're going with this so Scythe Master is just as good as Bear Warrior is just as good as Cavalier.

Scythe Master sounds fun, I'm gonna go with that. Thanks Yuth.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:33:34 PM
Quote from: Iron Dragoon on February 23, 2017, 09:49:50 PM
> roll 1d20+9 Int
<Serith> IronDragoon roll for Serith < 12 > [d20=3]


There's something here, but it's beyond you to figure out.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 10:34:12 PM
Quote from: Anastasia on February 23, 2017, 10:33:34 PM
There's something here, but it's beyond you to figure out.

Surraruthru will recruit Kascha to assist.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:34:30 PM
Quote from: Iron Dragoon on February 23, 2017, 10:30:44 PM
Surraruthru snorts at the book and decides to donate it to the library. Along with the other books he's collected.

The Defectors
Holy Biohazards
An Illustrated History of Arcadia
Ethereal Adventures
Courts of the Seelie
Lost Lore of the Abyss (After he's read them first)
Lost Lore of the Abyss (After he's read them first)

Done. The library thanks you and expands a little more. Keep adding books and book sets!
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:34:51 PM
Quote from: Iron Dragoon on February 23, 2017, 10:34:12 PM
Quote from: Anastasia on February 23, 2017, 10:33:34 PM
There's something here, but it's beyond you to figure out.

Surraruthru will recruit Kascha to assist.

Cool. Check Kascha's sheet and bonuses, make an Int check with her and post the results.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 10:37:22 PM
HEY EVERYONE!

I'm caught up with nagging. If you see something I've forgotten, make a post with a quote of it or a link to that post. Thanks.

Todo list:

1. Jaela's spell.
2. Prince Westwind's statblock for posting. Hopefully tonight.
3. Add the three Emerelda spells to the Spell Collection.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 10:39:31 PM
Quote from: Anastasia on February 23, 2017, 10:34:51 PM
Cool. Check Kascha's sheet and bonuses, make an Int check with her and post the results.

> roll 1d20+11 Kascha Int
<Serith> IronDragoon roll for Serith < 26 > [d20=15]
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 10:41:04 PM
Quote from: Anastasia on February 23, 2017, 10:37:22 PM
3. Add the three Emerelda spells to the Spell Collection.

Add those Druid spells Surraruthru bought, too. I'm also unsure if you added all those Surraruthru custom spells yet because I hadn't asked you to, so consider this Surraruthru donating his spells to Aurora. Gotta build up social credit, yo.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2017, 10:44:25 PM
Quote from: Anastasia on February 23, 2017, 10:31:39 PM
Quote from: Corwin on February 22, 2017, 03:49:56 PM
Quote from: Corwin on February 20, 2017, 04:43:54 PM
Let's make this! I really want it!

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Guys! I really, really want to do this thing! And with the 25% markdown before any rolls we can afford it! It's awesome and will let us buff our dudes en mass! Sort of like a situational mission arch, except with shorter-term spells tailored to the occasion!

Cool. If you all are going for it (I haven't seen Yuth chime in but everyone else was neutral or positive(Yuth if you want to chime in now's the time(I think writing would be better with more nested parenthesis sets(No really, I do.)))), make the rolls and deduct the price.

~CHIME~
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2017, 10:45:21 PM
Quote from: Anastasia on February 23, 2017, 10:32:55 PM
Quote from: Yuthirin on February 23, 2017, 01:10:42 AM
I mean, we could list them all, but we don't know where you're going with this so Scythe Master is just as good as Bear Warrior is just as good as Cavalier.

Scythe Master sounds fun, I'm gonna go with that. Thanks Yuth.
You've missed my point.
Title: Re: Random DM nagging.
Post by: Nephrite on February 23, 2017, 10:46:16 PM
Quote from: Anastasia on February 23, 2017, 10:37:22 PM
HEY EVERYONE!

I'm caught up with nagging. If you see something I've forgotten, make a post with a quote of it or a link to that post. Thanks.

Todo list:

1. Jaela's spell.
2. Prince Westwind's statblock for posting. Hopefully tonight.
3. Add the three Emerelda spells to the Spell Collection.

Aurora Upgrades:
Are the checks done over the period of days? If so, Moore can help out a lot more with each one of them.

As an addendum, I assume these checks are all to be made without spells involved, i.e Divine Insight and so on.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2017, 10:52:18 PM
Quote from: Nephrite on February 23, 2017, 10:46:16 PM
Quote from: Anastasia on February 23, 2017, 10:37:22 PM
HEY EVERYONE!

I'm caught up with nagging. If you see something I've forgotten, make a post with a quote of it or a link to that post. Thanks.

Todo list:

1. Jaela's spell.
2. Prince Westwind's statblock for posting. Hopefully tonight.
3. Add the three Emerelda spells to the Spell Collection.

Aurora Upgrades:
Are the checks done over the period of days? If so, Moore can help out a lot more with each one of them.

As an addendum, I assume these checks are all to be made without spells involved, i.e Divine Insight and so on.
Pretty sure we can use spells.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2017, 11:02:04 PM
Quote from: Iron Dragoon on February 23, 2017, 10:39:31 PM
Quote from: Anastasia on February 23, 2017, 10:34:51 PM
Cool. Check Kascha's sheet and bonuses, make an Int check with her and post the results.

> roll 1d20+11 Kascha Int
<Serith> IronDragoon roll for Serith < 26 > [d20=15]

The books form a complex, chaotic pattern that can be discerned.  Kascha's intellect and chaotic nature allow her to understand it, and also understand that attempts to bind this Abyssal lore have failed. She can proceed, but it will be dangerous.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 11:05:27 PM
Quote from: Anastasia on February 23, 2017, 11:02:04 PM
The books form a complex, chaotic pattern that can be discerned.  Kascha's intellect and chaotic nature allow her to understand it, and also understand that attempts to bind this Abyssal lore have failed. She can proceed, but it will be dangerous.

I'll leave it up to Kascha to decide if she wants to keep going or not, though if she does, I would suggest she do so with help of Tepen or the like. Whoever specializes in knowledge like that.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 23, 2017, 11:16:07 PM
Question on Disjunction. I read the houserules on it, but nowhere do I see a CL check cap on it. Does it cap at +40 like Superb Dispel?
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:58:37 AM
Quote from: Yuthirin on February 23, 2017, 10:52:18 PM
Quote from: Nephrite on February 23, 2017, 10:46:16 PM
Quote from: Anastasia on February 23, 2017, 10:37:22 PM
HEY EVERYONE!

I'm caught up with nagging. If you see something I've forgotten, make a post with a quote of it or a link to that post. Thanks.

Todo list:

1. Jaela's spell.
2. Prince Westwind's statblock for posting. Hopefully tonight.
3. Add the three Emerelda spells to the Spell Collection.

Aurora Upgrades:
Are the checks done over the period of days? If so, Moore can help out a lot more with each one of them.

As an addendum, I assume these checks are all to be made without spells involved, i.e Divine Insight and so on.
Pretty sure we can use spells.

So long as they have sufficient duration to cover an 8 hour workday, sure. Or can be recast enough times in a day to cover it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:59:37 AM
Quote from: Yuthirin on February 23, 2017, 10:45:21 PM
Quote from: Anastasia on February 23, 2017, 10:32:55 PM
Quote from: Yuthirin on February 23, 2017, 01:10:42 AM
I mean, we could list them all, but we don't know where you're going with this so Scythe Master is just as good as Bear Warrior is just as good as Cavalier.

Scythe Master sounds fun, I'm gonna go with that. Thanks Yuth.
You've missed my point.

I know, I know. You just happened to inspire me is all.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 01:00:08 AM
Quote from: Anastasia on February 24, 2017, 12:59:37 AM
Quote from: Yuthirin on February 23, 2017, 10:45:21 PM
Quote from: Anastasia on February 23, 2017, 10:32:55 PM
Quote from: Yuthirin on February 23, 2017, 01:10:42 AM
I mean, we could list them all, but we don't know where you're going with this so Scythe Master is just as good as Bear Warrior is just as good as Cavalier.

Scythe Master sounds fun, I'm gonna go with that. Thanks Yuth.
You've missed my point.

I know, I know. You just happened to inspire me is all.

I see!
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:01:24 AM
Quote from: Iron Dragoon on February 23, 2017, 10:41:04 PM
Quote from: Anastasia on February 23, 2017, 10:37:22 PM
3. Add the three Emerelda spells to the Spell Collection.

Add those Druid spells Surraruthru bought, too. I'm also unsure if you added all those Surraruthru custom spells yet because I hadn't asked you to, so consider this Surraruthru donating his spells to Aurora. Gotta build up social credit, yo.

Those were the three spells you bought.

As for the Surraruthru spells, could you check which ones I may need to post and check the Spell Collection to see if they're in there?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 01:02:44 AM
Quote from: Anastasia on February 24, 2017, 01:01:24 AM
Those were the three spells you bought.

As for the Surraruthru spells, could you check which ones I may need to post and check the Spell Collection to see if they're in there?

Druid spells: Yeah, I know, but I'm not a druid, so donating them so they can be learned by our Druids is best.

Spell Collection: Sure, I'll try to get to it tonight sometime. If not, then in the morning.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:03:33 AM
Quote from: Nephrite on February 23, 2017, 10:46:16 PM
Quote from: Anastasia on February 23, 2017, 10:37:22 PM
HEY EVERYONE!

I'm caught up with nagging. If you see something I've forgotten, make a post with a quote of it or a link to that post. Thanks.

Todo list:

1. Jaela's spell.
2. Prince Westwind's statblock for posting. Hopefully tonight.
3. Add the three Emerelda spells to the Spell Collection.

Aurora Upgrades:
Are the checks done over the period of days? If so, Moore can help out a lot more with each one of them.

As an addendum, I assume these checks are all to be made without spells involved, i.e Divine Insight and so on.

Yes, over a period of days, hence updates mentioning the days it takes.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:05:02 AM
Quote from: Iron Dragoon on February 23, 2017, 11:05:27 PM
Quote from: Anastasia on February 23, 2017, 11:02:04 PM
The books form a complex, chaotic pattern that can be discerned.  Kascha's intellect and chaotic nature allow her to understand it, and also understand that attempts to bind this Abyssal lore have failed. She can proceed, but it will be dangerous.

I'll leave it up to Kascha to decide if she wants to keep going or not, though if she does, I would suggest she do so with help of Tepen or the like. Whoever specializes in knowledge like that.

She'll decline for the moment. It's a project and put it on the todo, but after a Cauldron visit and other matters are settled.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:08:45 AM
Quote from: Iron Dragoon on February 23, 2017, 11:16:07 PM
Question on Disjunction. I read the houserules on it, but nowhere do I see a CL check cap on it. Does it cap at +40 like Superb Dispel?

Check for magic disjunction in the Spell Collection, 9th level. The cap is +30.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:14:11 AM
Silver and Gold

This is a love story between a gold and silver dragon. They are forbidden to meet by their great wyrm parents and conduct a secret romance as shapechanged humans in an adventuring party. The tone is light, comedic and breezy. Nothing deep here, just a fun story for the sake of a fun story. It all works out well and in the end love triumphs and they get together. There's no great magic to it other than the magic of having a good read, but perhaps that is enough.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:26:59 AM
Encyclopedia of Encyclopedias

This book is all about training your mind to be the greatest font of knowledge in Creation. Why rely on books and ancient scrolls when you can use your mind? It's madness! What follows are a series of strange mental exercises. They involve odd symbols that seem to crawl about the page and change themselves, as well as illustrations that only make sense for a few moments before becoming something else. The book claims they make your mind much more powerful and into the truest, purest encyclopedia, full of all the knowledge of Creation.

These exercises are strange but a test run of the first suggests there may be something to them. You'd have to spend some time trying the exercises to find out more.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 01:50:11 AM
Quote from: Anastasia on February 24, 2017, 01:14:11 AM
Silver and Gold

This is a love story between a gold and silver dragon. They are forbidden to meet by their great wyrm parents and conduct a secret romance as shapechanged humans in an adventuring party. The tone is light, comedic and breezy. Nothing deep here, just a fun story for the sake of a fun story. It all works out well and in the end love triumphs and they get together. There's no great magic to it other than the magic of having a good read, but perhaps that is enough.

Surraruthru will give this to Kascha. He knows she'll love it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 01:50:59 AM
Quote from: Anastasia on February 24, 2017, 01:26:59 AM
Encyclopedia of Encyclopedias

This book is all about training your mind to be the greatest font of knowledge in Creation. Why rely on books and ancient scrolls when you can use your mind? It's madness! What follows are a series of strange mental exercises. They involve odd symbols that seem to crawl about the page and change themselves, as well as illustrations that only make sense for a few moments before becoming something else. The book claims they make your mind much more powerful and into the truest, purest encyclopedia, full of all the knowledge of Creation.

These exercises are strange but a test run of the first suggests there may be something to them. You'd have to spend some time trying the exercises to find out more.

Surraruthru will study this book like it's a paying job.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 03:01:01 AM
Quote from: Iron Dragoon on February 24, 2017, 01:50:59 AM
Quote from: Anastasia on February 24, 2017, 01:26:59 AM
Encyclopedia of Encyclopedias

This book is all about training your mind to be the greatest font of knowledge in Creation. Why rely on books and ancient scrolls when you can use your mind? It's madness! What follows are a series of strange mental exercises. They involve odd symbols that seem to crawl about the page and change themselves, as well as illustrations that only make sense for a few moments before becoming something else. The book claims they make your mind much more powerful and into the truest, purest encyclopedia, full of all the knowledge of Creation.

These exercises are strange but a test run of the first suggests there may be something to them. You'd have to spend some time trying the exercises to find out more.

Surraruthru will study this book like it's a paying job.

Int check.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:11:38 AM
Quote[10:55] <@Rin> Sylvie will do the 9 primary rolls, receiving +2x2 to each from 2 people aiding. Let's use her floating feat for Mentor to give +2 more to Spellcraft and K:A.
[10:56] <@Rin> Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.
[10:57] <@Rin> roll 5#1d20+53+4+2 spellcraft
[10:57] <Serith> Rin roll for Serith < 62, 73, 76, 69, 63 >
[10:58] <@Rin> roll 4#1d20+60+4+2 knowledge:arcana
[10:58] <Serith> Rin roll for Serith < 70, 82, 84, 74 >

Glorious!

Now, the refresher on the rules:

QuoteRepairs require a fair deal of money to do, as various magical reagents, supplies and so forth costs money. This also requires a market to buy these things in, but with greater planeshift and greater teleport at your disposal this is no great obstacle. The price is listed, along with the number of checks needed and the amount of time required.  Each day of work requires 8 hours of undivided attention. For the sake of buffs and other things to raise skill checks, they must apply for the entire eight hours. Barring a few hour/level spells this means that permanent stat boosters are fine and most other spells lack the duration to be helpful here. For every 3 points that you pass a check, the price of the upgrades is reduced by 1%. Likewise, for every 3 points that you fail a check, the price of the upgrades increases by 1%. For each person making a check, you can have two people aiding another. They must work for 8 hours as well and fulfill all other conditions.

QuoteImprove laboratories (50% discount on magical items; 25% discount on repairs/improvements): 250,000 gold; 1 DC 65 K:A check; 1 DC 65 spellcraft check; 1 DC 60 C:A check; 2 days.

So, the tally!
Spellcraft passes the DC by 12, 23, 26, 19, 13. That's a 4+7+8+6+4 = 29% discount.
K:A passes the DC by 20, 32, 34, 24. That's a 6+10+11+8 = 35% discount.

Since we waited ridiculously long until doing this upgrade, it's now super-easy and super-cheap! Our discount comes up to 89%!

We pay: 44,000gp (11% of 400,000gp) from the Aurora fund. Neph, please update it?

Dune, I also noticed that under Aurora upgrades, this section isn't bolded out:

Add scrying capacity (Shows location of nearest portal): 80,000 gold; 2 DC 32 spellcraft checks; 1 DC 32 K:A check; 7 days*.

It's in two places, but it's the same upgrade so once we paid for it for the illusionary battlefield it should be paid up for the portal scanning, too.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:17:07 AM
Speaking of the Aurora Fund, Neph, I believe you missed this: http://www.soulriders.net/forum/index.php/topic,101784.msg1089185/topicseen.html#msg1089185
Title: Re: Random DM nagging.
Post by: Nephrite on February 24, 2017, 09:00:04 AM
Quote from: Corwin on February 24, 2017, 05:17:07 AM
Speaking of the Aurora Fund, Neph, I believe you missed this: http://www.soulriders.net/forum/index.php/topic,101784.msg1089185/topicseen.html#msg1089185

Okay, I will fix that.

As an addition to Sylvie's Rolls:

Moore will boost anyone he can with Shared Talent (+2 untyped), Inspire Competence (+8 morale) and Song of Fortune (+5 untyped)for a total of +15 to their roll. If he can only do one or two he'll pick the A&E roll and the K:A rolls to boost them higher.

He also has a once a day +5 insight bonus if that's allowed to be factored in.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 09:29:39 AM
I think the rolls are good enough as is  >_>
Title: Re: Random DM nagging.
Post by: Nephrite on February 24, 2017, 09:43:46 AM
Okay, but I have a job and would like to make sure it gets put to use. :) There's no reason not to hit all epic skill checks if we can.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 11:43:54 AM
Quote from: Anastasia on February 24, 2017, 03:01:01 AM
Int check.

> roll 1d20+9 Int dontscrewmepls
<Serith> IronDragoon roll for Serith < 20 > [d20=11]
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 11:54:04 AM
Lost Lore of the Abyss: The Quartered Lion

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Quartered Lion was once known as the Lion Knight. A brave champion who defied the Abyss again and again, he ultimately took the mantle of a hellreaver and went to the Abyss to challenge the demons on their home ground. It is known he ultimately failed, falling in battle to Orcus. The demon prince was unwilling to let the knight's soul go free, so he took it and the knight's broken body. Arms and legs were removed and replaced lifeless grafts from an undead dire lion. In his spite, Orcus raised the knight as an undead nightmare and loosed his now corrupted soul out into Thanatos.

The Quartered Knight is a dreadful opponent. He wears ruined plate mail and has a pair of lion's maws for arms and lion's legs for legs. He attacks his enemies viciously and tears them apart with his twin maws. He grows stronger and fatter with each one, now a great round mass that reeks of death. He wanders Thanatos, an object of amusement for the greater demons and undead that rule that horrid place.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:02:50 PM
Archfiend's Grimoire

This book is analysis and discussion of corrupt magic. The book itself is sanctified, the pages anointed with holy water and the words written with a luminous gold ink that sparkles in the light. Nonetheless you feel a sense of dread as you begin to read the book.

Corrupt magic is magic that offers some of the caster's essence to evil in exchange for horrific effects. It is the opposite of sanctified magic and exists only to cause suffering and promote evil. The use of it is the hallmark of a soul wholly immersed in wickedness, for only the most vile can manage such magics. Examples of corrupt magic are myriad, with a few listed here. The ability to channel the powers of undead and fiends, the ability to damage a target's loved ones through a strike at the target, the ability to absorb a creature's power through cannibalism, calling on cursed weather and finally causing an miniature apocalypse that ravages miles.

The book recommends that should you come on a spell caster who uses such vile magic, that you slay them immediately. Do not trouble yourself with this loss of life, for it is merely sending a wicked soul to where they belong. They have made their choice. Do it to save all the innocents they would harm and lives they would ruin.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:08:56 PM
Wizard Mastery

This book is the summary of the potential of a wizard. The results of reading this book depend on how many wizard levels the reader has.

If read by someone with no levels in wizard, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of wizard, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in wizard, they may choose one of the benefits below.

Versatile Wizard: Select a wizard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Iddy, you'd fall into the second category. You have...5 or 6 levels of base wizard? Enough not to be harmed but not enough to draw on the power of the book.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 12:16:58 PM
Quote from: Anastasia on February 24, 2017, 12:08:56 PM
Wizard Mastery

This book is the summary of the potential of a wizard. The results of reading this book depend on how many wizard levels the reader has.

If read by someone with no levels in wizard, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of wizard, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in wizard, they may choose one of the benefits below.

Versatile Wizard: Select a wizard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Iddy, you'd fall into the second category. You have...5 or 6 levels of base wizard? Enough not to be harmed but not enough to draw on the power of the book.


Surraruthru gifts this to Tepen.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 12:26:20 PM
Quote from: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.


I do. Cursory search does not turn up what Versatile Psion does. Is it custom?
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:42:50 PM
Musical Fruits

Listen well.

In the deepest reaches of the Beastland is an orchard where Oghma once performed. The fruit trees of this realm were changed by this magic, becoming crystalline fruits that constantly jingle with music. These melodies are an echo of that performance and maintain some of a bard's musical magic. One of these fruits can be used to mimic a bard's powers, making them highly valuable.

It is thus unfortunate that the location of the orchard has been lost for a long time. Find it and you find a wealth of magic. But be warned, it is said many powerful beasts have been lured by the music of the orchard. They will not give it up easily. You will face the full wrath of the Beastland's fury.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:44:17 PM
The Lost Chalice

What languages do you speak, Tryll? Matters for this book.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:50:31 PM
Simmer

A study of pyrodryads. Is it written by 27 - people have dealt with his writing before. The tone is cool and disinterested, merely stating random facts about Simmer. Examples follow.

Simmer is a prototype of Afina.

Simmer emits enough heat per day to warm a house in cold conditions for 52 days.

Simmer can unlock the Charstone Gate.

Simmer's soul has 5,429 campfires.

Simmer's Emergency Supply Closet of Fire is the most important thing in Aurora, long term.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 12:55:02 PM
Tokens of Love

Make a Will save, Jaela.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:03:07 PM
Paladin Mastery

This book is the summary of the potential of a paladin. The results of reading this book depend on how many paladin levels the reader has.

If read by someone with no levels in paladin, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of paladin, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in paladin, they may choose one of the benefits below.

Versatile Paladin: Select a paladin alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Divine Mastery: You gain any two divine feats as bonus feats. You must meet all the prerequisites of these feats.
Mounted Knight: You gain mounted combat, spirited charge and trample as bonus feats.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:09:55 PM
Sorcerer Mastery

This book is the summary of the potential of a sorcerer. The results of reading this book depend on how many sorcerer levels the reader has.

If read by someone with no levels in sorcerer, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of sorcerer, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in sorcerer, they may choose one of the benefits below.

Versatile Sorcerer: Select a sorcerer alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Gold will grab two item creation feats as his benefit. Afina, are there item creation feats that are needed to cover any gaps?
Title: Re: Random DM nagging.
Post by: Ebiris on February 24, 2017, 01:14:47 PM
Actually between them they already have everything but potions and scrolls covered.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:17:02 PM
Bard Mastery

This book is the summary of the potential of a bard. The results of reading this book depend on how many bard levels the reader has.

If read by someone with no levels in bard, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of bard, they suffer no ill effects but realize the book's contents are beyond them.

If read by someone with 20 or more levels in bard, tey  may choose one of the benefits below.

Versatile Bard: Select a bard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisite it has to take it.
Charming Bard: You can cast charm monster at will as a spell-like ability.
Musical Training: You gain versatile performer as a bonus feat. You may use your Charisma modifier in place of your Intelligence modifier for the sake of that feat.

---

More, you have 25 levels of bard so you're in category three. Choose as you will.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:28:11 PM
Quote]It's in two places, but it's the same upgrade so once we paid for it for the illusionary battlefield it should be paid up for the portal scanning, too.

Fixed.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:30:21 PM
Quote from: Corwin on February 24, 2017, 05:11:38 AMSince we waited ridiculously long until doing this upgrade, it's now super-easy and super-cheap! Our discount comes up to 89%!

This is fine this time (my own fault for not reconsidering a floor when things got into epic numbers), but I'm going to be putting in a floor for discounts for the sake of sanity. Y'all aren't out of range of making a potential 100% discount and that's craziness. More on this in the Aurora topic.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:32:55 PM
Quote from: Iron Dragoon on February 24, 2017, 11:43:54 AM
Quote from: Anastasia on February 24, 2017, 03:01:01 AM
Int check.

> roll 1d20+9 Int dontscrewmepls
<Serith> IronDragoon roll for Serith < 20 > [d20=11]

Choose a Knowledge skill.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:37:26 PM
Quote from: Iron Dragoon on February 24, 2017, 12:16:58 PM
Quote from: Anastasia on February 24, 2017, 12:08:56 PM
Wizard Mastery

This book is the summary of the potential of a wizard. The results of reading this book depend on how many wizard levels the reader has.

If read by someone with no levels in wizard, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of wizard, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in wizard, they may choose one of the benefits below.

Versatile Wizard: Select a wizard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Iddy, you'd fall into the second category. You have...5 or 6 levels of base wizard? Enough not to be harmed but not enough to draw on the power of the book.


Surraruthru gifts this to Tepen.

Tepen thanks you, Surru.

He'll select eidetic spellcaster ACF so he no longer needs to keep a spellbook. Not the best mechanically but it's a huge quality of life improvement.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 01:39:15 PM
Quote from: Anastasia on February 24, 2017, 01:32:55 PM
Quote from: Iron Dragoon on February 24, 2017, 11:43:54 AM
Quote from: Anastasia on February 24, 2017, 03:01:01 AM
Int check.

> roll 1d20+9 Int dontscrewmepls
<Serith> IronDragoon roll for Serith < 20 > [d20=11]

Choose a Knowledge skill.

K:A
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:43:54 PM
Quote from: Yuthirin on February 24, 2017, 12:26:20 PM
Quote from: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.


I do. Cursory search does not turn up what Versatile Psion does. Is it custom?

Yes, yes it is. Read the rest of the text. It gives you a psion ACF for free.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:44:21 PM
Quote from: Ebiris on February 24, 2017, 01:14:47 PM
Actually between them they already have everything but potions and scrolls covered.

He'll take Brew Potion and Scribe Scroll in that case.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 01:45:56 PM
Quote from: Iron Dragoon on February 24, 2017, 01:39:15 PM
Quote from: Anastasia on February 24, 2017, 01:32:55 PM
Quote from: Iron Dragoon on February 24, 2017, 11:43:54 AM
Quote from: Anastasia on February 24, 2017, 03:01:01 AM
Int check.

> roll 1d20+9 Int dontscrewmepls
<Serith> IronDragoon roll for Serith < 20 > [d20=11]

Choose a Knowledge skill.

K:A

Cool. Make an K:A check.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on February 24, 2017, 01:50:15 PM
Quote from: Anastasia on February 24, 2017, 01:45:56 PM
Cool. Make an K:A check.

> roll 1d20+40 K:A
<Serith> IronDragoon roll for Serith < 52 > [d20=12]
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 02:26:34 PM
Quote from: Iron Dragoon on February 24, 2017, 01:50:15 PM
Quote from: Anastasia on February 24, 2017, 01:45:56 PM
Cool. Make an K:A check.

> roll 1d20+40 K:A
<Serith> IronDragoon roll for Serith < 52 > [d20=12]

You gain a +1 bonus to K:A checks.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 02:44:56 PM
Quote from: Anastasia on February 24, 2017, 12:44:17 PM
The Lost Chalice

What languages do you speak, Tryll? Matters for this book.

Common, Auran, Celestial, Infernal, Demonic, Draconic, Ignan, Terran

It should probably be more, based on his Int mod, but I never filled it out. Unless I can do that now. >_>
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 02:48:21 PM
Quote from: Anastasia on February 24, 2017, 12:55:02 PM
Tokens of Love

Make a Will save, Jaela.

[20:45] <@Rin> roll 1d20+50+23 will save
[20:45] <Serith> Rin roll for Serith < 91 > [d20=18]

Save made.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 02:49:31 PM
Quote from: Anastasia on February 24, 2017, 01:03:07 PM
Paladin Mastery

This book is the summary of the potential of a paladin. The results of reading this book depend on how many paladin levels the reader has.

If read by someone with no levels in paladin, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of paladin, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in paladin, they may choose one of the benefits below.

Versatile Paladin: Select a paladin alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Divine Mastery: You gain any two divine feats as bonus feats. You must meet all the prerequisites of these feats.
Mounted Knight: You gain mounted combat, spirited charge and trample as bonus feats.

Jaela gifts this to Mirajane, bidding her to grow strong~
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 02:50:04 PM
Quote from: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.


Can the metapsionic feats be epic feats?
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 02:51:13 PM
Quote from: Anastasia on February 24, 2017, 01:30:21 PM
Quote from: Corwin on February 24, 2017, 05:11:38 AMSince we waited ridiculously long until doing this upgrade, it's now super-easy and super-cheap! Our discount comes up to 89%!

This is fine this time (my own fault for not reconsidering a floor when things got into epic numbers), but I'm going to be putting in a floor for discounts for the sake of sanity. Y'all aren't out of range of making a potential 100% discount and that's craziness. More on this in the Aurora topic.

Yeah, I was surprised but decided to wait and see rather than proceed for any other repairs just yet.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 03:53:37 PM
Quote from: Anastasia on May 02, 2012, 05:28:43 PM
Quote from: Corwin on May 01, 2012, 12:52:57 PM
Rituals of Mineral

[08:28] <Shizuru> I'll roll the int check. I'll assume it's not an opposed one so moment of prescience doesn't apply.
[08:28] <Shizuru> roll 1d20+6
[08:28] * Hatbot --> "Shizuru rolls 1d20+6 and gets 21." [1d20=15]

Jaela can puzzle out that this entire book is a code. It suggests there is a greater ritual hid within it - but she can't puzzle it out herself.

It's been ages and several levels back, even my Int is higher now. Can I try again?
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:14:54 PM
Quote from: Yuthirin on February 24, 2017, 02:44:56 PM
Quote from: Anastasia on February 24, 2017, 12:44:17 PM
The Lost Chalice

What languages do you speak, Tryll? Matters for this book.

Common, Auran, Celestial, Infernal, Demonic, Draconic, Ignan, Terran

It should probably be more, based on his Int mod, but I never filled it out. Unless I can do that now. >_>

Go ahead and let me know.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:16:00 PM
Quote from: Corwin on February 24, 2017, 02:48:21 PM
Quote from: Anastasia on February 24, 2017, 12:55:02 PM
Tokens of Love

Make a Will save, Jaela.

[20:45] <@Rin> roll 1d20+50+23 will save
[20:45] <Serith> Rin roll for Serith < 91 > [d20=18]

Save made.

The book's odd. Just a love story, nothing more. Nothing terribly interesting or well written.

You're also aware of the book's magic jabbing at your mind, so that may be just as well.
Title: Re: Random DM nagging.
Post by: Nephrite on February 24, 2017, 04:18:40 PM
Quote from: Anastasia on February 24, 2017, 01:17:02 PM
Bard Mastery

This book is the summary of the potential of a bard. The results of reading this book depend on how many bard levels the reader has.

If read by someone with no levels in bard, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of bard, they suffer no ill effects but realize the book's contents are beyond them.

If read by someone with 20 or more levels in bard, tey  may choose one of the benefits below.

Versatile Bard: Select a bard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisite it has to take it.
Charming Bard: You can cast charm monster at will as a spell-like ability.
Musical Training: You gain versatile performer as a bonus feat. You may use your Charisma modifier in place of your Intelligence modifier for the sake of that feat.

---

More, you have 25 levels of bard so you're in category three. Choose as you will.

Screw it, sticking with Nature Bard. Let's do this.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:19:23 PM
Quote from: Corwin on February 24, 2017, 02:49:31 PM
Quote from: Anastasia on February 24, 2017, 01:03:07 PM
Paladin Mastery

This book is the summary of the potential of a paladin. The results of reading this book depend on how many paladin levels the reader has.

If read by someone with no levels in paladin, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of paladin, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in paladin, they may choose one of the benefits below.

Versatile Paladin: Select a paladin alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Divine Mastery: You gain any two divine feats as bonus feats. You must meet all the prerequisites of these feats.
Mounted Knight: You gain mounted combat, spirited charge and trample as bonus feats.

Jaela gifts this to Mirajane, bidding her to grow strong~

Okay. She'll either take an ACF or take the divine feats. Lemme look.

Charging smite, 4 bonus feats from the spell trader or the two divine feats. Suggestions, Jaela? She's really feat starved so all of those have a ton of merit to her.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:21:36 PM
Quote from: Yuthirin on February 24, 2017, 02:50:04 PM
Quote from: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.


Can the metapsionic feats be epic feats?

Yes, if they are metapsionic feats and you qualify for them (including qualifying for epic feats by being 21st level/hit dice or higher, which you do).
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:22:21 PM
Quote from: Corwin on February 24, 2017, 02:51:13 PM
Quote from: Anastasia on February 24, 2017, 01:30:21 PM
Quote from: Corwin on February 24, 2017, 05:11:38 AMSince we waited ridiculously long until doing this upgrade, it's now super-easy and super-cheap! Our discount comes up to 89%!

This is fine this time (my own fault for not reconsidering a floor when things got into epic numbers), but I'm going to be putting in a floor for discounts for the sake of sanity. Y'all aren't out of range of making a potential 100% discount and that's craziness. More on this in the Aurora topic.

Yeah, I was surprised but decided to wait and see rather than proceed for any other repairs just yet.

It's done and caught up now, the floor's 80% for now.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:22:45 PM
Quote from: Corwin on February 24, 2017, 03:53:37 PM
Quote from: Anastasia on May 02, 2012, 05:28:43 PM
Quote from: Corwin on May 01, 2012, 12:52:57 PM
Rituals of Mineral

[08:28] <Shizuru> I'll roll the int check. I'll assume it's not an opposed one so moment of prescience doesn't apply.
[08:28] <Shizuru> roll 1d20+6
[08:28] * Hatbot --> "Shizuru rolls 1d20+6 and gets 21." [1d20=15]

Jaela can puzzle out that this entire book is a code. It suggests there is a greater ritual hid within it - but she can't puzzle it out herself.

It's been ages and several levels back, even my Int is higher now. Can I try again?

Go for it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 24, 2017, 04:23:50 PM
Quote from: Nephrite on February 24, 2017, 04:18:40 PM
Quote from: Anastasia on February 24, 2017, 01:17:02 PM
Bard Mastery

This book is the summary of the potential of a bard. The results of reading this book depend on how many bard levels the reader has.

If read by someone with no levels in bard, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of bard, they suffer no ill effects but realize the book's contents are beyond them.

If read by someone with 20 or more levels in bard, tey  may choose one of the benefits below.

Versatile Bard: Select a bard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisite it has to take it.
Charming Bard: You can cast charm monster at will as a spell-like ability.
Musical Training: You gain versatile performer as a bonus feat. You may use your Charisma modifier in place of your Intelligence modifier for the sake of that feat.

---

More, you have 25 levels of bard so you're in category three. Choose as you will.

Screw it, sticking with Nature Bard. Let's do this.

Okay, and what was your question about 20+ level and animal companions?
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 05:05:41 PM
Quote from: Anastasia on February 24, 2017, 04:14:54 PM
Quote from: Yuthirin on February 24, 2017, 02:44:56 PM
Quote from: Anastasia on February 24, 2017, 12:44:17 PM
The Lost Chalice

What languages do you speak, Tryll? Matters for this book.

Common, Auran, Celestial, Infernal, Demonic, Draconic, Ignan, Terran

It should probably be more, based on his Int mod, but I never filled it out. Unless I can do that now. >_>

Go ahead and let me know.

On review, I have the correct number of languages. Int mod only affects number of languages known based on what your character has mod-wise at the start of the game. Increases in Int don't necessarily mean instant additional languages. Alas.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:09:51 PM
Quote from: Anastasia on February 24, 2017, 04:19:23 PM
Okay. She'll either take an ACF or take the divine feats. Lemme look.

Charging smite, 4 bonus feats from the spell trader or the two divine feats. Suggestions, Jaela? She's really feat starved so all of those have a ton of merit to her.

Let's trade spells! After all, it'd be more than 4 feats since it logically continues into epic, right?
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:11:10 PM
Quote from: Anastasia on February 24, 2017, 04:22:45 PM
Quote from: Corwin on February 24, 2017, 03:53:37 PM
Quote from: Anastasia on May 02, 2012, 05:28:43 PM
Quote from: Corwin on May 01, 2012, 12:52:57 PM
Rituals of Mineral

[08:28] <Shizuru> I'll roll the int check. I'll assume it's not an opposed one so moment of prescience doesn't apply.
[08:28] <Shizuru> roll 1d20+6
[08:28] * Hatbot --> "Shizuru rolls 1d20+6 and gets 21." [1d20=15]

Jaela can puzzle out that this entire book is a code. It suggests there is a greater ritual hid within it - but she can't puzzle it out herself.

It's been ages and several levels back, even my Int is higher now. Can I try again?

Go for it.

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]
Title: Re: Random DM nagging.
Post by: Nephrite on February 24, 2017, 05:13:26 PM
Quote from: Anastasia on February 24, 2017, 04:23:50 PM
Quote from: Nephrite on February 24, 2017, 04:18:40 PM
Quote from: Anastasia on February 24, 2017, 01:17:02 PM
Bard Mastery

This book is the summary of the potential of a bard. The results of reading this book depend on how many bard levels the reader has.

If read by someone with no levels in bard, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of bard, they suffer no ill effects but realize the book's contents are beyond them.

If read by someone with 20 or more levels in bard, tey  may choose one of the benefits below.

Versatile Bard: Select a bard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisite it has to take it.
Charming Bard: You can cast charm monster at will as a spell-like ability.
Musical Training: You gain versatile performer as a bonus feat. You may use your Charisma modifier in place of your Intelligence modifier for the sake of that feat.

---

More, you have 25 levels of bard so you're in category three. Choose as you will.

Screw it, sticking with Nature Bard. Let's do this.

Okay, and what was your question about 20+ level and animal companions?

What are the actual animal options, do they increase? Could we look at options from Celestia, perhaps from Erathaol's Magical Animal Farm? (Obviously not a 50 HD Dire bear, alas)

There's also what appears to be conflicting info on how they scale at epic.
Title: Re: Random DM nagging.
Post by: Nephrite on February 24, 2017, 05:14:28 PM
Quote from: Corwin on February 24, 2017, 05:11:10 PM

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]

If this doesn't end up teaching you anything more Moore could try if you want.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:36:21 PM
Quote from: Anastasia on May 02, 2012, 05:28:43 PM
Quote[08:31] <Shizuru> roll 1d20+18 Dispel Evil
[08:31] * Hatbot --> "Shizuru rolls 1d20+18 Dispel Evil and gets 22." [1d20=4]
[08:32] <Shizuru> roll 1d20+17 Dispel Law, Hanna
[08:32] * Hatbot --> "Shizuru rolls 1d20+17 Dispel Law, Hanna and gets 24." [1d20=7]

Swing and a miss.

Okay, so lots and lots of log-diving found what this refers to.

http://www.soulriders.net/forum/index.php/topic,102070.0.html
http://www.soulriders.net/forum/index.php/topic,102075.msg1030966.html#msg1030966

Just search for "Book of Truth".

Anyways, I don't recall actually breaking it so once Hanna is better let's try this thing again.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:37:15 PM
Quote from: Nephrite on February 24, 2017, 05:14:28 PM
Quote from: Corwin on February 24, 2017, 05:11:10 PM

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]

If this doesn't end up teaching you anything more Moore could try if you want.

Sure, go for it.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 05:37:26 PM
Quote from: Nephrite on February 24, 2017, 05:14:28 PM
Quote from: Corwin on February 24, 2017, 05:11:10 PM

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]

If this doesn't end up teaching you anything more Moore could try if you want.

Tryll would also be pleased to lend his brain power to assist.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 05:37:59 PM
Quote from: Yuthirin on February 24, 2017, 05:37:26 PM
Quote from: Nephrite on February 24, 2017, 05:14:28 PM
Quote from: Corwin on February 24, 2017, 05:11:10 PM

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]

If this doesn't end up teaching you anything more Moore could try if you want.

Tryll would also be pleased to lend his brain power to assist.

Sure, be my guest.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 24, 2017, 05:38:34 PM
Quote from: Corwin on February 24, 2017, 05:37:59 PM
Quote from: Yuthirin on February 24, 2017, 05:37:26 PM
Quote from: Nephrite on February 24, 2017, 05:14:28 PM
Quote from: Corwin on February 24, 2017, 05:11:10 PM

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]

If this doesn't end up teaching you anything more Moore could try if you want.

Tryll would also be pleased to lend his brain power to assist.

Sure, be my guest.

[blockquote]Rolled 1d20+11 : 16 + 11, total 27[/blockquote]
Title: Re: Random DM nagging.
Post by: Nephrite on February 24, 2017, 06:06:25 PM
[17:05] <Nephrite> roll 1d20+11+13+4 (greater improvisation, surge of hope)
[17:05] <Serith> Nephrite roll for Serith < 29 > [d20=1]
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 07:27:28 PM
I'd like to swap some spells known on the Favored Soul side.

For lvl1, I'd like to take Comprehend Languages instead of Shield of Faith.

For lvl3, I'd like to take Vision of the Omniscient Eye and Invisibility Purge instead of Divine Retaliation and Fell the Greatest Foe.

For lvl4, I'd like to take Mystic Aegis instead of Celestial Brilliance.

For lvl5, I'd like to take Break Enchantment instead of Meteoric Strike.

For lvl7, I'd like to take Disintegrate as per http://www.soulriders.net/forum/index.php/topic,101729.msg1036007.html#msg1036007 instead of Planar Bubble.

For lvl8, I'd like to take Brilliant Aura instead of Greater Spell Immunity.

For lvl9, I'd like to take Summon Monster IX instead of Etherealness.
Title: Re: Random DM nagging.
Post by: Corwin on February 24, 2017, 07:40:58 PM
Speaking of Celestial Brilliance, the spell itself annoys me so I want to rewrite it into something that's more useful and easier on the upkeep.

Celestial Brilliance:
Spoiler: ShowHide
(Book of Exalted Deeds, p. 94)

Evocation [Good, Light]
Level: Cleric 4, Sorcerer 4, Wizard 4, Glory (BoED) 4,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.


Jaela's Brilliance:
Spoiler: ShowHide

Evocation [Good, Light]
Level: ???
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

The weapon touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the weapon. Undead creatures take 1d6 points of damage with each hit with the weapon. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage from each hit with the weapon.

Brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.


The idea is that you don't precast it for the following month, and that you don't have to see who's within your aura and where. Instead, you just add it directly to your weapon's stats in the anti-devil cheat sheet~

If this spell works for you, which level would it be?
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2017, 11:52:56 PM
Prince Westwind is up. Jaela's brother is next, though probably not until tomorrow night or Tuesday. Possibly later since DM work is a grind.

Notes:

- Prince Westwind uses the grand caliph template. It's over on the R&S board.
- In general, he focuses on three things. Tripping, crits and aerial mobility. His normal routine is to do a flyby attack. Assuming that hits and he deals 10 or more damage, he gets a free trip attempt. If that goes through, he gets a free attack plus a free windblast from his scythe. If that hit connects, the target also has to make a save or be unable to rise from prone or move for 1 round. Against a single opponent, he attempts to use this to keep them on the ropes until he gets a crit or enough normal hits to win. Against groups he mixes it up, trying to keep the enemies able to keep up with him down and avoiding the ones that can't.
- Of the characters I've posted or made public, he's now the new king of critical hits. 18-20 x7 beats the Father's 18-20 x6. Of course, the Father's base damage of 30d10 is markedly better than the damage Westwind can bring to the table, but details.
- Splendor has a whole lot of history behind it. Might come up sometime. FYI, he's used his yearly charge fairly recently.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:03:37 AM
Quote from: Yuthirin on February 24, 2017, 05:05:41 PM
Quote from: Anastasia on February 24, 2017, 04:14:54 PM
Quote from: Yuthirin on February 24, 2017, 02:44:56 PM
Quote from: Anastasia on February 24, 2017, 12:44:17 PM
The Lost Chalice

What languages do you speak, Tryll? Matters for this book.

Common, Auran, Celestial, Infernal, Demonic, Draconic, Ignan, Terran

It should probably be more, based on his Int mod, but I never filled it out. Unless I can do that now. >_>

Go ahead and let me know.

On review, I have the correct number of languages. Int mod only affects number of languages known based on what your character has mod-wise at the start of the game. Increases in Int don't necessarily mean instant additional languages. Alas.

Right. Incidentally, it's Abyssal, not Demonic. Anyway.

The Lost Chalice

The book talks about the Knights of the Chalice, an organization dedicated to recovering a lost holy chalice from Hell. The details on it are sketchy and lost to history, but it's believed to have been owned by Tyr and lost ages before his fall. That is not true. The truth has been obscured.

Most of the book is straightforward and factual. The Knights of the Chalice currently believe the Lost Chalice resides somewhere in Dis. Several expeditions have been mounted to recover it, but as of now, all have failed. Nevertheless, they keep trying. In the meantime, they are a solid group of holy warriors who oppose fiends in all forms. They are heroes, champions and the righteous, with fiendslaying techniques and powerful magic. All to save me. You who can read beyond reading and listen beyond listening, hear my voice.

The group is spread across countless Prime Material worlds, a recurring group allied to the Triad and various groups tied to Mount Celestia. While they have not recovered the Lost Chalice, they have without a doubt done a great deal of good. The Knights strive to improve and to one day recover what was lost. As such, they are often opposed by the servants of Hell and the servants of Dispater in particular. I reside a prisoner in Dis. Free me so I can speak to my father. Free me for a better world. Free me, you of noble heart, because it is the right thing to do.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:07:58 AM
Quote from: Corwin on February 24, 2017, 05:09:51 PM
Quote from: Anastasia on February 24, 2017, 04:19:23 PM
Okay. She'll either take an ACF or take the divine feats. Lemme look.

Charging smite, 4 bonus feats from the spell trader or the two divine feats. Suggestions, Jaela? She's really feat starved so all of those have a ton of merit to her.

Let's trade spells! After all, it'd be more than 4 feats since it logically continues into epic, right?

It does not.

I could spin you some bullshit about justifying it, but it's primarily a balance choice. They'd end up with 21+3 and 23+3 feat progression for epic levels, decided awhile ago I wasn't happy with how that balanced. It really hasn't come up since normally only NPCs take that ACF as well as enough paladin levels for it to matter.

That all being said she'll probably take it anyways since it helps her tons, but just a heads up.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:12:48 AM
Quote from: Corwin on February 24, 2017, 05:11:10 PM
Quote from: Anastasia on February 24, 2017, 04:22:45 PM
Quote from: Corwin on February 24, 2017, 03:53:37 PM
Quote from: Anastasia on May 02, 2012, 05:28:43 PM
Quote from: Corwin on May 01, 2012, 12:52:57 PM
Rituals of Mineral

[08:28] <Shizuru> I'll roll the int check. I'll assume it's not an opposed one so moment of prescience doesn't apply.
[08:28] <Shizuru> roll 1d20+6
[08:28] * Hatbot --> "Shizuru rolls 1d20+6 and gets 21." [1d20=15]

Jaela can puzzle out that this entire book is a code. It suggests there is a greater ritual hid within it - but she can't puzzle it out herself.

It's been ages and several levels back, even my Int is higher now. Can I try again?

Go for it.

[23:08] <@Rin> roll 1d20+8+2 int, good hope
[23:08] <Serith> Rin roll for Serith < 22 > [d20=12]

Swing and a miss again.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2017, 12:25:36 AM
Quote from: Anastasia on February 27, 2017, 12:03:37 AMRight. Incidentally, it's Abyssal, not Demonic. Anyway.

The Lost Chalice

The book talks about the Knights of the Chalice, an organization dedicated to recovering a lost holy chalice from Hell. The details on it are sketchy and lost to history, but it's believed to have been owned by Tyr and lost ages before his fall. That is not true. The truth has been obscured.

Most of the book is straightforward and factual. The Knights of the Chalice currently believe the Lost Chalice resides somewhere in Dis. Several expeditions have been mounted to recover it, but as of now, all have failed. Nevertheless, they keep trying. In the meantime, they are a solid group of holy warriors who oppose fiends in all forms. They are heroes, champions and the righteous, with fiendslaying techniques and powerful magic. All to save me. You who can read beyond reading and listen beyond listening, hear my voice.

The group is spread across countless Prime Material worlds, a recurring group allied to the Triad and various groups tied to Mount Celestia. While they have not recovered the Lost Chalice, they have without a doubt done a great deal of good. The Knights strive to improve and to one day recover what was lost. As such, they are often opposed by the servants of Hell and the servants of Dispater in particular. I reside a prisoner in Dis. Free me so I can speak to my father. Free me for a better world. Free me, you of noble heart, because it is the right thing to do.
Tryll can feel the presence of...something. Obfuscation? Mental interference? No! There's a message in the book! He can hear it! Tryll knows where the Lost Chalice is! He heads for Morniel post-haste!
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:29:09 AM
Quote from: Nephrite on February 24, 2017, 05:13:26 PM
Quote from: Anastasia on February 24, 2017, 04:23:50 PM
Quote from: Nephrite on February 24, 2017, 04:18:40 PM
Quote from: Anastasia on February 24, 2017, 01:17:02 PM
Bard Mastery

This book is the summary of the potential of a bard. The results of reading this book depend on how many bard levels the reader has.

If read by someone with no levels in bard, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of bard, they suffer no ill effects but realize the book's contents are beyond them.

If read by someone with 20 or more levels in bard, tey  may choose one of the benefits below.

Versatile Bard: Select a bard alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisite it has to take it.
Charming Bard: You can cast charm monster at will as a spell-like ability.
Musical Training: You gain versatile performer as a bonus feat. You may use your Charisma modifier in place of your Intelligence modifier for the sake of that feat.

---

More, you have 25 levels of bard so you're in category three. Choose as you will.

Screw it, sticking with Nature Bard. Let's do this.

Okay, and what was your question about 20+ level and animal companions?

What are the actual animal options, do they increase? Could we look at options from Celestia, perhaps from Erathaol's Magical Animal Farm? (Obviously not a 50 HD Dire bear, alas)

There's also what appears to be conflicting info on how they scale at epic.

That's technically not an ACF. But just grabbing the animal companion's fine since that seems like the intent there.

What's the conflicting info about epic animal companions?
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:29:50 AM
Quote from: Yuthirin on February 27, 2017, 12:25:36 AM
Quote from: Anastasia on February 27, 2017, 12:03:37 AMRight. Incidentally, it's Abyssal, not Demonic. Anyway.

The Lost Chalice

The book talks about the Knights of the Chalice, an organization dedicated to recovering a lost holy chalice from Hell. The details on it are sketchy and lost to history, but it's believed to have been owned by Tyr and lost ages before his fall. That is not true. The truth has been obscured.

Most of the book is straightforward and factual. The Knights of the Chalice currently believe the Lost Chalice resides somewhere in Dis. Several expeditions have been mounted to recover it, but as of now, all have failed. Nevertheless, they keep trying. In the meantime, they are a solid group of holy warriors who oppose fiends in all forms. They are heroes, champions and the righteous, with fiendslaying techniques and powerful magic. All to save me. You who can read beyond reading and listen beyond listening, hear my voice.

The group is spread across countless Prime Material worlds, a recurring group allied to the Triad and various groups tied to Mount Celestia. While they have not recovered the Lost Chalice, they have without a doubt done a great deal of good. The Knights strive to improve and to one day recover what was lost. As such, they are often opposed by the servants of Hell and the servants of Dispater in particular. I reside a prisoner in Dis. Free me so I can speak to my father. Free me for a better world. Free me, you of noble heart, because it is the right thing to do.
Tryll can feel the presence of...something. Obfuscation? Mental interference? No! There's a message in the book! He can hear it! Tryll knows where the Lost Chalice is! He heads for Morniel post-haste!

Okay, put that on your todo list first thing, once you're done with your current task.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:30:55 AM
Quote from: Corwin on February 24, 2017, 05:36:21 PM
Quote from: Anastasia on May 02, 2012, 05:28:43 PM
Quote[08:31] <Shizuru> roll 1d20+18 Dispel Evil
[08:31] * Hatbot --> "Shizuru rolls 1d20+18 Dispel Evil and gets 22." [1d20=4]
[08:32] <Shizuru> roll 1d20+17 Dispel Law, Hanna
[08:32] * Hatbot --> "Shizuru rolls 1d20+17 Dispel Law, Hanna and gets 24." [1d20=7]

Swing and a miss.

Okay, so lots and lots of log-diving found what this refers to.

http://www.soulriders.net/forum/index.php/topic,102070.0.html
http://www.soulriders.net/forum/index.php/topic,102075.msg1030966.html#msg1030966

Just search for "Book of Truth".

Anyways, I don't recall actually breaking it so once Hanna is better let's try this thing again.

Cool, todo list it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:32:06 AM
Re: Int checks for Tryll and Moore. Both managed to fail them, including a breath-taking natural 1 by Moore.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2017, 12:35:20 AM
Quote from: Anastasia on February 27, 2017, 12:32:06 AM
Re: Int checks for Tryll and Moore. Both managed to fail them, including a breath-taking natural 1 by Moore.

Gracious.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:37:13 AM
Quote from: Corwin on February 24, 2017, 07:27:28 PM
I'd like to swap some spells known on the Favored Soul side.

For lvl1, I'd like to take Comprehend Languages instead of Shield of Faith.

For lvl3, I'd like to take Vision of the Omniscient Eye and Invisibility Purge instead of Divine Retaliation and Fell the Greatest Foe.

For lvl4, I'd like to take Mystic Aegis instead of Celestial Brilliance.

For lvl5, I'd like to take Break Enchantment instead of Meteoric Strike.

For lvl7, I'd like to take Disintegrate as per http://www.soulriders.net/forum/index.php/topic,101729.msg1036007.html#msg1036007 instead of Planar Bubble.

For lvl8, I'd like to take Brilliant Aura instead of Greater Spell Immunity.

For lvl9, I'd like to take Summon Monster IX instead of Etherealness.

Sounds good all around.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:37:46 AM
Quote from: Yuthirin on February 27, 2017, 12:35:20 AM
Quote from: Anastasia on February 27, 2017, 12:32:06 AM
Re: Int checks for Tryll and Moore. Both managed to fail them, including a breath-taking natural 1 by Moore.

Gracious.

Heh, sorry. A bit of humor during DM work makes it go down smoother.
Title: Re: Random DM nagging.
Post by: Nephrite on February 27, 2017, 12:39:24 AM
Quote from: Anastasia on February 27, 2017, 12:29:09 AM

That's technically not an ACF. But just grabbing the animal companion's fine since that seems like the intent there.

What's the conflicting info about epic animal companions?

I think there were previous notes about animal companions that didn't get updated to 3.5 -- but it looks like what's on the SRD matches what else I can find online, so I think we're good there.

Getting just the animal companion is fine.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:40:02 AM
Quote from: Corwin on February 24, 2017, 07:40:58 PM
Speaking of Celestial Brilliance, the spell itself annoys me so I want to rewrite it into something that's more useful and easier on the upkeep.

Celestial Brilliance:
Spoiler: ShowHide
(Book of Exalted Deeds, p. 94)

Evocation [Good, Light]
Level: Cleric 4, Sorcerer 4, Wizard 4, Glory (BoED) 4,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.


Jaela's Brilliance:
Spoiler: ShowHide

Evocation [Good, Light]
Level: ???
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

The weapon touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the weapon. Undead creatures take 1d6 points of damage with each hit with the weapon. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage from each hit with the weapon.

Brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.


The idea is that you don't precast it for the following month, and that you don't have to see who's within your aura and where. Instead, you just add it directly to your weapon's stats in the anti-devil cheat sheet~

If this spell works for you, which level would it be?

It doesn't quite work for me, since the transference from an aura to a per hit thing is a radical change to execution and balance.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 12:44:17 AM
Quote from: Nephrite on February 27, 2017, 12:39:24 AM
Quote from: Anastasia on February 27, 2017, 12:29:09 AM

That's technically not an ACF. But just grabbing the animal companion's fine since that seems like the intent there.

What's the conflicting info about epic animal companions?

I think there were previous notes about animal companions that didn't get updated to 3.5 -- but it looks like what's on the SRD matches what else I can find online, so I think we're good there.

Getting just the animal companion is fine.

Okay.
Title: Re: Random DM nagging.
Post by: Corwin on February 27, 2017, 09:48:11 AM
Quote from: Anastasia on February 27, 2017, 12:40:02 AM
Quote from: Corwin on February 24, 2017, 07:40:58 PM
Speaking of Celestial Brilliance, the spell itself annoys me so I want to rewrite it into something that's more useful and easier on the upkeep.

Celestial Brilliance:
Spoiler: ShowHide
(Book of Exalted Deeds, p. 94)

Evocation [Good, Light]
Level: Cleric 4, Sorcerer 4, Wizard 4, Glory (BoED) 4,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.


Jaela's Brilliance:
Spoiler: ShowHide

Evocation [Good, Light]
Level: ???
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

The weapon touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the weapon. Undead creatures take 1d6 points of damage with each hit with the weapon. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage from each hit with the weapon.

Brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.


The idea is that you don't precast it for the following month, and that you don't have to see who's within your aura and where. Instead, you just add it directly to your weapon's stats in the anti-devil cheat sheet~

If this spell works for you, which level would it be?

It doesn't quite work for me, since the transference from an aura to a per hit thing is a radical change to execution and balance.

The problem with an aura is that it's impossible to keep track of without a grid and very annoying upkeep. You at least know who you're hitting.

Anyway, there are epic spells like Celestial Valor that do a ton of stuff and also give you +2d6 holy to hit, so why not have a spell exist that only does the +2d6 per hit part? With a longer duration, obviously, to compensate.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2017, 06:43:50 PM
Quote from: Anastasia on February 24, 2017, 04:21:36 PM
Quote from: Yuthirin on February 24, 2017, 02:50:04 PM
Quote from: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.


Can the metapsionic feats be epic feats?

Yes, if they are metapsionic feats and you qualify for them (including qualifying for epic feats by being 21st level/hit dice or higher, which you do).

Tryll will select Maximize Power and Automatic Metamagic: Twin Power.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2017, 06:51:12 PM
Tryll's sheet updated, shoouuulld be current.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 07:38:21 PM
Quote from: Yuthirin on February 27, 2017, 06:43:50 PM
Quote from: Anastasia on February 24, 2017, 04:21:36 PM
Quote from: Yuthirin on February 24, 2017, 02:50:04 PM
Quote from: Anastasia on February 24, 2017, 12:15:04 PM
Psion Mastery

This book is the summary of the potential of a psion. The results of reading this book depend on how many psion levels the reader has.

If read by someone with no levels in psion, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of psion, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in psion, they may choose one of the benefits below.

Versatile Psion: Select a psion alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Metapsionic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Crafting Mastery: You gain any two psionic item creation feats as bonus feats. You must meet all the prerequisites of these feats.

---

Tryll, I believe you have 20 psion levels on the dot, so you get category three. Confirm this since I know your build's split a bit.


Can the metapsionic feats be epic feats?

Yes, if they are metapsionic feats and you qualify for them (including qualifying for epic feats by being 21st level/hit dice or higher, which you do).

Tryll will select Maximize Power and Automatic Metamagic: Twin Power.

That should be something like automatic metapsionics or whatever, but the point's understood.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 27, 2017, 07:50:22 PM
Oh good point. Sorry, was distracted. I fixed it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2017, 09:29:01 PM
Quote from: Corwin on February 27, 2017, 09:48:11 AMAnyway, there are epic spells like Celestial Valor that do a ton of stuff and also give you +2d6 holy to hit, so why not have a spell exist that only does the +2d6 per hit part? With a longer duration, obviously, to compensate.

Tell you what. Do some homework and look up any spells that do xdwhatever damage like that for me, see what level and durations we're talking about here.
Title: Re: Random DM nagging.
Post by: Corwin on February 28, 2017, 01:36:29 PM
Nothing quite does the same thing, or I would've grabbed that spell. But!

First there's Weapon of Energy (Cleric 3, Sorcerer 3, Wizard 3, Spellthief 3)
Target: One weapon
Duration: 1 round/level

It gives +1d6 of energy to each hit with the weapon (you pick which energy at casting), and quite importantly stacks with existing energy enchantment. So you can use it on a Flaming Sword +1 and it'd hit at +2d6 fire.

Then there's Persistent Spell, which turns spells into duration 24 hours at a +6 level adjustment.

So a Persistent Weapon of Energy would be a lvl9 equivalent doing +1d6 energy of your choice with one weapon for 24 hours.

In addition, there's a bunch of regular and epic spells that have short durations but also tack on +2d6 damage to your attacks for various reasons.

Holy Sword, Pal 4. Transforms the weapon, explicitly doesn't stack with weapon enchantments.
Celestial Valor, Clr 10, Glory 10, Good 10, Pal 8, Sor/Wiz 10. Explicitly states the 2d6 extra damage doesn't stack with the Holy weapon property.
Might of the Solar, Sor/Wiz 11. While it talks of sacred and bane, the spell doesn't state it doesn't stack with existing weapon buffs the way similar spells like say Celestial Valor do.

I'm sure other examples exist. If you think it's unreasonable for a spell that specializes in long-term damage boosting rather than short term damage and everything else boosting to exist, that's fair.
Title: Re: Random DM nagging.
Post by: Corwin on February 28, 2017, 04:17:47 PM
Unrelated to the above, a reminder that I want to do more with Light. And I could pay for it with stuff, like the Anarchic bloodline or what not.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 02, 2017, 02:46:42 PM
Surraruthru is gifting the Archfiend's Grimoire to the Library. The Lost Lore of the Abyss: The Quartered Lion also, but the quest from that has already been gained, so I dunno if it'll mean anything. Same with the Encyclopedia.
Title: Re: Random DM nagging.
Post by: Corwin on March 02, 2017, 04:45:00 PM
Considering taking these spells for my blank lvl11 slots:
Beaming Blade
Moonlight Revelation

At least until you get inspired on something.
Re: Beaming Blade, it'd be a Beaming Spear variant, totally not pirated from the church.
Title: Re: Random DM nagging.
Post by: Nephrite on March 02, 2017, 07:35:50 PM
Okay, let's see if I can manage the horrible pit of math that is animal companions. I am like 100% sure I am doing this completely wrong because I'm not really sure what the "Base level" of the creature is to begin with but I'm thinking it's 12 (because it has 12 HD) so please bear with me on this.

A Dire Bear is listed as 13th or higher (-12) for a Druid. Celestial adds +2 to the level adjustment of the base creature, so I'd say that'd probably 15? I think that still falls into the same -12 band. Please correct me if I am wrong. I don't really think that changes much here.

So I believe I'm looking at the base being the following:

Celestial Dire Bear
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice:   12d8+51 (105 hp)
Initiative:   +1
Speed:   40 ft. (8 squares)
Armor Class:   17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple:   +9/+23
Attack:   Claw +19 melee (2d4+10)
Full Attack:   2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)

So since I'm 25, I look at this with 13 LA, so I add the following:

+8 Bonus HD
+8 Natural Armor
+4 Str/Dex
5 bonus tricks (this is probably unnecessary due to the intelligence of a celestial creature?)
Link, Share Spells, Devotion, Evasion, Multiattack.

The HD are 1d8, so let's just use the average for now and call that 4x8 = 48

I feel like I'm really missing something key here, but I'm going to keep going with this anyway.

I believe that ends up being:

Hit Dice: 20d8+51 (I think I did this wrong) 153 HP
Initiative:   +3
Speed:   40 ft. (8 squares)
Abilities:   Str 35, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Armor Class:   27 (-1 size, +3 Dex, +13 natural), touch 10, flat-footed 24
Base Attack/Grapple:   +15/+31
Attack:   Claw +27 melee (2d4+12)
Full Attack:   2 claws +27 melee (2d4+12) and bite +21 melee (2d8+7)


Animal Companion
The epic druid's animal companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick.

I assume this means when the animal has an effective HD of above 20, which I'm not sure does here?
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2017, 12:02:18 PM
A few things.

1. B5 is today as noted, so no afternoon session. Evening session should be unaffected.
2. I know I've probably missed a few things in the recent posting rush. If I have and it needs answers, give me links to them in here. This includes things from loot, though I'll answer those there.
3. Tannin scares me.
Title: Re: Random DM nagging.
Post by: Corwin on March 06, 2017, 01:09:40 PM
Quote from: Corwin on February 28, 2017, 04:17:47 PM
Unrelated to the above, a reminder that I want to do more with Light. And I could pay for it with stuff, like the Anarchic bloodline or what not.

Quote from: Corwin on March 02, 2017, 04:45:00 PM
Considering taking these spells for my blank lvl11 slots:
Beaming Blade
Moonlight Revelation

At least until you get inspired on something.
Re: Beaming Blade, it'd be a Beaming Spear variant, totally not pirated from the church.


Quote from: Corwin on February 28, 2017, 01:36:29 PM
Nothing quite does the same thing, or I would've grabbed that spell. But!

First there's Weapon of Energy (Cleric 3, Sorcerer 3, Wizard 3, Spellthief 3)
Target: One weapon
Duration: 1 round/level

It gives +1d6 of energy to each hit with the weapon (you pick which energy at casting), and quite importantly stacks with existing energy enchantment. So you can use it on a Flaming Sword +1 and it'd hit at +2d6 fire.

Then there's Persistent Spell, which turns spells into duration 24 hours at a +6 level adjustment.

So a Persistent Weapon of Energy would be a lvl9 equivalent doing +1d6 energy of your choice with one weapon for 24 hours.

In addition, there's a bunch of regular and epic spells that have short durations but also tack on +2d6 damage to your attacks for various reasons.

Holy Sword, Pal 4. Transforms the weapon, explicitly doesn't stack with weapon enchantments.
Celestial Valor, Clr 10, Glory 10, Good 10, Pal 8, Sor/Wiz 10. Explicitly states the 2d6 extra damage doesn't stack with the Holy weapon property.
Might of the Solar, Sor/Wiz 11. While it talks of sacred and bane, the spell doesn't state it doesn't stack with existing weapon buffs the way similar spells like say Celestial Valor do.

I'm sure other examples exist. If you think it's unreasonable for a spell that specializes in long-term damage boosting rather than short term damage and everything else boosting to exist, that's fair.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2017, 11:35:31 PM
Quote from: Corwin on March 06, 2017, 01:09:40 PM
Unrelated to the above, a reminder that I want to do more with Light. And I could pay for it with stuff, like the Anarchic bloodline or what not.

If you wanna pay a feat for it - and not a bonus feat like that, as it was a gift from Renbuu and can't be retrained - you can. If you do, design a feat around it and post it. Is that what you wanna do?

Paying a feat gives you control plus more leeway from me, but well, it costs a feat. Your call if that's an avenue you want to explore. If not, I'll come back to this.

Quote from: Corwin on March 02, 2017, 04:45:00 PM
Considering taking these spells for my blank lvl11 slots:
Beaming Blade
Moonlight Revelation

At least until you get inspired on something.
Re: Beaming Blade, it'd be a Beaming Spear variant, totally not pirated from the church.

No on Beaming Blade. It's a Lathanderite secret and an epic spell. It hasn't spread beyond that faith. Your options from there are:

1. Develop a copy. Possible and your intent as noted. This may well draw a reaction from Lathander's clergy though or at least Moonlight, so your K:P ranks suggest some diplomacy and asking nicely would be in order.
2. Try and get them to give you the original spell to work with or simply copy directly. Hello diplomacy times.

Moonlight Revelation's fine. It's not a church secret and Balyss is here to crib notes from. She's fine with it, it's merely a moon themed spell rather than something intimately tied to the church. Besides, part of the Triune is Sehanine Moonbow, so there's a theological argument that you deserve access even if it was. She's not touching that theological clusterfuck, so draw your own conclusions.

Quote from: Corwin on February 28, 2017, 01:36:29 PM
Nothing quite does the same thing, or I would've grabbed that spell. But!

First there's Weapon of Energy (Cleric 3, Sorcerer 3, Wizard 3, Spellthief 3)
Target: One weapon
Duration: 1 round/level

It gives +1d6 of energy to each hit with the weapon (you pick which energy at casting), and quite importantly stacks with existing energy enchantment. So you can use it on a Flaming Sword +1 and it'd hit at +2d6 fire.

Then there's Persistent Spell, which turns spells into duration 24 hours at a +6 level adjustment.

So a Persistent Weapon of Energy would be a lvl9 equivalent doing +1d6 energy of your choice with one weapon for 24 hours.

In addition, there's a bunch of regular and epic spells that have short durations but also tack on +2d6 damage to your attacks for various reasons.

Holy Sword, Pal 4. Transforms the weapon, explicitly doesn't stack with weapon enchantments.
Celestial Valor, Clr 10, Glory 10, Good 10, Pal 8, Sor/Wiz 10. Explicitly states the 2d6 extra damage doesn't stack with the Holy weapon property.
Might of the Solar, Sor/Wiz 11. While it talks of sacred and bane, the spell doesn't state it doesn't stack with existing weapon buffs the way similar spells like say Celestial Valor do.

I'm sure other examples exist. If you think it's unreasonable for a spell that specializes in long-term damage boosting rather than short term damage and everything else boosting to exist, that's fair.

Quick note about Might of the Solar: It doesn't mention stacking or not, but says the following.

QuoteYour natural attacks and weapons are filled with sacred power, allowing you to treat any attack you make as a bane attack against the target; adding a +2 bonus to hit and damage, as well as 2d6 points of damage.

Since it doesn't mention if it stacks or not, the basic rule about identical effects not stacking comes into play. You can't have a sword with bane (evil outsiders) twice, you can't make a double holy sword, so on and so forth. So I'd rule it doesn't stack with a bane weapon. I believe this was the intent of the spell when I wrote it, but I'd have to check my notes to be sure. I may change this later, as in either case I'm going to clarify that bit of the spell later tonight. I'll post in nagging when I do.

Anyway.

It's not that a spell that does +1d6 damage for hours at a time is mechanically wrong. I'm pretty sure there's a spell or two (in the spell collection or never posted, I forget) that does that on my end. I'm just a bit wary of it and trying to convert an aura spell to a direct bonus damage spell wasn't working.

As I alluded to, I'm wary of hour/duration spells, especially ones that are combat boosters. Most spells that have that sort of duration (that I write, anyway) are certain defensive and utility spells. There's one exception: thunderous voice, which gives a standard action lightning bolt attack. The reason why is the same reason why persistent spell and divine metamagic aren't ever going to be approved by me: I feel turning those sort of spells into day long fire and forgets is fundamentally unbalanced and has undesirable effects on gameplay.

In this case, is it broken? Probably not. Beyond Jaela's damage probably being high enough already, adding +1d6 damage per attack probably isn't going to change much overall. So I'd allow something like that, write it up and I'll see about approving it.

---

Since it came up indirectly, do bear in mind the escalation stakes. The various enemies and traps in Benfal had force I felt sufficient to challenge the party as well as tactics worthy of the level of intellect directing them. You all (especially Jaela, Afina and Ithea due to being long runners) are powerful. So are your enemies. Be careful about pushing the boundaries too far - what you feel might be a neat upgrade could blow up in your faces when the enemies do something like that.

Not a warning or anything, just a friendly reminder.
Title: Re: Random DM nagging.
Post by: Corwin on March 07, 2017, 03:02:43 AM
Quote
If you wanna pay a feat for it - and not a bonus feat like that, as it was a gift from Renbuu and can't be retrained - you can. If you do, design a feat around it and post it. Is that what you wanna do?

Paying a feat gives you control plus more leeway from me, but well, it costs a feat. Your call if that's an avenue you want to explore. If not, I'll come back to this.

It's understandable that my intention won't get across fully since it's been a while since we talked about this. Luckily, a clarification is a post away!

While I wouldn't mind it being retrained or what not, I was thinking along different lines. The millennial chainmail, for example, allows me to sacrifice a lvl4 slot to get fast healing 3 with it. And there is that cleric/favored soul ACF that lets you sacrifice a lvl4 slot to get a pool of healing similar to a paladin's. No idea why both are lvl4, btw.

Other options are that sorc acf/variant that eats up a spell known per spell level to give you weapon focus and more hp, or arcane strike and its weaker divine variant that burn spells for attack/damage boosts.

So I was thinking along the lines of how I could invest spell slots/spells known/whichever to pay for better light-themed abilities if that's what it took to make things balanced.

The key issue, however, is that I want to see some examples of what I could actually do here. Once you tell me what I can actually aim for here, we can work on how to make it happen. Given that one of Lathander's guys offered me several choices before giving me the anti-evil DC-lowering aura I figure you have some ideas? Plus, light-based powers have been in use for a while, and I want to get them legitimately rather than beg powerful dudes for power-ups.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2017, 01:38:45 PM
Quote from: Corwin on March 07, 2017, 03:02:43 AMIt's understandable that my intention won't get across fully since it's been a while since we talked about this. Luckily, a clarification is a post away!

While I wouldn't mind it being retrained or what not, I was thinking along different lines. The millennial chainmail, for example, allows me to sacrifice a lvl4 slot to get fast healing 3 with it. And there is that cleric/favored soul ACF that lets you sacrifice a lvl4 slot to get a pool of healing similar to a paladin's. No idea why both are lvl4, btw.

If I had to guess, clerics don't have much to trade away besides spells. I'd imagine they aimed for a level where it's obtainable in most games that go past low levels, but also of a level that'll have an impact for a longest possible time. A full caster gets those at level 7 or 8, which is a good spot before levels get too high for a normal game. Anyway, this is a digression so let's get to the meat of this.

QuoteSo I was thinking along the lines of how I could invest spell slots/spells known/whichever to pay for better light-themed abilities if that's what it took to make things balanced.

The key issue, however, is that I want to see some examples of what I could actually do here. Once you tell me what I can actually aim for here, we can work on how to make it happen. Given that one of Lathander's guys offered me several choices before giving me the anti-evil DC-lowering aura I figure you have some ideas? Plus, light-based powers have been in use for a while, and I want to get them legitimately rather than beg powerful dudes for power-ups.

Sure. Do me a favor and dig up what the other offers were real quick?
Title: Re: Random DM nagging.
Post by: Corwin on March 07, 2017, 02:01:08 PM
I don't know since I had to choose blindly.  :(
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2017, 02:04:42 PM
Quote from: Corwin on March 07, 2017, 02:01:08 PM
I don't know since I had to choose blindly.  :(

Oh okay. Lemme think a few then.
Title: Re: Random DM nagging.
Post by: Anastasia on March 07, 2017, 02:09:03 PM
Okay, first of all I need my ducks in a row. You'd probably know this better than I would, so what have I let you do with your light and how?

Sorry for ten questions here, it's just way easier to ask you than to logdive while DMing several topics.
Title: Re: Random DM nagging.
Post by: Corwin on March 07, 2017, 02:20:30 PM
Okay. So we fought this dude, Salanadriel (http://www.soulriders.net/forum/index.php/topic,103724.msg1063380.html#msg1063380).

Here's one example (http://www.soulriders.net/forum/index.php/topic,103724.msg1063733.html#msg1063733) of us fighting him and him using light (fluff-wise). Here's another (http://www.soulriders.net/forum/index.php/topic,103724.msg1063766.html#msg1063766).

He eventually offers us a blessing, which I claimed. Here are the relevant posts: one (http://www.soulriders.net/forum/index.php/topic,103724.msg1063792.html#msg1063792), two (http://www.soulriders.net/forum/index.php/topic,103724.msg1063815.html#msg1063815), three (http://www.soulriders.net/forum/index.php/topic,103724.msg1063855.html#msg1063855).

The ability he gave me is:
QuoteJaela's body glows with light before it fades, yet she seems somehow brighter than before.

Jaela gains the following ability.

Body of Light (Su)

At will as a free action, Jaela can shed light equivalent to a torch. Evil creatures within this light suffer a -2 penalty to saving throws against Jaela's spells, spell-like abilities and supernatural abilities. This penalty increases to -4 against evil outsiders and undead.

I've since managed to copy his clothes trick from the first link (his intro post). I also tried some weapons with moderate success in the thread here (http://www.soulriders.net/forum/index.php/topic,103877.msg1078307.html#msg1078307).
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 10, 2017, 01:10:12 AM
With a semi-impending transformation/rebuild on the horizon, I've got a question and a couple notes.

First off, with Specialist Wizard, I had to pick two schools to ban. I picked Illusion and Necromancy. Assuming that I gain Sorcerer casting on Dragon side, will those bans apply to Sorcerer casting? Here's the text quote:

Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.


Having gained experience with magic, I realize now that banning Necromancy was a terrible choice, and Enchantment would have been a much better choice to ban (as I've only ever cast a single spell from Enchantment: Greater Heroism). Would I be able to get those Necromancy spells via Sorc?

Second, do ACFs work with Dragon casting at all? I can't really see that they do, but if there's some obscure thing I'm missing, I might be able to get something out of it.

Third, I plan to swap some feats that I basically never use for something that'll help me much more: Metamagic School Focus and Magic Disruption in favor of Spell Penetration and Greater Spell Penetration.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2017, 10:24:31 AM
Since it's been a while, I decided to write my own draft. Comments?

QuoteTerror Fog
Conjuration (Creation, Teleportation)
Level: Clr 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The spell was originally designed by Jaela of Aurora as a training exercise after learning of the variant used by Bubbles. This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

You appear in the fog wherever you wish. You are immune to all of the effects of the fog and may move normally within it. Your reach changes, allowing you to always threaten anyone within the fog with you. Those threatened by you are considered flanked with you. Additionally, you enjoy a +10 bonus to attack rolls and armor class while within the fog.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2017, 10:42:47 PM
Quote from: Iron Dragoon on March 10, 2017, 01:10:12 AM
With a semi-impending transformation/rebuild on the horizon, I've got a question and a couple notes.

First off, with Specialist Wizard, I had to pick two schools to ban. I picked Illusion and Necromancy. Assuming that I gain Sorcerer casting on Dragon side, will those bans apply to Sorcerer casting? Here's the text quote:

Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.


Having gained experience with magic, I realize now that banning Necromancy was a terrible choice, and Enchantment would have been a much better choice to ban (as I've only ever cast a single spell from Enchantment: Greater Heroism). Would I be able to get those Necromancy spells via Sorc?

Yes, banned schools only apply to your wizard casting. Comes up in Complete Arcane.

QuoteSecond, do ACFs work with Dragon casting at all? I can't really see that they do, but if there's some obscure thing I'm missing, I might be able to get something out of it.

No, as they aren't class levels but an ability gained by racial hit dice.

QuoteThird, I plan to swap some feats that I basically never use for something that'll help me much more: Metamagic School Focus and Magic Disruption in favor of Spell Penetration and Greater Spell Penetration.

Knock yourself out.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2017, 10:45:54 PM
Quote from: Corwin on March 07, 2017, 02:20:30 PM
Okay. So we fought this dude, Salanadriel (http://www.soulriders.net/forum/index.php/topic,103724.msg1063380.html#msg1063380).

Here's one example (http://www.soulriders.net/forum/index.php/topic,103724.msg1063733.html#msg1063733) of us fighting him and him using light (fluff-wise). Here's another (http://www.soulriders.net/forum/index.php/topic,103724.msg1063766.html#msg1063766).

He eventually offers us a blessing, which I claimed. Here are the relevant posts: one (http://www.soulriders.net/forum/index.php/topic,103724.msg1063792.html#msg1063792), two (http://www.soulriders.net/forum/index.php/topic,103724.msg1063815.html#msg1063815), three (http://www.soulriders.net/forum/index.php/topic,103724.msg1063855.html#msg1063855).

The ability he gave me is:
QuoteJaela's body glows with light before it fades, yet she seems somehow brighter than before.

Jaela gains the following ability.

Body of Light (Su)

At will as a free action, Jaela can shed light equivalent to a torch. Evil creatures within this light suffer a -2 penalty to saving throws against Jaela's spells, spell-like abilities and supernatural abilities. This penalty increases to -4 against evil outsiders and undead.

I've since managed to copy his clothes trick from the first link (his intro post). I also tried some weapons with moderate success in the thread here (http://www.soulriders.net/forum/index.php/topic,103877.msg1078307.html#msg1078307).

Do you mean burning a daily spell slot for the day, or a permanent sacrifice? Sorry I didn't catch that earlier, I'm just now getting to nagging catch up.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2017, 10:57:46 PM
Quote from: Corwin on March 10, 2017, 10:24:31 AM
Since it's been a while, I decided to write my own draft. Comments?

Terror Fog
Conjuration (Creation, Teleportation)

You appear in the fog wherever you wish.

So I presume this is meant to be a teleportation effect, based on the descriptor? Assuming so, when do you teleport? Is it an action? How often do you teleport?

QuoteYou are immune to all of the effects of the fog and may move normally within it. Your reach changes, allowing you to always threaten anyone within the fog with you. Those threatened by you are considered flanked with you.

Okay, fairly reasonable within the paradigm and sanest way to implement it.

QuoteAdditionally, you enjoy a +10 bonus to attack rolls and armor class while within the fog.

Okay, that part's hitting the blender. When I did that for fog trap, it was me tossing on a booster rather than making advanced elder elementals for the sake of one spell. It isn't really meant to translate to a self-booster, let alone an untyped one.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2017, 01:56:49 AM
Bonus Material 1: Chat logs. Ones worth saving. Nothing really IC relevant, just some world details. If this doesn't make sense, read Moore's current thread first.

> There's a lot Creation hides for various reasons. The light's one of them and one you still don't know the real answer to. Hopefully it's not as terrifying as Cantasa Alexandria, since that concern coming true could be catastrophic.
> When I wrote Morwel's stat block and flavor block, I had to do some dancing to step around issues like that without being too blatant about it, and also leave little allusions to it. It's one of the reasons some of the greatest forces don't get stat blocks posted, because it's a bloody pain to do that.
<Nephrite> Well, we've already seen that somehow the devils can poison The World Tree (thanks a lot for the help there Titania and Oberon for making sure your own garden wasn't infested with worms)
> There's a level of conceptual dickery that deities deal with and that spills over onto mortals occasionally. Numerology for example or things like that.
> Deities have the tools to deal with it. Mortals generally don't.
> Of special note are the High-One and Zaphkiel. The three are the greatest pure exemplars of good and meet once per twenty one years at the High-One's behest. Here matters of profound importance to the continued unity of law and chaos within good are discussed.These meetings take place deep within Elysium, in holy places seen to none other besides the three. Strategy, information, cooperation and conflicts are resolved by the three; Morwel takes these meetings quite seriously and shows none of her normal flightiness.
> For example, that paragraph makes a lot more sense after that.
> Morwel is 6. High-One is 7. Zaphkiel is 8. Together they are 21 letters. High-One, as pure Good, is 7. Morwel and Zaphkiel are one off in different directions, as the touch of chaos and law change them. Sometimes I wonder if anyone ever gets this stuff or if I get way to into stuff like that.
<Nephrite> I was just thinking High-One was another name for Ao.
> No.
> Ao (and the Three Incarnations) are above anything within Creation, as they came from beyond it and made it.
<Nephrite> Ahh, okay.
> Good is a direct result of Creation and it's something the Incarnations don't really understand. 21 was created as a tool to understand it, incidentally, which came up before.
> The Incarnations understand law and chaos naturally. Good and evil's a new twist they weren't expecting.
<Nephrite> It's interesting, then, that the doctrine of both Morwel and Zaphkiel are two rather distinct ends for Creation that in theory have no room for each other.
<Nephrite> But obviously they have to have some understanding that it's "okay" if both of them are there as long as evil is not.
> Yeah.
> Good manages to get law and chaos to co-exist.
> Evil makes it even worse.
<Nephrite> I figure at that point that Creation just exists between Mount Celestia and Arborea that they can tell their followers "yeah hey this is fine don't worry about it"
> If you read Morwel's flavor block, it goes into her end game and how she could potentially win. It's safe to say that if the High-One won, law and chaos would both survive and all the Heavens would.
<Nephrite> I would think that both sides on the law/chaos angle respect each other enough to just accept their co-existence at that point.
> If Good wins outright, there will be a reckoning with the three - not violent or anything - where the question of law and chaos within Good is finally settled.
> Once done, Zaphkiel, the High-One and Queen Morwel shall meet. In that meeting, Queen Morwel's dream of many truths will prove superior to the single, absolute truth Zaphkiel embodies and the strength of unity the High-One holds. They will be folded into Queen Morwel, and in that their children will become her children. All the celestial host will come to join Morwel's dream and Morwel's dream will become Creation. All will live an eternal cycle of perfect and wonderful lives, reincarnating to find yet more joyous and varied experiences. Creation will be a celebration that knows nothing of suffering, despair of misery. Queen Morwel will then rule over all Creation, content to ensure the dream continues forever.
> Of course, the other planes and deities would not agree with this vision.
> If CG wins, that's what happens. If NG wins, you get the status quo of all the Heavens surviving, more or less.
> Well, the thing about that is that your thought there is very NG by the standards of how that's reckoned. Nothing wrong with that at all.
<Nephrite> Ah, so it's more of NG coming out on top and telling the other two to play nice, more or less.
> But if Good wins and gets to that point, a decision has to be made? Co-existance or has one of the extremes proven to be superior?
* Space_Cat nods.
> Any of the three good alignments winning would be a good end in any sense of the word. It's just different in execution. Is it one perfect heaven and ideal? It is endless variety within good, always changing at a dream's whim? Or is it a balance between that and what lies between, a final acceptance that the final war between law and chaos doesn't have to happen?
<Nephrite> I wonder what Ao would say.
> That's the big question. What happens when Creation finally serves its purpose to the Incarnations? Of course, it has to survive Ao being a tremendous dick and get that far.
<Nephrite> Yeah, it would be interesting if there was peace between law and chaos and Ao was not OK with it.
> Seira and Alicia should get on that.
<Nephrite> He's probably just mad the other two Incarnations went to the store to get something and still aren't back yet.
> I shouldn't have laughed so hard at that.
<Nephrite> I mean how long does it take for someone to get milk? Really.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2017, 02:06:18 AM
Bonus Material 2: Fun with names.

Cantasa is a feminized name based on cantas. Translated roughly from latin or spanish, cantas means 'to sing' or 'I sing'.

Alexandria means defender of men.

Roughly, her name means 'I sing to defend'. No real point to it besides a bit of personal amusement and an obtuse OOC clue to her function. I do things like that sometimes.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 11, 2017, 03:26:07 AM
Post of Surraruthru transformation changes (will be updated/added to as work progresses):

Lost all monk and faerie dragon levels. Gained 21 dragon levels.

Hit dice changed to d12 for dragon (21) and d4 for Wiz(4).

Gained skill points as dragon (6+int+4) and Half-Celestial (8+int+4) for a total of 456 skill points. Removed skill tricks which were never used.

Swapped Improved Initiative, Metamagic School Focus, and Magic Disruption in favor of Spell Penetration, Greater Spell Penetration, and Improved Counterspell.

Lost bonus feats from monk; wrote in previously overlooked/neglected feats listed under Faerie Dragon (Improved Initiative, Flyby Attack, and Weapon Finesse) in the Draconomicon.

Gained additional Natural Armor from Dragon levels; 6+1 from Half-Celestial.

Gained following special qualities:
Blindsense, Keen Senses, Frightful Presence, Alternate Form, Graceful Flight, Physical Frailty.

Lost 13 AC from Monk class/wis.
Title: Re: Random DM nagging.
Post by: Corwin on March 11, 2017, 10:39:39 AM
Quote from: Anastasia on March 10, 2017, 10:57:46 PM
Quote from: Corwin on March 10, 2017, 10:24:31 AM
Since it's been a while, I decided to write my own draft. Comments?

Terror Fog
Conjuration (Creation, Teleportation)

You appear in the fog wherever you wish.

So I presume this is meant to be a teleportation effect, based on the descriptor? Assuming so, when do you teleport? Is it an action? How often do you teleport?

Yes, it's an optional teleportation effect. It's a one-time deal happening with the casting of the spell.
Title: Re: Random DM nagging.
Post by: Corwin on March 11, 2017, 10:41:49 AM
Quote from: Anastasia on March 10, 2017, 10:45:54 PM
Do you mean burning a daily spell slot for the day, or a permanent sacrifice? Sorry I didn't catch that earlier, I'm just now getting to nagging catch up.

Either works, there are plenty 'canon' options that do either. I'd say it depends on the gains.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2017, 11:17:16 AM
Quote from: Corwin on March 11, 2017, 10:39:39 AM
Quote from: Anastasia on March 10, 2017, 10:57:46 PM
Quote from: Corwin on March 10, 2017, 10:24:31 AM
Since it's been a while, I decided to write my own draft. Comments?

Terror Fog
Conjuration (Creation, Teleportation)

You appear in the fog wherever you wish.

So I presume this is meant to be a teleportation effect, based on the descriptor? Assuming so, when do you teleport? Is it an action? How often do you teleport?

Yes, it's an optional teleportation effect. It's a one-time deal happening with the casting of the spell.

Okay. Hm. How does this look?

Terror Fog
Conjuration (Creation, Teleportation)
Level: Clr 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The spell was originally designed by Jaela of Aurora as a training exercise after learning of the variant used by Bubbles. This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

You appear in the fog wherever you wish. You are immune to all of the effects of the fog and may move normally within it. Your reach changes, allowing you to always threaten anyone within the fog with you. Those threatened by you are considered flanked with you.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2017, 11:26:50 AM
Quote from: Corwin on March 11, 2017, 10:41:49 AM
Quote from: Anastasia on March 10, 2017, 10:45:54 PM
Do you mean burning a daily spell slot for the day, or a permanent sacrifice? Sorry I didn't catch that earlier, I'm just now getting to nagging catch up.

Either works, there are plenty 'canon' options that do either. I'd say it depends on the gains.

Temporary's best here I think, ala arcane strike or other abilities that consume daily spell slots/charges.

Loosely, the effect is equal to the level of a spell that would do about the same thing +1 or +2 (you pay for the flexibility). How's that sound?
Title: Re: Random DM nagging.
Post by: Corwin on March 11, 2017, 12:21:58 PM
Quote from: Anastasia on March 11, 2017, 11:26:50 AM
Quote from: Corwin on March 11, 2017, 10:41:49 AM
Quote from: Anastasia on March 10, 2017, 10:45:54 PM
Do you mean burning a daily spell slot for the day, or a permanent sacrifice? Sorry I didn't catch that earlier, I'm just now getting to nagging catch up.

Either works, there are plenty 'canon' options that do either. I'd say it depends on the gains.

Temporary's best here I think, ala arcane strike or other abilities that consume daily spell slots/charges.

Loosely, the effect is equal to the level of a spell that would do about the same thing +1 or +2 (you pay for the flexibility). How's that sound?

Sounds cool, I'd just like to know the options it would buy me?
Title: Re: Random DM nagging.
Post by: Corwin on March 11, 2017, 12:29:02 PM
Quote
Okay. Hm. How does this look?

Terror Fog
Conjuration (Creation, Teleportation)
Level: Clr 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The spell was originally designed by Jaela of Aurora as a training exercise after learning of the variant used by Bubbles. This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

You appear in the fog wherever you wish. You are immune to all of the effects of the fog and may move normally within it. Your reach changes, allowing you to always threaten anyone within the fog with you. Those threatened by you are considered flanked with you.

No objection with the writeup itself, it preserves most of what I was aiming for.

I do have a different issue with it:

[16:51] <@Rin> To be fair, I'm not sure the spell is worth a lvl11 slot now
[17:01] <@Space_Cat> I'm running some numbers and fiddling with it right now.
[17:06] <@Space_Cat> Also, what about it doesn't feel like an 11th level spell to you?
[17:07] <@Rin> It's a bunch of low level effects
[17:08] <@Rin> Solid Fog is lvl4, phantom battle is lvl3
[17:08] <@Rin> There's lower options, too, and same for extended reach
[17:08] <@Rin> It could theoretically be better due to larger cloud but I don't see it happening in practice
[17:09] <@Rin> So it'd usually be in use against 1-2 opponents, and they'd likely overcome any issues solid fog could give them

So yeah. Solid Fog is great for level-appropriate opponents. Our additions to it here are great in theory since they combine the difficult terrain and general inability to see you with a way to make you pay for it. But level-appropriate opponents for a lvl11 spell and those who can cast it will laugh at each and every one 'hindrance' brought about by the spell. It would only really be usable against mooks, and I have better things to use on them. Also, I can't AoO people for movement due to solid fog limiting movement to 5ft for those who fall for it.

Even if level-appropriate enemies can't be bothered to outright summon winds to chase it away, true seeing would see through it and teleportation will make it moot.

EDIT:

[18:31] <@Ebiris> You can totally AoO people for moving 5 feet in solid fog, since that's them using a move action rather than a 5 foot step. It's the action type that matters, not the distance travelled.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2017, 11:45:09 AM
On the whole, I feel it's an 11th level spell. It does have counters - though a simple anti teleport spell stops the most common - but almost everything does at epic. If it works, it's an incredibly punishing tactic that deeply hobbles your enemies and lets you take plenty of AoOs at them.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2017, 11:45:39 AM
Quote from: Corwin on March 11, 2017, 12:21:58 PM
Quote from: Anastasia on March 11, 2017, 11:26:50 AM
Quote from: Corwin on March 11, 2017, 10:41:49 AM
Quote from: Anastasia on March 10, 2017, 10:45:54 PM
Do you mean burning a daily spell slot for the day, or a permanent sacrifice? Sorry I didn't catch that earlier, I'm just now getting to nagging catch up.

Either works, there are plenty 'canon' options that do either. I'd say it depends on the gains.

Temporary's best here I think, ala arcane strike or other abilities that consume daily spell slots/charges.

Loosely, the effect is equal to the level of a spell that would do about the same thing +1 or +2 (you pay for the flexibility). How's that sound?

Sounds cool, I'd just like to know the options it would buy me?

Okay, will be posted mid-weekish since I need to do homework and prep.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 12, 2017, 03:36:24 PM
Does my Amulet of Natural attacks apply to my unarmed attacks? I know monk had an ability that made them count as manufactured weapons or something, so I'm unsure what the interaction there is. If I need to, I can add something to the gauntlets, I think.

Also, do the Hydras have treasure? If I'm look to dump some monk gear, they may be a good fit to buy some, if possible.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2017, 11:42:17 PM
Okay, if you aren't caught up on Moore's thread, go do so real quick. At least the last few posts in it since they're relevant.

Assuming everyone's on board with this newspaper idea at the price, are y'all interested in writing short, punchy articles for it? I'm thinking 200-400 words since you have a single sheet of paper to work with. Propaganda things by and large.

This is up to you if you do it. If you all do, I'll see about matching you in some way for the effort spent.
Title: Re: Random DM nagging.
Post by: Nephrite on March 14, 2017, 11:45:44 PM
I'm fine writing the articles, for what it's worth.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2017, 11:47:26 PM
Oh sure, but the more the merrier if people are interested.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 15, 2017, 12:30:03 AM
Not especially but I'll help on occasion.
Title: Re: Random DM nagging.
Post by: Corwin on March 15, 2017, 02:52:05 AM
Not especially but maybe I'll help on occasion.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 15, 2017, 03:08:32 AM
Quote from: Anastasia on March 14, 2017, 11:42:17 PM
Okay, if you aren't caught up on Moore's thread, go do so real quick. At least the last few posts in it since they're relevant.

Assuming everyone's on board with this newspaper idea at the price, are y'all interested in writing short, punchy articles for it? I'm thinking 200-400 words since you have a single sheet of paper to work with. Propaganda things by and large.

This is up to you if you do it. If you all do, I'll see about matching you in some way for the effort spent.

I'm in love with this idea. Actual love.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 15, 2017, 03:13:50 AM
Quote<Horphant_Underwaxer> So what do you think of a psionic feat that doubles the ceiling on augment-capped powers? Example: Power X can be augmented, up to Yd6.
<Horphant_Underwaxer> This would expand powers into epic aumentability, allowing them to keep pace
<Horphant_Underwaxer> without having to cook up new powers over the epic manifesting line just to add more dice

So I had this thought while delirious in bed this last weekend. There are powers that cap out at a certain amount of augmentation (Tornado Blast (http://www.d20srd.org/srd/psionic/powers/tornadoBlast.htm), Dispel Psionics (http://www.d20srd.org/srd/psionic/powers/dispelPsionics.htm)) and I was thinking that an epic feat could double that ceiling.

For example, Dispel Psionics caps out at +20 to dispels after full augmentation. The feat would remove the cap, allowing additional points to be spent. Power point expenditure would still be soft-capped by manifestor level. So even though Dispel could now theoretically go to +40, right now Tryll would only be able to manifest it at +37.
Title: Re: Random DM nagging.
Post by: Ebiris on March 15, 2017, 03:47:25 AM
Not especially but maybe I'll help on occasion.
Title: Re: Random DM nagging.
Post by: Nephrite on March 15, 2017, 08:49:08 AM
Projects have been added to the Aurora topic and the amount updated.

Dune: Can you let me know if the long range spells update is done?

Please also add These golems (http://www.soulriders.net/forum/index.php/topic,101784.msg1078095.html#msg1078095) to either the units or the mechanized corps groups.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 15, 2017, 10:43:24 AM
Do we have any officers/NPCs that are big enough to use a 6 foot round shield? And that actually would use one.
Title: Re: Random DM nagging.
Post by: Corwin on March 15, 2017, 01:03:48 PM
Quote from: Nephrite on March 15, 2017, 08:49:08 AM
Projects have been added to the Aurora topic and the amount updated.

Dune: Can you let me know if the long range spells update is done?

Please also add These golems (http://www.soulriders.net/forum/index.php/topic,101784.msg1078095.html#msg1078095) to either the units or the mechanized corps groups.

It was completed and everything, we paid for it.
Title: Re: Random DM nagging.
Post by: Nephrite on March 15, 2017, 01:12:36 PM
It hasn't been updated on the upgrade sheet yet, then.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2017, 01:55:30 PM
Quote from: Nephrite on March 15, 2017, 01:12:36 PM
It hasn't been updated on the upgrade sheet yet, then.

I'll be doing that after session today. Remind me if it isn't done by the evening session.
Title: Re: Random DM nagging.
Post by: Nephrite on March 15, 2017, 02:00:36 PM
You got it!
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 11:12:15 AM
Okay, cool. In that case, I'd like to see 3-4 small articles. I'm thinking 200-400 words relevant to Aurora and the propaganda you want to spread. If you want to write one, post so and claim it.
Title: Re: Random DM nagging.
Post by: Nephrite on March 16, 2017, 01:38:09 PM
I've got three topics off the top of my head:


A Huge Victory over the forces of Hell in Benfal!

Aurora's strategy fells a paragon of the dogai!

Twin Terrors of Hell fall from grace!
Title: Re: Random DM nagging.
Post by: Nephrite on March 16, 2017, 09:29:05 PM
Quote from: Anastasia on March 15, 2017, 01:55:30 PM
Quote from: Nephrite on March 15, 2017, 01:12:36 PM
It hasn't been updated on the upgrade sheet yet, then.

I'll be doing that after session today. Remind me if it isn't done by the evening session.

This is a reminder.
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 10:40:13 PM
Okay, let's get started. The quote below is for my own reference. I'm not going to write this in full D&D terms right now, rather focusing on getting it done instead. Time to try and gather some energy. Let's start with some basic uses, move from there. Let me know what you think.

All uses are daily spell charges rather than permanent changes. All uses are standard actions unless noted otherwise.

Uses:

Covering self with light as a form of clothing: Free. Syala and Alicia both did it in B1 and I think it's showed up before.
Creating a weapon: 2nd level spell slot. This is a plain weapon, nothing fancy. Lasts for as long as you hold it.
Creating a better weapon: 4th level spell slot. Gets you a +1 holy weapon. Lasts for as long as you hold it.
Blinding target: 5th level spell slot. Blinds a target within your aura by overwhelming light. The blindness is permanent. A Fortitude save resists. The save DC is 15 + Charisma modfiier. For the moment I'm marking it down as with the same DC as a 5th level spell. This may change.

Thoughts? These are some basics along what you were working on, how does this look? Are these directions you want it go in?

Quote from: Anastasia on March 10, 2017, 10:45:54 PM
Quote from: Corwin on March 07, 2017, 02:20:30 PM
Okay. So we fought this dude, Salanadriel (http://www.soulriders.net/forum/index.php/topic,103724.msg1063380.html#msg1063380).

Here's one example (http://www.soulriders.net/forum/index.php/topic,103724.msg1063733.html#msg1063733) of us fighting him and him using light (fluff-wise). Here's another (http://www.soulriders.net/forum/index.php/topic,103724.msg1063766.html#msg1063766).

He eventually offers us a blessing, which I claimed. Here are the relevant posts: one (http://www.soulriders.net/forum/index.php/topic,103724.msg1063792.html#msg1063792), two (http://www.soulriders.net/forum/index.php/topic,103724.msg1063815.html#msg1063815), three (http://www.soulriders.net/forum/index.php/topic,103724.msg1063855.html#msg1063855).

The ability he gave me is:
QuoteJaela's body glows with light before it fades, yet she seems somehow brighter than before.

Jaela gains the following ability.

Body of Light (Su)

At will as a free action, Jaela can shed light equivalent to a torch. Evil creatures within this light suffer a -2 penalty to saving throws against Jaela's spells, spell-like abilities and supernatural abilities. This penalty increases to -4 against evil outsiders and undead.

I've since managed to copy his clothes trick from the first link (his intro post). I also tried some weapons with moderate success in the thread here (http://www.soulriders.net/forum/index.php/topic,103877.msg1078307.html#msg1078307).

Do you mean burning a daily spell slot for the day, or a permanent sacrifice? Sorry I didn't catch that earlier, I'm just now getting to nagging catch up.
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 10:49:31 PM
Quote from: Anastasia on March 12, 2017, 11:45:09 AM
On the whole, I feel it's an 11th level spell. It does have counters - though a simple anti teleport spell stops the most common - but almost everything does at epic. If it works, it's an incredibly punishing tactic that deeply hobbles your enemies and lets you take plenty of AoOs at them.

Waiting on a reply here so I can move in whatever direction it needs to be moved in.
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 10:56:32 PM
Quote from: Yuthirin on March 15, 2017, 03:13:50 AM
Quote<Horphant_Underwaxer> So what do you think of a psionic feat that doubles the ceiling on augment-capped powers? Example: Power X can be augmented, up to Yd6.
<Horphant_Underwaxer> This would expand powers into epic aumentability, allowing them to keep pace
<Horphant_Underwaxer> without having to cook up new powers over the epic manifesting line just to add more dice

So I had this thought while delirious in bed this last weekend. There are powers that cap out at a certain amount of augmentation (Tornado Blast (http://www.d20srd.org/srd/psionic/powers/tornadoBlast.htm), Dispel Psionics (http://www.d20srd.org/srd/psionic/powers/dispelPsionics.htm)) and I was thinking that an epic feat could double that ceiling.

For example, Dispel Psionics caps out at +20 to dispels after full augmentation. The feat would remove the cap, allowing additional points to be spent. Power point expenditure would still be soft-capped by manifestor level. So even though Dispel could now theoretically go to +40, right now Tryll would only be able to manifest it at +37.

I'm a little wary of an blanket adjustment here, since I imagine there's some powers capped for a good reason. I'd have to read up some more on psionics to have an informed opinion here, but with that proviso, I'm not really opposed to that for psionics. Unlike magic, it's more about augmenting powers than using new ones. In a case of non-transparency, I wouldn't approve the same thing for magic since it tends to be more focused on moving to the next upgrade spell instead.

Sketch up a feat that does something like that real quick and we work from there?
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 11:15:48 PM
Quote from: Nephrite on March 15, 2017, 08:49:08 AM
Projects have been added to the Aurora topic and the amount updated.

Dune: Can you let me know if the long range spells update is done?

Done.

It's completed if it's bolded. If in doubt, quote the text and see if there's a tagging error or anything that would suggest it's marked wrong.

QuotePlease also add These golems (http://www.soulriders.net/forum/index.php/topic,101784.msg1078095.html#msg1078095) to either the units or the mechanized corps groups.

Done. What alignment are they, Eb? It's not on the sheet. I assume neutral but I'd like verification.
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 11:21:46 PM
Quote from: Iron Dragoon on March 15, 2017, 10:43:24 AM
Do we have any officers/NPCs that are big enough to use a 6 foot round shield? And that actually would use one.

Not anyone who wants to use it, no.
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2017, 11:22:30 PM
Quote from: Nephrite on March 16, 2017, 01:38:09 PM
I've got three topics off the top of my head:


A Huge Victory over the forces of Hell in Benfal!

Aurora's strategy fells a paragon of the dogai!

Twin Terrors of Hell fall from grace!

Sounds good. Go for it as y'all please.
Title: Re: Random DM nagging.
Post by: Ebiris on March 17, 2017, 03:19:03 AM
All of Afina's intelligent golem default to chaotic good same as her.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 08:52:18 AM
Quote from: Anastasia on March 16, 2017, 11:15:48 PM
Quote from: Nephrite on March 15, 2017, 08:49:08 AM
Projects have been added to the Aurora topic and the amount updated.

Dune: Can you let me know if the long range spells update is done?

Done.

It's completed if it's bolded. If in doubt, quote the text and see if there's a tagging error or anything that would suggest it's marked wrong.

QuotePlease also add These golems (http://www.soulriders.net/forum/index.php/topic,101784.msg1078095.html#msg1078095) to either the units or the mechanized corps groups.

Done. What alignment are they, Eb? It's not on the sheet. I assume neutral but I'd like verification.

I think Neph was talking about this, which isn't bolded on the Aurora topic:

Quote---> Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

On an unrelated matter, I have a question about this:

QuoteAdd long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days

I remember what it was intended for. I want to ask if it can be used for something similar.

-Can someone open a Gate elsewhere and use this feature to scout past it, due to it becoming the closest portal by nature?
-Can we use it as an early warning system? Ie someone sneakily opens a gate nearby, command staff gets alerted since the location of the nearest portal shifts while we are stationary?
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 09:07:51 AM
Quote from: Anastasia on March 16, 2017, 10:40:13 PM
Okay, let's get started. The quote below is for my own reference. I'm not going to write this in full D&D terms right now, rather focusing on getting it done instead. Time to try and gather some energy. Let's start with some basic uses, move from there. Let me know what you think.

All uses are daily spell charges rather than permanent changes. All uses are standard actions unless noted otherwise.

Uses:

Covering self with light as a form of clothing: Free. Syala and Alicia both did it in B1 and I think it's showed up before.
Creating a weapon: 2nd level spell slot. This is a plain weapon, nothing fancy. Lasts for as long as you hold it.
Creating a better weapon: 4th level spell slot. Gets you a +1 holy weapon. Lasts for as long as you hold it.
Blinding target: 5th level spell slot. Blinds a target within your aura by overwhelming light. The blindness is permanent. A Fortitude save resists. The save DC is 15 + Charisma modfiier. For the moment I'm marking it down as with the same DC as a 5th level spell. This may change.

Thoughts? These are some basics along what you were working on, how does this look? Are these directions you want it go in?

First of all, it looks great! I presume that versatility is not an issue? Like if I wanted to summon a +1 holy weapon or a +1 devilbane weapon, it's a matter of pricing things properly?

Also, still curious what light magic and light smiting (http://www.soulriders.net/forum/index.php/topic,103724.msg1063815.html#msg1063815) would have been like:
QuoteJaela is suddenly entombed in light. Light everywhere, overwhelming and blasting her back. She flies back through a broken landscape, which blossoms to life as she lands. She has a sensation of flying, of soaring faster than she ever has before. Light flows into her, focusing in her hand? Her body? Her head? She isn't sure, and she has a strong feeling to guide it, to choose one of them. "Your smites, your body or your magic." Salandriel is heard in her ear, a whisper.

Once Jaela has made her choice, the party finds themselves back in the maze, by the trapped treasure chest. "Return," Salandriel is heard, albeit from far away. "Return to Lathander and his servant's maze."
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 09:15:26 AM
Quote from: Anastasia on March 16, 2017, 10:49:31 PM
Quote from: Anastasia on March 12, 2017, 11:45:09 AM
On the whole, I feel it's an 11th level spell. It does have counters - though a simple anti teleport spell stops the most common - but almost everything does at epic. If it works, it's an incredibly punishing tactic that deeply hobbles your enemies and lets you take plenty of AoOs at them.

Waiting on a reply here so I can move in whatever direction it needs to be moved in.

I still feel there's something missing to raise it to the decent posted lvl11 spells. I get it's all subjective, but....

Maybe the caster can free allies from being affected by the solid fog? They won't get the extra benefits, but moving and seeing normally would be good for the common troops.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 09:43:50 AM
Dune, I'd like your opinion on this.

First, is it reasonable to have a better simulacrum spell? One that does 4/5HD or 3/4HD (and maybe caps at 20HD to not go to epic) instead of 1/2HD?
Can it be an actual body instead of made from ice? If the reason is how healing spells can't affect a simulacrum, it can remain that way due to magical reasons. After all, it's not like repair spells work on simulacrum.

Second, the banned ice assassin purports to be an improved simulacrum. One of the differences in their writeups made me wonder the following about simulacrum: "The ice assassin possesses all the skills, abilities, and memories possessed by the original". There's nothing similar in the simulacrum entry, though presumably skills and abilities are covered by the following from said entry: "It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)."
Does the creature made with simulacrum have your memories? How about your personality? Is it up to you? Or is it a robot with a blank slate in the original spell?

Third, simulacrum is a different creature that you can order around. I recall that you mentioned an avatar spell at lvl19. Is having a weaker body avatar of yourself that much better than having a separate creature with a weaker body of yourself?
Would an improved simulacrum be more or less expensive if it just provided a weaker body for you to drive rather than a younger sibling to travel alongside you?
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2017, 01:35:28 PM
Quote from: Ebiris on March 17, 2017, 03:19:03 AM
All of Afina's intelligent golem default to chaotic good same as her.

Cool.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2017, 01:40:48 PM
Quote from: Corwin on March 17, 2017, 08:52:18 AMI remember what it was intended for. I want to ask if it can be used for something similar.

-Can someone open a Gate elsewhere and use this feature to scout past it, due to it becoming the closest portal by nature?

Not anything beyond what Analyze Portal offers or other upgrades related to it give.

To be clear, you mean like seeing around the detected portal?

Quote-Can we use it as an early warning system? Ie someone sneakily opens a gate nearby, command staff gets alerted since the location of the nearest portal shifts while we are stationary?

There's no reason why not, though you'd have to have someone using it regularly. As a gate could last a round or two for a simple transport, once per round would be required. Automating or improving on this (since it's a piss boring job liable for errors at best) through magic would be advised. If you're interested, I'll whip up an upgrade for that.
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2017, 01:45:30 PM
Quote from: Corwin on March 17, 2017, 09:07:51 AMFirst of all, it looks great! I presume that versatility is not an issue? Like if I wanted to summon a +1 holy weapon or a +1 devilbane weapon, it's a matter of pricing things properly?

Not terribly and within reason. It has to be things light could be associated with. A holy weapon? Sure. A flaming weapon? I could see that. An evil outsider bane weapon? Okay. Trying for something opposed to light, such as an unholy weapon or a frost weapon, wouldn't fly.

Generally speaking, a +1 weapon with a +1 or +2 property (mostly holy since it's so thematic it gets a discount to fit in) is going to be a 4th level spell.

QuoteAlso, still curious what light magic and light smiting (http://www.soulriders.net/forum/index.php/topic,103724.msg1063815.html#msg1063815) would have been like:

Decided not to go into it for spoiler reasons. A DM has to save a few cards, y'know?
Title: Re: Random DM nagging.
Post by: Anastasia on March 17, 2017, 01:50:53 PM
Quote from: Corwin on March 17, 2017, 09:15:26 AMI still feel there's something missing to raise it to the decent posted lvl11 spells. I get it's all subjective, but....

Pretty much. It's one of those things you basically feel out, since it's not something that neatly slots into a level like direct damage or dispels. Moreover, it's one of those things that can range from hideously broken to mildly okay depending on the campaign style and the resources of your enemies.

QuoteMaybe the caster can free allies from being affected by the solid fog? They won't get the extra benefits, but moving and seeing normally would be good for the common troops.

Lemme get back to you on this part, since I lack the time right this second to compare it to some other spells.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 17, 2017, 01:57:17 PM
Since we're semi-doing Aurora upgrades, might I suggest adding an Evacuation Rune to the Pre-Deployment Arch? IT's a level 5 arcane spell out of Complete Scoundrel. It allows returning to the site of the rune as a swift action via Greater Teleport.

Since there was the assassin last fight, and it was semi-successful, it might be a good GTFO button.

Regardless of the upgrade, it's going into the tapestry.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 02:02:28 PM
Quote from: Anastasia on March 17, 2017, 01:40:48 PM
Quote from: Corwin on March 17, 2017, 08:52:18 AMI remember what it was intended for. I want to ask if it can be used for something similar.

-Can someone open a Gate elsewhere and use this feature to scout past it, due to it becoming the closest portal by nature?

Not anything beyond what Analyze Portal offers or other upgrades related to it give.

To be clear, you mean like seeing around the detected portal?

Yes. Say Tepen goes to open a gate outside Aurora, and Jaela uses this system to scout ahead via this part of Analyze Portal:

QuoteA glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell's range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

I'm also interested in an upgrade that reduces the Analyze Portal check from 4 rounds to 1 round or shorter.

Quote
Quote-Can we use it as an early warning system? Ie someone sneakily opens a gate nearby, command staff gets alerted since the location of the nearest portal shifts while we are stationary?

There's no reason why not, though you'd have to have someone using it regularly. As a gate could last a round or two for a simple transport, once per round would be required. Automating or improving on this (since it's a piss boring job liable for errors at best) through magic would be advised. If you're interested, I'll whip up an upgrade for that.

Interested.
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 02:09:02 PM
Quote from: Iron Dragoon on March 17, 2017, 01:57:17 PM
Since we're semi-doing Aurora upgrades, might I suggest adding an Evacuation Rune to the Pre-Deployment Arch? IT's a level 5 arcane spell out of Complete Scoundrel. It allows returning to the site of the rune as a swift action via Greater Teleport.

Since there was the assassin last fight, and it was semi-successful, it might be a good GTFO button.

Regardless of the upgrade, it's going into the tapestry.

The assassin OHKOd those he killed, though. An immediate rather than swift Rune would be pretty pro, though, since they could use it during the attack routine.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 17, 2017, 02:11:47 PM
Quote from: Corwin on March 17, 2017, 02:09:02 PM
Quote from: Iron Dragoon on March 17, 2017, 01:57:17 PM
Since we're semi-doing Aurora upgrades, might I suggest adding an Evacuation Rune to the Pre-Deployment Arch? IT's a level 5 arcane spell out of Complete Scoundrel. It allows returning to the site of the rune as a swift action via Greater Teleport.

Since there was the assassin last fight, and it was semi-successful, it might be a good GTFO button.

Regardless of the upgrade, it's going into the tapestry.

The assassin OHKOd those he killed, though. An immediate rather than swift Rune would be pretty pro, though, since they could use it during the attack routine.

Yeah, but in the future, it'll be a good escape in case anyone's hurt bad and needs to go. Just because it can't immediately counter an assassin doesn't mean it might not be a good investment.

As for the immediate thing, that's a Dune ruling. It seems a little bogus to me. Maybe get a wand of Contingency or something?
Title: Re: Random DM nagging.
Post by: Corwin on March 17, 2017, 04:46:47 PM
Iddy! You're looking for this:

QuoteImprove suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 17, 2017, 09:38:12 PM
Quote from: Corwin on March 17, 2017, 04:46:47 PM
Iddy! You're looking for this:

QuoteImprove suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days

Dune, would that allow me to fulfill my dreams?
Title: Re: Random DM nagging.
Post by: Yuthirin on March 22, 2017, 04:48:21 PM
I made an assumption some time ago, and didn't ask you about it. However, I thought I would do so now just to get it out of the way.

Is it safe to assume that psionic powers Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosis.htm) and Greater Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosisGreater.htm) are banned like the Polymorph (http://www.d20srd.org/srd/spells/polymorph.htm) subschool?
Title: Re: Random DM nagging.
Post by: Anastasia on March 23, 2017, 01:08:59 PM
Quote from: Yuthirin on March 22, 2017, 04:48:21 PM
I made an assumption some time ago, and didn't ask you about it. However, I thought I would do so now just to get it out of the way.

Is it safe to assume that psionic powers Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosis.htm) and Greater Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosisGreater.htm) are banned like the Polymorph (http://www.d20srd.org/srd/spells/polymorph.htm) subschool?

Well, the polymorph subschool isn't banned, it's that a lot of spells retconned into it are. Polymorph and shapechange are the two obvious ones here. The more static, single form polymorph subschool spells are legal - such as dragonshape from the PHB2, which Tepen has. See also that polymorph subschool booster I did awhile back over on the R&S board.

But yeah, if those two are polymorph and shapechange by a different name, they're banned.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 23, 2017, 01:39:38 PM
Alas, I'm glad I didn't roll an Egoist.
Title: Re: Random DM nagging.
Post by: Nephrite on March 23, 2017, 09:54:12 PM
True Seeing, Superior
Divination
Level:   Clr 10, Drd 12, Knowledge 10, Sor/Wiz 11, Brd 10
Components:   V, S
Casting Time:   1 standard action
Range:   Touch
Target:   Creature touched
Duration:   1 min./level
Saving Throw:   Will negates (harmless)
Spell Resistance:   Yes (harmless)

This spell functions as true seeing, except for as noted here. It does not require a material component, and the effect of the true seeing spell extends to the lengths of your vision.



All I did was increase the spell level by 5 on all the ones it starts at (I have no idea if this is even remotely "fair"?) I'm not entirely sure the two level difference in epic spells for Clerics and Druids still makes sense at that high a level. I tossed in bard casting for the heck of it since they can cast the regular version at 8th.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2017, 08:36:39 PM
As you may or may not recall, B5 has moved to Mondays. As such, this is our new schedule:

Sunday: Day off.
Monday: No afternoon session, evening session ok.
Tuesday: Afternoon session ok, no evening session (in theory).
Wednesday: Afternoon and evening session ok.
Thursday: Afternoon and evening session ok.
Friday: Afternoon and evening session ok.
Saturday: Afternoon session ok, but possible RL interference noted. Evening session a DM judgment call.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2017, 08:38:57 PM
Quote from: Nephrite on March 23, 2017, 09:54:12 PM
True Seeing, Superior
Divination
Level:   Clr 10, Drd 12, Knowledge 10, Sor/Wiz 11, Brd 10
Components:   V, S
Casting Time:   1 standard action
Range:   Touch
Target:   Creature touched
Duration:   1 min./level
Saving Throw:   Will negates (harmless)
Spell Resistance:   Yes (harmless)

This spell functions as true seeing, except for as noted here. It does not require a material component, and the effect of the true seeing spell extends to the lengths of your vision.



All I did was increase the spell level by 5 on all the ones it starts at (I have no idea if this is even remotely "fair"?) I'm not entirely sure the two level difference in epic spells for Clerics and Druids still makes sense at that high a level. I tossed in bard casting for the heck of it since they can cast the regular version at 8th.

Something like that. So what is it you want here, just the increased visual range?
Title: Re: Random DM nagging.
Post by: Nephrite on March 27, 2017, 10:08:54 PM
Yes. The material component also strikes me as superfluous at this level, unless you think that's important to keep (or enhance).
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 28, 2017, 12:09:28 AM
As a reminder:

Quote from: Iron Dragoon on March 17, 2017, 09:38:12 PM
Quote from: Corwin on March 17, 2017, 04:46:47 PM
Iddy! You're looking for this:

QuoteImprove suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days

Dune, would that allow me to fulfill my dreams?
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2017, 12:21:53 AM
Quote from: Iron Dragoon on March 28, 2017, 12:09:28 AM
As a reminder:

Quote from: Iron Dragoon on March 17, 2017, 09:38:12 PM
Quote from: Corwin on March 17, 2017, 04:46:47 PM
Iddy! You're looking for this:

QuoteImprove suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days

Dune, would that allow me to fulfill my dreams?

Sure, if you wanna move to a suite and no one's going to quibble over it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 28, 2017, 12:27:43 AM
Quote from: Anastasia on March 28, 2017, 12:21:53 AM
Sure, if you wanna move to a suite and no one's going to quibble over it.

Just to be clear, I believe that was in reference to my wanting to change the look of the room/lair into something cave/garden like.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2017, 12:29:34 AM
That's fine, there's enough money and magic being pumped into there that it's not a huge deal.
Title: Re: Random DM nagging.
Post by: Corwin on March 29, 2017, 05:38:56 AM
See?  :)
Title: Re: Random DM nagging.
Post by: Yuthirin on March 29, 2017, 03:02:43 PM
See what? Where?
Title: Re: Random DM nagging.
Post by: Corwin on March 30, 2017, 08:25:08 AM
Quote from: Corwin on March 17, 2017, 09:43:50 AM
Dune, I'd like your opinion on this.

First, is it reasonable to have a better simulacrum spell? One that does 4/5HD or 3/4HD (and maybe caps at 20HD to not go to epic) instead of 1/2HD?
Can it be an actual body instead of made from ice? If the reason is how healing spells can't affect a simulacrum, it can remain that way due to magical reasons. After all, it's not like repair spells work on simulacrum.

Second, the banned ice assassin purports to be an improved simulacrum. One of the differences in their writeups made me wonder the following about simulacrum: "The ice assassin possesses all the skills, abilities, and memories possessed by the original". There's nothing similar in the simulacrum entry, though presumably skills and abilities are covered by the following from said entry: "It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)."
Does the creature made with simulacrum have your memories? How about your personality? Is it up to you? Or is it a robot with a blank slate in the original spell?

Third, simulacrum is a different creature that you can order around. I recall that you mentioned an avatar spell at lvl19. Is having a weaker body avatar of yourself that much better than having a separate creature with a weaker body of yourself?
Would an improved simulacrum be more or less expensive if it just provided a weaker body for you to drive rather than a younger sibling to travel alongside you?

Reminder! I don't think you got a chance to address this?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 30, 2017, 09:56:56 PM
Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days

I wish to fund this. I can make the Spellcraft and K:A checks with a take 10, but I dunno what the K:E is. I don't have it, at least.
Title: Re: Random DM nagging.
Post by: Anastasia on March 30, 2017, 11:02:18 PM
K:A&E is Architecture and Engineering.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 30, 2017, 11:10:37 PM
Then I cannot do that.
Title: Re: Random DM nagging.
Post by: Corwin on March 31, 2017, 08:25:29 AM
Let's split the costs!

If I don't die to shitty 'loths I can make the check when I return. Alternately, Sylvie can make all the checks.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 31, 2017, 12:47:02 PM
Quote from: Corwin on March 31, 2017, 08:25:29 AM
Let's split the costs!

If I don't die to shitty 'loths I can make the check when I return. Alternately, Sylvie can make all the checks.

For the sake of expediency let's have Sylvie do it. How much do you want to toss in for?
Title: Re: Random DM nagging.
Post by: Corwin on March 31, 2017, 12:57:59 PM
I was figuring we split it evenly? The exact amount depends on Sylvie's rolls due to possible discounts.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 31, 2017, 01:21:49 PM
Works for me.
Title: Re: Random DM nagging.
Post by: Nephrite on March 31, 2017, 01:43:03 PM
A Huge Victory over the forces of Hell in Benfal!

Spoiler: ShowHide


By Moore of Aurora

Shocking news from the plane of Benfal recently, as Aurora and Sylica combined their forces to topple Hell's grip on this plane.

At approximately [Whatever it was local time] The massive demiplane known as Aurora appeared in the middle of the city of Elons Rapid. Forces quickly fanned out to start a rush of attacks against the devilish forces of Semyaza. The operation was split into three, each given their own mission and duties.

The forces of Aurora, combined with the support of Sylica's agents, quickly tore through devil resistance in the major parts of Benfal. After a few hours of pressing this advantage, the leaders of Sylica engaged Semyaza in combat.

Though this combat cannot be shared, the results speak for themselves: Benfal was liberated from Hell's clutches and ascended to Elysium, where rebuilding efforts are currently underway.


Aurora's strategy fells a paragon of the dogai!

Spoiler: ShowHide

In tandem with the assault on Benfal, the forces of Hell set a dogai paragon assassin onto many of the officers of Aurora. There were several casualties as a result of his insidious plots and plans. In response to this, the forces of Aurora came up with several countermeasures.

Various officers and groups were involved in chipping away at this assassin's ability to fight them, which ended up resulting in a skirmish near the end of the operation.

Details are sketchy on what exactly happened, but some witnesses spoke of a massive explosion and a woman of heavenly light (author's note: this should be Jaela of Aurora) and a fantastic rainbow of colors (author's note: Likely Afina Devilsbane of Aurora) facing the dogai which eventually led to its defeat.


Twin Terrors of Hell fall from grace!

Spoiler: ShowHide

By Moore of Aurora

One cannot forget how an assault on a place like Benfal could be stymied by only one or two powerful individuals. This was the case when the forces of Aurora faced off against Hiya and Hiwa, the giant offspring of Semyaza.

Details on this particular fight are sketchy as well -- it seems that the two were trying to cut off the sunlight that began pouring in moments after the assault began.

Aurora's forces were quickly dispatched to face these two. Like previous reports, witnesses state they saw gleaming light and rainbows high in the air slightly before some magical gear apparently came falling from the sky.

Suffice to say, the two were defeated in combat with Aurora's officers -- this was a major turning point for the operation on Benfal and likely allowed for Sylica's forces to continue to push in without as much resistance.
Title: Re: Random DM nagging.
Post by: Corwin on April 01, 2017, 02:27:52 PM
Quote from: Iron Dragoon on March 30, 2017, 09:56:56 PM
Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days

I wish to fund this. I can make the Spellcraft and K:A checks with a take 10, but I dunno what the K:E is. I don't have it, at least.

QuoteFor every 3 points that you pass a check, the price of the upgrades is reduced by 1%.

QuoteImprove laboratories (50% discount on magical items; 25% discount on repairs/improvements)

[20:22] <@Rin> roll 1d20+57 Sylvie, spellcraft, aided x2
[20:22] <Serith> Rin roll for Serith < 71 > [d20=14]
[20:23] <@Rin> roll 1d20+59 Tepen, K:A&E, aided x2
[20:23] <Serith> Rin roll for Serith < 77 > [d20=18]


13% from Spellcraft + 15% from L:A&E + 25% overall = 53%

Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 23,500gp/50,000gp

17,750gp for Jaela
17,750gp for Surraruthru

Surraruthru also gets a suite of high magical luxury instead of his double suite.
Title: Re: Random DM nagging.
Post by: Corwin on April 04, 2017, 03:47:26 PM
Dune, weapon upgrade questions to you!

I'm inquiring about the feasibility of these weapon enchantments:

Blurstrike (+2), swift action activation/first attack is vs flat-footed, 10 activations per day. MIC p30.
Impaling (+1), swift action, 3/day treat attack as touch attack. MIC p37.
Shadowstrike (+5,000gp), swift action, 1/day extend reach by 5ft and deny defender dex to AC. MIC p43.
Wrathful Healing (+3 enhancement, Enemies & Allies p. 20)
Vicious (+1d6 damage to self/+2d6 damage to opponent)

I also have a few questions about posted epic weapons:

Quote
Holy Devastator
In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level). Market Price: 320,000 gold. Spells used: holy aura, holy smite, holy word.

Can it be a longspear or a lance? Does it count as a +7 weapon for the purpose of adding more buffs to it?

QuoteSouldrinker
This +6 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour. Market Price: 550,000 gold. Spells used: energy drain.

Ominous-sounding name aside, it's not actually evil by the looks of it? Also, how does the slaying part work? If I shot a dude with tons of energy drain and hit him with a Holy Power weapon, this can finish them off? Or it refers only to negative levels from the sword itself?

Finally, a nonepic weapon question.

Lathander something parts with sunblades. Presumably he is the only authority if I wanted one? Do they have to be actual swords, or can it be a sunlance/sunspear? Could they then be enchanted further?
Title: Re: Random DM nagging.
Post by: Corwin on April 04, 2017, 04:20:00 PM
Since it's come up, how would an everdancing weapon work?

Some parts of this aren't clear to me. It would attack with my BAB and save with my saves. But does it benefit from my strength score? My spear-wielding feats? My spells?
Title: Re: Random DM nagging.
Post by: Corwin on April 04, 2017, 04:36:51 PM
And reminders for older posts:

http://www.soulriders.net/forum/index.php/topic,101729.msg1091324.html#msg1091324

http://www.soulriders.net/forum/index.php/topic,101729.msg1091326.html#msg1091326
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 10:53:13 AM
Comments back to Neph on this.

QuoteAt approximately [Whatever it was local time] The massive demiplane known as Aurora appeared in the middle of the city of Elons Rapid.

I generally avoid using time as a marker to describe things. Most mortals are in a more medieval frame of time keeping than modern. Saying things like mid morning or late afternoon's usually close enough for how they work. On a planar scale, not every plane has the same day-night cycle and there's no unified timekeeping shared across the planes. By and large, it's not a meaningful descriptor.  I'd suggest rewriting this to remove it. It's the same reason you don't see exact dates used in B3, as various planes and groups have different calendars. It's simply not worth the trouble and confusion to use those.

Also, you may need to decapitalize the, depending on how the revision looks.

QuoteDetails are sketchy on what exactly happened, but some witnesses spoke of a massive explosion and a woman of heavenly light (author's note: this should be Jaela of Aurora) and a fantastic rainbow of colors (author's note: Likely Afina Devilsbane of Aurora) facing the dogai which eventually led to its defeat.

I'd suggest naming Afina and Jaela flat out, rather than alluding to them. It's propaganda, the point of it is to build up your reputation. That includes enhancing the reputation of Aurora's forces and leaders.  Unless there's a salient reason not to do so, isn't one point of this to build Aurora's legend up?
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 11:00:13 AM
Quote from: Corwin on April 01, 2017, 02:27:52 PM
Quote from: Iron Dragoon on March 30, 2017, 09:56:56 PM
Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 50,000 gold; 1 DC 30 spellcraft check; 1 DC 30 K:A&E check; 12 days

I wish to fund this. I can make the Spellcraft and K:A checks with a take 10, but I dunno what the K:E is. I don't have it, at least.

QuoteFor every 3 points that you pass a check, the price of the upgrades is reduced by 1%.

QuoteImprove laboratories (50% discount on magical items; 25% discount on repairs/improvements)

[20:22] <@Rin> roll 1d20+57 Sylvie, spellcraft, aided x2
[20:22] <Serith> Rin roll for Serith < 71 > [d20=14]
[20:23] <@Rin> roll 1d20+59 Tepen, K:A&E, aided x2
[20:23] <Serith> Rin roll for Serith < 77 > [d20=18]


13% from Spellcraft + 15% from L:A&E + 25% overall = 53%

Improve suites (You and anyone else who gets one lives in high magical luxury) ---> 23,500gp/50,000gp

17,750gp for Jaela
17,750gp for Surraruthru

Surraruthru also gets a suite of high magical luxury instead of his double suite.

Aurora topic updated.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 11:20:32 AM
This should've been in loot since it's a bunch of weapon enhancement questions, but whatever.

QuoteBlurstrike (+2), swift action activation/first attack is vs flat-footed, 10 activations per day. MIC p30.

Sure, but note how uncanny dodge and blindsight/other means of unusual sense negate it. I'd also rule true seeing gets it.

QuoteImpaling (+1), swift action, 3/day treat attack as touch attack. MIC p37.

No, not going to open up the wraithstrike can of worms again or anything close to it.

QuoteShadowstrike (+5,000gp), swift action, 1/day extend reach by 5ft and deny defender dex to AC. MIC p43.

Go for it.

QuoteWrathful Healing (+3 enhancement, Enemies & Allies p. 20)

No.

QuoteVicious (+1d6 damage to self/+2d6 damage to opponent)

Sure, I've used that one here and there.

I also have a few questions about posted epic weapons:

QuoteCan it be a longspear or a lance? Does it count as a +7 weapon for the purpose of adding more buffs to it?

It could, though probably at a bit of a markup since it's an iconic weapon design.

QuoteOminous-sounding name aside, it's not actually evil by the looks of it? Also, how does the slaying part work? If I shot a dude with tons of energy drain and hit him with a Holy Power weapon, this can finish them off? Or it refers only to negative levels from the sword itself?

Much like enervation and energy drain (or negative energy in general), it isn't inherently evil. Same way positive energy isn't inherently good. However, many creatures who use this are inherently evil, so it's easy to conflate them, and negative energy can create undead if misused, who are also inherently evil. It's best to use negative energy very carefully, even if it's permissible to use.

If you get enough negative levels on them to equal their hit dice, yes, it kills them. Scary on paper but in practice it's usually not that big a threat.

QuoteLathander something parts with sunblades. Presumably he is the only authority if I wanted one? Do they have to be actual swords, or can it be a sunlance/sunspear? Could they then be enchanted further?

A sunblade has powers related to being a sword, so it would be harder to make a variant. Not impossible, but it would take research and effort.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 11:34:29 AM
Quote from: Corwin on April 04, 2017, 04:20:00 PM
Since it's come up, how would an everdancing weapon work?

Some parts of this aren't clear to me. It would attack with my BAB and save with my saves. But does it benefit from my strength score? My spear-wielding feats? My spells?

This ties into the dancing property, obviously. Everyone, have I ruled on the dancing property much before?
Title: Re: Random DM nagging.
Post by: Corwin on April 05, 2017, 12:29:16 PM
If you had I don't remember it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 12:46:07 PM
Quote from: Iron Dragoon on March 17, 2017, 02:11:47 PMYeah, but in the future, it'll be a good escape in case anyone's hurt bad and needs to go. Just because it can't immediately counter an assassin doesn't mean it might not be a good investment.

As for the immediate thing, that's a Dune ruling. It seems a little bogus to me. Maybe get a wand of Contingency or something?

Yeah, belated ruling but no immediate action evacuation rune.
Title: Re: Random DM nagging.
Post by: Nephrite on April 05, 2017, 12:49:41 PM
I have removed the following from the Aurora Topic as they are completed.

Create a prismatic wall over the sphere of force around Aurora
Adapt wall to not blind creatures with less than 8 hit dice: 9,500gp out of 25,000 gold
Add the ability to turn the prismatic wall on and off: 28,000gp out of 50,000 gold
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 12:55:09 PM
New upgrades in the Aurora topic: decrease portal analysis time and automatic portal sweeps.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2017, 12:56:06 PM
Quote from: Corwin on April 05, 2017, 12:29:16 PM
If you had I don't remember it.

I think I have but I think it was a DM side thing. Still, in case I'm wrong, I'm asking.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2017, 02:53:22 AM
Okay, did a revision and cleanup of epic magic items. This is long overdue. Notes are below. Please mention any typos or possible rules issues, as well as any comments you may have. If all goes well, this'll go into the epic rules topic tomorrow or Sunday.

- This assumes you've read and are familiar with the SRD's section on epic magic items. If you aren't, go read that.
- If you have an item that's been changed in function, it changes to match what's here.
- If you have an item that's been changed in price, you do not have to worry about any difference. This goes both ways in case you got something that's cheaper now.
- Extended (+11 and higher) tables for magic weapons and armor are not provided, but they can be if desired.
- A second post soon will cover new epic magic items, a selection of things already created as well as DM board things. That's beyond the scope of this article, but keep it in mind.
- A few items were changed from the old post we were using from here. Those that were will likely see those in the new item post as different items altogether.

---

Epic Magic Items

These are as written, but with several adjustments.

- The 10x price multiplier is not used. See adjusted epic magic item costs.
- The competence bonus to skill checks for non-epic items is +15, so any item with a competence bonus to skill checks above that is an epic magic item. This overwrites the text that notes the maximum enhancement bonus to skill is +30.
- Epic magic items can mimic epic spells, as this campaign uses a different epic magic system than standard.
- There is only one feat needed for epic item creation and it covers any non-epic item creation feats you have. Epic crafting can be found in the spoiler below.

Spoiler: ShowHide


Epic Crafting [Epic]
Prerequisite: Any two item creation feats.
Benefit: You can create items that exceed 200,000 gold or items that exceed the normal limits for non-epic equipment. You must still have the normal, non epic feat to create an item in the first place, such as Craft Wondrous Item, Forge Ring and so on.


Adjusted Epic Magic Item Costs

As noted above, epic items do not have the arbitrary 10x price multiplier in this campaign. As such, a ring of protection+6 costs 72,000 gold instead of 720,000 gold. Any item not noted as having and adjusted price here should be considered to cost 1/10th of its SRD value.

Note that most specific weapons, armors and shields have adjusted prices due various changes and having unique abilities.

A few entries have additional rulings and changes besides price adjustments.

Adjusted Armors:

Spoiler: ShowHide


Note that many epic special abilities are improvements over non-epic special abilities. In those cases, armor should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, armor with greater acid resistance that is to be upgraded to acid warding should only cost 40,000 gold to do so. (84,000 gold base price minus the 44,000 gold price of greater acid resistance.)

Acid Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Cold Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Exceptional Arrow Deflection: Change the market price to +7.
Fire Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Great Invulnerability: Change the range of options and the market prices to the following: 10/magic (+2), 15/epic (+3), 20/epic (+4).
Great Reflection: The free action to let a spell through can be done at any time, even when it isn't your turn. Change the market price to +9.
Great Spell Resistance: The spell resistance granted is now equal to a number + the wearer's hit dice. Change the range of options and the market prices to the following: 5 + hit dice (+5 bonus), 8 + hit dice (+8 bonus), 10 + hit dice (+10 bonus).
Infinite Arrow Deflection: Change the market price to +7.]
Lightning Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.
Negating: The dispel check used by this armor is +21.
Sonic Warding: This absorbs per attack rather than the first 50 points each round. Change the market price to +84,000 gold.

Antimagic Armor: Replace this armor with the following: This armor is adamantine full plate+6, negating. Three times per day as a swift action, the wearer can invoke an antimagic field around herself for one round. Change the market price to 250,000 gold.
Armor of the Abyssial Horde: Change the market price to 442,000 gold.
Armor of the Celestial Battalion: Change the market price to 421,000 gold.
Bulwark of the Great Dragon: Change the market prices to 228,000 gold.
Dragonskin Armor: Change the enhancement bonus to +6. Change the market price 582,000 gold.
Shapeshifter's Armor: Change the market price to 206,000 gold.
Warlord's Breastplate: Removed, as the item focuses on leadership, which is not used in this campaign.


Adjusted Weapons:

Spoiler: ShowHide


Acidic Blast: Change the market price to +4.
Anarchic Power: Change the market price to +6.
Axiomatic Power: Change the market price to +6.
Distant Shot: Change the market price to +4. Change the spell used in item creation to sniper's shot.
Dread: Remove the save or die aspect of this weapon property. Change the market price to +4.
Everdancing: Change the market price to +6.
Fiery Blast: Change the market price to +4.
Holy Power: Change the market price to +6.
Icy Blast: Change the market price to +4.
Lightning Blast: Change the market price to +4.
Mighty Disruption: Removed, as this campaign does not use instant death.
Sonic Blast: Change the market price to +4.
Triple Throw: Change the market price to +5.
Unerring Accuracy: Change the market price to +5.
Unholy Power: Change the market price to +6.

Backstabber: Change the market price to 162,000 gold. This is a non-epic magic item.
Chaosbringer: Change the market price to 450,000 gold.
Elven Greatbow: Change the market price to 394,000 gold.
Finaldeath: Replace this armor with the following: This weapon is a morning star+7, undead dread and ghost touch. The wielder is immune to energy drain. Treat the wielder's cleric level as 4 higher for the sake of channeling energy. Change the market price to 400,000 gold.
Gripsoul: Increase the save DC to 37. Change the market price to 289,500 gold.
Holy Devastator: The bonus to smiting damage does not stack with the great smiting epic feat. Change the market price to 320,000 gold.
Mace of Ruin: Change the market price to 350,000 gold.
Quarterstaff of Alacrity: Change the market price to 313,100 gold.
Souldrinker: Change the enhancement bonus to +6. Change the market price to 550,000 gold.
Stormbrand: Change this to a +6 thundering lightning blast weapon. Change the market price to 500,000 gold.
Unholy Despoiler: The bonus to smiting damage does not stack with the great smiting epic feat. Change the market price to 320,000 gold.


Adjusted Rings:

Spoiler: ShowHide


Adamant Law: Change market price to 336,000 gold.
Chaotic Fury: Change market price to 336,000 gold.
Energy Immunity: Change the market price to 420,000 gold.
Epic Wizardry: Change the market price to 140,000 gold (V), 180,000 gold (VI), 230,000 gold (VII), 280,000 gold (VIII), 340,000 gold (IX)
Ineffable Evil: Change the market price to 336,000 gold.
Ironskin: Change the market price to 210,000 gold.
Universal Energy Immunity: Change the market price to 2,100,000 gold.
Greater Universal Energy Resistance: Change the market price to 300,000 gold.
Virtuous Good: Change the market price to 336,000 gold.
Weaponbreaking: Change the market price to 325,000 gold.
Epic Psionics: Removed, as epic cognizance crystals fill this role.


Adjusted Rods:

Spoiler: ShowHide


Besiegement: Change the market price to 220,000 gold.
Epic Absorption: Epic spells can be absorbed with this rod, as this campaign uses a different epic magic system. Change the market price to 300,000 gold.
Epic Cancellation: Change the market price to 240,000 gold.
Epic Might: Change the market price to 2,000,000 gold.
Epic Negation: Change the market price to 285,100 gold.
Epic Rulership: Change the market price to 400,000 gold.
Epic Spellcasting: Removed, as this campaign uses a different system for epic magic.
Epic Splendor: Change the market price to 300,000 gold.
Excellent Magic: Removed, as experience points are not used in this campaign.
Fortification: Change the market price to 210,000 gold.
Invulnerability: Change the market price to 315,000 gold.
Nightmares: Removed, as the main power is instant death and this campaign does not use instant death.
The Path: Change the enhancement bonus to Survival checks to a competence bonus.
Restless Death: Removed, as the item requires considerable changes for the campaign.
Wyrm: Change the market prices of the following: 300,000 gold (brass or white), 350,000 gold (black or copper), 400,000 gold (bronze or green), 500,000 gold (blue or silver), 600,000 gold (gold or red).


Adjusted Scrolls:

Spoiler: ShowHide


Epic scrolls follow the non-epic rules for scrolls in all ways. A list of standard prices (barring spells with expensive components or other reasons for a higher price) is provided below.

10th: 5,250 gold.
11th: 6,600 gold.
12th: 8,100 gold.
13th: 9,750 gold.
14th: 11,500 gold.
15th: 13,500 gold.
16th: 15,600 gold.
17th: 17,850 gold.
18th: 20,250 gold.
19th: 22,800 gold.
20th: 25,500 gold.



Adjusted Staves:

Spoiler: ShowHide


Necromancy: Banned due to a campaign rule against instant death.


Adjusted Wondrous Items:

Spoiler: ShowHide


Boots of Swiftness: Remove the ability to give the wearer evasion.
Bracers of Relentless Might: Change the market price to 500,000 gold.
Mantle of Spell Resistance: Removed.
Mantle of Great Stealth: The bonus to Hide and Move Silently checks is a competence bonus.


Formulas

The formulas for certain epic magic items are noted here for reference. Any theoretical is merely a theoretical, no promise of such an item being available is implied or intended.

Acid Warding (includes other warding properties):

Spoiler: ShowHide


Each 10 points of improvement raises the CL needed by 4. The exception is to reach 50, which requires a boost from 19 to 21. Otherwise, the formula uses is for a continuous effect with no other modifiers, including any stacking modifiers.

A theoretical resistance 60 property would be 2*24*2000=96,000 gold.


Great Invulnerability:

Spoiler: ShowHide


Each 5 points of damage reduction raises the market price by +1. A theoretical 25/epic would be +5.


Great Spell Resistance:

Spoiler: ShowHide


The market price is equal to the number added to your hit dice. For example, a theoretical 11 + hit dice property would be +11.


Epic Wizardry:

Spoiler: ShowHide


The market price improves by a fixed amount each spell level. This starts at 20,000 gold and increases by 10,000 gold every two levels. For example, a ring of wizardry 1 is 20,000 gold, a ring of wizardry II is 40,000 gold. At that point, the modifier rises by 10,000 to 30,000, so a ring of wizardry (III) is 70,000 gold and a ring of wizardry (IV) is 100,000 gold.

For reference, a theoretical ring of wizardry X would be 400,000 gold and a theoretical ring of wizardry XI would be 470,000 gold.


Rods:

Spoiler: ShowHide


There generally aren't any formulas. The SRD doesn't try to, so I'm winging it and slapping numbers together.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2017, 09:24:57 PM
Hey Yuth, have a few epic psionic items to look at. Let me know what you think.

Epic Torc of Power Preservation

These torcs are identical to a torc of power preservation, except that they reduce the manifesting cost of powers by 3 or more (to a minimum of 1).

Overwhelming clairsentience; ML 21st; Craft Universal Item, reality revision; Price: 250,000 gold (-3), 600,000 gold (-4), 1,450,000 gold (-5).

Epic Cognizance Crystals

These crystals are identical to cognizance crystals, except that they can hold more than 17 power points. The exact capacity is noted by the in parenthesis by the price.

Note that due to the differing progression of psionic powers and power point costs in epic, some of the crystals are even numbers. This is an exception to the rule that cognizance crystals are always an odd number.

Overwhelming psychokinesis; ML equal to power point storage; Craft Cognizance Crystal, reality revision: Price: 121,000 gold (21), 144,400 gold (24), 169,000 gold (27), 196,000 gold (30), 225,000 gold (33), 256,000 gold (36), 289,000 gold (39).
Title: Re: Random DM nagging.
Post by: Nephrite on April 11, 2017, 12:47:41 PM
Hey, listen! Can you go back and approve that True Seeing spell or make whatever modifications you need to?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 13, 2017, 12:30:48 AM
Quote from: Anastasia on April 10, 2017, 09:24:57 PM
Hey Yuth, have a few epic psionic items to look at. Let me know what you think.

Epic Torc of Power Preservation

These torcs are identical to a torc of power preservation, except that they reduce the manifesting cost of powers by 3 or more (to a minimum of 1).

Overwhelming clairsentience; ML 21st; Craft Universal Item, reality revision; Price: 250,000 gold (-3), 600,000 gold (-4), 1,450,000 gold (-5).

Epic Cognizance Crystals

These crystals are identical to cognizance crystals, except that they can hold more than 17 power points. The exact capacity is noted by the in parenthesis by the price.

Note that due to the differing progression of psionic powers and power point costs in epic, some of the crystals are even numbers. This is an exception to the rule that cognizance crystals are always an odd number.

Overwhelming psychokinesis; ML equal to power point storage; Craft Cognizance Crystal, reality revision: Price: 121,000 gold (21), 144,400 gold (24), 169,000 gold (27), 196,000 gold (30), 225,000 gold (33), 256,000 gold (36), 289,000 gold (39).

that torc holy god

The crystals make sense

Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2017, 11:16:37 AM
Quote from: Nephrite on March 23, 2017, 09:54:12 PM
True Seeing, Superior
Divination
Level:   Clr 10, Drd 12, Knowledge 10, Sor/Wiz 11, Brd 10
Components:   V, S
Casting Time:   1 standard action
Range:   Touch
Target:   Creature touched
Duration:   1 min./level
Saving Throw:   Will negates (harmless)
Spell Resistance:   Yes (harmless)

This spell functions as true seeing, except for as noted here. It does not require a material component, and the effect of the true seeing spell extends to the lengths of your vision.



All I did was increase the spell level by 5 on all the ones it starts at (I have no idea if this is even remotely "fair"?) I'm not entirely sure the two level difference in epic spells for Clerics and Druids still makes sense at that high a level. I tossed in bard casting for the heck of it since they can cast the regular version at 8th.

Okay. I'm punting the knowledge domain part for one moment. I'll come back to that when this is added to the spell collection and I cross check with some other things.

Greater True Seeing
Divination
Level: Clr 10, Drd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as true seeing, except as noted here. It does not require a material component and the effect of true seeing extends to the length of your vision.

Look good?
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2017, 11:18:20 AM
Quote from: Anastasia on April 05, 2017, 10:53:13 AM
Comments back to Neph on this.

QuoteAt approximately [Whatever it was local time] The massive demiplane known as Aurora appeared in the middle of the city of Elons Rapid.

I generally avoid using time as a marker to describe things. Most mortals are in a more medieval frame of time keeping than modern. Saying things like mid morning or late afternoon's usually close enough for how they work. On a planar scale, not every plane has the same day-night cycle and there's no unified timekeeping shared across the planes. By and large, it's not a meaningful descriptor.  I'd suggest rewriting this to remove it. It's the same reason you don't see exact dates used in B3, as various planes and groups have different calendars. It's simply not worth the trouble and confusion to use those.

Also, you may need to decapitalize the, depending on how the revision looks.

QuoteDetails are sketchy on what exactly happened, but some witnesses spoke of a massive explosion and a woman of heavenly light (author's note: this should be Jaela of Aurora) and a fantastic rainbow of colors (author's note: Likely Afina Devilsbane of Aurora) facing the dogai which eventually led to its defeat.

I'd suggest naming Afina and Jaela flat out, rather than alluding to them. It's propaganda, the point of it is to build up your reputation. That includes enhancing the reputation of Aurora's forces and leaders.  Unless there's a salient reason not to do so, isn't one point of this to build Aurora's legend up?

Any comments here? I'd like to get this out and rolling.
Title: Re: Random DM nagging.
Post by: Nephrite on April 13, 2017, 11:19:51 AM
Quote from: Anastasia on April 13, 2017, 11:18:20 AM
Quote from: Anastasia on April 05, 2017, 10:53:13 AM
Comments back to Neph on this.

QuoteAt approximately [Whatever it was local time] The massive demiplane known as Aurora appeared in the middle of the city of Elons Rapid.

I generally avoid using time as a marker to describe things. Most mortals are in a more medieval frame of time keeping than modern. Saying things like mid morning or late afternoon's usually close enough for how they work. On a planar scale, not every plane has the same day-night cycle and there's no unified timekeeping shared across the planes. By and large, it's not a meaningful descriptor.  I'd suggest rewriting this to remove it. It's the same reason you don't see exact dates used in B3, as various planes and groups have different calendars. It's simply not worth the trouble and confusion to use those.

Also, you may need to decapitalize the, depending on how the revision looks.

QuoteDetails are sketchy on what exactly happened, but some witnesses spoke of a massive explosion and a woman of heavenly light (author's note: this should be Jaela of Aurora) and a fantastic rainbow of colors (author's note: Likely Afina Devilsbane of Aurora) facing the dogai which eventually led to its defeat.

I'd suggest naming Afina and Jaela flat out, rather than alluding to them. It's propaganda, the point of it is to build up your reputation. That includes enhancing the reputation of Aurora's forces and leaders.  Unless there's a salient reason not to do so, isn't one point of this to build Aurora's legend up?

Any comments here? I'd like to get this out and rolling.

Huh, I completely missed the reply to this. Let me go back to it and touch it up.
Title: Re: Random DM nagging.
Post by: Nephrite on April 13, 2017, 11:20:12 AM
Quote from: Anastasia on April 13, 2017, 11:16:37 AM
Quote from: Nephrite on March 23, 2017, 09:54:12 PM
True Seeing, Superior
Divination
Level:   Clr 10, Drd 12, Knowledge 10, Sor/Wiz 11, Brd 10
Components:   V, S
Casting Time:   1 standard action
Range:   Touch
Target:   Creature touched
Duration:   1 min./level
Saving Throw:   Will negates (harmless)
Spell Resistance:   Yes (harmless)

This spell functions as true seeing, except for as noted here. It does not require a material component, and the effect of the true seeing spell extends to the lengths of your vision.



All I did was increase the spell level by 5 on all the ones it starts at (I have no idea if this is even remotely "fair"?) I'm not entirely sure the two level difference in epic spells for Clerics and Druids still makes sense at that high a level. I tossed in bard casting for the heck of it since they can cast the regular version at 8th.

Okay. I'm punting the knowledge domain part for one moment. I'll come back to that when this is added to the spell collection and I cross check with some other things.

Greater True Seeing
Divination
Level: Clr 10, Drd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as true seeing, except as noted here. It does not require a material component and the effect of true seeing extends to the length of your vision.

Look good?

It's fine. Just consider tossing it at Bard casting too.
Title: Re: Random DM nagging.
Post by: Nephrite on April 13, 2017, 11:23:53 AM
I touched both articles up to reflect your concerns.

A Huge Victory over the forces of Hell in Benfal!

Spoiler: ShowHide


By Moore of Aurora

Shocking news from the plane of Benfal recently, as Aurora and Sylica combined their forces to topple Hell's grip on this plane.

The beginning of the operation in Benfal involved the massive demiplane known as Aurora appearing in the middle of the city of Elons Rapid. Forces quickly fanned out to start a rush of attacks against the devilish forces of Semyaza. The operation was split into three, each given their own mission and duties.

The forces of Aurora, combined with the support of Sylica's agents, quickly tore through devil resistance in the major parts of Benfal. After a few hours of pressing this advantage, the leaders of Sylica engaged Semyaza in combat.

Though this combat cannot be shared, the results speak for themselves: Benfal was liberated from Hell's clutches and ascended to Elysium, where rebuilding efforts are currently underway.


Aurora's strategy fells a paragon of the dogai!

Spoiler: ShowHide

In tandem with the assault on Benfal, the forces of Hell set a dogai paragon assassin onto many of the officers of Aurora. There were several casualties as a result of his insidious plots and plans. In response to this, the forces of Aurora came up with several countermeasures.

Various officers and groups were involved in chipping away at this assassin's ability to fight them, which ended up resulting in a skirmish near the end of the operation.

Details are sketchy on what exactly happened, but some witnesses spoke of a massive explosion and a woman of heavenly light and a rainbow facing the dogai which eventually led to its defeat. It should be noted here that the individuals primarily responsible for the dogai paragon's destruction were Generals Jaela and General Afina Devilsbane of Aurora.


Twin Terrors of Hell fall from grace!

Spoiler: ShowHide

By Moore of Aurora

One cannot forget how an assault on a place like Benfal could be stymied by only one or two powerful individuals. This was the case when the forces of Aurora faced off against Hiya and Hiwa, the giant offspring of Semyaza.

Details on this particular fight are sketchy as well -- it seems that the two were trying to cut off the sunlight that began pouring in moments after the assault began.

Aurora's forces were quickly dispatched to face these two. Like previous reports, witnesses state they saw gleaming light and rainbows high in the air slightly before some magical gear apparently came falling from the sky.

Suffice to say, the two were defeated in combat with Aurora's officers -- this was a major turning point for the operation on Benfal and likely allowed for Sylica's forces to continue to push in without as much resistance.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2017, 11:32:36 AM
All uses are daily spell charges rather than permanent changes. All uses are standard actions unless noted otherwise.

Uses:

Covering self with light as a form of clothing: Free. Syala and Alicia both did it in B1 and I think it's showed up before.
Creating a weapon: 2nd level spell slot. This is a plain weapon, nothing fancy. Lasts for as long as you hold it.
Creating a better weapon: 4th level spell slot. Gets you a +1 holy weapon. Lasts for as long as you hold it. Other possibilities: +1 flaming, +1 bane (choose one of undead or evil outsiders). Suggestions for other +1 properties that might thematically fit are welcome.
Blinding target: 5th level spell slot. Blinds a target within your aura by overwhelming light. The blindness is permanent. A Fortitude save resists. The save DC is 15 + Charisma modfiier. For the moment I'm marking it down as with the same DC as a 5th level spell. This may change.
Sear Evil: 7th level spell slot. Deals 10d6 points of damage to all evil creatures within 30ft, a Fortitude save halves. The save DC is 17 + Charisma modifier. For the moment I'm marking it down with the same DC as a 7th level spell. This may change.

Any other suggestions while I'm at it, before I write it up all nice?
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2017, 11:37:11 AM
Whoops, fixed.

Greater True Seeing
Divination
Level: Brd 11, Clr 10, Drd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as true seeing, except as noted here. It does not require a material component and the effect of true seeing extends to the length of your vision.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2017, 11:37:41 AM
Okay, I'll work on that newspaper over the weekend or earl next week. Speaking of, I need to make a downtime/away post.
Title: Re: Random DM nagging.
Post by: Corwin on April 13, 2017, 11:39:57 AM
Something in the way of armor, like the Luminous Armor line of spells, maybe?

Negating darkness of various degrees?

Some benefit to good creatures within 30ft?

Illusions/banners/something along those lines?
Title: Re: Random DM nagging.
Post by: Corwin on April 13, 2017, 12:25:50 PM
Also, you mentioned items.

Sash of Authority: This sash grants a +4 competence bonus to all Charisma based checks. Additionally, any creature that submits to a demand you make suffers a -4 penalty to all attack rolls against you, as well as any opposed ability or skill checks. The demand must be forceful and something they do not wish to do. This penalty lasts for 24 hours. [40,000gp]

How does it scale? To +10 for the competence to Cha skills, say?
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2017, 01:29:00 PM
I'd have to dig up how I priced it. I think it was fiat, so I'd have to fiat a price for it or work out a formula.
Title: Re: Random DM nagging.
Post by: Anastasia on April 16, 2017, 01:35:49 AM
Epic magic items are up. Booster should be done tonight or tomorrow, ended up expanding it more than I planned.

Note to self: Reorganize epic rules topic now that most of the content is done.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2017, 10:52:55 PM
Sometimes DMs screw up.

See, Surraruthru just came on a massively tall tree that the party saw earlier in Brux, a monolith. The only problem with that is that it wasn't a tree, but a stone spire. Y'see, both are things in the Beastlands (and even sometimes the trees can fulfill part of what the spires do) and notable, so they're both easily mixed up on the DM side. Somehow they got flipped around in my head and I only noticed several posts into the mistake.

We're gonna keep rolling with that. As compensation for the mistake, I'll give you some lore about them.

The stone monoliths are largely as Pearwood described. They're made by certain animal lords of the realm to serve as courthouses and locations of power. The monoliths have various mystical abilities, such as forcing those nearby to speak the truth, alllowing animals, plants and others to converse freely and serving as an imposing, intimidating symbol of justice. Used properly, they can be locations of power where a druid can gain the ability to speak with plants and animals as a supernatural ability.

The tall trees are elder treants from characters and monsters, usually with at least 1 hit dice of advancement. They are powerful and subtle creatures, able to hide their powers from magical detection, as well as suppress part or all of them as desired. This comes from the intervention of the Archangels of Celestial, who taught the oldest elder treants these methods and ensure that it passes to all of the elder treants of the Beastlands. As normal for the Archangels, the reasoning for this isn't clear. Many of these treants have the celestial creature template as well (this bypasses the normal inability for plants to have this template).

The elder treants of the Beastlands are the sages of the realm. They are ageless and immortal like an outsider, they gather information gleaned from the various animal lords of the realm as well as any visitors. Further, they are blessed with perfect recall, so they never forget what they have learned. The vast majority are gestalted as mighty druids who command nature and wreck terrible havoc when a powerful evil creature dares enter the Beastlands. They support the animal lords with formidable magic and all the powers an elder treant can bless its allies with.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2017, 10:55:42 PM
Quote from: Anastasia on April 13, 2017, 11:37:11 AM
Whoops, fixed.

Greater True Seeing
Divination
Level: Brd 11, Clr 10, Drd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as true seeing, except as noted here. It does not require a material component and the effect of true seeing extends to the length of your vision.

Added to the spell collection.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2017, 11:28:18 PM
Okay, see downtime/away real quick. So Im taking a week off from active DMing, any requests for custom material? No guarantees it'll get done, but by all means fire.

Cor's light stuff is already on the agenda. So is the newspaper.
Title: Re: Random DM nagging.
Post by: Nephrite on April 20, 2017, 11:40:09 PM
I like the Bane song a lot, it'd be cool if there were other new songs you could get through feats or something.

There are also a lot of epic magic items tailored for certain classes, so maybe a bard-boosting one?
Title: Re: Random DM nagging.
Post by: Corwin on April 21, 2017, 03:28:45 AM
That fog spell?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 21, 2017, 11:31:27 AM
Not really anything on my end outside of the Druid class.
Title: Re: Random DM nagging.
Post by: Anastasia on April 21, 2017, 11:34:12 AM
So far I have:

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 23, 2017, 06:57:42 PM
Psionics stuff if you're bored. I am available to consult.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 24, 2017, 09:08:26 PM
Clarification: I'm looking to create powers and feats and/or items to keep up with the magic systems constant and consistent attempts to one-up itself. Psionics scales in some ways, but it's not as versatile as magic. Looking for new ways to express my inner self.
Title: Re: Random DM nagging.
Post by: Anastasia on April 25, 2017, 12:20:09 AM
Quote from: Yuthirin on April 24, 2017, 09:08:26 PM
Clarification: I'm looking to create powers and feats and/or items to keep up with the magic systems constant and consistent attempts to one-up itself. Psionics scales in some ways, but it's not as versatile as magic. Looking for new ways to express my inner self.

Okay, cool. What paths are you looking at here? What do you need to keep up with?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 25, 2017, 04:12:06 AM
Ideas I've had:
1. Clinging Darkness, the power I sort of got the idea from you for in chat the other day
2. Paralyze Astral Links, a foray into epic psionics that I'd like your opinion on
3. I recall mentioning to you a feat that would double the capped damage dice on some powers
4. Discussion on the familiar boosting we talked about a month or two ago

I'll put up more in the morning.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 25, 2017, 09:50:04 PM
This is all incredibly rough and yeah.

Paralyze Astral Links
Psychoportation
Level: Psion 15? 20?
Manifesting Time: 1 day
Range: 1 Plane
Effect: Special
Duration: 24 hours
Saving Throw: None
Power Resistance: No

Upon manifestation of this power, a series of discordant waves emanate from the manifestor out across the astral plane. As a result, the local astral links of a given prime material plane fluctuate heavily, causing an effective paralysis of said links. This has a number of effects on the plane and its sub-planes.

Prime: Teleportation, Divination, and Conjuration spells all fail without a save. Any conjuration spells (summons, etc) in progress are immediately ended, and any summoned creatures or objects are ejected from the plane without a save. Called creatures and objects are not affected by this ejection, but do find that any racial ability to summon creatures or aid will likewise fail.

Ethereal Plane: All creatures on the ethereal plane must make a Will save or be forced from the ethereal plane and into either the Prime Material or the Astral (50% chance for each). Success means the creature is confined to the Ethereal plane for the duration of the event.

Astral: All portals leading to and from the Astral to the affected Prime are disrupted and refuse to operate. The portals become hazy and transparent, and cannot be used. Creatures currently traversing the Astral via teleportation or other means of astral travel are immediately ejected back onto the plane at whatever position they were at in relation to that plane. If this places them within a physical object, the affected creature is shunted to the nearest open space. The creature takes 1d6 points of lethal damage per 10 feet of space it is moved.

The power required to manifest this power is incredibly draining. Upon manifestation, the manifestor is instantly struck insensate, and remains unconscious for 8d6+24 hours. Note that use of this power may carry repercussions not listed here.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 25, 2017, 10:21:05 PM
Have another, because.

Whirling Darkness
Metacreativity
Level: Psion 3
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Medium or smaller creature or object
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Partial
Power Points: 5

You draw forth a glob of ectoplasmic goo from a point where the Astral Plane and the Plane of Shadows meet. You immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the glob expands rapidly to a 20 foot diameter, enclosing everything within in inky darkness. All creatures within are treated as though blind and gain total concealment. The goo evaporates at the end of the power's duration.

Augment

You can augment this power in one or more of the following ways.


In addition, for every 2 additional power points you spend, this power can affect a target one size category larger.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2017, 01:38:09 PM
Okay, lets take a look at your first power.

Range is absolutely crazy.

Okay, let's review what astral links are. They're the links between plains to the Astral Plane. They're natural and what teleportation relies on to work. Since distance is largely irrelevant on the Astral Plane, you can use these to shortcut across distances on planes where it does matter. Severing them - there's a 15th level spell that can do this, which I think is where you got the title of this power - prevents teleportation and dimensional magic from working. That doesn't impact divination or conjurations.

A creature forced from the Ethereal would likely go to the Prime or the Deep Ethereal, not the Astral.

To be fair, something that affected an entire plane did happen in B3's backstory. Abigor's appearance on Lifasa killed every plant there, as you may recall. While I've never worked out all the fine details of that ritual, it would look something like this.

1. The effect wouldn't be doing it itself, but amplifying the spiritual wound Abigor caused to Lifasa, as well as channeling it in a specific direction. It's boosting something already there rather than trying to do the hard lifting itself.

2. It would be a ritual, ala Unearthed Arcana. The DCs would all be 90. K:N, K:A and K:P would be involved. Due to the time and preparation, you can imagine the devils did this with lots of long duration boosters and skill boosting items.

3. Failure would've resulted in massive damage to all the participants in the ritual, including Abigor. He'd survive it, the others might not.

4. Even then, it does it by essentially stabbing Lifasa and ripping its metaphysical essence wide open. By any magical standard, it's as savage and horrible as a well polished spell is elegant and smooth. It works but in the most grisly way possible.

5. Finally, something affecting a single Prime is far more viable than affecting any other plane (barring a demiplane) because they're all infinite, not to mention they have planar lords and deities who are going to feel that and react appropriately.

So let's pare this down a bit. Rather than worrying about precision here, let's get to the basics. What are you aiming for here? An anti teleportation measure? Something that messes up divinations? A conjurer's worst nightmare?  What's the roots of this idea?

Title: Re: Random DM nagging.
Post by: Yuthirin on April 26, 2017, 03:52:21 PM
Quote from: Anastasia on April 26, 2017, 01:38:09 PM
Okay, lets take a look at your first power.

Range is absolutely crazy.
It's not, really, if you consider the scope of the power.

QuoteOkay, let's review what astral links are. They're the links between plains to the Astral Plane. They're natural and what teleportation relies on to work. Since distance is largely irrelevant on the Astral Plane, you can use these to shortcut across distances on planes where it does matter. Severing them - there's a 15th level spell that can do this, which I think is where you got the title of this power - prevents teleportation and dimensional magic from working.
Yeah, that is where the idea came from. I don't want to sever them though, just disable them for a short period. So maybe 13th level. The title isn't exactly creative, I know. I did mention this is rough.

QuoteThat doesn't impact divination or conjurations.
Noted on divination, but if conjurations don't use the Astral to transport the conjured stuff, how's it get there?

QuoteA creature forced from the Ethereal would likely go to the Prime or the Deep Ethereal, not the Astral.
Noted.

QuoteTo be fair, something that affected an entire plane did happen in B3's backstory. Abigor's appearance on Lifasa killed every plant there, as you may recall. While I've never worked out all the fine details of that ritual, it would look something like this. (1-4 Condensed.)
I'm not looking for permanency. The thing that happened to Lifasa was WAY MORE INVOLVED than what I'm writing up here. I'm not sending the plane anywhere. Not attaching it to somewhere else, or adding an alignment or anything like that. Any comparisons between what happened to Lifasa and this power can only be made at the highest level, in that they affect an entire plane.

My idea: A red car braking to a stop at a stop sign.

Your idea: A red car taken to a recycling plant, re-purposed and rebuilt into a pick-up truck, which is then painted blue.

They're, at their heart, the same thing. They both affect the car (the plane). The difference is that in the first example, the car pulls away from the stop sign after a moment. Your example results in the car no longer being a car, but now permanently something else.

Quote5. Finally, something affecting a single Prime is far more viable than affecting any other plane (barring a demiplane) because they're all infinite, not to mention they have planar lords and deities who are going to feel that and react appropriately.
Yeah, that was my thinking, too. Primes tend not to have resident major powers because they can't handle it. Any major power could undo this in a moment.

QuoteSo let's pare this down a bit. Rather than worrying about precision here, let's get to the basics. What are you aiming for here? An anti teleportation measure? Something that messes up divinations? A conjurer's worst nightmare?  What's the roots of this idea?
I was bored and looking for a Dimensional Anchor power on steroids. And the other stuff, too. That, and the chaos it would cause would be glorious.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2017, 04:20:28 PM
Quote from: Yuthirin on April 25, 2017, 10:21:05 PM
Have another, because.

Spell Resistance: Partial

It should be power resistance, not spell resistance. That being said, it's either yes or no, with a the following if more information is needed: ; see text. So that should be Yes; see text.

QuoteYou draw forth a glob of ectoplasmic goo from a point where the Astral Plane and the Plane of Shadows meet. You immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the glob expands rapidly to a 20 foot diameter, enclosing everything within in inky darkness. All creatures within are treated as though blind and gain total concealment. The goo evaporates at the end of the power's duration.

How's the base power compare to other things psionics and spells can do that's similar?

QuoteAugment

You can augment this power in one or more of the following ways.

  • If you spend 4 additional power points, this power also creates a disorienting effect. Every creature or object within the power's area of effect is forcibly turned 1d4*45 degrees to their left. Creatures entering the area of effect after this power is manifested are immediately affected by this augmentation. Though this turning cannot be resisted, a Will save allows an affected creature to know that they have been affected. Resisting this power via PR/SR negates this additional feature, though not the blindness caused by the base power.
  • If you spend an additional 6 power points, the shadowy aspect of this power is extended, blocking all means of magical or supernatural sight from penetrating the sphere.
  • For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
  • If you spend 1 additional power point, this power's duration is 1 hour rather than 5 rounds. If you spend 2 additional power points, this power's duration is 1 day rather than 5 rounds. If you spend 4 additional power points, this power's duration is 1 day per manifester level rather than 5 rounds.

In addition, for every 2 additional power points you spend, this power can affect a target one size category larger.

My instincts are that the augmentations may be overswinging, but I'll get back to you on that since I need to do homework there.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 26, 2017, 04:50:02 PM
Quote from: AnastasiaHow's the base power compare to other things psionics and spells can do that's similar?
It's worded very closely to Entangling Ectoplasm, it just does something else.

QuoteMy instincts are that the augmentations may be overswinging, but I'll get back to you on that since I need to do homework there.
Maybe!
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2017, 08:12:47 PM
QuoteIt's not, really, if you consider the scope of the power.

Nah. See, the biggest spell for area of effect that I've posted is 1 mile/level. Unless you're dealing with a small demiplane or tiny Prime, any plane is going to be much bigger than that. That's an increase at least a few exponentials above that area of effect.

QuoteNoted on divination, but if conjurations don't use the Astral to transport the conjured stuff, how's it get there?

It depends on the subschool.

Healing relies on multiple potential methods. All channel positive energy to heal injuries, though where that positive energy comes varies. The most common spells safely tap a tiny bit of energy from the positive energy plane, though this isn't universal. Some use energy in the environment*, from nearby living creatures or simply generating it on the spot. If D&D was a game to get into that level of granularity, it would mess with the most common healing traditions, but more unorthodox or unusual ones would get around it, as would a caster who has sufficient time to prepare counter measures in spell preparation. However, D&D doesn't and none of those spells are noted as affecting healing spells, so this won't change that trend.

Teleportation is obviously affected by this, as astral links are how those spells work.

Creation spells create them ex nihilo. They come from nothing and if not permanent, return to nothing when the spell expires. Teleportation doesn't come into it at all so astral links are irrelevant to them.

Summoning and calling spells, surprisingly, work in spite of things like dimensional anchor or dimensional lock. Flavorwise, there's a strong case for calling spells being blocked by this sort of thing, though they aren't mechanically. Summoning's a little shakier, depending on how precisely you fluff out the summoning working. How summoned creatures work in Balmuria is a little complicated, but in short it's something like this.

A typical summoned creature is a copy of a generic example of that creature type. It may be a specific one of that creature you know (to no mechanical change) or one you don't, it doesn't matter. The summoned creature is aware of what happens in the summoning and suffers no penalties after the summoning is over. A summoned creature can even be slain and appear back where it was afterwards, hale and whole.

*As a side note, I believe something like this made Dark Sun the mess it is. I think it was magic in general rather than healing spells in particular, but the concept's been there since at least 2nd edition.

QuoteI'm not looking for permanency. The thing that happened to Lifasa was WAY MORE INVOLVED than what I'm writing up here. I'm not sending the plane anywhere. Not attaching it to somewhere else, or adding an alignment or anything like that. Any comparisons between what happened to Lifasa and this power can only be made at the highest level, in that they affect an entire plane.

It's not a question of permanency, and yeah, using this as a comparison since affecting an entire plane is extremely powerful stuff. It's the domain of deities, exceedingly complex rituals and other such things.

Let's put it another way. Let's say you need to flip a lightswitch. No big effort, barely any at all. Say you need to flip an entire house's lightswitches. That's a bit more work but it's feasible. What about an entire office building's? Sure, but that's getting into a large amount of work and effort. An entire city? That's a task of weeks and weeks, assuming you know where they all are. A nation's? Good luck. An entire world's? Yeaaaaaaah.

Moreover, there's no one big switch that controls planar access like that. It's why the sever astral links spell works like it does, because astral links are numerous and all over. It's not just a few big conduits like a ley line, they're everywhere. There's no real, easy shortcut like a central grid to manipulate them.

QuoteI was bored and looking for a Dimensional Anchor power on steroids. And the other stuff, too. That, and the chaos it would cause would be glorious.

There's a few in the Spell Collection already. Lemme paste a few to give you a frame of reference. I'd suggest starting from there, Jaela's teleport block even nails summons and called creatures.

Jaela's Teleport Block
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 50ft/level
Area: 50ft/level radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell blocks all dimensional travel within its radius. Teleport, plane shift, gate, shadow walk and similar spells all fail, as does travel from the Astral Plane, Ethereal Plane, Plane of Shadow and so forth. Ethereal creatures are unable to enter the area and creatures cannot become ethereal within it (though ethereal creatures already within the area of the spell are not affected). Summoning and calling spells and effects are likewise blocked, though existing called or summoned creatures are not affected, including vanishing when the effects summoning them expire.

Sever Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell severs an area's connection to the Astral Plane. Doing so prevents teleportation and dimensional magics from working in the area affected. An area affected can only be restored by a restore astral links spell or a deity using alter reality.

Severing astral links can be dangerous. While there is little risk if done in most locations, doing so on an outer plane or in a deity's divine realm will attract the attention of the deity or planar lord who rules there. This usually provokes the deity to send powerful servants or even an avatar to ascertain the situation and punish the spell caster. A deity and her avatars are capable of teleportation in their own divine realm, even if the astral links are severed, so this spell offers no defense against that happening.

Focus

A silver knife stained with the blood of an astral dreadnought.

Title: Re: Random DM nagging.
Post by: Yuthirin on April 26, 2017, 09:57:01 PM
QuoteSever Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell severs an area's connection to the Astral Plane. Doing so prevents teleportation and dimensional magics from working in the area affected. An area affected can only be restored by a restore astral links spell or a deity using alter reality.

Severing astral links can be dangerous. While there is little risk if done in most locations, doing so on an outer plane or in a deity's divine realm will attract the attention of the deity or planar lord who rules there. This usually provokes the deity to send powerful servants or even an avatar to ascertain the situation and punish the spell caster. A deity and her avatars are capable of teleportation in their own divine realm, even if the astral links are severed, so this spell offers no defense against that happening.

Focus

A silver knife stained with the blood of an astral dreadnought.
Whooooooops that's not plane-wide. That's a very local area. That changes tons. It's not Psion 15. It'd be Psion 30 at least. Probably 40. Just outrageously powerful. My sphere of understanding has been enhanced.
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2017, 10:05:18 PM
Did...you think it was plane wide? That would explain a lot.

Incidentally, besides that spell, severing astral links is something done with a deity's alter reality ability. They can do it on whatever scale they want to, so long as its on the plane or divine realm they control. That may be the mixup. The spell's much more localized, since deities have massive levels of control over their realms.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 26, 2017, 10:06:57 PM
Quote from: Anastasia on April 26, 2017, 10:05:18 PM
Did...you think it was plane wide? That would explain a lot.
I really did!
Title: Re: Random DM nagging.
Post by: Anastasia on April 26, 2017, 10:24:17 PM
That explains why it felt we were talking past each other. Alrighty then.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2017, 12:43:47 PM
Okay, took more lazy time than I planned on. Going to make some progress today.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress.
Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2017, 04:24:55 PM
Task 1 down. Posting it here for feedback before it goes to homebrew.

----

Light Manipulation

Those who have a source of inner light to draw on can learn to manipulate it and cause various effects. This is most commonly seen used by celestials with an innate aura of light, creatures from the Positive Energy Plane and creatures with the Nimbus of Light feat. However, any creature who emits an innate source of light could learn these with the right time and training.

Overview

Light manipulation is known by many names. Celestials call it Alaire, which translates to 'Gift of Light'. Amid humans it is known as light manipulation or radiance manipulation, while the elves call those with it Shaoth (for males) or Shaothi (for females), which translates to 'Sungate'. Dwarven has no meaningful name for it, as the ability is rare even amid dwarves with the ability and will to research such magic. Most other languages use one of those names as a loan word or refer to it purely in derogatory fashion, such as most fiendish languages.

Regardless of the name used, light manipulation can be used by any creature with an innate source of light to manipulate. This must be an ability that is always active or at-will, though the ability to suppress it is acceptable. Spells and spell-like abilities are not eligible for this, even if they are permanent. Examples of abilities that qualify are the Nimbus of Light exalted feat or the energy halo of a quesar. While there is no alignment requirement, the vast majority of creatures who learn these arts are good-aligned or natives to the Positive Energy Plane.

Some creatures may be depicted or described as being surrounded by light at times without an explicit ability that does so. It is left to the DM to decide which or any such creatures should qualify to potentially learn these abilities. Generally, creatures who would have a thematic tie to light, such as celestials or natives of the Positive Energy Plane, are suitable choices.

Rules

Any creature with the proper ability can conceivably learn light manipulation. Aptitude varies from person to person, not every creature with the potential has the needed talent to learn them at anything beyond a glacial pace. Additionally, merely having the talent does not mean you will learn them. The DM may decide if a creature has a natural talent for light manipulation or may decide randomly. To randomly determine if a creature has natural talent, roll 1d100. A result of 95 to 100 means the creature is naturally gifted in light manipulation and can learn it easily. Other creatures require vast amounts of time and practice, often several centuries of exceedingly difficult work. As such, these abilities are far from universal, even in creatures who all have the potential to learn them.

A creature that has the talent to learn fast can learn light manipulation in weeks, days or even within a few minutes if they're particularly well suited to it. The exact rate varies, but all are learned on a scale fast enough to make learning them viable in all but the shortest campaigns.

Additionally, the feat Gift of Light may be taken if those without natural talent wish to learn these abilities quickly. Otherwise, the training time needed is usually beyond the scope of a campaign's timescale.

A creature who learns the abilities quickly discovers power is needed to fuel them. One can manipulate light without that, but a sacrifice of power is required for most abilities to work. Sacrificing a spell per day is the most common, though variants exist that use hit points and other finite resources. Variants are left to the DM's discretion.

Reading the Entries

Use is the application of light manipulation. This provides a name for the ability, further details can be found under that ability's description.

Cost is the level of spell sacrificed to power the ability. A cost of free means there is no cost and it may be used freely.

If an application of light manipulation allows a saving throw, it is 10 + level of spell sacrificed + your Charisma modifier. All applications are standard actions unless noted otherwise.

Additional uses of light manipulation exist, these are the most common.

Table 1.1: Light Manipulation



   
   
   
   
   
   
UseCost
Clothing of LightFree
Weapon Creation2nd
Magic Weapon Creation4th
Blinding Light5th
Searing Light7th

Clothing of Light

You can cover your body with light as a form of modesty and clothing. It is not actual clothing, but blinding light that hides what is beneath it. It can be applied to your body as you see fit, but it has no other impact on creatures nor causes them any penalty.

Weapon Creation

You create a semi-solid melee weapon of light. It can be any non-magical weapon you please and is treated as a normal, non-masterwork version of that weapon. As the weapon vanishes when it leaves your hand, only melee weapons can be made this way. The weapon lasts for as long as you hold it.

Magic Weapon Creation

You create a melee weapon of light identical to weapon creation, except it is a +1 weapon. Additionally, you may choose to add one of the following properties to it: bane (evil outsiders or undead only), flaming or holy.

Blinding Light

You cause your light to surge and overwhelm the eyes of a creature within 30ft. This permanently blinds them unless a Fortitude save is passed.

Searing Light

You are surrounded with a burst of burning light that deals 10d6 points of damage to all evil creatures within 30ft. A Fortitude save halves this damage.

Light Manipulation Accessories

Gift of Light [General]
Prerequisite: Able to learn light manipulation, cha 13
Benefit: You have natural talent with light manipulation and learn it swiftly.

Title: Re: Random DM nagging.
Post by: Anastasia on April 27, 2017, 04:25:36 PM
Update 1

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress.
Title: Re: Random DM nagging.
Post by: Nephrite on April 27, 2017, 10:29:02 PM
Notes on bardic music and its replacements / enhancements

Spellscale Substitution Levels
(RoD 110)
Lose Inspire Competence, gain Inspire Arcana
Activate to Give your casters a +1 to Caster Level. Inspire competence is weak, but this is also pretty lackluster. The big downside is that it requires concentration to maintain.

Hymn of Fortification (CC 47)
lose inspire competence, use bardic music to generate protection from evil type effects

Virtuoso gets stuff like replacing Diplomacy with Perform, auto-stabilizes dying characters, force a concentration check vs. Perform check, can make people rage, can dominate person and can give everyone within 30ft true seeing (what??)

Sublime Chord gets Caster level increase based on perform check results up to +4 CL, can evoke a time stop effect on an individual, and can affect an area with fire that does damage based on a perform check result.

Lyric Thaumaturge can add 1 bardic music to add 1d6 points of sonic damage per spell level to any sonic spell (wow)
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 02:29:43 PM
Okay, I don't feel like working on homebrew right now, so let's try something. Y'all give me a question about Balmuria and I'll give you an IC answer from someone. The answers will be generally truthful within reason, though potentially colored by who answers it.
Title: Re: Random DM nagging.
Post by: Ebiris on April 28, 2017, 02:31:28 PM
My question is what is the best melee weapon.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 02:37:24 PM
Stille: Ah, General Afina Devilsbane, that's a good question. I've used a variety of weapons in my career, but I think it's safe to say the best weapon is yourself.  After all, one can continue to improve themselves with technique and magic far beyond a normal weapon, which is more limited. A magical necklace can make up the difference of magical items as well. Though I fear that is not the answer you want, so I say a strong weapon with extended reach. A greatspear is a lovely weapon combining power and reach, so you can dispatch opponents before they reach you. A marvelous weapon, a greatspear.

Balyss: What my brother didn't mention is that a heavy mace is a wonderful weapon as well. So many warriors try to cut and hack everything apart, when smashing them is easier and more effective. Selune knows best!
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 02:37:41 PM
Mine is how and where I can get the best ranged attack that suits me.
Title: Re: Random DM nagging.
Post by: Nephrite on April 28, 2017, 02:38:54 PM
Who would be the best (either because of what they bring or some other reason) individual or group to forge an alliance with to support Aurora's goals?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 28, 2017, 02:54:03 PM
How do I improve counterspelling to simulate Spellcatching?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 02:54:23 PM
Quote from: Corwin on April 28, 2017, 02:37:41 PM
Mine is how and where I can get the best ranged attack that suits me.

Sehanine Moonbow: Listen to the stirrings of your dreams, Jaela. Dreams speak of magic. We have given you Our blessings, including those of warfare. Develop these talents, your radiant assaults and gae assails. Your fingers are not meant for a bow and arrow, but to pull the strings of the Weave and Our blessings.

Hanali Celanil: You have the beauty and charisma to make magic love you, though perhaps you could learn to charm the arrows themselves. *Giggle*

Aerdrie Faenya: Forge magic that will make the winds slice your opponents apart. Ride on the winds as your magic commands them. Do not fear, we give you Our favor so that you may overcome Hell. Let them fear the dawn breeze.

Angharradh: As three We speak as One. We have granted you magic beyond mortal means. Use it wisely.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 03:06:40 PM
Quote from: Nephrite on April 28, 2017, 02:38:54 PM
Who would be the best (either because of what they bring or some other reason) individual or group to forge an alliance with to support Aurora's goals?

Eudard: Sir, I have the report on Aurora.

Oberuth: How accurate is this?

Eudard: As accurate as our intelligence and seers can make it, sir. Alicia and Seira are contributing and invested into Aurora, which lends us insights we wouldn't have otherwise.

Oberuth: So the conclusion is low impact for the Crimson Guard? Nothing new there, the alliance section hasn't changed?

Eudard: Not meaningfully. The one question mark is the Archangels. We know Aurora has had at least passing contact with-

Oberuth: Benfal.

Eudard: Ah. Yes, you're aware of that? That's our leading theory right now. If they haven't made contact with the Archangels of Elysium about an alliance, I'd be surprised.

Oberuth: Yeah, but if they have, we'd never know. Good. You'll have the garrison for several days, keep things under control.

Eudard: Sir?

Oberuth: Her. Antenora has intelligence on an infestation of them on Water.

Eudard: Good luck, sir. Helm protect you.
Title: Re: Random DM nagging.
Post by: Ebiris on April 28, 2017, 03:14:19 PM
Where is the best vacation spot in all the planes?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 03:15:27 PM
Quote from: Iron Dragoon on April 28, 2017, 02:54:03 PM
How do I improve counterspelling to simulate Spellcatching?

Seira: More DRAGON!

Amaryl: Ahem. What my wife is getting at is that you really must pursue more draconic power. Perhaps you should study or even find a dragon with that ability? Perhaps you can forge a way ahead that does that. Kascha is good at studying dragons, she could help.
Title: Re: Random DM nagging.
Post by: Nephrite on April 28, 2017, 03:17:06 PM
What can we do to further improve Aurora's forges?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 03:24:55 PM
Quote from: Ebiris on April 28, 2017, 03:14:19 PM
Where is the best vacation spot in all the planes?

T: When looking for a good vacation spot, you have to focus on the essentials. Getting what you want first and foremost is more important than all the secondary details there are. Fortunately, there's a place that helps you with it. It's called Brightwater. It's where Waukeen stores all her gold and it's great there. You can buy anything there, even the perfect vacation. Figure out what you want and find somewhere that sells it. Works great, I hear.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 03:28:07 PM
Quote from: Nephrite on April 28, 2017, 03:17:06 PM
What can we do to further improve Aurora's forges?

I'm going to veto this question, as it doesn't have a meaningful answer. I won't allow further item discounts and most improvements would be niche or subjective. Go ahead and offer another one.
Title: Re: Random DM nagging.
Post by: Ebiris on April 28, 2017, 03:29:10 PM
How many Hannas can dance on the head of a pin?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 03:32:38 PM
Quote from: Ebiris on April 28, 2017, 03:29:10 PM
How many Hannas can dance on the head of a pin?

Hanna: None. A single pin is nowhere near as big as I am. You'd need thousands of pins to equal one Hanna. That's basic measurement.
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 03:40:48 PM
Should I look into getting a last name or a title to distinguish myself from other theoretically-existing Jaelas across the planes? And if so, what are the recommendations?
Title: Re: Random DM nagging.
Post by: Nephrite on April 28, 2017, 03:49:31 PM
Where should Moore go if he wants to learn new bardic music or other ways to use what he has?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:09:04 PM
Quote from: Corwin on April 28, 2017, 03:40:48 PM
Should I look into getting a last name or a title to distinguish myself from other theoretically-existing Jaelas across the planes? And if so, what are the recommendations?

I'll break character for this one. You sort of have one by reputation, as 'Jaela of Aurora' is used at times and means something more than merely Jaela.
Title: Re: Random DM nagging.
Post by: Ebiris on April 28, 2017, 04:12:54 PM
What's the best way to travel?
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 04:14:22 PM
Quote from: Anastasia on April 27, 2017, 04:25:36 PM
Update 1

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress.

Light is nice~

8. Post my brother pls.
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 04:16:03 PM
Are there any other Lifasans we managed to miss recruiting? How about any we can rescue with our current abilities (no fighting Asmodeus please)?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:26:03 PM
Quote from: Nephrite on April 28, 2017, 03:49:31 PM
Where should Moore go if he wants to learn new bardic music or other ways to use what he has?

Antenora: I suggest going to Mechanus and listening to the music of the gears. Bards who embrace law can find inspiration and even new development once they fully renounce chaos, so long as they spend time there. They learn bardic music that unites others to share their powers and strengthen the greater whole, as well as ways to disrupt chaotic musics and pain chaotic outsiders.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:32:40 PM
Quote from: Ebiris on April 28, 2017, 04:12:54 PM
What's the best way to travel?

Tepen: That's a great question, Afina.

Vul'lath: No it isn't. We all know it's teleportation magic.

Tepen: Teleportation magic is certainly the most expedient, but it's hardly the best. After all, the best is not merely the fastest. I recommend a large carpet of flying with enough space to stretch out. Include a bag of holding with various refreshments and you can turn any trip into a picnic. Alternatively, a large flying ship with dimensional gating abilities can take you virtually anywhere in Creation, and the insides can be as luxurious as you wish. Our recent capture shows that, as well as a dark side to that approach.

Vu'lath: If you want a comfortable trip, make it fast so you can get back to your studies fastest.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:33:43 PM
Update 2

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress.
8.Post Jaela's elder brother.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:34:55 PM
Quote from: Corwin on April 28, 2017, 04:16:03 PM
Are there any other Lifasans we managed to miss recruiting? How about any we can rescue with our current abilities (no fighting Asmodeus please)?

Not going to answer this one on spoiler grounds. Feel free to submit another.
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 04:44:20 PM
How do we make Vul'lath's acolytes happier? They're next after the emopixies!
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:48:00 PM
Quote from: Corwin on April 28, 2017, 04:44:20 PM
How do we make Vul'lath's acolytes happier? They're next after the emopixies!

Lliira: Hi everybody! Cheering people up is what I do, so I know how to make anyone happy. Yay! To make Vul'lath's acolytes happier, you need to make Sage Vul'lath happier. Happiness trickles down and spreads, it's contagious! The more happy people there are, the happier everyone is. So make everyone around Sage Vul'lath happy and you'll eventually make him happier, which will make his acolytes happier! If you need help, try getting a few drinks into him to loosen him up. Drinking can make anyone laugh at something.
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 04:51:40 PM
Is Hanna's morale inversely related to the amount of succubi working with Aurora?
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2017, 04:56:26 PM
Quote from: Corwin on April 28, 2017, 04:51:40 PM
Is Hanna's morale inversely related to the amount of succubi working with Aurora?

27: Great question. Hanna's morale is a complicated, multi-variable equation. Simplified, Hanna's morale is:

M=VK(2)*J+S.

As anyone could guess, more succubi and other tainted creatures results in Hanna's K modifier decreasing, which in turn decreases her overall morale.  However, smiting and destroying those succubi would increase her S value, which helps compensate for the loss. Participating in such with Jaela would raise her J modifier and more than offset the loss entirely.
Title: Re: Random DM nagging.
Post by: Nephrite on April 28, 2017, 05:02:03 PM
Who makes the best food in Creation?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 28, 2017, 05:03:50 PM
Where can I find Pyrohydras?
Title: Re: Random DM nagging.
Post by: Corwin on April 28, 2017, 05:19:01 PM
Is an unholy alliance of efreet slavers and vermin after me, and if so when will fellow PCs get around to warning me about it?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 28, 2017, 08:32:04 PM
Calleigh: Why are wolfy puppies so great!? Also who has the best squid creatures?

Tryll: ^

Title: Re: Random DM nagging.
Post by: Yuthirin on April 28, 2017, 10:06:33 PM
Quote from: Anastasia on April 28, 2017, 04:48:00 PM
Quote from: Corwin on April 28, 2017, 04:44:20 PM
How do we make Vul'lath's acolytes happier? They're next after the emopixies!

Lliira: Hi everybody! Cheering people up is what I do, so I know how to make anyone happy. Yay! To make Vul'lath's acolytes happier, you need to make Sage Vul'lath happier. Happiness trickles down and spreads, it's contagious! The more happy people there are, the happier everyone is. So make everyone around Sage Vul'lath happy and you'll eventually make him happier, which will make his acolytes happier! If you need help, try getting a few drinks into him to loosen him up. Drinking can make anyone laugh at something.
So add drinking and Calleigh, gotcha. Drinks for drinking, and Calleigh for Calleigh-ing.

Courres make everything better.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2017, 01:30:57 AM
Quote from: Yuthirin on April 25, 2017, 10:21:05 PM
Have another, because.

Whirling Darkness
Metacreativity
Level: Psion 3
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Medium or smaller creature or object
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Partial
Power Points: 5

You draw forth a glob of ectoplasmic goo from a point where the Astral Plane and the Plane of Shadows meet. You immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the glob expands rapidly to a 20 foot diameter, enclosing everything within in inky darkness. All creatures within are treated as though blind and gain total concealment. The goo evaporates at the end of the power's duration.

Augment

You can augment this power in one or more of the following ways.

  • If you spend 4 additional power points, this power also creates a disorienting effect. Every creature or object within the power's area of effect is forcibly turned 1d4*45 degrees to their left. Creatures entering the area of effect after this power is manifested are immediately affected by this augmentation. Though this turning cannot be resisted, a Will save allows an affected creature to know that they have been affected. Resisting this power via PR/SR negates this additional feature, though not the blindness caused by the base power.
  • If you spend an additional 6 power points, the shadowy aspect of this power is extended, blocking all means of magical or supernatural sight from penetrating the sphere.
  • For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
  • If you spend 1 additional power point, this power's duration is 1 hour rather than 5 rounds. If you spend 2 additional power points, this power's duration is 1 day rather than 5 rounds. If you spend 4 additional power points, this power's duration is 1 day per manifester level rather than 5 rounds.

In addition, for every 2 additional power points you spend, this power can affect a target one size category larger.

Grue much?

Anyway, this spell's basically blacklight with a ranged touch attack instead of a Will save to negate and no spell resistance (at least against the main part, more on that in a sec). That's enough of an improvement to bump it up to a 4th level power. Also it needs the darkness descriptor and a note on how it interacts with light descriptor spells, that's fairly standard for these things.

First of all, I can't recall a power with that many augmentation options offhand. My instinct is that you overdid that part of it. Correct me if I'm wrong and you can produce a handful of powers that have four or more different augmentation options. First one I'd change to simply randomly changing the direction the creature is facing, don't get too mathy with it when that works just as well. Second one I'd drop, it's an absolute and a headache to deal with. Third I'm not sure about and the fourth is probably okay since things like deeper darkness at 4th have 1 day/level durations for darkness spells.

Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2017, 11:23:01 AM
Okay. Cor, where were we on that fog spell exactly?
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2017, 11:33:44 AM
Last fog post: http://www.soulriders.net/forum/index.php/topic,101729.msg1091322/topicseen.html#msg1091322
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2017, 11:38:03 AM
Quote from: Corwin on April 29, 2017, 11:33:44 AM
Last fog post: http://www.soulriders.net/forum/index.php/topic,101729.msg1091322/topicseen.html#msg1091322

Okay, let's split the difference. We'll try it as written for now, and if we find out it needs more bang for its buck, we can revisit the spell and tweak it.  Sound good?
Title: Re: Random DM nagging.
Post by: Corwin on April 29, 2017, 12:14:54 PM
OK
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2017, 12:23:23 PM
Update 3.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress x2.
8. Post Jaela's elder brother.
9. Yuth familiar feat stuf, waiting on him.

Fog spell is in the spell collection now.
Title: Re: Random DM nagging.
Post by: Anastasia on April 29, 2017, 01:40:19 PM
Right, have some bardic feats, Neph. Comments? Mostly clearing out ideas at the moment.

Bard's Rally [Bardic]
Prerequisite: Perform 12 ranks, Bardic Music
Benefit: As an immediate action, you can expend two daily uses of your bardic music ability to grant all allies within 30ft temporary hit points equal to your ranks in Perform. These temporary hit points lasts for 1 hour.

Elegy of Fatal Blows [Bardic]
Prerequisite: Perform 4 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to grant all allies that can hear you a bonus on the roll to confirm a critical threat equal to your Charisma modifier as well as an additional 2d6 points of damage on a successful critical hit. This damage increases to 4d6 if your weapon deals triple damage on a critical hit and 6d6 if it deals quadruple damage. This bonus lasts for as long as you perform and 5 rounds after.

Lullaby [Bardic]
Prerequisite: Perform 15 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to put all enemies that hear you perform within 30ft to sleep. A Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) negates the sleep. Creatures put to sleep by this sleep for 1d4 rounds. This is a mind-affecting ability.

Note of the Clear Mind [Bardic]
Prerequisites: Perform 9 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to free all allies within 30ft from enchantment spells and spell-like abilities. Treat this as dispel magic with a dispel check equal to your bard level. This check can exceed dispel magic's limit of +10.

Stagnation Waltz [Bardic]
Prerequisite: Perform 8 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to halve the movement speed of all enemies within 30ft. A Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) negates. This lasts for one minute.
Title: Re: Random DM nagging.
Post by: Nephrite on April 29, 2017, 04:53:03 PM
To go in order:

Bard's Rally is really strong, especially as an immediate action. I like it a lot, especially since temporary HP is usually really good to have.

Elegy of Fatal Blows feels... mm, I was going to initially say a little weak, but more or less ensuring you're going to get a crit is really strong. The extra damage helps some too.

Lullaby is great crowd control, but I'd imagine that there's a spell that does this as well?

Note of the Clear Mind is great if you run into a scenario where everyone gets zonked. At our level anything that can punch through mind blank is probably beyond this, though.

I'm not sure Stagnation Waltz would ever have much of a use -- 30 ft on that one really isn't very much. I suppose as a low-rank feat though it isn't too bad? I just don't see it ever getting any real use.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 29, 2017, 05:12:57 PM
Quote from: Anastasia on April 29, 2017, 01:30:57 AMFirst of all, I can't recall a power with that many augmentation options offhand. My instinct is that you overdid that part of it. Correct me if I'm wrong and you can produce a handful of powers that have four or more different augmentation options.
I actually copied Dominate (http://www.d20srd.org/srd/psionic/powers/dominatePsionic.htm) word for word, then edited the table to look like I wanted it to.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 29, 2017, 06:36:41 PM
Note that this is a general feat list that can be applied to any number of familiars in this situation. I've taken pains to avoid any feat that could add or requires access to psionics or power points.


Just psionic feats listed, quick and dirty. Didn't want to get too deep on it if you wanted to constrain it to psionic feats. We can probably expand this  though.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2017, 12:08:13 AM
Yes, more feat options there are good.
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2017, 01:43:11 PM
Quote from: Nephrite on April 29, 2017, 04:53:03 PM
To go in order:

Bard's Rally is really strong, especially as an immediate action. I like it a lot, especially since temporary HP is usually really good to have.

Yeah. It's good but expensive. It's a nice option but will burn through bardic music fast. Less of a concern at this level, more of an issue for lower level characters.

QuoteElegy of Fatal Blows feels... mm, I was going to initially say a little weak, but more or less ensuring you're going to get a crit is really strong. The extra damage helps some too.

I'd say it's passable and still inferior to inspire courage, short of stacking them. Okay and might have some use in the right situation, but meh otherwise.

QuoteLullaby is great crowd control, but I'd imagine that there's a spell that does this as well?

Pretty much.

QuoteNote of the Clear Mind is great if you run into a scenario where everyone gets zonked. At our level anything that can punch through mind blank is probably beyond this, though.

It may well be beyond a simple dispel magic. That's the main drawback to it - at epic levels, you often need greater dispel magic or stronger tricks to get rid of effects.

QuoteI'm not sure Stagnation Waltz would ever have much of a use -- 30 ft on that one really isn't very much. I suppose as a low-rank feat though it isn't too bad? I just don't see it ever getting any real use.

It's niche. I could see it getting use in a setup where the party's doing a lot of spring attacking and has high movement to begin with, maybe?
Title: Re: Random DM nagging.
Post by: Anastasia on April 30, 2017, 04:55:31 PM
Update 4.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress x2.
8. Post Jaela's elder brother.
9. Yuth familiar feat stuf, waiting on him x2 for more feats.

Newspaper next, formatting is giving me some problems, I may change that on the back end.

Neph, for a bard magic item, what precisely are you looking for?
Title: Re: Random DM nagging.
Post by: Nephrite on April 30, 2017, 08:11:52 PM
It's hard to point to one specific thing... mm. A ring is a good place to start, unless you wanted it to be an actual piece or armor or something.

The problem to me in creating some super good item for Moore is that everything that I'd want to enhance is already done in feats: Can't have music last longer, there's Lingering Song. Can't just use two bardic musics at once, that's underneath some PrCs. Increasing the radius isn't really very "fun" as an epic item in my opinion.

Maybe something that allows a user to use the Words of Creation x/day, and if you already can do so then it lets you empower the music more somehow?


I guess the question is more what's a limitation of an epic magical item, really... Maybe it can increase the duration of some songs by 2 or something, so it isn't just a replication of the feat itself.

I'm open to ideas.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 12:01:21 AM
The problem with epic bard items is that the epic feats do a really good job at covering those bases. I'll fiddle, see what comes out.
Title: Re: Random DM nagging.
Post by: Nephrite on May 01, 2017, 09:34:18 AM
That has pretty much been my problem with coming up with custom items for myself, indeed.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 10:10:31 AM
Okay, this is workable, Yuth. In the future though, I'd rather you just make a new post than editing your old ones. I usually miss edits like that. Thoughts?

---

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 10:21:56 AM
Update 5.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress x2.
8. Post Jaela's elder brother.
9. Yuth familiar feat stuf, waiting on him x2 for more feats.

Newspaper next, formatting is giving me some problems, I may change that on the back end. Keeping this here as a reminder.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 02:37:57 PM
Quote from: Anastasia on May 01, 2017, 10:10:31 AM
Okay, this is workable, Yuth. In the future though, I'd rather you just make a new post than editing your old ones. I usually miss edits like that. Thoughts?

---

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
Ohhhh it eats the first level feat! Interesting. I'm assuming I can train away the existing psicrystal-related feats? A thought I just had: would Psicrystal Containment (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psicrystalContainment) still function as normal, or is it broken by the ACF?
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 04:39:41 PM
Quote from: Yuthirin on May 01, 2017, 02:37:57 PM
Quote from: Anastasia on May 01, 2017, 10:10:31 AM
Okay, this is workable, Yuth. In the future though, I'd rather you just make a new post than editing your old ones. I usually miss edits like that. Thoughts?

---

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
Ohhhh it eats the first level feat! Interesting. I'm assuming I can train away the existing psicrystal-related feats? A thought I just had: would Psicrystal Containment (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psicrystalContainment) still function as normal, or is it broken by the ACF?

Yeah. Instead of taking Psicrystal Affinity to get one, you take that instead (and it eats up a feat that could go to it) and use it to power up your familiar. It's feat-neural compared to getting one.

Yeah, it would bork that, since no psicrystal means nothing to focus. Could possibly be replicated with Calleigh as your familiar, maybe.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 04:44:31 PM
Quote from: Anastasia on May 01, 2017, 04:39:41 PM
Quote from: Yuthirin on May 01, 2017, 02:37:57 PM
Quote from: Anastasia on May 01, 2017, 10:10:31 AM
Okay, this is workable, Yuth. In the future though, I'd rather you just make a new post than editing your old ones. I usually miss edits like that. Thoughts?

---

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
Ohhhh it eats the first level feat! Interesting. I'm assuming I can train away the existing psicrystal-related feats? A thought I just had: would Psicrystal Containment (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psicrystalContainment) still function as normal, or is it broken by the ACF?

Yeah. Instead of taking Psicrystal Affinity to get one, you take that instead (and it eats up a feat that could go to it) and use it to power up your familiar. It's feat-neural compared to getting one.

Yeah, it would bork that, since no psicrystal means nothing to focus. Could possibly be replicated with Calleigh as your familiar, maybe.
We can work it out later, I didn't use it much anyway. Later on, twinned empowered maximized powers can still be a thing.

Looking through it, I could use a feat rebuild anyhow.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 05:10:32 PM
Also I just realized that I haven't recorded any of my HP rolls since character creation I'M A MORON
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 05:52:50 PM
Go look them up in IRC logs or in nagging level up summaries, if you put them in there.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 05:55:54 PM
oh good I think I did
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 07:23:22 PM
Quote from: Yuthirin on May 01, 2017, 05:55:54 PM
oh good I think I did

Fantastic.

What feats are you looking at retraining and why?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 07:24:16 PM
Quote from: Yuthirin on January 14, 2016, 09:27:13 PM
Dear Mr. Kotono,

I am writing in reference to the current situation with the Tablet of Destiny. I have a request that I am hoping you can acquiesce to.

Please see to fixing the character photos, as I have forgotten what everyone looks like.

I would really appreciate it if you could deal with this matter urgently.

Yours sincerely,

Tortle McSquidface
Resident Meatbag.
Friendly neighborhood reminder from your friendly neighborhood totally-an-NPC-now-and-somehow-still-posting tortle!
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 07:25:52 PM
Quote from: Anastasia on May 01, 2017, 07:23:22 PM
Quote from: Yuthirin on May 01, 2017, 05:55:54 PM
oh good I think I did

Fantastic.

What feats are you looking at retraining and why?

Psicrystal Affinity
Psicrystal Containment
Psicrystal Power
Psionic Body (maybe)
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 07:40:37 PM
Quote from: Yuthirin on May 01, 2017, 07:24:16 PM
Quote from: Yuthirin on January 14, 2016, 09:27:13 PM
Dear Mr. Kotono,

I am writing in reference to the current situation with the Tablet of Destiny. I have a request that I am hoping you can acquiesce to.

Please see to fixing the character photos, as I have forgotten what everyone looks like.

I would really appreciate it if you could deal with this matter urgently.

Yours sincerely,

Tortle McSquidface
Resident Meatbag.
Friendly neighborhood reminder from your friendly neighborhood totally-an-NPC-now-and-somehow-still-posting tortle!

I'll add it to the agenda.

Also zombie tortle. Scary.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 07:45:17 PM
How's this look?

Ring of the Energetic Voice

This silver and emerald ring is flashy, worth several thousand gold from metal and gem value alone. When worn by a character without levels in bard, it grants a +5 competence bonus to Perform (Song) and nothing else. When worn by a bard, the ring's true powers emerge. The wearer gains a +20 competence bonus to Perform (Song) and an additional 5 daily uses of bardic music. The wearer's voice is clear and loud, the range it can be heard at doubles, including for bardic musics that function so long as they can be heard. The wearer's voice penetrates silence effects of 6th level or lower. Finally, the wearer gains a +2 bonus to the caster level of spells with the sonic descriptor.

I thinking around 220k? How does it look, Neph? Math below, I haven't done all of it yet so that's subject to revision. That's a very rough estimate.

40000+???(extra bardic music)+42000(range doubler)+????(sonic boost)+????(silence busting)

Title: Re: Random DM nagging.
Post by: Nephrite on May 01, 2017, 07:58:12 PM
I like it! I mean, I'd buy it for sure.
Title: Re: Random DM nagging.
Post by: Anastasia on May 01, 2017, 08:04:03 PM
Ring of the Energetic Voice

This silver and emerald ring is flashy, worth several thousand gold from metal and gem value alone. When worn by a character without levels in bard, it grants a +5 competence bonus to Perform (Song) and nothing else. When worn by a bard, the ring's true powers emerge. The wearer gains a +20 competence bonus to Perform (Song) and an additional 5 daily uses of bardic music. The wearer's voice is clear and loud, the range it can be heard at doubles, including for bardic musics that function so long as they can be heard. The wearer's voice penetrates silence effects of 6th level or lower. Finally, the wearer gains a +2 bonus to the caster level of spells with the sonic descriptor.

Overwhelming varied; CL 21st; Forge Ring, carrying voice, shout; Price: 257,250 gold.

Last call for comments before I post it in loot. It'll be part of the next epic magic item booster I do, whenever I do that.
Title: Re: Random DM nagging.
Post by: Nephrite on May 01, 2017, 08:22:44 PM
I have no qualms.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 09:02:55 PM
Quote from: Anastasia on May 01, 2017, 05:52:50 PM
Go look them up in IRC logs or in nagging level up summaries, if you put them in there.
Found the rolls and added them to my sheet. Unfortunately, I also learned that my HP is WAY too high.

HP
CON: 125
Rolls: 73
Feats: 30
Other: -25
Total=203

My current HP is 221. I have 18 extra HP that I can't seem to account for. Not sure how this happened, really.

Updating sheet to reflect the correct HP total.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 09:50:51 PM
Quote from: Anastasia on May 01, 2017, 07:23:22 PM
Quote from: Yuthirin on May 01, 2017, 05:55:54 PM
oh good I think I did

Fantastic.

What feats are you looking at retraining and why?

So I need to do a rebuild here in order to maximize my potential and trim some fat.

I do use Overchannel, but not commonly and mostly for Extended buffs. Talented isn't really necessary, as I can just True Metabolism away the pain.

Psionic Body isn't something I want to cut, as it's a pretty solid HP buff, and we're HP-starved.

I'm cutting Talented, Psicrystal Affinity, Psicrystal Containment, and Psicrystal Power: Ectoplasmic Shambler. At the same time, I need to take 4 more psionic or metapsionic feats in order to best capitalize on Psionic Body. Though sacrificing one of those for Toughness might not be a terrible idea. Actually, everything here is wrong because I just realized that Psionic Body got houseruled and nerfed. Can I stack Psionic Body & Toughness? Or is there a more efficient way to get HP?

Either way, I'm adding rearranging feats to make more thematic sense (in my head at least) and taking a second tier of Automatic Metapsionics: Twin Power. In addition, I'm also taking Boost Construct, & either Toughness if it stacks or Chain Power because chained twinned Disintegrates and Tornado Blasts are hilarious.

Feats From Levels
1. Inquisitor
3. Overchannel
6. Expanded Knowledge: Astral Construct
9. Boost Construct
12. Psionic Body
15. Celestial Familiar
18.
21. Epic Expanded Knowledge: Tornado Blast
24. Automatic Metapsionics: Twin Power II

Psion Bonus Feats
1. ACF
5. Twin Power
10. Extend Power
15. Psionic Meditation
20. Empower Power


Feats From Other Sources
-Maximize Power
-Automatic Metapsionics: Twin Power I
Title: Re: Random DM nagging.
Post by: Yuthirin on May 01, 2017, 09:53:06 PM
Quote from: Yuthirin on May 01, 2017, 09:02:55 PM
Quote from: Anastasia on May 01, 2017, 05:52:50 PM
Go look them up in IRC logs or in nagging level up summaries, if you put them in there.
Found the rolls and added them to my sheet. Unfortunately, I also learned that my HP is WAY too high.

HP
CON: 125
Rolls: 73
Feats: 30
Other: -25
Total=203

My current HP is 221. I have 18 extra HP that I can't seem to account for. Not sure how this happened, really.

Updating sheet to reflect the correct HP total.

Also I need to update my sheet again because this is wrong. It should be:

HP
CON: 125
Rolls: 73
Feats: 25
Other: -25
Total=198

So yeah, looks like there was about 50hp there that didn't belong. No idea how it got there, but thankfully it wasn't necessarily a difference that would have kept me alive.
Title: Re: Random DM nagging.
Post by: Corwin on May 02, 2017, 08:52:20 AM
Quote from: Anastasia on May 01, 2017, 07:40:37 PM
Also zombie tortle. Scary.

Was never dead!
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2017, 02:50:23 PM
Quote from: Corwin on May 02, 2017, 08:52:20 AM
Quote from: Anastasia on May 01, 2017, 07:40:37 PM
Also zombie tortle. Scary.

Was never dead!
Technically he was only brain-dead.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2017, 04:44:13 PM
Quote from: Yuthirin on May 02, 2017, 02:50:23 PM
Quote from: Corwin on May 02, 2017, 08:52:20 AM
Quote from: Anastasia on May 01, 2017, 07:40:37 PM
Also zombie tortle. Scary.

Was never dead!
Technically he was only brain-dead.

Very technically I'm not sure I'd call 0 Intelligence brain death. More an absence of thoughts than the permanent vegative state brain death implies (unless it's drain or vile damage). That's really picking nits fiercely, though.

Either way it's a thing and a reason why Asmodeus is good at manipulating the rules.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2017, 04:58:32 PM
Absence of thoughts is brain dead. Not sure how you constitute brain death.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2017, 05:04:13 PM
Quote from: Yuthirin on May 02, 2017, 04:58:32 PM
Absence of thoughts is brain dead. Not sure how you constitute brain death.

Ceasing respiration and other essential functions. Muirfinn survived despite that, so in the most technical sense it isn't brain death. That's getting so pedantic that I think it's completely going into irrelevancy, though, so I cede the point.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2017, 06:12:35 PM
Quote from: Anastasia on May 02, 2017, 05:04:13 PM
Quote from: Yuthirin on May 02, 2017, 04:58:32 PM
Absence of thoughts is brain dead. Not sure how you constitute brain death.

Ceasing respiration and other essential functions. Muirfinn survived despite that, so in the most technical sense it isn't brain death. That's getting so pedantic that I think it's completely going into irrelevancy, though, so I cede the point.
I am so bored at work that I've brought us here.
Title: Re: Random DM nagging.
Post by: Nephrite on May 02, 2017, 07:19:03 PM
Isn't it just a coma without dreaming?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 02, 2017, 10:18:40 PM
Quote from: Nephrite on May 02, 2017, 07:19:03 PM
Isn't it just a coma without dreaming?
I believe a coma patient still has brain activity.
Title: Re: Random DM nagging.
Post by: Anastasia on May 02, 2017, 10:57:50 PM
Muirfinn still had brain activity of a sort - an eternal, unremembered nightmare while he was affected by that.
Title: Re: Random DM nagging.
Post by: Anastasia on May 05, 2017, 11:58:43 AM
Okay, one thing lost in the burnout phase before my vacation was integrating the demiplane into Aurora. Where were we at on that?
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2017, 01:18:10 PM
Uh. Which demiplane?
Title: Re: Random DM nagging.
Post by: Nephrite on May 05, 2017, 01:34:18 PM
He's referring to the yugoloth's one.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2017, 01:38:55 PM
Oh right okay
Title: Re: Random DM nagging.
Post by: Anastasia on May 05, 2017, 02:09:51 PM
Correct. Gytha's is already integrated.

By the way, from IRC:

> Also, I'm trying to post a little slower and put a bit more into each post. I think I got too swept up into trying to keep up with multiple threads for awhile.
> Won't change those minor but needed OOC posts sometimes, but IC posts should hopefully see some benefit.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 05, 2017, 02:51:21 PM
Yay!
Title: Re: Random DM nagging.
Post by: Yuthirin on May 10, 2017, 10:13:51 PM
That took way too long, sorry.
Title: Re: Random DM nagging.
Post by: Corwin on May 12, 2017, 04:27:22 PM
As per request!

Lisa, 24HD Celestial Dire Wolf with LASER BEAM EYES

Spoiler: ShowHide

Presuming fair BAB progression (3/4) and good save progression for all three saves based on the dire wolf sheet and extrapolating for 24HD.

Large Animal
Alignment: NG

HP: 226
[18:20] <@Annerose> roll 23d8 hp
[18:20] <Serith> Annerose roll for Serith < 98 > [d8=6,6,6,2,7,1,3,7,1,6,8,2,8,5,5,4,2,5,1,5,4,1,3]

Initiative: +7

Speed: 50 ft. (10 squares)

Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Space/Reach: 10 ft./5 ft.
Base Attack: +18
Attack: Bite +27 melee (1d8+11)
Full Attack: Bite +26/+21/+16/+11 melee (1d8+11)

Special Attacks: Trip, Smite Evil, Eyes of Light
Special Qualities: Low-light vision, Scent, Darkvision out to 60 feet, Damage reduction 10/epic, Resistance to acid, cold, and electricity (10), Spell resistance equal to HD + 5 (29).

Saves:
Fort +17, Ref +16, Will +14

Abilities:
Str 26, Dex 16, Con 18, Int 5, Wis 12, Cha 10

Skills:
Listen (24) +42, Spot (24) +42, Survival (27) +37

Feats:
Alertness (lvl1), Improved Initiative (lvl3), Track (B), Weapon Focus/Bite (lvl6), Skill Focus/Survival (lvl9), Skill Focus/Listen (lvl12), Skill Focus/Spot (Feat15), Toughness (lvl18), Epic Skill Focus/Listen (lvl21), Epic Skill Focus/Spot (lvl24)

Special:
A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Eyes of Light (Sp)
At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.

Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Scent (Ex)
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 12, 2017, 09:04:48 PM
Quote from: Corwin on May 12, 2017, 04:27:22 PM
As per request!

Lisa, 24HD Celestial Dire Wolf with LASER BEAM EYES

Spoiler: ShowHide

Presuming fair BAB progression (3/4) and good save progression for all three saves based on the dire wolf sheet and extrapolating for 24HD.

Large Animal
Alignment: NG

HP: 226
[18:20] <@Annerose> roll 23d8 hp
[18:20] <Serith> Annerose roll for Serith < 98 > [d8=6,6,6,2,7,1,3,7,1,6,8,2,8,5,5,4,2,5,1,5,4,1,3]

Initiative: +7

Speed: 50 ft. (10 squares)

Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Space/Reach: 10 ft./5 ft.
Base Attack: +18
Attack: Bite +27 melee (1d8+11)
Full Attack: Bite +26/+21/+16/+11 melee (1d8+11)

Special Attacks: Trip, Smite Evil, Eyes of Light
Special Qualities: Low-light vision, Scent, Darkvision out to 60 feet, Damage reduction 10/epic, Resistance to acid, cold, and electricity (10), Spell resistance equal to HD + 5 (29).

Saves:
Fort +17, Ref +16, Will +14

Abilities:
Str 26, Dex 16, Con 18, Int 5, Wis 12, Cha 10

Skills:
Listen (24) +42, Spot (24) +42, Survival (27) +37

Feats:
Alertness (lvl1), Improved Initiative (lvl3), Track (B), Weapon Focus/Bite (lvl6), Skill Focus/Survival (lvl9), Skill Focus/Listen (lvl12), Skill Focus/Spot (Feat15), Toughness (lvl18), Epic Skill Focus/Listen (lvl21), Epic Skill Focus/Spot (lvl24)

Special:
A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Eyes of Light (Sp)
At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.

Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Scent (Ex)
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


After a brief glance at chat, I'm understanding that Lisa is one of Jaela's siblings.

Did Hanna bang a wolf?
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2017, 10:24:00 PM
No, Lisa is a magical wolf Jaela managed to get to tag along with her in Ysgard. No relation to Hanna at all.
Title: Re: Random DM nagging.
Post by: Anastasia on May 12, 2017, 11:36:38 PM
Lisa's posted. Changelog incoming.

1. Increased natural armor from +3 to +20. This is a normal adjustment for a highly advanced specimen and it is meant to balance its AC relative to its power level.

2. Subtracted 1 from Lisa's attack roll. The full attack had the proper value, so this was probably an editing error or forgetting to apply the size mod to both values.

3. Raised Lisa's bite damage by 2 to 1d8+13, as her bite gets 1.5 times Strength to damage.

4. Removed full attack on bite, as Lisa lacks the proper feats to make a full attack with a natural weapon.

5. Increased damage reduction to 15/epic after checking my notes on the celestial creature template in epic.

6. Increased energy resistance to 20, same reason as the previous.

7. Raised Spot and Listen to 27 ranks. I usually use the final Intelligence score of a creature to determine skill points, so it was only fair.

8. Lowered Survival by 2 to +35 as I came up to that instead of +37. The math is 27 ranks + 1 Wisdom + 4 scent + 3 Skill Focus = 35 total. Let me know if I'm missing two points somewhere.

Lisa's intelligent enough to gestalt. She'll certainly be in a position to, but she's still rather dim. Her ability scores don't support any Intelligence, Wisdom or Charisma based classes. Her best bet is physical classes, which also suits her nature. It will take a bit of time to train her. Suggestions for classes are below, though as you'd be directing this, you'd have final say.

1. Scout. The skillset synergizes well with wolf tactics and boosts Lisa's damage output.

2. Fighter. Feats, feats, feats.

3. Rogue. A little trickier and the more technical parts of the class, like trapfinding, would be largely wasted on Lisa. However, sneak attack is a thing for her.

4. Ranger. Possible and she could do favored enemy, though ranger spellcasting is incredibly marginal for her and would probably be ACFed away.

5. Barbarian. SMASH + some coordination with tripping.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 12, 2017, 11:48:50 PM
This is why I shouldn't read when I'm tired.

Dune, where is the explanation of the paragon template? I can't find your version.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2017, 12:06:43 AM
http://www.soulriders.net/forum/index.php/topic,103072.msg1051027.html#msg1051027
Title: Re: Random DM nagging.
Post by: Yuthirin on May 13, 2017, 12:37:59 AM
Thanks
Title: Re: Random DM nagging.
Post by: Anastasia on May 16, 2017, 03:53:28 AM
1. Added the bardic music feats from Moore's request to houserules.

2. Where are we on that feat rebuild and Calleigh thing, Tryll?

Update 6.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress x2.
8. Post Jaela's elder brother.
9. Yuth familiar feat stuf, waiting on him x2 for more feats.
10. Post Jetina.
11. Tailiel - Probably not, though. He'll work fine as a non combat NPC and it's in the middle of an NPC influx.

I was going to make an actual newspaper before in Word or another program, but technical difficulties are interfering. I'll probably do something a bit different with that.

Druid class is an eternal todo, but it's a big project plus being purely for prep. If I end up needing it, it's not so big that I can't bang it out in a few days.

Yuth psionics is in progress. Yuth, where were we there?

Jaela's brother is in progress. I posted his PrC to Homebrew this evening, the epic progression is coming soon and he'll follow. Sorry for the delay, but I never help myself when I start making homebrew. Well no, it helps overall, but it shoots my deadlines to hell.

Jetina's next after that and should be quicker, since her build is pure paladin and healer. Probably no PrC unless something unusual happens.

Tailiel will go to the non combat pile unless I have extra time or inspiration. He's just not needed here and his timing is bad. If I wasn't busy with a bunch of other builds he might make it in, but alas.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 17, 2017, 02:49:57 PM
Quote from: Yuthirin on May 01, 2017, 04:44:31 PM
Quote from: Anastasia on May 01, 2017, 04:39:41 PM
Quote from: Yuthirin on May 01, 2017, 02:37:57 PM
Quote from: Anastasia on May 01, 2017, 10:10:31 AM
Okay, this is workable, Yuth. In the future though, I'd rather you just make a new post than editing your old ones. I usually miss edits like that. Thoughts?

---

Alternate Class Feature: Psicrystal Empowerment

You gain the potential for a psicrystal and pour it into your familiar.

Class: Psion.

Level: 1st.

Special Requirement: You must have a familiar take this alternate class feature.

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 1st level.

Benefit: Your familiar gains a bonus feat from the list below. At 5th level and every 5 levels thereafter, your familiar gains another bonus feat from the list below. Additionally, your familiar gains the psionic subtype and a power point reserve of one point, which allows them to take psionic feats.

If you take this alternate class feature, you can never have a psicrystal. If you already have one, it is destroyed when you select this alternate class feature.

Psicrystal Empowerment Bonus Feat List

Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Cleave, Combat Expertise, Deft Hands, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Mobility, Power Attack, Self-Sufficient, Stealthy. Additionally, any psionic feat may be chosen, so long as the familiar meets the prerequisites.
Ohhhh it eats the first level feat! Interesting. I'm assuming I can train away the existing psicrystal-related feats? A thought I just had: would Psicrystal Containment (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psicrystalContainment) still function as normal, or is it broken by the ACF?

Yeah. Instead of taking Psicrystal Affinity to get one, you take that instead (and it eats up a feat that could go to it) and use it to power up your familiar. It's feat-neural compared to getting one.

Yeah, it would bork that, since no psicrystal means nothing to focus. Could possibly be replicated with Calleigh as your familiar, maybe.
We can work it out later, I didn't use it much anyway. Later on, twinned empowered maximized powers can still be a thing.

Looking through it, I could use a feat rebuild anyhow.
I believe we were right here.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2017, 03:00:39 PM
Be on this once I finish Dycedarg's elder brother.
Title: Re: Random DM nagging.
Post by: Corwin on May 17, 2017, 04:17:30 PM
Quote from: Corwin on March 17, 2017, 02:02:28 PM
Quote from: Anastasia on March 17, 2017, 01:40:48 PM
Quote from: Corwin on March 17, 2017, 08:52:18 AMI remember what it was intended for. I want to ask if it can be used for something similar.

-Can someone open a Gate elsewhere and use this feature to scout past it, due to it becoming the closest portal by nature?

Not anything beyond what Analyze Portal offers or other upgrades related to it give.

To be clear, you mean like seeing around the detected portal?

Yes. Say Tepen goes to open a gate outside Aurora, and Jaela uses this system to scout ahead via this part of Analyze Portal:

QuoteA glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell's range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

I'm also interested in an upgrade that reduces the Analyze Portal check from 4 rounds to 1 round or shorter.

Quote
Quote-Can we use it as an early warning system? Ie someone sneakily opens a gate nearby, command staff gets alerted since the location of the nearest portal shifts while we are stationary?

There's no reason why not, though you'd have to have someone using it regularly. As a gate could last a round or two for a simple transport, once per round would be required. Automating or improving on this (since it's a piss boring job liable for errors at best) through magic would be advised. If you're interested, I'll whip up an upgrade for that.

Interested.

A reminder that I don't believe this got codified properly to the Aurora improvements.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 17, 2017, 04:36:23 PM
In addition, we'd been discussing feats to enhance or extend psionics. This went beyond standard metapsionic feats.

Ideas include epic feats to remove caps on damage dice, add additional damage dice, or possibly a feat allowing powers to penetrate immunity to mind-affecting.
Title: Re: Random DM nagging.
Post by: Nephrite on May 17, 2017, 05:59:23 PM
Just general musing, but is flat Paladin/Healer any better than trying to take some Paladin PrCs (or a Cleric one or something) on the Paladin side?

Obviously Jetina isn't going to whip out Emissary of Barachiel or something (or is she????) but it was just a thought. go fist of raziel
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 17, 2017, 08:48:30 PM
Hospitalar/Cleric >.>
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 01:29:02 AM
Jaela's Brother is up. Notes as follows.

- Jaela means wild mountain goat. His name is Ram so the pun is obvious. Not saying his name was purely a bit of an amusing gimmick that's outlived his shelf life.

- He's a human with the half-celestial template mechanically, though he's become a full outsider like Jaela.

- TWF + Flurry comboing as well as allowing both of them being unarmed strikes is arguable RAW. The FAQ supports it but some people disagree. I'm iffy on the issue, though for the sake of things now I'm going to assume they fully combo and you can do unarmed strikes with both your main hand and your off hand. If this is broken I'll houserule it otherwise. It's probably no nastier than something like Muirfinn's dragon shapechange + monk flurrying anyway.

- Mechanically, Ram is built around getting as many attacks on a full attack as possible and going for boost that apply to hit or damage for his entire flurry. Divine might, smiting flurry, blinding speed and favored enemy all help here. He has a decent array of SLAs as well as 19th level paladin spellcasting to back him up. He uses an ACF that trades stunning fist and slow fall for favored enemy as a ranger and swift tracker. He doesn't use track so that's worthless, but oh well. The point is getting a nice, big favored enemy bonus for evil outsiders and smaller bonuses for a variety of opponents.

- Unlike most NPCs, Ram comes with a good deal of starting gold. This is to finance a suit of armor, as armored monk allows him to use one. Expect that soon.

- His armor, his paladin spell list and some class skill spoilers are incoming tonight or in the morning. I wanted to post him since he's essentially done otherwise and he ran much longer than anticipated.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 11:25:21 AM
Update 7.

1. Cor's light stuff.
2. Newspaper.
3. More bardic musics through feats.
4. Epic bardic magic item.
5. THAT FOG SPELL.
6. Druid class.
7. Yuth psionics. - In progress x2.
8. Post Jaela's elder brother.
9. Yuth familiar feat stuf, waiting on him x2 for more feats.
10. Post Jetina.
11. Tailiel - Probably not, though. He'll work fine as a non combat NPC and it's in the middle of an NPC influx.

Tailiel won't be posted. On top of everything else, he's a sentinel and both Ram and Jetina are paladins. Overloaded on them. I favor paladin a bit since it suits me, but man.

Jetina's next so I can be out from under the NPC rush. Newspaper after, that's been delayed too long and we'll see from there.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 11:35:05 AM
Quote from: Corwin on May 17, 2017, 04:17:30 PM
Quote from: Corwin on March 17, 2017, 02:02:28 PM
Quote from: Anastasia on March 17, 2017, 01:40:48 PM
Quote from: Corwin on March 17, 2017, 08:52:18 AMI remember what it was intended for. I want to ask if it can be used for something similar.

-Can someone open a Gate elsewhere and use this feature to scout past it, due to it becoming the closest portal by nature?

Not anything beyond what Analyze Portal offers or other upgrades related to it give.

To be clear, you mean like seeing around the detected portal?

Yes. Say Tepen goes to open a gate outside Aurora, and Jaela uses this system to scout ahead via this part of Analyze Portal:

QuoteA glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell's range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

I'm also interested in an upgrade that reduces the Analyze Portal check from 4 rounds to 1 round or shorter.

Quote
Quote-Can we use it as an early warning system? Ie someone sneakily opens a gate nearby, command staff gets alerted since the location of the nearest portal shifts while we are stationary?

There's no reason why not, though you'd have to have someone using it regularly. As a gate could last a round or two for a simple transport, once per round would be required. Automating or improving on this (since it's a piss boring job liable for errors at best) through magic would be advised. If you're interested, I'll whip up an upgrade for that.

Interested.

A reminder that I don't believe this got codified properly to the Aurora improvements.

They're in there already.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 11:54:03 AM
Quote from: Yuthirin on May 17, 2017, 04:36:23 PM
In addition, we'd been discussing feats to enhance or extend psionics. This went beyond standard metapsionic feats.

Ideas include epic feats to remove caps on damage dice, add additional damage dice, or possibly a feat allowing powers to penetrate immunity to mind-affecting.

Gimme some then.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 11:59:39 AM
Quote from: Nephrite on May 17, 2017, 05:59:23 PM
Just general musing, but is flat Paladin/Healer any better than trying to take some Paladin PrCs (or a Cleric one or something) on the Paladin side?

Obviously Jetina isn't going to whip out Emissary of Barachiel or something (or is she????) but it was just a thought. go fist of raziel

Generally PrCing out of paladin will be better as long as it's done halfway decently. The only question is if I want to add that level of complication to her. Fist of Raziel would be a potential choice at her, but I'd need to review it. She has favored enemy so that might open up a few unexpected vistas as well. I've just started her chargen, so I'll get back to you.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 12:55:11 PM
Fist of Raziel's out, she doesn't qualify for it. She can't cast divine favor since healer doesn't get it and she ACFs her paladin casting.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2017, 01:20:06 PM
She'll probably go pious templar or pure paladin. Being Wisdom based messed up a few paladin PrC options so best to keep it simple here.
Title: Re: Random DM nagging.
Post by: Corwin on May 18, 2017, 04:35:40 PM
It's that time again! Dune tells me our latest upgrades are done, so how about putting fresh ones in the queue?

QuoteSending Orbs(Planar sending, allows sendings at will from various points in Aurora): 100,000 gold; 1 DC 35 spellcraft check; 1 DC 35 K:A check, 1 DC 35 K:P check; 5 days.

Presumably, they work with a standard action like other items~!

QuoteAdd long range Analyze Portal capacity(Allows Analyze Portal results from the nearest portal when detected): 55,000 gold; 2 DC 30 spellcraft checks; 1 DC 30 K:P check; 7 days

Pretty useful when combined with the Aurora sensors in case some loser devils try to gate over.

Also, we already upgraded the long range spell capacity (http://www.soulriders.net/forum/index.php/topic,101729.msg1089505/topicseen.html#msg1089505) so please bold it in the Aurora post, Dune.
Title: Re: Random DM nagging.
Post by: Anastasia on May 20, 2017, 11:10:13 PM
Jaela and Afina's topic gets a post in the morning, I just don't have combat in me tonight. Tiiiiired.
Title: Re: Random DM nagging.
Post by: Anastasia on May 24, 2017, 01:05:23 PM
After all the weirdness of the last few days and my sleep cycle, I'm finally starting to get better. Jetina tonight or tomorrow, I've made little progress during this odd like diversion.
Title: Re: Random DM nagging.
Post by: Nephrite on May 24, 2017, 07:53:49 PM
If one were to take Versatile Performer and also take Skill Focus or Epic Skill Focus (Perform (whatever)), would those then apply to all of the other perform checks?


EDIT: Also, I am guessing I can't use Bard Mastery (I know, bringing this back up) to take Spell-less Bard, huh? :(
Title: Re: Random DM nagging.
Post by: Corwin on May 25, 2017, 03:57:55 PM
As per your request I'm posting this here.

I've been wanting to try playing two characters again after failures to run a PC and a familiar. I think it would be neat if I could have Lucy show up for the librarian job or to open a new shop in Aurora. The idea is to keep my focus on Jaela, see if I can manage to run Lucy here and there and to have fun doing it~
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2017, 05:35:05 PM
Is Lucy meant to be a combat or non-combat character?
Title: Re: Random DM nagging.
Post by: Corwin on May 29, 2017, 12:24:51 AM
Since this is D&D even characters who don't tend to seek out combat like Ilsenine or Tannin are capable of it. I'm aiming for something like that.
Title: Re: Random DM nagging.
Post by: Anastasia on May 29, 2017, 09:03:51 AM
Quote from: Corwin on May 29, 2017, 12:24:51 AM
Since this is D&D even characters who don't tend to seek out combat like Ilsenine or Tannin are capable of it. I'm aiming for something like that.

Okay, go ahead and whip up a leveled up version of Lucy. Don't worry about gear or anything like that yet, just get where you need to get mechanically first. Don't worry about backstory too much either, that'll come later.
Title: Re: Random DM nagging.
Post by: Corwin on May 30, 2017, 03:36:28 PM
Lucy [lvl25, Succubus12/Marshal3/Archivist10//Sorc5/Escalation Mage6/Mage of the Arcane Order 9/War Wizard5]
True Neutral [Outsider]
Gender: Female, Height: 5'3'', Weight: 112lbs, Age: ??

HP: 191
Init: +4
Speed: 30ft (50ft fly, average)
Armor Class: 14 touch, 23 normal. [-4 flat-footed, -9 without natural armor]
Base Attack: +19
CMB: 19+0=+19
CMD: 10+19+4=33
Full Attack (Rays): +23 vs touch AC [+4 with Seeking Ray]
Full Attack (Greataxe with Whirling Blade): +34, 1d12+22 20/x3 [60ft line]
Full Attack (Steeldance): +40/+40, 1d4+15/1d4+15 [magic, adjacent]
Full Attack (Claws): +19/+19, 1d3 (lethal/nonlethal base)
Space/Reach: 5ft/5ft
Special Attacks: Claws 1d3, Energy Drain at will DC31 Will+Fort (Su), Lesser Succubus Powers at will (Sp), Succubus Powers at will (Sp), Unholy Blight 1/day (Sp), Spellpool [full round] (Su) lvl1-9 Spell Level total of 12, Dark Knowledge [free, lasts 1 minute, target within 60ft, untyped] 6/day, Dark Knowledge/Tactics +3 attack to allies, Dark Knowledge/Puissance +3 saves to allies within 60ft, Dark Knowledge/Foe +3d6 damage to allies, Steady Hand +1 to ranged attacks to allies within 60ft (circumstance).
Metamagic: Escalation [swift] 6/day (Su), Escalation/Shadow Focus (Su), Escalation/Shadow Power (Su), Escalation/Shadow Growth (Su), Escalation/Shadow Haste (Su), Soul of Shadow (Ex), Spontaneous Widen Spell 16/day (Su), Enhanced Spell Area (Su), Sudden Enhance 1/day, War Spell 1/day (Su).
Resistances and Immunities: Poison Immunity, Acid Resistance 10, Cold Resistance 10, Electricity Immunity, Fire Resistance 10, Damage Reduction 10/Cold Iron, Spell Resistance 37.
Special Qualities: Metamagic Specialist ACF (PHB2, 8/day), Darkvision 60ft, Tongues (Su), Telepathy 100ft (Su), Alternate Form [any humanoid, small to large] (Su), +9 Natural Armor, Guild Member (Ex), The Shade Within (Ex), Prayerbook, Lore Mastery/Arcana, Lore Mastery/Religion, Still Mind (Ex), Motivate Charisma +15 (circumstance), Motivate Intelligence +15 (circumstance), See Invisibility/Permanency [CL25].
Saves: Fort +21, Ref +17, Will +21
Abilities: STR 11 (+0), DEX 18 (+4), CON 15 (+2), INT 20 (+5), WIS 15 (+2), CHA 40 (+15)
Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran

Skills: Bluff +43 (28, Cha+), Concentration +17 (15, Wis+), Craft/Cakes +33 (28, Int+), Decypher Script +6 (1, Int+), Diplomacy +43 (28, Cha+), Disguise +53 (28, Cha+), Escape Artist +14 (10, Dex+), Gather Information +20 (5, Cha+), Intimidate +43 (28, Cha+), Knowledge/Arcana +33 (28, Int+), Knowledge/Architecture and Engineering +10 (5, Int+), Knowledge/Dungeoneering +15 (10, Int+), Knowledge/Geography +10 (5, Int+), Knowledge/History +10 (5, Int+), Knowledge/Nature +15 (10, Int+), Knowledge/Nobility and Royalty +10 (5, Int+), Knowledge/Religion +33 (28, Int+), Knowledge/The Planes +33 (28, Int+), Listen +38 (28, Wis+), Perform/Act +20 (5, Cha+), Perform/Dance +20 (5, Cha+), Ride +5 (1, Dex+), Search +6 (1, Int+), Spellcraft +33 (28, Int+), Spot +38 (28, Wis+), Swim +5 (5, Str+), Use Magic Device +43 (28, Cha+).

Feats: Arcane Preparation (lvl1), Eschew Materials (B, Sorc1, lvl1), Widen Spell (lvl3, +2L), Cooperative Spell (B, Sorc5, lvl5), Quicken Spell (lvl6, +2L), Easy Metamagic/Quicken Spell (B, MotAO2, lvl7), Necromantic Bloodline (lvl9), Fell Drain (B, +1L), Empower Spell (lvl12, +1L), Skill Focus/Diplomacy (B, Marshal1, lvl13), Split Ray (lvl15, +1L), Scribe Scroll (B, Archivist1, lvl16), Residual Magic (lvl18), Maximize Spell (B, MotAO9, lvl19, +1L), Easy Metamagic/Maximize Spell (B, Archivist10, lvl25)
Epic Feats: Enhance Spell (lvl21, +3L), Improved Metamagic (lvl22, B, -1L to all metamagic), Epic Spell Capacity (lvl24)

Alternate Class Features: Metamagic Specialist (PHB2) 8/day
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. (+CHA mod)
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. (+CHA mod)
Steady Hand: Bonus on ranged attack rolls. (+1)

Stuff!
Spoiler: ShowHide

Items: CASH 418.25gp, Arcanist's Gloves [MIC p72; 1,000gp swift 2/day to raise CL of lvl1 spell by 2], Conduit Rod [MIC p155; 6,000gp swift/energy res 20 for 1 round], Lesser Rod of Chain Spell [MIC p165; 14,000gp], Lesser Rod of Extend Spell [3,000gp], Lesser Rod of Enlarge Spell [3,000gp], Necklace of Adaptation [9,000gp], Scrying Beacon: 1,500 gold [MIC], Courtier's Outfit + Jewelry [80gp], 2 daggers [4gp], Spellbook [0/100 pages full, 15gp], Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]

Two of Miimi's best clocks, stopped at the same time.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either. CURRENTLY, HAS 0 CHARGES.


Magic:
Spoiler: ShowHide

Archivist Spells Per Day:
lvl0:4 [Amanuensis, Create Water, Mending, Summon Holy Symbol]
lvl1:5+2=7 [Comprehend Languages, Cure Light Wounds, Detect Undead, Divine Favor, Hide from Undead, Resurgence x2]
lvl2:5+1=6 [Divine Insight x3, Lesser Restoration, Lore of the Gods x2]
lvl3:4+1=5 [Grace, Searing Light x2, Speak with Dead, Vision of the Omniscient Eye]
lvl4:4+1=5 [Assay Spell Resistance x2, Cure Critical Wounds, Divine Power, Restoration]
lvl5:3+1=4 [Dispel Evil, Dispel Law, Plane Shift, Wall of Stone]

Sorcerer Spells Per Day:
lvl0:6
lvl1:6+4=10
lvl2:6+4=10
lvl3:6+4=10
lvl4:6+3=9
lvl5:6+3=9
lvl6:6+3=9
lvl7:6+3=9
lvl8:6+2=8
lvl9:6+2=8
lvl10:8
lvl11:5

Sorcerer Spells Known:
lvl0:9 [Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic]
lvl1:5 [Cause Fear [Bonus, Necromancy], Magic Missile, Ray of Clumsiness, Ray of Enfeeblement [Necromancy], True Strike, True Casting]
lvl2:5 [Fearsome Grapple, Ghoul Touch [Bonus, Necromancy], Rebuke, Seeking Ray, Whirling Blade, Wings of Cover]
lvl3:4 [Haste, Ray of Dizziness, Ray of Exhaustion [Necromancy], Steeldance, Vampiric Touch [Bonus, Necromancy]]
lvl4:4 [Contagion [Bonus, Necromancy], Enervation, Greater Mirror Image, Orb of Acid, Wings of Flurry]
lvl5:4 [Acid Sheath, Dominate Person [Bonus], Reciprocal Gyre, Summon Undead V [Necromancy], Wall of Force]
lvl6:3 [Disintegrate, Eyebite [Bonus], Greater Heroism, Ruby Ray of Reversal]
lvl7:3 [Arcane Spellsurge, Control Undead [Bonus], Delayed Blast Fireball, Waves of Exhaustion]
lvl8:3 [Greater Shadow Evocation, Irresistible Dance, Sunburst, Trap the Soul [Bonus]]
lvl9:3 [Iceberg, Shades, Time Stop, Wail of the Banshee [Bonus, Necromancy]]
lvl10:3 [Bone Burst, Summon Monster X, Superior Mighty Wallop]
lvl11:3 [Many Moments of Prescience, Superb Dispelling, Queen's Displeasure]


HP Rolls:
Spoiler: ShowHide

[21:32] <+C2> roll 7d8 hat
[21:32] * +Hatbot --> "C2 rolls 7d8 hat and gets 33." [7d8=7, 2, 7, 3, 4, 8, 2]
[21:15] <C2> roll 1d8 Hat
[21:15] * +Hatbot --> "C2 rolls 1d8 Hat and gets 5." [1d8=5]
[22:02] <Lucy> roll 1d8 hp
[22:02] <Serith> Lucy roll for Serith < 5 > [d8=5]
[20:34] <Rei-chan> Annerose rolled : 5#1d8 lvl11-15 --> [ 1d8=7 ]{7}, [ 1d8=3 ]{3}, [ 1d8=8 ]{8}, [ 1d8=4 ]{4}, [ 1d8=6 ]{6}
lvl11-15: 28
[20:34] <@Annerose> roll 9#1d6 lvl16-24
[20:34] <Rei-chan> Annerose rolled : 9#1d6 lvl16-24 --> [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=2 ]{2}, [ 1d6=6 ]{6}
lvl16-24: 37
[22:22] <@Annerose> roll 1d6 lvl25
[22:22] <Rei-chan> Annerose rolled : 1d6 lvl25 --> [ 1d6=4 ]{4}

Hit Dice 8lvl1+2*25con+33lvl2,8+5lvl9+5lvl10+28lvl11,15+37lvl16,24+4lvl25+15cha+6escalation=191


Stats:
Spoiler: ShowHide

STR=11-2harp+2lvl11=11 [+0]
DEX=16+2=18 [+4]
CON=13+1lvl8+2-1dog=15 [+2]
INT=14+6=20 [+5]
WIS=11+2+2=15 [+2]
CHA=17+1lvl4+12+2harp+4lvl12+1lvl12+1lvl16+1lvl20+1lvl24=40 [+15]


Succubus
Spoiler: ShowHide

A succubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [comes from the evil and chaotic subtypes]
Weapon and Armor Proficiency: Succubi are proficient with all simple and martial weapons but not with armor or shields.
Darkvision: Succubi can see in the dark up to 60 feet.
Poison Immunity: Succubi are native to a plane where poison is omnipresent.
Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
Telepathy (Su):At 2nd level, a succubus gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Alternate Form (Su): The succubus masters alternate humanoid forms from Small to Large size. It can assume the appearance of any humanoid of the appropriate size. While using this ability, a succubus gains a +10 circumstance bonus on Disguise checks.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier Will save to negate the effect of the suggestion. The Fortitude save to remove the negative level has a DC of 10 + 1/2 succubus's HD from class levels + succubus's Cha modifier. These save DCs are Charisma-based. At will ability.
Tongues (Su):A succubus can speak with any creature that has a language. The succubus's caster level for this effect is its Hit Dice from succubus class levels × 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on its next turn as a free action.
Lesser Succubus Powers (Sp): A succubus can use the following spell-like abilities at will: clairaudience/clairvoyance [lvl3], darkness [lvl2], desecrate [lvl2], detect good [lvl1], detect thoughts [lvl2, Will DC 23], doom [lvl1, Will DC 22] and suggestion [lvl3, Will DC 24]. A succubus's caster level for all spell-like abilities is equal to its class level. [CL12]
Succubus Powers (Sp): Beginning at 8th level, a succubus can use unholy blight [lvl4, Will DC 25] once per day. In addition, it can use charm monster [lvl4, Will DC 25], ethereal jaunt [lvl7, self plus 50 pounds of objects only], and greater teleport [lvl7, self plus 50 pounds of objects only] at will when the succubus attains 12th level. A succubus's caster level for all spell-like abilities is equal to its class level. [CL12]
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
Damage Reduction: 10/cold iron.
Spell Resistance (Ex): A succubus has spell resistance equal to 12 + its HD.


Escalation Mage:
Spoiler: ShowHide

As you advance in level, you learn how to parlay with the Shadow to increase your spellcasting prowess.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an escalation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
The Shade Within (Ex): When you first embark upon the path of the escalation mage, you draw strength from the Shadow to prepare for the dangerous road ahead. At 1st level, you permanently gain a number of hit points equal to 1 + your Cha modifier (minimum of 1). At each subsequent level, you gain 1 additional hit point. For example, an escalation mage who reaches 5th level would have received a total of (5 + Cha modifier, minimum 5) extra hit points.
Escalation (Su): By appealing to the arcane mastery of the Shadow, you put yourself at risk in exchange for the promise of power. Beginning at 2nd level, you learn how to instantly work such appeals into your arcane spellcasting, mimicking the effects of metamagic feats. These escalations do not actually change the spell's level or casting time. The more escalations you master, the more powerful your spells potentially become, but the greater the risk to yourself. You can use escalation a number of times per day equal to your class level.
Using an escalation effect requires a swift action unless stated otherwise in the text below, and applies only to the next spell you cast as long as it is within 1 round. You can use only one escalation effect per spell. You can use escalation effects in conjunction with metamagic feats, but doing so involves additional risk, as you must use the spell's new level (including the metamagic effect) to set the caster level check DC (see below). Each escalation effect requires a caster level check of varying difficulty; if you fail the check, the escalation effect still functions, but Shadow exacts a toll from you.
If you take damage as a result of failing the required check, you must also succeed on a Concentration check (as if taking damage during the casting of a spell) or lose the spell entirely.
Escalation effects can be applied to spell-like abilities just as if they were spells.
Shadow Focus: Upon reaching 2nd level, you unlock the first secret of the art of escalation. You can attempt to increase the effective level of a spell by +1, as though using the Heighten Spell metamagic feat. The caster level check DC is 10 + twice the spell's level. If you fail the check, you immediately take 1
point of damage per level of the spell.
Shadow Power: Beginning at 3rd level, you learn to escalate the potency of your spells. You can attempt to increase all variable numeric effects of the spell by one-half, as though using the Empower Spell metamagic feat. The caster level check DC is 12 + twice the spell's level. If you fail the check, you immediately take 2 points of damage per level of the spell and become fatigued for a number of rounds equal to the spell's level.
Shadow Growth: Upon reaching 4th level, you learn to bargain with the Shadow to shape your magics. You can attempt to increase any numeric measurements of a burst, emanation, line, or spread spell's area by 100%, as though using the Widen Spell metamagic feat. The caster level check DC is 14 + twice the spell's level. If you fail the check, you immediately take 3 points of damage per level of the spell and become shaken for a number of rounds equal to the
spell's level.
Shadow Haste: By the time you reach 5th level, you can entreat the Shadow to catalyze your spellcasting. You can attempt to cast the spell with a casting time of 1 full-round action or less as a swift action, as though using the Quicken Spell metamagic feat. (The activation of this ability issubsumed within the casting time of the spell.) The caster check is DC 16 + twice the spell's level. If you fail the check, you immediately take 5 points of damage per level of the spell and become slowed for a number of rounds equal to the spell's level. Unlike other escalation effects, failing this check also means that the spell is not cast (though you don't lose the spell and can attempt to cast it again using the normal casting time, assuming you have sufficient actions remaining in the round).
Soul of Shadow (Ex): At the culmination of your studies, you master enough of the Shadow's capricious nature to exert some small measure of control over your escalations. You can employ each of your four escalations (shadow focus, shadow power, shadow growth, and shadow haste) once per day without a caster level check. These uses are in addition to those normally granted by your class level. One restriction exists: you may not apply any free escalation to the highest level of arcane spell you are capable of casting. For example, a 5th-level wizard/6thlevel escalation mage can cast 6th-level wizard spells, but can only apply her free escalation effects to spells of 5th level or lower. (Her normal escalation effects can be applied to any of her spells.)


Mage of the Arcane Order:
Spoiler: ShowHide

Weapon and Armor Proficiency: Mages of the Arcane Order gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, a mage of the Arcane Order gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a mage of the Arcane Order, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Guild Member: A "guild-level" mage of the Arcane Order pays monetary dues and accepts various duties in return for member benefits. The dues are 30 gp per month. Duties include putting in an appearance on campus at least once every six months and accepting any special commissions handed down by senior members. A guildmage who falls into arrears on his dues by more than three months has his membership revoked and loses access to the Spellpool. Reinstating membership is difficult. However, ex-members do not lose any spells or metamagic feats they had gained while in good standing.
A member in good standing can board at the Arcane Order campus between adventures, paying only 5 sp per day for common-quality meals and lodging. At his leisure, he can browse the Order's well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spellbooks are kept here). Likewise, he can use the Order's common laboratory facilities when creating magic items (although material costs remain out-of-pocket). Furthermore, he is free to read and post notices to the "job board," a mundane medium whereby fellow members of the Order pass information, advertise their interest in a research topic or adventure, or attempt to sell an interesting oddity, magical or otherwise. Last but not least, members form professional ties with their fellow wizards, possibly leading to lasting friendships or alliances.

Spellpool (Su): Mages of the Arcane Order can call spells from a common source: the Spellpool. New members receive a special focus (a trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If a mage of the Arcane Order loses his focus, he must undergo another initiation. The range of available spells increases at 4th and 7th levels. See below for details.

Bonus Metamagic Feat: At 2nd level and again at 9th level, a mage of the Arcane Order gains sudden insight from studying the reconstructed texts of ancient magical grimoires. He gains a metamagic feat of his choice as a bonus feat. He must still meet the prerequisites of the feat.

Bonus Language: At 3rd level and again at 6th level, a guildmage's access to the Order's superb library and resources allows him to learn a new language.

New Spell: When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM's approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.

Regent: A 10th-level mage of the Arcane Order is awarded the status of regent. A regent gains a +2 competence bonus on all Charisma-based interaction checks when dealing with lower-level members of the Order.

Spellpool: A magical reservoir of spell energy is bound into a special matrix in a guarded vault on a sublevel of the Order's headquarters. Using his guild focus, a mage of the Arcane Order can "call" spells from this common resource as needed.

Calling a Spell: Calling a spell from the Spellpool can be done at any distance but requires the caster to have an open, unused spell slot of the appropriate level. Wizards preparing spells for the day decide at that time whether to leave some spell slots open. A spellcaster can call only for a spell of a level that he could normally cast. He can call a number of spells per day whose total levels are equal to or less than half his caster level (round down, minimum one). For example, Turial Edemont, a 5th-level wizard/4th-level mage of the Arcane Order can call one 4th-level spell per day, two 2nd-level spells per day, or any other combination of spells whose levels do not exceed four, assuming he has slots available and his Spellpool debt isn't too high.
When a caster calls a spell, he takes a full-round action to concentrate on his focus (which provokes attacks of opportunity). The spell appears in the caster's mind at the beginning of his next turn and can be used immediately. However, if he does not cast the called spell within a number of minutes equal to his caster level, it fades from his mind as though cast. A wizard cannot learn a called spell, despite its temporary presence in his consciousness, though of course he could later attempt to learn the spell through standard means.

Spell Availability: Three stages of access to the Spellpool exist. A member first joining the Order gains Spellpool I privileges, which grants access to spells of 1st to 3rd level. Spellpool II allows access to 4th- to 6th-level spells, and Spellpool III grants access to 7th- to 9th-level spells. No 0-level spells are available, but the Spellpool can provide any other spell on the wizard/sorcerer spell list in the Player's Handbook, as well as any additional spells designated by the DM.

Spellpool Debt: Every time a spellcaster calls a spell, he incurs a debt. He must return an "energy packet" to the Spellpool:a spell he has prepared of a level equal level to that of the called spell, or a number of spells whose combined levels equal the level of the called spell. For instance, the Spellpool debt for a 5th-level spell is five levels, which could be paid off with another 5th-level spell or any combination of spells whoselevels total five. Returning a spell is a full-round action, like calling a spell, and depletes a prepared spell slot as if the spell had been cast. The debt must be repaid within a number of days equal to the character's class level; otherwise, the mage's access to the Spellpool is automatically suspended. Once the debt is repaid, a suspended caster immediately regains access to the Spellpool—except that failure to pay off a debt within one year results in a spellcaster's expulsion from the Order. A mage can't run a "positive balance" with the Spellpool, paying off a debt before incurring it.


Archivist:
Spoiler: ShowHide

Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.

Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

*New monster described on page 144.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.

Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.


War Wizard:
Spoiler: ShowHide

http://www.soulriders.net/forum/index.php/topic,103074.msg1050416.html#msg1050416

Spontaneous Widen Spell (Su)
The war wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The war wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).

Epic Metamagic Feat
At 2nd level, the war wizard gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Enhanced Spell Area (Su)
Any time a war wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.

Sudden Enhance
At 4th level the war wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)
Once per day, a 5th level war wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.

Sudden Enhance [Epic, Metamagic]
Prerequisites: Sudden Maximize.
Benefit: Once per day, you may apply the benefits of the Enhance Spell feat to any spell you cast, without increasing its casting time or slot level, or specially preparing it ahead of time. You may still use Enhance Spell normally if you have it.


Skills:
Spoiler: ShowHide

(8+5+4)x4  lvl01
(8+5+4)x11 lvl02-12
(4+5+4)x3  lvl13-15
(4+5+4)x10 lvl16-25

Skills: 68 + 187 + 39 + 130 = 424

Succubus (8+Int): Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1,
chosen at 1st level) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).

Sorcerer (2+Int): Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Escalation Mage (2+Int): Bluff, Concentration, Craft, Decipher Script, Hide, Intimidation, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Use Magic Device.

Mage of the Arcane Order (2+Int): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).

Marshal (4+Int): Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).

Archivist (4+Int):
Concentration    CON    no    no
Craft    INT    no    no
Decipher Script    INT    yes    no
Diplomacy    CHA    no    no
Gather Information    CHA    no    no
Heal    WIS    no    no
Knowledge (arcana)    INT    yes    no
Knowledge (architecture and engineering)    INT    yes    no
Knowledge (dungeoneering)    INT    yes    no
Knowledge (geography)    INT    yes    no
Knowledge (history)    INT    yes    no
Knowledge (local)    INT    yes    no
Knowledge (nature)    INT    yes    no
Knowledge (nobility and royalty)    INT    yes    no
Knowledge (psionics)    INT    yes    no
Knowledge (religion)    INT    yes    no
Knowledge (the planes)    INT    yes    no
Profession    WIS    yes    no
Search    INT    no    no
Spellcraft    INT    yes    no

War Wizard (2+Int): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).


Build Math:
Spoiler: ShowHide

BAB   Fort   Ref   Will

Lvl1: Succubus/Sorcerer
Succubus01:
+1   +2   +2   +2
Sorc1:
+0   +0   +0   +2

Lvl2: Succubus/Sorcerer
Succubus02:
+1   +1   +1   +1
Sorc2:
+1   +0   +0   +1

Lvl3: Succubus/Sorcerer
Succubus03:   
+0   +0   +0   +0
Sorc3:   
+0   +1   +1   +0

Lvl4: Succubus/Sorcerer
Succubus04:   
+1   +0   +0   +0
Sorc4:
+1   +0   +0   +1

Lvl5: Succubus/Sorcerer
Succubus05:   
+0   +0   +0   +0
Sorc5:   
+0   +0   +0   +0

Lvl6: Succubus/Escalation Mage
Succubus06:   
+1   +1   +1   +1
EM1:   
+0   +2   +0   +0

Lvl7: Succubus/Escalation Mage
Succubus07:
+0   +0   +0   +0
EM2:
+1   +1   +0   +0

Lvl8: Succubus/Escalation Mage
Succubus08:
+1   +0   +0   +0
EM3:
+0   +0   +1   +1

Lvl9: Succubus/Escalation Mage
Succubus09:
+0   +0   +0   +0
EM4:
+1   +1   +0   +0

Lvl10: Succubus/Escalation Mage
Succubus10:
+1   +1   +1   +1
EM5:
+0   +0   +0   +0

Lvl11: Succubus/Escalation Mage
Succubus11:
+0   +0   +0   +0
EM6:
+1   +1   +1   +1

Lvl12: Succubus/Mage of the Arcane Order
Succubus12:
+0   +0   +0   +0
MotAO01:
+0   +0   +0   +2

Lvl13: Marshal/Mage of the Arcane Order
M1:
+0   +2   +0   +2
MotAO02:
+1   +0   +0   +1

Lvl14: Marshal/Mage of the Arcane Order
M2:
+1   +1   +0   +1
MotAO03:
+0   +1   +1   +0

Lvl15: Marshal/Mage of the Arcane Order
M3:
+1   +0   +1   +0
MotAO04:
+1   +0   +0   +1

Lvl16: Archivist/Mage of the Arcane Order
A01:
+0   +2   +0   +2
MotAO05:
+0   +0   +0   +0

Lvl17: Archivist/Mage of the Arcane Order
A02:
+1   +1   +0   +1
MotAO06:
+1   +1   +1   +1

Lvl18: Archivist/Mage of the Arcane Order
A03:
+0   +0   +1   +0
MotAO07:
+0   +0   +0   +0

Lvl19: Archivist/Mage of the Arcane Order
A04:
+1   +1   +0   +1
MotAO08:
+1   +0   +0   +1

Lvl20: Archivist/Mage of the Arcane Order
A05:
+0   +0   +0   +0
MotAO09:
+0   +1   +1   +0

Lvl21: Archivist/War Wizard
A06:
+1
WW1:
+0

Lvl22: Archivist/War Wizard
A07:
+0
WW2:
+1

Lvl23: Archivist/War Wizard
A08:
+1
WW3:
+0

Lvl24: Archivist/War Wizard
A09:
+0
WW4:
+1

Lvl25: Archivist/War Wizard
A10:
+1
WW5:
+0

BAB: +19
Fort: +2+1+1+0+0+2+1+0+1+1+1+0+2+1+0+2+1+0+1+1+1 =19+2con =21
Ref:  +2+1+1+0+0+1+0+1+0+1+1+0+0+1+1+0+1+1+0+1+1 =14+4dex =17
Will:  +2+1+0+1+0+1+0+1+0+1+1+2+2+1+1+2+1+0+1+0+1 =19+2wis =21
Touch AC: 10+4dex =14
AC: 14+9nat armor succubus =23
Title: Re: Random DM nagging.
Post by: Yuthirin on May 30, 2017, 03:51:51 PM
More succubi!
Title: Re: Random DM nagging.
Post by: Anastasia on May 30, 2017, 08:44:32 PM
Quote from: Nephrite on May 24, 2017, 07:53:49 PM
If one were to take Versatile Performer and also take Skill Focus or Epic Skill Focus (Perform (whatever)), would those then apply to all of the other perform checks?


EDIT: Also, I am guessing I can't use Bard Mastery (I know, bringing this back up) to take Spell-less Bard, huh? :(

It would not apply. For example, Lliira has Versatile Performer plus Skill Focus, Epic Skill Focus and Divine Skill Focus in Perform (Dance). It works out like this: Perform(All)+77, Perform(Dance)+109.

I'd have to check the text of Bard Mastery, but offhand I think it wouldn't work RAW.
Title: Re: Random DM nagging.
Post by: Anastasia on May 31, 2017, 12:03:25 AM
Lucy looks okay in basics. I'd have to sit down and really check her over for proofreading, but I don't see anything that leaps out at me. More on this in the next day or two.
Title: Re: Random DM nagging.
Post by: Anastasia on June 02, 2017, 12:19:25 AM
Changelog

- Jetina was going to run pure paladin/healer in Lost Realm. She's mixing in Pious Templar for a power bump in B3.

- Jetina gets a fiat +2 increase to all ability scores and her type is now outsider. She's an outsider allowed her mortal form after she died. Or 'died', since the circumstances of how she came here isn't clear and it's known IC that the Lost Realm is an unusual situation. She might not have died at all. Anyway, the ability score boost is for balance and the outsider thing is just what happens to the honored dead that reach Celestia. Anyway, I feel Jetina needs a small stat boost to properly balance in Balmuria. She's running two lower power classes (even with optimization and healer getting a rewrite boost), so that boost was desirable to me. I'd rather boost her that way than multiclassing a bit more and adding extra complexity.

- I'm letting Serenity also apply to her divine feats in place of Charisma.

- Jetina loses improved init, empower turning and power attack while branching out into shields and divine feats. Just rejiggering and adjusting for a higher optimization game at a far different level frame. Empower turning was awesome for her in Lost Realm, but at this point group healing's more like mass heal. Power attack doesn't fit her combat philosophy here. Finally, improved init just got lost in the shuffle. Good feat but that happens sometimes.

- Her ring of defense was +1 and had a third property in Lost Realm. I can't find what that lost property was going to be offhand, so I'm bumping it to +2 and calling it a wash.

- I gave her a masterwork longsword and heavy steel shield from Aurora's supplies for the sake of having some basic numbers in place. They're placeholders and will be removed once gear is purchased.

- Jetina selected bonus domain (courage) to give her a little more spell variety. This mostly gives her some useful booster spells, like mass valiant fury and greater heroism. Lion's roar gives her a semi-offensive option as well. Very technically bonus domain doesn't work RAW here but I tend to run it in this way in reality. Anyway, the 11th level domain slot is a placeholder for now.

- Jetina's bag of gemstones is her starting money. She'll spend it soon enough.

- Any skill changes are the result of the conversion.
Title: Re: Random DM nagging.
Post by: Anastasia on June 03, 2017, 04:03:22 PM
I haven't had time to go through Lucy yet, but on the surface she looks fine. As for backstory, I think something along the lines of memory loss + Canderella's friends + whatever else you wanted to add works fine. She should be fairly new to things, so write accordingly.
Title: Re: Random DM nagging.
Post by: Corwin on June 03, 2017, 04:37:20 PM
For Jaela, she's finally reached native CL20 on the Divine Crusader side previous level. So when she advances it now, it'd be epic spell progression. I need to know how it will go for the next 2 levels (obviously).
Title: Re: Random DM nagging.
Post by: Corwin on June 03, 2017, 05:12:18 PM
Also, do we have lvl10 spells for the following domains? Water, Time, Magic, Renewal, Travel, War, Knowledge, Protection, Illusion.
Title: Re: Random DM nagging.
Post by: Nephrite on June 03, 2017, 05:49:08 PM
From way back when with the Bard Mastery book, I think I've ultimately changed my mind not to go with the Nature Bard and will go with Bardic Sage variant from Unearthed Arcana.

Can I please have confirmation that in picking it, I get the following:

1 Divination spell added to my Bard spells known per level (Including Epic casting)
The ACF gives +2 to bardic knowledge but since I don't have that, is it fair to give it +1 to bardic knack instead?
Can I also keep my Charisma-based casting and not need to swap it?
Title: Re: Random DM nagging.
Post by: Nephrite on June 03, 2017, 10:44:53 PM
Another question:

If I took Permanent Emanation, would that work on Hindsight? If so, how would it work? Can I just... use it whenever I want?
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 06:22:26 AM
Quote from: Corwin on June 03, 2017, 04:37:20 PM
For Jaela, she's finally reached native CL20 on the Divine Crusader side previous level. So when she advances it now, it'd be epic spell progression. I need to know how it will go for the next 2 levels (obviously).

I'll have an epic progression up for it today. Woke up with a nightmare so I'm gonna do that now.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 07:25:40 AM
It's up, Cor. Bit of a rush job so poke if you see any errors, but by and large it should be correct.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 07:32:34 AM
Quote from: Corwin on June 03, 2017, 05:12:18 PM
Also, do we have lvl10 spells for the following domains? Water, Time, Magic, Renewal, Travel, War, Knowledge, Protection, Illusion.

Time 10 is Mass Freedom of Movement. It's Travel 10 as well.

War 10 is War's Blessing.

Energy Immunity is Protection 10.

The others are not filled.

Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 07:39:30 AM
Quote from: Nephrite on June 03, 2017, 05:49:08 PM
From way back when with the Bard Mastery book, I think I've ultimately changed my mind not to go with the Nature Bard and will go with Bardic Sage variant from Unearthed Arcana.

Can I please have confirmation that in picking it, I get the following:

1 Divination spell added to my Bard spells known per level (Including Epic casting)
The ACF gives +2 to bardic knowledge but since I don't have that, is it fair to give it +1 to bardic knack instead?
Can I also keep my Charisma-based casting and not need to swap it?

For reference, where is the nature bard you're mentioning?
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 07:41:59 AM
Quote from: Nephrite on June 03, 2017, 10:44:53 PM
Another question:

If I took Permanent Emanation, would that work on Hindsight? If so, how would it work? Can I just... use it whenever I want?

RAW it works, so that's probably how I'd run it.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2017, 07:57:26 AM
Quote from: Anastasia on June 04, 2017, 07:32:34 AM
Quote from: Corwin on June 03, 2017, 05:12:18 PM
Also, do we have lvl10 spells for the following domains? Water, Time, Magic, Renewal, Travel, War, Knowledge, Protection, Illusion.

Time 10 is Mass Freedom of Movement. It's Travel 10 as well.

War 10 is War's Blessing.

Energy Immunity is Protection 10.

The others are not filled.


Thanks! Is there an easy to reference repository for them? I tried the spell collection, but it only had 2 domains.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 08:00:59 AM
Quote from: Corwin on June 04, 2017, 07:57:26 AM
Quote from: Anastasia on June 04, 2017, 07:32:34 AM
Quote from: Corwin on June 03, 2017, 05:12:18 PM
Also, do we have lvl10 spells for the following domains? Water, Time, Magic, Renewal, Travel, War, Knowledge, Protection, Illusion.

Time 10 is Mass Freedom of Movement. It's Travel 10 as well.

War 10 is War's Blessing.

Energy Immunity is Protection 10.

The others are not filled.


Thanks! Is there an easy to reference repository for them? I tried the spell collection, but it only had 2 domains.

I could slap something together for it. For now I go into edit the post and use a find to look for domains. You could do the same by quoting the post.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2017, 08:04:10 AM
I didn't think of quoting. Okay, I'll try that, thanks again! I'll recommend spells for my domains to fill up levels 10-13 if that's okay.
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 08:26:08 AM
By all means, recommend away.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2017, 08:28:58 AM
Do you have samples of purely epic caster prcs? Either divine or arcane? I was thinking of coming up with something, but I think there's only the choir one to compare to, the rest are continuations of base classes into epic.

If not, any guidelines for design?
Title: Re: Random DM nagging.
Post by: Anastasia on June 04, 2017, 08:34:18 AM
Quote from: Corwin on June 04, 2017, 08:28:58 AM
Do you have samples of purely epic caster prcs? Either divine or arcane? I was thinking of coming up with something, but I think there's only the choir one to compare to, the rest are continuations of base classes into epic.

If not, any guidelines for design?

Suggestions from R&S: Cosmic Descryer (though just a conversion of the ELH one so whatever), Grand Weaver and Hellfire Master (if for infusions instead of spells).

The main guideline with an epic PrC is that it should do something that a normal PrC doesn't and/or be epic in some definable way. Once you have that worked out, it's mostly like designing a normal prestige class.

Also they require at least one prerequisite that only an epic character can fulfill. This is usually an epic feat plus 24+ ranks in a skill, though it can get more creative.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2017, 09:07:32 AM
Quote from: Anastasia on November 18, 2012, 06:14:27 PM
Golden Bracelets

Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.

Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane.
Rank 11: CR 35, sunburst at will as an SLA.
Rank 12: CR 40, goldenfire damage rises to +6d6, gain goldenfire spell as a bonus feat.

It occurs to me that I don't know what Goldenfire Spell is (from the rank 12 line). Can you post it or link to it? I'm thinking it might be worthwhile getting normally during this levelup.
Title: Re: Random DM nagging.
Post by: Nephrite on June 04, 2017, 12:00:36 PM
Quote from: Anastasia on June 04, 2017, 07:39:30 AM
For reference, where is the nature bard you're mentioning?

Unearthed Arcana page 58.
Title: Re: Random DM nagging.
Post by: Corwin on June 04, 2017, 12:41:02 PM
That sad feeling when I return home from certain death and no Favored Soul Mastery  >_>
Title: Re: Random DM nagging.
Post by: Ebiris on June 04, 2017, 01:01:58 PM
Afina reaches level 26!
+1 to all saves from epic save bonus
Firesoul Mage 10//Scout 13
[15:27] <@Ebiris> roll 1d8 level 26 hp
[15:27] <Serith> Ebiris roll for Serith < 5 > [d8=5]
+1 11th level spell per day, +1 11th level spell known, +1 bab, advanced learning (+1 fire spell known of any level castable), fire apotheosis (treated as elemental or outsider, whichever is most beneficial, slam attack, immunity to stunning and critical hits, can 1/day treat any spell cast as if using the energy admixture feat with fire only), skirmish damage increases by +1d6
Taking Many Moments of Prescience for the 11th level spell, replacing Moment of Prescience with Touch of the Graveborn
For the advanced learning spell, taking Raging Flame

Afina reaches level 27!
Feat spent on Spell Stowaway (time stop)
Firesoul Mage 11//Scout 14
[15:27] <@Ebiris> roll 1d8 level 27 hp
[15:27] <Serith> Ebiris roll for Serith < 3 > [d8=3]
+1 11th level spell per day, +3 12th level spells per day (+1 more from high charisma), +1 12th level spell known, +1 bab, hide in plain sight.
Taking Dispater's Perfect Sight for the 12th level spell, except refluffed as Afina's Perfect Vision. Because fuck giving credit to devils.
Title: Re: Random DM nagging.
Post by: Nephrite on June 04, 2017, 02:58:06 PM
Quote from: Anastasia on June 04, 2017, 07:41:59 AM
Quote from: Nephrite on June 03, 2017, 10:44:53 PM
Another question:

If I took Permanent Emanation, would that work on Hindsight? If so, how would it work? Can I just... use it whenever I want?

RAW it works, so that's probably how I'd run it.

Also, how would it function? Do I still need to wait an hour per use of it or is it just "always on" and I can select which amount of time I'd like information on?
Title: Re: Random DM nagging.
Post by: Nephrite on June 05, 2017, 11:02:03 AM
Moore reaches level 26!

Bard 26 and Fatesinger 12

2 on a d6 for a total of 11 (8 con, +1 toughness) and a total of 322 HP.

+1 BAB, +1 saves, +1 8th spell per day

Epic feat at this level goes to Epic Skill Focus: Perform (Oratory) and fulfills his promise to Lliira to do so. Note to self: Go back and have a chat with her since they kind of pulled the rug out from him.

Moore gains 1 8th level Bard spell known and picks something that I'll get to later pending more nagging.

Favored Soul casting increases to 15 and he gains nothing because Favored Soul casting is weird.

EDIT: I forgot, he also gets +1 to inspire courage from being Bard 26.
Title: Re: Random DM nagging.
Post by: Nephrite on June 05, 2017, 11:03:11 AM
Dune: To go back here for a moment, http://www.soulriders.net/forum/index.php/topic,101729.msg1087417.html#msg1087417

I want to make sure Antimagic Sound is good to pick up and I'm curious if you'd approve adding Antimagic Ray to Bard spells in some manner.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 05, 2017, 12:32:46 PM
Okay, I know there some weirdness with how my dragon stuff was calculated (for ref: http://www.soulriders.net/forum/index.php/topic,103956.msg1090786.html#msg1090786) and just wanted to make sure I got things right before I go too deep into this.

First:
QuoteFor age category, you use the red dragon scale. This is just for age category and nothing else. Use your dragon racial hit dice and nothing else, including the half-celestial levels. That gives you 21 hit dice, which makes you a young adult for age category.
So my racial dice would bump to 22 and then 23, which falls into adult for Red Dragon. Are Breath Weapon DC and Frightful Presence DC the only things that go up/are tied to this.

Also with 23 racial hit die, my Sorcerer casting bumps to 16th level (at 22 per that post). I'm not really clear how 3/4ths advancement works. That means that I won't hit 17th level casting until 24 hit die?

Finally, does the +2 racial dice give me anything new from the Arcane Dragons?

Edit: I also forget how skill points work for dragons. Is it 6+int?
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 07:09:14 PM
Quote from: Nephrite on June 04, 2017, 12:00:36 PM
Quote from: Anastasia on June 04, 2017, 07:39:30 AM
For reference, where is the nature bard you're mentioning?

Unearthed Arcana page 58.

Okay. Anyway, what you asked is fine.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 07:20:23 PM
Quote from: Corwin on June 04, 2017, 12:41:02 PM
That sad feeling when I return home from certain death and no Favored Soul Mastery  >_>

From PM today:

<Annerose> Also, meta question, but is the Favored Soul Mastery a thing I can hope for during the leveling phase?
<Annerose> Since it's reasonably pricy I just need to know how much to spend
> I will in a bit, need to catch up, just sleepy. I'm gonna do a shops update, so possibly.

There will be a big shop update near the end of the week, so expect that. I'm going to try and do it at a neutral time for everyone: 3 PM EST on Thursday or Friday, so all 5 of you have a chance to be there for it. Bear that in mind.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 05, 2017, 07:23:23 PM
Thanks for the heads up!
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 07:28:06 PM
Quote from: Ebiris on June 04, 2017, 01:01:58 PM
Afina reaches level 26!
+1 to all saves from epic save bonus
Firesoul Mage 10//Scout 13
[15:27] <@Ebiris> roll 1d8 level 26 hp
[15:27] <Serith> Ebiris roll for Serith < 5 > [d8=5]
+1 11th level spell per day, +1 11th level spell known, +1 bab, advanced learning (+1 fire spell known of any level castable), fire apotheosis (treated as elemental or outsider, whichever is most beneficial, slam attack, immunity to stunning and critical hits, can 1/day treat any spell cast as if using the energy admixture feat with fire only), skirmish damage increases by +1d6
Taking Many Moments of Prescience for the 11th level spell, replacing Moment of Prescience with Touch of the Graveborn
For the advanced learning spell, taking Raging Flame

Afina reaches level 27!
Feat spent on Spell Stowaway (time stop)
Firesoul Mage 11//Scout 14
[15:27] <@Ebiris> roll 1d8 level 27 hp
[15:27] <Serith> Ebiris roll for Serith < 3 > [d8=3]
+1 11th level spell per day, +3 12th level spells per day (+1 more from high charisma), +1 12th level spell known, +1 bab, hide in plain sight.
Taking Dispater's Perfect Sight for the 12th level spell, except refluffed as Afina's Perfect Vision. Because fuck giving credit to devils.

Is there an epic firesoul mage handy? This isn't a big deal from what I recall you saying, but just curious.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 07:28:49 PM
Quote from: Nephrite on June 04, 2017, 02:58:06 PM
Quote from: Anastasia on June 04, 2017, 07:41:59 AM
Quote from: Nephrite on June 03, 2017, 10:44:53 PM
Another question:

If I took Permanent Emanation, would that work on Hindsight? If so, how would it work? Can I just... use it whenever I want?

RAW it works, so that's probably how I'd run it.

Also, how would it function? Do I still need to wait an hour per use of it or is it just "always on" and I can select which amount of time I'd like information on?

That's how I would do it, pending in game experience to see how that works out.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 07:32:38 PM
Quote from: Nephrite on June 05, 2017, 11:03:11 AM
Dune: To go back here for a moment, http://www.soulriders.net/forum/index.php/topic,101729.msg1087417.html#msg1087417

I want to make sure Antimagic Sound is good to pick up and I'm curious if you'd approve adding Antimagic Ray to Bard spells in some manner.

It's fine, with the proviso it still fails on creatures immune to antimagic field and the like.

Where's antimagic ray, SC?
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 08:11:46 PM
QuoteFirst:
QuoteFor age category, you use the red dragon scale. This is just for age category and nothing else. Use your dragon racial hit dice and nothing else, including the half-celestial levels. That gives you 21 hit dice, which makes you a young adult for age category.
So my racial dice would bump to 22 and then 23, which falls into adult for Red Dragon. Are Breath Weapon DC and Frightful Presence DC the only things that go up/are tied to this.

Yes, unless said otherwise in that post or by me.

QuoteAlso with 23 racial hit die, my Sorcerer casting bumps to 16th level (at 22 per that post). I'm not really clear how 3/4ths advancement works. That means that I won't hit 17th level casting until 24 hit die?

It's identical to how 3/4ths BAB progresses. A quick and easy way to determine it is to multiply the hit dice times .75. Remember to round down.

22*.75=16.50, so 16th level casting.
23*.75=17.25, so 17th level casting.
24*.75=18.00, so 18th level casting.
25*.75=18.75, so 18th level casting.
26*.75=19.50, so 19th level casting.

So on and so forth. So at 23 hit dice you have 17th level casting. Your next miss level is 25 hit dice.

QuoteFinally, does the +2 racial dice give me anything new from the Arcane Dragons?

This will be gone into IC, put it on your todo list.

QuoteEdit: I also forget how skill points work for dragons. Is it 6+int?

Correct.
Title: Re: Random DM nagging.
Post by: Nephrite on June 05, 2017, 09:22:16 PM
Quote from: Anastasia on June 05, 2017, 07:32:38 PM
Quote from: Nephrite on June 05, 2017, 11:03:11 AM
Dune: To go back here for a moment, http://www.soulriders.net/forum/index.php/topic,101729.msg1087417.html#msg1087417

I want to make sure Antimagic Sound is good to pick up and I'm curious if you'd approve adding Antimagic Ray to Bard spells in some manner.

It's fine, with the proviso it still fails on creatures immune to antimagic field and the like.

Where's antimagic ray, SC?

Yes, page 14.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 09:45:44 PM
Vivantha reaches level 25.

- Lillend 25 and Lillend Lyricist 4.
- 3 on a d8 for a total of 12 hit points and a grand total of 340 hit points.
- +1 BAB for a total of +25.
- Gained song of fear. It's okay but not great.
- Gains 25th level bard casting. +1 8th level spell known and +1 spell per day. She grabs superior invisibility.
- Skills go up as normal.

Eh. It was a level.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 10:03:09 PM
Vivantha reaches level 26.

- Lillend 26 and Lillend Lyricist 5.
- 5 on a d8 for a total of 15 hit points and a grand total of 355 hit points.
- +1 BAB for a total of +26.
- Lillend inspiration rises by +1d6 to +6d6.
- Gained song of healing. It actually isn't that bad, since sometimes you really need a night's rest, but it's not great at this level of play.
- Gains 26th level bard casting. +1 8th level spell known and +1 8th level spell per day. She selects scintillating pattern. I'd make a custom spell normally since it doesn't fit her, but Vivantha's semi-retired thanks to the Muirfinn situation.
- Skills go up as normal.

In retrospect lilliend lyricist was a mistake for her, but it's not worth retraining her at this juncture and in her position.

Bard 26 spellcasting.
Title: Re: Random DM nagging.
Post by: Nephrite on June 05, 2017, 10:13:32 PM
I have a question on Bardic Sage, it states this: In addition to the normal number of spells known, a bardic sage knows one Divination spell of each spell level he is capable of casting.

I can see this read in two ways: You know 1 divination-school spell per caster level that bards can already cast OR you add one divination school spell to each caster level, regardless of what class can use it.

Before I go too deep down the rabbit hole with this one I wanted to ask.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 05, 2017, 10:16:00 PM
I'm sure they don't, but do Toughness and Psionic Body stack?
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 11:24:32 PM
Kascha reaches level 25.

- Ghaele 25 and Wyrm Wizard 15.
- 7 on a d8 for a total of 14 hit points and a grand total of 293 hit points.
- +1 BAB for a total of +25.
- Gains draconic discovery (10th). She selects greater fireburst, twin.
- Gains 25th level wizard spellcasting. +1 11th level spell slot. Kascha prepares another superb dispelling, since when you need one, you really need one.
- +1 spell resistance for a total of 37.
- Skills go up as normal.
- Kascha selects Epic Knowledge of the Wyrm(WW25). She chooses K:N and K:P as the two knowledge skills boosted.

Solid enough level.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 11:25:24 PM
Quote from: Nephrite on June 05, 2017, 10:13:32 PM
I have a question on Bardic Sage, it states this: In addition to the normal number of spells known, a bardic sage knows one Divination spell of each spell level he is capable of casting.

I can see this read in two ways: You know 1 divination-school spell per caster level that bards can already cast OR you add one divination school spell to each caster level, regardless of what class can use it.

Before I go too deep down the rabbit hole with this one I wanted to ask.

Former. It's restricted to bard spells known unless it says otherwise in the text.
Title: Re: Random DM nagging.
Post by: Anastasia on June 05, 2017, 11:28:01 PM
Quote from: Yuthirin on June 05, 2017, 10:16:00 PM
I'm sure they don't, but do Toughness and Psionic Body stack?

They stack. If you need the HP, go for it. Dana considered it but couldn't scrounge up the feat.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 05, 2017, 11:54:12 PM
Quote from: Anastasia on June 05, 2017, 11:28:01 PM
Quote from: Yuthirin on June 05, 2017, 10:16:00 PM
I'm sure they don't, but do Toughness and Psionic Body stack?

They stack. If you need the HP, go for it. Dana considered it but couldn't scrounge up the feat.
I'm considering it for Calleigh
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 06, 2017, 01:20:26 AM
Requesting approval of the spell Mystic Shield from the book Anauroch: The Empire of Shade, p. 141. Found via D&D tools.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 06, 2017, 01:43:10 AM
Level 26
Grand Weaver 6:
+1 Bonus Feat: Monitor Tapestry [Epic]
+1 Level of Arcane Spellcasting applied to Wizard
+1 level 11 spells per day

Faerie Dragon 22:
+1 to all Saves
+1 BaB
> roll 1d12 lvl 26 HP
<Serith> Iddy roll for Serith < 3 > [d12=3]
Sorcerer casting raises to 16th level
+1 8th level spells
Learning Plane Shift for level 7 spell.

Level 27
Grand Weaver 7:
Advanced Tapestry +3: At 1st level and every three levels thereafter, he increases the maximum level of spells he can cast into an eldritch tapestry by 1.
Swift Tapestry: An expert grand weaver can set up an eldritch tapestry faster than usual. At 7th level, it only takes 1 minute to create an eldritch tapestry.
+1 Level of Arcane Spellcasting applied to Wizard
+1 level 11 spells per day
+1 level 12 spells per day
Learning Rain of Desolation for Level 12 spell.

Faerie Dragon 23:
+1 to all Saves
+1 BaB
> roll 1d12 lvl 27 HP
<Serith> Iddy roll for Serith < 12 > [d12=12]
Sorcerer casting raises to 17th level
+1 7th level spells
+1 8th level spells
Learning Arcane Fusion (Greater) and Mystic Shield (pending approval) for level 8 spells.

As a note, I'm not quite settled on the level 8 spells for Sorc. I can't really decide what's best. I'm open to suggestions if anyone wants to give some.
Title: Re: Random DM nagging.
Post by: Ebiris on June 06, 2017, 02:28:30 AM
Quote from: Anastasia on June 05, 2017, 07:28:06 PM
Is there an epic firesoul mage handy? This isn't a big deal from what I recall you saying, but just curious.

No, but since epic progressions never give anything on level 1 I didn't see it worth writing one up.
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 09:57:40 AM
Domain spells! They're of particular interest to me (since I'm the only PC that actually uses them, I believe), and so since I finally get epic domain spells here are my thoughts on what works for the relevant domains:

Spoiler: ShowHide

WATER
lvl01: Obscuring Mist
lvl02: Fog Cloud
lvl03: Water Breathing
lvl04: Control Water
lvl05: Ice Storm
lvl06: Cone of Cold
lvl07: Acid Fog
lvl08: Horrid Wilting
lvl09: Elemental Swarm/Water
Suggested  lvl10: "Greater Cone of Cold" [30d6 damage cap, the rest as Cone of Cold]
lvl11: Fog Trap
lvl12: Rain of Desolation

TIME
lvl01: True Strike
lvl02: Gentle Repose
lvl03: Haste
lvl04: Freedom of Movement
lvl05: Permanency
lvl06: Contingency
lvl07: Moment of Prescience
lvl08: Foresight
lvl09: Time Stop
lvl10: Mass Freedom of Movement
Suggested lvl10: Many Moments of Prescience or Amea's Mental Partition. MFoM is both boring and terrible  :(

MAGIC
lvl01: Magic Aura
lvl02: Identify
lvl03: Dispel Magic
lvl04: Imbue with Spell Ability
lvl05: Spell Resistance
lvl06: Antimagic Field
lvl07: Spell Turning
lvl08: Protection from Spells
lvl09: Magic Disjunction
Suggested lvl10: Glaciante's Spiteful Ward (or Circle of Spiritual Protection/Create Living Spell/Spellpool)
lvl11: Superb Dispelling
lvl13: Antimagic Zone

RENEWAL
lvl01: Charm Person
lvl02: Lesser Restoration
lvl03: Remove Disease
lvl04: Reincarnate
lvl05: Atonement
lvl06: Heroes's Feast
lvl07: Greater Restoration
lvl08: Clone
lvl09: Freedom
Suggested lvl10: Miracle of Health
Suggested lvl11: Mass Regeneration (or Shape Soul)
Suggested lvl12: Instant Regeneration

TRAVEL
lvl01: Longstrider
lvl02: Locate Object
lvl03: Fly
lvl04: Dimension Door
lvl05: Teleport
lvl06: Find the Path
lvl07: Greater Teleport
lvl08: Phase Door
lvl09: Teleportation Circle
lvl10: Mass Freedom of Movement See? Travel already has this terrible spell! No need to put it to Time as well.
lvl12: Legion's Gates

WAR I struggled with War domain spells because War is the most important of all my domains. I don't only get to cast these spells (eventually), but I also get a bonus to CL and damage, so it's hard to aim for anything approaching objectivity. Anyway, you put Foresight there instead of Power Word Kill, so I looked for suitable divinations. The multi-target blasting spell is self-explanatory. Thoughts?
lvl01: Magic Weapon
lvl02: Spiritual Weapon
lvl03: Magic Vestment
lvl04: Divine Power
lvl05: Flame Strike
lvl06: Blade Barrier
lvl07: Power Word Blind
lvl08: Power Word Stun
lvl09: Foresight
lvl10: War's Blessing
Suggested lvl11: Moonlight Revelation (or Many Moments of Prescience/Superior Mighty Wallop)
Suggested lvl12: Burst of Glory
lvl22: Warrior's Boon

KNOWLEDGE

PROTECTION
lvl01: Sanctuary
lvl02: Shield Other
lvl03: Protection from Energy
lvl04: Spell Immunity
lvl05: Spell Resistance
lvl06: Antimagic Field
lvl07: Repulsion
lvl08: Mind Blank
lvl09: Prismatic Sphere
lvl10: Energy Immunity
lvl13: Antimagic Zone

ILLUSION
lvl01: Silent Image
lvl02: Minor Image
lvl03: Displacement
lvl04: Phantasmal Killer
lvl05: Persistent Image
lvl06: Mislead
lvl07: Project Image
lvl08: Screen
lvl09: Weird
Suggested lvl10: Greater Displacement [total concealment without Displacement's caveats, ie true seeing doesn't reveals true location, the rest as Displacement] (or Curse of Inadequacy/Snowbound Soul)
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 10:27:00 AM
Kascha reaches level 26.

- Ghaela 26 and Wyrm Wizard 16.
- 5 on a d8 for a total of 12 hit points and a grand total of 305 hit points.
- +1 BAB for a total of +26.
- Another selection from spell knowledge. Kascha selects summon planetar, since sometimes you just need to summon someone who can cast 9th level cleric spells.
- Gains 26th level wizard spellcasting. +1 11th level spell slot. She selects summon planetar.
- +1 spell resistance for a total of 38.
- All saves rise by 1.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 10:44:07 AM
It's my birthday so replies will be slow.
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 10:56:43 AM
Levels 26 and 27 bring to Jaela:
*more BAB
*lvl12 spells
*lvl10 domain spells (yes!)
*+1 to saves, +2CL, +2SR
*epic feat and bonus epic feat, both sunk into Improved Metamagic (I now have 3 of them, thus freeing one of my regular feats from Easy Metamagic. It is now Twin Spell.)
*Slippery Mind is situationally nice
*my armor hax finally extends to medium armors!

Spells-wise, I'm getting Burst of Glory and Nerve Overload. I'm unsure of Legion's Gates, and will probably drop Energy Immunity since I can access it via domain now (likely in favor of Cleansing Rain which is awesome). I need to figure out what to do for lvl11 slots and possibly a lvl12 one. Did you ever have any ideas for elven pantheon-themed spells? Selune and Lathander give a bunch of spells to their devout followers, just to name a couple, so it'd be neat to have something.

Do I get more spell slots for pre-epic Divine Crusader casting? Judging by both epic and pre-epic progressions, they go from 0 to 3, but the pre-epic class stops at lvl6 and lvl7 spells get only 2 slots when the pre-epic class ends. Basically, now that it's continuing do I get another lvl7 slot to bring me up to 3, and another lvl8 slot the next level and so on for lvl9?
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 10:56:58 AM
Quote from: Anastasia on June 06, 2017, 10:44:07 AM
It's my birthday so replies will be slow.

Happy Birthday~
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 11:22:27 AM
Contingency question. We couldn't use it with Heal and similar spells while also using Fortunate Fate, which makes sense. But could I use Fortunate Fate (for when I'm about to die) and Contingency/Heal if my hp drops to half of max or lower? In theory they could activate together if someone oneshots me in all my 500+hp, but activation conditions should be different in most cases.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 11:32:53 AM
Quote from: Iron Dragoon on June 06, 2017, 01:20:26 AM
Requesting approval of the spell Mystic Shield from the book Anauroch: The Empire of Shade, p. 141. Found via D&D tools.

We'll try it. At worst it goes on the banned list.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 11:35:18 AM
Quote from: Iron Dragoon on June 06, 2017, 01:43:10 AM
Level 26
Grand Weaver 6:
+1 Bonus Feat: Monitor Tapestry [Epic]
+1 Level of Arcane Spellcasting applied to Wizard
+1 level 11 spells per day

Faerie Dragon 22:
+1 to all Saves
+1 BaB
> roll 1d12 lvl 26 HP
<Serith> Iddy roll for Serith < 3 > [d12=3]
Sorcerer casting raises to 16th level
+1 8th level spells
Learning Plane Shift for level 7 spell.

Level 27
Grand Weaver 7:
Advanced Tapestry +3: At 1st level and every three levels thereafter, he increases the maximum level of spells he can cast into an eldritch tapestry by 1.
Swift Tapestry: An expert grand weaver can set up an eldritch tapestry faster than usual. At 7th level, it only takes 1 minute to create an eldritch tapestry.
+1 Level of Arcane Spellcasting applied to Wizard
+1 level 11 spells per day
+1 level 12 spells per day
Learning Rain of Desolation for Level 12 spell.

Faerie Dragon 23:
+1 to all Saves
+1 BaB
> roll 1d12 lvl 27 HP
<Serith> Iddy roll for Serith < 12 > [d12=12]
Sorcerer casting raises to 17th level
+1 7th level spells
+1 8th level spells
Learning Arcane Fusion (Greater) and Mystic Shield (pending approval) for level 8 spells.

As a note, I'm not quite settled on the level 8 spells for Sorc. I can't really decide what's best. I'm open to suggestions if anyone wants to give some.

Quick note, your save bonuses are wrong. Epic characters get a +1 to all saves at level 23, 26, 29 and so on. Total level, not class level. So you'd get a +1 to all saves at level 26 (the first level) and nothing at level 27 (the second level).
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 11:37:51 AM
Quote from: Ebiris on June 06, 2017, 02:28:30 AM
Quote from: Anastasia on June 05, 2017, 07:28:06 PM
Is there an epic firesoul mage handy? This isn't a big deal from what I recall you saying, but just curious.

No, but since epic progressions never give anything on level 1 I didn't see it worth writing one up.

That's not precisely true, it's just that the numbers usually don't work out that way. Link me to the class real quick?
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 12:05:27 PM
I presume the bolded ones are yours and the others already exist. Let me know if I'm wrong.

QuoteSuggested  lvl10: "Greater Cone of Cold" [30d6 damage cap, the rest as Cone of Cold]

Reasonable enough. Write it up.

Quotelvl10: Mass Freedom of Movement
Suggested lvl10: Many Moments of Prescience or Amea's Mental Partition. MFoM is both boring and terrible  :(

I wouldn't use Amea's Mental Partition for a domain spell. It's too much a niche spell a particular wizard dreamed up, which isn't good material for a domain spell, which are more universal.

I don't want to change domain spells already set without an extremely compelling reason, as that's a rabbit hole of more DM work, revisions and generally making my life a lot harder.

QuoteSuggested lvl10: Glaciante's Spiteful Ward (or Circle of Spiritual Protection/Create Living Spell/Spellpool)

Glaciante's Spiteful Ward runs into the same problem as Amea's Mental Partition.

I'd go with....mmmm. Let's go with Create Living Spell. It fits. Added to the Spell Collection.

QuoteSuggested lvl10: Miracle of Health
Suggested lvl11: Mass Regeneration (or Shape Soul)
Suggested lvl12: Instant Regeneration

Renewal's a tough one since it's not really a healing domain. Sure, it has some options to restore, but it's more about new beginnings and changes. Charm person? Makes a new and better start with a person. Atonement? Washes away sin to begin anew. Clone? A new body and a new life. I don't feel going pure healing is nailing the essence of the domain. To be entirely honest, I suspect it needs at least one custom spell.

QuoteI struggled with War domain spells because War is the most important of all my domains. I don't only get to cast these spells (eventually), but I also get a bonus to CL and damage, so it's hard to aim for anything approaching objectivity. Anyway, you put Foresight there instead of Power Word Kill, so I looked for suitable divinations. The multi-target blasting spell is self-explanatory. Thoughts?

Breaking down the War Domain, you have three distinct types of spells.

1. Spells that boost your equipment.
2. Spells that cause direct damage.
3. Spells that cause negative conditions.

You also have an oddball divination due to a houserules patch. In retrospect something like meteor swarm may have been a better choice, but that boat's sailed.

Moonlight Revelation's too Selune to be a War Domain spell. It's tied to too many deities across the alignment spectrum.

Have a preference between Many Moments of Prescience and Superior Mighty Wallop?

No to Burst of Glory at 12. It's a good descriptor spell and War's a domain that transcends alignments, being offered by deities across the alignment spectrum.

QuoteSuggested lvl10: Greater Displacement [total concealment without Displacement's caveats, ie true seeing doesn't reveals true location, the rest as Displacement] (or Curse of Inadequacy/Snowbound Soul)

Write up a greater displacement and let me see how it looks.
Title: Re: Random DM nagging.
Post by: Ebiris on June 06, 2017, 12:29:04 PM
Quote from: Anastasia on June 06, 2017, 11:37:51 AM
That's not precisely true, it's just that the numbers usually don't work out that way. Link me to the class real quick?

here (http://www.giantitp.com/forums/showthread.php?229725-(3-5)-The-Fire-Acid-Cold-amp-Electricity-Mages-(Prestige-Classes)-PEACH) you go.
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 12:34:34 PM
How about Power Word Stun, Mass for clr12, war12?
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 12:35:21 PM
Quote from: Ebiris on June 06, 2017, 12:29:04 PM
Quote from: Anastasia on June 06, 2017, 11:37:51 AM
That's not precisely true, it's just that the numbers usually don't work out that way. Link me to the class real quick?

here (http://www.giantitp.com/forums/showthread.php?229725-(3-5)-The-Fire-Acid-Cold-amp-Electricity-Mages-(Prestige-Classes)-PEACH) you go.

Burning penetration would go up at 11 (3, 7, 11), so note that.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 12:36:31 PM
Quote from: Corwin on June 06, 2017, 12:34:34 PM
How about Power Word Stun, Mass for clr12, war12?

For War 12? Sure. Not Cleric 12, as the normal version isn't a normal cleric spell.
Title: Re: Random DM nagging.
Post by: Ebiris on June 06, 2017, 12:36:53 PM
Afina gains +2 to SR beating checks when using fire spells at level 27!
Title: Re: Random DM nagging.
Post by: Nephrite on June 06, 2017, 01:24:58 PM
Because I love to nag: There are no Bard 8 divination spells currently (obviously the variant wasn't really designed with that in mind) could we work and come up with one? It seems like the class generally lowers the levels of other divination-related spells when it adds them to the bard list, as seen here: 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th);

Thank you. :D
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 01:41:12 PM
Mass Power Word Stun might work as War 12, so I'll focus on War 11 for now. I figured I'd go on a 'Greater Divine Power' tangent here, using the lvl11 cleric spell Martyr's Kiss as inspiration of where to take it.

Divine Power
Spoiler: ShowHide

Evocation
Level:    Clr 4, War 4
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Personal
Target:    You
Duration:    1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


Martyr's Kiss
Spoiler: ShowHide

Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch.
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.


Greater Divine Power
Spoiler: ShowHide

Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +10 sacred bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.

Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 01:56:07 PM
Quote from: Anastasia on June 06, 2017, 12:05:27 PM
I presume the bolded ones are yours and the others already exist. Let me know if I'm wrong.

QuoteSuggested  lvl10: "Greater Cone of Cold" [30d6 damage cap, the rest as Cone of Cold]

Reasonable enough. Write it up.

You are indeed right.

Greater Cone of Cold
Spoiler: ShowHide

Evocation [Cold]
Level:    Sor/Wiz 10, Water 10
Components:    V, S, M/DF
Casting Time:    1 standard action
Range:    60 ft.
Area:    Cone-shaped burst
Duration:    Instantaneous
Saving Throw:    Reflex half
Spell Resistance:    Yes

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 30d6).
Arcane Material Component

A very small crystal or glass cone.


QuoteI wouldn't use Amea's Mental Partition for a domain spell. It's too much a niche spell a particular wizard dreamed up, which isn't good material for a domain spell, which are more universal.

I don't want to change domain spells already set without an extremely compelling reason, as that's a rabbit hole of more DM work, revisions and generally making my life a lot harder.

:(

Quote
QuoteSuggested lvl10: Miracle of Health
Suggested lvl11: Mass Regeneration (or Shape Soul)
Suggested lvl12: Instant Regeneration

Renewal's a tough one since it's not really a healing domain. Sure, it has some options to restore, but it's more about new beginnings and changes. Charm person? Makes a new and better start with a person. Atonement? Washes away sin to begin anew. Clone? A new body and a new life. I don't feel going pure healing is nailing the essence of the domain. To be entirely honest, I suspect it needs at least one custom spell.

Miracle of Health is actually Remove Disease on an epic scale. Remove Disease is the lvl3 slot for the domain, so I figure it works really well.
I figured Shape Soul should fit decently.
As for regen, there's a bunch of restoration spells in the domain so I thought they might work.

Quote
QuoteI struggled with War domain spells because War is the most important of all my domains. I don't only get to cast these spells (eventually), but I also get a bonus to CL and damage, so it's hard to aim for anything approaching objectivity. Anyway, you put Foresight there instead of Power Word Kill, so I looked for suitable divinations. The multi-target blasting spell is self-explanatory. Thoughts?

Breaking down the War Domain, you have three distinct types of spells.

1. Spells that boost your equipment.
2. Spells that cause direct damage.
3. Spells that cause negative conditions.

You also have an oddball divination due to a houserules patch. In retrospect something like meteor swarm may have been a better choice, but that boat's sailed.

I'd say 1 includes self-boosting and 2 is more 'AoE spells', but roughly yes.

QuoteMoonlight Revelation's too Selune to be a War Domain spell. It's tied to too many deities across the alignment spectrum.

Have a preference between Many Moments of Prescience and Superior Mighty Wallop?

No to Burst of Glory at 12. It's a good descriptor spell and War's a domain that transcends alignments, being offered by deities across the alignment spectrum.

Can Many Moments of Prescience be Time 11? Then Superior Mighty Wallop works for War.

Quote
QuoteSuggested lvl10: Greater Displacement [total concealment without Displacement's caveats, ie true seeing doesn't reveals true location, the rest as Displacement] (or Curse of Inadequacy/Snowbound Soul)

Write up a greater displacement and let me see how it looks.

Greater Displacement
Spoiler: ShowHide

Illusion (Glamer)
Level:    Illusion 10
Components:    V, M
Casting Time:    1 standard action
Range:    Touch
Target:    Creature touched
Duration:    1 round/level (D)
Saving Throw:    Will negates (harmless)
Spell Resistance:    Yes (harmless)

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Like nonmagical total concealment, greater displacement prevents enemies from targeting the creature normally. True seeing does not reveal its true location.
Material Component

A small strip of leather twisted into a loop.
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 02:18:55 PM
I have question about the Burst of Glory writeup

Spoiler: ShowHide
Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.


Close range is 25ft+5ft/2 levels, so I'm confirming that the 25ft/2 levels range in the writeup is correct.

Also, neutral outsiders and others would probably be 15d12. It seems to be half the dice in Bolt of Glory, except there 15 divided by 2 ends up as 7.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 02:22:48 PM
Quote from: Nephrite on June 06, 2017, 01:24:58 PM
Because I love to nag: There are no Bard 8 divination spells currently (obviously the variant wasn't really designed with that in mind) could we work and come up with one? It seems like the class generally lowers the levels of other divination-related spells when it adds them to the bard list, as seen here: 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th);

Thank you. :D

Go for it. Propose something reasonable and that fits or make a new spell.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 02:42:53 PM
Quote from: Corwin on June 06, 2017, 01:41:12 PM
Mass Power Word Stun might work as War 12, so I'll focus on War 11 for now. I figured I'd go on a 'Greater Divine Power' tangent here, using the lvl11 cleric spell Martyr's Kiss as inspiration of where to take it.

Divine Power
Spoiler: ShowHide

Evocation
Level:    Clr 4, War 4
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Personal
Target:    You
Duration:    1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


Martyr's Kiss
Spoiler: ShowHide

Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch.
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.


Greater Divine Power
Spoiler: ShowHide

Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +10 sacred bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.


I'd probably drop the sacred bonus down a bit, maybe to +8. After all, the sacred bonus of matyr's kiss comes with a considerable drawback. Considering the baseline spell is an enhancement bonus, a greater version would likely use a larger enhancement bonus than +10 rather than a +10 sacred bonus.

Nits to pick aside, the concept's fine.
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 03:01:08 PM
I know, I just wanted to do something a bit more different than 'this is the same spell except with a larger bonus'. I sorta get that the martyr's kiss spell has a real drawback, though I stuck to just a weapons boost and to a short duration to compensate.

As for sacred as opposed to enhancement, it's honestly unimportant. I don't think there are normally enhancement bonuses to attack and damage. Maybe drop the sacred/enhancement part altogether and call it a flat +10 to hit/to damage? Or +8, if you really think it's too much?
Title: Re: Random DM nagging.
Post by: Yuthirin on June 06, 2017, 03:15:00 PM
Firstly, again happy birthday, Dune.

Secondly, on the creation of dorjes:

The SRD states that the cost to create a dorje is 375 x Level of Power x level of caster.

However, the math they list for the sale of dorjes doesn't properly equate. I broke it down, and in actuality the math shows the cost to purchase a dorje is:

375 x Level of Power x TWICE the level of caster

What's your take on this?
Title: Re: Random DM nagging.
Post by: Ebiris on June 06, 2017, 03:16:53 PM
Enchanted weapons give an enhancement bonus to attack/damage don't they?
Title: Re: Random DM nagging.
Post by: Nephrite on June 06, 2017, 03:24:30 PM
Quote from: Anastasia on June 06, 2017, 02:22:48 PM
Quote from: Nephrite on June 06, 2017, 01:24:58 PM
Because I love to nag: There are no Bard 8 divination spells currently (obviously the variant wasn't really designed with that in mind) could we work and come up with one? It seems like the class generally lowers the levels of other divination-related spells when it adds them to the bard list, as seen here: 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th);

Thank you. :D

Go for it. Propose something reasonable and that fits or make a new spell.

I think it'd be reasonable for Bardic Sage to learn Foresight at 8 instead of 9, what do you think? (I still have to come up with a bard spell for 9, even saying that...)
Title: Re: Random DM nagging.
Post by: Yuthirin on June 06, 2017, 03:33:13 PM
Also, can Arrows of Spell Storing also store psionic powers?
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 03:37:03 PM
Quote from: Ebiris on June 06, 2017, 03:16:53 PM
Enchanted weapons give an enhancement bonus to attack/damage don't they?

You're probably correct! Yet another reason the spell shouldn't use enhancement for this.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 06, 2017, 04:30:38 PM
Quote from: Anastasia on June 06, 2017, 11:35:18 AM

Quick note, your save bonuses are wrong. Epic characters get a +1 to all saves at level 23, 26, 29 and so on. Total level, not class level. So you'd get a +1 to all saves at level 26 (the first level) and nothing at level 27 (the second level).

Don't dragons get good save advancement? Or is that BaB only?
Title: Re: Random DM nagging.
Post by: Corwin on June 06, 2017, 04:37:03 PM
Epic goes by different rules.
Title: Re: Random DM nagging.
Post by: Nephrite on June 06, 2017, 05:44:32 PM
Trying to think of a spell that might fit into Bard 8th or 9th casting and probably fall into Cleric casting too.

Is it normal to add further progression / added spells for variant classes? I was thinking Bardic Sage could add the spell to the bard's spell list otherwise. Let me know your thoughts. I could just have it part of Bard casting by default, I don't think that it'd be terribly unbalanced at Bard 8 or something. Maybe the other schools could use a bump.


Erathaol's Insights
Divination
Level: Cleric 9, Wisdom 9, (Sorcerer 10, Wizard 10?) (Paladin something?)
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10m/level

This spell ushers the wisdom and insights of Erathaol of the Hebdomad. While this spell is in effect, you gain an insight (sacred?) bonus equal to your caster level (Maximum +25) (CL/5 if sacred?) to all Knowledge checks and can make Knowledge checks untrained. In addition, you also receive the benefit of Scholar's Touch, Comprehend Languages, Read Magic (redundant?) spell for the duration.


If the additional spells make it too strong then you can bump the level up a bit or just take them out. Just trying to think of something that has a bit of flavor.

EDIT: I think it'd be fine to make this a "hidden" spell, perhaps only given to those who follow Erathaol, like the Lathanderite and Sunite spells.

Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 08:06:21 PM
Hanna reaches level axe.

- Axe 26//Axe Champion 15.
- Axe on 1daxe for a total of axe and a grand total of axe.
- +1 BAB for a total of axe.
- Gains axe.
- Gains axe.
- Gains axe.
- Skills go up axe.
- Selects Axe(Axe) as a new feat.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 06, 2017, 08:31:33 PM
Quote from: Anastasia on June 06, 2017, 08:06:21 PM
Hanna reaches level axe.

- Axe 26//Axe Champion 15.
- Axe on 1daxe for a total of axe and a grand total of axe.
- +1 BAB for a total of axe.
- Gains axe.
- Gains axe.
- Gains axe.
- Skills go up axe.
- Selects Axe(Axe) as a new feat.
I'd like to axe a few questions about this.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 09:30:38 PM
I lost most of Hanna's level 25 due to clicking the wrong button, so abbreviated version.

11 on the hit die, skills and BAB are normal, +1 regeneration, +1 spell resistance, +5 electricity regeneration, +11th level spell that's another superb dispelling, +2 6th level Champion spell slots which are heal x2. Todo: Check her slots there, I think something's off. Anyway.

- Dire Charge(CoG15) as her bonus feat.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 10:27:24 PM
Hanna reaches level 26.

- Planetar 26 and Champion of Gwynharwyf 16.
- 3 on a d12 for a total of 12 hit points and a grand total of 396 hit points.
- +1 BAB for a total of 26.
- +1 spell resistance for a total of 40.
- +1 damage reduction for a total of 9/-.
- Gains 26th level cleric casting and +1 11th level spell slot. She develops a new spell, Hanna's Charge. Let me know if you all think it's too weak or strong.
- Gains 16th level champion of Gywnharwyf casting and +1 6th level spell slot. Hello another heal spell.
- +1 all saves.
- Skills go up as normal.
- Gains Words of Creation as a bonus feat. This frees up her WW2 feat, so she swaps in Exalted Protection for an extra save bump.

Pretty good level.

Hanna's Charge
Transmutation
Level: Clr 11
Components: V
Casting Time: 1 standard action
Range: 70ft
Area: All allies within a 70ft radius burst centered on you.
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance No

All allies (including yourself) within 70ft gain a +5 bonus to attack rolls when charging and deal double damage with a charge attack. Additionally, creatures affected by this spell can charge through difficult terrain without penalty under this spell and do not provoke attacks of opportunity when making charges.

The +5 bonus to attack rolls when charging stacks with the normal +2 bonus when making a charge. The damage doubling when making a charge attack stacks with dire charge and similar boosts. Remember that two doublings equal a tripling and so forth.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 10:47:58 PM
Canderella reaches level 25.

- Succubus 25 and Marshal 11.
- 3 on a d8 for a total of 11 hit points and a grand total of 319 hit points.
- +1 BAB for a total of +25.
- +1 spell resistance for a total of 35.
- Gains 23rd level sorcerer casting. +1 10th level spell per day and +1 10th level spell known. She'll grab Jaela's Teleport Block.
- Skills go up as normal.

Unremarkable level for her, all told.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 11:32:46 PM
Canderella reaches level 26.

- Succubus 26 and Marshal 12.
- 4 on a d8 for a total of 12 hit points and a grand total of 331 hit points.
- +1 BAB for a total of +26.
- +1 spell resistance for a total of 36.
- Gains 24th level sorcerer casting. +3 spells per day and +1 spells known, both 11th level. She goes with epic mage armor.
- +1 to all saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on June 06, 2017, 11:52:54 PM
Sylvie reaches level 25.

- Factotum 25 and Chameleon 15.
- 7 on a d8 for a total of 17 hit points and a grand total of 386 hit points.
- +1 BAB for a total of +25.
- +1 daily uses of opportunistic piety.
- +1 daily uses of aptitude focus.
- +1 daily uses of mimic class feature.
- Gains 15th level chameleon casting. +1 7th level spell slot in both arcane and divine. Sylvie goes with Bite of the Werebear (hi Gildas) and Fortunate Fate.
- Skills go up as normal.

Solid levle, got a lot of little things.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 07, 2017, 12:34:16 AM
Sheet updated with corrected saves and skill points distributed.

Edit: Taking Simmer's Surprise for Sorc 8 instead of Mystic Shield.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 12:48:37 AM
Sylvie reaches level 26.

- Factotum 26 and Chameleon 16.
- 1 on a d8 for a total of 11 hit points and a grand total of 397 hit points.
- +1 BAB for a total of 26.
- Gained a new arcane dilettante spell and they now have a limit of 9th level.  Sylvie selects Wish.
- +1 inspiration for a total of 14/encounter.
- Gains 16th level chameleon casting. +1 7th level spell slot for both arcane and +2 8th level arcane slots. For the 7ths she selects Bite of the Wearbear and Aura of Vitality. Both duplicates but useful duplicates. The 8th levels are Superior Invisibilityx2.
- +1 to all saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 11:36:36 AM
Tepen reaches level 25 and 26.

- Wizard 26 and Factotum 6.
- 6 and a 2 on 2d8 for a total of 20 hit points and a grand total of 344 hit points.
- +1 BAB for a total of 18.
- Maximum spell level for arcane dilettante rises to 2nd.
- +1 inspiration for a total of 4 per encounter.
- Gained opportunistic piety. Healing's always a nice option to have.
- Gains 25th and then 26th level wizard spellcasting. This grants him +2 11th level spell slots. Tepen selects Epic Mage Armorx2. There was a custom spell here, but on review I decided it was a bad idea, so he'll stick with those.
- +1 to all saves.
- Skills go up as normal.
- Grabs Improved Metamagic(W26). Todo: Resort and integrate his metamgic into his spell list.

Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 11:53:06 AM
Moore reaches level 27!

I realized I've been doing bab wrong so far, not that it really matters, but I'll correct it at this level. Moore has a 20.25 BAB at 27 (I think that's the right math? 27*.75 for the BAB growth anyway. Obviously you don't count the .25 as anything so it rounds down to 20), so he has 20/15/10/5 for BAB without any modifiers.

Just to be clear, Epic Bard still gets a feat at 23 and 26, while we get feats at 21, 24 and 27, right? Just making sure.

At any rate, this is Bard 27 and Fatesinger 13, which means I get 2 feats, 1 from Epic Fatesinger 3 and the other from 27.

5 on a d6 for a total of 14 and a grand total of 336 HP. BAB might rise but I don't really care since I've been messing it up anyway. SR rises by 1 to 42.

He gains an extra 8th level spell known and a 9th level spell known on the bard side. I have not picked spells for these yet, but the 9th level spell is likely to be Wish. I have to work out a divination spell and probably custom make one for that.

On the Fatesinger side this levels him up to 16th level Favored Soul casting, which grants him 1 extra 5th, 6th and 7th level Favored Soul spells as well as 3 8th level spells. I will pick these later, just want to make sure I get this post up first.


One of his epic feats is going to go into Permanent Emanation and he's going to pick Hindsight for it. We'll see how this works out. If it ends up broken or something I can pick something else.

The second epic feat will likely go into Epic Inspiration but I have not decided on that yet.
Title: Re: Random DM nagging.
Post by: Corwin on June 07, 2017, 11:58:05 AM
Quote from: Anastasia on June 06, 2017, 10:27:24 PM
- Gains 26th level cleric casting and +1 11th level spell slot. She develops a new spell, Hanna's Charge. Let me know if you all think it's too weak or strong.

Hanna's Charge
Transmutation
Level: Clr 11
Components: V
Casting Time: 1 standard action
Range: 70ft
Area: All allies within a 70ft radius burst centered on you.
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance No

All allies (including yourself) within 70ft gain a +5 bonus to attack rolls when charging and deal double damage with a charge attack. Additionally, creatures affected by this spell can charge through difficult terrain without penalty under this spell and do not provoke attacks of opportunity when making charges.

The +5 bonus to attack rolls when charging stacks with the normal +2 bonus when making a charge. The damage doubling when making a charge attack stacks with dire charge and similar boosts. Remember that two doublings equal a tripling and so forth.

After careful review I think this is an awesome spell! It does, however, have a few weak spots I would like to go into.

Okay! While anything to make charging scarier is not bad by default, here are a few things:
-The duration means that you have ~5 rounds of it going by your CL by the time you get the spell. How often do you charge on subsequent rounds? It's not a pounce, after all. You'd end up remaining in melee more often than not. So it's good for 2 charges a casting at most, probably?
-It's also a standard action spell that makes you waste an action, and not everyone has my quicken hax to get around that. I realize that this is more of a commander/marshal thing, but no reason Hanna can't benefit properly from her own spell. How about a long-duration spell (per hour, per 10min...) that's precast but then activated when you decide you want it? Like Divine Insight and similar spells.

Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 12:03:35 PM
To answer Cor's question over here properly, I think both my sides have 3/4 BAB. It isn't much of an issue, I only had 22 anyway at 25.

EDIT: Also my will save was 1 point too high. I was using Fatesinger's progression even after we got past level 20. Oops!
Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 12:29:25 PM
Question: Would Epic Inspiration work on all my different abilities that use bardic music uses? I.e. would it also increase my Fatesinger abilities by 1? I don't think it'd be terribly unbalanced if it did.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 12:36:21 PM
Adrian reaches level 25 and level 26.

- Rogue 17 and Planar Champion 14, both up by 2.
- 3 and 6 on a d10 for a total of 27 hit points and a grand total of 385 hit points.
- +2 BAB for a total of 26.
- Sneak attack+1d6 to +9d6. More damage is good.
- New rogue special ability. He selects opportunist. He may retrain this into a few in a few days, going back and forth on it. That or see if he can squeeze in savvy rogue somehow.
- Spell resistance +2 to 36.
- All saves rise by 1.
- Skills go up as normal.
- Gains Shared Planar Surviva(PC13) as a bonus feat.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:10:15 PM
Quote from: Corwin on June 06, 2017, 01:56:07 PM
Greater Cone of Cold

Looks good. Let me make a version that isn't a straight copy/paste real quick.

Greater Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 10, Water 10

As cone of cold, except with a maximum of 30d6 damage.

Quote:(

Sorry, but some domain spells being mediocre is just the nature of the beast. That and I really don't want to start swapping them around too much, it really is increasing my work load and making things need to be rejiggered, so the standard for doing so is high. Generally, a spell not being that good doesn't meet that standard.

QuoteMiracle of Health is actually Remove Disease on an epic scale. Remove Disease is the lvl3 slot for the domain, so I figure it works really well.
I figured Shape Soul should fit decently.
As for regen, there's a bunch of restoration spells in the domain so I thought they might work.

Miracle of Health works the best of the three and I think I'll go with that. Editing now.

Shape Soul I'm hesitant to use. The description notes it's rarely given to mortals, it isn't the sort of thing that really works on demand, since using it unwisely gets you smited. Like miracle, you don't cast it as much as politely request it and hope your deity agrees. It does fit thematically, though.

QuoteCan Many Moments of Prescience be Time 11? Then Superior Mighty Wallop works for War.

Done and done.

QuoteGreater Displacement

Remind me tomorrow, need to do a bit of DM homework on one part of this.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:14:28 PM
Quote from: Corwin on June 06, 2017, 02:18:55 PM
I have question about the Burst of Glory writeup

Spoiler: ShowHide
Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.


Close range is 25ft+5ft/2 levels, so I'm confirming that the 25ft/2 levels range in the writeup is correct.

Also, neutral outsiders and others would probably be 15d12. It seems to be half the dice in Bolt of Glory, except there 15 divided by 2 ends up as 7.

That was a typo in range, fixed. Thanks!

I believe I just doubled the base values rather than recalculated it. The difference is negligible, so we'll go with that, sure.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:18:25 PM
Quote from: Corwin on June 06, 2017, 03:01:08 PM
I know, I just wanted to do something a bit more different than 'this is the same spell except with a larger bonus'. I sorta get that the martyr's kiss spell has a real drawback, though I stuck to just a weapons boost and to a short duration to compensate.

As for sacred as opposed to enhancement, it's honestly unimportant. I don't think there are normally enhancement bonuses to attack and damage. Maybe drop the sacred/enhancement part altogether and call it a flat +10 to hit/to damage? Or +8, if you really think it's too much?

It was meant to be enhancement bonuses to Strength like the original spell, my reply got a bit mangled somehow and missed clarifying that. Whoops.

Anyway, work up a +8 version real quick.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:28:31 PM
Quote from: Yuthirin on June 06, 2017, 03:15:00 PM
Firstly, again happy birthday, Dune.

Secondly, on the creation of dorjes:

The SRD states that the cost to create a dorje is 375 x Level of Power x level of caster.

However, the math they list for the sale of dorjes doesn't properly equate. I broke it down, and in actuality the math shows the cost to purchase a dorje is:

375 x Level of Power x TWICE the level of caster

What's your take on this?

Dorjes are wands, right? The prices in the SRD match that of SRD wands and seem to use that formula.

Where'd you get the formula for dorjes? I don't see it in the SRD offhand.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:32:12 PM
Quote from: Nephrite on June 06, 2017, 03:24:30 PM
Quote from: Anastasia on June 06, 2017, 02:22:48 PM
Quote from: Nephrite on June 06, 2017, 01:24:58 PM
Because I love to nag: There are no Bard 8 divination spells currently (obviously the variant wasn't really designed with that in mind) could we work and come up with one? It seems like the class generally lowers the levels of other divination-related spells when it adds them to the bard list, as seen here: 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th);

Thank you. :D

Go for it. Propose something reasonable and that fits or make a new spell.

I think it'd be reasonable for Bardic Sage to learn Foresight at 8 instead of 9, what do you think? (I still have to come up with a bard spell for 9, even saying that...)

Yeah, sure, that's fine. Just make a note about that on your sheet.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:33:13 PM
Quote from: Yuthirin on June 06, 2017, 03:33:13 PM
Also, can Arrows of Spell Storing also store psionic powers?

RAW no but the way I run magic/psionics transparency, I'd allow it unless a particular combination is broken.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:43:14 PM
Quote from: Nephrite on June 06, 2017, 05:44:32 PM
Trying to think of a spell that might fit into Bard 8th or 9th casting and probably fall into Cleric casting too.

Is it normal to add further progression / added spells for variant classes? I was thinking Bardic Sage could add the spell to the bard's spell list otherwise. Let me know your thoughts. I could just have it part of Bard casting by default, I don't think that it'd be terribly unbalanced at Bard 8 or something. Maybe the other schools could use a bump.


Erathaol's Insights
Divination
Level: Cleric 9, Wisdom 9, (Sorcerer 10, Wizard 10?) (Paladin something?)
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10m/level

This spell ushers the wisdom and insights of Erathaol of the Hebdomad. While this spell is in effect, you gain an insight (sacred?) bonus equal to your caster level (Maximum +25) (CL/5 if sacred?) to all Knowledge checks and can make Knowledge checks untrained. In addition, you also receive the benefit of Scholar's Touch, Comprehend Languages, Read Magic (redundant?) spell for the duration.


If the additional spells make it too strong then you can bump the level up a bit or just take them out. Just trying to think of something that has a bit of flavor.

EDIT: I think it'd be fine to make this a "hidden" spell, perhaps only given to those who follow Erathaol, like the Lathanderite and Sunite spells.

Sounds awfully familiar.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Material Component

A miniature book.

(Turns out this wasn't in the Spell Collection. Odd oversight. Fixed now.)
Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 01:45:15 PM
That does look awfully familiar! Could you add it as a Bard 9 spell, perhaps?
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:46:09 PM
Quote from: Iron Dragoon on June 07, 2017, 12:34:16 AM
Sheet updated with corrected saves and skill points distributed.

Edit: Taking Simmer's Surprise for Sorc 8 instead of Mystic Shield.

Cool, done.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 01:52:26 PM
Quote from: Nephrite on June 07, 2017, 11:53:06 AMJust to be clear, Epic Bard still gets a feat at 23 and 26, while we get feats at 21, 24 and 27, right? Just making sure.

Correct.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 02:03:17 PM
Quote from: Corwin on June 07, 2017, 11:58:05 AM
Quote from: Anastasia on June 06, 2017, 10:27:24 PM
- Gains 26th level cleric casting and +1 11th level spell slot. She develops a new spell, Hanna's Charge. Let me know if you all think it's too weak or strong.

Hanna's Charge
Transmutation
Level: Clr 11
Components: V
Casting Time: 1 standard action
Range: 70ft
Area: All allies within a 70ft radius burst centered on you.
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance No

All allies (including yourself) within 70ft gain a +5 bonus to attack rolls when charging and deal double damage with a charge attack. Additionally, creatures affected by this spell can charge through difficult terrain without penalty under this spell and do not provoke attacks of opportunity when making charges.

The +5 bonus to attack rolls when charging stacks with the normal +2 bonus when making a charge. The damage doubling when making a charge attack stacks with dire charge and similar boosts. Remember that two doublings equal a tripling and so forth.

After careful review I think this is an awesome spell! It does, however, have a few weak spots I would like to go into.

Okay! While anything to make charging scarier is not bad by default, here are a few things:
-The duration means that you have ~5 rounds of it going by your CL by the time you get the spell. How often do you charge on subsequent rounds? It's not a pounce, after all. You'd end up remaining in melee more often than not. So it's good for 2 charges a casting at most, probably?
-It's also a standard action spell that makes you waste an action, and not everyone has my quicken hax to get around that. I realize that this is more of a commander/marshal thing, but no reason Hanna can't benefit properly from her own spell. How about a long-duration spell (per hour, per 10min...) that's precast but then activated when you decide you want it? Like Divine Insight and similar spells.

2 charges on average, yeah. Spikes higher or lower depending on circumstances. Of course, ideally your allies also charge so it's more than just the charges you make with it.

I thought about it, but it made it too complicated and too easy to precast and call on whenever. It's banking an action to do it later, and I wasn't happy with the balance I got with that. To be honest, I also disagree with your sentiment that Hanna can't properly benefit from it as written. She has to delay her charge a round, but that just means she casts it a round before she needs to charge or bats cleanup in the next round - charge whatever survived the initial rush with the intent of finishing them off.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 02:10:01 PM
Quote from: Nephrite on June 07, 2017, 12:29:25 PM
Question: Would Epic Inspiration work on all my different abilities that use bardic music uses? I.e. would it also increase my Fatesinger abilities by 1? I don't think it'd be terribly unbalanced if it did.

I'd allow it on a case by case basis.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 02:10:52 PM
Quote from: Nephrite on June 07, 2017, 01:45:15 PM
That does look awfully familiar! Could you add it as a Bard 9 spell, perhaps?

For now just count as bardic sage available for 9th level. I'll consider it in general, but that'll cover you regardless.
Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 02:13:03 PM
Works for me!
Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 02:29:10 PM
Notating here I'm taking Epic Inspiration for level 27 and Permanent Emanation, Hindsight as my 27 and Fatesinger 3 epic feats.

Also here's a spoiler block on spell changes.

Spoiler: ShowHide
Moved most divination bard spells to the extra spell known. Filled in those gaps at 0 with Ghostharp and 1 at Mimicry.
Removed Hindsight as he's taking Permanent Emation, Hindsight.
Moved Superior Resistance over to Favored Soul casting.
Moved Heroes' Feast to Bard casting.
Swapped Summon Monster 8 to Favored Soul casting.
Added Disrupting Weapon for 5th
Bolt of Glory and Lucent Lance for 6th
Regenerate for 7th 

Took Righteous Halo and Wall of Greater Dispel Magic for my 8th level slots.

Took Antimagic Ray in 7th level bard casting since I moved Vision to the divination slot. Took Antimagic Sound and Greater Harmonic Void for 8th level spells.

Added Wish as 9th level Bard spell with Bibliotheca Arcana as Bardic Sage's 9th level divination slot.


EDIT: Guess who already took Epic Inspiration once before? This guy!!! I know you can take it multiple times but I'm going to see if I really want to do that.

EDIT: I'm going to take Polyglot instead. There's time for a slew of epic inspirations later.
Title: Re: Random DM nagging.
Post by: Corwin on June 07, 2017, 03:07:31 PM
Quote from: Anastasia on June 07, 2017, 01:10:15 PM
Shape Soul I'm hesitant to use. The description notes it's rarely given to mortals, it isn't the sort of thing that really works on demand, since using it unwisely gets you smited. Like miracle, you don't cast it as much as politely request it and hope your deity agrees. It does fit thematically, though.

Remind me tomorrow, need to do a bit of DM homework on one part of this.

To be fair, Miracle ends up on a couple domain lists too. I think it's fair that some clericy type that reached the point of getting lvl11 domain spells and has the Renewal domain could be granted Shape Soul from their deity. If the deity disagrees with the actual usage, like with Miracle, it won't work.
Title: Re: Random DM nagging.
Post by: Corwin on June 07, 2017, 04:02:29 PM
Quote from: Anastasia on June 07, 2017, 01:18:25 PM
It was meant to be enhancement bonuses to Strength like the original spell, my reply got a bit mangled somehow and missed clarifying that. Whoops.

Anyway, work up a +8 version real quick.

Greater Divine Power
Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +8 bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 07, 2017, 04:30:02 PM
Quote from: Anastasia on June 07, 2017, 01:28:31 PM
Quote from: Yuthirin on June 06, 2017, 03:15:00 PM
Firstly, again happy birthday, Dune.

Secondly, on the creation of dorjes:

The SRD states that the cost to create a dorje is 375 x Level of Power x level of caster.

However, the math they list for the sale of dorjes doesn't properly equate. I broke it down, and in actuality the math shows the cost to purchase a dorje is:

375 x Level of Power x TWICE the level of caster

What's your take on this?

Dorjes are wands, right? The prices in the SRD match that of SRD wands and seem to use that formula.

Where'd you get the formula for dorjes? I don't see it in the SRD offhand.

I got it from here: http://www.d20srd.org/srd/psionic/items/creatingPsionicItems.htm#creatingDorjes
Title: Re: Random DM nagging.
Post by: Yuthirin on June 07, 2017, 08:41:23 PM
Tryll reaches level 27!

A bunch of stuff was wrong because I never built spreadsheets for them!

HP goes up by a bunch!
Feats got restructured due to taking the Psicrystal Empowerment ACF!
New feats were taken!
Skills went up!
Saves went up!
BAB went up!
Calleigh got some feats!
Title: Re: Random DM nagging.
Post by: Nephrite on June 07, 2017, 09:03:59 PM
Quote from: Yuthirin on June 07, 2017, 08:41:23 PM
Tryll reaches level 27!

A bunch of stuff was wrong because I never built spreadsheets for them!


This is how I feel literally every time we level up.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 10:01:50 PM
Misalea reaches level 25. One at a time since her build is complicated.

- Arcane Duelist 15 and Sentinel 11.
- 5 on a d10 for a total of 11 hit points and a grand total of 274 hit points.
- +1 BAB for a total of 25.
- Skills go as normal.
- Gains a bonus feat from spell-less sentinel. Misalea selects Extra Smiting(S11). She'll need more smites in the next 90 days, I'm sure.

A dead level on both sides, aside from a bonus feat. Rough.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 10:17:17 PM
Misalea reaches level 26.

- Arcane Duelist 16 and Bard 15.
- 5 on a d8 for a total of 11 hit points and a grand total of 285.
- +1 BAB for a total of 26.
- Gained inspire heroics. Handy enough.
- Gained 15th level bard casting. That's on the todo after this, since she needs a revamp there.
- +1 to all saves.
- Skills go up as normal.
- Gains a bonus feat from Arcane Duelist 16. Misalea selects Improved Enchant Chosen Weapon(AD16).

Marginally better, pending spells.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 10:54:37 PM
Dana reaches level 25 and 26.

- Dwarven Defender 13 and Psychic Warrior 18.
- 4 and 2 on 2d12 for a total of 22 hit points and a grand total of 366 hit points.
- +2 BAB for a total of 26.
- +1 trap sense for +3 total, since she can't ACF it out.
- +1 defensive stances per day. Sure, she could use that.
- +1 dodge bonus to AC. Always appreciated with her build.
- Gains 26th level psychic warrior manifesting. Her new maximum power point total is 325. She gains 1 new power of 8th level or lower, so she whips this up. She goes with Dana's Endurance, below. (Yuth, let me know what you think of this one.)
- +1 to all saves.
- Skills go up as normal.
- Gains a bonus feat from Psychic Warrior 17. Dana selects Psionic Body(PW17). Her new maximum hit points is 392.

Okay set of levels, got something of everything.

Dana's Endurance
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 15

You manifest a burst of power that grants you 75 temporary hit points, fast healing 5 and a +5 bonus to Fortitude saving throws. As an immediate action, you can end this spell to gain mettle for a Fortitude save. You must do this after the Fortitude save is called for but before you roll it.

You retain the +5 bonus to Fortitude saves for the save you gain mettle for.

Augment

For every additional power point you spend, the number of temporary hit points you gain increases by 5.

For every 2 additional power points you spend, the fast healing you gain increases by 1.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 11:20:19 PM
NOW HEAR THIS!

The MIGHTY BALERUK has deigned to advance further. HIS PRISMATIC MAJESTY SHALL NOW DISPLAY A TINY FRACTION OF HIS VAST POWER TO ALL OF AURORA!

AS YOU LESSER MORTALS so struggle to describe my majesty in an incomplete way, I am now a prismatic dragon 29 and abomination 29. Know that Baator itself now QUAKES AT MY NAME!

Cower, for my hit points are vast. 667 of them, one extra for THE ABYSS FLED IN TERROR AND BEGGED FOR ME TO HAVE ANOTHER, SO THAT THEY WOULD NOT BE SHAMED BY BASKING IN MY RAINBOW LUSTER!

My scales cannot be breached, for they are 5 points harder now. This 'natural armor bonus' you so crudely cite is now +27 instead of +22. You are welcome.

Hmph, I am NOT MERELY CONSTRAINED BY WHAT you call BAB. Nonetheless, I will humor you and put it at a mere 29 points, an increase of 5 from before. It would not do to completely shatter your primitive attempt to encapsulate my grandeur.

25?! 25?! NO! I will NOT STAND FOR THIS BLASPHEMY! MY DAMAGE REDUCTION IS NOW 30, AND BE THANKFUL I DO NOT EXPEND THE SLIGHTEST EFFORT TO MAKE IT 300, FOR SUCH IS WELL WITHIN MY PRISMATIC GRASP!

Record this and record it well, for this is of the utmost importance. My spell resistance is now 44, but know that no magic dares strike Baleruk unless I allow it!

Likewise, I adjust my regeneration to 34, though no creature you dare fight shall ever come close to damaging me.

I bolster my saving throws by 1. Nothing more needs to be said, for THAT IS THE WILL OF BALERUK!

Afina! I demand that you record this: My skills have all risen by 5 ranks. For I find the number 5 pleasing today. TREMBLE IN FEAR, FOR TOMORROW ANOTHER NUMBER SHALL BE SO EXALTED IN THE NAME OF BALERUK!

Very well, I give you permission to award me Improved Rapidstrike(27). Rejoice, for this is the most important moment of your life.

The following spells are now revered, for I have wield them with my ineffable and irresistible power: Chaos Hammer, Moonbow, Acid Storm and Greater Teleport.

Thus I am Baleruk, AND THIS SHALL BE WRITTEN HERE, NOW AND FOREVER!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 07, 2017, 11:26:52 PM
Hey Baleruk.

The Great and Powerful Surraruthru's draconic magic overshadows yours. If you need some tutoring, I'm sure we can work something out.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 11:32:10 PM
Baleruk deigns to only show the barest hint of his true arcane mastery, for casting spells of the 80th circle around lesser beings is unbecoming of one of MY PRISMATIC MAJESTY!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 07, 2017, 11:32:47 PM
Quote from: Anastasia on June 07, 2017, 11:20:19 PM
NOW HEAR THIS!
Oh friggin Christ.
Title: Re: Random DM nagging.
Post by: Anastasia on June 07, 2017, 11:38:10 PM
Quote from: Yuthirin on June 07, 2017, 11:32:47 PM
Quote from: Anastasia on June 07, 2017, 11:20:19 PM
NOW HEAR THIS!
Oh friggin Christ.

It is acceptable to be overawed, mortal. For it is known that this moment IS THE MOMENT WHEN YOU GLIMPSED TRUE DIVINE ROYALTY!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 07, 2017, 11:56:19 PM
Quote from: Anastasia on June 07, 2017, 11:38:10 PM
Quote from: Yuthirin on June 07, 2017, 11:32:47 PM
Quote from: Anastasia on June 07, 2017, 11:20:19 PM
NOW HEAR THIS!
Oh friggin Christ.

It is acceptable to be overawed, mortal. For it is known that this moment IS THE MOMENT WHEN YOU GLIMPSED TRUE DIVINE ROYALTY!
Gimme your regen you discount Skittle factory.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2017, 12:02:14 AM
Serve loyally as a disciple and I shall consider your request.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 08, 2017, 12:22:05 AM
Quote from: Anastasia on June 07, 2017, 10:54:37 PM
Dana's Endurance
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 15

You manifest a burst of power that grants you 75 temporary hit points, fast healing 5 and a +5 bonus to Fortitude saving throws. As an immediate action, you can end this spell to gain mettle for a Fortitude save. You must do this after the Fortitude save is called for but before you roll it.

You retain the +5 bonus to Fortitude saves for the save you gain mettle for.

Augment

For every additional power point you spend, the number of temporary hit points you ain increases by 5.

For every 2 additional power points you spend, the fast healing you gain increases by 1.

I'm not sure I like it so much as an 8th level power. It's a slightly less-powerful Vigor and a hobbled-but-augmentable True Metabolism, with a Fort boost thrown in. And a Mettle gimmick. I like it more as a 6th level power. If it's 8, it should be Immediate.

Or lose one of those augments, and make it augmentable to be immediate.

Keep in mind how augmenting works. It's not just "I dump x points into Y power and get all the augmentations for both."

Example:

Dana's Endurance
Cost: 15pp

Say I want to augment it up to my ML, which is 29. That doesn't mean I get an additional 60 temp HP AND an additional 6 fast healing. I have to pick out where that all goes. I can have either the 60 HP, the fast healing 6, or some combination thereof.

Unless you rewrite the power to state that one of those is in addition to the other augment. Then you get both.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 08, 2017, 12:49:50 AM
Dune, there's a feat in Complete Arcane named Arcane Mastery, pg. 73.

Could I get a Greater version of this and put it on an item?
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2017, 10:56:38 AM
Sage Vul'lath reaches level 25 and 26.

- Savant 24 and Loremaster 16.
- 2 and 3 on 2d8 for a total of 21 hit points and a grand total of 322 hit points.
- +2 BAB for a total of 24.
- Bonus to sneak attack damage from Craven rises by 2 to 26.
- Power resistance +2 to 31.
- Skill assistance rises to 35ft.
- Gains 24th level savant casting. +2 5th level arcane spell slots, which go into two teleports. +1 3rd level, +2 4th level and +1 5th level divine spell, which becomes Create Food and Water, Freedom of Movement, Divine Power and Righteous Might.
- Gains 26th level diviner casting. +2 11th level spell slots, which becomes a second Epic Mage Armor and Many Moments of Prescience. I'll come back to a possible custom 11th level spell for him later.
- +1 to all saves.
- Skills go up as normal.
- Vul'lath gains two news feats, Epic Master of Knowledge(L16) and Epic Skill Focus(Knowledge:Planes)(S14). Epic Master of Knowledge isn't technically a Loremaster epic bonus feat since it's homebrew, but it's 100% on the class's flavor, so I'd allow it.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2017, 01:20:42 PM
Ebony reaches level 25 and 26.

- Sylican Angel 26 and Singer of the Celestial Choir 5.
- 1 and 6 on 2d8 for a total of 21 hit points and a grand total of 292 hit points.
- +2 BAB for a total of +26.
- +2 spell resistance for a total of 36.
- 2 more daily uses of bardic music.
- Gains song of holiness. This is pretty good defensive boost, with SR, DR and a +7 sacred bonus to AC wrapped together.
- Gains improved words of creation. This is sincerely useful for her and a great pickup.
- Gains 26th level bard casting. +2 8th level spells per day and +2 8th level spells known, as well as +1 7th level spell per day. She selects regenerate and summon monster 8.
- Gains 24th level sorcerer casting. +1 10th level spells per day, +4 11th level spells per day and +1 11th level spells known. She grabs sunlance.
- +1 all saves.
- Skills go up as normal.
- Gains a new feat. Inspire Excellence(SCC5), which lets her boost ability scores with a competence bonus. This'll help.
Title: Re: Random DM nagging.
Post by: Corwin on June 08, 2017, 01:36:47 PM
As requested, my last IC question went unanswered due to getting missed.

http://www.soulriders.net/forum/index.php/topic,103978.msg1096117.html#msg1096117
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2017, 03:01:18 PM
Balyss reaches level 25 and level 26.

- Silverstar 16 and Favored Soul 26.
- 2 and 2 on a d8 for a total of 16 hit points and a grand total of 264 hit points.
- +2 BAB for a total of 22.
- Turn undead goes up by +1d6 and the DC increases by 1.
- Moonhand rises to moonhand+6, lightning blast.
- +1 daily uses of moonfire. Always handy.
- +5 damage reduction 15/cold iron and evil.
- +10 fire resistance for fire resistance 30.
- Gains 26th level cleric spellcasting. That's +2 11th level spell slots. She'll grab two quickened lunatic's lights.
- Gains 26th favored soul spellcasting. That's +1 10th level and +1 11th level spell per day, as well as +2 11th level spells known. She gets superb dispelling and Selune's rejection.
- +1 to all saves.
- Skills go up as normal.
- Gains a new feat, which is placeholdered for now since I'm torn on bonus domain choices or another option altogether. Todo: Fix this.
Title: Re: Random DM nagging.
Post by: Anastasia on June 08, 2017, 11:09:41 PM
Quick update: Balyss will use armor skin as a place holder until I get her feat worked out.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 12:26:59 AM
Simmer reaches level 25 and 26.

- Barbarian 19 and Lord of the Bright Fires 16.
- 12 and 7 on 2d12 for a total of 37 hit points and a grand total of 383 hit points.
- +2 BAB for a total of 22.
- Spell sense increases to +6.
- Damage reduction rises by 1 to 5/-.
- Gains 25th level sorcerer spellcasting. +2 10th level spells per day plus +3 11th level spells per day and +2 11th level spells known. She goes with Volcanic Genesis and Epic Mage Armor.
- +1 to all saves.
- Skills go up as normal.
- Gains a new feat. Simmer selects Enhance Spell(LBF16).
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 12:39:11 AM
Meanwhile, Ellese works to save herself.

<Serith> Tiny_Ko_Army roll for Serith < 20 > [d20=12]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 7 > [d20=2]
> roll 1d20+8 Charisma
<Serith> Tiny_Ko_Army roll for Serith < 13 > [d20=5]
> roll 1d20+5 Ellese Intelligence
<Serith> Tiny_Ko_Army roll for Serith < 21 > [d20=16]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 23 > [d20=15]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 16 > [d20=11]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 13 > [d20=5]
> roll 1d20+5 Ellese Intelligence
<Serith> Tiny_Ko_Army roll for Serith < 24 > [d20=19]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 26 > [d20=18]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 7 > [d20=2]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 26 > [d20=18]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 17 > [d20=12]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 24 > [d20=16]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 8 > [d20=3]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 27 > [d20=19]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 19 > [d20=14]

More on this soon.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 01:36:30 AM
Crystal reaches level 25 and 26.

- Ranger 22 and Defender of the Natural World 12.
- 1 and 4 on 2d10 for a total of 17 hit points and a grand total of 288 hit points. Boo Serith. Bad kitty.
- +2 BAB for a total of 26.
- +2 spell resistance for a total of 39.
- Gains 22nd level ranger spellcasting. +3 5th level spell slots, which goes to another owl's insights, divine agility and inner beauty.
- Gains 26th level paladin spellcasting.  +3 6th level spell slots, which brings in bolt of glory, heal and unicorn heart.
- +1 to all saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Corwin on June 09, 2017, 02:03:26 AM
Where can I find the epic sorc table? Specifically, spells known and spell per day?
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 02:06:02 AM
Hope time.

Crystal goes from effective ranger level 23 to 25. This gets Hope an animal companion level up.

- Hope gains 2 hit dice, which puts him at level 29.
- 11 and 5 on 2d12 for a total of 38 hit points and a grand total of 522 hit points.
- +2 BAB for a total of 29.
- +2 spell resistance for a total of 34.
- +1 all saves.
- +1 Strength from level 28, which puts it at 32. Yay, more hitting things.
- Skills go up as normal.
- +2 natural armor from animal companion boost.
- +1 Strength and Dex, which puts them at 33 and 31, respectively.

There's more!

Crystal goes from effective paladin level 24 to 26. This gets Hope more mount special abilities.

More on this in the next post, saving his sheet and posting this now in case I get sleepier.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 02:06:27 AM
Quote from: Corwin on June 09, 2017, 02:03:26 AM
Where can I find the epic sorc table? Specifically, spells known and spell per day?

http://www.soulriders.net/forum/index.php/topic,103118.0.html

Under the Epic Magic tab.
Title: Re: Random DM nagging.
Post by: Corwin on June 09, 2017, 02:13:05 AM
Thanks!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 09, 2017, 03:08:05 AM
As an annotation:

Swapping Might of the Planetar for Retributive Enveration for my Grand Weaver 2: Adaptable Tapestry slot.

Also requesting the adding of this modification to Rain of Desolation thanks to Yuth:

Rain of Devastation
Abjuration/Evocation [Acid]
Level: Drd 12, Sor/Wiz 12, Water 12
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (40ft radius, 80ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell summons a searing acid rain. Creatures within it are struck by a rain of viscous, clinging globules of acid as the magic around them is stripped away. All creatures within the radius are treated as being affected by a targeted greater dispel magic (maximum dispel check modifier of +30). Creatures exposed to this rain take 5d6 points of acid damage. This damage rises by 2d6 for each spell or spell-like ability dispelled by this spell, to a maximum of 50d6. This
Focus
A white crystal in the shape of a teardrop, worth no less than 2,000 gold.
Title: Re: Random DM nagging.
Post by: Corwin on June 09, 2017, 05:33:23 AM
Done with Jaela, barring purchases and misunderstandings re: my posted stuff. Onwards!

Some Lucy stuff.

1) There's a 3.0 Feat from Races of Renown - Bastards and Bloodlines named Lost Tradition. According to my understanding it allows you to use a different stat with a casting class (ie if you wanted Wis-based Favored Souls). This basically means spell DCs and bonus spells. If it is allowed I would like it to make my Archivist Cha-based rather than Int-based. Of course, if there's another way to do it that I overlooked, please let me know.
2) Confirming that when we get Stat X to AC untyped permanently from a class feature (in Lucy's case, Cha), and a spell like Beauty Triumphant gives the same Stat X to AC as a named bonus (in that case, deflection) temporarily they stack for the spell's duration due to the different bonus types.
3) Mage of the Arcane Order doesn't have an epic progression, but I'm presuming that lvl11 gives me spells, +0BAB and opens up the next level of Spellpool spells (10-12) in line with previous Spellpool advances. If I'm mistaken on anything, just say the word.
4) Do the succubus traits draw from succubus HD or overall HD? I know Spell Resistance goes off total HD with the way you treat it, but what about Energy Drain or the Succubus SLAs?
5) Perhaps related to that, her DR is 10/cold iron. Does it gain 'epic' due to her level alone to become 10/cold iron and epic?
6) I'm presuming she's starting play with no funds but keeps her original items.
Title: Re: Random DM nagging.
Post by: Corwin on June 09, 2017, 07:09:10 AM
Lucy post #2, Magic!

A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats, and spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

Searing Spell
Spoiler: ShowHide

(Sandstorm, p. 53)

[Metamagic]

Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.
Prerequisite

Benefit

A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell's actual level.


B) I'd like to verify how Arcane Spellsurge would work.

Specifically, what about interactions with Spellpool? Does it speed up spell retrieval from the Spellpool? What about after the spell had been called, does it affect the casting time?

I believe the answers are no and yes, but would like a confirmation.

Arcane Spellsurge
Spoiler: ShowHide

( Dragon Magic, p. 64)

Universal
Level: Sorcerer 7, Wizard 7, Wu Jen 7,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Green and yellow sparks fly off your body as a light breeze picks up, lifting loose debris and swirling around with a faint howl.

This spell speeds the flow of magic through you, hastening your spellcasting ability. Casting times for arcane spells are reduced as follows:
Normal Casting Time New Casting Time
1 standard action 1 swift action
1 full round 1 standard action
2-10 rounds 1 round less than normal

Arcane spellsurge has no effect on any spell with a casting time of greater than 1 minute or a casting time not listed on the table. You can't choose to ignore this effect; that is, you can't opt to cast a spell using its normal casting time. Thus, if all your spells normally have casting times of 1 standard action, they take 1 swift action instead, and because you can't take more than one swift action in a round, you won't be able to cast multiple spells per round while under the effect of arcane spellsurge. (If you have available spells with casting times of 1 full round, you are still able to cast more than one of those spells per round). However, a sorcerer or other spontaneous arcane caster could cast a metamagic spell (as a standard action) and a normal spell (as a swift action) in the same round.

This spell doesn't stack with any other effect that reduces a spell's casting time.

Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.


Calling a Spell from the Spellpool
Spoiler: ShowHide

Calling a spell from the Spellpool can be done at any distance but requires the caster to have an open, unused spell slot of the appropriate level. Wizards preparing spells for the day decide at that time whether to leave some spell slots open. A spellcaster can call only for a spell of a level that he could normally cast. He can call a number of spells per day whose total levels are equal to or less than half his caster level (round down, minimum one). For example, Turial Edemont, a 5th-level wizard/4th-level mage of the Arcane Order can call one 4th-level spell per day, two 2nd-level spells per day, or any other combination of spells whose levels do not exceed four, assuming he has slots available and his Spellpool debt isn't too high.
When a caster calls a spell, he takes a full-round action to concentrate on his focus (which provokes attacks of opportunity). The spell appears in the caster's mind at the beginning of his next turn and can be used immediately. However, if he does not cast the called spell within a number of minutes equal to his caster level, it fades from his mind as though cast. A wizard cannot learn a called spell, despite its temporary presence in his consciousness, though of course he could later attempt to learn the spell through standard means.


C) Wings of Flurry. As you'll recall, I brought up that it's listed under both banned and changed spells in the houserules. I believe the banned version is the mistake, given the spell was adjusted and that it's not a lvl2 spell but a lvl4 one. Unless you meant to write Wings of Cover? Lucy had both in Lost Realm without issues, so let me know if you want to change anything there.

D) Mage of the Arcane Order has the New Spell feature. The way it's written is a bit unclear in my situation, given that Lucy does actually use spellbooks (an arcane one due to the Arcane Preparation feat, and a divine one called a prayerbook from Archivist).
It's not quite what the ability is for, but can I use it to learn a non-wizard spell instead of my spell known? Like that cache of divine spells prepared as arcane that Baleruk grabbed, or something from the bard list?

Quote- 21 levels worth of divine spells converted to arcane spells: Aid, Holy Aura, Holy Smite, Holy Word. Medi spent a lot of time researching magic and made several potent breakthroughs. They've been lost to the ages, but these conversions survive. This is similar to Ebony's training as an Exalted Arcanist, but the spells can be used by any arcane caster. -Baleruk

New Spell
Spoiler: ShowHide

When a mage of the Arcane Order reaches 5th level, and again at 8th level, a fellow wizard allows the character to copy a spell from his or her spellbook (chosen by the player, subject to the DM's approval). He does not need to make a Spellcraft check to copy the spell into his own spellbook, although specialist wizards still cannot learn spells from prohibited schools. Spellcasters who do not use spellbooks gain no benefit from this ability.


E) Can Superior Shadow Evocation exist?

At present, the Shadow Conjuration and Shadow Evocation spells are:

QuoteShadow Evocation lvl5 (20%)
Shadow Evocation, Greater lvl8 (60%)

Shadow Conjuration lvl4 (20%)
Shadow Conjuration, Greater lvl7 (60%)
Shades lvl9 (80%)

To go with the pattern, Superior Shadow Evocation would be a lvl10 spell that mimics evocation but up to 9th level and 80% real.
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 12:42:38 PM
Anyway, Hope mount bonuses are live.

- Hope reaches level 31.
- 2 and 11 on 2d12 for a total of 35 hit points and a grand total of 557 hit points.
- +2 BAB for a total of 31.
- +2 spell resistance for a total of 36.
- Skills go up as normal.
- Gains Epic Toughness(30) as a new feat. This puts his hit points at 619.

Now for the mount bonuses besides hit dice.

- +2 natural armor. AC is now 55.
- +1 Strength for a total of 34. More damage is good.
- +1 Intelligence for a total of 17.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 09, 2017, 01:20:45 PM
For Simmer:

Living Fires of Purity
Spoiler: ShowHide
Huge Ooze
Hit Dice: 25d10 (125 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (-2 size, +1 Dex, 6 Deflection)
Base Attack/Grapple: +18/+23
Attack: Slam +21 (1d8+4 plus burning)
Full Attack: Slam +21 (1d8+4 plus burning)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf, burning
Special Qualities: Ooze Traits, DR 10/Magic, 35 SR
Saves: +16 Fort, +14 Ref, +14 Will
Abilities: 16 Str, 13 Dex, 16 Con, 0 Int, 13 Wis, 16 Cha
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 2–6 HD (Medium);
7–12 HD (Large); 13–20 HD
(Huge)
Level Adjustment: —


Living Lingering Flames
Spoiler: ShowHide
Huge Ooze
Hit Dice: 27d10 (135 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, 6 Deflection)
Base Attack/Grapple: +20/+25
Attack: Slam +23 (1d8+4 plus burning)
Full Attack: Slam +23 (1d8+4 plus burning)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf, burning
Special Qualities: Ooze Traits, DR 10/Magic, 37 SR
Saves: +17 Fort, +15 Ref, +15 Will
Abilities: 16 Str, 13 Dex, 16 Con, 0 Int, 13 Wis, 16 Cha
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 2–6 HD (Medium);
7–12 HD (Large); 13–20 HD
(Huge)
Level Adjustment: —


Living Delayed Blast Fireball
Spoiler: ShowHide
Huge Ooze
Hit Dice: 25d10 (125 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-2 size, +2 Dex, 7 Deflection)
Base Attack/Grapple: +18/+23
Attack: Slam +21 (1d8+4 plus burning)
Full Attack: Slam +21 (1d8+4 plus burning)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf, burning
Special Qualities: Ooze Traits, DR 10/Magic, 35 SR
Saves: +16 Fort, +15 Ref, +15 Will
Abilities: 17 Str, 14 Dex, 17 Con, 0 Int, 14 Wis, 17 Cha
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 2–6 HD (Medium);
7–12 HD (Large); 13–20 HD
(Huge)
Level Adjustment: —


Living Horrid Wilting
Spoiler: ShowHide
Huge Ooze
Hit Dice: 20d10 (100 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 17 (-2 size, +2 Dex, 7 Deflection)
Base Attack/Grapple: +18/+23
Attack: Slam +21 (1d8+6 plus Necromancy)
Full Attack: Slam +21 (1d8+6 plus Necromancy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf, Necromancy
Special Qualities: Ooze Traits, DR 10/Magic, 30 SR
Saves: +18 Fort, +16 Ref, +16 Will
Abilities: 18 Str, 15 Dex, 18 Con, 0 Int, 15 Wis, 18 Cha
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 2–6 HD (Medium);
7–12 HD (Large); 13–20 HD
(Huge)
Level Adjustment: —
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 02:23:46 PM
Mirima reaches level 25 and 26.

- Fighter 16 and Arcane Duelist 16.
- 5 and 6 for a total of 25 hit points and a grand total of 332 hit points.
- +2 BAB for a total of 24.
- +1 to all saves. Yeah, the only action she's getting this level up is in her bonus feats. Fighter plus a gap in AD's progression, unfortunate.
- Skills go up as normal.
- Gains two new feats. She goes with Improved Critical(Elven Courtblade)(F16) and Greater Blur (AD16).
Title: Re: Random DM nagging.
Post by: Nephrite on June 09, 2017, 03:16:57 PM
NOW HEAR THIS!!!

Remember, shop update in 45 minutes. This is aimed at working tortles, so be advised.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 09, 2017, 03:44:32 PM
Yuuge thanks.

Yuuge. Just tremendous thanks. You wouldn't believe the thanks we've got. They're tremendous. Very advanced.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 09, 2017, 03:47:57 PM
But is it the best thanks?
Title: Re: Random DM nagging.
Post by: Nephrite on June 09, 2017, 03:56:48 PM
sad!!!
Title: Re: Random DM nagging.
Post by: Yuthirin on June 09, 2017, 03:58:40 PM
Quote from: Iron Dragoon on June 09, 2017, 03:47:57 PM
But is it the best thanks?
You bet it is!
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 04:00:07 PM
It's up. Go nuts.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 09, 2017, 04:33:20 PM
Quote from: Anastasia on June 09, 2017, 04:00:07 PM
It's up. Go nuts.
Wheee~!
Title: Re: Random DM nagging.
Post by: Corwin on June 09, 2017, 05:36:42 PM
Quote from: Corwin on April 28, 2016, 08:17:47 PM
A reminder about posting the tower shield book in case it slipped through the cracks.

I'll finally read it!
Title: Re: Random DM nagging.
Post by: Anastasia on June 09, 2017, 09:08:12 PM
Morniel reaches level 25 and 26.

- Throne Archon 26 and Master Ambassador 16.
- 5 and 6 on 2d8 for a total of 35 hit points and a grand total of 433 hit points.
- +2 BAB for a total of 26.
- +2 spell resistance for a total of 38.
- A new favored embassy. Morniel chooses to boost Aurora to +4.
- Damage reduction rises by 5 to 20.
- +1 all saves.
- Skills go up as normal.
- Gains Words of Creation(B) as a bonus feat.
- Gains a new feat from Master Ambassador 16. Morniel selects Epic Skill Focus (Sense Motive)(MA16).
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 01:21:36 AM
Favored Soul Mastery

This book is the summary of the potential of a favored soul. The results of reading this book depend on how many favored soul levels the reader has.

If read by someone with no levels in favored soul, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of favored soul, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in favored soul, they may choose one of the benefits below.

Versatile Favored Soul: Select a favored soul alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Divine Mastery: You gain any two divine feats as bonus feats. You must meet all the prerequisites of these feats.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 01:22:18 AM
27's Prophecy: A strange book of 27's writings Filbrez got his hands on. Useful if you want clues in 27's unique style. 2700 gold.

Make an Int check, Surru.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 01:22:57 AM
Number Analysis: Analyzes the numbers deeply to create an accurate fortune for you. Much more powerful than Number Discernment, but also much more difficult. 1,000 gold.

Are you looking for anything in particular or just fishing for a general fortune?
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 01:23:47 AM
Hope

This isn't the time to read it. Read it when the time is right.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 01:29:53 AM
Greatsword Mastery

This book is about greatsword technique. When read, it explains how to use greatswords in detail, showing all manner of tricks, techniques and skills. The exact benefit varies on how skilled the reader is with a greatsword. See the table below.

Non-proficient: Gain Martial Weapon Proficiency (Greatsword) as a bonus feat.
Proficient: Gain Weapon Focus (Greatsword) as a bonus feat.
Proficient+Weapon Focus (Greatsword): Gain Kick.

Kick (Ex)

Your arms may be tied up, but your legs are still good. Whenever you make a full attack with a greatsword, you may make a special kick attack as a secondary natural attack. You are proficient with this kick, even if you are not otherwise proficient with unarmed attacks. This kick deals 1d6 + 1/2 Strength modifier damage and deals lethal damage, even if your unarmed attacks do not normally deal lethal damage. The kick suffers a -5 penalty for being a secondary natural attack, as normal.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 10, 2017, 03:22:51 AM
Quote from: Anastasia on June 10, 2017, 01:22:18 AM
27's Prophecy: A strange book of 27's writings Filbrez got his hands on. Useful if you want clues in 27's unique style. 2700 gold.

Make an Int check, Surru.

> roll 1d20+9
<Serith> Iddy roll for Serith < 13 > [d20=4]

Quote from: Anastasia on June 10, 2017, 01:22:57 AM
Number Analysis: Analyzes the numbers deeply to create an accurate fortune for you. Much more powerful than Number Discernment, but also much more difficult. 1,000 gold.

Are you looking for anything in particular or just fishing for a general fortune?

Info on Spellcatching and the Tree thing.
Title: Re: Random DM nagging.
Post by: Corwin on June 10, 2017, 04:59:14 AM
Quote from: Anastasia on June 10, 2017, 01:21:36 AM
Favored Soul Mastery

This book is the summary of the potential of a favored soul. The results of reading this book depend on how many favored soul levels the reader has.

If read by someone with no levels in favored soul, they take 1d4 points of Charisma damage and are fatigued.

If read by someone with 1 to 19 levels of favored soul, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in favored soul, they may choose one of the benefits below.

Versatile Favored Soul: Select a favored soul alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisites it has to take it.
Divine Mastery: You gain any two divine feats as bonus feats. You must meet all the prerequisites of these feats.
Metamagic Mastery: You gain any two metamagic feats as bonus feats. You must meet all the prerequisites of these feats.

Jaela gains 2 Improved Metamagic feats, freeing her regular slots for Blinding Speed and Multiaction. Fear~
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 07:44:29 AM
Mirajane reaches level 25 and level 26.

- Divine Oracle 16 and Sentinel 25.
- 3 and 2 on 2d10 for a total of 19 hit points and a grand total of 330 hit points.
- +2 BAB for a total of 26.
- +1 weekly atonements. Useful enough for what it is.
- +1 daily smite evils. These always help.
- 26th level favored soul casting. +1 11th level spell per day and +2 11th level spells known. Mirajane selects Hanna's Charge and Latha's Sunmantle.
- 25th level sentinel casting. +1 5th level spell slot and +1 6th level spell slot. She selects Life's Grace and Heal.
- +1 all saves.
- Skills go up as normal.
- Gains a new feat: Spectral Strike(DO16).
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 07:55:04 AM
Arrel reaches level 25 and 26.

- Giant Eagle 17 and Aerial Avenger 16.
- 3 and 8 on 2d8 for a total of 27 hit points and a grand total of 398 hit points.
- +2 BAB for a total of 24.
- +2 spell resistance for a total of 39.
- +1 all saves. Yeah, complete dead stretch in his classes.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Ebiris on June 10, 2017, 08:08:03 AM
Oh, way belated but Afina's SR goes up by 2 as well!

That slipped me by until I noticed Arrel's SR going up as well.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 02:21:07 PM
Tannin reaches level 25 and 26.

- Vigilante 16 and Battle Dancer 24.
- 3 and 5 on 2d8 for a total of 20 hit points and a grand total of 261 hit points.
- +2 BAB for a total of 26.
- Gains 16th level vigilante casting. +3 6th level spell per day and 2 6th level spells known. He goes with Greater Scrying and Veil.
- +1 to all saves. At least he gets feats.
- Skills go up as normal.
- Two new feats:  Epic Toughness(BD23), Epic Ability Focus(Bluff)(V16). His new maximum hit points are 313.
Title: Re: Random DM nagging.
Post by: Anastasia on June 10, 2017, 03:53:12 PM
Stille reaches level 25. One at a time since his build is complex.

- Mariner 1 and Phasic Priest 9.
- 6 on a d8 for a total of 15 hit points and a grand total of 338 hit points.
- +1 BAB for a total of 25.
- Gains sailor lore. Eh. Freebie.
- Seamanship+1. It's a bonus to all Balance, Climb and Profession (Sailor) checks. Eh. Free skill boost never hurts.
- Waning moon to full moon. Damage avoidance is nice.
- 18th level cleric casting. Stille gains an 8th level and 9th level spell slot. He selects earthquake and mass heal.
- Skills go up as normal.
- Gains a bonus feat from Mariner 1. He selects quick-thinking, which is +2 init and +2 Spot checks.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 08:00:02 AM
Stille reaches level 26.

- Psion 1 and Phasic Priest 10.
- 3 on a d8 for a total of 12 hit points and a grand total of 350 hit points.
- +1 BAB for a total of 26.
- Gained eternal moon. It's basically fortunate fate for free, which is good normally and not so good in this case. Aurora already runs that table.
- Gains 1st level psion manifesting. He selects nomad for his discipline. He gets 5 power points from this for a total of 14 power points. He also gets Detect Teleport, Entangling Ectoplasm and Crystal Shard.
- All saves +1.
- Skills go up as normal.
- Psion 1 bonus feat, which goes to Wounding Attack(P1).
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 08:57:33 AM
The Master reaches level 25 and 26.

- Monk 25 and War Dancer 5.
- 7 and 8 on 2d10 for a total of 27 hit points and a grand total of 339 hit points.
- +1 BAB for a total of 25.
- +1 daily stunning fist and +1 to the DC of it.
- +2 spell resistance for 35 total.
- +1 daily uses of dance of divine might. Useful for spellcasters.
- +2 dancing with the elements. Another +2 against spells and SLAs is nice.
- +10ft monk movement speed bonus.
- +1 monk AC bonus.
- +1 all saves.
- Skills go up as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 11:33:28 AM
Mei reaches level 25 and 26.

- Warlock 26 and Enlightened Spirit 7.
- Max HP per hit die, so 6 and 6 on 2d6 for a total of 30 and a maximum total of 502 hit points.
- +2 BAB for a total of 26.
- +1d6 eldritch blast. Always good.
- Another +1d6 eldritch blast. The first is from warlock at 26 and this one is from enlightened spirit at 25.
- Spirit armor rises to +2. More AC's always nice.
- Gains holy blast. +1 per die of damage on eldritch blasts vs evil? Useful.
- Gains holy aura. This is an always active holy aura that also gives anyone within 20ft holy aura.
- Resistance bonus to saves rises by 1 to +5 total. Always useful.
- Exalted strike rises by 1 to +7 total. It now also counts her attacks as silver to bypass damage reduction.
- Gains 26th level warlock invocations. This grants her +1 epic or lower invocation. Mei selects Heavenly Blessing, which is below.
- +1 all saves.
- Skills go up as normal.
- Gains two new feats. She chooses Great Ability(Charisma)(VoP26) and Extra Invocations(W26) as her bonus feats. She selects Salvation, which is below.

Heavenly Blessing
Epic; 10th
You and all allies within 30ft gain temporary hit points equal to double your caster level. These hit points last for 24 hours or until you use the invocation again (in which case any remaining temporary hit points are replaced by the new value).

Salvation
Epic; 10th
You can give forgiveness for sin and wash away moral failings. This is identical to an atonement spell, except that it is also effective against effects that atonement would normally cover, but instead require a wish or miracle spell to undo. Any minimum caster level or caster level check is still required. This ability also removes curses cast by an evil spellcaster or cursed evil magical items.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 03:03:45 PM
Rosa reaches level 26.

- Skullclan Hunter 16 and Fighter 25.
- 7 and 8 on 2d10 for a total of 29 hit points and a grand total of 372 hit points.
- +2 BAB for a total of 26.
- +2 spell resistance for 37 total.
- +1d6 sneak attack for 11d6 total. The one problem with skullclan hunter is that it's a crappy epic progression. It's a shame since the base class is really strong for a rogue who dips for channel energy.
- +1 all saves.
- Skills go up as normal.
- Gains a new feat. Epic Weapon Focus(Longsword)(F24).

Also +1 bonded armor.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 04:21:10 PM
Moonlight reaches level 26.

- Sentinel 26 and Occult Slayer 26.
- Max hit points per hit die, so 10 and 10 on 2d10 for a total of 26 hit points and a grand total of 458 hit poitns.
- +2 BAB for a total of 26.
- Another daily use of smite evil. An excellent pick up for her.
- Another daily use of mind over magic. Handy.
- +1 all saves.
- Skills go up as normal.
- Gains a new feat. She goes with Great Smiting(S26), which is a no brainer for her.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 06:06:11 PM
Cresiel reaches level 26.

- Solar 26 and Hellreaver 16.
- Cresiel gets maximum hit points per hit die (more below) for a total of 592 hit points.
- +2 BAB for a total of 26.
- Damage reduction increases to 20.
- +2 spell resistance to a total of 39.
- Now gets maximum hit points per hit die. Advanced solars tend to learn this at some point, they often come closer in power to DvR0, even if local conditions mean going all the way is prohibited. Blame humility and Ao.
- Furious strike rises to +12/+6d6. Excellent as always for the huge attack boost.
- +1 all saves.
- Skills go up as normal.
- A new feat. He goes with Spread Holy Fury(H15).
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 06:07:25 PM
Normally Cresiel would bring this up IC,b ut I'm going to broach it OOC for time reasons. Short version: Cresiel has no magical gear and is still in debt. The coming situation suggests he could really use some funds to help with this. Is Aurora willing to give him some money for this? He's normally have no problem doing it the hard way, but since Aurora's on a time limit now, he's willing to go this route for Lifasa's sake.
Title: Re: Random DM nagging.
Post by: Ebiris on June 11, 2017, 06:10:16 PM
Afina will give him a voucher for 160,000gp worth of Afina-forged gear.

(in essence she's spending 40k of her own money on him)
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 11, 2017, 06:13:12 PM
I'll toss him 10k.
Title: Re: Random DM nagging.
Post by: Nephrite on June 11, 2017, 06:14:04 PM
Moore has no money with which to offer him anything, well, no, that's not true. He can fork over 2000 gold for now.
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 07:55:51 PM
Bubbles reaches level 26.

- Nymph 26 and Temptress 15.
- 2 and 3 on 2d6 for a total of 19 hit points and a grand total of 298 hit points.
- +2 BAB for a total of +24.
- Damage reduction rose to 20 and gained bludgeoning to bypass it for a total of 20/cold iron, epic and bludgeoning.
- Temptation rises to 25 points per encounter and the DC is now 32.
- +1d6 sneak attack for 8d6 total.
- Craven rises by 2 for a total of 26.
- Gains 26th level druid casting. +2 11th level spell slots, Bubbles selects Call the Wild Hound and Power of the Huntress.
- +1 to all saves.
- Skills go up as normal.
- New feat. She goes with Improved Temptations(T14).
Title: Re: Random DM nagging.
Post by: Anastasia on June 11, 2017, 07:59:23 PM
Also this is nagging and I'm not thinking. Could y'all post the donations over in loot for tracking? Thanks.
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 08:29:45 AM
A quick note: Ilsenine missed level 24 for reasons I forget. So she's a level behind, I'll fix that now.

Ilsenine reaches level 26.

- Contemplative 3 and Beguiler 26.
- 3, 2 and 6 for a total of 35 hit points and a grand total of 319 hit points.
- +3 BAB for a total of 19. Getting full BAB for those levels was pure dumb luck, but shell take it.
- Cloaked Casting rises by 1 to +3.
- Gains a bonus domain. Ilsenine selects the renewal domain. I spent all day deliberating over this, but ultimately, she wants a court of life instead of a court of death. It has the right mix of being reasonably useful and fitting her. As for the runner ups?

I discarded chaos and good for thematic reasons. Ilsenine isn't defined by her alignment enough for that to feel right. Celestial isn't right, nor is dream or joy. Charm is too samey to her beguiler powers, as is nobility. Time, as good a domain as it is, didn't make the cut. She already has time stop and improved initiative, so the two big reasons for it aren't in play. True strike is nice, but she's a melee type as a last resort. Of the remainder, renewal was the one that made the cut.

- Gains divine health. Always nice.
- Gains 4th level wild defender casting. Gains another use of towering oak and an SNA2.
- Next is slippery mind. I usually houserule these out due to no rerolls. Cor, you took this class. Do you recall what I had you do with it?
- Gains divine wholeness. Meh.
- All saves +1.
- Skills go up as normal.
- New feats: Epic Toughness(24) and Epic Skill Focus(Diplomacy)(B26).
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 08:50:52 AM
Finnegan reaches level 26.

- Fighter 26 and Divine Agent 3.
- 6 on a d10 for a total of 14 hit points and a grand total of 356 hit points.
- +1 BAB for a total of 26.
- +1 round/day of the travel domain's granted power.
- Gains menacing aura. It's okay.
- Godly gift gained. It's fly 1/day as an SLA.
- +1 to all saves.
- Skills go up as normal.
- New feat: Overwhelming Critical(F26)
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 08:58:37 AM
Prince Westwind reaches level 26.

- Djinn 26 and Scythe Master 16.
- As a grand caliph, Westwind gets maximum hit points per hit die. So 10+9 is 19 and his new maximum is 490.
- +1 BAB for a total of 26.
- +1 spell resistance for 39 total.
- +1 all saves.
- Skills go up as normal.
- New feat. Westwind selects Epic Weapon Focus(SM16).
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 08:59:36 AM
Lisa level ups pending gestalt choices. What do you want to do here, Cor?
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 09:28:09 AM
Ram reaches level 26.

- Blessed Hand 16 and Monk 26.
- 8 and 5 on 2d8 for a total of 31 hit points and a grand total of 367 hit points.
- +2 BAB for a total of 26.
- +2 spell resistance for a total of 36.
- +1 daily uses of smite evil. Always handy.
- +1 monk bonus to AC.
- +1 all saves.
- Skills go up as normal.
- New feats: Fast Healing(BH16), Improved Ki Strike(M26)
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 09:28:55 AM
Yuth, I see your PM, more on that once I finish level ups.
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 09:46:00 AM
Jetina reaches level 26.

- Pious Templar 16 and Healer 26.
- 10 and 1 on 2d10 for a total of 21 hit points and a grand total of 275 hit points.
- +2 BAB for a total of 26.
- Damage reduction rises by 1 to 6/-. Hey, it's extra defense, even if it's not great extra defense.
- +1 all saves.
- Skills go up as normal.
- True Panacea(H26), Holy Strike(PT16). New feats.

Finally. Done. Whew. Time to keel over for a bit.
Title: Re: Random DM nagging.
Post by: Nephrite on June 13, 2017, 10:46:18 AM
Shouldn't Jetina have an extra spells from those levels?
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 11:00:29 AM
It's there as a todo since I need to check something on there once she buys items, so I punted it.
Title: Re: Random DM nagging.
Post by: Nephrite on June 13, 2017, 11:05:26 AM
Got it.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 13, 2017, 11:06:50 AM
Quote from: Anastasia on June 13, 2017, 09:28:55 AM
Yuth, I see your PM, more on that once I finish level ups.
That's fine.
Title: Re: Random DM nagging.
Post by: Corwin on June 13, 2017, 01:01:35 PM
Let's ranger it up for Lisa. Evil outsiders as main favored enemy, combat option builds on making searing light viable vs devils.
Title: Re: Random DM nagging.
Post by: Anastasia on June 13, 2017, 03:25:10 PM
Factotum Mastery

This book is the summary of the potential of a factotum. The results of reading this book depend on how many factotum levels the reader has.

If read by someone with no levels in factotum, they take 1d4 points of Intelligence damage and are fatigued.

If read by someone with 1 to 19 levels of factotum, they suffer no ill effect but realize the book's contents are beyond them.

If read by someone with 20 or more levels in factotum, they may choose one of the benefits below.

Versatile factotum: Select a factotum alternate class feature you do not possess. You gain this alternate class feature without having to trade other class features for it. You must fulfill any prerequisite it has to take it.
Inspirational mastery: You gain font of inspiration as a bonus feat.
Enhanced factotum: You treat your Intelligence modifier as two points higher for your various factotum abilities.

She'll take the bonus feat. Next post will have what her choice is since I need a few to figure out what replaces the freed up feat.
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 12:32:42 AM
There's somewhere in the ballpark of 5-10 pages of nagging to get through. Rather than try and go through  it all, will y'all link me to thinks you need me to reply to? Thanks, I'm trying to get this show on the road sooner than later.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 14, 2017, 12:37:25 AM
Dragon radio playlist:
http://www.soulriders.net/forum/index.php/topic,101729.msg1096294.html#msg1096294

http://www.soulriders.net/forum/index.php/topic,101729.msg1096312.html#msg1096312

http://www.soulriders.net/forum/index.php/topic,101729.msg1096360.html#msg1096360
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 10:40:47 AM
Quote from: Iron Dragoon on June 14, 2017, 12:37:25 AM
Dragon radio playlist:
http://www.soulriders.net/forum/index.php/topic,101729.msg1096294.html#msg1096294

What would a greater version do?

That aside, I'm not inclined to allow it. Is there an item that does something like allowing you to take ten on a caster level check already?

Quotehttp://www.soulriders.net/forum/index.php/topic,101729.msg1096312.html#msg1096312

A few points.

1. Please, please, please don't mess up my spacing and formatting if you're quoting a spell from the Spell Collection, modifying it and then presenting it to me. It just adds workload, and in a case where that's 100% unneeded and preventable.

2. The description has a hanging this at the end, like it cuts off or there's a formatting error.

3. Is this basically the same spell but flipped to acid damage and nothing else?

Quotehttp://www.soulriders.net/forum/index.php/topic,101729.msg1096360.html#msg1096360

It's dense 27ishness. You can't really puzzle out any clear meanings, unfortunately. Perhaps another could.

As for the number-telling? That's best done IC, so put that on your todo list.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 14, 2017, 11:11:32 AM
Quote from: Anastasia on June 14, 2017, 10:40:47 AM
What would a greater version do?

That aside, I'm not inclined to allow it. Is there an item that does something like allowing you to take ten on a caster level check already?

Take 20 on the check. Is there a take 10 item? A quick google/MiC search doesn't show one.

Quote from: Anastasia on June 14, 2017, 10:40:47 AM
A few points.

1. Please, please, please don't mess up my spacing and formatting if you're quoting a spell from the Spell Collection, modifying it and then presenting it to me. It just adds workload, and in a case where that's 100% unneeded and preventable.

I'm not sure what happened with formatting. I did a C/P, so I'm not sure where it got messed up. I'll try to figure it out for the future. Let me try it again:

Rain of Devastation
Abjuration/Evocation [Acid]
Level: Drd 12, Sor/Wiz 12, Water 12
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (40ft radius, 80ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell summons a driving, searing acid rain. Creatures within it are struck by a rain of viscous, clinging acid as the magic around them crumbles. All creatures within the radius are treated as being affected by a targeted greater dispel magic (maximum dispel check modifier of +30). Creatures exposed to this rain take 5d6 points of acid damage. This damage rises by 2d6 for each spell or spell-like ability dispelled by this spell, to a maximum of 50d6. This damage applies to all creatures within the Rain of Devastation. For example, a Rain of Devastation that dispels 5 effects deals 15d6 acid damage to all creatures within it. A Fortitude save is allowed to halve the cold damage.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.


Quote from: Anastasia on June 14, 2017, 10:40:47 AM
2. The description has a hanging this at the end, like it cuts off or there's a formatting error.

3. Is this basically the same spell but flipped to acid damage and nothing else?

2) Fixed above. (Hopefully)

3) Yep. Just a swap to Acid.

Quote from: Anastasia on June 14, 2017, 10:40:47 AM
It's dense 27ishness. You can't really puzzle out any clear meanings, unfortunately. Perhaps another could.

As for the number-telling? That's best done IC, so put that on your todo list.

I'll find someone to pass it on to and I've added it to the to-do list.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 14, 2017, 11:35:15 AM
Quote from: Yuthirin on June 05, 2017, 10:16:00 PM
I'm sure they don't, but do Toughness and Psionic Body stack?
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 11:45:18 AM
Quote from: Yuthirin on June 14, 2017, 11:35:15 AM
Quote from: Yuthirin on June 05, 2017, 10:16:00 PM
I'm sure they don't, but do Toughness and Psionic Body stack?

They do stack, I already told you that.
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 11:50:19 AM
On reflection I agree with Yuth about this, and simply changed the augment to match. I think this works better.

Dana's Endurance
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 15

You manifest a burst of power that grants you 75 temporary hit points, fast healing 8 and a +5 bonus to Fortitude saving throws. As an immediate action, you can end this spell to gain mettle for a Fortitude save. You must do this after the Fortitude save is called for but before you roll it.

You retain the +5 bonus to Fortitude saves for the save you gain mettle for.

Augment

For every additional power point you spend, the number of temporary hit points you gain increases by 5 and the fast healing increases by 1.
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 11:53:31 AM
Quote from: Iron Dragoon on June 14, 2017, 11:11:32 AMTake 20 on the check. Is there a take 10 item? A quick google/MiC search doesn't show one.

I'm going to rule no then.

QuoteRain of Devastation
Abjuration/Evocation [Acid]
Level: Drd 12, Sor/Wiz 12, Water 12
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (40ft radius, 80ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell summons a driving, searing acid rain. Creatures within it are struck by a rain of viscous, clinging acid as the magic around them crumbles. All creatures within the radius are treated as being affected by a targeted greater dispel magic (maximum dispel check modifier of +30). Creatures exposed to this rain take 5d6 points of acid damage. This damage rises by 2d6 for each spell or spell-like ability dispelled by this spell, to a maximum of 50d6. This damage applies to all creatures within the Rain of Devastation. For example, a Rain of Devastation that dispels 5 effects deals 15d6 acid damage to all creatures within it. A Fortitude save is allowed to halve the cold damage.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.

I'd change the focus to something more thematic for this version. Also, was it the water 12 spell in the original or did you add that yourself?

Quote3) Yep. Just a swap to Acid.

I'd normally trim down the damage dice for the better energy type, but the damage is keyed to dispels, so I don't feel it's needed in this case. I would for sonic damage, though.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 14, 2017, 11:56:27 AM
Quote from: Anastasia on June 14, 2017, 11:45:18 AM
Quote from: Yuthirin on June 14, 2017, 11:35:15 AM
Quote from: Yuthirin on June 05, 2017, 10:16:00 PM
I'm sure they don't, but do Toughness and Psionic Body stack?

They do stack, I already told you that.
Must've missed it!
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 14, 2017, 11:58:12 AM
Water 12 was in the original. I didn't think it needed to be messed with because 1) I dunno what water 12 is and 2) acid is sorta like water?

I figured the focus should be something else, but I don't know what else is connected to acid, so I didn't mess with it. I thought about changing it to Force damage, but since I had the rod of acid already, I just went with that. Plus acid rain melting people into piles of goo is neato.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 14, 2017, 12:03:12 PM
Seeing as how I modified the original spell, I'll chime in here.

I probably should have converted Water 12 to Earth 12, since acid is closely associated with Earth.

The shortness of the spell copied was sort of my fault. I manually copied it out of IRC and it looks like it got clipped. Not sure if Iddy noticed it or not before he posted it.

Thirdly, the save for it should probably be Reflex instead of Fortitude.
Title: Re: Random DM nagging.
Post by: Corwin on June 14, 2017, 02:20:28 PM
Last spell line still has cold and not acid. No need to make it a domain spell, it's a variant.
Title: Re: Random DM nagging.
Post by: Corwin on June 14, 2017, 02:24:15 PM
Ellese and Vivantha not listed in npcs away post.
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 02:46:07 PM
Quote from: Yuthirin on June 14, 2017, 12:03:12 PM
Seeing as how I modified the original spell, I'll chime in here.

I probably should have converted Water 12 to Earth 12, since acid is closely associated with Earth.

Agreed with Cor, it's not really a domain spell, just a variant.

QuoteThirdly, the save for it should probably be Reflex instead of Fortitude.

Agreed, change it.
Title: Re: Random DM nagging.
Post by: Anastasia on June 14, 2017, 02:46:58 PM
Quote from: Corwin on June 14, 2017, 02:24:15 PM
Ellese and Vivantha not listed in npcs away post.

Excellent point, off to add Ellese.

Vivantha's sort of around, off screen but draw on-able. She's just in zero focus land because of Muirfinn. If he was still with us, she'd be getting lots of screen time.
Title: Re: Random DM nagging.
Post by: Corwin on June 14, 2017, 03:35:12 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1096191.html#msg1096191

http://www.soulriders.net/forum/index.php/topic,101729.msg1096193.html#msg1096193

http://www.soulriders.net/forum/index.php/topic,101729.msg1096204.html#msg1096204

http://www.soulriders.net/forum/index.php/topic,101729.msg1096210.html#msg1096210

Let's start with these~!
Title: Re: Random DM nagging.
Post by: Corwin on June 14, 2017, 04:59:14 PM
And let's continue with these!

http://www.soulriders.net/forum/index.php/topic,101729.msg1096337.html#msg1096337

http://www.soulriders.net/forum/index.php/topic,101729.msg1096430.html#msg1096430

And a pair of Lucy ones:

http://www.soulriders.net/forum/index.php/topic,101729.msg1096313.html#msg1096313

http://www.soulriders.net/forum/index.php/topic,101729.msg1096314.html#msg1096314
Title: Re: Random DM nagging.
Post by: Corwin on June 14, 2017, 05:06:59 PM
OOC, I'm curious what the ring became, since it's been a quest since May of 2012!
Title: Re: Random DM nagging.
Post by: Corwin on June 14, 2017, 05:14:14 PM
Dune, can you please post any relevant information from the scroll? Anything that could be used to form a plan of attack. Troop concentrations, schedules, Harkin's residence, what we know from Yian about secret passages in the area and what not. Best times and places to strike, what Harkin seems to keep the most protected, locations of any prisons, that sort of thing.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 09:55:46 AM
Quote from: Corwin on June 06, 2017, 10:56:43 AMSpells-wise, I'm getting Burst of Glory and Nerve Overload. I'm unsure of Legion's Gates, and will probably drop Energy Immunity since I can access it via domain now (likely in favor of Cleansing Rain which is awesome). I need to figure out what to do for lvl11 slots and possibly a lvl12 one. Did you ever have any ideas for elven pantheon-themed spells? Selune and Lathander give a bunch of spells to their devout followers, just to name a couple, so it'd be neat to have something.

I haven't personally, who I design epic spells for tends to boil down to where my ideas go plus NPCs I stat out for posting. CL's always been on the docket but he's a low priority since greater deities need a lot of work and I've never been inspired.

Spells to play off the aspects of the Seladrine are certain possible. The Triune's easy, just focus on spells with 3 in 1 aspects and combinations. They're a gestalt deity, so that should be a prominent factor.

QuoteDo I get more spell slots for pre-epic Divine Crusader casting? Judging by both epic and pre-epic progressions, they go from 0 to 3, but the pre-epic class stops at lvl6 and lvl7 spells get only 2 slots when the pre-epic class ends. Basically, now that it's continuing do I get another lvl7 slot to bring me up to 3, and another lvl8 slot the next level and so on for lvl9?

Sure, whatever.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 09:56:40 AM
Quote from: Corwin on June 06, 2017, 11:22:27 AM
Contingency question. We couldn't use it with Heal and similar spells while also using Fortunate Fate, which makes sense. But could I use Fortunate Fate (for when I'm about to die) and Contingency/Heal if my hp drops to half of max or lower? In theory they could activate together if someone oneshots me in all my 500+hp, but activation conditions should be different in most cases.

I don't remember my precise reasoning and don't feel like looking it up, but I'm going to rule no regardless.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 09:57:31 AM
Quote from: Corwin on June 06, 2017, 01:41:12 PM
Mass Power Word Stun might work as War 12, so I'll focus on War 11 for now. I figured I'd go on a 'Greater Divine Power' tangent here, using the lvl11 cleric spell Martyr's Kiss as inspiration of where to take it.

Divine Power
Spoiler: ShowHide

Evocation
Level:    Clr 4, War 4
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Personal
Target:    You
Duration:    1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


Martyr's Kiss
Spoiler: ShowHide

Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch.
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.


Greater Divine Power
Spoiler: ShowHide

Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +10 sacred bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.


I believe we talked about this one and some changes, but it didn't go any further? Refresh me.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 09:59:02 AM
Quote from: Corwin on June 09, 2017, 05:36:42 PM
Quote from: Corwin on April 28, 2016, 08:17:47 PM
A reminder about posting the tower shield book in case it slipped through the cracks.

I'll finally read it!

Oh yes, that's a mastery book?
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 09:59:45 AM
Quote from: Corwin on June 13, 2017, 01:01:35 PM
Let's ranger it up for Lisa. Evil outsiders as main favored enemy, combat option builds on making searing light viable vs devils.

Okay, Lisa and Ellese are on tap for this weekend. Lisa will be something like wolf 26//ranger 26.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 10:41:48 AM
Quote from: Corwin on June 09, 2017, 05:33:23 AM1) There's a 3.0 Feat from Races of Renown - Bastards and Bloodlines named Lost Tradition. According to my understanding it allows you to use a different stat with a casting class (ie if you wanted Wis-based Favored Souls). This basically means spell DCs and bonus spells. If it is allowed I would like it to make my Archivist Cha-based rather than Int-based. Of course, if there's another way to do it that I overlooked, please let me know.

Isn't that a third party homebrew book? I'd have to see if I have a copy and make a judgment call. I'll come back to this since it'll take some digging.

Quote2) Confirming that when we get Stat X to AC untyped permanently from a class feature (in Lucy's case, Cha), and a spell like Beauty Triumphant gives the same Stat X to AC as a named bonus (in that case, deflection) temporarily they stack for the spell's duration due to the different bonus types.

Generally not, I go out of my way to avoid that situation. The exceptions are usually deific in nature and intentional, as deities get to break some rules that mortal creatures don't. The other exception is a situation like Jetina - she applies Wis to Will saves twice due to Serenity.

Quote3) Mage of the Arcane Order doesn't have an epic progression, but I'm presuming that lvl11 gives me spells, +0BAB and opens up the next level of Spellpool spells (10-12) in line with previous Spellpool advances. If I'm mistaken on anything, just say the word.

I'll whip one up this weekend to settle that. Lucy won't see combat right away so that should be okay until then.

Quote4) Do the succubus traits draw from succubus HD or overall HD? I know Spell Resistance goes off total HD with the way you treat it, but what about Energy Drain or the Succubus SLAs?

Total for those two.

Quote5) Perhaps related to that, her DR is 10/cold iron. Does it gain 'epic' due to her level alone to become 10/cold iron and epic?

Depends on how many racial hit dice you have. How many do you have?

Quote6) I'm presuming she's starting play with no funds but keeps her original items.

That's fine, run her items past me just to be sure?
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 11:05:10 AM
Quote from: Corwin on June 09, 2017, 07:09:10 AM
Lucy post #2, Magic!

A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats,

That's fine. Write it up for me and it'll go in houserules.

Quoteand spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

My general take on that is this: A variant or two is fine, especially for more common spells. If you're going whole hog on it, it's better to invest in energy substitution. It starts feeling like you want the theme of energy substitution but don't want to blow the resources for it, which feels like an end run around it.


QuoteB) I'd like to verify how Arcane Spellsurge would work.

Specifically, what about interactions with Spellpool? Does it speed up spell retrieval from the Spellpool? What about after the spell had been called, does it affect the casting time?

I believe the answers are no and yes, but would like a confirmation.

You are correct.

QuoteC) Wings of Flurry. As you'll recall, I brought up that it's listed under both banned and changed spells in the houserules. I believe the banned version is the mistake, given the spell was adjusted and that it's not a lvl2 spell but a lvl4 one. Unless you meant to write Wings of Cover? Lucy had both in Lost Realm without issues, so let me know if you want to change anything there.

Fixed that, I believe from text the banned one was meant to be wings of cover. Houseruled wings of flurry is fine. Wings of cover is okay for now. It may well get nerfed hard, but we'll try it.

QuoteD) Mage of the Arcane Order has the New Spell feature. The way it's written is a bit unclear in my situation, given that Lucy does actually use spellbooks (an arcane one due to the Arcane Preparation feat, and a divine one called a prayerbook from Archivist).
It's not quite what the ability is for, but can I use it to learn a non-wizard spell instead of my spell known? Like that cache of divine spells prepared as arcane that Baleruk grabbed, or something from the bard list?

No. That's way, way, way outside of the scope of what the ability does. It doesn't give you the ability to learn spells from outside of your spell list.

QuoteE) Can Superior Shadow Evocation exist?

At present, the Shadow Conjuration and Shadow Evocation spells are:

QuoteShadow Evocation lvl5 (20%)
Shadow Evocation, Greater lvl8 (60%)

Shadow Conjuration lvl4 (20%)
Shadow Conjuration, Greater lvl7 (60%)
Shades lvl9 (80%)

To go with the pattern, Superior Shadow Evocation would be a lvl10 spell that mimics evocation but up to 9th level and 80% real.

Yeah, something like that's fine. Write it up and at worst it proves horribly broken and houseruled away.
Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 11:12:17 AM
Quote from: Corwin on June 14, 2017, 05:06:59 PM
OOC, I'm curious what the ring became, since it's been a quest since May of 2012!

+7 perfection bonus to AC, immunity to fire, constant protection from evil on the wearer, CL21st.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 15, 2017, 11:25:29 AM
perfection bonus

wat
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2017, 11:35:16 AM
Quote from: Yuthirin on June 15, 2017, 11:25:29 AM
perfection bonus

wat

Translation: "stacks with everything" bonus
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2017, 11:44:20 AM
Quote from: Anastasia on June 15, 2017, 10:41:48 AM
Quote from: Corwin on June 09, 2017, 05:33:23 AM1) There's a 3.0 Feat from Races of Renown - Bastards and Bloodlines named Lost Tradition. According to my understanding it allows you to use a different stat with a casting class (ie if you wanted Wis-based Favored Souls). This basically means spell DCs and bonus spells. If it is allowed I would like it to make my Archivist Cha-based rather than Int-based. Of course, if there's another way to do it that I overlooked, please let me know.

Isn't that a third party homebrew book? I'd have to see if I have a copy and make a judgment call. I'll come back to this since it'll take some digging.

It seems to be an actual book, though for 3.0. I sadly didn't have an appropriate example from elsewhere, just stuff like Serenity or stuff like Ascetic Mage.

Quote
Quote2) Confirming that when we get Stat X to AC untyped permanently from a class feature (in Lucy's case, Cha), and a spell like Beauty Triumphant gives the same Stat X to AC as a named bonus (in that case, deflection) temporarily they stack for the spell's duration due to the different bonus types.

Generally not, I go out of my way to avoid that situation. The exceptions are usually deific in nature and intentional, as deities get to break some rules that mortal creatures don't. The other exception is a situation like Jetina - she applies Wis to Will saves twice due to Serenity.

I get where you're coming from, but it does feel a bit off. Jaela got the spell, she has a stat to AC like most if not all PCs (cha, ovbiously), she also has +6 deflection to AC from a ring of protection +6. I assumed that using the spell would give her (CHA mod - 6 existing deflection) extra deflection AC, by not stacking with the deflection bonus but stacking with the normal one. Is that actually wrong?

Quote
Quote5) Perhaps related to that, her DR is 10/cold iron. Does it gain 'epic' due to her level alone to become 10/cold iron and epic?

Depends on how many racial hit dice you have. How many do you have?

The 12 that the 'monster' class progresses. Unlike the succubus features running off total HD, this runs off levels, then? I hoped any character with 21+ levels and DR automatically had 'epic' tagged on to it.

Quote
Quote6) I'm presuming she's starting play with no funds but keeps her original items.

That's fine, run her items past me just to be sure?

Sure.

Spoiler: ShowHide
Items: CASH 418.25gp, Arcanist's Gloves [MIC p72; 1,000gp swift 2/day to raise CL of lvl1 spell by 2], Conduit Rod [MIC p155; 6,000gp swift/energy res 20 for 1 round], Lesser Rod of Chain Spell [MIC p165; 14,000gp], Lesser Rod of Extend Spell [3,000gp], Lesser Rod of Enlarge Spell [3,000gp], Necklace of Adaptation [9,000gp], Scrying Beacon: 1,500 gold [MIC], Courtier's Outfit + Jewelry [80gp], 2 daggers [4gp], Spellbook [0/100 pages full, 15gp], Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]

Two of Miimi's best clocks, stopped at the same time.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either. CURRENTLY, HAS 0 CHARGES.

Title: Re: Random DM nagging.
Post by: Anastasia on June 15, 2017, 12:42:46 PM
Quote from: Yuthirin on June 15, 2017, 11:25:29 AM
perfection bonus

wat

It's in the BoED. It's rare but it is a type of bonus.
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2017, 02:06:52 PM
Quote from: Anastasia on June 15, 2017, 09:55:46 AM
Quote from: Corwin on June 06, 2017, 10:56:43 AMSpells-wise, I'm getting Burst of Glory and Nerve Overload. I'm unsure of Legion's Gates, and will probably drop Energy Immunity since I can access it via domain now (likely in favor of Cleansing Rain which is awesome). I need to figure out what to do for lvl11 slots and possibly a lvl12 one. Did you ever have any ideas for elven pantheon-themed spells? Selune and Lathander give a bunch of spells to their devout followers, just to name a couple, so it'd be neat to have something.

I haven't personally, who I design epic spells for tends to boil down to where my ideas go plus NPCs I stat out for posting. CL's always been on the docket but he's a low priority since greater deities need a lot of work and I've never been inspired.

Spells to play off the aspects of the Seladrine are certain possible. The Triune's easy, just focus on spells with 3 in 1 aspects and combinations. They're a gestalt deity, so that should be a prominent factor.

Sure, I'll think of something.

Quote
QuoteDo I get more spell slots for pre-epic Divine Crusader casting? Judging by both epic and pre-epic progressions, they go from 0 to 3, but the pre-epic class stops at lvl6 and lvl7 spells get only 2 slots when the pre-epic class ends. Basically, now that it's continuing do I get another lvl7 slot to bring me up to 3, and another lvl8 slot the next level and so on for lvl9?

Sure, whatever.

Thanks! Adjusted on sheet.
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2017, 02:12:32 PM
Quote from: Anastasia on June 15, 2017, 09:57:31 AM
Quote from: Corwin on June 06, 2017, 01:41:12 PM
Mass Power Word Stun might work as War 12, so I'll focus on War 11 for now. I figured I'd go on a 'Greater Divine Power' tangent here, using the lvl11 cleric spell Martyr's Kiss as inspiration of where to take it.

Divine Power
Spoiler: ShowHide

Evocation
Level:    Clr 4, War 4
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Personal
Target:    You
Duration:    1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


Martyr's Kiss
Spoiler: ShowHide

Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch.
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.


Greater Divine Power
Spoiler: ShowHide

Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +10 sacred bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.


I believe we talked about this one and some changes, but it didn't go any further? Refresh me.

This is correct. The next link (here it is again (http://www.soulriders.net/forum/index.php/topic,101729.msg1096210.html#msg1096210)) continued the discussion on my side. I believe it's the last one, as you never replied to it.
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2017, 02:13:04 PM
Quote from: Anastasia on June 15, 2017, 09:59:02 AM
Quote from: Corwin on June 09, 2017, 05:36:42 PM
Quote from: Corwin on April 28, 2016, 08:17:47 PM
A reminder about posting the tower shield book in case it slipped through the cracks.

I'll finally read it!

Oh yes, that's a mastery book?

Correct!
Title: Re: Random DM nagging.
Post by: Corwin on June 15, 2017, 02:17:04 PM
Quote from: Anastasia on June 07, 2017, 01:10:15 PM
QuoteGreater Displacement

Remind me tomorrow, need to do a bit of DM homework on one part of this.

Reminding!
Title: Re: Random DM nagging.
Post by: Corwin on June 18, 2017, 02:37:50 AM
Quote from: Anastasia on June 15, 2017, 11:05:10 AM
Quote from: Corwin on June 09, 2017, 07:09:10 AM
Lucy post #2, Magic!

A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats,

That's fine. Write it up for me and it'll go in houserules.

Quoteand spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

My general take on that is this: A variant or two is fine, especially for more common spells. If you're going whole hog on it, it's better to invest in energy substitution. It starts feeling like you want the theme of energy substitution but don't want to blow the resources for it, which feels like an end run around it.

The problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

Quote
QuoteE) Can Superior Shadow Evocation exist?

At present, the Shadow Conjuration and Shadow Evocation spells are:

QuoteShadow Evocation lvl5 (20%)
Shadow Evocation, Greater lvl8 (60%)

Shadow Conjuration lvl4 (20%)
Shadow Conjuration, Greater lvl7 (60%)
Shades lvl9 (80%)

To go with the pattern, Superior Shadow Evocation would be a lvl10 spell that mimics evocation but up to 9th level and 80% real.

Yeah, something like that's fine. Write it up and at worst it proves horribly broken and houseruled away.

Superior Shadow Evocation
Illusion (Shadow)
Level:
Sor/Wiz 10

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 9th level or lower. If recognized as a superior shadow evocation, a damaging spell deals only four-fifths (80%) damage.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2017, 12:38:57 PM
Quote from: Corwin on June 15, 2017, 11:44:20 AMIt seems to be an actual book, though for 3.0. I sadly didn't have an appropriate example from elsewhere, just stuff like Serenity or stuff like Ascetic Mage.

On a deep review, I'm going to disallow that feat but open the door to making something reasonably custom to do it - a custom feat or some such, since I don't think Archivist has much support. Whip something up.

QuoteI get where you're coming from, but it does feel a bit off. Jaela got the spell, she has a stat to AC like most if not all PCs (cha, ovbiously), she also has +6 deflection to AC from a ring of protection +6. I assumed that using the spell would give her (CHA mod - 6 existing deflection) extra deflection AC, by not stacking with the deflection bonus but stacking with the normal one. Is that actually wrong?

To be entirely honest, I didn't realize that interaction for Jaela. She'd just use her base Charisma to AC and ignore that aspect of the spell. That one's my fault, so if you wanna rejigger it or make another choice, that's fine.

QuoteThe 12 that the 'monster' class progresses. Unlike the succubus features running off total HD, this runs off levels, then? I hoped any character with 21+ levels and DR automatically had 'epic' tagged on to it.

It's a little more complicated than that.

If you run pure racial hit dice on one side? Yeah, you'll pick it up, probably at level 21 but perhaps a few higher or lower. Kascha and Hanna are two examples of this.

If you don't but it's really close, say 19 or 20 racial hit dice, it might happen. That's in that nebulous DM discretion territory.

If you have less racial hit dice you do not. An example of that is Crystal (but note that her Yggdrasil fruit powerup gave her epic to her damage reduction, but this was not part of her normal advancement).

So Lucy would not have it unless she gets it from another source. 

Quote
Spoiler: ShowHide
Items: CASH 418.25gp, Arcanist's Gloves [MIC p72; 1,000gp swift 2/day to raise CL of lvl1 spell by 2], Conduit Rod [MIC p155; 6,000gp swift/energy res 20 for 1 round], Lesser Rod of Chain Spell [MIC p165; 14,000gp], Lesser Rod of Extend Spell [3,000gp], Lesser Rod of Enlarge Spell [3,000gp], Necklace of Adaptation [9,000gp], Scrying Beacon: 1,500 gold [MIC], Courtier's Outfit + Jewelry [80gp], 2 daggers [4gp], Spellbook [0/100 pages full, 15gp], Black Knight's Sword: Greatsword+1. Grants a +2 bonus to the caster level of spells and spell-like abilities from the school of necromancy. [8,000gp]

Two of Miimi's best clocks, stopped at the same time.
Black veil: Protects eyes from the sea of light. Does not inhibit vision otherwise.
Rod of Wonder: Has 5 charges left. Causes a wild magic surge, identical to the ones that destroyed the ship. Another item infused with the chaos of the ship's explosion. Probably not a lot of value here, unless you find a wild mage. Conversely, using it could bring reward or ruin. Depends on how lucky you feel. No idea on a price here, either. CURRENTLY, HAS 0 CHARGES.


Looks fine.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2017, 12:41:56 PM
Quote from: Corwin on June 15, 2017, 02:12:32 PM
Quote from: Anastasia on June 15, 2017, 09:57:31 AM
Quote from: Corwin on June 06, 2017, 01:41:12 PM
Mass Power Word Stun might work as War 12, so I'll focus on War 11 for now. I figured I'd go on a 'Greater Divine Power' tangent here, using the lvl11 cleric spell Martyr's Kiss as inspiration of where to take it.

Divine Power
Spoiler: ShowHide

Evocation
Level:    Clr 4, War 4
Components:    V, S, DF
Casting Time:    1 standard action
Range:    Personal
Target:    You
Duration:    1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


Martyr's Kiss
Spoiler: ShowHide

Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch.
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.


Greater Divine Power
Spoiler: ShowHide

Evocation
Level: Clr 11, War 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks) as well as gaining a +10 sacred bonus to attack rolls and weapon damage rolls, and you gain 2 temporary hit point per caster level.


I believe we talked about this one and some changes, but it didn't go any further? Refresh me.

This is correct. The next link (here it is again (http://www.soulriders.net/forum/index.php/topic,101729.msg1096210.html#msg1096210)) continued the discussion on my side. I believe it's the last one, as you never replied to it.

Okay, whip up a +8 version real quick and lemme see it from there.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2017, 01:01:41 PM
Quote from: Corwin on June 15, 2017, 02:17:04 PM
Quote from: Anastasia on June 07, 2017, 01:10:15 PM
QuoteGreater Displacement

Remind me tomorrow, need to do a bit of DM homework on one part of this.

Reminding!

Okay, we'll try it and see.
Title: Re: Random DM nagging.
Post by: Corwin on June 20, 2017, 01:15:22 PM
Greater Divine Power v2
Evocation
Level: Clr 11, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with skill in combat. Your base attack bonus becomes equal to your character level +8 (which may give you additional attacks), and you gain 2 temporary hit point per caster level.

EDIT: Since War 11 is actually taken, maybe War 12?
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2017, 01:30:59 PM
Quote from: Corwin on June 18, 2017, 02:37:50 AMThe problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

There are mechanical ways around it like rapid metamagic. That aside, I just feel that's taking it too far, so yeah.

QuoteSuperior Shadow Evocation
Illusion (Shadow)
Level:
Sor/Wiz 10

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 9th level or lower. If recognized as a superior shadow evocation, a damaging spell deals only four-fifths (80%) damage.

That's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on June 20, 2017, 01:32:18 PM
Quote from: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.

The simplest solution is to work out a solution like Jaela's glove/spear/armor thing and load it up with staves of energy substitution.
Title: Re: Random DM nagging.
Post by: Corwin on June 20, 2017, 01:52:07 PM
Quote from: Anastasia on June 15, 2017, 11:05:10 AM
Quote from: Corwin on June 09, 2017, 07:09:10 AM
A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats,

That's fine. Write it up for me and it'll go in houserules.

Quoteand spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

My general take on that is this: A variant or two is fine, especially for more common spells. If you're going whole hog on it, it's better to invest in energy substitution. It starts feeling like you want the theme of energy substitution but don't want to blow the resources for it, which feels like an end run around it.

Quote from: Anastasia on June 20, 2017, 01:30:59 PM
Quote from: Corwin on June 18, 2017, 02:37:50 AMThe problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

There are mechanical ways around it like rapid metamagic. That aside, I just feel that's taking it too far, so yeah.

Fair enough. Final post on the subject! Is going just for Scorching Burst/Acid and Delayed Blast Fireball/Acid legit, or should I table it altogether?
Title: Re: Random DM nagging.
Post by: Corwin on June 20, 2017, 01:53:23 PM
Quote from: Anastasia on June 20, 2017, 01:32:18 PM
Quote from: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.

The simplest solution is to work out a solution like Jaela's glove/spear/armor thing and load it up with staves of energy substitution.

Can you use more than one rod of metamagic of the same kind? Like if I have two rods of greater maximize, I can maximize 6 lvl9 spells per day, 3 with each rod?
Title: Re: Random DM nagging.
Post by: Corwin on June 20, 2017, 02:07:32 PM
Quote from: Anastasia on June 20, 2017, 12:38:57 PM
On a deep review, I'm going to disallow that feat but open the door to making something reasonably custom to do it - a custom feat or some such, since I don't think Archivist has much support. Whip something up.

Intuitive Archivist
Prerequisites: Dark Knowledge

You now use your Charisma bonus (if any) for every aspect of your Archivist spellcasting.

The Spellcasting entry for the Archivist class becomes thus:
To learn, prepare, or cast a spell, an archivist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Cha modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 22, 2017, 01:20:01 AM
As a heads up since we're in a time crunch all or nothing scenario, if any teams are heading out for combat Surraruthru is available for free buffs. It only takes 1 minute for him to weave the tapestry now. We can't really afford to lose anyone before the big hit, so we might want to make it a standard thing for Surraruthru to buff all the big names every morning (max of 9 of the big names) with some 24+ hour buffs just in case.

I'm thinking of standardizing Elemental Body, Surraruthru's Dragonskin, Dragon Princess buffs (Insight Str/Dex/Int), Magic Tattoos, and Energy Immunity.

Opinions?
Title: Re: Random DM nagging.
Post by: Corwin on June 22, 2017, 08:30:19 AM
The stat boosters are str/dex/int? Nothing for con or cha?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 22, 2017, 11:38:40 AM
Not currently, but I don't see any issue with writing them up to complete the set.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 22, 2017, 12:32:43 PM
Per Cor's semi-request.

Endurance of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, a miniature image of Seira lands on the targets chest and is absorbed. The target of this spell gains a +4 insight bonus to Constitution.

Beauty of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic beauty. The target of this spell gains a +4 insight bonus to Charisma.
Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2017, 01:13:53 PM
Quote from: Corwin on June 20, 2017, 01:52:07 PM
Quote from: Anastasia on June 15, 2017, 11:05:10 AM
Quote from: Corwin on June 09, 2017, 07:09:10 AM
A) Like we talked earlier, I'm interested in going with an acid theme. Assuming there's no issue, it means a palette swap on relevant spells and feats.

Searing Spell gains a Corrosive Spell variant where it comes to feats,

That's fine. Write it up for me and it'll go in houserules.

Quoteand spells like Chain Lightning, Delayed Blast Fireball, Iceberg or Polar Ray gain [Acid] variants in addition to their originals. I don't want to use energy substitution on the original spells, but rather have the variants as spells known if there is no issue.

Also, going by the last posts in the thread Iddy is aiming for an acid approach, actually? Iddy, are you cool with this?

My general take on that is this: A variant or two is fine, especially for more common spells. If you're going whole hog on it, it's better to invest in energy substitution. It starts feeling like you want the theme of energy substitution but don't want to blow the resources for it, which feels like an end run around it.

Quote from: Anastasia on June 20, 2017, 01:30:59 PM
Quote from: Corwin on June 18, 2017, 02:37:50 AMThe problem with energy substitution is that even if the level adjustment is +0, a sorc will end up taking the entire round to cast those spells. Metamagic specialist lets me ignore metamagic penalties 8/day, which is doable for the occasional quicken or maximize, but won't be possible for every spell meant to fit a theme.

If that doesn't work, I'll cherry-pick spells from a given element or forego this approach altogether, so let me know?

There are mechanical ways around it like rapid metamagic. That aside, I just feel that's taking it too far, so yeah.

Fair enough. Final post on the subject! Is going just for Scorching Burst/Acid and Delayed Blast Fireball/Acid legit, or should I table it altogether?

That's fine.
Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2017, 01:23:15 PM
Quote from: Corwin on June 20, 2017, 01:53:23 PM
Quote from: Anastasia on June 20, 2017, 01:32:18 PM
Quote from: Iron Dragoon on June 18, 2017, 12:44:49 PM
From IRC:
I mean, I'm not going whole hog into it, but there are spells that have really good secondary effects or range and stuff but are like Fire or something else that's semi-commonly resisted by devils.
Energy Sub: Acid thing was just to have a vehicle to make those spells more viable without the work of rewriting stuff endlessly.
Like Simmer's Surprise for example.
Great spell and she uses it great, but she's got all kinds of stuff to punch through fire resistance and immunity. I don't.
So I need to change the damage type to something more suitable.

New:
Which is why I wanted it more than 3/day on the staff. Granted I asked for unlimited and looking back that's a bit excessive, but yeah. More times per day would be super nice.

The simplest solution is to work out a solution like Jaela's glove/spear/armor thing and load it up with staves of energy substitution.

Can you use more than one rod of metamagic of the same kind? Like if I have two rods of greater maximize, I can maximize 6 lvl9 spells per day, 3 with each rod?

Reading up on it, there's nothing RAW. I don't really have any problem with buying a second rod and doing something to juggle them, so long as it's not taken to absurd proportions. I can houserule this if it gets out of hand, so why I don't have a problem with it, do use proper restraint.
Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2017, 01:29:09 PM
Quote from: Corwin on June 20, 2017, 02:07:32 PM
Quote from: Anastasia on June 20, 2017, 12:38:57 PM
On a deep review, I'm going to disallow that feat but open the door to making something reasonably custom to do it - a custom feat or some such, since I don't think Archivist has much support. Whip something up.

Intuitive Archivist

Intuitive Archivist [General]
Prerequisite: Archivist level 1st
Benefit: You now use your Charisma bonus (if any) in place of Wisdom for your Archivist spellcasting, such as to determine save DCs and bonus spells per day.

I'd include a prereq of Charisma 13, but it's not needed. If you select this you know what you're getting into.
Title: Re: Random DM nagging.
Post by: Anastasia on June 22, 2017, 01:33:30 PM
Quote from: Iron Dragoon on June 22, 2017, 12:32:43 PM
Per Cor's semi-request.

Endurance of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, a miniature image of Seira lands on the targets chest and is absorbed. The target of this spell gains a +4 insight bonus to Constitution.

Beauty of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic beauty. The target of this spell gains a +4 insight bonus to Charisma.


Uh huh.

Quotetargets chest

You can see where my thoughts are going. But childishness aside, I'm fine with those if you want to complete the set.
Title: Re: Random DM nagging.
Post by: Corwin on June 22, 2017, 03:12:27 PM
Seira would probably approve....
Title: Re: Random DM nagging.
Post by: Corwin on June 23, 2017, 12:32:09 PM
Anything on the Greater Divine Power second draft (http://www.soulriders.net/forum/index.php/topic,101729.msg1097013.html#msg1097013)? I know it's messy, but it'd be pretty useful if it existed. And if not, I need to think of another lvl12 War spell. War 13, too, probably.

In other questions, I'm inquiring about the interaction between Delay Spell and Delayed Blast Fireball. Can I use a Delayed Delayed Fireball? >_>

If so, does it work as I presume (ie final spell is delayed between 2 to 10 rounds)?
Title: Re: Random DM nagging.
Post by: Corwin on June 23, 2017, 12:41:12 PM
Since I'm asking about interactions, how do split ray and twin spell interact? Similarly to empower and maximize, resulting in the best outcome (split first, then doubling the new amount of rays)?
Title: Re: Random DM nagging.
Post by: Corwin on June 23, 2017, 03:43:29 PM
As per request~

Wall of Attraction
Spoiler: ShowHide

Conjuration (Creation)
Level:    Sor/Wiz 8
Components:    V, S, M
Casting Time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Effect:    Magnetically-charged iron wall whose area is up to one 5-ft. square/level; see text
Duration:    See text
Saving Throw:    See text
Spell Resistance:    No

The spell functions like Wall of Iron, except one flat side of it chosen by the caster has the following effect:

The wall pulls iron or steel objects towards itself. The magnetic forces draw all metal objects within a 30ft range towards itself with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds). Any unattended and unsecured items fly directly and safely towards it, but drawing an item toward it that another creature is holding (such as a weapon) requires a successful disarm attempt (see page 155 of the Player's Handbook). The wall uses the caster's base attack bonus and its own Strength modifier (+10) and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity. If it succeeds on the disarm attempt, the weapon flies from your opponent's hand towards it. If it targets an item that is attended but not held, such as a weapon at someone's belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand. On a failed save, the item flies from the creature's hand towards the wall. Otherwise, make a disarm attempt as above. If an item is secured in some way, it makes a Strength check (using the ray's +10 bonus) to break or burst whatever holds it.

The magnetism drains within 1 round/level, leaving behind a wall as if summoned by Wall of Iron.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Material Component

A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust) inlaid with a fragment of a lodestone.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 25, 2017, 12:24:27 AM
Dune, still sorta waiting on answers to these:

The cost to make it into an Ioun Stone; the only reference I see for Ioun Stones is a No space limitation thing, but that doesn't say anything about it levitating or other Ioun Stone stuff:
http://www.soulriders.net/forum/index.php/topic,101784.msg1097244.html#msg1097244

The cost to increase uses/day; this is sorta answered on the SRD page, but I'm not sure what the full formula is for Divide by (5 divided by charges per day):
http://www.soulriders.net/forum/index.php/topic,101729.msg1096971.html#msg1096971
Title: Re: Random DM nagging.
Post by: Yuthirin on June 25, 2017, 09:50:48 PM
So Iddy and I are working on a thing. A real big thing.

The Sunfire Purifier

The sunfire purifier is a golem, fashioned into the shape of the dreaded tarrasque. Built by a conglomeration of Aurora's golem crafters, Lathander's smiths, and Waukeen's (something), this golem is designed to tear through large amounts of opposition and soak massive amounts of damage, as well as a way to physically drag sunlight to a place without it. It is the culmination of wrath against those who would snuff out the sun and see the growth of commerce destroyed.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Colossal Construct
Hit Dice:48d10+48+96+144+80 (848 hp)
Initiative:-1 (Dex)
Speed:20 ft. (can't run)
Armor Class:57 (-2 size, -1 Dex, +50 natural
Base Attack/CMB/CMD:+48/+75/85
Attack:Slam +66 melee (6d10+54), Bite +61 melee (6d8+2d6+27)
Full Attack:2 slams +66 melee (6d10+54), Bite +61 melee (6d8+2d6+27)
Space/Reach:15 ft./15 ft.
Special Attacks:Trample, bask in my radiance, the breath of life, lunge.
Special Qualities:Damage reduction 40/adamantine and epic, fast healing 25, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits, the power of the sun, consumptive carapace, golden idolatry, baleful gaze, improved grab, into the sunfire engine, the breath of light.
Saves:Fort +39, Ref +18, Will +19
Skills:Jump +31
Feats:Toughness(B)
Epic Feats:Epic Toughness(B)
Abilities:Str 64, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1


Project Barrier (Sp)
As a swift action, an adamantine golem can mimic the effects of a wall of iron spell (caster level 58th), except that the wall and any iron from it vanishes after 10 minutes.

An adamantine golem automatically succeeds on the Strength check to tip a wall of iron over.

Trample (Ex)
As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d12+60 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 62) for half damage. The DC is Strength-based and includes a +4 racial bonus.

Crushing Blows (Ex)
The slams of an adamantine golem hit with bone-shattering force. An adamantine golem applies double its Strength modifier to damage rolls with its slam attack. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit. 

Unmovable (Ex)
The bulk of an adamantine golem is almost impossible to push, trip or move. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)
An adamantine golem is noted for its sheer toughness and rugged endurance. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Magic Immunity (Ex)
An adamantine golem is immune to all magical and supernatural effects.

Constructed Toughness (Ex)
An adamantine golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

The Power of the Sun (Ex)
The soft golden glow of sunlight emanates from the sunfire purifier's claws and teeth. All of the sunfire purifier's natural attacks have the holy property, and are treated as good, adamantine, and epic for the purposes of overcoming damage reduction. The sunfire purifier's natural attacks have a +14 sacred bonus. This is a natural occurence due to the power imbued into its body. In addition, the golem's bite attack deals an extra 2d6 damage as holy, due to overflow from the sunfire engine inside its chest.

Consumptive Carapace (Ex)
Solid stone and metal consumed is converted into adamantine. Grants an additional fast healing 5 for each ton of stone and metal consumed. Lasts 1d4 rounds. In addition, its damage reduction is boosted by 1 for each 10 tons consumed. Each stack of this effect lasts for one hour and cannot be refreshed.

Bask In My Radiance (Ex)
Every 1d6+1 rounds, the Sun-Touched Gold that covers the sunfire purifier's carapace pulses, emitting a blast of sunfire in an 80 ft. radius.

Golden Idolatry (Ex)
Evil outsiders banished or destroyed by Bask In My Radiance have a chance to summon a golden creature of Waukeen in its place. Upon destruction or banishment, there is a 20% chance that the space occupied by the creature will have a summoned creature in it the next round. On a roll of 1d4, 1-3 will summon a golden lion, and 4 will summon a golden ferrumach.

Golden Roar (Ex)
Once every 1d4+1 rounds, the sunfire purifier can let loose a grinding cacophanic roar as it exposes the sunfire engine's noise to the world as a swift action. It releases this blast in a 25 ft. cone directly in front of itself, and those caught in the blast take 16d6 sonic damage and are deafened (DC 55).

Baleful Gaze (Ex)
The sunfire purifier has three eyes; one mounted on each side of its head, and a single large eye in the center. The central eye of the sunfire purifier functions as the eye of an advanced astral dreadnought, projecting a constant cone of antimagic field, up to 120 feet away so long as the eye is open. The sunfire purifier can redirect its gaze as a free action once per turn.

Improved Grab (Ex)
To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Lunge (Ex)
While the sunfire purifier cannot run, it is capable of great forward leaps due to its powerful legs. As a full round action, the golem can leap forward. Doing so triples the distance normally covered by such a leap. If the golem ends its jump facing a creature, it may choose to make a either make a bull rush or a full attack against that creature at a +2 bonus, as though having charged at that creature. This ability ignores difficult terrain and intervening creatures, and can be used once per minute. This ability confers a +10 to the golem's jump check.

Into the Sunfire Engine (Ex)
Creatures and objects that fail a second CMD check against the sunfire purifier are swallowed. Such creatures are dropped into the golem's internals, which are impossibly bright and filled with churning holy power and threshing metal gears. Swallowed creatures are blinded (DC 60) and take 16d8 damage for each round spent inside, half as holy and half as crushing. This damages rises to 24d8 if the sunfire purifier eats at least one ton of stone after swallowing a creature. Creatures inside must smash their way through threshing blades and grinding gears by dealing 180 damage or making a Strength check (DC 60) to hold the gears back. They can then attempt to smash or cut their way free through the purifier's hide. As the sunfire purifier is not a living creature, there is no muscular action to close this hole. However, the purifier's fast healing restores the internal mechanisms near instantly, and thus requires any subsequent creature to force their way past once again. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

The Breath of Light (Ex)
Once per hour, the sunfire purifier can empty the constantly-regenerating reservoir of sunfire and holy power within its sunfire engine. In doing so, it spews forth a tremendous gout of concentrated sunfire in a 120 ft. x 10 ft. line. All living creatures in the purifier's gullet and all detritus swallowed in the last round are expelled into the gout, spraying out 60 feet in front of the purifier. All creatures, including those expelled, take 36d6+48 holy damage and are subject to a banish spell (caster level 25). Using this ability forces the central eye closed until the golem's next turn. 

------------------------------

Sun-Touched Gold
Gold purified in the fires of the Sun, the creation of sun-touched gold is a secret known only to those who serve Lathander. Unlike normal gold, sun-touched gold is a brilliant, shining yellow akin o the sun in the sky. This is due to the fact that it contains the very energy of the sun, imbued into the gold's physical form.

Sun-touched gold is the only material that can safely contain sunfire.

Sunfire
The raw power of Lathander brought to bear against those who would defile or snuff out the Sun's light. It is deadly to the evil, while bolstering those of good heart. The light of sunfire bolsters the forces of good, instilling in them great health. Creatures of good alignment gain fast healing 6 and 3d8 temporary HP while standing in the light shed by sunfire, and for 4 rounds thereafter. Evil creatures are affected as though struck by an empowered and maximized sunburst spell (caster level 25). Additionally, clerics of Lathander within the light have all their spells extended for free, as well as their spells with the healing descriptor being empowered, due to the everlasting nature of the Sun.
Title: Re: Random DM nagging.
Post by: Anastasia on June 25, 2017, 11:36:21 PM
Okay, commentary and corrections.

0. Some formatting issues, I'm not going to comment not these unless they interfere with more than just formatting. You know you do too much custom DM work when things like this get to you.
1. Where does the 144 in bonus hit points come from? I see toughness, epic toughness and construct size bonus to AC, but I'm not sure where that's coming from. - Update, it's from toughness, the special quality taken from the adamantine golem. Okay.
2. I note it has good BAB progression (as a fighter) rather than fair BAB progression (as a cleric or a typical construct). Is this intended or an error? If it's intended, it should have a special quality noting this.
3. CMB should be 83 (48 BAB, 8 size modifier, 27 Strength modifier).
4. Likewise, CMD should be 92 (48 BAB, 8 size modifier, 27 Strength modifier, 10 default addition, -1 Dexterity modifier).
5. Attack roll modifier for the slam should be +67 instead of +66 (48 BAB, 27 Strength modifier, -8 size modifier). Side note: I really suggest using a dicebot or calculator to do this math. It looks like easy  math, but mental mistakes happen. You'd be surprised at how many little errors you prevent that way.
6. Bite's damage should be formatted as 6d8+27+2d6. The extra damage dice being formatted that way helps keep extra damage sorted and separate from normal damage dice, which matters for things like multiplying (or not) those dice on a critical hit.
7. Space/Reach should be 30ft/30ft.
8. I'd consider raising the fast healing a little bit. 30 sounds about right.
9. My math on the golem's saves come out to fort+35, ref+14 and will+15. I don't see a special quality or ability giving +4 to those to make up the difference. Is it getting that from somewhere and it's not listed, or did I miss it, or is it a math error?
10. Walk me through the math on how you got its Jump skill modifier of +31, please.
11. Project barrier is still present but it is not present in special attacks or special qualities. Is it meant to be gone or meant to be in there?
12. Trample is a full round action, not a standard action. Is this meant to be an exception unique to the golem?
13. Trample's math is off. The damage of a trample is equal to the creature's slam damage plus 1.5 times its Strength modifier. It should be 6d10+40. Likewise, the Reflex save DC is 10+24+27+4=65, instead of the DC 62 you have noted. (Note, the C&M adamantine golem deals only its Strength modifier on trample. This is an exception.)
14. Depending on design, crushing blows should arguably apply to its bite attack. More on this later.
15. The +14 sacred bonus to natural attack rolls isn't included in the creature's attack and full attack line. That would adjust up to +81 total.
16. So how does consumptive carapace work? How is solid stone and metal consumed? Does it have a cap to the bonuses granted if sufficient tons of stone or metal are consumed (it should, uncapped things can lead to problems and abuses)? So the duration for the fast healing is meant to be 1d4 rounds and the damage reduction boost for 1 hour? As written I don't really grasp how the ability works or is meant to interface with the greater creature in general.
17. I'd suggest putting bask in my radiance on a set timer instead of a variable one. This isn't essential, but reducing extra dicerolling is usually a good idea to make running the creature simpler.
18. Speaking of, bask in my radiance should clearly explain what the blast of sunfire does or note which ability does.
19. Rilmani aren't used in Balmuria, so summoning one with golden idolatry is inappropriate. More on this one below.
20. How do you get the DC for golden roar?
21. It's goldenfire, not sunfire.
22. Sunfire tends to be destructive, not restorative. Having it bolster and heal good creatures isn't appropriate, though the damage to evil ones is entirely fitting.
Edit: 23: Lunge needs some reworking with how Jump works, running starts and so forth.

Now to actual design thoughts and critique.

I like the hit dice and hit point range you got. HP's a touch low, but if you semi-awaken this like planned, a few epic toughnesses would more than compensate.

While not essential, I would consider adding a basic fly speed. It's critical at this level of play, and if I exclude it from an epic creature, it's usually an intentional choice (such as my tarrasque rewrite).

To quote from IRC: A very loose rule of thumb in higher epic design is to go for to hit equal to 150% of total hit dice for a creature that relies on them. So a 40 HD creature should have a minimum of +60 on its primary attacks. Isn't always right and often needs tweaking, but it's a good baseline to keep in the back of your head. +67 is a little low for a big golem that's going to hit things a lot, though the +14 sacred bonus would more than compensate.

To be entirely honest, I think the base creature is weaker for using adamantine golems as a stepping stool instead of going 100% original. There's some good things here, which don't always meld well with the stuff from the adamantine golem. The overall design comes across as busy and over-cluttered and that's one reason why.

Quick thought here: The golem's themes are being a big, sunfire spewing golem in the shape of a tarrasque. The design should generally connect to that.

If it isn't already meant to be dropped, I'd drop project barrier. It simply doesn't fit the creature's theme at all.

Trample's a solid addition to the creature and well worth having.

I'd drop crushing blows and fold bits of it into the power of the sun if needed. Make it one omnibus ability affecting its natural attacks rather than two split ones. I might also split the holy bite bit of the power of the sun into a small, separate ability, though this isn't mandatory. Finally, I'd tone down the sacred bonus to attack rolls. It has a very high Strength score already, +81 total to slams feels a bit much for a 48 hit dice construct. However, I'd allow the sacred bonus (whatever it ends up being) apply to the damage of natural attacks as well and help merge/supersede parts of crushing blows.

I'd suggest dropping consumptive carapace. In addition to being poorly explained, I feel it's overly complicated and extraneous to the design. While I do give it points for connecting to the tarrasque's endless hunger, it has the problems noted above in addition to being a chore to track. Multiple durations for various things, fiddling with baseline numbers and adding a lot mover overhead to running the golem isn't a good thing.

Bask in my radiance is a good, thematic ability and I like the flavor. However, between that, its roar, its breath weapon, its summoning on kill ability and its gaze, it has a ton of things going on to keep track of. I'd suggest keeping this one, though, it's good and on target. Do note the comments above about it.

I'd flat drop golden idolatry. It's high upkeep for minimal gain. It's a lot of dicerolling to chase a 20% chance of success, summoning minor creatures like lions or a CR 9 ferrumach isn't terribly relevant at this level of play nor worth the added difficulty in running the golem. Additionally, a golem composed of pure goldenfire and holy power summons a neutral outsider instead of a good aligned outsider. Huh?

I would suggest combining golden roar and the breath of life into one breath weapon. Possibly one with multiple modes rather than a single one, but something to keep the abilities and make it smoother to run.

Eye's off the theme of the creature, but since you're splicing in that giant astral dreadnought eye, whatever.

Lunge is a nice link to the tarrasque's ability to run once per minute. I'm not sure about the mechanics - it'll take more work than I have in me at the moment - but I do like the flavor connection of it.

There's more, but I'm tired and this ran way long as it is, plus I'm sure people who have replies in nagging ahead of this one are wondering why I did you first.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 27, 2017, 05:24:01 PM
Quote from: Anastasia on June 25, 2017, 11:36:21 PM
Okay, commentary and corrections.

Quote0. Some formatting issues, I'm not going to comment not these unless they interfere with more than just formatting. You know you do too much custom DM work when things like this get to you.
Just tell me, stop dancing around it.

Quote1. Where does the 144 in bonus hit points come from? I see toughness, epic toughness and construct size bonus to AC, but I'm not sure where that's coming from. - Update, it's from toughness, the special quality taken from the adamantine golem. Okay.
Great.

Quote2. I note it has good BAB progression (as a fighter) rather than fair BAB progression (as a cleric or a typical construct). Is this intended or an error? If it's intended, it should have a special quality noting this.
What's the math for that?

Quote3. CMB should be 83 (48 BAB, 8 size modifier, 27 Strength modifier).
4. Likewise, CMD should be 92 (48 BAB, 8 size modifier, 27 Strength modifier, 10 default addition, -1 Dexterity modifier).
Those are your numbers, taken from chat. You're arguing with yourself. Are you sure those numbers are correct? Can post chatlog if needed tonight.

Quote5. Attack roll modifier for the slam should be +67 instead of +66 (48 BAB, 27 Strength modifier, -8 size modifier). Side note: I really suggest using a dicebot or calculator to do this math. It looks like easy  math, but mental mistakes happen. You'd be surprised at how many little errors you prevent that way.
I'll update it.

Quote6. Bite's damage should be formatted as 6d8+27+2d6. The extra damage dice being formatted that way helps keep extra damage sorted and separate from normal damage dice, which matters for things like multiplying (or not) those dice on a critical hit.
Simple enough.

Quote7. Space/Reach should be 30ft/30ft.
Okay.

Quote8. I'd consider raising the fast healing a little bit. 30 sounds about right.
Not gonna argue with that.

Quote9. My math on the golem's saves come out to fort+35, ref+14 and will+15. I don't see a special quality or ability giving +4 to those to make up the difference. Is it getting that from somewhere and it's not listed, or did I miss it, or is it a math error?
It's probably a math error.

Quote10. Walk me through the math on how you got its Jump skill modifier of +31, please.
The base golem from your entry has a +14 modifier. This is a +20 bonus with a -6 penalty. Ramping up, the new golem's strength confer's 7 more points to the strength modifier. This gives us 21. +10 from Lunge = 31

Quote11. Project barrier is still present but it is not present in special attacks or special qualities. Is it meant to be gone or meant to be in there?
Sorta. I hadn't removed anything from the base golem. You're right, it's not thematic and I'd been considering removing it altogether since I started this.

Quote12. Trample is a full round action, not a standard action. Is this meant to be an exception unique to the golem?
Your entry doesn't specify. I made an assumption.

Quote13. Trample's math is off. The damage of a trample is equal to the creature's slam damage plus 1.5 times its Strength modifier. It should be 6d10+40. Likewise, the Reflex save DC is 10+24+27+4=65, instead of the DC 62 you have noted. (Note, the C&M adamantine golem deals only its Strength modifier on trample. This is an exception.)
Yeah I didn't have the math for the DC or the damage, so I just eyeballed it. I was pretty close.

Quote14. Depending on design, crushing blows should arguably apply to its bite attack. More on this later.
I thought about it. Thematically it would make sense, but I'm leery about becoming too cheesy. If you're into it, I'll include it in the next iteration.

Quote15. The +14 sacred bonus to natural attack rolls isn't included in the creature's attack and full attack line. That would adjust up to +81 total.
Righto.

Quote16. So how does consumptive carapace work? How is solid stone and metal consumed? Does it have a cap to the bonuses granted if sufficient tons of stone or metal are consumed (it should, uncapped things can lead to problems and abuses)? So the duration for the fast healing is meant to be 1d4 rounds and the damage reduction boost for 1 hour? As written I don't really grasp how the ability works or is meant to interface with the greater creature in general.
It turned out to be more complicated than I'd intended. Perhaps it would work better with a refreshing and stacking buff? Maybe the whole thing as an hour or so instead of the d4. It's designed to compliment the damage reduction and fast healing, in that the engine inside would convert matter into usable material to augment the body.

Quote17. I'd suggest putting bask in my radiance on a set timer instead of a variable one. This isn't essential, but reducing extra dicerolling is usually a good idea to make running the creature simpler.
Can do. 3 rounds sound good? 4? 2? 1? Constant?

Quote18. Speaking of, bask in my radiance should clearly explain what the blast of sunfire does or note which ability does.
Righto.

Quote19. Rilmani aren't used in Balmuria, so summoning one with golden idolatry is inappropriate. More on this one below.
See below.

Quote20. How do you get the DC for golden roar?
Made it up. It's just a placeholder since I don't have the math.

Quote21. It's goldenfire, not sunfire.
22. Sunfire tends to be destructive, not restorative. Having it bolster and heal good creatures isn't appropriate, though the damage to evil ones is entirely fitting.
You know, I don't know what the differences between those two things are. Hell, I didn't even know you had sunfire in this setting. I made it up. It'd be great if you could explain them in detail, that way I'll know where I'm going with this and how to adapt the design.

QuoteEdit: 23: Lunge needs some reworking with how Jump works, running starts and so forth.
It can't run. There are no running starts. Is that not clear?

QuoteNow to actual design thoughts and critique.

I like the hit dice and hit point range you got. HP's a touch low, but if you semi-awaken this like planned, a few epic toughnesses would more than compensate.
I wanted to design something that would hold up moderately well if we chose not to awaken it.

QuoteWhile not essential, I would consider adding a basic fly speed. It's critical at this level of play, and if I exclude it from an epic creature, it's usually an intentional choice (such as my tarrasque rewrite).
I mean I'm okay with this if you are. I thought it was a bit much, but I can do it. Golden wings of burning sunlight, here we come.

QuoteTo quote from IRC: A very loose rule of thumb in higher epic design is to go for to hit equal to 150% of total hit dice for a creature that relies on them. So a 40 HD creature should have a minimum of +60 on its primary attacks. Isn't always right and often needs tweaking, but it's a good baseline to keep in the back of your head. +67 is a little low for a big golem that's going to hit things a lot, though the +14 sacred bonus would more than compensate.
We can bump it to +20.

QuoteTo be entirely honest, I think the base creature is weaker for using adamantine golems as a stepping stool instead of going 100% original. There's some good things here, which don't always meld well with the stuff from the adamantine golem. The overall design comes across as busy and over-cluttered and that's one reason why.
I used the golem because if its tremendous immunities. While this prevents magical healing, it also prevents nearly all forms of energy damage, as well as sub-DvR1+ magic. While Bel might be able to kill it, I doubt anything else will.

QuoteQuick thought here: The golem's themes are being a big, sunfire spewing golem in the shape of a tarrasque. The design should generally connect to that.
This is still a rough draft. It's by no means final, and Iddy and I are still kicking ideas at each other. Golden Idolatry and the roar are new. Not included here is a gravity well effect on the breath weapon that I couldn't figure out how to do without stupid levels of complication. Hundreds of bull rush attempts? Or just an effect like a tornado? Couldn't find a way I liked.

QuoteIf it isn't already meant to be dropped, I'd drop project barrier. It simply doesn't fit the creature's theme at all.
I gotcha.

QuoteTrample's a solid addition to the creature and well worth having.
Think we could change Lunge into some sort of charge, that also tramples everything in a straight line?

QuoteI'd drop crushing blows and fold bits of it into the power of the sun if needed. Make it one omnibus ability affecting its natural attacks rather than two split ones. I might also split the holy bite bit of the power of the sun into a small, separate ability, though this isn't mandatory. Finally, I'd tone down the sacred bonus to attack rolls. It has a very high Strength score already, +81 total to slams feels a bit much for a 48 hit dice construct. However, I'd allow the sacred bonus (whatever it ends up being) apply to the damage of natural attacks as well and help merge/supersede parts of crushing blows.
Sounds good. I'm still open to tweaking stuff. If you think the strength is too high, say so.

QuoteI'd suggest dropping consumptive carapace. In addition to being poorly explained, I feel it's overly complicated and extraneous to the design. While I do give it points for connecting to the tarrasque's endless hunger, it has the problems noted above in addition to being a chore to track. Multiple durations for various things, fiddling with baseline numbers and adding a lot mover overhead to running the golem isn't a good thing.
Yeah, it is a bit of a thing. I'll probably pare it down to something smaller.

QuoteBask in my radiance is a good, thematic ability and I like the flavor. However, between that, its roar, its breath weapon, its summoning on kill ability and its gaze, it has a ton of things going on to keep track of. I'd suggest keeping this one, though, it's good and on target. Do note the comments above about it.
I knew not everything would make the cut, so I threw a bunch of stuff up there to see what worked and what didn't. I'm rather pleased with Bask, the Engine, and the breath weapon.

QuoteI'd flat drop golden idolatry. It's high upkeep for minimal gain. It's a lot of dicerolling to chase a 20% chance of success, summoning minor creatures like lions or a CR 9 ferrumach isn't terribly relevant at this level of play nor worth the added difficulty in running the golem. Additionally, a golem composed of pure goldenfire and holy power summons a neutral outsider instead of a good aligned outsider. Huh?
This was more of an attempt to nod at Waukeen, who we'd originally thought to include in the design along with Lathander. It's looking less and less like she'll be needed though, so I'll probably scratch her stuff out of the golem. It was added on at the last minute, so it's super rough.

QuoteI would suggest combining golden roar and the breath of life into one breath weapon. Possibly one with multiple modes rather than a single one, but something to keep the abilities and make it smoother to run.
I'll probably combine it and speed up the frequency. Once every 10 minutes, maybe. Once an hour will see use at or near the beginning of large-scale combat, and then not again. If the fight for Lifasa goes the way I think it will, once every 10 minutes will be a lot better.

QuoteEye's off the theme of the creature, but since you're splicing in that giant astral dreadnought eye, whatever.
I'm aware it's a bit off. I'm working on it. Maybe an intense beam of sunlight that washes away magic? Like a metaphysical bleaching effect?

QuoteLunge is a nice link to the tarrasque's ability to run once per minute. I'm not sure about the mechanics - it'll take more work than I have in me at the moment - but I do like the flavor connection of it.
Yeah it needs love.

QuoteThere's more, but I'm tired and this ran way long as it is, plus I'm sure people who have replies in nagging ahead of this one are wondering why I did you first.
Because I posted this and you went to it. And then you ignored everything else all weekend! Whose fault is that? :P
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2017, 09:25:03 PM
Quote from: Anastasia on June 22, 2017, 01:33:30 PM
Quote from: Iron Dragoon on June 22, 2017, 12:32:43 PM
Per Cor's semi-request.

Endurance of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, a miniature image of Seira lands on the targets chest and is absorbed. The target of this spell gains a +4 insight bonus to Constitution.

Beauty of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic beauty. The target of this spell gains a +4 insight bonus to Charisma.


Uh huh.

Quotetargets chest

You can see where my thoughts are going. But childishness aside, I'm fine with those if you want to complete the set.

Added to the spell collection.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2017, 09:27:31 PM
Quote from: Corwin on June 23, 2017, 12:32:09 PM
Anything on the Greater Divine Power second draft (http://www.soulriders.net/forum/index.php/topic,101729.msg1097013.html#msg1097013)? I know it's messy, but it'd be pretty useful if it existed. And if not, I need to think of another lvl12 War spell. War 13, too, probably.

In other questions, I'm inquiring about the interaction between Delay Spell and Delayed Blast Fireball. Can I use a Delayed Delayed Fireball? >_>

If so, does it work as I presume (ie final spell is delayed between 2 to 10 rounds)?

By +8 bonus I meant like a +8 bonus to hit or whatever, or a suitable enhancement to Strength. Not to BAB, level + whatever to BAB is one of those things I don't want to do for balance reasons.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2017, 09:28:11 PM
Quote from: Corwin on June 23, 2017, 12:32:09 PMIn other questions, I'm inquiring about the interaction between Delay Spell and Delayed Blast Fireball. Can I use a Delayed Delayed Fireball? >_>

If so, does it work as I presume (ie final spell is delayed between 2 to 10 rounds)?

Sure, I'll allow it unless there's some way to abuse it horribly that you exploit. It seems mildly useful at best.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2017, 09:28:49 PM
Quote from: Corwin on June 23, 2017, 03:43:29 PM
As per request~

Wall of Attraction
Spoiler: ShowHide

Conjuration (Creation)
Level:    Sor/Wiz 8
Components:    V, S, M
Casting Time:    1 standard action
Range:    Medium (100 ft. + 10 ft./level)
Effect:    Magnetically-charged iron wall whose area is up to one 5-ft. square/level; see text
Duration:    See text
Saving Throw:    See text
Spell Resistance:    No

The spell functions like Wall of Iron, except one flat side of it chosen by the caster has the following effect:

The wall pulls iron or steel objects towards itself. The magnetic forces draw all metal objects within a 30ft range towards itself with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds). Any unattended and unsecured items fly directly and safely towards it, but drawing an item toward it that another creature is holding (such as a weapon) requires a successful disarm attempt (see page 155 of the Player's Handbook). The wall uses the caster's base attack bonus and its own Strength modifier (+10) and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity. If it succeeds on the disarm attempt, the weapon flies from your opponent's hand towards it. If it targets an item that is attended but not held, such as a weapon at someone's belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand. On a failed save, the item flies from the creature's hand towards the wall. Otherwise, make a disarm attempt as above. If an item is secured in some way, it makes a Strength check (using the ray's +10 bonus) to break or burst whatever holds it.

The magnetism drains within 1 round/level, leaving behind a wall as if summoned by Wall of Iron.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Material Component

A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust) inlaid with a fragment of a lodestone.


This one's fine in principal. I need to revise/format it, that'll happen tomorrow. Note to self, do that.
Title: Re: Random DM nagging.
Post by: Anastasia on June 27, 2017, 10:15:32 PM
Quote from: Yuthirin on June 27, 2017, 05:24:01 PMJust tell me, stop dancing around it.

Honestly, I was going to offer to do the formatting when you were done rather than going back and forth on it. It's easier that way, since a lot of it is nitpicky things. I meant to mention that later on, but it got lost in the shuffle of all the other comments.

QuoteWhat's the math for that?

Good BAB progression (which you used) is level*1. So a 10th level fighter has +10 BAB, while a 42nd level paladin has +42 BAB.

Fair BAB progression (which is what constructs get) is level*.75. For example, a 1st level cleric has a BAB of +0. It's technically .75, but the fraction isn't rounded up to 1 since D&D rounds down whenever possible, including for BAB.. A 17th level cleric has a BAB of +12 (12.75, but again, the .75 is rounded down). For something with pure construct hit dice, just multiply the hit dice by .75. In this case, a 48 hit dice construct has a total BAB of +36 (and 36 even, no decimal this time).

Incidentally, poor BAB progression (which wizards, undead and other such things get) is level*.50. For example, a 3rd level wizard has a BAB of +1.

QuoteThose are your numbers, taken from chat. You're arguing with yourself. Are you sure those numbers are correct? Can post chatlog if needed tonight.

That was without the size modifier, which was noted as incorrect. Running the numbers with the correct size mod, the numbers here are correct, not the previous ones in chat.

This is, incidentally, why I strongly suggest dicebotting or calculatoring your math, as well as doing it more than once. Mistakes happen. Sometimes you add or subtract something and forget to adjust it down the line. I had all that open and simply forgot to include a line mentioning that when we went over chat. With so many numbers in play, these things happen.

QuoteIt's probably a math error.

Okay, feel free to run the math yourself to be sure. Constructs get poor base saves in all three saves, so that's +6 to all three saves at level 20. They get (23, 26, 29, 32, 35, 38, 41, 44, 47) +9 from epic save progression and then they add ability modifiers, as well as any bonus, such as the +20 an adamantine golem gets to Fortitude saves.

You can never run the math too many times when designing something, even when you're sure you're right.

QuoteThe base golem from your entry has a +14 modifier. This is a +20 bonus with a -6 penalty. Ramping up, the new golem's strength confer's 7 more points to the strength modifier. This gives us 21. +10 from Lunge = 31

Okay. Do note the bit in Jump about needing running starts, though. I'd suggset Lunge just waive that part of it or give a bigger bonus to compensate. Whichever.

QuoteYour entry doesn't specify. I made an assumption.

The entry there's baseline and just the raw statistics needed. The relevant SRD page is here.

http://www.d20srd.org/srd/specialAbilities.htm#trample

QuoteYeah I didn't have the math for the DC or the damage, so I just eyeballed it. I was pretty close.

You were. I remember having to do that waaaaaaaaaaay back because I couldn't find trample in the SRD. Fun times. It was a pretty solid guess.

QuoteI thought about it. Thematically it would make sense, but I'm leery about becoming too cheesy. If you're into it, I'll include it in the next iteration.

I would if you keep crushing blows, since the tarrasque has something like that to make its multiple natural attacks stronger. However, see the stuff I said about merging that and the sacred bonus to attack rolls.

QuoteIt turned out to be more complicated than I'd intended. Perhaps it would work better with a refreshing and stacking buff? Maybe the whole thing as an hour or so instead of the d4. It's designed to compliment the damage reduction and fast healing, in that the engine inside would convert matter into usable material to augment the body.

Honest advice here? I've been there. You have a really neat idea for an ability and it ends up way more complicated, obtuse, unwieldy or just plain difficult to manage than you intended. That's okay, these things happen. You can either radically revise it or start from scratch on that particular idea. It's a pain, but sometimes that's part of the design process.

I believe I said here or lower that I'd drop the carapace and that's my opinion on it.

QuoteCan do. 3 rounds sound good? 4? 2? 1? Constant?

I'd suggest 4 for now, pending on how everything else hashes out. There's more than one source of damage with this thing, so it's the sort of late adjustment you do once everything else is worked out.

QuoteMade it up. It's just a placeholder since I don't have the math.

Okay, the math for a racial ability's DC is generally 10 + 1/2 the hit dice of the creature + one of the creature's ability modifiers. The ability modifier used varies depending on the type of ability. For example, breath weapons usually use Constitution, while an ability based around physical strength (like a cornugon's stun) is Strength based. Use your judgment and check similar abilities.

Having a null in an ability score is reasonable grounds to switch to the next most suitable ability. This falls into DM discretion more than anything else.

QuoteYou know, I don't know what the differences between those two things are. Hell, I didn't even know you had sunfire in this setting. I made it up. It'd be great if you could explain them in detail, that way I'll know where I'm going with this and how to adapt the design.

Huh, I thought you were aware since the whole goldenfire quest and some other things. Okay then. Lemme run down the bare basics here. The party isn't fully cognizant of all the finer details of how goldenfire works, so some vagueness here is intentional for spoiler reasons.

- Goldenfire is used by Lathander and tied to the power of the sun. It's like searing fire or hellfire in that it is fire but bypasses resistance and immunity to fire. Think of it as great gushes of holy golden fire that burns the shit out of evil. It first showed up in B1 with Seira tapping into some of it, and has played a role in B3 with Lathander and the goldenfire spear quest.

- Goldenfire is difficult for most creatures to endure, even good ones. Exposures to it can have mounting, deleterious effects. It's primal stuff and not meant to be used lightly. Fortunately, most offensive applications of it aren't strong enough to provoke this. This is more if you go into the home of goldenfire and get exposed big time. Think of it like getting an X-ray versus nuclear fallout. One's no big deal, the other's a big oh shit.

- Goldenfire has ties to newborn life, freedom, purification of evil and Lathander.

- There are things like goldenfire spell (metamagic) and other ways to channel goldenfire, but it's generally rare and niche knowledge, in the same way hellfire is. For example, Moonlight knows about it, but can't use any of it herself.

- As noted in B3's goldenfire spear quest the first embers of goldenfire have the ability to defy destiny, as it represents newborn life unburdened by anything and full of life's infinite potential.

- Due to all of this, it's generally used destructively rather than to heal or restore things. I'd suggest on it walloping the shit out of evil more than healing good creatures.

QuoteIt can't run. There are no running starts. Is that not clear?

Okay then.

QuoteI wanted to design something that would hold up moderately well if we chose not to awaken it.

Works well then.

QuoteI mean I'm okay with this if you are. I thought it was a bit much, but I can do it. Golden wings of burning sunlight, here we come.

That's fine, unless you don't want it to have that. Suggestion: I'd keep the fly speed low, too. It's really not that mobile a creature, even if it can fly.

Like in the case of the tarrasque, it's an intentional gap. I closed a lot of the gaps the original tarrasque has, but I did leave some so it cleaves closely to the idea of the creature. The tarrasque's a great rampaging beast but has never been a flier. It doesn't really fit it, so I kept the default one flightless. It's not wrong to be unable to fly, but it is a liability and a choice that says a lot about the creature's flavor.

QuoteWe can bump it to +20.

That's workable, especially since it'll lose a chunk of to-hit from fair BAB.

QuoteI used the golem because if its tremendous immunities. While this prevents magical healing, it also prevents nearly all forms of energy damage, as well as sub-DvR1+ magic. While Belmight be able to kill it, I doubt anything else will.

Technically speaking, nothing short of Mystra or someone with a unique power can affect it with magic. Deities are immune to anti magic, but this isn't precisely anti magic, but just an immunity instead.

Bel could take it RAW easily enough, let alone if he's remotely prepared or not fighting alone. Using a Lord of the Nine isn't a fair yardstick, though.

QuoteThis is still a rough draft. It's by no means final, and Iddy and I are still kicking ideas at each other. Golden Idolatry and the roar are new. Not included here is a gravity well effect on the breath weapon that I couldn't figure out how to do without stupid levels of complication. Hundreds of bull rush attempts? Or just an effect like a tornado? Couldn't find a way I liked.

Oh yeah, just focusing and applying my thoughts there.

If you wanted to do gravity - and honestly I do feel it's extraneous but that aside - I'd do it like this.

Gravity Well (Su)

Creatures within xft of the placeholder name must succeed on a DC x (save type here) or be pulled in towards the placeholder name at a rate of xft per round. Creatures pulled cannot move away unless they succeed on the saving throw, which may be attempted again each round on the creature's turn. A creature that is adjacent to the placeholder name may act normally, but cannot move away unless they pass the saving throw.

Something like that. When in doubt about a complicated ability, write it as bare bones as possible and expand from there. If you absolutely can't do it, that may be a sigh it's over complicated.

QuoteThink we could change Lunge into some sort of charge, that also tramples everything in a straight line?

Sure, that could work.

QuoteSounds good. I'm still open to tweaking stuff. If you think the strength is too high, say so.

Strength's fine, just bear it in mind for everything else. As for adjusting the sacred bonus, see above since that factors in the changed BAB.

QuoteYeah, it is a bit of a thing. I'll probably pare it down to something smaller.

Yeah, for the best. Sucks but sometimes you have to admit you have an idea that just isn't worth it in its current form. Been there, done that.

QuoteThis was more of an attempt to nod at Waukeen, who we'd originally thought to include in the design along with Lathander. It's looking less and less like she'll be needed though, so I'll probably scratch her stuff out of the golem. It was added on at the last minute, so it's super rough.

Alrighty then.

QuoteI'll probably combine it and speed up the frequency. Once every 10 minutes, maybe. Once an hour will see use at or near the beginning of large-scale combat, and then not again. If the fight for Lifasa goes the way I think it will, once every 10 minutes will be a lot better.

Quite possibly correct, yes.

QuoteI'm aware it's a bit off. I'm working on it. Maybe an intense beam of sunlight that washes away magic? Like a metaphysical bleaching effect?

That's a really neat idea that rolls with the concept well.

QuoteBecause I posted this and you went to it. And then you ignored everything else all weekend! Whose fault is that? :P

The sore, tired, poor-eyed and did I mention tired DM? >_>
Title: Re: Random DM nagging.
Post by: Corwin on June 28, 2017, 07:30:32 AM
Quote from: Anastasia on June 27, 2017, 09:27:31 PM
By +8 bonus I meant like a +8 bonus to hit or whatever, or a suitable enhancement to Strength. Not to BAB, level + whatever to BAB is one of those things I don't want to do for balance reasons.

You mean along these lines?

Quote
Greater Divine Power v3
Evocation
Level: Clr 11, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Calling upon the divine power of your patron, you imbue yourself with skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +8 bonus to attacks and damage, and you gain 2 temporary hit point per caster level.

Since War 11 is actually taken, maybe War 12?
Title: Re: Random DM nagging.
Post by: Anastasia on June 28, 2017, 01:22:10 PM
Something like that, yeah.
Title: Re: Random DM nagging.
Post by: Corwin on June 28, 2017, 04:36:46 PM
I await thine judgement~
Title: Re: Random DM nagging.
Post by: Anastasia on June 28, 2017, 09:23:40 PM
Quote from: Iron Dragoon on June 25, 2017, 12:24:27 AM
Dune, still sorta waiting on answers to these:

The cost to make it into an Ioun Stone; the only reference I see for Ioun Stones is a No space limitation thing, but that doesn't say anything about it levitating or other Ioun Stone stuff:
http://www.soulriders.net/forum/index.php/topic,101784.msg1097244.html#msg1097244

The cost to increase uses/day; this is sorta answered on the SRD page, but I'm not sure what the full formula is for Divide by (5 divided by charges per day):
http://www.soulriders.net/forum/index.php/topic,101729.msg1096971.html#msg1096971

First one's answered over in loot.

Second one's tough since metamagic pricing has no serious formula (though someone figured out a rough one for the ones in Complete Arcane, but even then it requires some tweaking). On reflection and the fact that I don't feel there's any good way to deal with this, I'm not going to allow increasing the time sper day of a metamagic rod. Using multiples of the same rod is still valid.

I may come back to this later when I have time to pound out the problems for this, but not now.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 28, 2017, 11:43:22 PM
Alrighty, thanks.

On a different note, what's the ruling on Genesis? 9th level Sor/Wiz per the SRD, but it also seems like something that might have gotten bumped up in level for B3, considering Volcanic Genesis is Sor/Wiz 11.
Title: Re: Random DM nagging.
Post by: Anastasia on June 29, 2017, 01:49:28 PM
Those two spells are unrelated, it's just a name-alike.

Anyway, we talked about this on IRC so I'll paste the relevant parts.

> That's really the question? If you just want an unseen servant to slowly transcribe things, that's barely past the 1st level spell.
> If you want to do it all at once, yeah, that's a pretty beefy spell.
<Iddy> Over reasonable time. This leads to my Genesis question. Rough idea is to create a demi-plane library and maybe a variant or upgraded version of Bibliotheca Arcana.
<Iddy> A version that links with the demi-plane and records everything I read/encounter while Bibliotheca Arcana is active.
> Mmmm.
> Well, figure out a demiplane first.
> Which yes, I saw that PM.
> http://www.d20srd.org/srd/epic/spells/genesis.htm Simplest way RAW, but time consuming and also the XP->GP conversion is brutal unless you have ignore material components. Which I'm not sure I like that particular interaction, but that's a whole other pile of shredded cabbage.
> One of those vague todo projects for a booster is to go into more detail about how to make demiplanes and offer options. That one dips into pre-epic, but most options for it are meant to be into epic levels, at least with how I'd do it.
<Iddy> Yeah, the gold cost is horrible. I'd look into possibly entreating Seira or one of her more powerful minions into helping or doing it as a reward type deal.
> Genesis, with a bit of revision for the campaign, isn't a bad start. I have it in my head there's a 13thish level spell that's basically Genesis 2.0. To be honest, for a bunch of reasons, it's a case where I'd probably fudge it so you can't bypass the gold cost for Genesis with things like ignore material components, mabye. I dunno. I've never really written down a full revision for it, since I have it in my head at how they work at higher levels, and that's where I tend to focus.
> They're not easy to make, but not so hard that they're uncommon in epic.
<Iddy> I don't have ignore material components (I assume that's a metamagic feat), so I'd need either the cash or a hook up.
> A deity's alter reality can make them as well, by taking tiny splinters of their divine realm and forging it into a new demiplane. Hasn't ever come up in that many words IC, though probably alluded to a few times.
> Normal feat. It's the followup to eschew material components. Epic and allows you to bypass components of any price (but not focuses). So that spell that requires 500 gold of diamond dust as a material component wouldn't if you have that feat.
<Iddy> Ah. Unfortunately I don't have any feat slots I can really swap out. I could maybe pick up Eschew Materials depending on how you have Spellcatching work. I could swap Imp. Counterspell for it, but yeah, I don't have any free Epic Feat slots. Everything's planned out until levle 30 =/
* Kotono nods.
> In any case, if you're seriously interested in making one, I'll take a stab at that booster.
<Iddy> Well, it's sorta more thematic, but yeah, I am. I don't know much about demi-planes or what I can do with them for it to be useful other than a place for me to put my stuff though.

---

This is half prep and half me talking to myself about this, but feel free to reply.

Genesis is probably fine as written, barring a few tweaks for balance reasons (making sure time aspects can't be changed, for example). Ignore material components really helps with it to the point I feel it's unbalanced, so it might pick up a focus as well. It's on the bare edge of being a 9th level spell, most demiplane things are epic magic.

Demiplanes know their creator and sometimes who rules them in place of the creator, if applicable. Triel did something like this with Triel's Furnace if I recall correctly, which benefited Alicia and Syala.

Having a demiplane is nice, though you still have to populate it, build things in it and all of that. It just provides your personal playground. One reason stealing them is popular is because it's a lot of work to build one in the first place and then set it up just so.

Deities can make demiplanes much easier than mortals, but have far less reason to make them. Still, many do have little demiplanes connected to their divine realms for various purposes. For example, Selune's personal quarters are actually a demiplane intimately connected to the Gates of the Moon and are that way for privacy reasons, as the way in is warded heavily. Conversely, Mephisto has an array of little demiplanes for experiments he wants no one else to possibly find out about. They're useful but honestly most of the uses are also to taste or marginal.

Demiplanes have no real size limit, though time and practicality are the biggest limitations.

Demiplanes allow a great deal of flexibility in designing defenses and your own personal redoubt. Of course, you have to do all the hard lifting yourself.

A fair few epic spells about demiplanes are custom spells known to only a single caster or perhaps a handful. For example, a 14th level spell is Genesis except the entire demiplane is hallowed for free. Big markup, but it was designed to adapt and spread as the demiplane is expanded. The exact needs a demiplane has to fulfill varies greatly from creator to creator, and thus so do the custom spells around them.

Spells to make demiplanes plus provide structures, living creatures or whatever are entirely possible as well. Probably bit beyond the party's reach right now, though maybe not.

Greater Genesis is a 13th level spell. Basically Genesis with all around improvements. That and Genesis are used as building blocks for a lot of those custom demiplane spells.

It's possible for a demiplane to merge with a plane and become part of it, usually an outer plane. This isn't something that happens by accident and is usually deliberate action. As outer planes are infinite, this has a relatively minimal impact. Demiplanes that don't match the outer plane they merged with (for example, a snowy wasteland that merges with the Fourth Hell) will change over time to become more like the outer plane, unless measures are taken to prevent this. A demiplane that is also a divine realm isn't subject to that, in case Sylica ever joins with Elysium, Dweomerheart or anything like that. Came up in B1. In that case it becomes a divine realm that's part of that plane.

A few epic feats tied to demiplane creation are plausible. I've never written them out, but I imagine it's the sort of thing that would fit an epic feat.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on June 29, 2017, 02:11:08 PM
So would that mean it's plausible to create one connected to The Cauldron as an outer plane with Seira's permission(/help)?
Title: Re: Random DM nagging.
Post by: Anastasia on June 29, 2017, 10:40:21 PM
Quote from: Iron Dragoon on June 29, 2017, 02:11:08 PM
So would that mean it's plausible to create one connected to The Cauldron as an outer plane with Seira's permission(/help)?

The Cauldron's an unusual situation since it's already a demiplane. This isn't standard, but Seira is just starting out a deity. So that's a special case that's a special case, since it's also a divine realm. Let me get back to you on that one.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 30, 2017, 09:27:48 PM
Quote from: Anastasia on June 27, 2017, 10:15:32 PM
Honestly, I was going to offer to do the formatting when you were done rather than going back and forth on it. It's easier that way, since a lot of it is nitpicky things. I meant to mention that later on, but it got lost in the shuffle of all the other comments.
Okay, that's fine with me!

QuoteHuh, I thought you were aware since the whole goldenfire quest and some other things. Okay then. Lemme run down the bare basics here. The party isn't fully cognizant of all the finer details of how goldenfire works, so some vagueness here is intentional for spoiler reasons.

- Goldenfire is used by Lathander and tied to the power of the sun. It's like searing fire or hellfire in that it is fire but bypasses resistance and immunity to fire. Think of it as great gushes of holy golden fire that burns the shit out of evil. It first showed up in B1 with Seira tapping into some of it, and has played a role in B3 with Lathander and the goldenfire spear quest.

- Goldenfire is difficult for most creatures to endure, even good ones. Exposures to it can have mounting, deleterious effects. It's primal stuff and not meant to be used lightly. Fortunately, most offensive applications of it aren't strong enough to provoke this. This is more if you go into the home of goldenfire and get exposed big time. Think of it like getting an X-ray versus nuclear fallout. One's no big deal, the other's a big oh shit.

- Goldenfire has ties to newborn life, freedom, purification of evil and Lathander.

- There are things like goldenfire spell (metamagic) and other ways to channel goldenfire, but it's generally rare and niche knowledge, in the same way hellfire is. For example, Moonlight knows about it, but can't use any of it herself.

- As noted in B3's goldenfire spear quest the first embers of goldenfire have the ability to defy destiny, as it represents newborn life unburdened by anything and full of life's infinite potential.

- Due to all of this, it's generally used destructively rather than to heal or restore things. I'd suggest on it walloping the shit out of evil more than healing good creatures.
Alright. Goldenfire is pretty much purely damaging.

So picture this: It's a giant burning metal tarrasque. It's pulsing with golden energy every 24 seconds, out to 80 feet away. It's probably among both sets of troops. It's just going to town. Anything tough enough to make it into melee with this thing probably deserves to be there.

I need something that won't also kill our troops, and it sounds to me like goldenfire isn't the way to go.

What's sunfire do? If it doesn't do what I want, I'll have to make something new. Or give it a new name and use the thing I already made up.

What I want: AoE damage that at the very least only affects evil creatures.
Title: Re: Random DM nagging.
Post by: Yuthirin on June 30, 2017, 10:02:27 PM
Additionally: If I do wind up having to use goldenfire, I'd probably rewrite Bask In My Radiance.

I have a few ideas of things to do with goldenfire if I can't use it to AoE.
Title: Re: Random DM nagging.
Post by: Anastasia on July 05, 2017, 10:07:18 PM
Quote from: Yuthirin on June 30, 2017, 09:27:48 PMAlright. Goldenfire is pretty much purely damaging.

Not quite 100% so, think of it more like radiation. It can have some nifty uses that doesn't harm people, but it's somewhat inherently unsafe to most creatures.

QuoteSo picture this: It's a giant burning metal tarrasque. It's pulsing with golden energy every 24 seconds, out to 80 feet away. It's probably among both sets of troops. It's just going to town. Anything tough enough to make it into melee with this thing probably deserves to be there.

I need something that won't also kill our troops, and it sounds to me like goldenfire isn't the way to go.

Probably, or with some provisos.

QuoteWhat's sunfire do? If it doesn't do what I want, I'll have to make something new. Or give it a new name and use the thing I already made up.

What I want: AoE damage that at the very least only affects evil creatures.

How about purify spell, consecrate spell or something similar to that? The concept of that sort of damage is already there. Slap it onto something fiery and call it day. Say it uses a tiny bit of goldenfire to accomplish the metamagic without it being total death to everything.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 05, 2017, 10:10:33 PM
Groovy.
Title: Re: Random DM nagging.
Post by: Anastasia on July 06, 2017, 10:24:07 AM
A quick note on the spell Renbuu slapped together. Generally, a spell a deity slaps together on the spot thanks to supreme eldritch knowledge or similar SDAs isn't deeply balanced checked. As such, a researched and perfected version of that spell may have differences. A deity with those sort of abilities gets lots of leeway and has a lot of juice to power the spell and cram it into a useable form.

In other words, making up new spells on the spot isn't the best for the balance process, so bear with it.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 06, 2017, 01:10:22 PM
That moment when god-like beings get into a dick-measuring contest and they both wind up looking childish.

>_>
Title: Re: Random DM nagging.
Post by: Anastasia on July 06, 2017, 01:37:23 PM
Yuth, what did you want on IRC?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 06, 2017, 01:45:15 PM
To be annoying!
Title: Re: Random DM nagging.
Post by: Anastasia on July 06, 2017, 01:50:37 PM
Quote from: Yuthirin on July 06, 2017, 01:10:22 PM
That moment when god-like beings get into a dick-measuring contest and they both wind up looking childish.

>_>

Not really? Slaad can be trouble under the best of circumstances, one does not allow a slaad lord to wander in a place like Thalasia freely. The PCs may be allowed - the few neutrals in Aurora are tolerated - but can you imagine what would happen if Renbuu appeared in Jovar out of the blue? Or if Primus decided to go poking around the Womb of Arborea? That sort of thing draws this sort of reaction because it's a big deal.

Renbuu's just willing to push the envelope when he feels like it since he's a slaad.

Deities have immense power, as do planar lords. It may be tolerable to have the PCs here, doubly so since they're largely good aligned. Renbuu is much more powerful, dangerous and not good aligned, not to mention part of a race of notoriously mercurial and unpredictable creatures.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 06, 2017, 02:55:40 PM
Quote from: Anastasia on July 06, 2017, 01:50:37 PM
Quote from: Yuthirin on July 06, 2017, 01:10:22 PM
That moment when god-like beings get into a dick-measuring contest and they both wind up looking childish.

>_>

Not really? Slaad can be trouble under the best of circumstances, one does not allow a slaad lord to wander in a place like Thalasia freely. The PCs may be allowed - the few neutrals in Aurora are tolerated - but can you imagine what would happen if Renbuu appeared in Jovar out of the blue? Or if Primus decided to go poking around the Womb of Arborea? That sort of thing draws this sort of reaction because it's a big deal.

Renbuu's just willing to push the envelope when he feels like it since he's a slaad.

Deities have immense power, as do planar lords. It may be tolerable to have the PCs here, doubly so since they're largely good aligned. Renbuu is much more powerful, dangerous and not good aligned, not to mention part of a race of notoriously mercurial and unpredictable creatures.
I get that Lathander's concerned, and I'm not saying he shouldn't be. What I'm trying to convey is this:

Quote from: Anastasia on July 05, 2017, 04:33:27 PM
As the three of you speak, all becomes sunshine. Brilliant sunshine, overwhelming in every way. Light pours in as you hear the sound of trumpets.

When you can see again, the sun stands before you. Lathander is hear, clad in full armor of light and gold, a heavy mace in hand. "Renbuu," he announces, stepping forward, "What is the meaning of this intrusion?" Gone is Lathander's normally jovial nature, face a mask of calm determination as he strides forward. "Aurora, what is the meaning of this?"
See, everything is fine, here. Lathander is reacting with all due haste, but is still taking a measured and reasonable response while remaining rational.
Quote from: Anastasia on July 05, 2017, 10:36:11 PM
Renbuu claps three times, glowing with all the lights of the rainbow. It's the most beautiful thing any of you have seen for a perfect moment, pure color overwhelming all of you. "I go to my allies here, to see to the Aurora's disgusting lack of color. Are you hungry? There will be food enough in there, food enough to hold us in the coming trials against Bel."
So far, everything is great. Even Renbuu is being both polite and affable.

Quote from: Anastasia on July 05, 2017, 10:36:11 PM"These sacred places are not for you. Leave." Lathander's voice is one and many together, the sun's light flashing tremendously bright. "Should you wish to hold court in Aurora, Aurora can meet you in places less holy than Thalasia."
his part here is where my understanding of Lathander's character breaks down. Lathander is Neutral Good, yes? Rationality should be something he's familiar with, and his sudden mercurial mood shift here is more characteristic of Renbuu than Lathander. Renbuu explained where he was headed, with story corroborated by PCs. He could just as easily (easily-er?) have monitored Renbuu's passage to Aurora and seen for himself the truth of such things. Instead, he summons angelic hosts and goes on the attack. Feels very OOC and dick-measury.

Quote from: Anastasia on July 05, 2017, 10:36:11 PMWhat happens leaves all of you blinded, but in that moment, you see you are surrounded. Legions of angels surround all of you, all focused on the slaad lord before you. Thousands and thousands at least, surely more beyond your field of vision.

"NO!" Renbuu declares, rainbows bursting out around him, transforming Lathander's sunlight around him into a prismatic cloak over the slaad's body. "THIS IS MORE IMPORTANT! THIS IS ART! THE MUSIC OF THE SPHERES MAY YET SHATTER IF BEL'S IGNORANT TASTES ARE ALLOWED DOMINION. IT IS NOT YET TIME TO CREATE A NEW MUSIC OF THE SPHERES." Wind blows against Renbuu, buffeting him as he holds his position. "DAWNBRINGER, YOU _ARE_ AN ARTIST! YOU CANNOT DENY THIS!"
Again, even with the yelling, Renbuu is the rational one here.

I'm just saying that this whole interaction is very strange. Even for beings with DvR.
Title: Re: Random DM nagging.
Post by: Anastasia on July 07, 2017, 12:03:01 PM
Quotehis part here is where my understanding of Lathander's character breaks down. Lathander is Neutral Good, yes? Rationality should be something he's familiar with, and his sudden mercurial mood shift here is more characteristic of Renbuu than Lathander.

That assumes a bunch of things, like Lathander doesn't have a legitimate reason to tell Renbuu to leave. Lathander's certainly rational, he has entirely sane reasons for doing exactly what he did.

QuoteRenbuu explained where he was headed, with story corroborated by PCs. He could just as easily (easily-er?) have monitored Renbuu's passage to Aurora and seen for himself the truth of such things. Instead, he summons angelic hosts and goes on the attack. Feels very OOC and dick-measury.

Quick terminology note: When I talk about deities, I'm talking about DvR1+ here. This is an exception, as this usually includes DvR0 and counts as DvR0 creatures. So bear that in mind that this doesn't encompass something like Baleruk.

Lemme frame this another way, one that provides some perspective to how deities interact.

Deities are not treated the same as how non-deities are for a variety of reasons. This includes what happens when they choose to enter a plane under control of another deity or pantheon. It's not something that's ever subtle, more akin to tossing a cannonball into a pool. Deities are incredibly powerful representatives of their portfolio and domains, they project what they are as a part of what they are. To another deity, a deity entering the plane they rule is impossible to miss barring shenanigans.

Moreover, even a DvR1 is a powerful threat that can do lots of damage. One does not allow a deity to wander about or simply enter your realm lightly, this is understood and seen as being gauche and impulsive at best to being a direct act of war at worst. Letting them wander unchecked in places important to your plane is the utmost height of folly or an act of trust so profound that it borders on the foolhardy. While a deity may get away with it in certain places within reason*, a response is likely in the cards. Additionally, when it's a powerful and important place like Thalasia, the response is going to be proportional to that.

In this case, the response is for Lathander to come rolling in deep and tell Renbuu to get the fuck out, so he doesn't go full artiste and possibly damage something important to Elysium for the sake of his art. Slaad are completely unpredictable, this is an entirely valid concern. Moreover, it's possible Renbuu will choose to fight since slaad, so he's coming ready to wage a completely unfair and one-sided war. Lathander would be derelict in his duties and responsibilities to the heroic souls that rest within Thalasia to do anything less. Renbuu may be your ally and see Aurora favorably, but he's still an unpredictable lord of chaos who can be incredibly destructive when he disapproves of his art or when the mood hits him.

It says a lot about Renbuu's nature that he was more than willing to hop in and take his chances with Aurora's location. Slaad. There's diplomacy and ways for deities to do this sort of thing rather than just dropping in. There's almost no reason Renbuu could give to get him access to Thalasia, it would take something extreme, but the framework's there.

*Limbo in general is a good example due to the nature of it, so long as deities avoid the Spawning Stone and anything Ssendam cares about and otherwise don't raise trouble. The 1st layer of the Abyss is another, due to its general nature, though attention is usually quickly accrued nonetheless. Ysgard is not, as you recently heard about Chourst finding out directly.

QuoteAgain, even with the yelling, Renbuu is the rational one here.

I'm just saying that this whole interaction is very strange. Even for beings with DvR.

Not really, Lathander simply isn't willing to risk Renbuu doing serious harm here. It's not strange, it's Lathander stepping up and taking care of business.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 10, 2017, 06:44:50 PM
A bit of polishing, and a few changes. Thoughts? Feel free to tell me if you think part or all of this is stupid.
I can take it.


The Sunfire Purifier

The sunfire purifier is a titanic engine of destruction built by a cooperative alliance between Aurora and Lathander. It appears as a 50 foot tall, 70 foot long, and 20 foot wide golem, fashioned into the shape of a tarrasque. The body is made of pure adamantine, except for the creature's carapace. The carapace is striated with bright yellow gold, and emits a heat-haze radiance reminiscent of the effects of heavy sunlight on hot metal.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Colossal Construct
Hit Dice:48d10+48+96+144+80 (848 hp)
Initiative:-1 (Dex)
Speed:20 ft. (can't run)
Armor Class:57 (-2 size, -1 Dex, +50 natural
Base Attack/CMB/CMD:+48/+83/92
Attack:Slam +67 melee (6d10+54), Bite +62 melee (6d8+2d6+27)
Full Attack:2 slams +67 melee (6d10+54), Bite +62 melee (6d8+27+2d6)
Space/Reach:30 ft./30 ft.
Special Attacks:Trample, bask in my radiance, the breath of life, rampage.
Special Qualities:Damage reduction 45/adamantine and epic, fast healing 30, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits, sunfire engine, the light of dawn, improved grab, into the sunfire engine.
Saves:Fort +35, Ref +14, Will +15
Skills:Jump +31
Feats:Toughness(B)
Epic Feats:Epic Toughness(B)
Abilities:Str 64, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1


Trample (Ex)
As a standard action during its turn each round, the sunfire purifier can literally run over an opponent at least one size category smaller than itself. The trample deals 8d12+60 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 65) for half damage. The DC is Strength-based and includes a +4 racial bonus.

Adamantine Bulwark (Ex)
The bulk of the sunfire purifier is almost impossible to move, unless it wants to. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)
The sunfire purifier is constructed of blessed adamantine, giving its construction greater strength than adamantine would normally have. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Constructed Toughness (Ex)
The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Magic Immunity (Ex)
The sunfire purifier is immune to all magical and supernatural effects.

Sunfire Engine (Ex)
The sunfire purifier is powered by a complex and esoteric half-alive mechanism called a sunfire engine. The engine is both a source and reservoir of holy power, as it contains a semisolid core of churning goldenfire. This grants the sunfire purifier a number of benefits.

Sunfire Strikes: The sunfire engine empowers the blows and strikes of the sunfire purifier. The golem applies double its Strength modifier to damage rolls with all of its natural attacks. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit. In addition, the sunfire purifier's strikes move with alacrity beyond what a creature of its size should possess, giving it improved base attack bonus growth.

The Sun's Searing Light: The golden glow of sunlight emanates from the sunfire purifier's claws and teeth. All of the sunfire purifier's natural attacks have the holy property, and are treated as good, adamantine, and epic for the purposes of overcoming damage reduction. The sunfire purifier's natural attacks have a +14 sacred bonus. This is a natural occurrence due to the power imbued into its body. In addition, the golem's bite attack deals an extra 2d6 damage as holy, due to overflow from the sunfire engine inside its chest.

The Power of the Sun: The sunfire engine's power constantly leaks into the body of the sunfire purifier, strengthening and restoring it. The sunfire purifier gains an additional 5 points of fast healing and damage reduction.

Refractive Haze: The sunfire engine creates tremendous heat, and some of this heat is transferred to the carapace of the sunfire purifier. The carapace is hot enough to cause the air around it to warp, making it difficult to see. All attempts to strike the sunfire purifier are affected by a 20% miss chance.

Sun-Tempered Carapace: Creatures not  in front of the sunfire purifier while attacking are instead forced to strike its carapace. The carapace of the sunfire purifier is several feet thick and made of tempered adamantine laced with veins of sun-touched gold. This gives it incredible durability as well as covering any perceivable weak points. The sunfire purifier cannot be flanked.

On Wings of Light: At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that provokes an attack of opportunity. The sunfire purifier gains a fly speed of 40 ft. (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make one single claw attack, use its breath weapon, or drop onto other creatures to use its trample special attack. When dropping from a height of greater than 40 ft., the sunfire purifier's trample attack may be used on creatures of any size. All falling damage is negated and half of it is transferred to all creatures affected by the trample attack. If this special trample attack fails to hit any creatures, the sunfire purifier takes falling damage as normal.

These wings last for 5 minutes before dissipating into scattered light. 

The Breath of Light (Ex)
Once every ten minutes, the sunfire purifier can empty the constantly-regenerating reservoir of sunfire and holy power within its sunfire engine. In doing so, it spews forth a tremendous gout of concentrated goldenfire in a 120 ft. x 10 ft. line. All living creatures in the sunfire purifier's gullet and all detritus swallowed in the last round are expelled into the gout, spraying out 60 feet in front of the sunfire purifier. All creatures, including those expelled, take 36d8+48 holy damage and are subject to a banish spell (caster level 25). Using this ability forces the central eye closed until the golem's next turn. 

Alternatively, the sunfire purifier can release a titanic roar along with a gout of blinding fire, unleashing a blast of sound in a 60 ft. cone in front of it. All creatures caught in the cone take 16d6 sonic damage and are permanently blinded and deafened. Fort DC 61 halves damage and negates blindness/deafness This DC is Strength-based.

Bask In My Radiance (Ex)
The sunfire purifier's carapace is laced with sun-touched gold. This gold acts as a conductor for the holy power contained in and produced by the sunfire engine.

Every 4 rounds, the sun-touched gold that weaves through the golem's carapace overloads, emitting a pulse of filtered goldenfire. This acts as a purified sunburst spell (caster level 25th, DC 61). This DC is Strength-based.

The Light of Dawn (Ex)
The sunfire purifier has three eyes; one mounted on each side of its head, and a single large eye in the center. The central eye of the sunfire purifier is a sun-bleached eye the size of a dinner table which projects a constant cone of dawn's golden sunlight. All creatures caught in this light are affected as though they stand in an anti-magic field. This cone affects creatures up to 120 feet away so long as the eye is open. As a side effect, the colors of evil creatures' arms and armor are bleached away so long as they stand in the light. The sunfire purifier can redirect its gaze as a free action once per turn.

Rampage (Ex)
While the sunfire purifier cannot run, it is capable of great forward strides due to its powerful legs. As a full round action, the sunfire purifier can fixate on a single opponent no further away than 120 ft., and go on a rampage. It charges at its target, crushing everything in its path. All creatures and objects are subject to the sunfire purifier's trample attack. Difficult terrain and structures are ignored, as the sunfire purifier smashes them aside in its rage. The fixated creature is affected as though the sunfire purifier charged it, and the sunfire purifier may take a full-round action to attack its fixation. This fixation lasts until the fixated creature or the sunfire purifier is destroyed, and the sunfire purifier cannot attack another creature or fixate upon a new creature until the prior fixation is destroyed.

Improved Grab (Ex)
To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Into the Sunfire Engine (Ex)
Creatures swallowed by the sunfire purifier are dropped into the golem's internals, which are impossibly bright and filled with churning holy power and threshing metal gears. Swallowed creatures are blinded (DC 61) and take 24d8 damage for each round spent inside, half as holy and half as crushing. Creatures inside must smash their way through threshing blades and grinding gears by dealing 180 damage or making a Strength check (DC 61) to hold the gears back. They can then attempt to smash or cut their way free through the sunfire purifier's hide. As the sunfire purifier is not a living creature, there is no muscular action to close this hole. However, the sunfire purifier's fast healing restores the internal mechanisms near instantly, and thus requires any subsequent creature to force their way past once again. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. The DCs are Strength-based.

------------------------------

Sun-Touched Gold
Gold purified in the fires of the Sun, the creation of sun-touched gold is a secret known only to those who serve Lathander. Unlike normal gold, sun-touched gold is a brilliant, shining yellow akin to the sun in the sky. Sun-touched gold is designed to channel goldenfire, and filter out some of its negative effects.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 12, 2017, 11:30:15 PM
Feat Swap-a-dilly-do:

Swapping my level 1 feat from Improved Counterspelling to Eschew Materials.
Swapping my Grand Weaver 6 Bonus Feat from Monitor Tapestry to Improved Tapestry.
Swapping my level 21 feat from Improved Tapestry to Ignore Material Components.
Title: Re: Random DM nagging.
Post by: Corwin on July 13, 2017, 02:15:43 PM
Did Renbuu fill up Lucy's super awesome Rod of Wonder with some lovely chaos?
Title: Re: Random DM nagging.
Post by: Anastasia on July 13, 2017, 02:43:21 PM
Quote from: Corwin on July 13, 2017, 02:15:43 PM
Did Renbuu fill up Lucy's super awesome Rod of Wonder with some lovely chaos?

Whoops, fixing that with a Lucy topic incoming.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 13, 2017, 04:35:17 PM
Is it possible to do something like a fastball special with a character and Telekinetic Thrust (http://www.psionics.info/powers/telekinetic-thrust/)? RAW, I can propel up to 15 objects or creatures up to 270 feet in a single round, essentially giving them a free move action with a speed of 270 in a direction I choose. While unwilling creatures would get a save, willing creatures could decline it.

I have images in my head of launching Afina and/or Jaela into combat from afar and scaring the hell out of devils.
Title: Re: Random DM nagging.
Post by: Anastasia on July 13, 2017, 11:02:16 PM
Quote from: Yuthirin on July 13, 2017, 04:35:17 PM
Is it possible to do something like a fastball special with a character and Telekinetic Thrust (http://www.psionics.info/powers/telekinetic-thrust/)? RAW, I can propel up to 15 objects or creatures up to 270 feet in a single round, essentially giving them a free move action with a speed of 270 in a direction I choose. While unwilling creatures would get a save, willing creatures could decline it.

I have images in my head of launching Afina and/or Jaela into combat from afar and scaring the hell out of devils.

RAW I'd have to read the movement rules since I remember one niggling one, but I think it's Jump specific.

I'd probably allow it since it's amusing and a reasonable usage.
Title: Re: Random DM nagging.
Post by: Anastasia on July 14, 2017, 09:33:03 PM
Crystal gains the eladrin hero template. She gains the following benefits.

- Her type becomes outsider with the good and chaotic subtypes.
- A fly speed inferior to her racial one, so it's discarded.
- +2 bonus to her natural armor.
- A slam attack. Not that useful for her, but there's worse options.
- A bunch of new SLAs. In addition to the mandatory and automatic ones, she selects the following: haste(3), gate(12), greater heroism(17), empowered righteous smite(24), delayed blast fireball(31), time stop(40). She's mostly mimicking Afina here. I'm also going to be employing a fair deal of rule zero so she doesn't abuse at will time stops. I may change that later, it's more cheese than I normally like, but I can't think of anything better offhand.
- Darkvision 60ft.
- Immunity to electricity and petrification.
- Resistance to cold and fire 20.
- Damage reduction rises to 20 and now requires evil to bypass.
- Inferior spell resistance she doesn't need.
- Tongues as the eladrin subtype ability.
- +4 racial bonus vs poison.
- Gains hero of the story. A useful boost she may get use out of once or twice.
- Morwel's gift selects the epic feat option, which bestows her epic toughnessx2. Not dying is good. Her new hit points are now 392.
- Gains a courre's ball of light alternate form.
- Gains the ability score boosts from the template.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 17, 2017, 03:36:03 PM
Quote from: Yuthirin on July 10, 2017, 06:44:50 PM
Spoiler: ShowHide
A bit of polishing, and a few changes. Thoughts? Feel free to tell me if you think part or all of this is stupid.
I can take it.


The Sunfire Purifier

The sunfire purifier is a titanic engine of destruction built by a cooperative alliance between Aurora and Lathander. It appears as a 50 foot tall, 70 foot long, and 20 foot wide golem, fashioned into the shape of a tarrasque. The body is made of pure adamantine, except for the creature's carapace. The carapace is striated with bright yellow gold, and emits a heat-haze radiance reminiscent of the effects of heavy sunlight on hot metal.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Colossal Construct
Hit Dice:48d10+48+96+144+80 (848 hp)
Initiative:-1 (Dex)
Speed:20 ft. (can't run)
Armor Class:57 (-2 size, -1 Dex, +50 natural
Base Attack/CMB/CMD:+48/+83/92
Attack:Slam +67 melee (6d10+54), Bite +62 melee (6d8+2d6+27)
Full Attack:2 slams +67 melee (6d10+54), Bite +62 melee (6d8+27+2d6)
Space/Reach:30 ft./30 ft.
Special Attacks:Trample, bask in my radiance, the breath of life, rampage.
Special Qualities:Damage reduction 45/adamantine and epic, fast healing 30, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits, sunfire engine, the light of dawn, improved grab, into the sunfire engine.
Saves:Fort +35, Ref +14, Will +15
Skills:Jump +31
Feats:Toughness(B)
Epic Feats:Epic Toughness(B)
Abilities:Str 64, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1


Trample (Ex)
As a standard action during its turn each round, the sunfire purifier can literally run over an opponent at least one size category smaller than itself. The trample deals 8d12+60 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 65) for half damage. The DC is Strength-based and includes a +4 racial bonus.

Adamantine Bulwark (Ex)
The bulk of the sunfire purifier is almost impossible to move, unless it wants to. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)
The sunfire purifier is constructed of blessed adamantine, giving its construction greater strength than adamantine would normally have. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Constructed Toughness (Ex)
The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Magic Immunity (Ex)
The sunfire purifier is immune to all magical and supernatural effects.

Sunfire Engine (Ex)
The sunfire purifier is powered by a complex and esoteric half-alive mechanism called a sunfire engine. The engine is both a source and reservoir of holy power, as it contains a semisolid core of churning goldenfire. This grants the sunfire purifier a number of benefits.

Sunfire Strikes: The sunfire engine empowers the blows and strikes of the sunfire purifier. The golem applies double its Strength modifier to damage rolls with all of its natural attacks. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit. In addition, the sunfire purifier's strikes move with alacrity beyond what a creature of its size should possess, giving it improved base attack bonus growth.

The Sun's Searing Light: The golden glow of sunlight emanates from the sunfire purifier's claws and teeth. All of the sunfire purifier's natural attacks have the holy property, and are treated as good, adamantine, and epic for the purposes of overcoming damage reduction. The sunfire purifier's natural attacks have a +14 sacred bonus. This is a natural occurrence due to the power imbued into its body. In addition, the golem's bite attack deals an extra 2d6 damage as holy, due to overflow from the sunfire engine inside its chest.

The Power of the Sun: The sunfire engine's power constantly leaks into the body of the sunfire purifier, strengthening and restoring it. The sunfire purifier gains an additional 5 points of fast healing and damage reduction.

Refractive Haze: The sunfire engine creates tremendous heat, and some of this heat is transferred to the carapace of the sunfire purifier. The carapace is hot enough to cause the air around it to warp, making it difficult to see. All attempts to strike the sunfire purifier are affected by a 20% miss chance.

Sun-Tempered Carapace: Creatures not  in front of the sunfire purifier while attacking are instead forced to strike its carapace. The carapace of the sunfire purifier is several feet thick and made of tempered adamantine laced with veins of sun-touched gold. This gives it incredible durability as well as covering any perceivable weak points. The sunfire purifier cannot be flanked.

On Wings of Light: At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that provokes an attack of opportunity. The sunfire purifier gains a fly speed of 40 ft. (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make one single claw attack, use its breath weapon, or drop onto other creatures to use its trample special attack. When dropping from a height of greater than 40 ft., the sunfire purifier's trample attack may be used on creatures of any size. All falling damage is negated and half of it is transferred to all creatures affected by the trample attack. If this special trample attack fails to hit any creatures, the sunfire purifier takes falling damage as normal.

These wings last for 5 minutes before dissipating into scattered light. 

The Breath of Light (Ex)
Once every ten minutes, the sunfire purifier can empty the constantly-regenerating reservoir of sunfire and holy power within its sunfire engine. In doing so, it spews forth a tremendous gout of concentrated goldenfire in a 120 ft. x 10 ft. line. All living creatures in the sunfire purifier's gullet and all detritus swallowed in the last round are expelled into the gout, spraying out 60 feet in front of the sunfire purifier. All creatures, including those expelled, take 36d8+48 holy damage and are subject to a banish spell (caster level 25). Using this ability forces the central eye closed until the golem's next turn. 

Alternatively, the sunfire purifier can release a titanic roar along with a gout of blinding fire, unleashing a blast of sound in a 60 ft. cone in front of it. All creatures caught in the cone take 16d6 sonic damage and are permanently blinded and deafened. Fort DC 61 halves damage and negates blindness/deafness This DC is Strength-based.

Bask In My Radiance (Ex)
The sunfire purifier's carapace is laced with sun-touched gold. This gold acts as a conductor for the holy power contained in and produced by the sunfire engine.

Every 4 rounds, the sun-touched gold that weaves through the golem's carapace overloads, emitting a pulse of filtered goldenfire. This acts as a purified sunburst spell (caster level 25th, DC 61). This DC is Strength-based.

The Light of Dawn (Ex)
The sunfire purifier has three eyes; one mounted on each side of its head, and a single large eye in the center. The central eye of the sunfire purifier is a sun-bleached eye the size of a dinner table which projects a constant cone of dawn's golden sunlight. All creatures caught in this light are affected as though they stand in an anti-magic field. This cone affects creatures up to 120 feet away so long as the eye is open. As a side effect, the colors of evil creatures' arms and armor are bleached away so long as they stand in the light. The sunfire purifier can redirect its gaze as a free action once per turn.

Rampage (Ex)
While the sunfire purifier cannot run, it is capable of great forward strides due to its powerful legs. As a full round action, the sunfire purifier can fixate on a single opponent no further away than 120 ft., and go on a rampage. It charges at its target, crushing everything in its path. All creatures and objects are subject to the sunfire purifier's trample attack. Difficult terrain and structures are ignored, as the sunfire purifier smashes them aside in its rage. The fixated creature is affected as though the sunfire purifier charged it, and the sunfire purifier may take a full-round action to attack its fixation. This fixation lasts until the fixated creature or the sunfire purifier is destroyed, and the sunfire purifier cannot attack another creature or fixate upon a new creature until the prior fixation is destroyed.

Improved Grab (Ex)
To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Into the Sunfire Engine (Ex)
Creatures swallowed by the sunfire purifier are dropped into the golem's internals, which are impossibly bright and filled with churning holy power and threshing metal gears. Swallowed creatures are blinded (DC 61) and take 24d8 damage for each round spent inside, half as holy and half as crushing. Creatures inside must smash their way through threshing blades and grinding gears by dealing 180 damage or making a Strength check (DC 61) to hold the gears back. They can then attempt to smash or cut their way free through the sunfire purifier's hide. As the sunfire purifier is not a living creature, there is no muscular action to close this hole. However, the sunfire purifier's fast healing restores the internal mechanisms near instantly, and thus requires any subsequent creature to force their way past once again. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. The DCs are Strength-based.

------------------------------

Sun-Touched Gold
Gold purified in the fires of the Sun, the creation of sun-touched gold is a secret known only to those who serve Lathander. Unlike normal gold, sun-touched gold is a brilliant, shining yellow akin to the sun in the sky. Sun-touched gold is designed to channel goldenfire, and filter out some of its negative effects.

Still waiting on feedback for this, FYI.
Title: Re: Random DM nagging.
Post by: Anastasia on July 18, 2017, 01:30:14 PM
Quote from: Yuthirin on July 17, 2017, 03:36:03 PM
Quote from: Yuthirin on July 10, 2017, 06:44:50 PM
Spoiler: ShowHide
A bit of polishing, and a few changes. Thoughts? Feel free to tell me if you think part or all of this is stupid.
I can take it.


The Sunfire Purifier

The sunfire purifier is a titanic engine of destruction built by a cooperative alliance between Aurora and Lathander. It appears as a 50 foot tall, 70 foot long, and 20 foot wide golem, fashioned into the shape of a tarrasque. The body is made of pure adamantine, except for the creature's carapace. The carapace is striated with bright yellow gold, and emits a heat-haze radiance reminiscent of the effects of heavy sunlight on hot metal.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Colossal Construct
Hit Dice:48d10+48+96+144+80 (848 hp)
Initiative:-1 (Dex)
Speed:20 ft. (can't run)
Armor Class:57 (-2 size, -1 Dex, +50 natural
Base Attack/CMB/CMD:+48/+83/92
Attack:Slam +67 melee (6d10+54), Bite +62 melee (6d8+2d6+27)
Full Attack:2 slams +67 melee (6d10+54), Bite +62 melee (6d8+27+2d6)
Space/Reach:30 ft./30 ft.
Special Attacks:Trample, bask in my radiance, the breath of life, rampage.
Special Qualities:Damage reduction 45/adamantine and epic, fast healing 30, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits, sunfire engine, the light of dawn, improved grab, into the sunfire engine.
Saves:Fort +35, Ref +14, Will +15
Skills:Jump +31
Feats:Toughness(B)
Epic Feats:Epic Toughness(B)
Abilities:Str 64, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1


Trample (Ex)
As a standard action during its turn each round, the sunfire purifier can literally run over an opponent at least one size category smaller than itself. The trample deals 8d12+60 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 65) for half damage. The DC is Strength-based and includes a +4 racial bonus.

Adamantine Bulwark (Ex)
The bulk of the sunfire purifier is almost impossible to move, unless it wants to. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)
The sunfire purifier is constructed of blessed adamantine, giving its construction greater strength than adamantine would normally have. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Constructed Toughness (Ex)
The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Magic Immunity (Ex)
The sunfire purifier is immune to all magical and supernatural effects.

Sunfire Engine (Ex)
The sunfire purifier is powered by a complex and esoteric half-alive mechanism called a sunfire engine. The engine is both a source and reservoir of holy power, as it contains a semisolid core of churning goldenfire. This grants the sunfire purifier a number of benefits.

Sunfire Strikes: The sunfire engine empowers the blows and strikes of the sunfire purifier. The golem applies double its Strength modifier to damage rolls with all of its natural attacks. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit. In addition, the sunfire purifier's strikes move with alacrity beyond what a creature of its size should possess, giving it improved base attack bonus growth.

The Sun's Searing Light: The golden glow of sunlight emanates from the sunfire purifier's claws and teeth. All of the sunfire purifier's natural attacks have the holy property, and are treated as good, adamantine, and epic for the purposes of overcoming damage reduction. The sunfire purifier's natural attacks have a +14 sacred bonus. This is a natural occurrence due to the power imbued into its body. In addition, the golem's bite attack deals an extra 2d6 damage as holy, due to overflow from the sunfire engine inside its chest.

The Power of the Sun: The sunfire engine's power constantly leaks into the body of the sunfire purifier, strengthening and restoring it. The sunfire purifier gains an additional 5 points of fast healing and damage reduction.

Refractive Haze: The sunfire engine creates tremendous heat, and some of this heat is transferred to the carapace of the sunfire purifier. The carapace is hot enough to cause the air around it to warp, making it difficult to see. All attempts to strike the sunfire purifier are affected by a 20% miss chance.

Sun-Tempered Carapace: Creatures not  in front of the sunfire purifier while attacking are instead forced to strike its carapace. The carapace of the sunfire purifier is several feet thick and made of tempered adamantine laced with veins of sun-touched gold. This gives it incredible durability as well as covering any perceivable weak points. The sunfire purifier cannot be flanked.

On Wings of Light: At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that provokes an attack of opportunity. The sunfire purifier gains a fly speed of 40 ft. (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make one single claw attack, use its breath weapon, or drop onto other creatures to use its trample special attack. When dropping from a height of greater than 40 ft., the sunfire purifier's trample attack may be used on creatures of any size. All falling damage is negated and half of it is transferred to all creatures affected by the trample attack. If this special trample attack fails to hit any creatures, the sunfire purifier takes falling damage as normal.

These wings last for 5 minutes before dissipating into scattered light. 

The Breath of Light (Ex)
Once every ten minutes, the sunfire purifier can empty the constantly-regenerating reservoir of sunfire and holy power within its sunfire engine. In doing so, it spews forth a tremendous gout of concentrated goldenfire in a 120 ft. x 10 ft. line. All living creatures in the sunfire purifier's gullet and all detritus swallowed in the last round are expelled into the gout, spraying out 60 feet in front of the sunfire purifier. All creatures, including those expelled, take 36d8+48 holy damage and are subject to a banish spell (caster level 25). Using this ability forces the central eye closed until the golem's next turn. 

Alternatively, the sunfire purifier can release a titanic roar along with a gout of blinding fire, unleashing a blast of sound in a 60 ft. cone in front of it. All creatures caught in the cone take 16d6 sonic damage and are permanently blinded and deafened. Fort DC 61 halves damage and negates blindness/deafness This DC is Strength-based.

Bask In My Radiance (Ex)
The sunfire purifier's carapace is laced with sun-touched gold. This gold acts as a conductor for the holy power contained in and produced by the sunfire engine.

Every 4 rounds, the sun-touched gold that weaves through the golem's carapace overloads, emitting a pulse of filtered goldenfire. This acts as a purified sunburst spell (caster level 25th, DC 61). This DC is Strength-based.

The Light of Dawn (Ex)
The sunfire purifier has three eyes; one mounted on each side of its head, and a single large eye in the center. The central eye of the sunfire purifier is a sun-bleached eye the size of a dinner table which projects a constant cone of dawn's golden sunlight. All creatures caught in this light are affected as though they stand in an anti-magic field. This cone affects creatures up to 120 feet away so long as the eye is open. As a side effect, the colors of evil creatures' arms and armor are bleached away so long as they stand in the light. The sunfire purifier can redirect its gaze as a free action once per turn.

Rampage (Ex)
While the sunfire purifier cannot run, it is capable of great forward strides due to its powerful legs. As a full round action, the sunfire purifier can fixate on a single opponent no further away than 120 ft., and go on a rampage. It charges at its target, crushing everything in its path. All creatures and objects are subject to the sunfire purifier's trample attack. Difficult terrain and structures are ignored, as the sunfire purifier smashes them aside in its rage. The fixated creature is affected as though the sunfire purifier charged it, and the sunfire purifier may take a full-round action to attack its fixation. This fixation lasts until the fixated creature or the sunfire purifier is destroyed, and the sunfire purifier cannot attack another creature or fixate upon a new creature until the prior fixation is destroyed.

Improved Grab (Ex)
To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Into the Sunfire Engine (Ex)
Creatures swallowed by the sunfire purifier are dropped into the golem's internals, which are impossibly bright and filled with churning holy power and threshing metal gears. Swallowed creatures are blinded (DC 61) and take 24d8 damage for each round spent inside, half as holy and half as crushing. Creatures inside must smash their way through threshing blades and grinding gears by dealing 180 damage or making a Strength check (DC 61) to hold the gears back. They can then attempt to smash or cut their way free through the sunfire purifier's hide. As the sunfire purifier is not a living creature, there is no muscular action to close this hole. However, the sunfire purifier's fast healing restores the internal mechanisms near instantly, and thus requires any subsequent creature to force their way past once again. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. The DCs are Strength-based.

------------------------------

Sun-Touched Gold
Gold purified in the fires of the Sun, the creation of sun-touched gold is a secret known only to those who serve Lathander. Unlike normal gold, sun-touched gold is a brilliant, shining yellow akin to the sun in the sky. Sun-touched gold is designed to channel goldenfire, and filter out some of its negative effects.

Still waiting on feedback for this, FYI.

Thanks for that, I'll do that today.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 18, 2017, 01:55:16 PM
Thank you!
Title: Re: Random DM nagging.
Post by: Yuthirin on July 20, 2017, 01:27:44 PM
Quote from: Anastasia on July 18, 2017, 01:30:14 PM
Quote from: Yuthirin on July 17, 2017, 03:36:03 PM
Quote from: Yuthirin on July 10, 2017, 06:44:50 PM
Spoiler: ShowHide
A bit of polishing, and a few changes. Thoughts? Feel free to tell me if you think part or all of this is stupid.
I can take it.


The Sunfire Purifier

The sunfire purifier is a titanic engine of destruction built by a cooperative alliance between Aurora and Lathander. It appears as a 50 foot tall, 70 foot long, and 20 foot wide golem, fashioned into the shape of a tarrasque. The body is made of pure adamantine, except for the creature's carapace. The carapace is striated with bright yellow gold, and emits a heat-haze radiance reminiscent of the effects of heavy sunlight on hot metal.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Size/Type:Colossal Construct
Hit Dice:48d10+48+96+144+80 (848 hp)
Initiative:-1 (Dex)
Speed:20 ft. (can't run)
Armor Class:57 (-2 size, -1 Dex, +50 natural
Base Attack/CMB/CMD:+48/+83/92
Attack:Slam +67 melee (6d10+54), Bite +62 melee (6d8+2d6+27)
Full Attack:2 slams +67 melee (6d10+54), Bite +62 melee (6d8+27+2d6)
Space/Reach:30 ft./30 ft.
Special Attacks:Trample, bask in my radiance, the breath of life, rampage.
Special Qualities:Damage reduction 45/adamantine and epic, fast healing 30, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits, sunfire engine, the light of dawn, improved grab, into the sunfire engine.
Saves:Fort +35, Ref +14, Will +15
Skills:Jump +31
Feats:Toughness(B)
Epic Feats:Epic Toughness(B)
Abilities:Str 64, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1


Trample (Ex)
As a standard action during its turn each round, the sunfire purifier can literally run over an opponent at least one size category smaller than itself. The trample deals 8d12+60 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 65) for half damage. The DC is Strength-based and includes a +4 racial bonus.

Adamantine Bulwark (Ex)
The bulk of the sunfire purifier is almost impossible to move, unless it wants to. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)
The sunfire purifier is constructed of blessed adamantine, giving its construction greater strength than adamantine would normally have. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Constructed Toughness (Ex)
The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Magic Immunity (Ex)
The sunfire purifier is immune to all magical and supernatural effects.

Sunfire Engine (Ex)
The sunfire purifier is powered by a complex and esoteric half-alive mechanism called a sunfire engine. The engine is both a source and reservoir of holy power, as it contains a semisolid core of churning goldenfire. This grants the sunfire purifier a number of benefits.

Sunfire Strikes: The sunfire engine empowers the blows and strikes of the sunfire purifier. The golem applies double its Strength modifier to damage rolls with all of its natural attacks. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit. In addition, the sunfire purifier's strikes move with alacrity beyond what a creature of its size should possess, giving it improved base attack bonus growth.

The Sun's Searing Light: The golden glow of sunlight emanates from the sunfire purifier's claws and teeth. All of the sunfire purifier's natural attacks have the holy property, and are treated as good, adamantine, and epic for the purposes of overcoming damage reduction. The sunfire purifier's natural attacks have a +14 sacred bonus. This is a natural occurrence due to the power imbued into its body. In addition, the golem's bite attack deals an extra 2d6 damage as holy, due to overflow from the sunfire engine inside its chest.

The Power of the Sun: The sunfire engine's power constantly leaks into the body of the sunfire purifier, strengthening and restoring it. The sunfire purifier gains an additional 5 points of fast healing and damage reduction.

Refractive Haze: The sunfire engine creates tremendous heat, and some of this heat is transferred to the carapace of the sunfire purifier. The carapace is hot enough to cause the air around it to warp, making it difficult to see. All attempts to strike the sunfire purifier are affected by a 20% miss chance.

Sun-Tempered Carapace: Creatures not  in front of the sunfire purifier while attacking are instead forced to strike its carapace. The carapace of the sunfire purifier is several feet thick and made of tempered adamantine laced with veins of sun-touched gold. This gives it incredible durability as well as covering any perceivable weak points. The sunfire purifier cannot be flanked.

On Wings of Light: At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that provokes an attack of opportunity. The sunfire purifier gains a fly speed of 40 ft. (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make one single claw attack, use its breath weapon, or drop onto other creatures to use its trample special attack. When dropping from a height of greater than 40 ft., the sunfire purifier's trample attack may be used on creatures of any size. All falling damage is negated and half of it is transferred to all creatures affected by the trample attack. If this special trample attack fails to hit any creatures, the sunfire purifier takes falling damage as normal.

These wings last for 5 minutes before dissipating into scattered light. 

The Breath of Light (Ex)
Once every ten minutes, the sunfire purifier can empty the constantly-regenerating reservoir of sunfire and holy power within its sunfire engine. In doing so, it spews forth a tremendous gout of concentrated goldenfire in a 120 ft. x 10 ft. line. All living creatures in the sunfire purifier's gullet and all detritus swallowed in the last round are expelled into the gout, spraying out 60 feet in front of the sunfire purifier. All creatures, including those expelled, take 36d8+48 holy damage and are subject to a banish spell (caster level 25). Using this ability forces the central eye closed until the golem's next turn. 

Alternatively, the sunfire purifier can release a titanic roar along with a gout of blinding fire, unleashing a blast of sound in a 60 ft. cone in front of it. All creatures caught in the cone take 16d6 sonic damage and are permanently blinded and deafened. Fort DC 61 halves damage and negates blindness/deafness This DC is Strength-based.

Bask In My Radiance (Ex)
The sunfire purifier's carapace is laced with sun-touched gold. This gold acts as a conductor for the holy power contained in and produced by the sunfire engine.

Every 4 rounds, the sun-touched gold that weaves through the golem's carapace overloads, emitting a pulse of filtered goldenfire. This acts as a purified sunburst spell (caster level 25th, DC 61). This DC is Strength-based.

The Light of Dawn (Ex)
The sunfire purifier has three eyes; one mounted on each side of its head, and a single large eye in the center. The central eye of the sunfire purifier is a sun-bleached eye the size of a dinner table which projects a constant cone of dawn's golden sunlight. All creatures caught in this light are affected as though they stand in an anti-magic field. This cone affects creatures up to 120 feet away so long as the eye is open. As a side effect, the colors of evil creatures' arms and armor are bleached away so long as they stand in the light. The sunfire purifier can redirect its gaze as a free action once per turn.

Rampage (Ex)
While the sunfire purifier cannot run, it is capable of great forward strides due to its powerful legs. As a full round action, the sunfire purifier can fixate on a single opponent no further away than 120 ft., and go on a rampage. It charges at its target, crushing everything in its path. All creatures and objects are subject to the sunfire purifier's trample attack. Difficult terrain and structures are ignored, as the sunfire purifier smashes them aside in its rage. The fixated creature is affected as though the sunfire purifier charged it, and the sunfire purifier may take a full-round action to attack its fixation. This fixation lasts until the fixated creature or the sunfire purifier is destroyed, and the sunfire purifier cannot attack another creature or fixate upon a new creature until the prior fixation is destroyed.

Improved Grab (Ex)
To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Into the Sunfire Engine (Ex)
Creatures swallowed by the sunfire purifier are dropped into the golem's internals, which are impossibly bright and filled with churning holy power and threshing metal gears. Swallowed creatures are blinded (DC 61) and take 24d8 damage for each round spent inside, half as holy and half as crushing. Creatures inside must smash their way through threshing blades and grinding gears by dealing 180 damage or making a Strength check (DC 61) to hold the gears back. They can then attempt to smash or cut their way free through the sunfire purifier's hide. As the sunfire purifier is not a living creature, there is no muscular action to close this hole. However, the sunfire purifier's fast healing restores the internal mechanisms near instantly, and thus requires any subsequent creature to force their way past once again. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. The DCs are Strength-based.

------------------------------

Sun-Touched Gold
Gold purified in the fires of the Sun, the creation of sun-touched gold is a secret known only to those who serve Lathander. Unlike normal gold, sun-touched gold is a brilliant, shining yellow akin to the sun in the sky. Sun-touched gold is designed to channel goldenfire, and filter out some of its negative effects.

Still waiting on feedback for this, FYI.

Thanks for that, I'll do that today.
Reminder.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 25, 2017, 12:44:33 AM
Okay, I went through searching some 40-50-odd pages of Nagging to find a specific post and came across a handful of things that got missed. Listing these in the order they were found:

Quote from: Anastasia on October 25, 2016, 02:58:53 PM
Quote from: Nephrite on October 21, 2016, 11:07:25 PM
Is there any way to make them into sort of like Anti-Magic grenades? Such that they can be thrown and detonated (by command word?) at range to create areas of anti-magic?

Yes, though you'd need to work it out and there would be a price increase.

This:
Quote from: Anastasia on February 22, 2017, 12:07:48 PM
Quote from: Corwin on February 20, 2017, 04:43:54 PM
Let's make this! I really want it!

Add long range spell capacity (Allows casting spells through Medicant and through the illusionary battlefield) 400,000 gold; 5 DC 50 spellcraft checks; 4 DC 50 K:A check; 10 days.

Up to y'all. If yo udo, post the expense to Aurora and make the rolls.

Was connected to this:

Quote from: Anastasia on February 22, 2017, 06:04:07 PM
Quote from: Iron Dragoon on February 22, 2017, 05:22:09 PM
Fine with me. I'd offer to take over buffing through it, but my spell slots are usually pretty taxed just with the Tapestry. So unless I can connect the Tapestry to it, I don't really have enough slots to do it =/

That might juuuust be possible but you'd have to do some research and see. The principals aren't entirely dissimilar.

So I need to do the research here.

This never got re-mentioned or re-referenced, unless I missed it in a IC Thread:
Quote from: Anastasia on June 09, 2017, 12:39:11 AM
Meanwhile, Ellese works to save herself.

<Serith> Tiny_Ko_Army roll for Serith < 20 > [d20=12]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 7 > [d20=2]
> roll 1d20+8 Charisma
<Serith> Tiny_Ko_Army roll for Serith < 13 > [d20=5]
> roll 1d20+5 Ellese Intelligence
<Serith> Tiny_Ko_Army roll for Serith < 21 > [d20=16]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 23 > [d20=15]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 16 > [d20=11]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 13 > [d20=5]
> roll 1d20+5 Ellese Intelligence
<Serith> Tiny_Ko_Army roll for Serith < 24 > [d20=19]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 26 > [d20=18]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 7 > [d20=2]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 26 > [d20=18]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 17 > [d20=12]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 24 > [d20=16]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 8 > [d20=3]
> roll 1d20+8 Ellese Charisma
<Serith> Tiny_Ko_Army roll for Serith < 27 > [d20=19]
> roll 1d20+5 Ellese Wisdom
<Serith> Tiny_Ko_Army roll for Serith < 19 > [d20=14]

More on this soon.

And this for Kascha:
Quote from: Anastasia on February 24, 2017, 01:05:02 AM
Quote from: Iron Dragoon on February 23, 2017, 11:05:27 PM
Quote from: Anastasia on February 23, 2017, 11:02:04 PM
The books form a complex, chaotic pattern that can be discerned.  Kascha's intellect and chaotic nature allow her to understand it, and also understand that attempts to bind this Abyssal lore have failed. She can proceed, but it will be dangerous.

I'll leave it up to Kascha to decide if she wants to keep going or not, though if she does, I would suggest she do so with help of Tepen or the like. Whoever specializes in knowledge like that.

She'll decline for the moment. It's a project and put it on the todo, but after a Cauldron visit and other matters are settled.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 25, 2017, 12:49:27 AM
Second catch up post:

Quote from: Anastasia on February 24, 2017, 01:01:24 AM
As for the Surraruthru spells, could you check which ones I may need to post and check the Spell Collection to see if they're in there?

The Spell Collection entry for level 8 is missing the following Surraruthru Spells:
Everything in this post: http://www.soulriders.net/forum/index.php/topic,101729.msg1086632/topicseen.html#msg1086632

And this spell: http://www.soulriders.net/forum/index.php/topic,101729.msg1086030/topicseen.html#msg1086030
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 12:53:27 PM
Okay, the golem. Do you all mind if I take a crack at it? I didn't want to do that, I try to encourage you all to design and add your own content, but at this point I think it would be a lot quicker if I take it and polish something up, rather than us going back and forth.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 26, 2017, 01:50:57 PM
I don't care what you do to it, anything is better than radio silence.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 08:21:28 PM
Quote from: Yuthirin on July 26, 2017, 01:50:57 PM
I don't care what you do to it, anything is better than radio silence.

Sure thing.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 08:29:05 PM
Sunfire Purifier

Size/Type: Colossal Construct
Hit Dice: 48d10+48+96+192+80 (896 hp)
Initiative: -1
Speed: 20ft
Armor Class: 55 (-8 size, -1 dex, +50 natural, +4 deflection)(save vs blindness)
Base Attack/CMB/CMD: +48/+83/96
Attack: Slam+88 (6d10+48 plus 2d6 holy) or bite+83 (6d8+34 plus 2d6 holy)
Full Attack: 2 slams+88 (6d10+48 plus 2d6 holy) and bite+83 (6d8+34 plus 2d6 holy)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, eye of dawn, sunlight strength, trample+6d10+40.
Special Qualities: Damage reduction 45/adamantine and epic, fast healing 35, immunity to fire and flanking, constructed toughness, magic immunity, on wings of light, toughness, construct traits.
Saves: Fort +34, Ref +33, Will +34
Abilities: Str 64, Dex 9, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Spell-Like Abilities

Always active-holy aura. Caster level 48th. The save DCs are 10 + spell level.

Breath Weapon (Su)

120ft line, once every 1d4 rounds, 30d8 goldenfire damage, Reflex save DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

Additionally, creatures damaged by this breath weapon are subject to a banishment spell (caster level 25th, DC 65 Will negates).

Constructed Toughness (Ex)

The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Eye of Dawn (Ex)

The sunlight purifier has three eyes; one mounted on each side of its head and a single large eye in the center. The center of eye of the sunfire purifier is the eye of an elder astral dreadnought and it retains its anti magic properties. This eye projects a cone of sunlight and antimagic when open. This is a 120ft cone that affects all creatures within as an antimagic field. The sunlight purifier can redirect the eye once per round on its turn as a free action, as well as open or close it once per round on its turn as a free action.

Improved Grab (Ex)

To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Magic Immunity (Ex)

The sunfire purifier is immune to all magical and supernatural effects.

Rampage (Ex)

Once per minute as a full round action, the sunlight purifier can charge at a single target within 120ft. This charge ignores difficult terrain and other impediments (barring those large enough to stop it). The sunlight purifier may pass through a square occupied by other creatures, any such creatures are subject to the sunlight purifier's trample attack. If this charge attack is successful, it deals double damage.

Sunfire Strength (Ex)

The sunfire purifier is powered by a potent engine that channels goldenfire throughout its body, vastly strengthening it. This grants it several benefits as described below.

The sunfire purifier's natural weapons are treated as having a +7 enhancement bonus and the holy special ability. The sunfire purifier's natural weapons are treated as adamantine, epic and good for the purposes of overcoming damage reduction. Additionally, the sunfire purifier benefits from a +14 sacred bonus to attack rolls and damage rolls with its natural attacks.

The sunfire purifier has good base attack bonus progression, like a fighter.

Swallow Whole (Ex)

The sunlight purifier can try to swallow a grabbed opponent of a smaller size than itself by making a successful CMB check. Once inside, the opponent takes 30d8 goldenfire damage per round from the sunlight purifier's breath weapon. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 35). Once the craeture exits, fast healing closes the hole; another swallowed opponent must cut its own way out. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Toughness (Ex)

The sunfire purifier is constructed of blessed adamantine purified with goldenfire. It gains a +15 sacred bonus to saving throws. It additionally gains an additional 4 hit points per hit die.

Trample (Ex)

Reflex DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

On Wings of Light (Su)

At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that does not provoke an attack of opportunity. These wings grant the sunlight purifier a fly speed of 40ft (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make a single slam attack, [placeholder for the moment until I get to that] or drop onto other creatures. Treat this as the sunlight purifier using its trample attack, except that it may use it on creatures of any size. In addition to the normal damage for the trample, creatures trampled suffer any fall damage the sunlight purifier suffered (use the same roll as the sunlight purifier to determine damage).

These wings last for 5 minutes before dissipating into scattered light.




Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 09:40:31 PM
Draft is up in the previous post. The goals of this were as follows.

1. Remove cruft and fiddly bits. Less overhead, especially things that don't matter much relative to what the monster does or fights, are usually a bad idea. This does remove some flavor from it, I admit freely. Stuff like bleaching armor and the like's awesome, but at the same time, I'm trying to smooth this out.
2. Simplify. This works both ways for balance - for example wings of light not longer provoke an AoO to manifest, for the sake of faster gameplay. Especially since the golem's subsequent movement potentially could provoke an AoO anyway. On the other hand, the breath weapon got toned down a bit and streamlined (and a considered bit of sunfire counting as one of those optional components for banishment was rejected on those grounds).
3. When possible, convert abilities to what they are and use the established rules for them. For example, see swallow whole replacing into the sunfire engine. It does much the same thing, but uses the language and rules of swallow whole, which it essentially is anyway. This aids gameplay, makes rules conflicts easier to resolve and provides a ready reference when references are needed.
4. Combine a few redundant abilities and reflavor them to fit the sunfire golem better.
5. Rebalancing a bit. I think the to hit is a little too high now, I aimed a bit high there. But overall adjust for losses and rejigger as needed.

What do you think? Good, bad, iffy?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 26, 2017, 09:47:05 PM
Damn, dude. You really cut all the flavor out of it. This is like watching a person cut all of the fat off of their steak.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 09:51:33 PM
Quote from: Yuthirin on July 26, 2017, 09:47:05 PM
Damn, dude. You really cut all the flavor out of it. This is like watching a person cut all of the fat off of their steak.

Honestly? I completely agree. One of the points of this was to simplify, flavor can be readded or put on an aside to be used properly.

At the same time, I do think some of the mechanics compensate and express flavor. For example, an always active holy aura. It's a golem made of shining adamantine and sunfire. Of course it's surrounded by a blinding holy aura. That shows something without directly stating it. The breath weapon hints at the sunfire engine, ectera and so forth. But that's also why I have flavor blocks in character and monsters, rather than cramming it all into the statistics. Abilities should tell a story, but at the same time, they're mechanical expressions and need a certain crispness and ease of use.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 26, 2017, 09:57:13 PM
Yeah, but you also cut like half the abilities without reason. And randomly changed a bunch of names I was real happy with. And pruned other abilities.

You talk about a flavor block, but I sure don't see one. Did this seriously take you sixteen days?
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 10:00:14 PM
Quote from: Yuthirin on July 26, 2017, 09:57:13 PM
Yeah, but you also cut like half the abilities without reason. And randomly changed a bunch of names I was real happy with. And pruned other abilities.

You talk about a flavor block, but I sure don't see one. Did this seriously take you sixteen days?

Oh no, I did this in about an hour and some change. I had a few replies that got lost and/or got scrapped.

Didn't include a flavor block because this is a draft trying to streamline things. If it continues in this direction, I was planning on talking to you about that and seeing how to reintegrate the flavor stuff I cut.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 26, 2017, 10:05:07 PM
Let's put the flavor on hold and maybe give me an explanation about what abilities you cut and why, because that's actually helpful.

I'm trying not to let my frustration color the tone of my posting here, but god damn it's real difficult.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 10:13:09 PM
Uh, lessee.

The two hitting better ones were combined into a single ability for the sake of the flavor working better. More to hit, some damage and crit range loss.

The miss chance got trimmed for the sake of overhead, it was on the border so could go either way.

Flank immunity was simply included in the stat block above rather than being a separate ability.

Power of the sun was folded directly into the damage reduction and fast healing. I also boosted the fast healing a little higher on top of it.

The sunburst was trimmed 'cause there's plenty going on as it is. A breath weapon's there to track as well as some other things, adding another fiddly bit to make yet more upkeep struck me as a poor idea.

Bulwark was snipped because it's CMD is really high as it is (and I need to make sure I don't need to recalculate it and added in the sacred bonus) and does that job well enough, without adding in another immunity.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 10:30:01 PM
Unrelated to above, today I ran an experiment in session length.

I think it worked out okay. Not great - that sort of combat wasn't the best fit for it, no fault of Moore's or my own, just where his thread was at - since that sort of combat really is best with 100% focus on it. Still, it wasn't a terrible idea and could be a way to make up some days when circumstances aren't cooperating. Especially days when Iddy and/or Yuth are around more, so I can get the full crew rolling at once.

I'll keep it in my back pocket as an option for now. What did you all think?
Title: Re: Random DM nagging.
Post by: Nephrite on July 26, 2017, 10:41:22 PM
I was fine with it, but maybe instead just do a 1 hour extension so you don't overwork yourself?
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 10:42:57 PM
It's worth considering. Compensation's good when I need a down day, after all.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 26, 2017, 10:52:44 PM
Quote from: Anastasia on July 26, 2017, 10:13:09 PM
Uh, lessee.

The two hitting better ones were combined into a single ability for the sake of the flavor working better. More to hit, some damage and crit range loss.

The miss chance got trimmed for the sake of overhead, it was on the border so could go either way.

Flank immunity was simply included in the stat block above rather than being a separate ability.

Power of the sun was folded directly into the damage reduction and fast healing. I also boosted the fast healing a little higher on top of it.

The sunburst was trimmed 'cause there's plenty going on as it is. A breath weapon's there to track as well as some other things, adding another fiddly bit to make yet more upkeep struck me as a poor idea.

Bulwark was snipped because it's CMD is really high as it is (and I need to make sure I don't need to recalculate it and added in the sacred bonus) and does that job well enough, without adding in another immunity.
If you could include that explanation in the first place, that'd be great. I'm open to criticism. That was not criticism. I was okay with you rewriting it in your format. I didn't also expect you to take it from a rose bush to a bonsai.

Quote from: Anastasia on July 26, 2017, 10:00:14 PMIf it continues in this direction, I was planning on talking to you about that and seeing how to reintegrate the flavor stuff I cut.
I'm not sure I even understand which direction we're headed anymore.

Let's start with your details.

Quote from: Anastasia on July 26, 2017, 10:13:09 PMThe two hitting better ones were combined into a single ability for the sake of the flavor working better. More to hit, some damage and crit range loss.
The first part of this makes sense. I'm fine with it.

The second part I strongly disagree with. It has a max of three attacks per turn, one of which wasn't affected by the damage buff. It needs something more. It either needs to be critting more often, hitting more often, or doing something else like sundering with every strike.

QuoteThe miss chance got trimmed for the sake of overhead, it was on the border so could go either way.
I didn't expect it to last, so I'm fine with that. It felt like a step too far, but it bore including.

QuoteFlank immunity was simply included in the stat block above rather than being a separate ability.
Didn't notice that, cool.

QuotePower of the sun was folded directly into the damage reduction and fast healing. I also boosted the fast healing a little higher on top of it.
Alright.

QuoteThe sunburst was trimmed 'cause there's plenty going on as it is. A breath weapon's there to track as well as some other things, adding another fiddly bit to make yet more upkeep struck me as a poor idea.
I don't like this choice. The golem needs to be hitting more often somehow, and this was a good option for that without rolling more to-hits in combat.

QuoteBulwark was snipped because it's CMD is really high as it is (and I need to make sure I don't need to recalculate it and added in the sacred bonus) and does that job well enough, without adding in another immunity.
Alright.

Ultimately, I was trying to give the golem more chances to damage creatures without just stacking attacks onto it. Looks like you're opposed to that. Yes?

Also, why the hell did you rename the abilities?
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 11:04:38 PM
QuoteThe second part I strongly disagree with. It has a max of three attacks per turn, one of which wasn't affected by the damage buff. It needs something more. It either needs to be critting more often, hitting more often, or doing something else like sundering with every strike.

Why not just give it power attack as a bonus feat? It has good to hit (even ignoring the bit about rebalancing it I mentioned), so giving up some to hit for damage makes sense for it much of the time.

Also boosting the damage was further considered, as rampage now has a free dire charge effect tacked onto it.

QuoteDidn't notice that, cool.

It also got fire immunity included, as I felt that was thematic enough to be a good choice. Magic immunity shuts down most fire damage options on it anyway, so I don't see it as being a huge deal.

QuoteI don't like this choice. The golem needs to be hitting more often somehow, and this was a good option for that without rolling more to-hits in combat.

Well yeah, but lemme ask you. Is it worth tracking yet another separate ability when you run it, one that requires keeping track of and invites you to forget it and/or mix it up?

It's also why the breath weapon went up to a 1d4 round recharge, as it's compensating for that loss.

QuoteUltimately, I was trying to give the golem more chances to damage creatures without just stacking attacks onto it. Looks like you're opposed to that. Yes?

Not really, no. It's less that and trying to trim down more charged and complicated abilities, as well as abilities you have to track. Plus there's only so much a creature can do around, tossing on more and more freebies strains balance pretty quick.

QuoteAlso, why the hell did you rename the abilities?

Besides sunfire strikes - which was just a random synthesized name for the sake of having one there - I think all the changes were to generic names, such as to swallow whole or breath weapon. See this bit from a few posts up.

3. When possible, convert abilities to what they are and use the established rules for them. For example, see swallow whole replacing into the sunfire engine. It does much the same thing, but uses the language and rules of swallow whole, which it essentially is anyway. This aids gameplay, makes rules conflicts easier to resolve and provides a ready reference when references are needed.

The point of using swallow whole instead of, say, ferocious super swallow deathbeam or whatever (yes yes, I know, it's hyperbole), is that it's directly tied to rules in the SRD. You go the SRD and you can immediately see how swallow whole is used, how the numbers are derived and so forth.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 26, 2017, 11:16:38 PM
Quote from: Anastasia on July 26, 2017, 11:04:38 PMBesides sunfire strikes - which was just a random synthesized name for the sake of having one there - I think all the changes were to generic names, such as to swallow whole or breath weapon. See this bit from a few posts up.

See below.

QuoteSunfire Strength (Ex)
Eye of Dawn (Ex)

Quote from: Anastasia on July 26, 2017, 11:04:38 PMNot really, no. It's less that and trying to trim down more charged and complicated abilities, as well as abilities you have to track. Plus there's only so much a creature can do around, tossing on more and more freebies strains balance pretty quick.
Why not have Bask In My Radiance go off on a critical hit, then? Easier to track.
Title: Re: Random DM nagging.
Post by: Anastasia on July 26, 2017, 11:17:48 PM
Oh, what was eye of dawn before?

Could do that approach instead, sure. Bonus effects on a crit are a thing.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 26, 2017, 11:31:29 PM
I've been mostly silent in this because the rules/balancing of this is way beyond anything I've even touched. That said, what I can tell from each side is this:

Dune wants thing more in-line with the SRD/Rules and fewer separate abilities that happen to do more in a single go.

Yuth likes flavor and has a difference of opinion in the source/content of which abilities are getting mashed together and the 'custom' part of a custom golem.

Now what's missing both Yuth and me is the thought processes behind the value of certain abilities and why one got buffed in place of cutting another and why it's being considered 'a good trade.' I suspect this stems from the difference in how Yuth and I play (and the value we assign abilities), and how Dune plans/DMs/Mechanics things and is likely the source of frustration on both sides.

For Specifics:

Names: I understand Dune's point about connecting names and abilities, but a lot of flavor does come from here, unfortunately. Maybe do like spells do and add an 'as <swallow whole> effect, but also does' type deal?

The breath weapon and Bask in My Radiance. I'm kinda with Yuth here on saying the proposed was not a fair trade. It went from a solid every-4-round banish to a secondary effect on things that have already been hit. It was meant as an ability to clear the field/mooks/summons/ect., but anything that can survive the 30d8 goldenfire damage has a solid chance of flat out resisting the banishment spell, and anything that's reliably vulnerable to the banishment effect likely won't survive the 30d8. That being the logic, having it as part of a single ability that's now restricted to a cone that already does damage instead of a large AoE makes it seem like you're cutting the legs from it. The point of it was to be a wide area swipe, now we have no wide area attack at all, except the cone which we already had. So we've effectively traded an entire attack/ability with large range/effect for something that minimizes the usefulness of the effect.

Eye of Dawn/Light of Dawn: The difference here is the name and armor bleaching effect. The anti-magic field was unchanged so whatever, but the bleaching effect was lost. I suspect it was cut because we didn't list exactly what bleaching *does.* Does it simply change the color or if it's cursed/profane does it drain the profane bonuses or something?

Sunfire Strength: I'm mostly okay with the changes made here outside of addressing the crit range, which leads me to issue with Bask in My Radiance going off on crit. Your changes effectively lost us four numbers of crit threat range with no bonuses traded for it. I'm gonna quote Trump here: "Worst trade deal ever." Now losing some crit range is different than losing some. Losing 90% of our crit range and then having a previously separate ability tied to it which previously triggered every 4 rounds means that we also lose a huge chance percentage of it going off.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 27, 2017, 01:18:32 AM
Quote from: Iron Dragoon on July 26, 2017, 11:31:29 PM
I've been mostly silent in this because the rules/balancing of this is way beyond anything I've even touched. That said, what I can tell from each side is this:

Dune wants thing more in-line with the SRD/Rules and fewer separate abilities that happen to do more in a single go.

Yuth likes flavor and has a difference of opinion in the source/content of which abilities are getting mashed together and the 'custom' part of a custom golem.

Now what's missing both Yuth and me is the thought processes behind the value of certain abilities and why one got buffed in place of cutting another and why it's being considered 'a good trade.' I suspect this stems from the difference in how Yuth and I play (and the value we assign abilities), and how Dune plans/DMs/Mechanics things and is likely the source of frustration on both sides.

For Specifics:

Names: I understand Dune's point about connecting names and abilities, but a lot of flavor does come from here, unfortunately. Maybe do like spells do and add an 'as <swallow whole> effect, but also does' type deal?

The breath weapon and Bask in My Radiance. I'm kinda with Yuth here on saying the proposed was not a fair trade. It went from a solid every-4-round banish to a secondary effect on things that have already been hit. It was meant as an ability to clear the field/mooks/summons/ect., but anything that can survive the 30d8 goldenfire damage has a solid chance of flat out resisting the banishment spell, and anything that's reliably vulnerable to the banishment effect likely won't survive the 30d8. That being the logic, having it as part of a single ability that's now restricted to a cone that already does damage instead of a large AoE makes it seem like you're cutting the legs from it. The point of it was to be a wide area swipe, now we have no wide area attack at all, except the cone which we already had. So we've effectively traded an entire attack/ability with large range/effect for something that minimizes the usefulness of the effect.

Eye of Dawn/Light of Dawn: The difference here is the name and armor bleaching effect. The anti-magic field was unchanged so whatever, but the bleaching effect was lost. I suspect it was cut because we didn't list exactly what bleaching *does.* Does it simply change the color or if it's cursed/profane does it drain the profane bonuses or something?

Sunfire Strength: I'm mostly okay with the changes made here outside of addressing the crit range, which leads me to issue with Bask in My Radiance going off on crit. Your changes effectively lost us four numbers of crit threat range with no bonuses traded for it. I'm gonna quote Trump here: "Worst trade deal ever." Now losing some crit range is different than losing some. Losing 90% of our crit range and then having a previously separate ability tied to it which previously triggered every 4 rounds means that we also lose a huge chance percentage of it going off.

Okay. So.

Flavor: I'm of the opinion that flavor makes the monster. It's what makes everything compelling and satisfying and engaging and all that good stuff. It's a requirement. And I think Dune is in agreement with me? Probably. I get the idea of removing the names of things for streamlining's sake, but I wonder if you go a bit too far with it.

Mechanics: Swallow whole getting nerfed sorta bugs me. Dealing 50hp worth of damage to half a foot to a foot living adamantine is paltry. Less so if the creature can ONLY attack with a slashing light weapon or natural weapon. DR applies as well? Confirm/deny?

Bask In My Radiance getting cut really kills me. I spent hours on trying to get that right, and it's really the core of the build. It's where the idea for the golem started, and I really can't see it being thematic and useful without it. The ability was designed to clear the field quickly of foot soldiers and low-tier flyers in the area. Removing the banishment effect and changing it to a consecrated/purified sunburst effect was something that I was comfortable with, because it still accomplished the goal. Adding the persistent holy aura effect in your version, Dune, really shores up the other half of it and makes it pretty much exactly what we'd wanted from the ability, minus the AoE banishment. The AoE banishment effect wasn't something I'd expected to stick as it's quite a bit overpowered and likely a huge pain in the ass to deal with on top of everything else. Moving Bask to being an on-crit effect is fine with me, but if that the case it either needs some strong upward tuning or the crit range needs to be expanded. If it's consistently running at three attacks/round max, and the 1/20 chance that there will be a critical (with a fluctuating chance that it confirms as critical, as high as 1/20 again), we might see the ability go off one time during the Assault. Needs more oomph on one side or the other. Or from a new vector.

Rampage had a neat little fixation effect that I came up with, why didn't you like it?

Light of Dawn's bleaching effect was originally intended to be cosmetic only, though it could be used to point out traitors in the ranks. Iddy's idea of it negating profane bonuses is intriguing, though. Say a temporary negation for as long as they're within the cone?

The Breath of Light losing the HD-based bonus damage makes me sad.

Refractive Haze getting cut is fine. It was a throw-in to see if it stuck.

The extra HP you added to Toughness helps.

Don't think I don't see that placeholder in On Wings of Light.

Probably more tomorrow.
Title: Re: Random DM nagging.
Post by: Corwin on July 27, 2017, 09:41:36 AM
Quote from: Anastasia on July 26, 2017, 10:30:01 PM
Unrelated to above, today I ran an experiment in session length.

I think it worked out okay. Not great - that sort of combat wasn't the best fit for it, no fault of Moore's or my own, just where his thread was at - since that sort of combat really is best with 100% focus on it. Still, it wasn't a terrible idea and could be a way to make up some days when circumstances aren't cooperating. Especially days when Iddy and/or Yuth are around more, so I can get the full crew rolling at once.

I'll keep it in my back pocket as an option for now. What did you all think?

It hits somewhat squarely into the zone I sleep, I'm afraid. Yesterday that was compounded by having class beforehand.
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2017, 10:08:56 AM
Quote from: Corwin on July 27, 2017, 09:41:36 AM
Quote from: Anastasia on July 26, 2017, 10:30:01 PM
Unrelated to above, today I ran an experiment in session length.

I think it worked out okay. Not great - that sort of combat wasn't the best fit for it, no fault of Moore's or my own, just where his thread was at - since that sort of combat really is best with 100% focus on it. Still, it wasn't a terrible idea and could be a way to make up some days when circumstances aren't cooperating. Especially days when Iddy and/or Yuth are around more, so I can get the full crew rolling at once.

I'll keep it in my back pocket as an option for now. What did you all think?

It hits somewhat squarely into the zone I sleep, I'm afraid. Yesterday that was compounded by having class beforehand.

Yeah, that is a concern. Yesterday wasn't the best day to do this.
Title: Re: Random DM nagging.
Post by: Anastasia on July 27, 2017, 01:37:34 PM
Quote from: Yuthirin on July 27, 2017, 01:18:32 AMFlavor: I'm of the opinion that flavor makes the monster. It's what makes everything compelling and satisfying and engaging and all that good stuff. It's a requirement. And I think Dune is in agreement with me? Probably. I get the idea of removing the names of things for streamlining's sake, but I wonder if you go a bit too far with it.

Now the thing is, I do agree with you, but I feel the mechanical portions of a creature are best reasonably streamlined, as well as using those mechanics to reinforce flavor without needing to say much directly about it.

Quote from: C&M Tarrasque

Vast Power (Ex)

The tarrasque possesses a degree of might unknown to lesser creatures. It uses d20s for all hit dice, adds its Strength modifier to its saving throws, gains maximum HP per hit die and uses its full Strength modifier to determine its damage on its secondary natural weapons.

This looks like mechanics, but it also says things about the tarrasque that further sell it's flavor. What other monster uses d20s for hit dice, let alone gets Strength to saving throws as well as other benefits? You look at that and it points out directly that the tarrasque is a force to be reckoned with. That it's a legendary, titanic monster of inhuman strength, all in two lines that are easy to read and integrate directly into the stat block without anything further to track beyond that.

Quote from: Blackwater Golem

Water's Agility (Ex)

A blackwater golem uses its Dexterity modifier in place of its Strength modifier on all attack and damage rolls, as well as CMB checks. It applies its Dexterity modifier twice to CMD.

Another from C&M, this is a golem made of water. You'd imagine it would move fluidly and gracefully, right? Swirl about, move like a stream or otherwise do cool things because it's made of water. That's not directly said here, but when you read this, it implies and points out exactly that. It uses Dex instead of Strength and applies it twice to CMD? Oh, that makes sense, it would be graceful. This ability says that flat out without saying it, flavoring the monster and reinforcing what it is without dragging the mechanics longer or more complex.

Good mechanics help flavor the monster without needing to say much, because they define the monster and what it can do while doing so in a way that's concise and makes it as simple as possible to run the monster. This isn't to say that mechanics can't have some flavor beyond that - an interesting name, a bit of text in there framing it better, whatever - but the mechanics should largely be kept free of cruft. Let them work and add mechanics in other places, as much as possible.

QuoteMechanics: Swallow whole getting nerfed sorta bugs me. Dealing 50hp worth of damage to half a foot to a foot living adamantine is paltry. Less so if the creature can ONLY attack with a slashing light weapon or natural weapon. DR applies as well? Confirm/deny?

Without checking swallow whole, I believe DR still applies.

Damage to cut out can be adjusted, I just threw a number at it for now.

QuoteBask In My Radiance getting cut really kills me. I spent hours on trying to get that right, and it's really the core of the build. It's where the idea for the golem started, and I really can't see it being thematic and useful without it. The ability was designed to clear the field quickly of foot soldiers and low-tier flyers in the area. Removing the banishment effect and changing it to a consecrated/purified sunburst effect was something that I was comfortable with, because it still accomplished the goal. Adding the persistent holy aura effect in your version, Dune, really shores up the other half of it and makes it pretty much exactly what we'd wanted from the ability, minus the AoE banishment. The AoE banishment effect wasn't something I'd expected to stick as it's quite a bit overpowered and likely a huge pain in the ass to deal with on top of everything else. Moving Bask to being an on-crit effect is fine with me, but if that the case it either needs some strong upward tuning or the crit range needs to be expanded. If it's consistently running at three attacks/round max, and the 1/20 chance that there will be a critical (with a fluctuating chance that it confirms as critical, as high as 1/20 again), we might see the ability go off one time during the Assault. Needs more oomph on one side or the other. Or from a new vector.

Why not just give it sunburst as an SLA then? I mean, if you want sunburst, give it sunburst and work from there. Or is it the 'get it for free on top of everything else' part that you want?

QuoteRampage had a neat little fixation effect that I came up with, why didn't you like it?

I have no opinion on it, I just omitted it for now due to the aims of simplification and brevity.

QuoteLight of Dawn's bleaching effect was originally intended to be cosmetic only, though it could be used to point out traitors in the ranks. Iddy's idea of it negating profane bonuses is intriguing, though. Say a temporary negation for as long as they're within the cone?

Hey, just an idle question here, but haven't I been saying a lot about simplifying, cutting down fiddly details and all of that? How does that turn into adding more of exactly that?

(In the interests of honesty? That would be moderately useful, I do use profane bonuses for baddies sometimes. If it's worth the trouble is an open question.)

QuoteThe Breath of Light losing the HD-based bonus damage makes me sad.

It's also usable far more often.
Title: Re: Random DM nagging.
Post by: Yuthirin on July 27, 2017, 06:49:08 PM
Quote from: Anastasia on July 27, 2017, 01:37:34 PM
Quote from: Yuthirin on July 27, 2017, 01:18:32 AMFlavor: I'm of the opinion that flavor makes the monster. It's what makes everything compelling and satisfying and engaging and all that good stuff. It's a requirement. And I think Dune is in agreement with me? Probably. I get the idea of removing the names of things for streamlining's sake, but I wonder if you go a bit too far with it.

Now the thing is, I do agree with you, but I feel the mechanical portions of a creature are best reasonably streamlined, as well as using those mechanics to reinforce flavor without needing to say much directly about it.

Quote from: C&M Tarrasquesnip

This looks like mechanics, but it also says things about the tarrasque that further sell it's flavor. What other monster uses d20s for hit dice, let alone gets Strength to saving throws as well as other benefits? You look at that and it points out directly that the tarrasque is a force to be reckoned with. That it's a legendary, titanic monster of inhuman strength, all in two lines that are easy to read and integrate directly into the stat block without anything further to track beyond that.

Quote from: Blackwater Golemsnip

Another from C&M, this is a golem made of water. You'd imagine it would move fluidly and gracefully, right? Swirl about, move like a stream or otherwise do cool things because it's made of water. That's not directly said here, but when you read this, it implies and points out exactly that. It uses Dex instead of Strength and applies it twice to CMD? Oh, that makes sense, it would be graceful. This ability says that flat out without saying it, flavoring the monster and reinforcing what it is without dragging the mechanics longer or more complex.

Good mechanics help flavor the monster without needing to say much, because they define the monster and what it can do while doing so in a way that's concise and makes it as simple as possible to run the monster. This isn't to say that mechanics can't have some flavor beyond that - an interesting name, a bit of text in there framing it better, whatever - but the mechanics should largely be kept free of cruft. Let them work and add mechanics in other places, as much as possible.
Alright. I'll bite. Some name changes fur the purposes of you running them I get. Others I don't. I understand when you change them to what they actually do. Into The Sunfire Engine to Swallow whole makes perfect sense to me. Even changing Breath of Light to Breath Weapon is, while boring, also sense-making. Sort of. I was just really whiny about the changes to the names you did leave in.

Quote
QuoteMechanics: Swallow whole getting nerfed sorta bugs me. Dealing 50hp worth of damage to half a foot to a foot living adamantine is paltry. Less so if the creature can ONLY attack with a slashing light weapon or natural weapon. DR applies as well? Confirm/deny?

Without checking swallow whole, I believe DR still applies.

Damage to cut out can be adjusted, I just threw a number at it for now.
Perfect.

Quote
QuoteBask In My Radiance getting cut really kills me. I spent hours on trying to get that right, and it's really the core of the build. It's where the idea for the golem started, and I really can't see it being thematic and useful without it. The ability was designed to clear the field quickly of foot soldiers and low-tier flyers in the area. Removing the banishment effect and changing it to a consecrated/purified sunburst effect was something that I was comfortable with, because it still accomplished the goal. Adding the persistent holy aura effect in your version, Dune, really shores up the other half of it and makes it pretty much exactly what we'd wanted from the ability, minus the AoE banishment. The AoE banishment effect wasn't something I'd expected to stick as it's quite a bit overpowered and likely a huge pain in the ass to deal with on top of everything else. Moving Bask to being an on-crit effect is fine with me, but if that the case it either needs some strong upward tuning or the crit range needs to be expanded. If it's consistently running at three attacks/round max, and the 1/20 chance that there will be a critical (with a fluctuating chance that it confirms as critical, as high as 1/20 again), we might see the ability go off one time during the Assault. Needs more oomph on one side or the other. Or from a new vector.

Why not just give it sunburst as an SLA then? I mean, if you want sunburst, give it sunburst and work from there. Or is it the 'get it for free on top of everything else' part that you want?
The original idea had it going off every once in a while without affecting its overall combat ability. Unless it's a quickened SLA, which we could do!, it's a standard action and basically eats a turn.

Quote
QuoteRampage had a neat little fixation effect that I came up with, why didn't you like it?

I have no opinion on it, I just omitted it for now due to the aims of simplification and brevity.
Fair.

Quote
QuoteLight of Dawn's bleaching effect was originally intended to be cosmetic only, though it could be used to point out traitors in the ranks. Iddy's idea of it negating profane bonuses is intriguing, though. Say a temporary negation for as long as they're within the cone?

Hey, just an idle question here, but haven't I been saying a lot about simplifying, cutting down fiddly details and all of that? How does that turn into adding more of exactly that?

(In the interests of honesty? That would be moderately useful, I do use profane bonuses for baddies sometimes. If it's worth the trouble is an open question.)
Iddy's idea actually has a lot of merit, because profane bonuses are def something we should expect to see on Lifasa. I like the idea.

Quote
QuoteThe Breath of Light losing the HD-based bonus damage makes me sad.

It's also usable far more often.
Fair.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 27, 2017, 09:34:20 PM
So Bask in My Raidance becoming an SLA is something I think worth pursuing. That said, I also agree that it needs something to speed it up. Giving it as an SLA and then the Quicken SLA feat for that ability only is a pretty good idea, I think. It imposes some limits on the ability (3/day) which might preserve balancing. I'm not 100% 3/day is a perfect balance, but it's probably a really good start.

As for the bleaching/profane thing. I tossed it out as an example of a descriptor having an unknown effect, but yeah, I also like it. That said, having it suppress bonuses while being attached to an ability that suppresses *all* magical effects seems a bit redundant to me. I'm not entirely certain how all the different bonus types work, Yuth mentioned something about innate bonuses, but maybe having it tied to the Holy Aura would be a better choice? Maybe something tied to how many rounds of exposure to the aura increasing the amount of bonuses being negated/suppressed?
Title: Re: Random DM nagging.
Post by: Yuthirin on July 27, 2017, 09:37:40 PM
Having it tied to holy aura seems a bit too strong.
Title: Re: Random DM nagging.
Post by: Corwin on July 29, 2017, 02:01:30 PM
So immediate actions come in place of swift actions during the following round. I have mutliaction for 2 swift actions per round, do I have only one immediate per round or 2?
Title: Re: Random DM nagging.
Post by: Anastasia on July 29, 2017, 02:03:22 PM
Let me read up on immediates before I answer that. Do you need an answer for today's session?
Title: Re: Random DM nagging.
Post by: Corwin on July 29, 2017, 02:05:14 PM
Only if the dozens of Nessians try to cast more than once per round!
Title: Re: Random DM nagging.
Post by: Anastasia on July 29, 2017, 02:07:38 PM
We'll say yes today, and an answer tonight when I go over that and Yuth's golem stuff.
Title: Re: Random DM nagging.
Post by: Anastasia on July 30, 2017, 03:48:36 PM
Quote from: Yuthirin on July 27, 2017, 06:49:08 PMAlright. I'll bite. Some name changes fur the purposes of you running them I get. Others I don't. I understand when you change them to what they actually do. Into The Sunfire Engine to Swallow whole makes perfect sense to me. Even changing Breath of Light to Breath Weapon is, while boring, also sense-making. Sort of. I was just really whiny about the changes to the names you did leave in.

Yeah, that's pretty much it. When trying to simplify something, I go to that because it's mechanically easier.

QuoteThe original idea had it going off every once in a while without affecting its overall combat ability. Unless it's a quickened SLA, which we could do!, it's a standard action and basically eats a turn.

Were you going to awaken it? It could go for a feat based solution if you did.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on July 31, 2017, 12:51:11 AM
Minor note of a list of missed opportunities for the insatiable curious Iddy.
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2017, 01:59:18 PM
Okay, we had a chat on IRC about celestial conduit last night. Before I begin reviewing it, let's make sure the mechanics of it are right.

Yuth, walk me step by step to how you get your damage output from it? There's enough moving pieces that I think that would be a good place to start.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 16, 2017, 02:54:28 PM
Sure.

Let's start with the following:
QuotePsychokinesis
Level: Good 5, psion/wilder 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 9

Your hands seem to shift and change into pure ectoplasm as a stream of radiant energy pulses outward from them. Reaching across the planes, you form a momentary link between yourself and the Positive Energy Plane.

With the connection made, you instantly guide a massive charge of positive energy from your psyche into the material world, channeling it along a burning ectoplasmic line that extends from your outstretched hands. Anyone caught in the area takes 9d6 points of damage. Undead caught in the area take 2 additional points of damage per die. A construct or inanimate object takes only 5d6 points of damage from this power. This power is a positive energy effect.

Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage
(1d6+2 against undead), and for every extra two dice in damage, the DC increases by 1.

ERRATA DC increase has been changed to standard 2 pp per +1 instead of what is in CPH

It costs 9 points to cast and does a base 9d6 damage. 5d6 v. constructs & objects. +2/die to undead.

Each point invested in augmentation grants an additional d6 as well as an additional point toward the DC. The errata changed the latter part to +1 DC per 2 additional dice. This was probably a good idea, as the DC rapidly scales completely out of control for a PC to be slinging on a 5th level power. 

Now we start getting weird.

My Manifester Level (ML) is 29 after gear changes. This means I can spend a total of 29 points, including the cost, on any given power.

Weirder: I also have an Epic Torc of Power Preservation, which reduces the cost of all powers manifested by 3. This effectively boosts the number of points I can spend on a power by 3.

29-9+3=23 points to spend.

23d6+9d6=32d6 without metapsionics.

Empower costs 2 points, knocking it down to 30d6.

Maximize and Twin are free due to feats.

30*6=180
180*1.5=270
270*2=540 total damage.

/me stares.

Hold on, that can't be right.

How in the heck did I get to 900 damage last night? I'm lost. I'm pretty sure I've been adding a step somewhere, but I'm not sure how I got there or what step it was.
Title: Re: Random DM nagging.
Post by: Anastasia on August 16, 2017, 02:59:18 PM
Well, go ahead and figure that out, I'll comment when you're done.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 16, 2017, 03:02:32 PM
Yeah, I've spent the last hour trying to figure it out and I can't. Did I miss a step? I've redone it over and over and this makes mathematical sense. I'm not sure how it got so high before? Was I calculating it with d8? Lemme try that.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 16, 2017, 03:03:31 PM
That gets me 720. Nope. I got nothing. It should be 540.

I screwed up.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 16, 2017, 10:45:29 PM
IDDY FIGURED IT OUT

Spoiler: ShowHide
<Iddy> The only way you can do 900 damage with d6s is if you maximized 50d6.
<Yuthirin> which I'm NOT capable of doing yet
<Iddy> Or if you did 30d10...
<Yuthirin> oh
<Yuthirin> OH
<Yuthirin> that's possible
<Iddy> Which.. You did. That has to be it.
<Iddy> That has to be it.
<Iddy> 30d10 is 300*1.5=450*2=900.
<Yuthirin> yep that looks familiar
<Iddy> I even know where you might have gotten the d10.
<Iddy> Ooze Type
<Iddy> An ooze is an amorphous or mutable creature, usually mindless.
<Iddy> Features
<Iddy> An ooze has the following features.
<Iddy> 10-sided Hit Dice.
<Iddy> You had that open, didn't you?
<Iddy> http://www.d20srd.org/srd/typesSubtypes.htm#oozeType
<Yuthirin> I DID
<Iddy> Yep.
<Yuthirin> son of a bitch
<Yuthirin> okay
<Iddy> You brain-transplanted d10s.
<Yuthirin> so we know why it was in my head
<Iddy> Iddy, math sluth.
Title: Re: Random DM nagging.
Post by: Anastasia on August 23, 2017, 11:42:22 PM
> Trivia: Living spells, while unintelligent, do have an afterlife of sorts. They're reabsorbed by Mystra after they're destroyed and maintain a vague sort of continuance of being in the Weave.

From random IRC trivia.
Title: Re: Random DM nagging.
Post by: Nephrite on August 29, 2017, 04:21:02 PM
This is a formal request that Canderalla create the spell Lesser obr from elecrton.

Thank you.
Title: Re: Random DM nagging.
Post by: Corwin on August 29, 2017, 04:23:39 PM
The what?
Title: Re: Random DM nagging.
Post by: Nephrite on August 29, 2017, 04:32:13 PM
http://www.soulriders.net/forum/index.php/topic,104004.msg1101250.html#msg1101250
Title: Re: Random DM nagging.
Post by: Yuthirin on August 30, 2017, 05:28:55 PM
I make one post when I'm not looking at the screen and this is what happens.
Title: Re: Random DM nagging.
Post by: Anastasia on August 30, 2017, 10:58:34 PM
Lesser Obr From Elecrton
Conkurasion (Kreation) [Lectricity]

As Lesser Orb From Four, xcept it deals 5d6 points oricity damige.
Title: Re: Random DM nagging.
Post by: Yuthirin on August 31, 2017, 01:44:14 PM
Quote from: Anastasia on August 30, 2017, 10:58:34 PM
Lesser Obr From Elecrton
Conkurasion (Kreation) [Lectricity]

As Lesser Orb From Four, xcept it deals 5d6 points oricity damige.
JESUS CHRIST
Title: Re: Random DM nagging.
Post by: Yuthirin on August 31, 2017, 11:29:34 PM
Afina & Moore:

Would either or both of you like to accompany Tryll & Calleigh to Water in order to bargain with the Padisha of the Marid for a sample of pure water?
Title: Re: Random DM nagging.
Post by: Ebiris on September 01, 2017, 11:49:18 AM
I'll pass, thanks.
Title: Re: Random DM nagging.
Post by: Nephrite on September 01, 2017, 12:45:49 PM
Sure, Moore can help out.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 01, 2017, 02:12:10 PM
Surraruthru's swapping the following Feats:

Sculpt Spell -> Empower Spell
Greater Spell Penetration -> Split Ray

Edit: Also selecting Scorching Ray for Eleven Spell Lore.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 06, 2017, 03:42:37 PM
Hey, all. I recall someone posting the breakdown for a single item that gives +x to all skills, and how to improve it. It was probably Dune. I can't find it though. Anybody have it?
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2017, 03:43:05 PM
Do you mean all Knowledge skills?
Title: Re: Random DM nagging.
Post by: Yuthirin on September 06, 2017, 03:51:45 PM
I do not.
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2017, 03:59:57 PM
The closest I can think of is Medi's potions, which are priceless.

Knowledge Prisms are the next closest thing and they cover all 10 SRD standard Knowledge skills. They're expensive fast, check the first epic magic item booster pack for that formula. An item to boost all skills at once would be much more expensive and possibly an artifact, I'd have to do my homework.
Title: Re: Random DM nagging.
Post by: Nephrite on September 06, 2017, 04:15:16 PM
I know Iddy had posted about adding another type of skill bonus to the prism, like for something that wasn't just a knowledge.
Title: Re: Random DM nagging.
Post by: Anastasia on September 06, 2017, 04:19:54 PM
Unofficial and off the top of my head, I'd aim for +5 being at least 100,000 gold if not higher, +10 being around 400,000 and who knows for anything higher. I'm not sure if there are any items that boost all skills in 3.5, I can't think of any offhand but I could be wrong.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 06, 2017, 08:51:36 PM
Quote from: Nephrite on September 06, 2017, 04:15:16 PM
I know Iddy had posted about adding another type of skill bonus to the prism, like for something that wasn't just a knowledge.

I added spellcraft.
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2017, 08:17:06 AM
So I did a few morning posts today. As you may know I've been avoiding those lately, as I feel they were part of my burn out. I feel pretty good this morning so have a couple, but don't expect a resurgence in them any time soon. Just FYI.

(This is mostly for people like Neph, Eb and Cor, who I sometimes see here at the early hours of like 730 AM EST. Scary!)
Title: Re: Random DM nagging.
Post by: Yuthirin on September 07, 2017, 03:42:55 PM
Quote from: Anastasia
1. Anyone who wishes to have ranks in a non craft (or relevant profession skill related to art) skill transfered into such a skill may do so. Renbuu is offering to do so. Post so if you're interested.
So I did this, finally. Meant to take Crystalworking but kept forgetting. Took the change by dropping Hide & Tumble ranks. Neither is really needed. In addition, I forgot that the ioun stone for +2 Dex was changed to +5 Craft, and I used the bonus in the last dungeon. Responsibly, we therefore need to assume that I repurchased the stone. I'll post the cost in Loot and make necessary changes to my sheet.

Title: Re: Random DM nagging.
Post by: Yuthirin on September 07, 2017, 04:04:18 PM
Quote from: Anastasia on September 06, 2017, 03:59:57 PM
The closest I can think of is Medi's potions, which are priceless.

Knowledge Prisms are the next closest thing and they cover all 10 SRD standard Knowledge skills. They're expensive fast, check the first epic magic item booster pack for that formula. An item to boost all skills at once would be much more expensive and possibly an artifact, I'd have to do my homework.
How much are those prisms?
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2017, 04:11:41 PM
Quote from: Yuthirin on September 07, 2017, 04:04:18 PM
Quote from: Anastasia on September 06, 2017, 03:59:57 PM
The closest I can think of is Medi's potions, which are priceless.

Knowledge Prisms are the next closest thing and they cover all 10 SRD standard Knowledge skills. They're expensive fast, check the first epic magic item booster pack for that formula. An item to boost all skills at once would be much more expensive and possibly an artifact, I'd have to do my homework.
How much are those prisms?

FAIL! Ko's quest for subtly hinting DEFEATED! Ko's only harvest is one of having to get the link rather than hoping Yuth would put one plus one together. There is only TERROR now.

http://www.soulriders.net/forum/index.php/topic,103074.msg1093881.html#msg1093881

Note that there's two entries for them, epic and non-epic. Read both.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 07, 2017, 04:14:08 PM
Quote from: Anastasia on September 07, 2017, 04:11:41 PM
Quote from: Yuthirin on September 07, 2017, 04:04:18 PM
Quote from: Anastasia on September 06, 2017, 03:59:57 PM
The closest I can think of is Medi's potions, which are priceless.

Knowledge Prisms are the next closest thing and they cover all 10 SRD standard Knowledge skills. They're expensive fast, check the first epic magic item booster pack for that formula. An item to boost all skills at once would be much more expensive and possibly an artifact, I'd have to do my homework.
How much are those prisms?

FAIL! Ko's quest for subtly hinting DEFEATED! Ko's only harvest is one of having to get the link rather than hoping Yuth would put one plus one together. There is only TERROR now.

http://www.soulriders.net/forum/index.php/topic,103074.msg1093881.html#msg1093881

Note that there's two entries for them, epic and non-epic. Read both.
Google gave me nothing, and I'm at work. I don't have time to go a read through 800000000000000000000000000000000000000000000000000000000000000 pages of stuff
Title: Re: Random DM nagging.
Post by: Anastasia on September 07, 2017, 08:16:48 PM
Quote from: Yuthirin on September 07, 2017, 04:14:08 PM
Quote from: Anastasia on September 07, 2017, 04:11:41 PM
Quote from: Yuthirin on September 07, 2017, 04:04:18 PM
Quote from: Anastasia on September 06, 2017, 03:59:57 PM
The closest I can think of is Medi's potions, which are priceless.

Knowledge Prisms are the next closest thing and they cover all 10 SRD standard Knowledge skills. They're expensive fast, check the first epic magic item booster pack for that formula. An item to boost all skills at once would be much more expensive and possibly an artifact, I'd have to do my homework.
How much are those prisms?

FAIL! Ko's quest for subtly hinting DEFEATED! Ko's only harvest is one of having to get the link rather than hoping Yuth would put one plus one together. There is only TERROR now.

http://www.soulriders.net/forum/index.php/topic,103074.msg1093881.html#msg1093881

Note that there's two entries for them, epic and non-epic. Read both.
Google gave me nothing, and I'm at work. I don't have time to go a read through 800000000000000000000000000000000000000000000000000000000000000 pages of stuff

I know, I know. I'm not serious about it, just amused.

Though for future reference and help, check the first post of all those topics on R&S. They have a table of contents with links to everything.
Title: Re: Random DM nagging.
Post by: Anastasia on September 08, 2017, 01:55:11 PM
Okay, new policy regarding morning and off-time posting for me.

I'll do it occasionally but don't expect it. The most common form will be running over the afternoon session when I have the day off. Otherwise, expect it to mostly be answering or resolving OOC questions rather than progression posts, so that those don't take up session time. Particularly dramatic or tense situations may be exceptions as I see fit.
Title: Re: Random DM nagging.
Post by: Anastasia on September 15, 2017, 12:25:02 PM
There's a new ACF up in homebrew. It's for battle dancers, just offering a little more flexibility there since I needed it. It's probably not very good except for niche situations, but I had a niche situation that needed it.
Title: Re: Random DM nagging.
Post by: Anastasia on September 21, 2017, 02:45:37 AM
There will be a long delayed loot post in the morning. If I haven't done it by an hour before session, feel free to poke me.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on September 22, 2017, 03:10:41 PM
As a reminder:

Quote from: Iron Dragoon on July 31, 2017, 12:51:11 AM
Minor note of a list of missed opportunities for the insatiable curious Iddy.

Also, Epic Weaving skills.
Title: Re: Random DM nagging.
Post by: Yuthirin on September 28, 2017, 02:09:04 PM
Quote from: Anastasia on July 29, 2017, 02:07:38 PM
We'll say yes today, and an answer tonight when I go over that and Yuth's golem stuff.
In regards to the current concerns over the golem.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 04, 2017, 02:30:52 PM
Quote from: Anastasia on July 26, 2017, 08:29:05 PM
Sunfire Purifier

Size/Type: Colossal Construct
Hit Dice: 48d10+48+96+192+80 (896 hp)
Initiative: -1
Speed: 20ft
Armor Class: 55 (-8 size, -1 dex, +50 natural, +4 deflection)(save vs blindness)
Base Attack/CMB/CMD: +48/+83/96
Attack: Slam+88 (6d10+48 plus 2d6 holy) or bite+83 (6d8+34 plus 2d6 holy)
Full Attack: 2 slams+88 (6d10+48 plus 2d6 holy) and bite+83 (6d8+34 plus 2d6 holy)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, eye of dawn, sunlight strength, trample+6d10+40.
Special Qualities: Damage reduction 45/adamantine and epic, fast healing 35, immunity to fire and flanking, constructed toughness, magic immunity, on wings of light, toughness, construct traits.
Saves: Fort +34, Ref +33, Will +34
Abilities: Str 64, Dex 9, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Spell-Like Abilities

Always active-holy aura. Caster level 48th. The save DCs are 10 + spell level.

Breath Weapon (Su)

120ft line, once every 1d4 rounds, 30d8 goldenfire damage, Reflex save DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

Additionally, creatures damaged by this breath weapon are subject to a banishment spell (caster level 25th, DC 65 Will negates).

Constructed Toughness (Ex)

The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Eye of Dawn (Ex)

The sunlight purifier has three eyes; one mounted on each side of its head and a single large eye in the center. The center of eye of the sunfire purifier is the eye of an elder astral dreadnought and it retains its anti magic properties. This eye projects a cone of sunlight and antimagic when open. This is a 120ft cone that affects all creatures within as an antimagic field. The sunlight purifier can redirect the eye once per round on its turn as a free action, as well as open or close it once per round on its turn as a free action.

Improved Grab (Ex)

To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Magic Immunity (Ex)

The sunfire purifier is immune to all magical and supernatural effects.

Rampage (Ex)

Once per minute as a full round action, the sunlight purifier can charge at a single target within 120ft. This charge ignores difficult terrain and other impediments (barring those large enough to stop it). The sunlight purifier may pass through a square occupied by other creatures, any such creatures are subject to the sunlight purifier's trample attack. If this charge attack is successful, it deals double damage.

Sunfire Strength (Ex)

The sunfire purifier is powered by a potent engine that channels goldenfire throughout its body, vastly strengthening it. This grants it several benefits as described below.

The sunfire purifier's natural weapons are treated as having a +7 enhancement bonus and the holy special ability. The sunfire purifier's natural weapons are treated as adamantine, epic and good for the purposes of overcoming damage reduction. Additionally, the sunfire purifier benefits from a +14 sacred bonus to attack rolls and damage rolls with its natural attacks.

The sunfire purifier has good base attack bonus progression, like a fighter.

Swallow Whole (Ex)

The sunlight purifier can try to swallow a grabbed opponent of a smaller size than itself by making a successful CMB check. Once inside, the opponent takes 30d8 goldenfire damage per round from the sunlight purifier's breath weapon. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 35). Once the craeture exits, fast healing closes the hole; another swallowed opponent must cut its own way out. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Toughness (Ex)

The sunfire purifier is constructed of blessed adamantine purified with goldenfire. It gains a +15 sacred bonus to saving throws. It additionally gains an additional 4 hit points per hit die.

Trample (Ex)

Reflex DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

On Wings of Light (Su)

At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that does not provoke an attack of opportunity. These wings grant the sunlight purifier a fly speed of 40ft (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make a single slam attack, [placeholder for the moment until I get to that] or drop onto other creatures. Treat this as the sunlight purifier using its trample attack, except that it may use it on creatures of any size. In addition to the normal damage for the trample, creatures trampled suffer any fall damage the sunlight purifier suffered (use the same roll as the sunlight purifier to determine damage).

These wings last for 5 minutes before dissipating into scattered light.
Reminder that there was a large disagreement with your version. See Below:

Quote from: Yuthirin on July 26, 2017, 10:52:44 PM
Quote from: Anastasia on July 26, 2017, 10:13:09 PM
Uh, lessee.

The two hitting better ones were combined into a single ability for the sake of the flavor working better. More to hit, some damage and crit range loss.

The miss chance got trimmed for the sake of overhead, it was on the border so could go either way.

Flank immunity was simply included in the stat block above rather than being a separate ability.

Power of the sun was folded directly into the damage reduction and fast healing. I also boosted the fast healing a little higher on top of it.

The sunburst was trimmed 'cause there's plenty going on as it is. A breath weapon's there to track as well as some other things, adding another fiddly bit to make yet more upkeep struck me as a poor idea.

Bulwark was snipped because it's CMD is really high as it is (and I need to make sure I don't need to recalculate it and added in the sacred bonus) and does that job well enough, without adding in another immunity.
If you could include that explanation in the first place, that'd be great. I'm open to criticism. That was not criticism. I was okay with you rewriting it in your format. I didn't also expect you to take it from a rose bush to a bonsai.

Quote from: Anastasia on July 26, 2017, 10:00:14 PMIf it continues in this direction, I was planning on talking to you about that and seeing how to reintegrate the flavor stuff I cut.
I'm not sure I even understand which direction we're headed anymore.

Let's start with your details.

Quote from: Anastasia on July 26, 2017, 10:13:09 PMThe two hitting better ones were combined into a single ability for the sake of the flavor working better. More to hit, some damage and crit range loss.
The first part of this makes sense. I'm fine with it.

The second part I strongly disagree with. It has a max of three attacks per turn, one of which wasn't affected by the damage buff. It needs something more. It either needs to be critting more often, hitting more often, or doing something else like sundering with every strike.

QuoteThe miss chance got trimmed for the sake of overhead, it was on the border so could go either way.
I didn't expect it to last, so I'm fine with that. It felt like a step too far, but it bore including.

QuoteFlank immunity was simply included in the stat block above rather than being a separate ability.
Didn't notice that, cool.

QuotePower of the sun was folded directly into the damage reduction and fast healing. I also boosted the fast healing a little higher on top of it.
Alright.

QuoteThe sunburst was trimmed 'cause there's plenty going on as it is. A breath weapon's there to track as well as some other things, adding another fiddly bit to make yet more upkeep struck me as a poor idea.
I don't like this choice. The golem needs to be hitting more often somehow, and this was a good option for that without rolling more to-hits in combat.

QuoteBulwark was snipped because it's CMD is really high as it is (and I need to make sure I don't need to recalculate it and added in the sacred bonus) and does that job well enough, without adding in another immunity.
Alright.

Ultimately, I was trying to give the golem more chances to damage creatures without just stacking attacks onto it. Looks like you're opposed to that. Yes?

Also, why the hell did you rename the abilities?

Followed by:

Quote from: Anastasia on July 26, 2017, 11:04:38 PM
QuoteThe second part I strongly disagree with. It has a max of three attacks per turn, one of which wasn't affected by the damage buff. It needs something more. It either needs to be critting more often, hitting more often, or doing something else like sundering with every strike.

Why not just give it power attack as a bonus feat? It has good to hit (even ignoring the bit about rebalancing it I mentioned), so giving up some to hit for damage makes sense for it much of the time.

Also boosting the damage was further considered, as rampage now has a free dire charge effect tacked onto it.

QuoteDidn't notice that, cool.

It also got fire immunity included, as I felt that was thematic enough to be a good choice. Magic immunity shuts down most fire damage options on it anyway, so I don't see it as being a huge deal.

QuoteI don't like this choice. The golem needs to be hitting more often somehow, and this was a good option for that without rolling more to-hits in combat.

Well yeah, but lemme ask you. Is it worth tracking yet another separate ability when you run it, one that requires keeping track of and invites you to forget it and/or mix it up?

It's also why the breath weapon went up to a 1d4 round recharge, as it's compensating for that loss.

QuoteUltimately, I was trying to give the golem more chances to damage creatures without just stacking attacks onto it. Looks like you're opposed to that. Yes?

Not really, no. It's less that and trying to trim down more charged and complicated abilities, as well as abilities you have to track. Plus there's only so much a creature can do around, tossing on more and more freebies strains balance pretty quick.

QuoteAlso, why the hell did you rename the abilities?

Besides sunfire strikes - which was just a random synthesized name for the sake of having one there - I think all the changes were to generic names, such as to swallow whole or breath weapon. See this bit from a few posts up.

3. When possible, convert abilities to what they are and use the established rules for them. For example, see swallow whole replacing into the sunfire engine. It does much the same thing, but uses the language and rules of swallow whole, which it essentially is anyway. This aids gameplay, makes rules conflicts easier to resolve and provides a ready reference when references are needed.

The point of using swallow whole instead of, say, ferocious super swallow deathbeam or whatever (yes yes, I know, it's hyperbole), is that it's directly tied to rules in the SRD. You go the SRD and you can immediately see how swallow whole is used, how the numbers are derived and so forth.

And:

Quote from: Yuthirin on July 26, 2017, 11:16:38 PM
Quote from: Anastasia on July 26, 2017, 11:04:38 PMBesides sunfire strikes - which was just a random synthesized name for the sake of having one there - I think all the changes were to generic names, such as to swallow whole or breath weapon. See this bit from a few posts up.

See below.

QuoteSunfire Strength (Ex)
Eye of Dawn (Ex)

Quote from: Anastasia on July 26, 2017, 11:04:38 PMNot really, no. It's less that and trying to trim down more charged and complicated abilities, as well as abilities you have to track. Plus there's only so much a creature can do around, tossing on more and more freebies strains balance pretty quick.
Why not have Bask In My Radiance go off on a critical hit, then? Easier to track.

Furthermore:

Quote from: Anastasia on July 26, 2017, 11:17:48 PM
Oh, what was eye of dawn before?

Could do that approach instead, sure. Bonus effects on a crit are a thing.

In addition:

Quote from: Iron Dragoon on July 26, 2017, 11:31:29 PM
I've been mostly silent in this because the rules/balancing of this is way beyond anything I've even touched. That said, what I can tell from each side is this:

Dune wants thing more in-line with the SRD/Rules and fewer separate abilities that happen to do more in a single go.

Yuth likes flavor and has a difference of opinion in the source/content of which abilities are getting mashed together and the 'custom' part of a custom golem.

Now what's missing both Yuth and me is the thought processes behind the value of certain abilities and why one got buffed in place of cutting another and why it's being considered 'a good trade.' I suspect this stems from the difference in how Yuth and I play (and the value we assign abilities), and how Dune plans/DMs/Mechanics things and is likely the source of frustration on both sides.

For Specifics:

Names: I understand Dune's point about connecting names and abilities, but a lot of flavor does come from here, unfortunately. Maybe do like spells do and add an 'as <swallow whole> effect, but also does' type deal?

The breath weapon and Bask in My Radiance. I'm kinda with Yuth here on saying the proposed was not a fair trade. It went from a solid every-4-round banish to a secondary effect on things that have already been hit. It was meant as an ability to clear the field/mooks/summons/ect., but anything that can survive the 30d8 goldenfire damage has a solid chance of flat out resisting the banishment spell, and anything that's reliably vulnerable to the banishment effect likely won't survive the 30d8. That being the logic, having it as part of a single ability that's now restricted to a cone that already does damage instead of a large AoE makes it seem like you're cutting the legs from it. The point of it was to be a wide area swipe, now we have no wide area attack at all, except the cone which we already had. So we've effectively traded an entire attack/ability with large range/effect for something that minimizes the usefulness of the effect.

Eye of Dawn/Light of Dawn: The difference here is the name and armor bleaching effect. The anti-magic field was unchanged so whatever, but the bleaching effect was lost. I suspect it was cut because we didn't list exactly what bleaching *does.* Does it simply change the color or if it's cursed/profane does it drain the profane bonuses or something?

Sunfire Strength: I'm mostly okay with the changes made here outside of addressing the crit range, which leads me to issue with Bask in My Radiance going off on crit. Your changes effectively lost us four numbers of crit threat range with no bonuses traded for it. I'm gonna quote Trump here: "Worst trade deal ever." Now losing some crit range is different than losing some. Losing 90% of our crit range and then having a previously separate ability tied to it which previously triggered every 4 rounds means that we also lose a huge chance percentage of it going off.

Moving on:

Quote from: Yuthirin on July 27, 2017, 01:18:32 AM
Quote from: Iron Dragoon on July 26, 2017, 11:31:29 PM
I've been mostly silent in this because the rules/balancing of this is way beyond anything I've even touched. That said, what I can tell from each side is this:

Dune wants thing more in-line with the SRD/Rules and fewer separate abilities that happen to do more in a single go.

Yuth likes flavor and has a difference of opinion in the source/content of which abilities are getting mashed together and the 'custom' part of a custom golem.

Now what's missing both Yuth and me is the thought processes behind the value of certain abilities and why one got buffed in place of cutting another and why it's being considered 'a good trade.' I suspect this stems from the difference in how Yuth and I play (and the value we assign abilities), and how Dune plans/DMs/Mechanics things and is likely the source of frustration on both sides.

For Specifics:

Names: I understand Dune's point about connecting names and abilities, but a lot of flavor does come from here, unfortunately. Maybe do like spells do and add an 'as <swallow whole> effect, but also does' type deal?

The breath weapon and Bask in My Radiance. I'm kinda with Yuth here on saying the proposed was not a fair trade. It went from a solid every-4-round banish to a secondary effect on things that have already been hit. It was meant as an ability to clear the field/mooks/summons/ect., but anything that can survive the 30d8 goldenfire damage has a solid chance of flat out resisting the banishment spell, and anything that's reliably vulnerable to the banishment effect likely won't survive the 30d8. That being the logic, having it as part of a single ability that's now restricted to a cone that already does damage instead of a large AoE makes it seem like you're cutting the legs from it. The point of it was to be a wide area swipe, now we have no wide area attack at all, except the cone which we already had. So we've effectively traded an entire attack/ability with large range/effect for something that minimizes the usefulness of the effect.

Eye of Dawn/Light of Dawn: The difference here is the name and armor bleaching effect. The anti-magic field was unchanged so whatever, but the bleaching effect was lost. I suspect it was cut because we didn't list exactly what bleaching *does.* Does it simply change the color or if it's cursed/profane does it drain the profane bonuses or something?

Sunfire Strength: I'm mostly okay with the changes made here outside of addressing the crit range, which leads me to issue with Bask in My Radiance going off on crit. Your changes effectively lost us four numbers of crit threat range with no bonuses traded for it. I'm gonna quote Trump here: "Worst trade deal ever." Now losing some crit range is different than losing some. Losing 90% of our crit range and then having a previously separate ability tied to it which previously triggered every 4 rounds means that we also lose a huge chance percentage of it going off.

Okay. So.

Flavor: I'm of the opinion that flavor makes the monster. It's what makes everything compelling and satisfying and engaging and all that good stuff. It's a requirement. And I think Dune is in agreement with me? Probably. I get the idea of removing the names of things for streamlining's sake, but I wonder if you go a bit too far with it.

Mechanics: Swallow whole getting nerfed sorta bugs me. Dealing 50hp worth of damage to half a foot to a foot living adamantine is paltry. Less so if the creature can ONLY attack with a slashing light weapon or natural weapon. DR applies as well? Confirm/deny?

Bask In My Radiance getting cut really kills me. I spent hours on trying to get that right, and it's really the core of the build. It's where the idea for the golem started, and I really can't see it being thematic and useful without it. The ability was designed to clear the field quickly of foot soldiers and low-tier flyers in the area. Removing the banishment effect and changing it to a consecrated/purified sunburst effect was something that I was comfortable with, because it still accomplished the goal. Adding the persistent holy aura effect in your version, Dune, really shores up the other half of it and makes it pretty much exactly what we'd wanted from the ability, minus the AoE banishment. The AoE banishment effect wasn't something I'd expected to stick as it's quite a bit overpowered and likely a huge pain in the ass to deal with on top of everything else. Moving Bask to being an on-crit effect is fine with me, but if that the case it either needs some strong upward tuning or the crit range needs to be expanded. If it's consistently running at three attacks/round max, and the 1/20 chance that there will be a critical (with a fluctuating chance that it confirms as critical, as high as 1/20 again), we might see the ability go off one time during the Assault. Needs more oomph on one side or the other. Or from a new vector.

Rampage had a neat little fixation effect that I came up with, why didn't you like it?

Light of Dawn's bleaching effect was originally intended to be cosmetic only, though it could be used to point out traitors in the ranks. Iddy's idea of it negating profane bonuses is intriguing, though. Say a temporary negation for as long as they're within the cone?

The Breath of Light losing the HD-based bonus damage makes me sad.

Refractive Haze getting cut is fine. It was a throw-in to see if it stuck.

The extra HP you added to Toughness helps.

Don't think I don't see that placeholder in On Wings of Light.

Probably more tomorrow.

In addendum:

Quote from: Anastasia on July 27, 2017, 01:37:34 PM
Quote from: Yuthirin on July 27, 2017, 01:18:32 AMFlavor: I'm of the opinion that flavor makes the monster. It's what makes everything compelling and satisfying and engaging and all that good stuff. It's a requirement. And I think Dune is in agreement with me? Probably. I get the idea of removing the names of things for streamlining's sake, but I wonder if you go a bit too far with it.

Now the thing is, I do agree with you, but I feel the mechanical portions of a creature are best reasonably streamlined, as well as using those mechanics to reinforce flavor without needing to say much directly about it.

Quote from: C&M Tarrasque

Vast Power (Ex)

The tarrasque possesses a degree of might unknown to lesser creatures. It uses d20s for all hit dice, adds its Strength modifier to its saving throws, gains maximum HP per hit die and uses its full Strength modifier to determine its damage on its secondary natural weapons.

This looks like mechanics, but it also says things about the tarrasque that further sell it's flavor. What other monster uses d20s for hit dice, let alone gets Strength to saving throws as well as other benefits? You look at that and it points out directly that the tarrasque is a force to be reckoned with. That it's a legendary, titanic monster of inhuman strength, all in two lines that are easy to read and integrate directly into the stat block without anything further to track beyond that.

Quote from: Blackwater Golem

Water's Agility (Ex)

A blackwater golem uses its Dexterity modifier in place of its Strength modifier on all attack and damage rolls, as well as CMB checks. It applies its Dexterity modifier twice to CMD.

Another from C&M, this is a golem made of water. You'd imagine it would move fluidly and gracefully, right? Swirl about, move like a stream or otherwise do cool things because it's made of water. That's not directly said here, but when you read this, it implies and points out exactly that. It uses Dex instead of Strength and applies it twice to CMD? Oh, that makes sense, it would be graceful. This ability says that flat out without saying it, flavoring the monster and reinforcing what it is without dragging the mechanics longer or more complex.

Good mechanics help flavor the monster without needing to say much, because they define the monster and what it can do while doing so in a way that's concise and makes it as simple as possible to run the monster. This isn't to say that mechanics can't have some flavor beyond that - an interesting name, a bit of text in there framing it better, whatever - but the mechanics should largely be kept free of cruft. Let them work and add mechanics in other places, as much as possible.

QuoteMechanics: Swallow whole getting nerfed sorta bugs me. Dealing 50hp worth of damage to half a foot to a foot living adamantine is paltry. Less so if the creature can ONLY attack with a slashing light weapon or natural weapon. DR applies as well? Confirm/deny?

Without checking swallow whole, I believe DR still applies.

Damage to cut out can be adjusted, I just threw a number at it for now.

QuoteBask In My Radiance getting cut really kills me. I spent hours on trying to get that right, and it's really the core of the build. It's where the idea for the golem started, and I really can't see it being thematic and useful without it. The ability was designed to clear the field quickly of foot soldiers and low-tier flyers in the area. Removing the banishment effect and changing it to a consecrated/purified sunburst effect was something that I was comfortable with, because it still accomplished the goal. Adding the persistent holy aura effect in your version, Dune, really shores up the other half of it and makes it pretty much exactly what we'd wanted from the ability, minus the AoE banishment. The AoE banishment effect wasn't something I'd expected to stick as it's quite a bit overpowered and likely a huge pain in the ass to deal with on top of everything else. Moving Bask to being an on-crit effect is fine with me, but if that the case it either needs some strong upward tuning or the crit range needs to be expanded. If it's consistently running at three attacks/round max, and the 1/20 chance that there will be a critical (with a fluctuating chance that it confirms as critical, as high as 1/20 again), we might see the ability go off one time during the Assault. Needs more oomph on one side or the other. Or from a new vector.

Why not just give it sunburst as an SLA then? I mean, if you want sunburst, give it sunburst and work from there. Or is it the 'get it for free on top of everything else' part that you want?

QuoteRampage had a neat little fixation effect that I came up with, why didn't you like it?

I have no opinion on it, I just omitted it for now due to the aims of simplification and brevity.

QuoteLight of Dawn's bleaching effect was originally intended to be cosmetic only, though it could be used to point out traitors in the ranks. Iddy's idea of it negating profane bonuses is intriguing, though. Say a temporary negation for as long as they're within the cone?

Hey, just an idle question here, but haven't I been saying a lot about simplifying, cutting down fiddly details and all of that? How does that turn into adding more of exactly that?

(In the interests of honesty? That would be moderately useful, I do use profane bonuses for baddies sometimes. If it's worth the trouble is an open question.)

QuoteThe Breath of Light losing the HD-based bonus damage makes me sad.

It's also usable far more often.

This train has no brakes:

Quote from: Yuthirin on July 27, 2017, 06:49:08 PM
Quote from: Anastasia on July 27, 2017, 01:37:34 PM
Quote from: Yuthirin on July 27, 2017, 01:18:32 AMFlavor: I'm of the opinion that flavor makes the monster. It's what makes everything compelling and satisfying and engaging and all that good stuff. It's a requirement. And I think Dune is in agreement with me? Probably. I get the idea of removing the names of things for streamlining's sake, but I wonder if you go a bit too far with it.

Now the thing is, I do agree with you, but I feel the mechanical portions of a creature are best reasonably streamlined, as well as using those mechanics to reinforce flavor without needing to say much directly about it.

Quote from: C&M Tarrasquesnip

This looks like mechanics, but it also says things about the tarrasque that further sell it's flavor. What other monster uses d20s for hit dice, let alone gets Strength to saving throws as well as other benefits? You look at that and it points out directly that the tarrasque is a force to be reckoned with. That it's a legendary, titanic monster of inhuman strength, all in two lines that are easy to read and integrate directly into the stat block without anything further to track beyond that.

Quote from: Blackwater Golemsnip

Another from C&M, this is a golem made of water. You'd imagine it would move fluidly and gracefully, right? Swirl about, move like a stream or otherwise do cool things because it's made of water. That's not directly said here, but when you read this, it implies and points out exactly that. It uses Dex instead of Strength and applies it twice to CMD? Oh, that makes sense, it would be graceful. This ability says that flat out without saying it, flavoring the monster and reinforcing what it is without dragging the mechanics longer or more complex.

Good mechanics help flavor the monster without needing to say much, because they define the monster and what it can do while doing so in a way that's concise and makes it as simple as possible to run the monster. This isn't to say that mechanics can't have some flavor beyond that - an interesting name, a bit of text in there framing it better, whatever - but the mechanics should largely be kept free of cruft. Let them work and add mechanics in other places, as much as possible.
Alright. I'll bite. Some name changes fur the purposes of you running them I get. Others I don't. I understand when you change them to what they actually do. Into The Sunfire Engine to Swallow whole makes perfect sense to me. Even changing Breath of Light to Breath Weapon is, while boring, also sense-making. Sort of. I was just really whiny about the changes to the names you did leave in.

Quote
QuoteMechanics: Swallow whole getting nerfed sorta bugs me. Dealing 50hp worth of damage to half a foot to a foot living adamantine is paltry. Less so if the creature can ONLY attack with a slashing light weapon or natural weapon. DR applies as well? Confirm/deny?

Without checking swallow whole, I believe DR still applies.

Damage to cut out can be adjusted, I just threw a number at it for now.
Perfect.

Quote
QuoteBask In My Radiance getting cut really kills me. I spent hours on trying to get that right, and it's really the core of the build. It's where the idea for the golem started, and I really can't see it being thematic and useful without it. The ability was designed to clear the field quickly of foot soldiers and low-tier flyers in the area. Removing the banishment effect and changing it to a consecrated/purified sunburst effect was something that I was comfortable with, because it still accomplished the goal. Adding the persistent holy aura effect in your version, Dune, really shores up the other half of it and makes it pretty much exactly what we'd wanted from the ability, minus the AoE banishment. The AoE banishment effect wasn't something I'd expected to stick as it's quite a bit overpowered and likely a huge pain in the ass to deal with on top of everything else. Moving Bask to being an on-crit effect is fine with me, but if that the case it either needs some strong upward tuning or the crit range needs to be expanded. If it's consistently running at three attacks/round max, and the 1/20 chance that there will be a critical (with a fluctuating chance that it confirms as critical, as high as 1/20 again), we might see the ability go off one time during the Assault. Needs more oomph on one side or the other. Or from a new vector.

Why not just give it sunburst as an SLA then? I mean, if you want sunburst, give it sunburst and work from there. Or is it the 'get it for free on top of everything else' part that you want?
The original idea had it going off every once in a while without affecting its overall combat ability. Unless it's a quickened SLA, which we could do!, it's a standard action and basically eats a turn.

Quote
QuoteRampage had a neat little fixation effect that I came up with, why didn't you like it?

I have no opinion on it, I just omitted it for now due to the aims of simplification and brevity.
Fair.

Quote
QuoteLight of Dawn's bleaching effect was originally intended to be cosmetic only, though it could be used to point out traitors in the ranks. Iddy's idea of it negating profane bonuses is intriguing, though. Say a temporary negation for as long as they're within the cone?

Hey, just an idle question here, but haven't I been saying a lot about simplifying, cutting down fiddly details and all of that? How does that turn into adding more of exactly that?

(In the interests of honesty? That would be moderately useful, I do use profane bonuses for baddies sometimes. If it's worth the trouble is an open question.)
Iddy's idea actually has a lot of merit, because profane bonuses are def something we should expect to see on Lifasa. I like the idea.

Quote
QuoteThe Breath of Light losing the HD-based bonus damage makes me sad.

It's also usable far more often.
Fair.

Quote from: Iron Dragoon on July 27, 2017, 09:34:20 PM
So Bask in My Raidance becoming an SLA is something I think worth pursuing. That said, I also agree that it needs something to speed it up. Giving it as an SLA and then the Quicken SLA feat for that ability only is a pretty good idea, I think. It imposes some limits on the ability (3/day) which might preserve balancing. I'm not 100% 3/day is a perfect balance, but it's probably a really good start.

As for the bleaching/profane thing. I tossed it out as an example of a descriptor having an unknown effect, but yeah, I also like it. That said, having it suppress bonuses while being attached to an ability that suppresses *all* magical effects seems a bit redundant to me. I'm not entirely certain how all the different bonus types work, Yuth mentioned something about innate bonuses, but maybe having it tied to the Holy Aura would be a better choice? Maybe something tied to how many rounds of exposure to the aura increasing the amount of bonuses being negated/suppressed?

Quote from: Anastasia on July 30, 2017, 03:48:36 PM
Quote from: Yuthirin on July 27, 2017, 06:49:08 PMAlright. I'll bite. Some name changes fur the purposes of you running them I get. Others I don't. I understand when you change them to what they actually do. Into The Sunfire Engine to Swallow whole makes perfect sense to me. Even changing Breath of Light to Breath Weapon is, while boring, also sense-making. Sort of. I was just really whiny about the changes to the names you did leave in.

Yeah, that's pretty much it. When trying to simplify something, I go to that because it's mechanically easier.

QuoteThe original idea had it going off every once in a while without affecting its overall combat ability. Unless it's a quickened SLA, which we could do!, it's a standard action and basically eats a turn.

Were you going to awaken it? It could go for a feat based solution if you did.

Then we stopped.
Title: Re: Random DM nagging.
Post by: Anastasia on October 04, 2017, 02:39:44 PM
Okay, we're in a time crunch (relatively) and more importantly, I don't think either of us really wanna argue over this much longer.

Slap together a decent final version and we'll go with that unless it's way out of bounds.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 04, 2017, 11:28:36 PM
Sunfire Purifier

Size/Type: Colossal Construct
Hit Dice: 48d10+48+96+192+80 (896 hp)
Initiative: -1
Speed: 20ft
Armor Class: 55 (-8 size, -1 dex, +50 natural, +4 deflection)(save vs blindness)
Base Attack/CMB/CMD: +48/+83/96
Attack: Slam+88 (6d10+48 plus 2d6 holy) or bite+83 (6d8+34 plus 2d6 holy)
Full Attack: 2 slams+88 (6d10+48 plus 2d6 holy) and bite+83 (6d8+34 plus 2d6 holy)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, eye of dawn, sunlight strength, trample+6d10+40.
Special Qualities: Damage reduction 45/adamantine and epic, fast healing 35, immunity to fire and flanking, constructed toughness, magic immunity, on wings of light, toughness, construct traits.
Saves: Fort +34, Ref +33, Will +34
Abilities: Str 64, Dex 9, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Spell-Like Abilities

Always active-holy aura. Caster level 48th. The save DCs are 10 + spell level.

Breath Weapon (Su)

120ft line, once every 1d4 rounds, 30d8 goldenfire damage, Reflex save DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

Additionally, creatures damaged by this breath weapon are subject to a banishment spell (caster level 25th, DC 65 Will negates). All creatures swallowed are immediately expelled, taking damage from the breath weapon (no save) and being hurled 60 feet forward in the direction the sunfire purifier is facing.

Constructed Toughness (Ex)

The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Light of Dawn (Ex)

The sunlight purifier has three eyes; one mounted on each side of its head and a single large eye in the center. The center of eye of the sunfire purifier is the eye of an elder astral dreadnought and it retains its anti magic properties. This eye projects a cone of sunlight and antimagic when open. This is a 120ft cone that affects all creatures within as an antimagic field. The sunlight purifier can redirect the eye once per round on its turn as a free action, as well as open or close it once per round on its turn as a free action. Creatures affected by sunlight within this beam are affected as though they stand in direct sunlight.

Improved Grab (Ex)

To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Magic Immunity (Ex)

The sunfire purifier is immune to all magical and supernatural effects.

Rampage (Ex)

Once per minute as a full round action, the sunlight purifier can charge at a single target within 120ft. This charge ignores difficult terrain and other impediments (barring those large enough to stop it). The sunlight purifier may pass through a square occupied by other creatures, any such creatures are subject to the sunlight purifier's trample attack. If this charge attack is successful, it deals double damage.

Strength of the Sun (Ex)

The sunfire purifier is powered by a potent engine that channels goldenfire throughout its body, vastly strengthening it. This grants it several benefits as described below.

The sunfire purifier's natural weapons are treated as having a +7 enhancement bonus and the holy special ability. The sunfire purifier's natural weapons are treated as adamantine, epic and good for the purposes of overcoming damage reduction. Additionally, the sunfire purifier benefits from a +14 sacred bonus to attack rolls and damage rolls with its natural attacks.

The sunfire purifier has good base attack bonus progression, like a fighter.

Swallow Whole (Ex)

The sunlight purifier can try to swallow a grabbed opponent of a smaller size than itself by making a successful CMB check. Once inside, the opponent takes 30d8 goldenfire damage per round from the goldenfire contained within and are blinded (DC 65 Fortitude negates). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 35). Once the creature exits, fast healing closes the hole; another swallowed opponent must cut its own way out. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Toughness (Ex)

The sunfire purifier is constructed of blessed adamantine purified with goldenfire. It gains a +15 sacred bonus to saving throws. It additionally gains an additional 4 hit points per hit die.

Trample (Ex)

Reflex DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

On Wings of Light (Su)

At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that does not provoke an attack of opportunity. These wings grant the sunlight purifier a fly speed of 40ft (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make a single slam attack, [placeholder for the moment until I get to that] or drop onto other creatures. Treat this as the sunlight purifier using its trample attack, except that it may use it on creatures of any size. In addition to the normal damage for the trample, creatures trampled suffer any fall damage the sunlight purifier suffered (use the same roll as the sunlight purifier to determine damage).

These wings last for 5 minutes before dissipating into scattered light.

Bask In My Radiance (Su)

All non-evil creatures within 80 feet are affected by a holy aura spell. Caster level 25th, DCs are based on the sunfire purifier's Strength.

Flavor Block
The sunfire purifier is a titanic engine of destruction built by a cooperative alliance between Aurora and Lathander. It appears as a 50 foot tall, 70 foot long, and 20 foot wide golem, fashioned into the shape of a three-eyed tarrasque. The body is made of pure and blessed adamantine, and its form glitters like a finely-cut gem in the sun at all times. The carapace is radiates bright golden light and emits a heat-haze radiance reminiscent of the effects of heavy sunlight on hot metal. A shaft of sunlight shines out from the central eye.

The sunfire purifier is powered by a complex and esoteric half-alive mechanism called a sunfire engine. The engine is both a source and reservoir of holy power, as it contains a semisolid core of churning goldenfire gifted directly from Lathander.

Changes
Spoiler: ShowHide

  • Added Bask In My Radiance back in, might be overpowered compared to the holy aura listed in the SLA section. Your thoughts?
  • Added the blindness effect back into the Swallow Whole ability.
  • Added back the expulsion from Swallow Whole for the breath weapon.
  • Added a sunlight effect to Light of Dawn.
  • Bolded the bit in On Wings of Light that you left in. Not sure what you had planned.
Title: Re: Random DM nagging.
Post by: Anastasia on October 05, 2017, 01:21:20 PM
Quote
  • Added Bask In My Radiance back in, might be overpowered compared to the holy aura listed in the SLA section. Your thoughts?

Whichever, one or the other.

Quote
  • Added the blindness effect back into the Swallow Whole ability.

Okay.

Quote
  • Added back the expulsion from Swallow Whole for the breath weapon.

Add a saving throw for the breath weapon when expelled.

Quote
  • Added a sunlight effect to Light of Dawn.

Okay.

Quote
  • Bolded the bit in On Wings of Light that you left in. Not sure what you had planned.

I'm not sure either, so just drop it whatever that was supposed to be. [/list]
Title: Re: Random DM nagging.
Post by: Anastasia on October 05, 2017, 01:25:45 PM
As an aside, this golem has made me think a lot about monster design. When I have some time after this big arc, I'll probably some writing on what I feel makes good 3.5 design and when complexity is warranted, and how much complexity is warranted for various types of opposition.

For example, the greater deities I've worked out stats for tend to be more complex than this golem (and probably the intermediates too), and how is that suitable versus the expected role in the campaign and intended usage? Should complexity be directly tied to how important a creature is? What are good types of complexity versus bad types of complexity? What are good places to simplify and what are good places to allow complexity?

Putting it here as a mental note.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 05, 2017, 01:42:21 PM
The changelog should include all changes made to your most recent revision.

Bask: We'll do my version, then.

Breath weapon: Okayyyyyyyyyy :(

Bolded bit: I'll remove it.

Title: Re: Random DM nagging.
Post by: Anastasia on October 05, 2017, 01:49:48 PM
Alright then, is there anything else here that needs to be done?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 05, 2017, 02:00:18 PM
I don't think so.
Title: Final Golem Draft
Post by: Yuthirin on October 05, 2017, 02:03:01 PM
Sunfire Purifier

Size/Type: Colossal Construct
Hit Dice: 48d10+48+96+192+80 (896 hp)
Initiative: -1
Speed: 20ft
Armor Class: 55 (-8 size, -1 dex, +50 natural, +4 deflection)(save vs blindness)
Base Attack/CMB/CMD: +48/+83/96
Attack: Slam+88 (6d10+48 plus 2d6 holy) or bite+83 (6d8+34 plus 2d6 holy)
Full Attack: 2 slams+88 (6d10+48 plus 2d6 holy) and bite+83 (6d8+34 plus 2d6 holy)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, eye of dawn, sunlight strength, trample+6d10+40.
Special Qualities: Damage reduction 45/adamantine and epic, fast healing 35, immunity to fire and flanking, constructed toughness, magic immunity, on wings of light, toughness, construct traits.
Saves: Fort +34, Ref +33, Will +34
Abilities: Str 64, Dex 9, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Breath Weapon (Su)

120ft line, once every 1d4 rounds, 30d8 goldenfire damage, Reflex save DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

Additionally, creatures damaged by this breath weapon are subject to a banishment spell (caster level 25th, DC 65 Will negates). All creatures swallowed are immediately expelled, taking damage from the breath weapon (DC 65 Reflex halves) and being hurled 60 feet forward in the direction the sunfire purifier is facing.

Constructed Toughness (Ex)

The sunfire purifier gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Light of Dawn (Ex)

The sunlight purifier has three eyes; one mounted on each side of its head and a single large eye in the center. The center of eye of the sunfire purifier is the eye of an elder astral dreadnought and it retains its anti magic properties. This eye projects a cone of sunlight and antimagic when open. This is a 120ft cone that affects all creatures within as an antimagic field. The sunlight purifier can redirect the eye once per round on its turn as a free action, as well as open or close it once per round on its turn as a free action. Creatures affected by sunlight within this beam are affected as though they stand in direct sunlight.

Improved Grab (Ex)

To use this ability, the sunfire purifier must hit a Huge or smaller opponent with its bite attack. It can then make a CMB check as a free action to start a grapple without provoking an attack of opportunity. If it wins the check, it establishes a hold and can try to swallow the foe the following round.

Magic Immunity (Ex)

The sunfire purifier is immune to all magical and supernatural effects.

Rampage (Ex)

Once per minute as a full round action, the sunlight purifier can charge at a single target within 120ft. This charge ignores difficult terrain and other impediments (barring those large enough to stop it). The sunlight purifier may pass through a square occupied by other creatures, any such creatures are subject to the sunlight purifier's trample attack. If this charge attack is successful, it deals double damage.

Strength of the Sun (Ex)

The sunfire purifier is powered by a potent engine that channels goldenfire throughout its body, vastly strengthening it. This grants it several benefits as described below.

The sunfire purifier's natural weapons are treated as having a +7 enhancement bonus and the holy special ability. The sunfire purifier's natural weapons are treated as adamantine, epic and good for the purposes of overcoming damage reduction. Additionally, the sunfire purifier benefits from a +14 sacred bonus to attack rolls and damage rolls with its natural attacks.

The sunfire purifier has good base attack bonus progression, like a fighter.

Swallow Whole (Ex)

The sunlight purifier can try to swallow a grabbed opponent of a smaller size than itself by making a successful CMB check. Once inside, the opponent takes 30d8 goldenfire damage per round from the goldenfire contained within and are blinded (DC 65 Fortitude negates). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 35). Once the creature exits, fast healing closes the hole; another swallowed opponent must cut its own way out. The sunfire purifier's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Toughness (Ex)

The sunfire purifier is constructed of blessed adamantine purified with goldenfire. It gains a +15 sacred bonus to saving throws. It additionally gains an additional 4 hit points per hit die.

Trample (Ex)

Reflex DC 65 half. The save DC is Strength based and includes a +4 racial bonus.

On Wings of Light (Su)

At will, the sunfire purifier can manifest a massive set of wings made of sunlight as a standard action that does not provoke an attack of opportunity. These wings grant the sunlight purifier a fly speed of 40ft (clumsy).

While flying, the sunfire purifier cannot make a full attack. It is able to make a single slam attack or drop onto other creatures. Treat this as the sunlight purifier using its trample attack, except that it may use it on creatures of any size. In addition to the normal damage for the trample, creatures trampled suffer any fall damage the sunlight purifier suffered (use the same roll as the sunlight purifier to determine damage).

These wings last for 5 minutes before dissipating into scattered light.

Bask In My Radiance (Su)

All non-evil creatures within 80 feet are affected by a holy aura spell. Caster level 25th, DCs are based on the sunfire purifier's Strength.

Flavor Block
Spoiler: ShowHide
The sunfire purifier is a titanic engine of destruction built by a cooperative alliance between Aurora and Lathander. It appears as a 50 foot tall, 70 foot long, and 20 foot wide golem, fashioned into the shape of a three-eyed tarrasque. The body is made of pure and blessed adamantine, and its form glitters like a finely-cut gem in the sun at all times. The carapace is radiates bright golden light and emits a heat-haze radiance reminiscent of the effects of heavy sunlight on hot metal. A shaft of sunlight shines out from the central eye.

The sunfire purifier is powered by a complex and esoteric half-alive mechanism called a sunfire engine. The engine is both a source and reservoir of holy power, as it contains a semisolid core of churning goldenfire gifted directly from Lathander.
Title: Re: Random DM nagging.
Post by: Anastasia on October 05, 2017, 02:04:17 PM
I'll give it one last sanity read tonight but that should work. I'll let you know if I catch anything that's slipped through the wickets in all the revising.

Last call on anything. Assuming this is good and you say so, I'll get you and Neph moving. Just waiting on your post for that.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 05, 2017, 02:12:25 PM
I'm fine with it. Iddy? You set on this?
Title: Re: Random DM nagging.
Post by: Anastasia on October 05, 2017, 03:58:12 PM
Pursuant to Iddy's thread, Balyss loses the native subtype and gains the good and chaotic subtypes.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 05, 2017, 04:00:04 PM
That's what I wanted to do, too.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 05, 2017, 04:09:13 PM
Quote from: Iron Dragoon on October 05, 2017, 04:00:04 PM
That's what I wanted to do, too.
Rock 'n roll.
Title: Re: Random DM nagging.
Post by: Nephrite on October 05, 2017, 11:06:30 PM
For the record, any part of the adamantine that was not used in the golem will be kept for supplies to repair it in case of an emergency.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 08, 2017, 12:27:35 AM
Tongue of the Slaad
Divination, (Chaotic)
Level: Sor/Wiz 6
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Drawing on the nature of Choas and Limbo, this spell induces synthesia in the target of the spell. This allows the subject to see and interpret the world around them the way Slaad do, scrambling their speech and perceptions the same way. This gives the subject the ability to, in their mind, speak with Slaad in a normal manner, though that manner seems unintelligible to those not subject to the spell.

Material Component

A small clay model of a Slaad, which shatters when the verbal component is pronounced.
Title: Re: Random DM nagging.
Post by: Anastasia on October 11, 2017, 02:37:47 PM
As I've mentioned in chat, work is going to be a grinder this week and the next, and possibly longer as Black Friday rolls around. As such, expect some misses purely from strain.

Also, a downtime/away post about holiday sessions will be incoming.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 12, 2017, 01:44:05 PM
Tongue of the Slaad
Divination, (Chaotic)
Level: Sor/Wiz 9
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Drawing on the nature of Choas and Limbo, this spell induces synthesia in the target of the spell. This allows the subject to see and interpret the world around them the way Slaad do, scrambling their speech and perceptions the same way. This gives the subject the ability to, in their mind, speak with Slaad in a normal manner, though that manner seems unintelligible to those not subject to the spell. Their mind is protected from the backlash of being immersed in Chaos by an Abjuration effect, like Mind Blank. This allows the core of their consciousness to be shielded from being influenced or distorted by the spell.

Material Component

A small clay model of a Slaad, which shatters when the verbal component is pronounced, as well as a small glass shield worth at least 50 gp.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 12, 2017, 03:25:00 PM
Will try to kick out a post today, everything is still very busy. California fires are NOT HELPING.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 22, 2017, 01:40:29 AM
Tryll & Calleigh's changes

Character levels lost
-1 Ninja
-2 Bard
-6 Anarchic Initiate
-3 Cognition Thief

Abilities Lost
Bard class features: All
AI class features: All
Ninja class features: All
Cognition Thief: Insanity 1/day, 2 bonus powers known(fake sensory input, suggestion), Confusion 1/day, Mind Probe 1/day, Read Thoughts At Will

Abilities gained
HD: Max HP per HD, +12hp/HD.
Speed: Doubles
AC: Luck bonus of HD/3
All SLAs +3 CL, automatically empowered/extended
DR 10/epic
SR: HD+14
Fast Healing: HD+10
Saves: +3 luck bonus
Abilities: +6 to all non-null abilities
Paragon's Fortune
Paragon's Skill (Need to talk to Dune about this still)
Calleigh gains the following psionic powers: Attraction, Entangling Ectoplasm, Grease, Matter Agitation, Defensive Precognition, Offensive Precognition, Amethyst Burst, Damp Power, Detect Hostile Intent, Swarm of Crystals, Dimension Swap, Realized Potential, Time Hop. Links to powers are in her sub-sheet.

Changes
Dexterity rises from 18 to 24
Constitution rises from 22 to 28
Intelligence rises from 32 to 38
Wisdom rises from 22 to 28
Charisma rises 24 to 30
HP rises from 272 to 691 (124+324+243+27-27)
Initiative rises from 6 to 9
Base Fortitude save rises from 8 to 10 (SPREADSHEET COMPLETED)
Base Reflex save falls from 17 to 12 (SPREADSHEET COMPLETED)
Base Will save falls from 21 to 18 (SPREADSHEET COMPLETED)
Base Attack Bonus falls from 19 to 17 (SPREADSHEET COMPLETED)
AC rises from 28 to 37 (10+10+7+9+1)
CMD falls from 46 to 33 (10+7+0+7+9)
CMB falls from 19 to 17 (Equal to BAB due to no Strength score or size modifiers)
Speed rises from 60ft to 120ft
Power Points rise from 749 to 789 (595+189+5)
Base Power DCs rise by 3
Base Magic DCs rise by 3
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 22, 2017, 10:18:28 PM
Quote from: Iron Dragoon on September 22, 2017, 03:10:41 PM
As a reminder:

Quote from: Iron Dragoon on July 31, 2017, 12:51:11 AM
Minor note of a list of missed opportunities for the insatiable curious Iddy.

Also, Epic Weaving skills.

Reminder: Epic Weaving Usages.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 23, 2017, 07:27:08 PM
Quote from: Yuthirin on December 10, 2015, 05:48:22 PM+Con ioun stone upgraded to +6 for appropriate price
+Int ioun stone upgraded to +6 for appropriate price
For the life of me, I cannot figure out how I calculated the costs for these.
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 10:28:55 AM
Quote from: Yuthirin on October 23, 2017, 07:27:08 PM
Quote from: Yuthirin on December 10, 2015, 05:48:22 PM+Con ioun stone upgraded to +6 for appropriate price
+Int ioun stone upgraded to +6 for appropriate price
For the life of me, I cannot figure out how I calculated the costs for these.

Check how ioun stones for stat boosters are priced relative to normal stat boosters. That should tell you the answer right away.
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 10:29:40 AM
Quote from: Iron Dragoon on October 22, 2017, 10:18:28 PM
Quote from: Iron Dragoon on September 22, 2017, 03:10:41 PM
As a reminder:

Quote from: Iron Dragoon on July 31, 2017, 12:51:11 AM
Minor note of a list of missed opportunities for the insatiable curious Iddy.

Also, Epic Weaving skills.

At this point I'm not going to get to it, just had zero motivation and energy to work on a side project like that. If you wanna slap something together, feel free and I'll look at it.

Reminder: Epic Weaving Usages.
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 10:30:54 AM
Quote from: Yuthirin on October 22, 2017, 01:40:29 AMParagon's Skill (Need to talk to Dune about this still)

Hi.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 24, 2017, 01:07:52 PM
Quote from: Anastasia on October 24, 2017, 10:30:54 AM
Quote from: Yuthirin on October 22, 2017, 01:40:29 AMParagon's Skill (Need to talk to Dune about this still)

Hi.

Hello! How did you want to run this? Did you have a plan for if I pulled this off, or shall I propose ideas?
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 01:53:23 PM
Quote from: Yuthirin on October 24, 2017, 01:07:52 PM
Quote from: Anastasia on October 24, 2017, 10:30:54 AM
Quote from: Yuthirin on October 22, 2017, 01:40:29 AMParagon's Skill (Need to talk to Dune about this still)

Hi.

Hello! How did you want to run this? Did you have a plan for if I pulled this off, or shall I propose ideas?

Propose away. Let me paste something from another known paragon to demonstrate how paragon's skill works in one case. Parts in strikeout are from other things and not affected by the paragon template.

QuoteSpell-Like Abilities

At will-chain lightning, dictum, dispel chaos, dispel good, Gathgorian's fireball, magic circle against chaos, magic circle against good, greater teleport, persistent image, wall of law. 1/day-wish. Caster level 48th. The save DCs are 19 + spell level. All of Gathgorian's spell-like abilities are automatically empowered and extended.

Note his somewhat expanded spell-like abilities. These are a notable racial power for cornugons so they were upgraded.

QuoteAura of Diabolical Victory (Su)

Gathgorian can radiate a 30ft radius fear aura as a free action. A creature in the area must succeed on a DC 50 Will save or be affected as though by a fear spell (caster level 48th). A creature who successfully saves against this aura cannot be affected again by the fear power of this aura for 24 hours. Other devils are immune to the fear aspect of this ability.

In addition, any time Gathgorian drops an opponent in battle (reducing them to 0 hp or less, or otherwise rendering them unconscious or helpless), all allies (including Gathgorian) who see this gain a +1 morale bonus to attack rolls, armor class and saving throws. Likewise, all enemies within sight must succeed on a DC 50 Will save or suffer a -1 morale penalty to attack rolls, armor class and saving throws. This ability stacks with itself, to a maximum of +9 or -9. The bonuses and penalties from this aspect of this ability last until the end of the encounter.

The save DCs are Charisma based and include a +9 racial bonus.

Again, a racial power boosted up. This takes a cornugon's fear aura and makes it more than it used to be.

QuoteStun (Su)

Whenever Gathgorian hits with a greatsword attack, the opponent must succeed on a DC 50 Fortitude save or be stunned for 3d4 rounds. The save DC is Strength based. This ability is a function of Gathgorian, not of the greatsword.

Likewise upgraded, but purely with the high DC from his higher stats and a much longer stun duration.

QuoteInfernal Wound (Su)

The damage Gathgorian deals with his tail attack causes a persistent wound. An injured creature loses 9 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 42 Heal check or a spell that heals hit point damage. However, a character attempting to cast a spell that healing hit point damage on a creature damaged by Gathgorian's tail must succeed on a DC 42 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 check DC is Constitution based.

This one's merely scaled up as well. That works for a lot of abilities just fine.

QuoteSummon Devil (Sp)

Three times per day, Gathgorian can automatically summon 45 hit dice worth of devils. Alternately, he can call the same number of devils three times per day. He prefers to summon cornugons.

This is from the Duke of Hell template and should be ignored for this. While cornugons do have racial summoning abilities, in this case the Duke of Hell's offerings supersede other options.

QuoteRegeneration (Ex)

Gathgorian takes normal damage from anarchic, epic, good aligned silvered weapons, and from spells or effects with the good descriptor.

This is from both the paragon template and Duke of Hell template, so it's somewhat affected.

QuoteDiabolical Authority (Ex)

Gathgorian is invested with a part of Baator's terrifying majesty. He is treated as having divine rank zero for the sake of effects, though he no actual divine rank.
[/s]

Unrelated to the paragon template and not affected by it.

QuoteMind's Eye (Su)

Gathgorian has spent ages on the battlefield of the Blood War. He has come to the conclusion that the body is merely a vessel for the mind and soul, an instrument to enact the will of the individual on Creation. This adjustment in his thinking has coincided with his rise to ducal rank and has shaped his new growth. Gathgorian's mind has grown much sharper, he benefits from a +9 enhancement bonus to Intelligence.

Gathgorian's expanded mind has given him Mindsight as a bonus feat. His mindsight is more potent that average, he detects a creature's Charisma score in addition to its Intelligence score and type.

This is from the Duke of Hell template and unrelated to the paragon template.

---

Note that Gathgorian didn't develop a truly unique ability from the paragon template. Aura of Diabolical Victory is close to being that, but still has identifiable roots in a cornugon's fear aura. Not all paragons do, sometimes simply souping up a racial ability fills that niche. It's very much a case of taking what you have, working on it and seeing what feels right and reasonable.

Also the precise gains Gathgorian got aren't any sort of bellwether for the precise gains Tryll might get. Each paragon is unique due to the basic nature of paragons.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 24, 2017, 02:15:06 PM
Quote from: Anastasia on October 24, 2017, 01:53:23 PM
Quote from: Yuthirin on October 24, 2017, 01:07:52 PM
Quote from: Anastasia on October 24, 2017, 10:30:54 AM
Quote from: Yuthirin on October 22, 2017, 01:40:29 AMParagon's Skill (Need to talk to Dune about this still)

Hi.

Hello! How did you want to run this? Did you have a plan for if I pulled this off, or shall I propose ideas?

Propose away. Let me paste something from another known paragon to demonstrate how paragon's skill works in one case. Parts in strikeout are from other things and not affected by the paragon template.

QuoteSpell-Like Abilities

At will-chain lightning, dictum, dispel chaos, dispel good, Gathgorian's fireball, magic circle against chaos, magic circle against good, greater teleport, persistent image, wall of law. 1/day-wish. Caster level 48th. The save DCs are 19 + spell level. All of Gathgorian's spell-like abilities are automatically empowered and extended.

Note his somewhat expanded spell-like abilities. These are a notable racial power for cornugons so they were upgraded.

QuoteAura of Diabolical Victory (Su)

Gathgorian can radiate a 30ft radius fear aura as a free action. A creature in the area must succeed on a DC 50 Will save or be affected as though by a fear spell (caster level 48th). A creature who successfully saves against this aura cannot be affected again by the fear power of this aura for 24 hours. Other devils are immune to the fear aspect of this ability.

In addition, any time Gathgorian drops an opponent in battle (reducing them to 0 hp or less, or otherwise rendering them unconscious or helpless), all allies (including Gathgorian) who see this gain a +1 morale bonus to attack rolls, armor class and saving throws. Likewise, all enemies within sight must succeed on a DC 50 Will save or suffer a -1 morale penalty to attack rolls, armor class and saving throws. This ability stacks with itself, to a maximum of +9 or -9. The bonuses and penalties from this aspect of this ability last until the end of the encounter.

The save DCs are Charisma based and include a +9 racial bonus.

Again, a racial power boosted up. This takes a cornugon's fear aura and makes it more than it used to be.

QuoteStun (Su)

Whenever Gathgorian hits with a greatsword attack, the opponent must succeed on a DC 50 Fortitude save or be stunned for 3d4 rounds. The save DC is Strength based. This ability is a function of Gathgorian, not of the greatsword.

Likewise upgraded, but purely with the high DC from his higher stats and a much longer stun duration.

QuoteInfernal Wound (Su)

The damage Gathgorian deals with his tail attack causes a persistent wound. An injured creature loses 9 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 42 Heal check or a spell that heals hit point damage. However, a character attempting to cast a spell that healing hit point damage on a creature damaged by Gathgorian's tail must succeed on a DC 42 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 check DC is Constitution based.

This one's merely scaled up as well. That works for a lot of abilities just fine.

QuoteSummon Devil (Sp)

Three times per day, Gathgorian can automatically summon 45 hit dice worth of devils. Alternately, he can call the same number of devils three times per day. He prefers to summon cornugons.

This is from the Duke of Hell template and should be ignored for this. While cornugons do have racial summoning abilities, in this case the Duke of Hell's offerings supersede other options.

QuoteRegeneration (Ex)

Gathgorian takes normal damage from anarchic, epic, good aligned silvered weapons, and from spells or effects with the good descriptor.

This is from both the paragon template and Duke of Hell template, so it's somewhat affected.

QuoteDiabolical Authority (Ex)

Gathgorian is invested with a part of Baator's terrifying majesty. He is treated as having divine rank zero for the sake of effects, though he no actual divine rank.
[/s]

Unrelated to the paragon template and not affected by it.

QuoteMind's Eye (Su)

Gathgorian has spent ages on the battlefield of the Blood War. He has come to the conclusion that the body is merely a vessel for the mind and soul, an instrument to enact the will of the individual on Creation. This adjustment in his thinking has coincided with his rise to ducal rank and has shaped his new growth. Gathgorian's mind has grown much sharper, he benefits from a +9 enhancement bonus to Intelligence.

Gathgorian's expanded mind has given him Mindsight as a bonus feat. His mindsight is more potent that average, he detects a creature's Charisma score in addition to its Intelligence score and type.

This is from the Duke of Hell template and unrelated to the paragon template.

---

Note that Gathgorian didn't develop a truly unique ability from the paragon template. Aura of Diabolical Victory is close to being that, but still has identifiable roots in a cornugon's fear aura. Not all paragons do, sometimes simply souping up a racial ability fills that niche. It's very much a case of taking what you have, working on it and seeing what feels right and reasonable.

Also the precise gains Gathgorian got aren't any sort of bellwether for the precise gains Tryll might get. Each paragon is unique due to the basic nature of paragons.
Hm. That's an awful lot. I was under the impression that Paragon's Skill was just the addition of a single ability or upgrade. Is Gathgorian a special case, or is this kind of thing standard?
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 02:22:54 PM
From the template:

QuoteParagon's Skill

Every paragon creature is beyond the other members of their race. All racial abilities should be evolved to suit the paragon. This requires an examination of the creature's special attacks and abilities to determine suitable changes. Further, the paragon may develop a brand new ability. Such an ability can be virtually anything, but should fit the abilities of the paragon creature's race.

All racial abilities evolve.

Certain things, like movement speed and ability scores, don't. Those are handled elsewhere in the document. This is generally for racial abilities under the special attacks or special abilities lines of a stat sheet.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 24, 2017, 02:34:43 PM
Okay, so the new ability is in addition to the evolved skills and abilities. Okay. Wow, this'll be fun!
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 02:39:40 PM
Quote from: Yuthirin on October 24, 2017, 02:34:43 PM
Okay, so the new ability is in addition to the evolved skills and abilities. Okay. Wow, this'll be fun!

Yes. Do note that a new ability isn't mandatory, and should be considered on the balance of what you do with the other skills. There's really no metric or measurement for it, this is largely a DM use template. Common sense and balance win the day, so consider wisely and act once you've done that.
Title: Re: Random DM nagging.
Post by: Anastasia on October 24, 2017, 02:47:24 PM
BONUS GUIDANCE

If in total your improvements here do any of the following, you should tone it down.

1. Makes me sit back and sigh tiredly.
2. Inspires me to get up, grab my 2nd edition PHB and run around smacking imaginary Yuths in the air.
3. Makes me spontaneously consider Vastwoods 2: More Mushrooms as an escape mechanism.
4. Gets me to grab the pizza box from last night and beat it up, while screaming, "WHY WHY WHY DID YOU DO IT, PIZZA BOX YUTH?!"
5. Violates common sense or makes you think I'll go hell no.
6. Causes spontaneous DM combustion.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 24, 2017, 02:49:34 PM
Those sound a lot like life goals.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 26, 2017, 02:44:49 PM
Shifting skillpoints:

Putting 15 into Profession: Teaching.
10 from Calligraphy
3 from Decipher Script
2 from Hide.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2017, 03:48:07 PM
Notekeeping in case the template is lost, as the proxy template has a mechanism to remove it as the deity sees fit.

Hit Dice: 26d8+156 (264 hp)

Balyss's HP before getting max HP per hit die from the proxy template.

Her land speed is 30 and fly speed is 90 (good).

Old natural armor bonus was +3.
Title: Re: Random DM nagging.
Post by: Anastasia on October 26, 2017, 04:10:53 PM
Balyss now has the proxy template, as elaborated on in Afina and Jaela's thread.
Title: Re: Random DM nagging.
Post by: Anastasia on October 27, 2017, 03:48:41 PM
To Yuth since he's not on IRC during the day:

> Okay, quick hit. Were you two interested in taking any other PCs with you for that? The others are winding down various thing sand I'm trying to condense things to get them finished, because after Gar-Malleos we'll be entering the end game for the Lifasa arc.
<Ebiris> Sure, if anyone's available we'll take them.
> You may want to bring that up with the others, then. Moore, Surru, you two interested at all?

Interested in going with Afina, Jaela and Moore to hunt down Silvber?
Title: Re: Random DM nagging.
Post by: Yuthirin on October 27, 2017, 04:40:09 PM
I would be pleased to assist.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on October 29, 2017, 10:19:42 PM
Anyone interested in robo-ing Surraruthru while I'm on vacation if need be? I can give whoever a quick rundown of his mechanics.
Title: Re: Random DM nagging.
Post by: Anastasia on October 30, 2017, 06:42:28 AM
I would like a volunteer, y'all.
Title: Re: Random DM nagging.
Post by: Nephrite on October 30, 2017, 09:44:15 AM
I should be able to handle it.
Title: Re: Random DM nagging.
Post by: Ebiris on October 30, 2017, 02:43:26 PM
Yeah, even tracking the extra buffs on Afina when Surru's around taxes my attention to the limit, wouldn't be able to actually play him at all.
Title: Re: Random DM nagging.
Post by: Yuthirin on October 30, 2017, 03:50:00 PM
Neph has volunteered as tribute!
Title: Re: Random DM nagging.
Post by: Anastasia on October 30, 2017, 10:24:12 PM
Thanks Neph.
Title: Re: Random DM nagging.
Post by: Anastasia on October 30, 2017, 10:44:43 PM
> I'm mostly going to go along with things with a tone down as needed caveat on account of that.

From IRC and worth expanding on a bit.

Right now, we're in the beginning of the Lifasa arc endgame. So for any custom material, I suggest the following points.

1. Be effective and to the point. This isn't the time to get too creative, there may not be a lot of time to untangle those sort of things.
2. Don't use this to try and push something too powerful through. Obviously.
3. I'm generally going to work from a DM philosophy of 'okay, but I will nerf/mod on the fly as needed'. So don't be surprised if I do after a battle or situation it shows that it may be broken.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 01, 2017, 03:37:33 PM
Quote from: Anastasia on October 27, 2017, 03:48:41 PM
To Yuth since he's not on IRC during the day:

> Okay, quick hit. Were you two interested in taking any other PCs with you for that? The others are winding down various thing sand I'm trying to condense things to get them finished, because after Gar-Malleos we'll be entering the end game for the Lifasa arc.
<Ebiris> Sure, if anyone's available we'll take them.
> You may want to bring that up with the others, then. Moore, Surru, you two interested at all?

Interested in going with Afina, Jaela and Moore to hunt down Silvber?
Reminder that I can't do anything until Day 77, due to the ritual consuming a week of time.
Title: Re: Random DM nagging.
Post by: Anastasia on November 10, 2017, 05:05:16 PM
From chat, for Iddy and Yuth's reference. It's discussing what happens after the Lifasa arc, not anything that's happening immediately.

> I'm not sure if she ever will so it may be moot. What happens after Lifasa, regardless of it's more B3 or something else, will be preceded with a while of downtime for me. At least a month, probably more like twoish. I'm pretty worn out on a lot of things, B3's fun but it's so much upkeep to r un.
> So it's more of a keep it in your back pocket sort of thing.
<Luiza> I'll go on a training trip and invite a bunch of cool people~
<Luiza> We'll return awesomer
> Post.
> I love 3.5 a ton, but B3's so much that it honestly burns me out on it after a few years of running it. Happened last time we paused B3, it's happening here too. Just need a break regardless after this. Nothing on B3 and not influencing that choice either way, but expect a least a month of me not DMing a thing. If y'all wanna put together a mini campaign for yourselves you'd have a chance, if one of you wants to daytime DM a little bit.
<Nephrite> A new band of adventurers from Lifasa who want to track down an evil imp hiding out in dark cave!!!
<Ragnar_Work> You heard the guy! Starting next week, we're running Tomb of Horrors. Make sure to bring extra paper for new character sheets!
<Ebiris> +20 barbarians killed.
> Scary.
> It wouldn't be forever, a month or two, so something quick and throwaway like that is probably the best idea.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 11, 2017, 10:43:33 PM
Minor note: Rain of Desolation in the Spell Collection still has cold as its damage instead of acid.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 13, 2017, 01:56:46 PM
Tomb Of Horrors: Slaad Edition.

I'm in.
Title: Re: Random DM nagging.
Post by: Anastasia on November 15, 2017, 10:05:07 AM
I haven't been able to find that info from Ice, so it's gonna be some log diving and searching to piece it back together. Not sure what I did with it. Ugh. Sorry for the delay, Yuth.

Hopefully Afina's sojourn to Ice has it.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 15, 2017, 01:30:01 PM
Like I said, it's fine. Whenever.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2017, 06:27:40 AM
Happy Thanksgiving, everyone.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2017, 07:52:09 AM
It will be because Afina and the horrifying pixie conspiracy chooses to lower prices again, that will cause a complete collapse of the trading order, which in turn will lead to economic ruin and strife from Celestia to the Abyss and thrones will fall as mere lantern archons, courre eladrin, manes and lemures alike rise up against the higher castes, which will lead to a final and massive accounting in which the opiate of the masses known as alignment will be cast aside and all the planes will come together in one utopian vision, a post alignment world where none want for anything and all are taken care of, where the those rich on alignment will be cast down and put to the sword and with that a new world order will emerge, one freed of the shackles of the past as true peace comes so you must understand why Afina must be stopped at any cost and why Moore's terrifying visions of 80% off must not be allowed to happen, before it is too late and we are all doomed in an apocalyptic inferno of cost cutting and revolution.

Please help, Jaela, Surraruthru and Tryll. Help before it is too late.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2017, 07:55:00 AM
Some days Tylenol just isn't strong enough. Ow, ow, ow, ow.
Title: Re: Random DM nagging.
Post by: Nephrite on November 23, 2017, 09:20:32 AM
It's really what you get for trying to deny Aurora their Black Friday sales.
Title: Re: Random DM nagging.
Post by: Anastasia on November 23, 2017, 11:51:04 AM
Quote from: Nephrite on November 23, 2017, 09:20:32 AM
It's really what you get for trying to deny Aurora their Black Friday sales.

I have such terrifying mean PCs.

/me whimpers.
Title: Re: Random DM nagging.
Post by: Anastasia on November 25, 2017, 11:57:50 AM
Incidentally, my dog has decreed that Surraruthru should go post before Monday.
Title: Re: Random DM nagging.
Post by: Yuthirin on November 27, 2017, 11:32:09 AM
Quote from: Anastasia on November 23, 2017, 07:52:09 AM
It will be because Afina and the horrifying pixie conspiracy chooses to lower prices again, that will cause a complete collapse of the trading order, which in turn will lead to economic ruin and strife from Celestia to the Abyss and thrones will fall as mere lantern archons, courre eladrin, manes and lemures alike rise up against the higher castes, which will lead to a final and massive accounting in which the opiate of the masses known as alignment will be cast aside and all the planes will come together in one utopian vision, a post alignment world where none want for anything and all are taken care of, where the those rich on alignment will be cast down and put to the sword and with that a new world order will emerge, one freed of the shackles of the past as true peace comes so you must understand why Afina must be stopped at any cost and why Moore's terrifying visions of 80% off must not be allowed to happen, before it is too late and we are all doomed in an apocalyptic inferno of cost cutting and revolution.

Please help, Jaela, Surraruthru and Tryll. Help before it is too late.

It's never too late for deeper discounts.
Title: Re: Random DM nagging.
Post by: Anastasia on November 27, 2017, 01:04:39 PM
AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!

/me whimpers.
Title: Re: Random DM nagging.
Post by: Anastasia on November 30, 2017, 11:37:52 AM
Hey Iddy, could you post your epic weaving work here? I forgot about it in the holiday shuffle and wanna get it out here and work on it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on November 30, 2017, 12:08:47 PM
Craft (Weaving)



   
TaskDC
   
   
   
   
   
Strengthen+10
Armored Weaving+15
Spun into Gold50
Spin Everything60
True Weaving75

Epic Weavers can make threads and items far superior to that of normal weavers.

You can add multiple effects from the following options. The increases to DC stack. For example, Strengthing and Armoring a thread would increase the DC by a total of +25.

Strengthen

You can make a thread that has increased hardness, mimicking tougher materials. This grants the resulting thread 5 hit points per inch and hardness 5. This can be applied multiple times, increasing the hit points and hardness by 5 each time and increasing the total DC by an additional 10.

Armored Weaving

You can make a thread that grants an armor bonus, mimicking materials that armors are made out of. Doing so causes the thread to grant a +2 armor bonus and imposes no Arcane Spell Failure penalty or Dexterity cap. This can be applied multiple times, increasing the armor bonus by 2 each time and increasing the DC by an additional 15.

Spun into Gold

As in the legends of old, an Epic Weaver can spin mundane materials into valuable and unusual things. Normally this is depicted as spinning straw or hay into gold, which is fully within an Epic Weaver's abilities, but it can be done with nearly any material that does not have an innate hardness. Doing so requires 8 hours per 100 gold's worth of thread with a DC 50 Craft (Weaving) check.

Spin Everything

Your ability to spin materials into thread has surpassed the legends and lore. You are able to spin any material into thread regardless of hardness, and the resulting thread retains the hardness, value, and properties of the base material. This process will allow you to produce one item's worth of thread in a full 24 hour period with a DC 60 Craft (Weaving) check.

True Weaving

Your ability to weave even the finest of threads leads you to a greater understanding of the fundamental patterns that underlie all of Creation. Using both your arcane talent and weaving skills, you are able to spin the threads of the Weave itself into any spell known to you and to cast it anytime within the next 10 minutes, or weave it directly into an object made of thread to be cast at a later time. To do this, you must succeed at both a DC 75 Craft (Weaving) check and a DC 75 + spell level Spellcraft check. Failure of the Spellcraft check causes the Weave to lash out at you, striking you for 2d6 x level of spell attempted.
Title: Re: Random DM nagging.
Post by: Anastasia on December 01, 2017, 01:26:35 PM
Okay, a closer reading nets the following questions.

1. Is strengthen meant to merely threads you create, or is it meant to imbue that into woven items through those threads?
2. Any material object has an innate hardness. It may be 0 such as for paper or cloth, but it has it. I'd suggest rewording spun into gold to account for that. I'd also suggest setting a means to determine how much you produce in 8 hours by gold pieces and a check. Look at what epic perform checks net for gold for a good idea here of a reasonable ballpark.
3. Armored weaving is meant to weave an armor bonus into mundane woven things, like shirts, or is it meant to be combined with other things like armor?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 01, 2017, 01:48:50 PM
Quote from: Anastasia on December 01, 2017, 01:26:35 PM
1. Is strengthen meant to merely threads you create, or is it meant to imbue that into woven items through those threads?
The second. Imbue the strengthen into the resulting items. I figured strengthening the threads would carry over to the item.

Quote from: Anastasia on December 01, 2017, 01:26:35 PM
2. Any material object has an innate hardness. It may be 0 such as for paper or cloth, but it has it. I'd suggest rewording spun into gold to account for that. I'd also suggest setting a means to determine how much you produce in 8 hours by gold pieces and a check. Look at what epic perform checks net for gold for a good idea here of a reasonable ballpark.

How about... 30d6 gp/day for gold and 60d6 gp/day for Spin Everything or materials more valuable than gold?

Quote from: Anastasia on December 01, 2017, 01:26:35 PM
3. Armored weaving is meant to weave an armor bonus into mundane woven things, like shirts, or is it meant to be combined with other things like armor?
Armor bonus into mundane things or armors that are made with cloth gets a bonus. Like padded armor gets a bit better and a shirt gets armor bonuses. Stuff that like, Monks and casters can wear.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 06, 2017, 02:28:33 PM
Craft (Weaving)



   
TaskDC
   
   
   
   
   
Strengthen+10
Armored Weaving+15
Spun into Gold50
Spin Everything60
True Weaving75

Epic Weavers can make threads and items far superior to that of normal weavers.

You can add multiple effects from the following options. The increases to DC stack. For example, Strengthing and Armoring a thread would increase the DC by a total of +25.

Strengthen

You can make a thread that has increased hardness, mimicking tougher materials. This grants the items made with this thread 5 hit points per inch and hardness 5. This can be applied multiple times, increasing the hit points and hardness by 5 each time and increasing the total DC by an additional 10.

Armored Weaving

You can make a thread that grants an armor bonus, mimicking materials that armors are made out of. Doing so causes the thread to grant an additional +2 armor bonus and imposes no Arcane Spell Failure penalty or Dexterity cap. This can be applied multiple times, increasing the armor bonus by 2 each time and increasing the DC by an additional 15.

Spun into Gold

As in the legends of old, an Epic Weaver can spin mundane materials into valuable and unusual things. Normally this is depicted as spinning straw or hay into gold, which is fully within an Epic Weaver's abilities, but it can be done with nearly any material that does not have an innate hardness not exceeding 10. Doing so producing 30d6 gold's worth of thread with a DC 50 Craft (Weaving) check.

Spin Everything

Your ability to spin materials into thread has surpassed the legends and lore. You are able to spin any material into thread regardless of hardness, and the resulting thread retains the hardness, value, and properties of the base material. This process will allow you to produce 60d6 gp/day with a DC 60 Craft (Weaving) check.

True Weaving

Your ability to weave even the finest of threads leads you to a greater understanding of the fundamental patterns that underlie all of Creation. Using both your arcane talent and weaving skills, you are able to spin the threads of the Weave itself into any spell known to you and to cast it anytime within the next 10 minutes, or weave it directly into an object made of thread to be cast at a later time. To do this, you must succeed at both a DC 75 Craft (Weaving) check and a DC 75 + spell level Spellcraft check. Failure of the Spellcraft check causes the Weave to lash out at you, striking you for 2d6 x level of spell attempted.
Title: Re: Random DM nagging.
Post by: Anastasia on December 06, 2017, 02:34:09 PM
Do you mean for strengthen to stack with an item's existing hardness?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 06, 2017, 02:35:58 PM
Well, add to it, but that's the same thing. If everything has a hardness, even if it's 0, then it'd stack/be additional to work.
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2017, 05:08:35 AM
Okay, my goal right now is to finish Gar Malleos (and hopefully Tryll but circumstances are conspiring against that) by about the 22nd/23rd and take this off until after New Year's. Give me a bit of rest from the retail holiday season and things in general, then come back strong for big battles to free Lifasa.
Title: Re: Random DM nagging.
Post by: Nephrite on December 15, 2017, 10:21:52 AM
Okily dokily
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2017, 10:53:26 AM
Am I the only one who thinks Surraruthru's name looks better with more -rus? Like for example Surrarurururuthrurururu.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 15, 2017, 11:32:43 AM
Surrarrrururururrrathrurururruthrurururuthru.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 15, 2017, 01:09:32 PM
I am glad my life choices have led to amusement for you.
Title: Re: Random DM nagging.
Post by: Anastasia on December 15, 2017, 01:17:21 PM
Weaving stuff looks good. As written now, show me some examples of how you plan to use its various functions and how that work work mechanically.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 17, 2017, 02:43:49 PM
In relation to what Corwin said in chat, is it possible to buy the Hope book yet?
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2017, 02:58:50 PM
Quote from: Yuthirin on December 17, 2017, 02:43:49 PM
In relation to what Corwin said in chat, is it possible to buy the Hope book yet?

It was already purchased, as posted in chat. The response to it was here: http://www.soulriders.net/forum/index.php/topic,101729.msg1096352.html#msg1096352
Title: Re: Random DM nagging.
Post by: Corwin on December 17, 2017, 03:00:34 PM
Is it time to read it?  >_>
Title: Re: Random DM nagging.
Post by: Anastasia on December 17, 2017, 03:05:46 PM
It is not.Soon.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 20, 2017, 08:00:21 PM
Quote from: Anastasia on December 15, 2017, 01:17:21 PM
Weaving stuff looks good. As written now, show me some examples of how you plan to use its various functions and how that work work mechanically.

Supplemental question: A +30 bonus gives me a total of +69 to the rolls. True Weaving is DC 75, which means I'd have to roll a 6, which is covered by taking 10. Now, I have a question about how crafting DCs add up since I've never really done crafting.

Let's say I want to... Make an armband. It's a trivial crafting DC base, like 10 I think. Let's say I want to use Armored Weaving on it. That's +15 for each 2 armor bonus I give it. 10+15+15+15+15=70. With a bonus of +69, I need to roll a 1 to meet it. I now have an armband that gives +8 armor bonus.

Now, let's say I also want to apply True Weaving. Does the DC 75 check for True Weaving apply separately or is it added to the DC 70 for a total of 145 DC?
Title: Re: Random DM nagging.
Post by: Anastasia on December 20, 2017, 08:04:11 PM
DCs never stack like that unless it explicitly says they do. For the sake of ease I'd probably have you roll once as needed. If it's in automake territory with take 10 or raw bonuses, particularly so.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2017, 09:12:11 AM
Cor and Eb, waiting on you two to post to get that topic rolling.
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2017, 09:12:28 AM
Also wow, almost 400 pages of nagging. Nag on.
Title: Re: Random DM nagging.
Post by: Ebiris on December 21, 2017, 11:34:04 AM
We're not due to start for over 2 hours!

(I'll post when I get home.)
Title: Re: Random DM nagging.
Post by: Anastasia on December 21, 2017, 02:57:19 PM
Quote from: Ebiris on December 21, 2017, 11:34:04 AM
We're not due to start for over 2 hours!

(I'll post when I get home.)

Sure, sure. The point is the nagging, after all.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 23, 2017, 02:23:54 PM
Notice to all PCs and NPCs: Surraruthru can now make cloth items with the Spellstoring property. They will store a single spell for up to 24 hours. Bring money to cover the cost of the materials and it shall be made. Underwear, headbands, armbands, belts, socks, ect. can all be made. This will be free for PCs and higher ranked NPCs. Tribute of sorts will be accepted from lower ranked NPCs.

Additionally, for those that wear cloth items, I can make/replace your cloth-y things with things that grant Armor Bonuses. Please refer to this post for things to be made: http://www.soulriders.net/forum/index.php/topic,101729.msg1105600.html#msg1105600.

Please note that this can be for non-standard things like mount armor (Hope). Also, I can make things like gems and metals into clothing if so desired.

Edit: This includes materials from the shops, like: Wood from a nymph who fell in love with a dryad and slowly turned to wood when her love was rejected. Any weapon made of nymph's wood has a +1 enhancement bonus and grants a +2 enhancement bonus to Charisma. 5,000 gold, 1 available.
We'll have to work out what size item we can make from materials like this, but I can turn them into thread/cloth without losing any of their properties.
Title: Re: Random DM nagging.
Post by: Anastasia on December 25, 2017, 11:33:53 PM
Hey Yuth, I just have to know: Did you end up getting Chinese?
Title: Re: Random DM nagging.
Post by: Anastasia on December 26, 2017, 01:43:11 PM
Iddy, could you post the epic weaving stuff with any revisions suggested for me? Thanks. I'll see about polishing them up from there and posting them in epic skills.
Title: Re: Random DM nagging.
Post by: Yuthirin on December 26, 2017, 02:24:07 PM
Quote from: Anastasia on December 25, 2017, 11:33:53 PM
Hey Yuth, I just have to know: Did you end up getting Chinese?
Went to a friend's actually. Got food poisoning instead.

Probably should have had Chinese.
Title: Re: Random DM nagging.
Post by: Anastasia on December 26, 2017, 02:42:11 PM
Owww.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on December 26, 2017, 04:48:25 PM
Craft (Weaving)



   
TaskDC
   
   
   
   
   
Strengthen+10
Armored Weaving+15
Spun into Gold50
Spin Everything60
True Weaving75

Epic Weavers can make threads and items far superior to that of normal weavers.

You can add multiple effects from the following options. The increases to DC stack. For example, Strengthing and Armoring a thread would increase the DC by a total of +25.

Strengthen

You can make a thread that has increased hardness, mimicking tougher materials. This grants the items made with this thread 5 hit points per inch and hardness 5. This can be applied multiple times, increasing the hit points and hardness by 5 each time and increasing the total DC by an additional 10.

Armored Weaving

You can make a thread that grants an armor bonus, mimicking materials that armors are made out of. Doing so causes the thread to grant an additional +2 armor bonus and imposes no Arcane Spell Failure penalty or Dexterity cap. This can be applied multiple times, increasing the armor bonus by 2 each time and increasing the DC by an additional 15.

Spun into Gold

As in the legends of old, an Epic Weaver can spin mundane materials into valuable and unusual things. Normally this is depicted as spinning straw or hay into gold, which is fully within an Epic Weaver's abilities, but it can be done with nearly any material that does not have an innate hardness not exceeding 10. Doing so producing 30d6 gold's worth of thread with a DC 50 Craft (Weaving) check.

Spin Everything

Your ability to spin materials into thread has surpassed the legends and lore. You are able to spin any material into thread regardless of hardness, and the resulting thread retains the hardness, value, and properties of the base material. This process will allow you to produce 60d6 gp/day with a DC 60 Craft (Weaving) check.

True Weaving

Your ability to weave even the finest of threads leads you to a greater understanding of the fundamental patterns that underlie all of Creation. Using both your arcane talent and weaving skills, you are able to spin the threads of the Weave itself into any spell known to you and to cast it anytime within the next 10 minutes, or weave it directly into an object made of thread to be cast at a later time. To do this, you must succeed at both a DC 75 Craft (Weaving) check and a DC 75 + spell level Spellcraft check. Failure of the Spellcraft check causes the Weave to lash out at you, striking you for 2d6 x level of spell attempted.
Title: Re: Random DM nagging.
Post by: Anastasia on December 27, 2017, 02:58:00 PM
Today's weird image: Half drowsing and dreaming of Moore being summoned by Louise of Familiar of Zero. Scary.
Title: Re: Random DM nagging.
Post by: Anastasia on December 29, 2017, 12:37:04 PM
I'm feeling fairly better now. Not 100%, but a week off has let me unwind and relax. We'll be hitting things on the 3rd and seeing how it goes.
Title: Re: Random DM nagging.
Post by: Anastasia on December 29, 2017, 03:53:35 PM
Armored Body [Epic]
Prerequisite: Armor Skin, con 25
Benefit: You gain light fortification, identical to the armor special ability of the same name. This gives you a 25% chance to negate critical hits and sneak attacks against you, as well as anything else prevented by light fortification.
Special: You can select this feat more than once. If you select it a second time, you gain moderate fortification instead of light fortification. If you select it a third time, you gain heavy fortification instead of moderate fortification. You cannot select this feat more than three times.

From random note clearing out and misc, posting it here for reference.
Title: Re: Random DM nagging.
Post by: Anastasia on January 01, 2018, 01:38:36 PM
The upcoming schedule in loose terms. Obviously subject to pacing, revision and all the other fun thereof.

January-Sometime in the spring (ideally around early June): The Lifasa arc of B3. Things get settled for good.
June-July: DM downtime, recharge and planning. If you all run a small game in this, that's the timeframe to be thinking about. Roughly.
Midsimmer: Whatever I run next.
Title: Re: Random DM nagging.
Post by: Anastasia on January 02, 2018, 03:19:32 PM
Reminder: We resume tomorrow, so be ready.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 03, 2018, 12:50:35 PM
YAR
Title: Re: Random DM nagging.
Post by: Anastasia on January 03, 2018, 01:01:55 PM
Quote from: Yuthirin on January 03, 2018, 12:50:35 PM
YAR

To victory or a coffin, huh?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 04, 2018, 11:48:06 AM
Quote from: Anastasia on January 03, 2018, 01:01:55 PM
Quote from: Yuthirin on January 03, 2018, 12:50:35 PM
YAR

To victory or a coffin, huh?
Everybody dies of something! Might as well die trying!
Title: Re: Random DM nagging.
Post by: Anastasia on January 04, 2018, 12:10:44 PM
Good luck!
Title: Re: Random DM nagging.
Post by: Anastasia on January 10, 2018, 05:04:42 PM
Things that just helped stop a total TPK: Learning from Medi and having a tight group of friends as well as uniting people, rather than being vulnerable to Hell's tricks and dissension.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 10, 2018, 05:29:34 PM
Chaos is love. Chaos is life.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 11, 2018, 12:08:04 PM
Iddy, if you can see that Taelfagn is an illusion, please advise the command so we don't overcommit. It could be a trick to draw forces away from Aurora.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2018, 02:05:52 PM
Iddy was looking for a previously posted numerology run down. Does anyone know where it is?
Title: Re: Random DM nagging.
Post by: Corwin on January 16, 2018, 02:15:43 PM
I'm interested in starting (and finishing) about an hour earlier. In Dune's times from here (http://www.soulriders.net/forum/index.php/topic,103835.msg1074060.html#msg1074060), we're talking noon - 2:15pm.
Title: Re: Random DM nagging.
Post by: Nephrite on January 16, 2018, 02:20:24 PM
Quote from: Anastasia on January 16, 2018, 02:05:52 PM
Iddy was looking for a previously posted numerology run down. Does anyone know where it is?

The best I can think of is the explanation of the numbers for the Numerologist class: http://www.soulriders.net/forum/index.php/topic,103074.msg1050645.html#msg1050645
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2018, 02:21:18 PM
I'm neutral on it, it's up to you all.

The only thing that matters is that I occasionally have errands from noon to 1 PM EST. This is about once a month on average, so it's not a huge consideration, but this will happen occasionally.
Title: Re: Random DM nagging.
Post by: Anastasia on January 16, 2018, 02:22:34 PM
Quote from: Nephrite on January 16, 2018, 02:20:24 PM
Quote from: Anastasia on January 16, 2018, 02:05:52 PM
Iddy was looking for a previously posted numerology run down. Does anyone know where it is?

The best I can think of is the explanation of the numbers for the Numerologist class: http://www.soulriders.net/forum/index.php/topic,103074.msg1050645.html#msg1050645

That's a pretty solid bit, Neph, thanks.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 16, 2018, 02:30:03 PM
That numerology thing was what you linked me when you gave me that prophecy or whatever that no one had really gotten far on.

The one you were surprised at on how close I got. You had a meanings thing you gave me to work from.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 16, 2018, 02:39:40 PM
I'm pretty sure it's in this thread. Somewhere.
Title: Re: Random DM nagging.
Post by: Nephrite on January 16, 2018, 02:43:45 PM
Here you go: http://www.soulriders.net/forum/index.php/topic,101729.msg1082622.html#msg1082622
Title: Re: Random DM nagging.
Post by: Anastasia on January 17, 2018, 01:36:48 PM
Iddy, Neph, Yuth and Eb, could you comment on Cor's request for earlier sessions?
Title: Re: Random DM nagging.
Post by: Ebiris on January 17, 2018, 01:38:09 PM
I'm kind of ambivalent, if it makes a huge difference to Cor sure just don't expect me to be on top of posting at those times every day.
Title: Re: Random DM nagging.
Post by: Nephrite on January 17, 2018, 01:42:39 PM
It's fine with me.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 17, 2018, 03:44:43 PM
Fine for me, just outline a time area.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on January 17, 2018, 04:06:11 PM
I work both times so it doesn't really matter to me.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2018, 12:51:37 PM
Okay, we'll try them starting next Monday then, see how they go.
Title: Re: Random DM nagging.
Post by: Nephrite on January 18, 2018, 01:43:09 PM
Carrying Voice, Greater
Evocation [Sonic]
Level: Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell functions as Carrying Voice, except the maximum is 1500 ft.


I could also see just removing the cap entirely, but I don't know how weird that would make it?
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2018, 10:15:25 PM
What was the previous version, Moore?
Title: Re: Random DM nagging.
Post by: Nephrite on January 18, 2018, 10:50:37 PM
Bard 3, Max of 500 ft.
Title: Re: Random DM nagging.
Post by: Anastasia on January 18, 2018, 10:51:14 PM
Sounds fine, it's pretty niche. It's late for the current scenario though, so keep it in mind for after the war for Lifasa.
Title: Re: Random DM nagging.
Post by: Corwin on January 27, 2018, 06:52:05 AM
So, to confirm, are we in telepathic contact with Aurora or not? A lot was made of how contact was lost, but if Moore's thoughts get through do the rest of them? Ie we know about Lixer's bullshit, and are staying in touch with Vul'lath?
Title: Re: Random DM nagging.
Post by: Yuthirin on January 27, 2018, 03:13:18 PM
Quote from: Corwin on January 27, 2018, 06:52:05 AM
So, to confirm, are we in telepathic contact with Aurora or not? A lot was made of how contact was lost, but if Moore's thoughts get through do the rest of them? Ie we know about Lixer's bullshit, and are staying in touch with Vul'lath?
This is a very good and relevant question.
Title: Re: Random DM nagging.
Post by: Anastasia on January 28, 2018, 04:36:46 AM
Quote from: Corwin on January 27, 2018, 06:52:05 AM
So, to confirm, are we in telepathic contact with Aurora or not? A lot was made of how contact was lost, but if Moore's thoughts get through do the rest of them? Ie we know about Lixer's bullshit, and are staying in touch with Vul'lath?

What was said about contact being lost? I don't recall anything saying telepathic contact was lost, but I could be mixed up here.
Title: Re: Random DM nagging.
Post by: Corwin on January 28, 2018, 02:50:51 PM
It's possibly a misunderstanding on my side due to this (http://www.soulriders.net/forum/index.php/topic,104064.msg1106738.html#msg1106738)
Title: Re: Random DM nagging.
Post by: Anastasia on January 28, 2018, 11:04:47 PM
Visions and future telling being hindered doesn't mean telepathy is automatically affected. So yes, telepathy is on.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 30, 2018, 03:01:34 PM
Thought: Would the golem's presence affect the undead or the darkness by its nature of containing goldenfire and constantly emitting raw sunlight?
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2018, 01:10:17 PM
We're waiting on Jaela, in case you aren't on IRC and didn't read the message in that thread.
Title: Re: Random DM nagging.
Post by: Yuthirin on January 31, 2018, 03:35:09 PM
LET THERE BE SUNLIGHT
Title: Re: Random DM nagging.
Post by: Anastasia on January 31, 2018, 04:30:36 PM
Indeed, it's starting to get a bit sunny(fire-y).
Title: Re: Random DM nagging.
Post by: Yuthirin on January 31, 2018, 04:43:50 PM
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Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2018, 06:25:28 AM
DM miscellany.

http://www.d20srd.org/srd/psionic/powers/shatterMindBlank.htm

This is actually a canon power, albeit Levistus is using a souped up version that doesn't check SR (which is intentional, as dispels usually don't check SR/PR) and has an altered range of effect.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 02, 2018, 02:52:33 PM
SO IT'S REALLY LEVISTUS THEN.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2018, 10:15:54 PM
Maybe it is, maybe it isn't. Levistus being free is exceedingly unlikely, but the figure here is powerful. Questions loom.
Title: Re: Random DM nagging.
Post by: Anastasia on February 02, 2018, 11:05:03 PM
Also wow, almost 400 pages of nagging.
Title: Re: Random DM nagging.
Post by: Anastasia on February 05, 2018, 10:00:18 AM
Posting at some point this morning before session.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 05, 2018, 11:09:51 AM
I'll get one up in a bit
Title: Re: Random DM nagging.
Post by: Anastasia on February 05, 2018, 12:02:00 PM
Sure, I've been fiddling with some DM side things anyway.
Title: Re: Random DM nagging.
Post by: Anastasia on February 05, 2018, 02:45:46 PM
Yuth, were you still on 'take Surru's turn if he's at work' duty?
Title: Re: Random DM nagging.
Post by: Anastasia on February 06, 2018, 12:47:10 PM
The other room will resume today, assuming that combat is concluded in there.
Title: Re: Random DM nagging.
Post by: Anastasia on February 07, 2018, 11:40:24 AM
Funny story, I meant to catch Iddy on IRC and missed him while taking out the dog. Rotten luck.
Title: Re: Random DM nagging.
Post by: Corwin on February 07, 2018, 03:46:31 PM
Quote from: Corwin on June 04, 2017, 09:07:32 AM
Quote from: Anastasia on November 18, 2012, 06:14:27 PM
Golden Bracelets

Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.

Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane.
Rank 11: CR 35, sunburst at will as an SLA.
Rank 12: CR 40, goldenfire damage rises to +6d6, gain goldenfire spell as a bonus feat.

It occurs to me that I don't know what Goldenfire Spell is (from the rank 12 line). Can you post it or link to it? I'm thinking it might be worthwhile getting normally during this levelup.

Halp
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2018, 01:10:52 PM
Oh sorry, had this last night and just got sidetracked.

Goldenfire Spell [Epic, Exalted]
Prerequisite: Searing Spell, con 25, must worship Lathander or another of the House of Nature
Benefit: A goldenfire spell ignores the immunity and resistance to fire of creatures affected by the spell. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. The spell gains the good descriptor if it does not already have it. Any spell modified with goldenfire gains a sacrifice component of 1 point of Constitution damage. A goldenfire spell uses up a spell slot 3 levels higher than the spells's actual level.
Title: Re: Random DM nagging.
Post by: Anastasia on February 08, 2018, 05:03:05 PM
It's getting close to the end of the Lifasa arc, one way or another. So let's talk about the future.

There's going to be an epilogue (assuming you don't TPK, win or lose). Assuming a win, it will naturally be about settling character things, setting any future hooks for a day in the future and so on and so forth. Basically resolution and things to grab on if needed later on. Assuming a loss, it'll be coping with that an deciding what's done next (probably revenge crusading mk 2). Regardless, once that's done, I'll be taking at least a month off DMing.

Previously, the idea of a short game or two was floated during this time. That's up to y'all. If you're still interested, I heartily suggest starting to hammer out details now. I would also suggest aiming for a handful of short adventures, maybe 2-3 session ones. Don't over commit, run things loosely connected instead. I'll be staying out of this entirely besides advice if wanted. It's ultimately up to y'all, that's just my two cents.

Beyond that, what's next? I don't know right now, but I do believe it's about time to put B3 to bed. Hopefully on a victory, but the main campaign's point will either have been reached or lost forever. This game has run a long time but it's time to let the heroes rest. I'm not opposed to some of them continuing on in small scale things - see the mention of setting up hooks - then or in the future, but I do feel this should be the climax of the main crusade. You'll even get a Suikoden style run down of what happens to people after this.

Tentative options for future gaming include, but are not limited to:

1. 1-2 B3 characters in some sort of offshoot. This would likely be side gamey or include a couple of people with fresh PCs along with a few old PCs. It could even be the dreaded find Ithea quest. (Probably not that.)
2. Something dealing with B1r. I have no idea if I'll even be up for it - one high epic game after this one is really a lot to ask from me right now - but I'm including it since I want to finish that game in my lifetime.
3. Something a little more modern. I'm not sure what exactly. Something in the modern day, maybe.
4. Trying something with a homebrew system? I dunno, a game design exercise might be fun.
5. B5. I promised this when I paused that game, we'll see where I'm at then. I honestly need to refresh myself on that and the terror of Erad.
6. Vastwoods 2? Probably not I suspect, but including it for now. My thoughts could change for the 'shroom's sake.

---

At some point once we finish this, I'll do a critique of B3 from the DM's side. There's a lot of good and some bad, and some bits that warped or didn't age well over the years. That's normal enough for a super long campaign.

---

Special thanks to Yuth, as the coda kept B3 going and is the reason we are here. Everyone deserves thanks and will get them later, but I've been meaning to do a shoutout for Yuth for that.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2018, 01:26:17 PM
Okay, starting next round in combat I'm going to ask for tentative plans for each PC, answerable whenever (or just taking your turn, if that comes first). Idea is to have a plan in place, that barring conditions set coming and changing it, so that turns can be taken rather than waiting on people.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 21, 2018, 03:28:56 PM
I feel like this is aimed at me, and I also feel like it's justified.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2018, 04:45:08 PM
It's not aimed at you in particular, Yuth. You've had issues this week, but so has Cor and Iddy. All of you have had good reasons, so I'm introducing this to help when these things happen. I'm sure Neph and Eb will have issues too at some point.
Title: Re: Random DM nagging.
Post by: Anastasia on February 21, 2018, 04:48:59 PM
To expand: I know shit happens. I have my health issues and my eyes, you and Iddy have work (and Iddy[s been sick), Cor has his busy job. I'm generally not upset at any of you for it, but I am trying to mitigate the slowdowns so we can clean fights like this faster.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2018, 01:01:53 PM
Normally I keep my cards pretty close to my chest. In this case I'm going to spill because one batch of monsters you fought was publically posted.

http://www.soulriders.net/forum/index.php/topic,103072.msg1055042.html#msg1055042
http://www.soulriders.net/forum/index.php/topic,103072.msg1055051.html#msg1055051
http://www.soulriders.net/forum/index.php/topic,103072.msg1056422.html#msg1056422

I strongly suggest reading a the entire flavor block for Levistus as well as the other two. A few salient parts that should help explain why they were there are pasted below.

QuoteAvatars and aspects are an extension of a deity's will, used to interact with lesser creatures and travel in the mortal world. They do not possess free will, yet this rule has been broken by Levistus. Levistus's aspect has taken on a life of his own and now works to his own ends; indeed, he now conspires against the imprisoned Lord of the Fifth.

When Levistus was sealed away by Asmodeus, he had an aspect attending to business within Carceri. The sealing severed the connection between aspect and master, which rendered the aspect nothing more than a mindless shell. It should have immediately returned to Levistus and been imprisoned with the Prince of Stygia. Instead, the aspect was pulled back by Carceri at the same time as the seal attempted to take him. The prison plane would not relinquish a chance to capture a prime inmate. Yet as the two inexorable forces fought over the aspect, the impossible happened. The aspect, which by all rights should have been reduced to a mindless shell, acted of its own will and betrayed both. It opened a portal and escaped, eluding both forces.

The aspect, which calls itself Levistus and will be referred to as such from hereon, was now fully aware. He was no longer connected to the true Levistus and only a shadow of the might of the Prince of Stygia. Nevertheless, he was still a powerful being and capable of growing stronger. He has all the memories of Levistus, and while he did not believe himself the true Levistus, was not in the least bit disturbed by that.  His connection to Levistus was gone, only leaving the memories of the Lord of the Fifth and fragments of his divine might.

QuoteLevistus is generally unknown to the nobles of Hell. Bel is aware of him from before his rise to Lord of the First, but has no interest in dealing with him. There is only one fate for traitors to Baator's military machine; however, he has kept this knowledge to himself. He has loose plans to frame an enemy with connections to this Levistus at the right time, the knowledge is hoarded as a trump card. With Levistus's reputation as a traitor, the proper framing can make a connection damning indeed. Levistus knows that Bel knows, and has properly deduced the reasons why Bel has not informed the rest of Hell. Levistus made several new strongholds across the planes after this realization, to ensure safe retreat is available should he be used as a scapegoat.

Also, note the following is no longer true.

QuotePsionic (Ex)

Levistus has some fragments of psionic powers from the true Levistus. He is treated as a psionic character and has a power point reserve equal to a 36th level psion. However, he does not currently have any psionic abilities.

Levistus is now manifests powers at least as a 36th level psion and could possibly be higher.[/quote]

In general I played fairly close to their sheets, though I did make some alterations, some seen and some not.

The point of this is to show some of Hell's private politics and how someone like that ended up opposing you. Levistus really had nothing against Aurora, but Bel made an offer he couldn't pass up. The rogue aspect as noted there is bad enough, one with manifesting restored is far worse. Of course, a Bel desperate enough to do that and strike a bargain with such a being...well, that says a lot about how Aurora has strove and triumphed again and again.
Title: Re: Random DM nagging.
Post by: Yuthirin on February 23, 2018, 01:08:33 PM
Boy got stomped. Either way, he'll make Bel pay for it.
Title: Re: Random DM nagging.
Post by: Anastasia on February 23, 2018, 01:14:39 PM
I suspect Levistus would've held or even won the encounter without Hope. That was a tough party to face him, though at least you had dispelling so it wasn't a total disaster. Still, actually harming Levistus with that party is hard, as he can hit well past 100 AC and has good enough spell resistance, immunities and saves to stop most attempts cold.

Levistus got his manifesting out of it and will plot revenge, assuming Bel's around to take revenge on.
Title: Re: Random DM nagging.
Post by: Anastasia on February 26, 2018, 01:21:31 PM
Yeah, this is the sort of thing I don't want to robo someone for, so we're sort of waiting on Jaela. Just heads up in case you're wondering why I don't do something.

What Jaela does and how she does it may matter, that's not a choice I want to make for her.
Title: Re: Random DM nagging.
Post by: Anastasia on February 27, 2018, 02:40:54 PM
Cor? Are you there, Cor? Answer me? SNAAAAAKKKKKKKEEEEEEEE! COOOOOORRRRRR!

Yeah, still waiting and hoping on Cor, work must've gotten him fiercely. Hope verything's okay.
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 01:34:56 PM
Motion to name Rei-chan as an honorary devil.
Title: Re: Random DM nagging.
Post by: Ebiris on February 28, 2018, 02:57:47 PM
The power of destiny is the power to bribe the dicebot.
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 02:58:32 PM
Quote from: Ebiris on February 28, 2018, 02:57:47 PM
The power of destiny is the power to bribe the dicebot.

How terrifying!
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 11:37:49 PM
Post about if tomorrow or Friday is going to be my down day tomorrow morning, as well as more about that possible Saturday session. Laying low the rest of the night in the meanwhile.
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 11:38:12 PM
Also I wanna see page 400 of nagging.
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 11:38:18 PM
Now would be nice.
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 11:38:30 PM
Okay look, how many more posts does it need?
Title: Re: Random DM nagging.
Post by: Anastasia on February 28, 2018, 11:38:37 PM
There we go.
Title: Re: Random DM nagging.
Post by: Anastasia on March 03, 2018, 08:33:39 AM
Are any of you familiar with d10/d100 games?
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2018, 04:38:43 PM
7 years.

So much effort and time.

Lifasa is saved.

Congratulations!
Title: Re: Random DM nagging.
Post by: Nephrite on March 04, 2018, 04:50:29 PM
At least it didn't take 9.
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2018, 04:52:37 PM
That karma would've suuuucked.
Title: Re: Random DM nagging.
Post by: Corwin on March 04, 2018, 04:52:50 PM
Hurray!
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2018, 04:54:33 PM
I'm just glad we made it to see this day. Congratulations everyone!
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2018, 05:47:55 PM
Also remember to add the new ability you go to your sheets, y'all.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 04, 2018, 08:04:01 PM
Quote from: Anastasia on March 03, 2018, 08:33:39 AM
Are any of you familiar with d10/d100 games?
Like the White Wolf games? Exalted, Vampire, etc?
Title: Re: Random DM nagging.
Post by: Anastasia on March 04, 2018, 08:08:06 PM
Yeah, I guess. I just mean mechanically, not lore or anything.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 10:33:51 AM
Yuth, did you ever look at that PM I sent you last week?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 05, 2018, 11:34:32 AM
Anyone interested in a missed opportunity post?
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 11:57:11 AM
So I'm going to try and write daily about various aspects of B3 and analyze them. This is mostly off the cuff, so I'm writing freestyle rather than deeply refining this. Using lists since why not?

PC Death in B3: Good or Bad?

Quick review, we had the following fatalities:

Willim (did not return, dead as a doornail).
Jaela (resurrected, died against a Nessian Pit Fiend).
Afina (kinda sorta died or would've died if not gone Fire, I'll include her here).
Muirfinn (while he technically didn't die, I'll include him here).
Lief (zombied by Lixer).

In short, I believe there's a few reasons to have PC death in this sort of game.

1. Consequences matter, and without consequences both positive and negative, combat becomes meaningless, as does much of the sort of battle conflict D&D is based around.
2. Drama. Death is a drama point everyone can relate to and understand, both IC and OOC. Death gives a chance for those angles to be explored.
3. As this is a planar game that deals with the afterlife, death can take on all sorts of additional angles that it can't in a nrmal game.

Do I think death was useful in B3? Here's some reasons why.

1. Combat was often taken more seriously, especially after a fatality. It makes you invest in because you know things are dangerous and you could die, which makes players try harder and throw more into making sure a combat isn't a PC's last. Likewise, dangerous non-combat situations are also taken more seriously for the same reason. After her little mess in Fire, I imagine Afina (and Eb) never took that sort of mystical location lightly again.
2. Deaths provided gravitas and reasons to react. Willim's demise meant something and hurt Aurora, as did Muirfinn and Lief's capture by Taelfagn. These were milestone events in the game that stand out even now, as would have Jaela and Afina passing had they not managed to resurrect or embrace Fire, respectively. Dying sucks, but I feel each PC death meant something and had an undeniable impact on the game and world.
3. It made the themes of overcoming mortality more meaningful later in the game. If you've read my analysis of B3's Tiers (seen here (http://www.soulriders.net/forum/index.php/topic,103088.msg1052380.html#msg1052380)), you'll see that a theme of epic tiers is overcoming mortality. Death before hand is meant to contrast with this, as outsiders are largely beyond a permanent demise. A sense of apotheosis and ascension is meant to contrast with the mortal struggles of lower levels. In normal situations, if Taelfagn and say Jaela did battle, the loser would simply reform on their home plane.

Do I think death was perfect? Nah. It had some drawbacks.

1. Dying and losing PCs sucks. I know it, Yuth and Iddy know it, everyone knows it. I know it sucks, I don't disagree. Elrisa dying sucked, I had plans for her. Annalise dying sucked, even if I hit something of a wall with her. So on and so forth.
2. B3 was originally planned to only have generals as PCs. Needing replacement PCs put a pinch on this, as there was really no reasonable way to promote them short of blatantly OOC actions.
3. I don't really have a third here, but I want to keep the theme going.

I do think PC death in B3 was worthwhile in the end, even if a bitter thing best used sparingly and with the greatest consideration. Willim died in a tremendously dangerous raid to free Ilsenine and ultimately slay the Child of Lifasa. This was meaningful. Jaela died in the Burning Aeropolis to free over a thousand mortal captives of Hell. This was meaningful. Afina died in a quest that didn't matter much, but made a choice to avoid it that was the ultimate sacrifice she could make for the Crusade. That was meaningful. Muirfinn and Lief died because yes, Taelfagn and Hell itself is that terrifying if you walk into a trap, while Asmodeus is an unspeakable nightmare. Meaningful, but feels the least since I felt this one should have been avoided. Just unfortunate.

My main concern is if a PC dies and it was completely meaningless. A PC death that means something furthers the game and helps fuel the entire world. A meaningless PC death is...well, meaningless. It simply destroys rather than builds.
Title: Re: Random DM nagging.
Post by: Ebiris on March 05, 2018, 12:48:39 PM
Afina respected the mystical nature of Magmasoul just fine. It was a great little adventure of stealth and action and intrigue as she used all her wiles to get down to the bottom of that place. There was bartering, bluffing, fighting, all done on different levels against different guardians and obstacles. Having her get shitcanned by a dispel right as she was gearing up to actually engage in an epic battle with the fallen solar put a real dampener on the whole thing.

Of course given how her excellent elemental journey panned out over the course of the game, it was probably for the best.

In terms of death, she did have a short term death of personality since fire-Afina had amnesia until Simmer managed a heal spell on her. It's actually a bit of a shame that got fixed so quickly, since it was fun to play a more innocent Afina for a little while there.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 01:44:02 PM
Afina's situation notably turned out for the best, yes.

It is a shame that didn't last longer, but it's just the way the cards fell. I was okay with it since I felt it did enough.
Title: Re: Random DM nagging.
Post by: Corwin on March 05, 2018, 01:50:39 PM
While that's technically true, Jaela actually died since she chose to tank a Nessian's full attack instead of her mother. So she did die saving someone, just Hanna. She also was in a bad headspace for a large part of the Crusade, so sacrificing herself went pretty easily.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 01:55:52 PM
Fair point, I'd forgotten about that.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 05:09:14 PM
More replies are good.

Also, for the next one of these, preferences between:

1. Planar politics.
2. NPC thoughts.
3. Epic gameplay observations.

Let me know which you prefer and I'll tackle it first.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 05, 2018, 05:10:03 PM
2
Title: Re: Random DM nagging.
Post by: Ebiris on March 05, 2018, 05:10:13 PM
NPC thoughts sounds good to me.
Title: Re: Random DM nagging.
Post by: Nephrite on March 05, 2018, 05:11:18 PM
2>1>3
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2018, 08:16:07 PM
Quote from: Anastasia on March 05, 2018, 10:33:51 AM
Yuth, did you ever look at that PM I sent you last week?
Not yet.
Quote from: Iron Dragoon on March 05, 2018, 11:34:32 AM
Anyone interested in a missed opportunity post?
Sure, so long as they're truly missed and not something we could achieve in a future coda or another game.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2018, 08:16:55 PM
Quote from: Anastasia on March 05, 2018, 05:09:14 PM
More replies are good.

Also, for the next one of these, preferences between:

1. Planar politics.
2. NPC thoughts.
3. Epic gameplay observations.

Let me know which you prefer and I'll tackle it first.
2!
Title: Re: Random DM nagging.
Post by: Yuthirin on March 05, 2018, 08:18:05 PM
Also, Muirfinn resisting Asmodeus' power was very surprising.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 10:42:10 PM
Doing these in clumps, and Adrian out of order since I had him in mind. Generally I'm going from the top down in sheets and then will cover anyone not in that topic or who doesn't have a sheet.

Vivantha

Muirfinn's love interest. Okay, that's not fair, but that's where most of her focus was. So it made sense for her to fade to a support role after that entire fiasco. I liked her and her mode of talking, but ultimately, she was Muirfinn centric and hamstrung by his capture. At least she gets a happy ending.

By the way, I'd redo her build if I had to do it again. It was a little too dippy and a little too unfocused, plus I feel her prestige classes didn't really provide enough for her. Hindsight's 20/20 there, but a bard type is hard to screw up too badly.

Not much more to say for her, since she's been backburnered for a long time. A shame but B3 had a small glut of good bards even before Moore showed up. I'll talk about that more in Ebony's segment, as she was the ur-bard in my mind for B3.

Adrian

I've talked about Adrian before - he was one of the few I did an analysis of at B3's first long pause - so I'll keep him short. In essence, he's an every man, a normal person thrust into the planes and left to pick up the pieces of a shattered life. A warrior of passable intelligence and with few social graces, Adrian transformed himself into a passable leader and hero.

I enjoyed putting his extra stat points in Charisma, I felt that was a nice and concrete way to show him growing as a leader. As a note, as a hagspawn, he should be hideously ugly. The only exception to this is when the hag and the father of the child genuinely love each other. Perhaps that and his supernatural bloodline was enough to push him where most other mortals would have failed?

I feel Adrian was a success mechanically for what he was. Planar Champion is a great PrC for B3 and it showed, giving him options and letting him deal with things normally beyond a mundane fighter's grasp. To be honest, even in a non planes focused game, I'd consider it a strong option for a fighter PrC. A 3 level dip for see invisibility and attack ethereal makes life easier for higher level fighter types, plus the 4th level's competitive even in a game that sees little planar travel. When you need planar survival, you really need planar survival. You can even justify 6th level if you really want ethereal jaunt, but no more than that in a non planes focused game. It's probably the best fighter PrC in 3.5, but fighters curiously got the shaft on PrCs, so that's a low bar to clear.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 05, 2018, 10:55:43 PM
In regards to your mention of builds, I'd have done Surraruthru a bit differently also. I still think the Nightmare Spinner build I originally came up with would have been a really solid battlefield controller, but at the time I just didn't know enough about planning out builds and how feats/spells worked together to be at all successful at it. I figure I could do it passably well now, but at the time the number of feat slots required to punch through the almost universal spread of mind-affecting immunity combined with only a vague understanding of how feats at that level worked really set me up for failure.

On his rebuild, I'm honestly torn. While I really do like the idea of Surraruthru being a True Dragon, in the end, the mechanical returns on it were pretty small. Story-wise, it seemed to fit with his aspirations, which I admit were mostly background on my side. With the pace of things when he showed up, there wasn't a really good time for a background/development arc for him to go into his goals, and he wouldn't have gone into it with a non-dragon unless they seriously garnered respect/trust from him, and the group he interacted with was fairly small. The choice of Arcane Dragon was the only really fitting option for his personality and Abjuration mastery as well. In the end, I think his current combination of Arcane Dragon and War Weaver/Epic Weaving will probably cause him to focus on the exploration of the Tapestry and the Weave with the goal of maximizing it to levels of Slaad insanity. The goal is still Planar Tapestry. I do have vague notions of basing his entire demi-plane on the Eldritch Tapestry also...

That said, mechanically for his build and with War Weaver, I genuinely think going War Weaver/Archivist would have been the best choice for him. The number of additional buffs he would have had access to via Cleric and Druid spell lists would have been phenomenal, and the casting efficiency that would have come with putting heals and buffs into the tapestry would have been mind-boggling. Adding to that, him having access to Druid/nature magic would have felt really good considering he was a faerie dragon.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 11:07:48 PM
Kascha

Ah, Kascha. She was a favorite in B1 based on her introduction and resurrection into an eladrin at Seira's hands. A fun character but a background character, not truly meant for greater things as much as a useful piece to help establish faces in the Cauldron. B3 gave her a chance to rise again when she was recruited (more on that below) and became a loyal face for Aurora. She's kind, sweet but strong enough to stand up on her own and fight. A natural bookworm and scholarly student, she nonetheless throws herself into what she does earnestly. It makes for a fun character, especially when you mix in a mortal mind with an immortal lifespan and all she has seen as part of Arborea. After all, she knew about Titania and Morwel from that as well as other, deeper secrets of Arborea that few others know.

Yet she's a klutz who trips despite her superhuman Dexterity score. By the way, that's purely psychological. It's turned into a small way for her to retain a link to her more fallible human lifetime, something she can't bring herself to do anything about because she treasures what it reminds her of. Compare and contrast this with the previously mentioned themes of epic level characters overcoming mortality and becoming something more. It's worth noting Kascha never really was supposed to be that sort of hero - Seira gave her a second chance and circumstances propelled her on. When you think about it like that, are you surprised she has such a human flaw?

Mechanically she worked fine. Outsider hit dice on one side provide a good baseline while Wyrm Wizard is a great PrC if you have something making up for the loss of caster levels. It's one of those PrCs that can shine in gestalt if you shore up the caster level loss. It's not one I'd use in normal play since you give up a bit much for my tastes, but hey, it excels here. She was held back just a bit by using Seira's spell set, which isn't really a great fit for her, but she made up for it anyway.

Also, she's one part mother, one part sister and one party nanny to Surraruthru. I'm not sure how that happened, but it sort of did. Something about Surraruthru gets her mothering and nurturing instincts going. One of the mysteries, man.

She had a little something going on with Finnegan at the end of B3's first run as I recall, but I ultimately decided to quietly let that one fall by the wayside. No reason other than it didn't feel right for the characters then. Shit happens. Finnegan felt better without attachments while Kascha just wasn't quite there for me, not sure why.

Hanna

Hanna's a character that I always felt was a bit on the back foot as B3 went on. Her problems with Jaela was messy at times and the whole Annalise thing didn't do her any favors. Her story felt like a deep one and one B3 wasn't the right game to explore it in. All of her issues, her life and choices are deep but B3 ultimately isn't the vehicle to explore them. She has a life beyond Aurora, one usually only touched on in passing. Even the best parents - and no commentary on Hanna's parenting Jaela, please - can have a child they don't connect with well for whatever reason. Jaela felt like that for Hanna at times. In the end they did patch things up well and move on, so things look good for the future.

Hanna's growing annoyance, anger, resignation and ultimately acceptance of 27 was a nice background arc for her. It's hard to hate a dog who wants you to love them, and that's what ultimately got Hanna. That sort of pure love, even if expressed in an annoying way, tends to soften even a hardened heart. Especially when Ithea wasn't around, it gave Hanan more reasons to feel bad for him and let 27 worm his way into her heart. After all, angels are beings of divine love (as well as vengeance and rage against evil in Hanna's particular case), so it's only natural for Hanna. I hope you don't mind 27 coming along on your family trips, Jaela.

Hanna's body of work feels like it was mostly done pre-Coda and early in the Coda. She was a bit lost in the shuffle as well as purposely toned down later on except when around Jaela and friends. But then again, her arc was ultimately finished, wasn't it?

Anyway, Hanna's build worked fine. Champion of Gwyn is a straight upgrade to Barbarian levels, even if Hanna's cleric casting via planetar hit dice lessened the usefulness of it. It's a top tier PrC for a good reason, especially if you have the stats to take advantage of it.
Title: Re: Random DM nagging.
Post by: Anastasia on March 05, 2018, 11:17:59 PM
Quote from: Iron Dragoon on March 05, 2018, 10:55:43 PMSnip

Pretty much, though I do note your counter and boosting game were top notch to begin with. You more than pulled your weight there, so I think to a degree it falls into wistfully hoping for more. You bailed the party more than once with timely counters or giving them the extra numbers they needed to win, so I think your build was a success, regardless of improving it.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 05, 2018, 11:23:12 PM
Quote from: Anastasia on March 05, 2018, 11:17:59 PM
Pretty much, though I do note your counter and boosting game were top notch to begin with. You more than pulled your weight there, so I think to a degree it falls into wistfully hoping for more. You bailed the party more than once with timely counters or giving them the extra numbers they needed to win, so I think your build was a success, regardless of improving it.

Oh I totally agree. I'm just mentioning it more as a learning experience. I went into Surraruthru with my highest level character, ever, being a level 12 fighter. I think he was also my first real caster character. It was more just reflection on how things worked out and what I see now that I didn't then.

But yeah, he's S rank buffer/counter for sure. I'm sure there's spells I could have chosen better, but at a point after having poured over spell lists level by level, I just kinda burnt out on picking spells and established a standard of things. For example, I know for a fact having Celestial Valor ready would have been a super good choice, but having to mess with it and having a bunch of castings and its short duration was just a pain, and so were similar spells.

On the offensive side, I could have done more and I know it. But I never would have gotten anywhere near what Jaela, Afina, and Tryll could pull off so I just kinda rigged up some 'okay-ish' options and cruised with buffing/countering.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2018, 09:42:48 AM
Canderella

To be totally honest, I don't have a lot to say about Canderella. She's not a bad character, I like her even, but she's never been one with a lot of depth. Her issues tend to be played more for light amusement rather than deep reflection, which matches how self assured she is. If there's one thing she has in spades, it's self confidence - to the point she managed to mutually befriend Ebony, who is the last person you'd think would.

Mechanically she was a mess. Her rebuild helped, but she was a case of being too experimental and too dippy. I'm not sure how I'd fix it to be frank.

Sylvie

Not everyone who wanders the planes gets what they want. Those that do find their dreams sometimes find it wasn't what they needed, no matter how much they wanted it. This can be seen Sylvie, who is ultimately a tragedy of talent and circumstances. Her life went wonderfully and then became a nightmare in B2 thanks to Shar and Janson's demise. She was unable to accept that he wasn't coming back and left to travel the planes. Ultimately she became entangled in 21 and ended up keeping it in spite of all plans, which lead her to...well, whatever awaits her as she continued to change as the game reached its climax.

Make no mistake, in 99 of 100 times Sylvie could be powerful, happy and well off if she applied herself. This is the 100, a time where circumstances went brutally wrong and kept going wrong when it mattered. She was never able or willing to fully heal from losing Janson, which lead her to her journey, which lead her to 21, which lead her to that tragic fight with Jaela over 21, which lead to her keeping it longer and longer. For all that it's usable by mortals, 21 was never meant to be and is more than what is seen. The tools of the Incarnations are not mere magical trinkets to be used, but things far more primal and grand.

21 has changed Sylvie and will continue to change Sylvie. Where that path will go...well, none of you know and may never know. I only hope she finds happiness again one day. Sylvie wasn't meant to keep 21, but circumstances are circumstances and she's taken on a destiny meant for another. Rather fitting with the heavy destiny of Balmuria's world, no? At least it got rid of Taelfagn forever, which was worth the price of admission.

Mechanically I really enjoyed Sylvie's build. Factotum is rock solid with support, especially as you gain levels and can help fill it in more. Chameleon is also good - to the point I consider it soft banned in gestalt, Sylvie got grandfathered in. Together and with a few dashes of other classes for flavor and direction, it's top notch and let Sylvie do almost anything she wanted. Playing a genuine, nearly omnitalented character was fun. In the end I prefer someone like Adrian or Kascha, who is more focused, but Sylvie was well worth the mechanical effort.
Title: Re: Random DM nagging.
Post by: Ebiris on March 06, 2018, 11:35:20 AM
Canderella and Ebony doing stuff in the background was always a nice bit of set dressing if nothing else.

As for Sylvie, at least she seemed to have fun hanging out with Ithea and Balyss and Simmer? The timeline where Janson got resurrected then retired from adventuring is probably much nicer though, yes.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2018, 11:49:48 AM
It was, those two made good background whenever desired.

I'm not saying Sylvie didn't have fun at times, but her overall story arc is tragic. Especially later on as 21 was understood by her more. Her trip to the Far Realm and managing to lie with 21 briefly opened a door for her, one she ultimately chose to step through. Not that she liked it, but well...[spoilers].
Title: Re: Random DM nagging.
Post by: Yuthirin on March 06, 2018, 08:35:47 PM
I always got a kick out of Canderella trolling Vivantha.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 12:02:34 AM
Tepen

Tepen is a tale of two characters, but at heart he's an old man thrust into one last war. He was given horrible circumstances and survived, all by being a mentor, sage and supporter for Aurora. Not every hero is one who fights directly, many heroes are nurturers who see the wisdom in supporting others and letting other heroes grow. Above everything else, Tepen is a teacher. Aurora was his class and he made sure they graduated with flying colors.

When all else said, isn't that enough?

Unlike a lot of other characters, I don't have deep thoughts on Tepen. He works for exactly what he is.

Mechanically Tepen worked fine. Splashing in factotum was amusing, but the simple truth was that he was intentionally uninteresting mechanically. Tepen doesn't need to be interesting mechanically, he just needs a wizard spell selection to cover what he needs to cover.

Misalea

Misalea faded greatly in the coda. No reason in the end other than I feel she got a bit lost in the shuffle. That being said, she was good at what she was, a minor character who took up a fallen NPC's blade and tried to fill her shoes. She had a decent story arc there, one that could've had more time but still did what it needed to do. Still, she slipped into blandness as things went on, so I let her mostly retreat into a safer role.

Her romance with Adrian was purely a fluke of the dice, one I went with since why not? It's perfectly normal for two people to meet and hit it off, and sometimes it keeps going until rings and vows are exchanged. It was nice and ultimately not really focused on heavily. It was a story but not really any of your stories, one between those two alone. I can't imagine what their children will be like genetically - a star elf with a fey bloodline and a hagspawn with dragon's blood equals ???. Spoiler: Elf base with all sorts of odd traits and add ons. Adrian's a fairly muscled and large warrior, combine that with the dragon blood and you'll likely see abnormally tall children if nothing else. That trait's likely to breed true thanks to the dragonsblood. They'll likely have a natural bend to being sorcerers, as that's one of the few things all of their genetics agree on.

The fact that they can even breed is one part D&D and one part Selune, FYI. She's had her eye on Adrian awhile and she has an interest in mothers and childbearing, so a tiny push there solved a few potential problems. Magical prenatal care doesn't hurt, either.

Mechanically Misalea is an absolute mess. She needed a rebuild, never wanted to do it, ugh. If she ever sees action again, it'll be after a lengthy rebuild.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 12:04:35 AM
Today's post was late, blame life. Tomorrow's I'll hit Dana and Baleruk, hopefully in the morning.
Title: Re: Random DM nagging.
Post by: Ebiris on March 08, 2018, 01:20:15 PM
Misalea basically got superceded by Mirima as far as Graceful Blow representation goes when the latter showed up.

Also she caused trouble by refusing to use her bard buffs to help people out whenever she took part in fights which definitely took some of the shine off her.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 04:01:20 PM
Quote from: Ebiris on March 08, 2018, 01:20:15 PM
Misalea basically got superceded by Mirima as far as Graceful Blow representation goes when the latter showed up.

Also she caused trouble by refusing to use her bard buffs to help people out whenever she took part in fights which definitely took some of the shine off her.

Yeah, no argument to any of that. You aren't wrong.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 04:12:46 PM
Yuth and Cor are still finishing up, but we're winding down fast.

So hey, what about that game while I take a vacation. Was that gonna happen?
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 04:15:19 PM
Also Yuth, I'll try and get with you Saturday or Sunday for a long posting run.
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 04:21:25 PM
A bonus credits post will be up once everyone's done, just FYI.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 08, 2018, 04:46:42 PM
Sunday would be best
Title: Re: Random DM nagging.
Post by: Anastasia on March 08, 2018, 10:30:44 PM
Quote from: Yuthirin on March 08, 2018, 04:46:42 PM
Sunday would be best

Cool, we'll see how it goes.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2018, 08:10:25 AM
Dana

Not every hero is a shining exemplar. Every so often you get one who is a hero for other reasons, far from altruistic. In Dana's case, she's a messed up woman who is more at home fighting than talking, killing than romancing, bleeding than nurturing. A brute who wants pain rather than pleasure, she combines this with an innate disrespect for authority, challenging nature and altogether defiant attitude. The fact that she's also an aasimar is one of those strange, strange quirks of fate.

Anyway, I always enjoyed playing Dana. She was intensive to run and required a good mood and mental clarity to make her diatribes flow well, but she was fun. She worked. I always felt Dana had a unique voice amid Aurora's cast, one willing to be her own person and not giving the slightest of fucks about what anyone else thought of her. An egotist who was only non-evil because she preferred to beat up evil and a lack of any one thing that pushed her into wickedness, she fought the good fight with Aurora.

To point out an elephant in the room, Dana is a masochist. That's obvious based on how she acts. That by itself isn't intrinsically evil. It can easily go there and usually does, but merely enjoying pain isn't an innately evil thing. Likewise being defiant of authority isn't automatically evil - it's chaotic if anything. The fact that she likes to fight isn't good or evil, it's D&D where combat is a big deal on all sides. She's the sort of person who could easily be NE or CE, but never really found a motivation or push into it, so ends up firmly neutral. She's a bit of an odd duck as far as alignment goes, as she has a lot of calling cards of someone who slips into evil, but somehow it never happens. Maybe her aasimar blood is good for something after all.

Mechanically Dana sucked at first, then got a rebuild into a pure psychic warrior/fighter type. Her new build was much better and one I enjoyed, it's a shame she wasn't in a game where she got more focus with it. I really enjoyed what she did with it.

Baleruk

THE MIGHTY BALERUK-ah, heck with it. Baleruk's a lot of fun but he's essentially a study in egotism. That's his entire purpose, draconic arrogance and selfcenteredness taken to the next level. He got dumb lucky that the PCs decided to aid him instead of stop him, then he managed his apotheosis after all. By any standard of planar politics he's won beyond his wildest dreams, even with a curse laid on him.

I really enjoy Baleruk, especially that for all his belligerent nature, he ultimately tends to fold if push him just so. For all his bluster and noise he's a bit of a house of cards, something that made interacting with him fun. It lets his windiness get punctured on occasion, which does a lot to make him more likeable. Y'all picked up on that as time passed and you gained skill in wrangling the dragon quasi-power.

Mechanically Baleruk was simple. Not much to say here, his lack of classes in gestalt is eh. Probably a mistake in hindsight and something I'd rebuild him out of for power reasons, but at the time I was worried he'd be too strong. Whoops.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2018, 10:09:01 AM
Any further announcements about B3 or future gaming will be in here. I'm going to try and post something in here every day, responses are welcome. Most of this will be B3 analysis, though some will be about future gaming as well. Incidentally, my vacation won't begin until I finish up with Yuth soon enough and post the credits topic.  So the absolute earliest we may be gaming again, and that's if all the stars line up, is mid/late April.

I may try running two smaller but interconnected games, or simply two different games with a smaller PC cast. I don't know right now.

This is also the one chance y'all have to suggest new game ideas. Not veto or oppose ideas, just suggest them. I reserve the right to reject an idea for any or no reason whatsoever.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 09, 2018, 01:20:00 PM
What about the mothballed Aurora search and rescue thing? Small teams, recon/strike based and single mission at a time type deal?

Or to build off of Afina's exploration thing, exploration type deal. Reborn world with new dungeons or devil and traitor stronghold/fort exploration?

Edit: Exploration thing doesn't even really have to be dungeons or anything. Could just be teams sent out to look for resources or places to settle and mapping the world type stuff.
Title: Re: Random DM nagging.
Post by: Nephrite on March 09, 2018, 03:00:49 PM
I'll just throw up here that I'd be sad if B3 was never revisited again, so I hope we can return to it after a proper vacation has been had, even if it is on a much smaller scale.

I'm always down for either a steampunk type game, or something like 'D&D but in the 1600s' or something.

Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2018, 03:38:50 PM
Quote from: Iron Dragoon on March 09, 2018, 01:20:00 PM
What about the mothballed Aurora search and rescue thing? Small teams, recon/strike based and single mission at a time type deal?

Or to build off of Afina's exploration thing, exploration type deal. Reborn world with new dungeons or devil and traitor stronghold/fort exploration?

Edit: Exploration thing doesn't even really have to be dungeons or anything. Could just be teams sent out to look for resources or places to settle and mapping the world type stuff.

Not a bad vehicle for a B3 connected game, if that's the path I go with.

Quote from: Nephrite on March 09, 2018, 03:00:49 PM
I'll just throw up here that I'd be sad if B3 was never revisited again, so I hope we can return to it after a proper vacation has been had, even if it is on a much smaller scale.

I'm always down for either a steampunk type game, or something like 'D&D but in the 1600s' or something.

I do plan to keep at least a toe in Balmuria in general, so likely something, maybe one on one if someone can't make sessions for anything else. We'll see.

Also steampunk is soooo not my thing. I don't do much around it since I don't really get it, which in turns means I don't connect to what people like in it. Tends not to work well for anyone.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 09, 2018, 03:52:53 PM
Quote from: Nephrite on March 09, 2018, 03:00:49 PM
I'm always down for either a steampunk type game, or something like 'D&D but in the 1600s' or something.

Warhammer Fantasy. Books are easy to find.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 09, 2018, 03:56:40 PM
We could try something like with the lost realm. Sudden awakening with only vague feelings, discovering where we are across the planes and trying to get back to Aurora. Could do something with fey reborn along with Lifasa, being called back to court via Titania's influence or the like.

Enter the foundations of the rainbow court, maybe.

Edit: Not to Aurora, to Lifasa.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2018, 04:26:34 PM
Quote from: Iron Dragoon on March 09, 2018, 03:56:40 PM
We could try something like with the lost realm. Sudden awakening with only vague feelings, discovering where we are across the planes and trying to get back to Aurora. Could do something with fey reborn along with Lifasa, being called back to court via Titania's influence or the like.

Enter the foundations of the rainbow court, maybe.

Edit: Not to Aurora, to Lifasa.

Shall be considered, though I probably won't reuse the amnesia gimmick again.
Title: Re: Random DM nagging.
Post by: Anastasia on March 09, 2018, 04:31:48 PM
Going to review the game options I put up before.

Quote from: Anastasia on February 08, 2018, 05:03:05 PM1. 1-2 B3 characters in some sort of offshoot. This would likely be side gamey or include a couple of people with fresh PCs along with a few old PCs. It could even be the dreaded find Ithea quest. (Probably not that.)

Plausible, we'll see. I have nothing really against it, though it may be more diffused than this concept. Maybe one person or two people at most. I dunno.

Quote2. Something dealing with B1r. I have no idea if I'll even be up for it - one high epic game after this one is really a lot to ask from me right now - but I'm including it since I want to finish that game in my lifetime.

I honestly don't know. As much as I want to finish it, I need to rest and see if I'd even have the energy to ponder that sort of game. The effort would be tremendous. I'm not even going to worry about it until I've had some time and decide if I even want to try that angle right now.

Quote3. Something a little more modern. I'm not sure what exactly. Something in the modern day, maybe.
4. Trying something with a homebrew system? I dunno, a game design exercise might be fun.

These would be paired in some way. I'll see about making a revision of the alpha soon enough.

Quote5. B5. I promised this when I paused that game, we'll see where I'm at then. I honestly need to refresh myself on that and the terror of Erad.

I dunno, maybe. I'm trending away from this for a variety of reasons that come down to wanting a fresh start away from them, but we'll see.

Quote6. Vastwoods 2? Probably not I suspect, but including it for now. My thoughts could change for the 'shroom's sake.

Very mildly tempted, but in the end I'm leaning away from it. I may change on this if I want more D&D but wanna run something a little different. As much as I like the Vastwoods, I do feel it ran its course with the gimmicks it had, though it doesn't mean a reprisal may not find fertile ground. I just don't really know, y'know?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2018, 06:57:45 AM
Sage Vul'lath

Sage Vul'lath was originally a throwaway character if I recall, a minor sage to give the PCs a lead towards Medicant. As PCs tend to do in this sort of game, they saw something in him and ultimately recruited him for Aurora. He's worked out for what he is - a taciturn fellow who nonetheless provides and has extremely good practical reasons to stay with Aurora. Plus hey, people like Calleigh need someone to tell them to be quiet in the library.

All that aside, I like Vul'lath because he fills a niche, does it well and fits in. As part of the library crew, he's an invaluable resource without being overbearing.

Mechanically he worked out fine. Savant fits him (especially sneaking in some minor healing) well, so no complaints there.

Only one today, it's Saturday. Ebony and Balyss are next, both will be longer and I don't feel like it right now.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2018, 02:19:16 PM
A few questions, out of curiosity.

Moore chickened out of knowing who he was on Lifasa, but it got me kinda curious. Same with Lucy. I'd also like to know whether anyone else in that crew was from Lifasa.

Mirajane's origin, and whether it was prearranged for us to find her. Also, how much of her future insight was flavor and how much actually happened?

What would Auril want on Lifasa? In practical terms, since we did offer the whole proper balance aspect. Are we talking some ice, frozen mountain range?

Is the devil ban on Lifasa similar to the planar ban that was on the Balmuria Prime? Can it be studied by us, or it's the realm of high DvR deites?

Speaking of that, are we basically Powers on Lifasa, similar to how Marianne was in Balmuria or how the Padisha is? Or you changed that mechanic?

What was the deal with the aquatic Avenger's spear (and the coin)?

Are we good with Bahamut, now, or he helped us out but is still keeping our nifty forehead tattoos?

What's the in-universe explanation for Ithea?

What did Lixer achieve by blowing up his Vacuum fortress and polluting the plane of absolutely nothing with tons of ghosts?

Is the Kossuth-serving Lifasa dude going to come visit Lifasa? I'm totally Sending him an invite.

Are Vul'lath's acolytes finally at morale 100?
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2018, 04:45:15 PM
Quote from: Corwin on March 10, 2018, 02:19:16 PM
A few questions, out of curiosity.

Moore chickened out of knowing who he was on Lifasa, but it got me kinda curious. Same with Lucy. I'd also like to know whether anyone else in that crew was from Lifasa.

Moore chose not to know, so I'll respect his decision and not spoil it. Lucy was not from Lifasa, nor was Pepo or Veren.

QuoteMirajane's origin, and whether it was prearranged for us to find her. Also, how much of her future insight was flavor and how much actually happened?

You know what Mirajane is, you helped create her. It was nudged that you may find her, but it wasn't purely fated by any side.

QuoteWhat would Auril want on Lifasa? In practical terms, since we did offer the whole proper balance aspect. Are we talking some ice, frozen mountain range?

Influence and power, of course. Chances to grow. Deities are all about spreading what they are. She's making sure she has a stake in Lifasa instead of being frozen (sorry) out. It was a chance for her to get influence for little to nothing. After all, if Abigor won that battle so be it, but if Aurora won she wins too. She wasn't married to keeping Abigor so she took a situation and made it so that she wins either way.

QuoteIs the devil ban on Lifasa similar to the planar ban that was on the Balmuria Prime? Can it be studied by us, or it's the realm of high DvR deites?

It's a little different. It can be studied and understood, but it's profoundly unproductive in the end. You could recreate it by having another world dominated by Hell for years and then have a similarly unlikely recovery involving powers on both sides, but otherwise it's not something you can recreate. The odds of getting the circumstances for it to happen again are so close to nil as to be indistinguishable.

It's an amazing thing but it's simply not reproducible nor does it give any useful insights you couldn't get elsewhere.

QuoteSpeaking of that, are we basically Powers on Lifasa, similar to how Marianne was in Balmuria or how the Padisha is? Or you changed that mechanic?

You are not. You simply have Lifasa greatly bolstering you when you're on Lifasa, as well as a sort of symbiosis that allows you to exist there without wounding the world.

The mechanics the same, but it's just not really important unless you're a power or deity. Since they both use divine rank to cover the mechanical end, it's not a huge deal from your perspective.

QuoteWhat was the deal with the aquatic Avenger's spear (and the coin)?

Refresh me on that?

QuoteAre we good with Bahamut, now, or he helped us out but is still keeping our nifty forehead tattoos?

The tattoos haven't gone away. After all, Bahamut has his duty, no matter how he feels about it. Frankly, the duty Io laid on him doesn't give a fuck about your situation or if you're really good people besides helping Baleruk.

It's shown that another deity can break them, though, so it's certainly a course you could investigate.

QuoteWhat's the in-universe explanation for Ithea?

Sharess sponsored sabbatical. It was left vague in case I needed wiggle room if Merc rejoined. Don't hold it against anyone there, it was an IC placeholder for an OOC situation.

QuoteWhat did Lixer achieve by blowing up his Vacuum fortress and polluting the plane of absolutely nothing with tons of ghosts?

Spreading his influence and control in Vacuum. Do you really want to imagine what all those ghosts could do to Vacuum, to change it to Lixer's will and slowly influence parts of it? Imagine if Lixer was also considered an Archomental of Vacuum as well as a Prince of Hell. Yes yes, once you get the suck jokes out of your system, I think you can see the sort of plan he had. Even if Aurora wins, it furthers another goal. Hell's big on that.

QuoteIs the Kossuth-serving Lifasa dude going to come visit Lifasa? I'm totally Sending him an invite.

At some point. As I recall mentioning before, he was meant to be your strategist, the meeting with him just went wrong.

QuoteAre Vul'lath's acolytes finally at morale 100?

Yes. They and the pixies are celebrating together.
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2018, 05:08:52 PM
In reference to how people born in the Lost Ream work with 'escaping', since they were born there:

<Lisa> How does it work for people who were born there in generations?
<Lisa> Like Jetina?
> They still have a chance to escape, because Creation is looking for warriors with the potential to help stop Shar. Otherwise they live a normal life and are sorted afterwards. They're given special dispensations agreed on by all parties to help sort them out due to the nature of the situation and being blameless.
<Lisa> Hmm
> Hence Jetina awoke in Celestia and was given a chance to choose who she served.
> Without it being held against her in the slightest.
<Lisa> So souls are generated rather than waiting somewhere to be reused
<Lisa> Works for me
> In the Lost Realm? Yes.

People who appear in the Lost Realm without memories are inserts from outside. People born there are normal offspring and not recycled souls from outside or anything.
Title: Re: Random DM nagging.
Post by: Corwin on March 10, 2018, 05:11:22 PM
100% COMPLETION!
Title: Re: Random DM nagging.
Post by: Anastasia on March 10, 2018, 05:13:08 PM
Baleruk approves of that post.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2018, 10:28:08 AM
Post later today, working on credit post ahead of time.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2018, 10:11:17 PM
Serious DM post a sec.

Make sure the trait you got for liberating Lifasa is on all of your sheets. Post here with confirmation when you have done so. I will nag over this, as in case any of these characters are used again, I don't want the bookkeeping hassle in the future. Get it right now.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 11, 2018, 10:18:49 PM
Donez.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2018, 10:19:49 PM
Excellent. One down.
Title: Re: Random DM nagging.
Post by: Nephrite on March 11, 2018, 10:54:52 PM
It is on there.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2018, 11:06:37 PM
Thanks Neph. That's two.
Title: Re: Random DM nagging.
Post by: Anastasia on March 11, 2018, 11:19:29 PM
Balmuria 3: August 23rd, 2011 to March 11th, 2018. What a run. Thank you, everyone.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2018, 12:23:21 PM
I'm gonna try rambling on epic 3.5 D&D today and see where it goes. Expect randomness and unrefined thoughts, so bear with me.

So how does epic level gameplay in 3.5 work out? Well, if you're willing to invest hundreds and hundreds of hours of making original content, rebalancing and creating custom characters? It works pretty well for what it is. The problem is that the ELH has issues and fitting it into any cosmology requires a ton of work, which in turn mandates getting your higher cosmology in order. I view the epic level rules as written a general guideline to be filled in and expanded. Build with them as a base after getting that in order and you'll be okay. It's as much a question of work invested rather than a question of talent. 90% effort and maybe 10% talent, y'know? You have to be willing to do a tremendous amount of work.

All the normal caveats of high level D&D apply, of course, some even more so. Party balance is still a concern - though gestalt helps mitigate this somewhat - and one epic level party may have wildly different abilities from another epic level party of the same level. The sheer versatility and variety of 3.5's mechanical options means you can have PCs all over the place. Generally speaking, the DM has to understand this and ensure the party isn't too incompatible in either direction. This takes work for the DM, since epic level characters are part of the world. They have to fit in to how epic levels work in your cosmology and your game. Moreover, anything that the PCs can do is something that can theoretically be done by others, too. So if you let, I don't know, an epic Emissary of Barachiel really abuse its abilities, this should be a known factor in the game world and the game world should be impacted by this. Epic PCs shouldn't exist in a void, but be part of the greater whole. Which means even more work, naturally.

Generally speaking, barring unique abilities owned by a unique creature, powers that the DM puts out and that the PCs use should be understood to be part of the game world. That's one of the deepest challenges of 3.5 at any level. If Dracos the Evil Necromancer casts an instant death spell on the PCs, what's to stop them from hurling the same at their enemies? How about an evil cleric who uses a few stupidly jacked up Diplomacy checks to arbitrarily convert the PCs to evil ala a reverse Emissary of Barachiel? With epic's expanded level of power, options and power level, this can be even more of a problem. It's another challenge of epic level gameplay. I cheat this somewhat but cordoning some abilities as unique abilities to a creature or as sailent divine abilities for deities, which are naturally beyond the PCs to copy unless the DM says otherwise. Even then though, great care and consideration needs to be used.

Of course, on top of it, if you do that? It's not unreasonable to let your PCs have a hole card or two of their own. You could even say that's perfectly fair. Which means you need even more work, time, thought and effort into balancing things and making everything work out. Maybe they learn a special move via an adventure. Perhaps they go on a quest to gain a template and pay a reduced level adjustment for it. Whatever it is, if you present a cosmology where the elite have abilities above and beyond, it's entirely fair for the PCs to want the same when they become elite.

This is beginning to illustrate the sheer amount of work I went through in B3.

I like epic gameplay a lot. I enjoy the power PCs have accrued and seeing how that stacks up in the realms of myth and legend.  It's a a real treat to have your PCs be powerful enough to consort with the actual movers and shakers of reality, to see behind the veil a bit and grasp more of what's going on.

But it's so much work.

It worked fairly well in B3 for this. A few caveats I'm going to get out here now about that, half feedback and half just me meandering further along.

1. Early PCs (Jaela, Afina) had a bit of an advantage over later comers. This is mostly in part of being around longer to rack up more treasure, goodies and bonuses beyond the normal scope of treasure. Jaela was probably a bit over optimized as well for the game level - I honestly thought the same about Annerose at times in B5 - and I think his is mostly a mild difference of opinions and understanding of power levels between Cor and I.

2. Surraruthru's rebuilds (3? 4?) made him a bit of a planning mess to balance. Some of his capabilities changed considerably over the game, which had some knock ons. I'm fairly generous with rebuilds - I try not to use them much on my end but it does happen sometimes - but I think Surru would've been better with less rebuilding and more focusing on what he had. On the other hand the true dragon thing was is his quest so I dunno. That one at least is on me.

3. If you go look at C&M over on the Rules and Setting board, you'll notice most epic level creatures don't dip much. Counting racial hit dice as a class here for the sake of ease, most builds have 2-4 classes and most lean more towards 2 than 4. I tend to keep it simple when simple works. PCs generally don't and micromanage every level gained. To be fair I had NPC allies do the same when applicable to keep up. Now I do tend to tweak when I use something from C&M in active gameplay to compensate for this and other things, but it is worth noting. Anyway, point is that PCs can generally wring more per level/HD than a monster in there because they're optimizing more. This doesn't neatly fit into the cosmology so I adjust.

A lot of that is my preference to keep builds clean. I'd rather have a fighter 30//marshal 30 and add a few custom things to balance rather than a fighter 30//marshal 2/paladin of freedom 2/battle dancer 1/fatemaker 10/ect ect to deal with. The DM can go for more holistic solutions beyond classes rather than working in the confines of classes, while PCs aren't so liberated. I honestly think doing this is good design, so long as PCs have the chances to get their own shinies like that (as discussed above).

Anyway, B3 broadly worked but I put a lot effort into it and the power levels were out of whack at the end for the cosmology (you all were 27 HD and probably fighting closer to the mid 30s+ in CR encounters regularly). In a future game I'll probably either enforce less dipping or be a stingier with handing out extra bonuses for longer term games. I dunno, still throwing that one around and trying to find the best way to do it.

More later, really just airing out a bunch of thoughts and seeing how they look a few days later.
Title: Re: Random DM nagging.
Post by: Ebiris on March 12, 2018, 02:24:24 PM
Afina is updated for cash and special traits as of game end.
Title: Re: Random DM nagging.
Post by: Anastasia on March 12, 2018, 02:27:09 PM
Thanks. That's three.
Title: Re: Random DM nagging.
Post by: Anastasia on March 13, 2018, 03:05:47 PM
Not sure I'll have a post today, or if I do, it'll be after work.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2018, 10:51:56 AM
Lessee.

It's still early on in my vacation, but I'm pretty sure I'll be running two smaller (and possibly shorter) games rather than one larger game. This is still uncertain, but that's the way things are leaning right now. One will be a lower impact post based game that's flexible with hours, a sort of gaming catch all for those of us with timing issues. I may potentially try a small IRC game and see if my eyes can handle it. Emphasis on may, this is far from certain. A third game isn't impossible, maybe some sort of solo game if circumstances move that way, but that books things pretty heavy.

One of the games may be some sort of Aurora sub group potentially, Iddy (or someone, I honestly forget) had the idea of a special ops group that does rescues and missions for Aurora on a smaller scale. That might get used, it might get used with a different group. I'm not really sure.

One game may use that custom system I'm chipping away at. That's a big if, assuming I get it to a place I'm happy using it within a month's time. It may need longer in the oven than that. If so, it will probably in an original setting that's essentially a dumping ground for people and beings from various and sundry shows, books, series and so on. That's also in development. The only caveat I really have for it now is that if it does happen, it'll be a situation where healing is harder than a typical D&D game.

If the way things work out is that Moore ends up in a solo game, it'll probably be something focusing on planar politics in Balmuria. We both enjoy that and a deeper exploration if it could be fun.

B5's looking less likely, as in retrospect that game should've wrapped when Maggen went down. It's possible PCs and NPCs from it could show up elsewhere in other Balmuria games. I've wanted to get in really deep with a game dealing with Auril and her faith for some time, but ultimately I don't feel B5 morphing into the vessel for that is a good fit. I enjoyed it the most when it touched on T's stuff and him being hustle-y ala Burn Notice, I think that zone for it's gone and the big bad also went down.

Vastwoods is being toyed with. As of now there's really three options and none quite appeal: 1. Sal Farano arc/story, with or without new characters. 2. Something around the homestead with new PCs. 3. Exploring another part of the largely undefined world. I recall being interested in running the first after Lost Realm, but it wasn't the right game at the time and right now none of these feel like the right game.

Speaking of, due to Moore and Lucy being used, Lost Realm can be considered part of Balmuria. I had hooks to integrate it into virtually any setting, I recall that I posted those (and if you remember, the mention about the Lost Realm basically being an anti Shar thing was spoiled there in the case Balmuria used it), so this shouldn't be any surprise. I'm not going anywhere with it and I don't think it'll get used directly again, so consider this a clarification there. This also means that yes, Veren and Pepo are out there somewhere. They may or may not ever appear.

One thing I briefly considered is a SMRPG 3, with the call for the Sailors coming as adults. Basically recasting the entire thing through people with lives and families instead of as a teenage thing. I don't think I'll use this in the end, but I've mentioning it to show I'm turning over lots of rocks in my downtime.

The idea of an Eberron game came to mind, but I don't much like Eberron. No real reason other than it's not a setting I'm into. It's a little too, I don't know, revisionist D&D? It feels like someone seeing the typical D&D milieu of 2nd and 3rd edition and deciding to tilt it around and see what comes out. This could be the purest bullshit, I'm really just stumbling to define why I vaguely dislike something and that can be really hard to do.

More tomorrow or later today, just airing out more thoughts. It's not B3 analysis, but it is relevant.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2018, 02:03:00 PM
Also, if anyone wants any custom 3.5 material done, feel free to suggest it and I may do it during my downtime. Emphasis on may, no promises.

Yes Iddy, you have an obligatory post to make.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2018, 02:05:41 PM
Some info from that never finished rebuild of Ellese:

Ellese

Half Celestial 4/Ranger 6/Death Delver 16//Sorcerer 26

Size/Type: Medium Outsider (Native)
Hit Dice: 4d4+22d8+390+26+52 (660 hp)
Initiative: +7
Speed: 30ft
Armor Class: 38 (+7 dex, +7 wis, +1 sacred, +11 armor, +2 natural)
Base Attack/CMB/CMD: +20/+25/50
Attack: Maifera Tahl+28 (1d8+8 plus +2/2d6 vs evil outsiders 19-20 x2)
Full Attack: Maifera Tahl+28/+23/+18/+13 (1d8+8 plus +2/2d6 vs evil outsiders 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, smite evil, favored enemies (evil outsiders+4, lawful outsiders+2), channel energy 12/day (7d6; DC 27), fear aura.
Special Qualities: Damage reduction 15/epic, damage reduction 2/- (moonlight only), immunity to acid, disease and poison, resistance to cold and electricity 10, spell resistance 36, darkvision 60ft, fast healing 7, wild empathy, solitary savior, deathsense, deadened soul, spontaneous casting (cure spells), death ward 5/day, cheat death, mantle of life, nine lives (9 left), school mastery (evocation; +26).
Saves: Fort +33, Ref +22, Will +33
Abilities: Str 21, Dex 24, Con 40, Int 19, Wis 24, Cha 28
Skills:   needs concentration, heal, K:R
Feats: Toughness(1), Eschew Materials(S1), Arcane Mastery(3), Track(R1), Empower Spell(S5), Steadfast Determination(6), Endurance(R3), Combat Expertise(R4), Rapid Metamagic(9), Energy Substitution(Acid)(S10), Energy Admixture(Acid)(12), Diehard(DD4), Easy Metamagic(Energy Admixture)(15), Maximize Spell(S15), Acidic Splatter(18), Quicken Spell(S20)
Epic Feats: Epic Toughness(21), Epic Spell Capacity(DD13), Specialized Metamagic(Energy Admixture)(S23), Improved Metamagic(24), Fast Healing(DD16), Ignore Material Components(S26)
Alignment: Neutral Good

I believe I even houseruled school mastery for her.
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2018, 02:08:50 PM
33. One for the blasters out there: School Mastery (Evocation) for sorcerers in Dragon 357 now adds your class level as bonus damage to evocation spells. It replaces the flat +1 and still only applies on spells that deal hit point damage. For example, an 8th level sorcerer with this ACF deals an extra 8 points of damage with an evocation spell that deals hit point damage.

I did. It's still not that great, since you have to run pure sorcerer, but y'know. If you're focusing on evocation and taking pure sorc levels, you've made a choice anyway.
Title: Re: Random DM nagging.
Post by: Corwin on March 14, 2018, 03:15:05 PM
Quote from: Anastasia on March 11, 2018, 10:11:17 PM
Serious DM post a sec.

Make sure the trait you got for liberating Lifasa is on all of your sheets. Post here with confirmation when you have done so. I will nag over this, as in case any of these characters are used again, I don't want the bookkeeping hassle in the future. Get it right now.

Done that.

One potential change remains, so since you asked about your downtime 3.5 work, how about revisiting this (http://www.soulriders.net/forum/index.php/topic,101729.msg1097598.html#msg1097598)?
Title: Re: Random DM nagging.
Post by: Anastasia on March 14, 2018, 10:58:18 PM
What got my goat about it? Oh right, untyped bonuses. Yeah, that would do it.  I'll get back to you at some point in downtime.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 15, 2018, 11:11:40 AM
Obligatory custom post:

Death Druid and Master of the Unseen Hand rework. That's it off the top of my head. I'm sure I've mentioned other ideas but that's all that comes to mind.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2018, 01:02:43 PM
I'm going to write about PCs in more depth later, but have some starting thoughts.

Afina: Her slow growth throughout the game was highlighted at the end. She had become much, and yet now had to face the reality of winning. Without a Crusade, can Afina learn to live? I'd like to think so, but the question will be resolved as she wanders Lifasa.
Jaela: In the end, she grew and found hope after wound after wound. I feel the ending highlighted that she has things to live for now, rather than ruin.
Ithea: Kitty. I feel Ithea grew well enough but is obviously incomplete. Kitty.
Willim: Cornugon wins. Flawless victory. Fatality. Really, he had potential but died too soon.
Muirfinn: Muirfinn's growth was a trip I enjoyed, as he moved on from tragedy and strove to do more. It was a common arc in B3 but the early Coda gave him lots of one on one time with it.
Moore: His journey was making himself free of the past, a trip I think he succeeded on. He made bonds and helped others make bonds - and in the end, that was more than enough.
Lief: Pass, wasn't a PC long enough.
Surraruthru: Nailed draconic arrogance well. It was a change of pace from the other PCs, especially as he became a true dragon.
Tryll: Fun, but as much Calleigh as Tryll. Really, he felt like a remix of Muirfinn's goals and that's okay.
Title: Re: Random DM nagging.
Post by: Anastasia on March 15, 2018, 01:03:47 PM
Quote from: Iron Dragoon on March 15, 2018, 11:11:40 AM
Obligatory custom post:

Death Druid and Master of the Unseen Hand rework. That's it off the top of my head. I'm sure I've mentioned other ideas but that's all that comes to mind.

Refresh me on MotU's problems and what you'd like from it?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 15, 2018, 08:42:47 PM
Okay, so. The primary problems with MotUH from what I can see/read are as follows:

1) No casting progression, at all. In Gestalt that's not such a big deal, but non-Gestalt it hurts. Maybe no progression at 1st and then normal after? Imparts a penalty but isn't a crippling one. A Sorc missing out on 5 levels is oof. Bad. Super bad. Wizard too, but they get more spells per day.

2) It requires a 5th level spell for entry. For Sorc, this happens at level 9, and Wiz at level 8. Either way, that means MotUH is really only usable a max of 6 times per day for Sorc and 4 pre day for Wiz, without massive Cha/Int bonuses, and that completely locks out that entire spell level. I'm not sure what the fix is here, but compared to some of the other specialist casters, this sucks. School Specialization allows for 1 bonus spell and Focused Specialist loses 1 spell slot, but grants two additional slots for a specific school. Something like that built in could be a choice, but either way, being resticted to using your PrC only X times per day is badness.

3) While it gives Sustained Concentration it still consumes the move action, which is at odds with the wording of the ability:
Sustained Concentration (Ex): At 2nd level, a master of the unseen hand becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn't end)..... It still takes a standard action to use the combat maneuver or violent thrust versions of the ability, however.
That doesn't really fit with being adept at moving and fighting, you're entirely stationary. I'm not looking for skirmish or anything, but if it could be made to improve it to a swift action to maintain and I don't know what for the combat maneuver/violent thrust, it might be more fitting? Afterall, Swashbuckler and Beguiler can make Feint a Swift or Free, IIRC, but I'm not sure how it'd balance out.

3) It seems to improve parts of Telekinesis but does it in a weird way. Telekinetic Wielder builds off of the Combat Maneuver version, which is later improved by Full Attack Telekinesis, but you can't apply Feats which is odd. Having knowledge of how to do thing A doesn't disappear once you lift an object with your mind. Not sure what the fix is here or how abusable applying feats is, but it seems odd to me. But then again, it may be balanced against CL + Int/Cha for BAB.
Violent Thrust is given Improved Violent Thrust. It seems like the improvements here are adding Int/Cha to damage in place of Str and not ending the spell. Those seem pretty fair, actually. Don't have much to say on this.
Telekinetic Flight is for Sustained Force but is in actuality pretty useless. It allows for the use of Sustained Force to simulate Fly, but once you take to the air, it locks you out of the other uses of Telekinesis since it has to be concentrated on that use. It's a much wiser choice to just use Fly, which makes Telekinetic Flight pretty useless. On top of that, the effect is only round per level, which in combat is fine, but again, Fly simply does it way better.

4) Fling Skyward is an interesting ability but seems a bit weak as a capstone ability. It allows both a Will Save and Spell Resistance, making it fair odds that it'll be resisted outright. On top of that, using it ends the telekinesis spell, which is entirely counter-intuitive compared to the rest of the class, which is all about expanding the uses of the spell and sustaining it. Improved Violent Thrust, for example, changes it so that Violent Thrust doesn't end the spell. Maybe something similar to the cooldown imposed by Improved Violent Thrust? Not sure. It's just that for the only ability of the level and the capstone ability, it seems pretty lackluster. Almost no builds I saw suggested taking the 5th level, so there's certainly a problem. Maybe something like trading away spell slots to make Telekinesis an at-will SLA or instant casting speed? Dunno, really. The at-will thing I like, but seems like it could be unbalanced. That said, there's the Ring of Telekinesis which gives it at-will for 75k gold, so maybe not? I personally like the idea of getting it as an SLA since it makes the whole class viable at all times instead of a 'how many times per day did you prep/can cast this spell' deal.

Alternatively, reducing the metamagic cost when applied to telekinesis? I dunno. Thoughts on this below.

Those are my thoughts over-all, but I've only had limited experience with rebuilding/balancing class stuff. There are plenty of feats that make this class way tastier. Chain Spell, for example. But that's a +3, so while being monstrous for this class, it's almost impossible to actually get as it makes the 5th level spell into an 8th level spell. Meaning in a normal 20 level game, it'll never happen as Sorc/Wiz don't get their 8th level slots until level 16. Since MotUH is a 5 level PRC, they'll cap out at level 15 since there's no casting progression, so it'll be forever hamstrung for that feat.

I saw people complain about the d4 hit die, but I actually don't mind it personally. The class is still a casting class, not a melee class. The higher die for those classes is supposed to be reflective of the physical training involved, and MotUH doesn't suddenly start getting bonus spells for doing push ups, so I'm good with d4 here. Most of the other complaints I saw surrounded the limited casting of the spell and the like.

Also, I remember all 5 level PrCs were supposed to be part of a 10 level PrC. Any idea what the other half was supposed to be?
Title: Re: Random DM nagging.
Post by: Anastasia on March 16, 2018, 01:32:42 PM
I'll see about fiddling with it on a quiet day, Iddy.

Not all 5 level PrCs are chopped down 10 level PrCs, but some are. I think that one is and I know Occult Slayer was one.
Title: Re: Random DM nagging.
Post by: Anastasia on March 18, 2018, 10:59:26 PM
Doing some back end work. A few houserules for warmages (the class, not the PrC).

War Mage: Warmages get good Fortitude save progression in place of poor progression.
War Mage: Warmage Edge's bonus to damage is equal to the Warmage's Intelligence modifier plus their Warmage level.

Warmages have some issues and these don't fix them, but they do provide a little more power to the class.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2018, 01:42:15 PM
Doing DM side work right now instead of posting. If you think anything could use a houserule or adjustment, post so here.
Title: Re: Random DM nagging.
Post by: Anastasia on March 19, 2018, 02:00:11 PM
An Iddy inspired misc ruling:

34. Antimagic field can be cast during a time stop, but doing so immediately dispels and ends the time stop due to the backlash of energies. Antimagic/dead magic and time stop don't mix.

Prevents a couple of shenanigans and eliminates the entire headache.
Title: Re: Random DM nagging.
Post by: Anastasia on March 20, 2018, 02:53:20 PM
Day Game: Will be a short game, possibly IRC or possibly on the forums. I'm thinking something that can be done in 1-2 months. It may or may not use that homebrew system I'm cooking up. I'm not quite ready for a big project yet.

Evening Game: Post game, a bit slower paced and focused on steady daily activity rather than trying to get posting rushes. Probably something Balmuria, maybe even another incarnation of B4 for a casual dungeon run before a more serious game.

This is what I'm leaning towards right now.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2018, 11:57:02 AM
Working on Master of the Unseen Hand now, Iddy. Ideally I'll finish it tonightish and get back to you here or in PM.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2018, 12:23:47 PM
Thoughts as I go through it:

1. Ditch improved caster level and make it a flat casting progression PrC. If a SLAer wants to take it and waste that aspect, that's their choice. 4/5 is tentatively fine depending on how it shakes out, as you already have that in there.
2. Both the shield using ability and the canon fly ability have some issues - both are gimmicky and probably not efficient. Whichever you prefer, man.
3. The added ability to 5th level is good.
4. Will save + SR is from the TK spell itself, not the class. It's a variant of the violent thrust usage and cribs that from that. Just FYI.

Honestly, I'd make the good changes a houserule, make it 5/5 casting progression and call it a day. I don't feel it really gives that much for specializing in TK, but it's a fun option if you want it.  The real problem is that it's a caster PrC that doesn't advance casting, which fixing improves it considerably.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 21, 2018, 01:07:31 PM
I tentatively agree with ya. That said, if the defense and flight stuff both suck, do you have any suggestions?

Full casting is great. I did 4/5 instead just because there wasn't any at all and thought it might be a balance issue for something I didn't see.

I do like getting it as an SLA. Would that make it 4/5 progression, just so I'm clear?
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2018, 01:10:52 PM
Yeah, since that makes your focused gimmick at will.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2018, 08:59:13 PM
New houserules:

Master of the Unseen Hand: Now grants arcane casting progression at each level except first level. It's 4/5 casting class in total.
Master of the Unseen Hand: Add the following ability at 5th level: Improved Telekinetic Wielder (Ex): You now add bonuses from feats to combat maneuvers or attacks you make with telekinesis.
Master of the Unseen Hand: Add the following ability at 5th level: Telekinesis (Sp): You can use telekinesis at will as a spell like ability. Your caster level equals your hit dice.
Title: Re: Random DM nagging.
Post by: Anastasia on March 21, 2018, 10:20:54 PM
Epic ninja's up in homebrew. Mostly a just in case measure.
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2018, 11:57:52 AM
Ninja ACF is up. It's not much of one to be honest, covering another base.

Blame Stille.
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2018, 12:43:10 PM
Random fragments from my writings about B3. Not all of it is complete.

Afina was a success. Her story arc was strong throughout and her transformation into a creature of fire began a strong secondary arc for her. All the jokes about steam pixies and discounts aside, she was fun even if dour at times and repressed. Bubbles was a tad weak in relation to her, but it worked for what it was and wasn't ever meant to be a truly serious relationship. What strikes me about Afina is that it feels this is only part of her story, an integral part, but clearly bracketed by the past and the future. She's still becoming and will be for a long time yet, her journey hasn't ended with Lifasa's salvation. For all I've said her story's complete to Eb and I think he agrees, it isn't over, either. What's next is largely a spiritual and personal journey for her, to find meaning and a place, to explore and grow and understand.

Jaela was a success. While in some ways I still regret Annalise, I feel she ultimately grew past her emotional injuries and became more than she was. In a lot of ways, if Jaela died before meeting everyone, it would've been a mercy for her to forget everything and spend a few centuries as a courre eladrin. As Cor himself said, Jaela wasn't in a good place for much of the game. Yet she held true, a kernel of faith withstanding all comers in the end, no matter how seductive. If the Triune knew this or if they got lucky is a matter of opinion, but they backed Jaela in this and let her continue to grow. Arguably too much - not all deities would've given Jaela the latitude they did. Then again, the Triune can certainly play the long game. Regardless, I felt Jaela's epilogue nicely wrapped those story threads up.

Moore was a success. His basic prem

Ithea was a kitty. Meow.

I like Westwind a lot. I felt his personality was fun, he worked and had a strong voice. Djinns just wanna have fun? Maybe not, but he had his priorities in order and enjoyed life immensely. Filling in the Whirlwind Throne was even more enjoyable, as was the idea of a CG force essentially serving a symbol rather than a person. Something flexible, something malleable that ultimately represents the will of the djinn more than a single ruler. Who sits on the Whirlwind Throne hardly matters, because it's the djinn who matter. After a

I'm not saying I dislike Tryll and Calleigh, but I did miss Muirfinn. I think it might've been smoother if Muirfinn didn't game over, but it did propel a lot of plot and helped reinforce Hell's nastiness. It's just, you know, I miss Muirfin and Willim. Nothing on T&C.

I should really spend some time on the dao one day. All the other elemental genies have gotten focus, but they rarely do.

Afina: Diet Coke Zero.
Jaela: Pepsi.
Ithea: Root Beer.
C&T: Sprite.
Moore: 7-Up.
Surraruthru: Dr. Pepper.

Broadly, I think the large cast of NPCs worked. Lots of effort but lots of chances, at the cost of specializing in a handful.  With all the PCs doing their own things, this fit in very well.
Title: Re: Random DM nagging.
Post by: Corwin on March 22, 2018, 01:11:18 PM
Incorrect!

Jaela: Coca Cola (classic!)
Sylvie: Dr. Pepper
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2018, 01:12:51 PM
Nah, Hanna's Coca Cola Classic.
Title: Re: Random DM nagging.
Post by: Corwin on March 22, 2018, 01:13:45 PM
Hanna is diet.
Title: Re: Random DM nagging.
Post by: Anastasia on March 22, 2018, 01:27:35 PM
I could not disagree more.
Title: Re: Random DM nagging.
Post by: Anastasia on March 23, 2018, 04:20:32 PM
I'm going to put out several game ideas. Please rank them from most to least interested. These are all in Balmuria for now, just chasing down some idea threads for it.

1. Dragon Game.

What is it: A game with PCs playing dragons in Balmuria. It's meant to peek into dragon culture and explore themes there. Probably a fairly short campaign, mostly a gimmick. Players will be required to play a true dragon and have one side of the gestalt be racial hit dice, so be advised.

2. Planar Diplomacy.

The PCs are part of a planar organization that sees to politics, trade and other aspects of the plane for a chosen faction. Expect a mid level campaign that focuses more on social aspects than fighting or dungeon exploring. More details will depend on who the PCs end up serving. Expect to play exemplars or agents of the force you choose.

3. B4 Fun.

Low to mid level PCs in a slaad dungeon. Expect old school adventure and possible fatalities. This one probably won't run long, it's just for those of you who want a dungeon dip old school style. This isn't a bad venue to dry run a class combo or build you may use in the future, or hopefully experiment with a PC for future use (if they survive).

4. Oh Hell.

PCs are devils in a to be determined role. Shows the insight of the diabolical machine and reverses things by putting PCs in the evil seat. Probably won't touch on B3 directly and instead focus on anything but that out of respect for that game, though indirect things and mentions are fair game.
Title: Re: Random DM nagging.
Post by: Ebiris on March 23, 2018, 04:22:06 PM
I guess I'd rank them as 2, 1, 3, 4.
Title: Re: Random DM nagging.
Post by: Corwin on March 23, 2018, 04:41:05 PM
2, 4, 1
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 23, 2018, 04:55:14 PM
1, 4, 3, 2
Title: Re: Random DM nagging.
Post by: Nephrite on March 23, 2018, 10:07:36 PM
2 1 3 4
Title: Re: Random DM nagging.
Post by: Yuthirin on March 23, 2018, 10:49:58 PM
4
1
2
3

I loves me an evil campaign, and a dragon campaign would be a second best.

Planar politics sounds nice, and a meaningless slaad dungeon isn't huge on my list of favorites. Sorry. Looking to invest if I game again.
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2018, 09:02:22 AM
That's cool, all of you.

Right now it looks like a diplomacy game for Neph, Cor and Eb while I run Iddy on something solo. Depending on how Yuth looks closer I'll pin it down, but I'll probably focus on something he can run his MotUH hand thing in.
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2018, 09:15:27 AM
Okay, natural followup: Let's say a planar diplomacy game happens. What sort of group would you all like to work for?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 24, 2018, 10:04:27 AM
Alrighty. Got a rough outline for the build.
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2018, 10:40:55 AM
I saw it. One point - we'll be using the non B3 gestalt, as that was kept for the sake of being grandfathered in. So dipping over wizard 10 on the other side of the gestalt won't fly.
Title: Re: Random DM nagging.
Post by: Ebiris on March 24, 2018, 10:43:52 AM
Gotta be honest, I'm not massively into the planar diplomacy thing either it was just the best of those options. I guess as far as what group to work for goes, the Mercane could be interesting. Neutral enough to play all sides, cut-throat enough to break kneecaps when people screw over our merchants?
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2018, 11:56:32 AM
/me nods.

I'm just fishing right now, none of this is for certain. Regardless, none of these will be long games, more of a palate cleanser from B3's long haul than anything else.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 24, 2018, 02:00:32 PM
I'm with Eb on the mercane. Mercantile diplomacy sounds fun.
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2018, 04:36:06 PM
Could work if we do that. How do Mercane enforcers and diplomats sound to the rest of you?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 24, 2018, 11:11:25 PM
Quote from: Anastasia on March 24, 2018, 10:40:55 AM
I saw it. One point - we'll be using the non B3 gestalt, as that was kept for the sake of being grandfathered in. So dipping over wizard 10 on the other side of the gestalt won't fly.

Reshuffled.
Title: Re: Random DM nagging.
Post by: Anastasia on March 24, 2018, 11:30:09 PM
What's it look like now?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 24, 2018, 11:34:59 PM


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
Side 1Side 2
Wizard 1Factotum 1
Wizard 2Factotum 2
Wizard 3Factotum 3
Wizard 4Factotum 4
Wizard 5Factotum 5
Wizard 6Horizon Walker 1
Wizard 7Horizon Walker 2
Wizard 8Horizon Walker 3
Wizard 9Horizon Walker 4
MotUH 1Factotum 6
MotUH 2Factotum 7
MotUH 3Factotum 8
MotUH 4Factotum 9
MotUH 5Factotum 10
Wizard 10Horizon Walker 5
Wizard 11Horizon Walker 6
Wizard 12Horizon Walker 7
Wizard 13Horizon Walker 8
Wizard 14Horizon Walker 9
Wizard 15Horizon Walker 10
Title: Re: Random DM nagging.
Post by: Anastasia on March 25, 2018, 11:55:23 PM
C&M post with a minor Selunite outsider. Basically what Balyss would've become if she died in B2.
Title: Re: Random DM nagging.
Post by: Anastasia on March 26, 2018, 12:15:58 AM
A few thoughts as I work on things.

1. I'm working on behemoth monsters from the ELH, making it a template and removing the outsider part of it. It's not quite a make a kaiju template, but sometimes you want a giant creature to run amok, and that's okay. I'm aiming for low epic with it - though of course what you apply it to can change that.

2. Cor, working on greater divine power or whatever it was again. Whip up a version that isn't untyped bonuses. I'm honestly unsure of where we were on it on back and forth before, it's been awhile so I'd rather just start a bit fresher on it.

3. The planned day game will be short for sure now, aiming for about 2 months. I really do need some more time to recuperate for a longer, more intense game. I have various projects that I like but aren't viable right now because I need more downtime. I'm still open for game ideas too, in case you someone hits a home run on one. Some of the lukewarmness over the ideas I tossed out didn't help, but honestly? B3's reception was lukewarm in the planning phase and look how that worked out*. Don't get me wrong, I want honest feedback, but execution and effort can draw players in, y'know? I feel if we get an idea that works for me and players who are willing to give it a try and buy in, there's usually decent odds things will work out. It doesn't always (hi Lost Realm and arguably B5, though I view that one as mixed but positive overall in retrospect), but I feel like you players are more than talented enough to work with things and grow around them. Vastwoods is a great example of that.

4. Evening game is very tentatively shaping up to be Iddy-focused, to ease our timing issues and possibly integrate Yuth in well at some point (or at least leave that as a possibility). This won't settle until I work the other game's details out.

5. Speaking of, that homebrew system hasn't been worked on much since i just haven't had the inspiration (it's been on other projects), so that may be pushed back. We'll see, I may wake up and hammer a ton out in one morning. Really, I'm struggling to find the tone and words to explain how it works with clarity and conciseness. I find myself relying more on examples instead.  The system makes sense to me (it should since I built it from the ground up), but that doesn't mean I'm good at explaining it. If anything, it can be harder since I take things for granted that I just get about it.

* I remember having to argue and cajole for parts of B3. It's one of those things that's ironic in retrospect - okay okay, there's a smidge of I told you so, but mostly I am just amused by how things hold up in hindsight. Life's funny like that.
Title: Re: Random DM nagging.
Post by: Anastasia on March 27, 2018, 10:39:43 AM
Today's postings:

1. Once I finish the behemoth template, next up is a booster pack of some kind. Suggestions are welcome. I'm thinking general epic feats for the future, as well as gathering a lot of the more prominent epic feats together for such a pack, but it isn't set in stone.

2. On reflection, Ram is the most likely B3 NPC to show up in the immediate gaming future, as I feel he never got any chance at all. I liked his build and gimmick a lot, too. Of course that's contingent on a lot of things, so take it for what it is.

3. I'll probably write a few flavor articles to elaborate on what happens in the aftermath of Aurora's liberation of Lifasa. Some of it's only hinted at, such as Lixer potentially taking over Avernus as Lord of the First. These are a bit down the road, as I'm working mechanics right now, though.

4. Have a preview of behemoth creatures.

Size and Type

The base creature's size increases to Colossal. Type is unchanged.

...

Fast Healing (Su)

The Behemoth gains fast healing equal to its hit dice + 100. If the base creature already has permanent fast healing, it stacks with this fast healing.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

Behemoths don't have a lot of the standard defenses of epic creatures, like damage reduction or spell resistance. They do their own thing instead, based on the fact that they're essentially forced flukes, having a connection to the Positive Energy Plane far in excess of what should be possible for a creature. As is often the case, they were first created by a wizard and generally aren't natural - or at least weren't before.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2018, 10:52:27 AM
Today's update:

1. Behemoth creatures are nearly done. A fluff preview:

Behemoths.

A rare type of animal grown to vast proportions as a result of magical experimentation. Through means not currently understood or reproduced, the animal's ability to draw in and store positive energy is expanded by an order of magnitude. Unlike normal, this does not result in the death of the animal, but instead it grows into a giant with unfettered and vast life energy.

- Elder Magi Tepen, retired scholar of Aurora.

Hardly! 500,000 gold is a pittance for the service provided. Finding an animal that can withstand the process is the works of decades, even with magical aid. I tell you that you're getting the best deal you'll ever get for a prospective transformation. You want to save money? Spend a century trying to find a specimen yourself. Each failed attempt will have you cleaning animal guts out of your laboratory. Did I mention that failed attempts end explosively?

- Cregar, Mercane Biologist.

It just wouldn't die! We kept hitting it, but the wounds healed faster than we could hurt it! Not amount of encouragement made up the difference. Master, listen it wasn't my fa-MASTER!

- Heldae, former succubus bard.

2. Right now, I'll probably and tentatively be presenting game ideas in the second week of April. It might move a bit depending on how things go. Day game will likely be one scenario to chew through in a few months. I'm leaning towards a one shot sort of situation spread out long, details TBA.

3. Past that, I'm gearing up for something in Balmuria's epic or divine levels. Maybe B1r, maybe something related. It'll just be a question of when I'm ready for it. B3's plot and credits left a ton of hooks to go in a lot of directions there, along with C&M posts providing more.
Title: Re: Random DM nagging.
Post by: Anastasia on March 28, 2018, 05:18:21 PM
With any luck, I should have the first of a flavor series called the Fall of Bel up tonight or in the morning.

QuoteNow I hear Bel's gone and done. No one really knows for sure, but that's the big rumor. Can't get a devil to talk about it - most aren't around, few I did stumble on got real nasty when I even brought it up. Plus I heard 'bout that Aurora thing. Heard ol' Bel got his face pushed in there. Got demoted, bet you he did.

So what the fuck happens to Avernus?
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2018, 09:13:01 AM
The fall of Bel, part 1.

This is a series of pieces covering the current events in Avernus. Each one will show more information and get closer to what happened. Part one is a mercenary captain only involved in passing with the events on Avernus.

Yeah, it started something like this.

Me and the boys were holding Hillsfire Crag, a nasty little shit part of Avernus. More'n'usual, 'cause the fireballs don't rain there for some reason, it was full of the shit of war. Corpses, blood, spirits and more. Most of 'em don't care much for the devils, the spirits that is. So they hire out defending it from demon assholes. Do a good job and you get paid on the regular and a minimum of shit, and the demons haven't been hitting it too hard lately.

Yeah, yeah, I'm getting to it. You'll get your money's worth, mercane. It's recon for the main story, think of it like that. Or lubing up your asshole for a solid gold cock to fuck it. Preparation, you get it? Don't want to fuck this up before it's begun or we'll have to do it again and waste everyone's fucking time. You get that, do a job and do it right the first time.

Now the downside is that there's this cunthole of a devil that serves an overseer, makes sure we aren't fucking around on the job. Knows how to deal with the spirits good'n'well. Gives 'em the gaze and they back off from him. Creepy fuck, all bony and looking like he's two days dead from starvation. Screw up in front of him and you'll serve him as a corpse. Necromancer, yeah. Name's Ung, ugly name for an ugly devil.

Anyway, we're holding the crag like we always are. No demons around today, haven't been for a few days. Tossing the dice, losing too much money to my second in command. Then thump. It's the sound that gives away a teleport, 'specially when it's a horned devil. They're heavy and you can hear the ground groan. Devil's beaten half dead, bleeding and armor's been totaled. Bellows for Ung, demands he come with him on the command of some uppity up. Didn't catch the name, was probably some unpronounceable shit in Infernal.

No, I don't remember, and you'll have to pay extra to utter a single spell word on me. How much? 800. 800. Look, you're the one who wants to know some dead devil's name. 650 or nothing. Deal.

I remember now. The name was Ajojorul the Bleak, with the title spoken in Infernal. I suspect a telepathic followup, but I cannot confirm that.

Ugh. Fine. Creepy shit. Isn't natural, that sort of magic. Anyway, Ung hurries up...and fucking blasts him with a wilting spell. The one that draws the water out of you, usually leaving the poor bastard a dried out husk if it gets you. Kills the horned devil right off, dead in front of us. Now that got all of us on our feet, weapons out, because that's some serious shit. Devils don't just kill other devils like that in front of witnesses, they got rules'n'shit. Or they don't do it in front of us, prissy bastards. Like their shit doesn't stink.

Ung turns around to us, tosses us a bag of holding full of gold and tells us to get out of here. Head to the portal five miles west, the guards will let us through for free and that our contract was concluded. If we stay it's on us what happens to us. Then he's gone, but not before saying that devil loyalists will be comin' to hold the crag in an hour's time, and won't tolerate anyone who isn't loyal here.

So we did the only thing we could - smelled shit in the air and took his advice. Had to break camp hard, leave some things behind, but we got out of there. Now the fucked up part is the fireballs. They weren't there. Never fucking seen that before there. Never. Creepier than the rest of it, it's like they weren't aiming for us. Isn't right, you ever been? The fireballs in Avernus have a way of aiming for you. Like they want your blood. Not that day, though.

What's worse is that a good chunk of the band got sick on a fucking five mile walk, isn't natural. Some real mage shit, shivering and burning up at once after feeling fine not five minutes ago. Started dropping weight fast - Fat Chuck must've shed a good 50 pounds on a 5 mile hike.

Gate's also fucked up and wrong. Now I knew the devils holding that gate, heard it's a 90 year posting. So it's the same faces - but not that time. Different squad was holding it, lead by a fucking pit fiend. Oversized unit, 900 holding it instead of 90.

Yeah, ain't sure about the number, but that's how devils do it. I'd bet my nuts that it was 900 of the fuckers on the dot.

So as I was sayin', different squad and they'd seen some fighting. Wounds, damaged gear, all that shit. Yet they just let us through, no questions asked. Didn't even try to give us a hard time. Right on through the portal and it dumped us in the fucking Astral instead of Acheron, and then closed behind us. Devil move, but they paid damn well to get us out of there. Best part is that the sick people got better right off in the Astral. Looked like shit but they weren't sick no more.

Now a few weeks later we're back home and I do some pokin' around, hear about what happened in Avernus. Contacts are fucking spooked - the ones of them I can find, the devil ones aren't there to be found. Word is Bel's gone and done. No one really knows for sure, but that's the big rumor. Can't get a devil to talk about it - most aren't around, few I did stumble on got real nasty when I even brought it up. Plus I heard 'bout that Aurora thing. Heard ol' Bel got his face pushed in there. Got demoted, bet you he did.  So what the fuck happens to Avernus?

Yeah, that's it. 'bout all I know about it.

Yeah, sure, you're paying so I'll answer.

Don't know. Had a Tempusman with us before, couldn't do anything about the spirits. Didn't react like the undead. Guessing it's easier to pay us than solve it, but it could be bullshit. Just guessing.

Didn't catch any names. They were decent about it but ready for battle, tense. They weren't gabbing, none of that like nervous human soldiers. All steel and iron. Even the pit fiend seemed on edge, never see one of those red bastards anything but smug.

No, none of them died from that sickness or since then. Not even Fat Chuck's put on the weight he lost, though. Shit, think he's still losing weight and the fuck can eat an entire pig for dinner.

Lixer? No, Ung never mentioned a name like that. Think he's oh...damn, an Archduke one of the fancy nobles? Prince of the Undead? Sure, sounds right.

Undead? Didn't see any besides the spirits there. No, they were about the same, annoying but you get used to them.

That it? Great, where's my money?
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2018, 04:57:15 PM
A Behemoth Cat is up in C&M. Mostly a test for future things.
Title: Re: Random DM nagging.
Post by: Yuthirin on March 29, 2018, 05:23:44 PM
Kitty!
Title: Re: Random DM nagging.
Post by: Anastasia on March 29, 2018, 05:32:31 PM
Correct.

I may do a Behemoth Tiger, just so pounce can be on one. It fits how they're energetic and trample + wild frenzy encourages them to move a lot.
Title: Re: Random DM nagging.
Post by: Anastasia on March 30, 2018, 02:03:08 PM
Expect possible slowdown over Easter weekend. That being said...

1. The next and probably last sample Behemoth will be a dire tiger. Blame Iddy, he suggested making a behemoth Serith. You're welcome, Iddy.

2. Ideally I get that and part two of the Fall of Bel out over the weekend, but see above. It will be a family weekend so who knows?

3. I have a few half done projects I'll try and get out soon.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on March 30, 2018, 04:48:32 PM
Quote from: Anastasia on March 30, 2018, 02:03:08 PM
Expect possible slowdown over Easter weekend. That being said...
1. The next and probably last sample Behemoth will be a dire tiger. Blame Iddy, he suggested making a behemoth Serith. You're welcome, Iddy.

Serith was a Smilodon.
Title: Re: Random DM nagging.
Post by: Anastasia on March 30, 2018, 04:54:25 PM
Quote from: Iron Dragoon on March 30, 2018, 04:48:32 PM
Quote from: Anastasia on March 30, 2018, 02:03:08 PM
Expect possible slowdown over Easter weekend. That being said...
1. The next and probably last sample Behemoth will be a dire tiger. Blame Iddy, he suggested making a behemoth Serith. You're welcome, Iddy.

Serith was a Smilodon.

Close enough for government work. Though actually I think saber toothed tigers are in Frostburn.
Title: Re: Random DM nagging.
Post by: Anastasia on March 30, 2018, 05:29:45 PM
Quick notice since Cor reminded me of it in PM: In the event B3 PCs or NPCs are used in the future, they will need to become compliant with the current gestalt rules for BAB and saves, rather than the grandfathered ones. Some rejuggling and adjusting for this is expected and perfectly okay.
Title: Re: Random DM nagging.
Post by: Anastasia on March 30, 2018, 11:13:22 PM
Iddy asked me if anyone planned against Surru.

Of course.

Now granted with a disclaimer: Surru was late to the game, and as such, had less exposure and reasons to be prepared against. This is purely a matter of him coming in later, while people like Jaela and Afina had more exposure and chances to be prepared against.

Lixer: Had some plans against Surraruthru, but mostly flexible ones that boiled down to over powered dispels and ganking him. He though Surru was a considerable tactical asset for Aurora, but less so in battle. It's more of a problem you eliminate so next time is easier, but it doesn't win you the battle you're in right now.
Gathgorian: Was disinterested in him, but he planned to overwhelm him in a brief assault and leave him a broken corpse. Okay that's not much of a plan, but Gathgorian knew that if he fought Surru, it would be with enough boosts to cancel out or exceed Surru's (in theory, anyway), so it comes down to him doing what he does best. Sometimes you just have to play to your strengths and execute.
Mephistopheles: While not a part of the Aurora mess in general, Mephisto has dealt with war/grand weavers before and has tactics to stop them cold, including personalized spells that attack through the tapestry and all the people connected to it. He had fairly established plans to sort Surru out and eliminate him if he or his top agents ran into him. Generally even if you do nothing else but retreat, destroying and capturing the soul of a war/grand weaver saves you headaches in the future and can be counted as a win.
Mystra: A surprise here and not really an enemy. An enterprising one or two grand weavers have tried to make their own Weave by expanding the idea of the tapestry hugely. She usually shuts them down pretty hard. It can range from a gentle warning to utter obliteration, depending on a variety of factors. As a grand weaver, Surraruthru was added to that list and with plans readied.
Title: Re: Random DM nagging.
Post by: Anastasia on March 31, 2018, 05:13:34 PM
I hope to get the second behemoth up tonight, but tomorrow probably won't see much.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2018, 08:11:33 AM
Serith's up. Had a decent Easter, but note to self: Don't schedule doctor's things the day after Easter. Never really works out well.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2018, 08:18:54 AM
Okay, game two has solidified into Iddy and possibly Yuth for the moment, though I could expand it as needed. It's going to be something focused on a mage and his dragon familiar right now in a dungeon survivalist situation.
Title: Re: Random DM nagging.
Post by: Anastasia on April 02, 2018, 10:27:20 AM
A preview of the second part of the Fall of Bel.

Yes, mercane, honor and your word are the one thing we own in this world. Fools like the dogs of Kabath toss it aside, while Umberlants and Aurilites use it only as far as it is useful to them. Wretched things, pitiable things, following winter breezes and ocean foam. I follow something much stronger - the unmistakable solidness of iron and the burning purity of fire. Mark those words and mark them well, for Baator turns oaths and honor into blades of iron and armor of steel, strong indeed.
Title: Re: Random DM nagging.
Post by: Anastasia on April 03, 2018, 07:52:49 AM
The Fall of Bel, part 2

You must understand the gravity of the situation. My faith does not approve of my methods, hidebound and traditionalist fools that they are. There must be absolutely no risk of my name being connected to this inquiry of yours, mercane.

Pretty words, beautiful words, wonderful things to put on my crypt should you not keep your word. Yes, I insist on a contract. Nay, I demand one.

This is acceptable, the money is adequate and the lore will suffice. I have no further objections - but know this, those who are oathbreakers will die. It is our way, one of the few things my countrymen and I agree on.

In my many and sundry researches, I sometimes summon devils and exchange various goods for aid. Vainglorious things that they are, yet powerful to match and they appreciate the value of an oath that is taken seriously, rather than as something subject to the whims of change. A vile thing such liberty is, mercane. The dogs of Kabath know such things, barbarians more concerned with their whore of a queen than any concept of honor.

Yes, mercane, honor and your word are the one thing we own in this world. Fools like the dogs of Kabath toss it aside, while Umberlants and Aurilites use it only as far as it is useful to them. Wretched things, pitiable things, following winter breezes and ocean foam. I follow something much stronger - the unmistakable solidness of iron and the burning purity of fire. Mark those words and mark them well, for Baator turns oaths and honor into blades of iron and armor of steel, strong indeed.

Don't think I missed your feeling of exasperation, mercane. You are an open book to one as well trained as I. You think this tedium, the self indulgent words of a wizard. The know this, not a single devil I have summoned has ever failed before this.

Fine. I will deign to lower myself and 'get to the point', as you so barbarously put it. The summoning was as any other. The sacrifice was laid out and the spell circle was correct, as well as the pentagram within. In this case I sought to contract with Maladramar, a skilled erinyes war sorcerer of no little power. I assure you that the summoning was precisely correct - Baator values preciseness.

What happened was...catastrophic. The circle burst into flame as I heard Maladramar screaming. I was taken beyond, away from my workshop through magic dread and unknown. To this magic the nine gates opened with a tremendous scream of iron and the snapping of chains. In that moment Maladramar's screams were drowned out. It is only my skill and foresight that allowed me to cast a spell to keep planar energies at bay, for I was surrounded by green hellfire.

Yes, green.

I routinely have that spell ready whenever I contract, in case of unexpected situations or unplanned planar travel. Only a fool would do otherwise when dealing with things beyond reality, mercane.

A sea of green hellfire, in which the vast armies of Perdition waged war on one another. I could not look away from it and there are no words for such a dreadful thing. Strength! Such strength in them! Spinagons fought one another in smoldering sky, while barbazou rent each other asunder with a ferocity that bordered on the orgiastic. Cornugons clashed, steel against steel and claw against claw.

Such a battle was incalculable. Incomprehensible. It stretched from horizon to horizon, yet my eyes were drawn to one thing.

Maladramar lie on the ground, broken yet breathing, war raged around him. His wings were melted to ash, as if by fire or perhaps acid. A leg was gone and his blood stained him, yet he lived. Only the iron strength of Baator could explain it, a lesser creature would be dead a hundred times over. His gaze found me and he tried to speak, but no words came over the din of battle. His voice was heard in my mind, but was incoherent. I merely watched as he slipped into death's looming embrace, surely dying but not yet dead.

I know because had he died, I suspect whatever sorcery or fluke that brought me there would end. So I watched, unable and strangely unwilling to think of my own ways to escape this. My mind was...placid. Horrified and yet unresisting, a degree of which I cannot adequately explain other than the result of the same force that brought me to that hellish battlefield.

It was then I saw the tide of the battle turn. From the green hellfire the living dead emerged. Skeleton and zombie, ghoul and ghast, vampire and lich. They attacked one side exclusively, cooperating with the devils. And...my eyes were drawn to a few of those winning devils now. I saw them emaciated, withered things. Ill fed or perhaps sickly, with wands aglow with green radiance. To them the living dead fought with relentless strength and unstoppable vigor, crushing the resisting devils between them to the last. How long I watched that massacre I cannot say, for I grew empty of mind, watching without thinking.

I awoke.

I awoke by my summoning circle, whole and returned whence I came. I dared not summon Maladramar again, knowing him as surely dead...or worse. Other summons since them have been normal, but none have been willing to speak of what happened or why, even on pain of the final death or compulsion magic. I know not why or how, but Hell's strength is marvelous, a unity that can resist spell and threat both.

Yes, that is all.

Yes, Maladramar was from Avernus. He served in a Blood War unit under the Lord of the First, the 323rd Spell Support Battalion.

Very well. At first, the two forces fought with the same coordination. Lines and rows, symmetry even as warriors on both sides fell. Orderly, rigid. In this both sides were matched, until the living dead fanning out and using the varied tactics of them. The skeletons and zombies attacked as shock troops, while stronger forces engaged past them. Oh, the other devils adjusted. I heard cries of, "Orcus formation!" from the various commanders, adjusting, trying to funnel the undead, using fire even more against them, sweeping the undead away. Yet they were caught in a devil pincer, the hammer of the other devils smashing them against the anvil of the undead.

No, nothing of the sort. My mind is stronger than that, mercane. Nightmares are the domain of the weak and undisciplined.

No, no sort of sickness or wasting disease. My studies into magic have rendered me beyond mere illness. Let the weak waste away under the yoke of the Adversary's illnesses. Baator fears no disease, nor do I.

Is that all? Very well.

...

...

Wait.

There is one more matter.

Before I chose to focus on summoning magic, I learned a few simple necromatic spells. Trivial cantrips, spells foreign to me after the ritual to focus my magic towards conjurations. Were I to try and read those old spells, I would be unable to make sense of them. Such is the sacrifice to master a single school of magic, mercane. Now....three days ago I reviewed my first spellbook and glanced over those spells.

They are no longer foreign to me. They read as easily as any other spell in my spellbooks, nay, more. As easily as summonings...which...grow more complex to me, less comprehensible.

But that is impossible. Not even Mystra could change such a wizard's dedicated focus once chosen and practiced. Yet...

I know not what happened on Avernus and now I fear to ask.
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2018, 01:44:41 PM
Okay, chain spell and telekinesis is coming up due to Iddy's MotUH build. Lemme do some pasting from a conversation last night that we had.

<Iddy> So.
<Iddy> From what I've seen, people are arguing that because the TK spell entry doesn't designate *target* it's not legal for Chain Spell, however the use of it that's used for wielding the weapons does target weapons.
<Iddy> The other argument is that it infers targets as in combat victim targets, which would let you get an additional +20 attacks for a single TK'd Weapon vs +20 TK'
<Iddy> TK'd weapons.
<Iddy> And then there's the argument that it doesn't apply at all.
> Okay. How does each affect your build?
<Iddy> Okay, well, +20 weapons gives me a total of 21 weapons that I can attack with. Now, since it gives Full Attack Telekinesis, you'd have to rule if Full Attack applies to each weapon, just the first, or none at all.
<Iddy> If Full Attack applies to all, it's something like 80 attacks per round. If it applies to just the first, it's like 25 attacks per round.
<Iddy> If it applies to none, it's just 1 attack per for 21.
<Iddy> If it's so that it's an additional 20 attacks for a single weapon, then it's sorta the same thing as #2. Winds up being like 21 attacks, or if Full Attack still applies, 25 attacks.
<Iddy> If it doesn't apply at all, then I get 1 weapon at full attack which is like 5 attacks, I think.
<Iddy> http://www.giantitp.com/forums/showthread.php?382320-How-does-Chain-Spell-Telekinesis-targeting-REALLY-work
<Iddy> That has the jist of most the arguments for/against.
> Well, I meant how does it change your build and tactics?
<Iddy> Well if it doesn't apply at all, there's no real point to taking Chain Spell since I'd only have one weapon anyway. It'd free up that slot for something else. Tactics wise, I'd just have to treat myself as an equal level fighter, sorta. I'd just have the one weapon.
<Iddy> Well, and spells.
> Okay, I'll sleep on it and get back to you tomorrow.
<Iddy> Coolio. Thanks.

Chain spell is weird with TK, no doubt about it. It falls into that hazy realm of DM discretion as there's no definitive ruling or opinion of how they interact. Now let's be real, a nova situation of having 80 attacks per round simply isn't going to happen. I know it, you know it. I'm not that sort of DM and yeah, that feels like the sort of rules situation that needs a DM sanity check.

So I'm going to rule chain spell doesn't apply to the attack all segment of TK, save us all some headaches. However, I have no real problems applying it to other parts of it, like shenanigans with the class capstone or throwing a bunch of weapons in a pseudo radius attack.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 04, 2018, 01:55:03 PM
So I can only TK wield 1 weapon but I can toss multiple people or violent thrust multiple people?
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2018, 01:56:24 PM
Yeah, we'll try it like that, see how it goes.

I don't wanna disable the entire interaction because of one interaction that gets out of hand.
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2018, 03:58:53 PM
Soul Guardians are up. Nothing too special, mostly a light mechanical and fluff exercise based around the idea of 'what would a max HD lantern archon do in Celestia anyway and why'.
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2018, 10:42:33 PM
I'm going to post game two's pitch early since Iddy's chomping at the bit plus my vacation's going to be a little longer than anticipated. Game one's is still in development and will be awhile yet.

Balmuria 4 Side Story: Dungeon Survivor.
Players: 1-4
Themes: Survival, getting back on your feet, recovering after a tragedy.
Posting Style: Daily (except Sundays, which are optional and at each person's discretion). I'm not looking for getting everyone together for long posting runs or anything, but instead steady progress each day. 1-2 posts a person a day is entirely reasonable. Think slow and steady wins the race.
Level: 14.
Duration: None, as long or as short as it goes.

This game will focus around a handful of unfortunate souls who are kidnapped by an unseen slaad who plunges them into a dungeon and with only some of their starting gear. Can you survive the slaad's dungeon, escape and decide what to do next? Will you try to find your way home? Perhaps you'll wander and take on the life of an adventuring vagabond. Maybe you'll find a new place to grow roots...or simply meet your end as so many others have before you.

- This game will aim to be challenging and with a reasonable chance of character death.
- I want a medium level of optimization. Don't push too far or too hard or I'll tell you to tone it down.
- LA+0 races only, but I may allow a template to someone who is playing a weaker build. This is purely DM discretion, so talk to me before you set your heart on anything. You don't have to be a stock human or elf if you find something else +0 that works.
- As this is a Balmuria game, it uses those houserules. This includes gestalt, so bear that in mind. Likewise custom material from the R&S board is fair game, as well as even templates from the C&M topic, if you find one that fits and can talk me into it.
- Character generation will be two !rollchars on Serith or another !rollchar capable bot. This is 5d6 drop lowest two. Make sure I'm in the chat room and around when you roll or the rolls will not count. Once I'm there and you've rolled, I'll have you post them here (or on our board for that if that's set up already). I may allow a third roll if you really bungle the first two, but this is purely up to me and will likely depend on my mood at the time.

Go ahead and post if you have interest. This game is focused for Iddy and Yuth secondarily, but other people are welcome if they want to play.

Bonus links for reference

Balmuria Houserules: http://www.soulriders.net/forum/index.php/topic,103071.0.html
Homebrew: http://www.soulriders.net/forum/index.php/topic,103074.0.html
Characters and Monsters: http://www.soulriders.net/forum/index.php/topic,103072.0.html
Epic Level Rules (while I don't plan for this campaign to reach epic unless it runs long, you may encounter epic level creatures, thus a link for reference): http://www.soulriders.net/forum/index.php/topic,103118.0.html
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 04, 2018, 11:13:41 PM
Sounds good. For reference, level 14 seems to be when MotUH finishes out, at the earliest. If anyone else hops in and their builds need another level or whatever, I'm good for it. I've got my build vaguely planned out to 20, just because I had the time.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 04, 2018, 11:18:14 PM
> !rollchar
<Serith> 1, 2, 4, 1, 3 = 9
<Serith> 4, 1, 5, 4, 3 = 13
<Serith> 6, 5, 6, 5, 2 = 17
<Serith> 3, 5, 4, 1, 6 = 15
<Serith> 4, 1, 5, 6, 6 = 17
<Serith> 6, 5, 2, 3, 2 = 14
<Serith> Iddy's Scores: 17, 17, 15, 14, 13, 9
> !rollchar
<Serith> 6, 1, 5, 5, 3 = 16
<Serith> 1, 1, 6, 2, 2 = 10
<Serith> 6, 1, 1, 5, 6 = 17
<Serith> 2, 2, 1, 5, 1 = 9
<Serith> 3, 3, 6, 3, 1 = 12
<Serith> 5, 5, 2, 4, 5 = 15
<Serith> Iddy's Scores: 17, 16, 15, 12, 10, 9
> Well shit. Guess it's 1.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 04, 2018, 11:29:39 PM
Perfect.
Title: Re: Random DM nagging.
Post by: Anastasia on April 04, 2018, 11:31:49 PM
What's perfect, Yuth?
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2018, 12:57:48 AM
Neph: I meant to talk to you and you were on IRC tonight, but I didn't notice until you logged off. Failed my spot check. Bleh, I'll catch you next time.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2018, 01:12:43 AM
Posting for Rat because he's on phone:

<Candide> I'll play because d&d is silly
<Candide> !rollchar
<Serith> 1, 6, 6, 3, 1 = 15
<Serith> 6, 1, 3, 1, 6 = 15
<Serith> 1, 2, 5, 4, 1 = 11
<Serith> 1, 3, 3, 4, 2 = 10
<Serith> 4, 6, 5, 6, 2 = 17
<Serith> 4, 5, 3, 2, 3 = 12
<Serith> Candide's Scores: 17, 15, 15, 12, 11, 10
<Candide> !rollchar
<Serith> 3, 5, 1, 5, 2 = 13
<Serith> 6, 3, 2, 4, 3 = 13
<Serith> 4, 2, 3, 4, 3 = 11
<Serith> 4, 2, 6, 1, 6 = 16
<Serith> 2, 6, 6, 4, 2 = 16
<Serith> 6, 2, 3, 6, 2 = 15
<Serith> Candide's Scores: 16, 16, 15, 13, 13, 11

I presume set two for the moment, but of course that pends Rat's say so.
Title: Re: Random DM nagging.
Post by: Anastasia on April 05, 2018, 10:22:06 AM
Next up will be the following.

1. A bit more character analysis. I have a few more from B3 I'd like to go over.
2. Phaethons, an abomination. I have these mostly done from awhile ago, need to get back to them.
3. Part 3 of the Fall of Bel.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 05, 2018, 07:05:56 PM
Question, what are the best ways to get a spell as an SLA?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 06, 2018, 01:08:12 AM
Quote from: Anastasia on April 04, 2018, 11:31:49 PM
What's perfect, Yuth?
You are. You're perfect.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 10:13:21 AM
I'm not perfect. If I was, I'd be hailing from a far more heavenly place.

Anyway, starting level is set at 14. Rat and Iddy, go ahead and post any questions you have here. I'm going to try and get a board up for this in a bit, but odds are we'll use the B4 board.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 10:28:07 AM
Okay, B4's board has been refurbished, go ahead and move your stat rolls over there and move chatter about this game over to there.

There's still two slots open if anyone else wishes to join. In the meantime, Yuth, were you gonna be in this or is it still in the air? Or alternately for later?
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 11:31:23 AM
Okay, this post is going to be more informal because I'm looking for preferences between several options. First a dreaded IRC paste.

<Kobot> In other news, nagging posting of getting Iddy's side of things slowly set up so they have time to prepare, and game one will be up sometime next week, still polishing out a concept for a short game there.
<Kobot> The real problem is that my ideas are for long term games and I want a short bridge game so I have time to relax and possibly prep first.
<Kobot> I'm toying a little bit with making a B5 return if a brief one, some sort of essentially extended one shot punch out with Aurilites.
<Kobot> Or that diplo game idea.
<Kobot> But that really highlights the basic problem of feeling like I'm scavenging for a short term idea rather than a real game idea, y'know?
<Kobot> The sane thing to do would take a few more months off, but I don't want things lying fallow for that long. As much to keep me into it as much as to keep people together and gaming, which I feel is worth the time investment.
<Kobot> If I do the B5 idea, I may try a once weekly IRC game that's essentially one dungeon, a chance for everyone to pound down Aurilites. I dunno. Still really kicking the can around.
<Kobot> But honestly, there's a bit of an appeal running a one shot that's basically titled fuck Auril, y'know?
<Kobot> I mean, that could work but hm.
<Kobot> Downside is that I'd want you, Neph and Eb in at least, and I'm not sure Eb would want to return to B5, be it with Inari or another character. Kinda wanna keep the gang together there.
<Kobot> Could probably rope in a fourth, though, if I could get Eb in. Maybe the dread Cideon. I dunno, but four's probably about right for that sorta thing.
<Kobot> Also really depends on which day I run it on. I'd like to keep Sundays free if possible, but maybe Saturday or Friday? Hm.
<Kobot> Dammit, I'm talking myself into it, just going over it in my head and here. I have a bad habit of doing that.
<Kobot> Well, I'll talk to Eb about it as well as get my own things together, see about that, that diplo game or something else. I do need it settled pretty soon so I can prep that and then starting looking longer term.

On thinking about it and reflecting, the problem is this. I need some more time for a bigger game but I don't want us all killing that much time doing nothing. So I'm leaning towards an extended one shot with an old game, give everyone a chance for some fun. So I'm going to give all of you the following options, let me know which ones appeal to you.  Understand that this is for a short engagement for fun and to give me some extra time to do things.

Balmuria 2: One Last Job.

The B2 crew has a new job to take care of, one that will push them. Will candy and courage be enough to save the day, or is the time for Whimsical Sweets over?

Balmuria 5: Fuck Auril.

The B5 group has a lead on a hidden fortress of Aurilites. Your mission is to go in, kick their asses and give Auril the middle finger. Can you do this or is a long winter about to overcome Malana, this time for good?

Vastwoods: Mushroom Panic.

Y'all, last night Myann woke up in a panic that the mushrooms of the Vastwoods were all dying. What's worse is that the sun didn't rise this morning. So I reckon it's about time you dust off all that gear and go solve this problem.

Right now, I am very tentatively planning to run these once per week in an IRC session, date and time to be determined. This may change depending on how things develop.

Note that the B2 game won't involve Balyss, Sylvie and Simmer, they're off having adventures with Aurora (and can't come to Balmuria in Simmer's case anyway).

Levels would be where they left off, though B2 has an optional level bump if you want it, as Balyss gained more than a few levels between games. Up to y'all.
Title: Re: Random DM nagging.
Post by: Ebiris on April 06, 2018, 11:32:36 AM
I'd lean towards B2 or Vastwoods of those options.
Title: Re: Random DM nagging.
Post by: Corwin on April 06, 2018, 02:46:59 PM
Not really drawn to the options, sorry.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 07:48:41 PM
Fair enough, Cor. Waiting on Neph's comments here.
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2018, 08:05:52 PM
I don't know enough about B2 to really comment -- but I'd be interested in at least giving it a whirl.

Vastwoods is fine as well, as well as B5.

I admittedly have no interest in the slaad dungeoneering, it's just not my cup of frothy, swirling, chaos-infused tea.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 08:17:34 PM
Fair enough. Okay, I had a chat with Cor after his post and it helped establish a few points in my mind.

- I'm mostly trying to run a short game for momentum's sake and some throwaway fun for all of you.
- I'm fine with more downtime from a DMing perspective, I need it as my next big thing is probably going to be high epic Balmuria. To quote myself from a recent PM with Cor: The main reason I need more time too is that whatever happens next may well be a Balmuria game that deals with the highest level things - lots of setup there over the years, be it B1r or something different. All that setup isn't just for my amusement. But the base issue is that I need more time down from running epic 3.5.
- Cor isn't interested in a one shot and I don't want to split the party, so to speak.
- Two more months without anything isn't acceptable.

So I see a few options here.

1. I run a short game with Neph and Eb (maybe a third depending on which) to keep us occupied. Maybe get Yuth or Merc if he can commit to four or so sessions. It's a fun throwback, but it excludes Cor.
2. I spend a month building up and setting up whatever the new game is, as well as giving everyone ample prep time. Since high epic 3.5 is a distinct possibility, lots of prep time can't hurt. This is both mechanical prep as well as me posting things, story segments like the Fall of Bel to get you interested and so on and so forth. It's something, but it's also not gaming, either.

What do you all think?
Title: Re: Random DM nagging.
Post by: Ebiris on April 06, 2018, 08:21:14 PM
Honestly I'm cool with waiting. I like gaming but a throwaway short game is... well, by definition it's throwaway, I don't really care about it either way. Happy to wait for cool stuff later and get more fluff and stuff in the meantime.

I'm not going anywhere after all.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 06, 2018, 08:22:08 PM
Honesty, I'm good with either. The dungeon thing was more of a test run of the rebuild, but if you go the option of more downtime, we can just run some combat/skill test stuff quietly when we're both around. Between the two of us, it shouldn't be difficult to work out the dings in the rebuild. If the rebuild works out, it's likely what I'm going to try and play in whatever follows.

That said, Rat was interested and if he still wants in, I'm fully willing to run.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 08:22:57 PM
Quote from: Iron Dragoon on April 06, 2018, 08:22:08 PM
Honesty, I'm good with either. The dungeon thing was more of a test run of the rebuild, but if you go the option of more downtime, we can just run some combat/skill test stuff quietly when we're both around. Between the two of us, it shouldn't be difficult to work out the dings in the rebuild. If the rebuild works out, it's likely what I'm going to try and play in whatever follows.

That said, Rat was interested and if he still wants in, I'm fully willing to run.

Oh no, you misunderstand. This is talking about game one. Game two (your and Rat's game) is set already and is running regardless. It's also much lower impact so it's not a huge effort consideration.
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2018, 09:00:55 PM
If it's a matter of "doing something" between now and then, may I make a request that it's something that will somehow come up later, then?

I realize that may be difficult to accomplish considering the power level you're dealing with, but it'd be neat to see the ripples of one thing work somewhere else.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 09:07:32 PM
Quote from: Nephrite on April 06, 2018, 09:00:55 PM
If it's a matter of "doing something" between now and then, may I make a request that it's something that will somehow come up later, then?

I realize that may be difficult to accomplish considering the power level you're dealing with, but it'd be neat to see the ripples of one thing work somewhere else.

Like seeing, say, Aurora's victory impact something in the next game? Just for example.
Title: Re: Random DM nagging.
Post by: Nephrite on April 06, 2018, 09:10:36 PM
That, or having something in the game come up as a piece of news or something in the epic-level game. Something along those lines.

I realize it'd be a bit of a challenge for B5 to have any real impact on a high-level Balmuria game, though, as an example.
Title: Re: Random DM nagging.
Post by: Anastasia on April 06, 2018, 09:26:01 PM
B5 was actually angling to have an impact, albeit indirectly. But yeah, a game of this level will take everything into view.

Okay, since I know Cor's opinion here, I think the second option carries. More once I decide what I want to run, will probably be sooner than later now.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 07, 2018, 03:16:04 AM
I like the idea of playing Arachiel again.
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2018, 10:14:52 AM
Quote from: Yuthirin on April 07, 2018, 03:16:04 AM
I like the idea of playing Arachiel again.

Cool, I'll bear that in mind for considerations, Yuth.
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2018, 01:59:51 PM
So we finally finished B3. I didn't think we'd ever come back to it when we first paused, but in the end, we all gave it a chance. Was is worth it to all of you? Did you all have fun? Was the effort and doing what I was pretty sure we'd never do rewarding for y'all?

I'd like to know now that the haze of victory has faded a bit. I've been toying with going back to old games in part because this went well and provided closure to B3, which was awesome.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 07, 2018, 02:19:31 PM
Well, I wasn't part of the original B-anything, but I really enjoyed it. It took me a bit to figure out, but that's because I never played anything above 12 and had no background in the world.

I did enjoy learning about everything. Visiting old games with a new perspective sounds neat. I'd be interested.
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2018, 03:17:56 PM
Quote from: Iron Dragoon on April 07, 2018, 02:19:31 PM
Well, I wasn't part of the original B-anything, but I really enjoyed it. It took me a bit to figure out, but that's because I never played anything above 12 and had no background in the world.

I did enjoy learning about everything. Visiting old games with a new perspective sounds neat. I'd be interested.

Fair enough, thanks. I admittedly was aiming at people who played in B3 the first time, but this is a good contribution.
Title: Re: Random DM nagging.
Post by: Corwin on April 07, 2018, 04:42:41 PM
I liked the closure. Succeeding was fun!
Title: Re: Random DM nagging.
Post by: Anastasia on April 07, 2018, 04:52:06 PM
Quote from: Corwin on April 07, 2018, 04:42:41 PM
I liked the closure. Succeeding was fun!

It really was. I tend to set up big plots that don't always see payoff - but the point of the Shars, the Hells, all of that is to eventually try and triumph. Getting there makes it all the sweeter.
Title: Re: Random DM nagging.
Post by: Ebiris on April 08, 2018, 08:21:24 AM
Yeah, I'd read over most of the old B3 logs before I asked about rejoining the game and it did recapture some of the old magic and rekindle my interest in the characters and plot. Felt good to get our win, even if it felt a bit rushed at the end there.
Title: Re: Random DM nagging.
Post by: Anastasia on April 08, 2018, 04:46:38 PM
It was nice all around, yes.

Next pitch should be in a day or two. I was thinking this weekend, but that was overly optimistic.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2018, 10:59:45 AM
I'm going to be talking about some of the underpinnings of the next mainline Balmuria game I want to run. This may or may not be the next game I run, it'll either be that or that homebrew system. I'm currently deciding about that, and as most of that end's meanderings are tied up on me hashing it out more, have some stuff about this end of it instead.

1. Nodes.

Rather than a tightly defined PC party, this game will be on a much larger scale. As high epic characters, the characters will either be divine themselves or the direct servants of divinity. As such they are either leaders or serving directly under them, and with either case great latitude to accomplish their goals. They will be expected to build up characters around them, a node that they're the center of. This is the way some games have drifted to previously (later B1, B3 in practice due to individual goals), so I think codifying it and using it to our advantage in a game with a vast scope would be to everyone's advantage.

Example (Deity): Alicia would be the head of her node and surrounded by NPCs like Syala, Marie, Antenora, Latha, Jessica and so on and so forth. Her entire thing is Sylica, which comes neatly packaged.
Example (Non-Deity): Moore would be tasked by Erathaol to accomplish various missions to advance Mount Celestia's agenda. He would be the head of his node and surrounded by NPCs from various places. Some would be new, some may be from B3 or other games and so on and so forth. He'd be establishing his own thing in Celestial as a direct agent of Erathaol.

2. Independence.

As mentioned before, at the level you'll be at, you'll have ways and means to get things done. You'll have little to no direct oversight, being the effective leader of your node. I'd expect people who are driven with goals, many self set to accomplish greater goals and deal with issues as they arise. Of course you'll get the occasional push anyway, but by and large you should be able to take a multiversal scale problem (example: Demogorgon is being a dick, kick him in the sack some and push him back) and work it through various sub goals and achievements.

Example (Deity): "Seira, this is Waukeen. Demogorgon's faithful have been attacking my temples on various Primes. Would you be a darling and breathe fiery vengeance on him? Thanks!"
Example (Deity): "Okay, let's fix this. Donald, go figure out why Demogorgon is doing this. Amaryl, get some forces ready for reprisals. Elle, do some divining to see if you can get a clue here. I'll go with Amaryl and lead the reprisals. Let's go!"
Example (Non-Deity): "Arachiel, Demogorgon is attacking many temples of various deities, most of them on the side of the righteous. Investigate this and report back to me."
Example (Non-Deity): "Hum. Well, I can get Josa and everyone to see if anyone's causing trouble around Balmuria. Romiel owes me a favor, so I can call on him for some aid. Oh! And that cute courre of Alicia's owes me too, she can give me any inside information they have. Let's go!"

By and large, PCs should be setting goals within the general framework they have and getting things done. Beyond the broad basics, this won't be a big, handholding sort of game. B3 had a fair bit of this within the general goal of freeing Lifasa, so this should be familiar enough.

3. Interconnectivity.

Now, so far I've talking about nodes and self focused groups without talking about how PCs would interact. As this is a game large in scope, I don't want the traditional, tight PC parties that require doing many things together, but a more flexible approach. However, that doesn't mean it's just multiple games with cameos. I would like ties to form and reasons to cooperate on various matters between the PCs and their nodes. It's a big enough multiverse that everyone should have things to do, as well as times when they want to get help from someone more involved in a particular area or for extra muscle. That should develop and be used when advantageous, to allow nodes to mix and interact as desires, but not in a mandatory nature.

Example (Deity): "Hm, Moore's been dealing with Mineral from what Ebony said. Rather than going in blind, I can ask him to go with Latha and vouch for her. That's a good idea."
Example (Non-Deity): "Hm, Seira deals with beating up Sharrans a lot. I could use some help smashing this cult temple...I could ask her for a favor to get Elle to help. That's a good idea."

All that said, that's a lot of words to basically say 'I want a game where each PC heads a group, does their thing and works with others as needed'. That's how games of ours tend to go, so I think I'd like a game that embraces that from day one. Let each PC be the head of their own world bordering on their own game and intermix other players when useful or desired, or occasionally when circumstances dictate.

---

As for who everyone plays, that's up to all of you. If it's an old character, it has to be someone who can plausibly be that level of power. Easy for some, much harder for others. If it's someone who isn't plausible, you'll have to sell me on it. New characters are also fine, though you'll be starting from the ground up and probably be a slower starter on account of it. I'm not even opposed to people grabbing noted NPCs or people from the C&M topic, within reason and subject to DM veto. Feel free to be creative. Who you choose will naturally impact things, so bear that in mind.

Generally, playing deities will either be quasi powers or demi powers (mostly Alicia and Seira here, but I would consider a fresh DvR1 demi power with a good enough set up, since B1 went into how deities are trying to raise more demi powers to help oppose Shar). Choosing this option over a powerful but non divine character will come with some complications to balance it out, since it's a considerable power boost. For example, Alicia and Seira have the whole 'Oh shit stop the end of Creation' quest going on.

---

The game's themes are going to focus around several things. Most of these are things that are touched on in other Balmuria games, but never given a lot of focus for various reasons.

1. Fuck Shar. B3 essentially had a Shar embargo after B2, so she was only mentioned indirectly until the finale. As she's a big deal right now, one aspect of things will be pushing back against her. Most of the multiverse has reasons to be opposed to her right now, even those who might get along with her otherwise. So expect some fighting and hopefully messing up Shar but good.

2. The Competition. While touched on in B1 and mentioned at times in B3, this has never gotten a lot of focus. It will more in this game, be it directly (by deific PCs) or serving powers who involve their direct servants with it (for non deific PCs). You'll be expected to spread the ethos and faith of whomever or whatever you serve or represent, regardless of anything else.

3. The Answer. Touched on a few times occasionally, it's known that the Incarnations sought an answer to law vs chaos, and then good vs evil once those concepts were born in Creation. One could fairly say Creation's reason to exist is to answer those questions, yet so far none have provided the shining answer that could settle any of those disputes forever. While the odds are long that you'll be the one to finally provide one, at least you may be able to take steps towards one. This will go into a lot of information that deities don't spread about Creation, the sort of information you only brushed against in previous games. Which leads into the next one...

4. Answers. A lot of Creation's deepest facts and truths are only referenced, alluded to or simply not talked about. This will be a game that goes into those, as noted above. What ones you go into and learn about will depend on a lot of things, including who you play and how gameplay develops, but at the least, you'll have a chance to answer a lot of mysteries presented throughout Balmuria's run.

5. Bonds. The last and deepest theme I'd like to explore is how each PC develops friends and allies around themselves. With each character having a fairly set cast around themselves, I'll be looking to go deeply in each character ala B1. B1 did the most work into getting into character's heads, something B3 had to skimp on thanks to the large cast of characters.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 09, 2018, 11:13:51 AM
Sounds really interesting to me. I think we may want to come up with a quick reference sheet for everyone who plays regarding what things they regularly deal with. Since it won't be a tight-knit PC party doing everything together, it'll be easier to forget that character so-and-so dealt with thing X, Y, Z since not everyone will be directly involved with X, Y, Z.

While leading a team is a thing, are we talking about all PCs acting out of a single location like Aurora? Because if one character goes under Sylica, they're probably going to want to operate out of somewhere that's closely tied to her vs. someone else operating under Seira and operating out of the Cauldron. Or is it going to be a thing like they have their personal HQ out of wherever and the NPCs are housed out of a central location so they can sorta be assigned to different teams when needed?

As for team members, is this going to be already established NPCs, or can we design our own NPCs/teams if we want?
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2018, 11:19:56 AM
Quote from: Iron Dragoon on April 09, 2018, 11:13:51 AMSounds really interesting to me. I think we may want to come up with a quick reference sheet for everyone who plays regarding what things they regularly deal with. Since it won't be a tight-knit PC party doing everything together, it'll be easier to forget that character so-and-so dealt with thing X, Y, Z since not everyone will be directly involved with X, Y, Z.

Coordination like that would be a good idea to help PCs keep things straight, yes. B3 used a bit of that, I got the impression it was helpful for all of you.

QuoteWhile leading a team is a thing, are we talking about all PCs acting out of a single location like Aurora? Because if one character goes under Sylica, they're probably going to want to operate out of somewhere that's closely tied to her vs. someone else operating under Seira and operating out of the Cauldron. Or is it going to be a thing like they have their personal HQ out of wherever and the NPCs are housed out of a central location so they can sorta be assigned to different teams when needed?

They would not be working out of a single location unless the players designed it that way - like all choosing to play, I don't know, agents of Lathander in the same order.

QuoteAs for team members, is this going to be already established NPCs, or can we design our own NPCs/teams if we want?

Depends on who is chosen and how. Generally, if you start with a new PC, your early work will be assembling a team. You could end up recruiting someone you know (ala Ebony or Balyss being recruited for B3 from B1), but you'd be doing that work IC once the game starts.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 09, 2018, 11:22:29 AM
If we decide to play our old characters, like I pick Surraruthru back up, would there be any kind of time gap, leveling up, finishing old goals, ect., or would it be just a step right in and go deal?
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2018, 11:24:08 AM
Quote from: Iron Dragoon on April 09, 2018, 11:22:29 AM
If we decide to play our old characters, like I pick Surraruthru back up, would there be any kind of time gap, leveling up, finishing old goals, ect., or would it be just a step right in and go deal?

It would depend on how things shape up.

I don't want a total B3 rehash, just FYI. I don't mind some being drawn from there - Moore was strongly implied to be moving in that direction for example - but that game just finished. Edit: Honestly, I think it would come down to a request for the generals not to be replayed, since they could bring the whole bulk of Aurora into things. Non generals can't do that and I can manage that a lot better. Edit 2: Huh, I'm arguing against an old character being replayed. Eb, Cor, is today Upside-Down Day for y'all as well?
Title: Re: Random DM nagging.
Post by: Corwin on April 09, 2018, 03:26:48 PM
Quote from: Anastasia on April 09, 2018, 11:24:08 AM
Eb, Cor, is today Upside-Down Day for y'all as well?

No  :)
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2018, 03:36:53 PM
Hah.
Title: Re: Random DM nagging.
Post by: Ebiris on April 09, 2018, 06:07:27 PM
The whole node/interconnectivity thing sounds pretty neat. I'm not really sure how I feel about the themes and metaplot as described. Shar's a bitch to expend brain cells worrying about, and the choice between trying to get back into a character from a decade ago or starting fresh and then not having the advantages of that older character is kinda iffy.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2018, 10:37:16 PM
Quote from: Ebiris on April 09, 2018, 06:07:27 PMThe whole node/interconnectivity thing sounds pretty neat.

I wasn't sure if I was up my own ass on that one or not, so I'm glad to see it's getting a good reception. Really, I'd like each PC to be the king or queen of their own little world and connect to others as they see fit.

QuoteI'm not really sure how I feel about the themes and metaplot as described. Shar's a bitch to expend brain cells worrying about, and the choice between trying to get back into a character from a decade ago or starting fresh and then not having the advantages of that older character is kinda iffy.

No argument about picking up an old character. If you did go the Alicia route (and/or Cor the Seira one), I'd assume some changes are going to happen. The two have gone through an apotheosis and all the changes in perspective that brings. As divinity settles onto them, some adjustments are inevitable. What the means in practical terms is that 'freshening up' the characters is perfectly acceptable. Adding, subtracting and adjusting is all expected. It's both to help reduce the feeling of missing something and wondering if you're OOC, as well as giving you a chance to spruce the old character up by adding a new wrinkle or two. Consider it a chance to freshen things up however you want, within reason.

As for Shar? Well, I think everyone who has dealt with her can agree she needs a kick in the face. I'm hoping you PCs will be the ones to give it to her, though she won't be the only thing going on. While giving Shar the proverbial middle finger is a factor in the campaign, it's not the only thing going on.

The thing is, I have confidence you could run Alicia again and get a good campaign out of it. Back when B3 was essentially a ghost game with Yuth still playing, I don't think anyone thought we'd see Afina, Jaela or Ithea back in action. But just like that, I think that if we give it a go and put an effort in, we can get to those resolutions B3 got and the good feeling of finishing things and gaining closure. Generally speaking, when this group tries, we usually have a pretty good game.

Now all that being said, starting fresh is an option too. While you don't get the advantages of using an old character, you do get the freedom of a new one. That's a trade off, too. It all depends on if you feel that freedom is desirable and worth it. Sometimes freedom is worth a lot, y'know?
Title: Re: Random DM nagging.
Post by: Nephrite on April 09, 2018, 10:51:30 PM
If there is still a story to be told about Moore's adventures, I'm all for it.
Title: Re: Random DM nagging.
Post by: Anastasia on April 09, 2018, 10:55:28 PM
Quote from: Nephrite on April 09, 2018, 10:51:30 PM
If there is still a story to be told about Moore's adventures, I'm all for it.

It's up to y'all who you choose to play. I generally won't veto unless...

1. It's an absurd choice.
2. You're pulling some manner of shenanigans.
3. Aurora general. See the following discussion. I don't want a rehash of B3, since it would likely slide right into that.
4. Everyone else gets torches, pitchforks and demands to burn you at the stake. Aka a crazy catchall of someone being a troll or otherwise detrimental.

<Iddy> Who counts as non-generals? I mean, we never really clarified where like Muirfinn, Surraruthru, and Moore are. I know at one point you said something like Colonel or something.
> Afina, Jaela, Ithea, Adrian, Gisfal.
> Two are NPCs so it's basically a three person list.
> Willim used to be one but dead.
<Iddy> Alright. Work trime.
<Iddy> time
<Iddy> Later
> And to be totally honest, a theoretical Merc return I'd even be willing to bend on Ithea in that case. I really just don't want B3.1 after just putting an ending on B3 a month ago. At least not yet.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2018, 01:05:20 PM
I'm still working on that homebrew system. Here's a preview.

Elevator Pitch: System is a d10/d100 game that provides a loose structure that you fill in your own abilities with. The system is designed with flexibility for numbers to rise or stay low and still work, using those and large numbers of dice (via automated dice rollers online) to provide the players with a sense of growth and power. Think of video game mechanics more than typical RPG mechanics.

The Seven Attributes

Strength: Physical strength. It applies to your melee attacks and hit points.
Agility: General speed and flexibility. It applies to your ranged attacks and evasion.
Endurance: Overall health and fitness. It applies to your hit points.
Skill: How skilled you are at various trained skills and abilities. It applies to various perks that allow you to do things, like lockpicking, computer hacking, dancing or any other skilled pursuit.
Magic: How magically talented you are. It applies to your magic attacks and magic points.
Willpower: Mental fortitude and willpower. It applies to your magic points.
Luck: General luck. Luck does not apply to a particular ability by default.

Melee Attacks: Attacks with handheld weapons, such as swords, knives, clubs and so on. Your strength score is your base melee attack, though weapons, abilities and other things can raise this.
Ranged Attacks: Attacks with ranged weapons, such as archery, guns, thrown weapons and so on. Your agility score is your base ranged attack, though weapons, abilities and other things can raise this.
Magic Attacks: Attacks with supernatural forces, psionic powers and other magical abilities. Your magic score is your base magic attack, though weapons, abilities and other things can raise this.

The Dice Rolls

The main dice roll used in this system is 1d100, with multiple d10s being used to roll damage. Your goal is to roll equal or lower to your target number. Rolling equal or lower to your target number is called a success. Every successful roll has a number of successes, which are determined as follows.

Roll number=1 success.
Every 10 points between the roll number and the target number=1 success.

Examples

Melee attack roll of 23 against a target of 25. 23. 1 success.
Evasion roll of 48 against a target of 77. 48, 58, 68. 3 successes.
Willpower check roll of 89 against a target of 143: 89, 99, 109, 119, 129, 139. 7 successes.

High Numbers of Successes

When tallying successes for a roll that's a few hundred or more numbers away from the target number, use the following method. Take your roll and add 90 points to it, then count in increments of 100 until adding 100 would put you over the target number.  As the roll number counts as the first success, merely adding 100 to it will provide less successes than you are entitled to.

Magic attack roll of 15 against a target of 539. 105, 205, 305, 405, 505. 50 successes. 515, 525, 535. 53 successes.
Agility check of 93 against a target of 830. 183, 283, 383, 483, 583, 683, 783. 70 successes. 793, 803, 813, 833. 74 successes.

Evasion

When attacked, a character rolls an evasion check. Your goal is to roll equal or lower to your target number. Rolling equal or lower to your target number is called a success, this works just like any other sort of roll. You subtract your successes on the evasion roll from the attacker's successes on the attack roll. If you negate all of an attacker's successes, you take no damage from the attack. Otherwise, the remaining successes deal damage to you.

Examples

Evasion roll of 43 against a target of 59. 43, 53. 2 successes. This is against a total of 8 successes on the attack roll, so only 6 successes get through to damage the the defender.
Evasion roll of 92 against a target of 239. 182. 10 successes. 192, 202, 212, 222, 232. 15 successes. This is against a total of 14 successes on the attack roll, so the defender takes no damage.

Damage

Every form of attack deals a set number of d10s per success of damage. Multiply the total of successes after evasion by this number of d10s and roll that to determine damage.

Examples

A brawler manages 4 successes against an enemy in a barroom brawl. He deals 2d10 damage per success with his bare fists, for a total of 2*4=8d10 damage.
A mage casts a fire spell on a goblin and gets 14 successes through. The fire spell deals 5d10 damage per success, for a total of 14*5=70d10 damage.

Special Rolls

A roll of a natural 1 is an automatic success. On an attack roll, you double the successes from your attack. On an evasion roll you automatically negate all the successes against you for that attack. For an attribute check, you automatically succeed on the check. On an opposed attribute check, you automatically win unless your opponent also rolls a natural 1, in which case check total successes to determine who wins the roll.

A roll of a natural 100 is an automatic failure. Attack rolls automatically miss, evasion rolls dodge no successes and attribute checks fail.


---

So basically it's a d100 system with successes by powers of 10?

Pretty much. It's designed to be easy to count one you practice a bit, even if it reaches higher numbers.

If the numbers get really high, don't previous enemies or allies start getting left behind, as they can't hit enemy evasion scores?

Yes, and honestly, that's as designed. It's meant to have a distinct feel of power levels and tiers to it. Again, this is meant to emulate video game systems. That goblin that you fought at level 2 isn't going to do much to you by level 20, are they?

When the numbers start getting higher, there's almost no chance of an attack missing unless you're attacking someone with a good evasion score.

That's intentional again. Depending how evasion is scaled in a particular game, it may keep up or it may more function like a video game defense score. It doesn't really stop attacks, but it takes a good part of the damage away.

Okay, where's the rest of it? This is just the bare bones of things.

It is a preview. That aside, it's meant to plug created systems into it to emulate whatever you want. Like any RPG system, it has its strengths and weaknesses, things it does well and things it doesn't do well. It's meant to be flexible rather than specializing in any style, beyond what's noted already. There's meant to be space in the margins to expand in, not be locked into any one genre.

---

As a note, if this resembles another system, let me know? I'm not up on d10/d100 game systems, I made this from scratch. For all I know, I'm treading on well established ground already.
Title: Re: Random DM nagging.
Post by: Ebiris on April 10, 2018, 01:36:39 PM
Could be rehashing what I said when you previewed this in chat, but a few observations.

There's no stat for social stuff like charisma or personality.

Counting for high numbers of successes seems really cumbersome. Here's my suggestion of another way to do it if you have a handy calculator: subtract whatever was rolled against the ability score, then round up to the next highest ten. Like in your examples?
Magic attack of 15 against magic score of 539? 539-15 = 524. Increment up and you have 53 successes.
Agility check of 93 against agility score of 830? 830-93 = 737. Increment up and you have 74 successes.
Just seems a lot easier than counting up, and since this is meant to be about getting super high numbers and automating the dice rolling as much as possible, that seems better than counting on your hands.

Since the roll mechanic is based on the d100, when stats are below 100 combat and challenges will be a lot more swingy, with missed attacks and successful defences occuring in equal measure, but then as they get higher attacks will always get at least some successes barring critical failures. Not necessarily saying that's bad, but the tenor of encounters will be substantially different on either side of the 100 stat cutoff.

In essence it's a lot like Tristat just with more stats and using d100 rather than d12 as its core mechanic.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2018, 01:43:00 PM
Quote from: Ebiris on April 10, 2018, 01:36:39 PMThere's no stat for social stuff like charisma or personality.

Pretty much intentional. Let that and intelligence be in the realm of roleplaying rather than a mechanical number.

QuoteCounting for high numbers of successes seems really cumbersome. Here's my suggestion of another way to do it if you have a handy calculator: subtract whatever was rolled against the ability score, then round up to the next highest ten. Like in your examples?
Magic attack of 15 against magic score of 539? 539-15 = 524. Increment up and you have 53 successes.
Agility check of 93 against agility score of 830? 830-93 = 737. Increment up and you have 74 successes.
Just seems a lot easier than counting up, and since this is meant to be about getting super high numbers and automating the dice rolling as much as possible, that seems better than counting on your hands.

To be entirely honest, I find my way faster for myself, but if that's faster for someone? More power to them. As long as you get the right numbers, count away.

QuoteSince the roll mechanic is based on the d100, when stats are below 100 combat and challenges will be a lot more swingy, with missed attacks and successful defences occuring in equal measure, but then as they get higher attacks will always get at least some successes barring critical failures. Not necessarily saying that's bad, but the tenor of encounters will be substantially different on either side of the 100 stat cutoff.

Yeah. I noticed that in development. I feel like it's two realms the system can work in. The lower realm is more traditional pen and paper, while once you get over the one hundred hump things become more video gamey. I'd ultimately see that as a feature to be used and noted.

QuoteIn essence it's a lot like Tristat just with more stats and using d100 rather than d12 as its core mechanic.

Really? I haven't played anything Tristat beyond SMRPG's basic system in a loooooooooooooooooooooong time. I have only the vaguest memories of that one game we did with Tristat DX.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2018, 03:19:29 PM
Got some great feedback in PM on this from Cor, thanks Cor. I'll be cleaning up some language issues and enhancing clarity for the next draft.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2018, 05:16:47 PM
My new game pitch will probably be in a few days. Maybe tomorrow, maybe Thursday or Friday. I'm in part waiting for feedback on that system preview, since part of is determined by how much more work the system needs. So posts of feedback there are super appreciated.
Title: Re: Random DM nagging.
Post by: Nephrite on April 10, 2018, 07:14:20 PM
I'll be honest, the new system seems a bit confusing to me, but I'm usually a bit daunted by this sort of thing.

I think if we have a practice run it'll be easy enough to understand.
Title: Re: Random DM nagging.
Post by: Anastasia on April 10, 2018, 10:27:34 PM
Quote from: Nephrite on April 10, 2018, 07:14:20 PM
I'll be honest, the new system seems a bit confusing to me, but I'm usually a bit daunted by this sort of thing.

I think if we have a practice run it'll be easy enough to understand.

Fair enough, I'm usually in the same boat as you. I feel like it plays easily enough but I haven't adequately explained it, which is what I was struggling with.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 01:37:13 PM
First of all, thanks to everyone who gave feedback on that mechanics preview. I'd still love anyone who speaks up about it, as after either B4SS or the next day game I intend to use it. Right now it still needs a bit more time in the oven, as well as a worked up setting to use with it. Meanwhile, more in the next post.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 01:56:24 PM
Here's the pitch. Questions welcome.

Balmuria 6: The Answer.
Players: 3-6.
Themes: Each PC is a world, answers to the deepest questions, Shar is really a bitch so we should do something about that, personal connections, events around the multiverse.
Posting Style: Mondays through Fridays, trying to aim for normal Balmuria time when possible for posting runs. However, when people aren't connected this is somewhat more flexible.
Level: 30.
Duration: None, until the end.

First of all, if you haven't, read this post here: http://www.soulriders.net/forum/index.php/topic,101729.msg1108943.html#msg1108943

Okay? Good.

This game will focus on PCs leading their own groups - called nodes - who go about and get shit done in the multiverse. Bad things are happening. Devils are taking over worlds, demons are running amok, dark deities execute horrid plans and Shar remains a looming threat thanks to the Prophecy of Primus. You play one of the great champions who fights to make the multiverse a better place, working at the top to solve problems that can consume entire worlds in hellfire or eternal darkness.

Yet this is a time of prophecy, a time that may well be the last era of Creation. One world and one city on the Prime shines brightly, a beacon of rebirth as the End looms larger and larger. Destiny swirls around that world, so tight as to draw others into it and pervert normal destinies into something far grander. Deep below the earth, a caged, false deity awaits, guarded by a two dragons forever in orbit of one another. Such is the will of Ao and the so called Arbiter, the same will that has empowered Shar and so much worse.

Can the PCs make Creation a better place, and perhaps ensure that this is not the end? Can they carve a place for themselves in the highest levels of power as worlds fall and great wars brew across the planes? All the players have pieces on the board, ready to play this great game to a climax, or perhaps THE climax. Will you claim the secrets of Creation, learn of them and finally find answers? Will you be able to make stalwart and true friends who will stand with you, no matter what? Will you and your friends become a radiance that become hope eternal?

Finally, let it be understood that no one is an island. Each PC will need to be supported by powerful allies and expand those bonds. From these bonds will come power - real, material power that aids you in your quests, beyond merely gaining more allies. Just as much a part of apocalyptic happenings, printing your will on the cosmos and doing what you want will be developing those bonds.

Note: While the tone is a little ominous here, I don't intend for this game to be overly dark. Things look darkest before the dawn, and well, y'all may be the dawn a whole lot.

Character Selection

You have two options for characters.

1. Use an existing character. This will start you with a pre-established character and allies suitable to them, as well as the bonuses they accrued in previous games.
2. Use a new character. Downside, you start from scratch. Upside, you start from scratch. Freedom can be a blessing and a bane.

New and returning characters will begin at level 30 at the moment (though I'm flexible on this if anyone has concerns, if you do speak up). Character generation for new characters will be Balmuria standard, I may tweak this a little bit due to the power level of the game if needed. Old characters will likely need some adjustment and rebuilding, this is perfectly okay. We'll work that all out, I expect this and will generally work to make those adjustments work.

Additionally, it is not impossible to begin play with a divine character (DvR0 or 1). As Balmuria 1 elaborated, the deities are sponsoring more demigods ascending to help against Shar. Due to Ao this is far from safe, as those he does not approve of are accursed into the abomination known as a hunefer. Alicia and Seira, if chosen, are already divine and past that risk. Returning characters beyond those two are not eligible to start with divine rank, though it is entirely possible to seek to obtain it in play. Indeed, in such times, paths of power beyond the approval of Ao may reveal themselves. A new character with a sufficiently good setup could be one of those newly risen DvR1 demigods or DvR0 quasi powers.

Note that divine characters will have at least one complication to compensate for the added power. For example, Seira and Alicia have the whole Arbiter quest to sort out.

More on the divine rules will be discussed further below.

Mechanical Details

- This game will aim to be challenging, but true PC death will be difficult. Entities of your statures rarely die forever. Outsiders respawn, deities lose an avatar or reform in their realm and so on. Death carries various prices of course, but unlike in many games, it need not be the end.
- I want a medium level of optimization. Bear in mind that this is an epic level game with divine rules being a factor - frankly, you don't need to optimize too hard to be powerful, especially if you have DvR1 or higher. Literally, you get a souped up wish/limited wish to spam at will.
- Returning characters are obviously whatever race they already were. New characters can assume up to LA+4 in either templates or an advanced race. I may go beyond this with a sufficiently good concept.
- As this is a Balmuria game, it uses those houserules. This includes gestalt, so bear that in mind. Likewise custom material from the R&S board is fair game. Note that as this game will function at that level of power, the divine rules are also relevant.
- Note that this uses the new gestalt rules, so pick a side for BAB and saves. Any imports from B3 will need to rebuild to be complaint with this.
- New character generation will be two !rollchars on Serith or another !rollchar capable bot. This is 5d6 drop lowest two. Make sure I'm in the chat room and around when you roll or the rolls will not count. Once I'm there and you've rolled, I'll have you post them here (or on our board for that if that's set up already). I may allow a third roll if you really bungle the first two, but this is purely up to me and will likely depend on my mood at the time.

Bonds

While good roleplaying and connecting with characters is its own reward and allure, that doesn't mean it can't be a literal reward. Connecting deeply with your friends and allies can lead to bonuses, powers and even level ups. So be prepared for a lot of roleplaying going in along with all the multiversal going-ons. After all, no one is an island, even the greatest powers have countless servants, allies and friends.

I will be keeping track of how you get along with people and handing these out when the time is right. So don't worry about tracking them, just enjoy the bonuses when you get them. The DM will take care of all behind the screen.

Yes, it is a bit Persona-esque, if you're familiar with those games. Not on purpose, it's just the direction things when in. Heck, remember the name of the sword Alicia was given at the end of B1 - Bonds. It's been a theme for awhile, and in this case I'd like to make it more direct and literal.

Divinity

First of all, I suggest reading the divine rules link at the bottom of this post. Get familiar with these rules. Also read the salient divine abilities as well as the individualized one in the last post in that topic.

The divine template will be used as written with the following adjustments.

1. Divine PCs get their relevant alignment domains for free. As I'm trying to keep optimization within fair bounds, consider this a freebie in exchange. This covers the good, evil, law and chaos domains. A true neutral PC can get the balance domain for free if this fits them, but are otherwise out of luck here.
2. Divine PCs get the following ability. It's meant to serve to cover the sheer tidal wave of information a deity gets in a simple and easy way.

Divine Knowledge (Ex)

A deity is the focus of an incredible amount of knowledge, both from prayer and her superior ability to understand the world. This allows the deity to know almost anything, from obscure knowledge to the customs of a particular Prime Material world. The deity can make a special Knowledge check, this is 1d20 + her Intelligence modifier + her divine rank to see if she knows information about what she desires. This can be anything she wishes and can be made in addition to a normal Knowledge check. The DC is the same as a normal Knowledge check about that information. A deity can always take 10 when using this ability.

For example, a deity could use this to make a Knowledge (Local) check about the customs of the region her avatar is passing through, then a Knowledge (Architecture and Engineering) to see if a bridge she is about to cross will hold or collapse. If those checks fail, she can choose to use any normal skills she has as well. Most deities always take 10 with this ability and use skills when this ability fails.

---

For speed of play, I'd prefer it if the take 10 option was used and this skill is invoked whenever a PC desires or directly into the text as needed. If you want to roll it anyway, that's fine too.

B1r Note

Back when it first looked like B1r was going to happen post B3, I did a lot of work on that. I may or may not use all of this precisely, mostly the magic item structure. I can provide links and answer questions about this if y'all go this way and need a refresher.

Previous powers from epic destinies in B1 will generally be brought over, I'll talk to y'all about more specifics if it looks to be relevant.

Custom Material

Odds are at least someone will require custom material. If you think you will, speak up soonest so I have plenty of time to develop it. Or heck, make your own and submit it to me if you'd prefer.

Level 30 Characters

What does a typical level 30ish character look like in Balmuria? Have a few examples. Use these as examples to help model your characters.

The Wandering Giver, Succubus 31//Fighter (Zhentarim) 10/Mutilator 21 (http://www.soulriders.net/forum/index.php/topic,103072.msg1053285.html#msg1053285)
Lady Honeydip, Eladrin Hero, Pixie 4/Marshal 25//Fighter 29 with the eladrin hero template (http://www.soulriders.net/forum/index.php/topic,103072.msg1054959.html#msg1054959)
Amea, High Summoner of Levistus, Gelugon 30//Conjurer 20/Master Specialist 10 (http://www.soulriders.net/forum/index.php/topic,103072.msg1055051.html#msg1055051)
Lucial, Blade of the General, Valeoloth 33//Fighter 23/War Hulk 10 (http://www.soulriders.net/forum/index.php/topic,103072.msg1055182.html#msg1055182)
Matellus, Solar's Rictus 32//Divine Corpsecraft (Lixer) 4/Entropic Creature 2/Evolved 4/Marshal 22 (http://www.soulriders.net/forum/index.php/topic,103072.msg1050604.html#msg1050604)
Nemiel, Herald of Beezlebub, Fallen Solar 29//Marshal 19/Herald of Beezlebub 10 (http://www.soulriders.net/forum/index.php/topic,103072.msg1052908.html#msg1052908)
Nassrapk, slaad wild mage, White Slaad 28//Wizard 10/Wild Mage 18 (http://www.soulriders.net/forum/index.php/topic,103072.msg1054945.html#msg1054945)
Sayuel, Throne Archon, Throne Archon 30//Knight 10/Defender 20 (http://www.soulriders.net/forum/index.php/topic,103072.msg1055794.html#msg1055794)
Latha, Diamond Angel of Radiance, Astral Deva 29//Cleric 29 (http://www.soulriders.net/forum/index.php/topic,103072.msg1054434.html#msg1054434)
Donald Smurth, Duskblade 29//Fighter 18/Dragon Disciple (Copper) 11 (http://www.soulriders.net/forum/index.php/topic,103072.msg1054112.html#msg1054112)

Demigods

In case you need them, here are some examples of demigods in Balmuria. This should give you a grasp of generally how powerful they are.

Zquujaj, Knight of the Pale Mother (Note: Overleveled for a demigod, they usually clock in between 30-40 hit dice. He's included for the sake of completeness.) (http://www.soulriders.net/forum/index.php/topic,103072.msg1056030.html#msg1056030)
Empress Sulia, the Martyr's Mother (http://www.soulriders.net/forum/index.php/topic,103072.msg1055425.html#msg1055425)
Sharess, Mother of Cats (Note: Slightly overleveled and discussed in the notes section of her statblock.) (http://www.soulriders.net/forum/index.php/topic,103072.msg1050514.html#msg1050514)
Ty-h'kadi, the Stormbringer (http://www.soulriders.net/forum/index.php/topic,103072.msg1051720.html#msg1051720)
Zaaman Rul, Prince of Good Fire Creatures (http://www.soulriders.net/forum/index.php/topic,103072.msg1055952.html#msg1055952)
The Red Knight (http://www.soulriders.net/forum/index.php/topic,103072.msg1051628.html#msg1051628)

Misc Notes

1. B3's bonus scenes in the credits are likely relevant here, so bear them in mind.
2. NPCs will probably start at level 30 as well, ala B5. They're meant to be tighter to you and more competitive.
3. Deities can stack a stat to something twice, so long as one is something from the divine rules. Example: A DvR1 paladin gets both Charisma to saves thanks to divine grace and the divine template. Note that they still have to be stackable bonus types - in that case untyped and resistance, respectively. Bonus types that overlap still overlap.
4. The differences between powers and deities will be gone into as relevant during character creation. Cor asked about this recently, so heads up.
5. Game start will be a month or so, so plenty of time to consider and do all the mechanical work a level 30 character requires.
6. Please post any questions that aren't private, since odds are I'll be asked a lot of them and it saves repetition on my end. I won't be mad or anything if you don't, but it does make my life easier. You'd be amazed at how often I repeat myself in PMs. No really, you'd be amazed at how often I repeat myself. It's absolutely amazing how often I repeat myself.
7. Strictly speaking there's no B3 embargo beyond my desire to avoid a general being played, since that turns into B3 Redux pretty quick, but I'd like B3 and Hell to take a backseat for awhile beyond any returning characters or PCs intentionally going there.
8. In case Surru and Seira are both played, you may have to work out a time share or something with Kascha. That's up to you two. Just don't turn it into a Mommy and Daddy are getting divorced and you spend every weekend with Daddy sort of deal, okay? But seriously, if those two are played that's a bit of a spot so I'd want to talk to both of you to hammer that out. It's not a huge deal but it would need to be addressed.

Bonus Links For Reference

Balmuria Houserules: http://www.soulriders.net/forum/index.php/topic,103071.0.html
Homebrew: http://www.soulriders.net/forum/index.php/topic,103074.0.html
Characters and Monsters: http://www.soulriders.net/forum/index.php/topic,103072.0.html
Epic Level Rules: http://www.soulriders.net/forum/index.php/topic,103118.0.html
Divine Rules: http://www.soulriders.net/forum/index.php/topic,103815.0.html
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 02:24:19 PM
Obvious point I forgot to mention: Post interest when you're ready and all of that. No hurry, it's a decent amount to read and digest.
Title: Re: Random DM nagging.
Post by: Ebiris on April 11, 2018, 05:17:31 PM
Sign me up then, I'll look into rebuilding Alicia to be gestalt compliant at some point.

(man, looking at her old sheet she'd get completely wrecked by Afina)
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 05:18:45 PM
Quote from: Ebiris on April 11, 2018, 05:17:31 PM
Sign me up then, I'll look into rebuilding Alicia to be gestalt compliant at some point.

(man, looking at her old sheet she'd get completely wrecked by Afina)

She would, non-gestalt and not as optimized.

http://www.soulriders.net/forum/index.php/topic,103072.msg1054636.html#msg1054636

A prop build I did for her in case I needed it. You may find this helpful. As I noted in PM, DvR1 should largely sort out numbers issues by themselves along with a competent rebuild.

NPCs will probably resemble the builds I did for them, though I'll give you some creative control there if you have any suggestions or preferences.
Title: Re: Random DM nagging.
Post by: Nephrite on April 11, 2018, 10:49:00 PM
I am interested. If there'd be any bonuses or whatever Moore would be getting, can I have those in advance? I've got a long list of math ahead of me for the save rebuilding.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 10:51:15 PM
Quote from: Nephrite on April 11, 2018, 10:49:00 PM
I am interested. If there'd be any bonuses or whatever Moore would be getting, can I have those in advance? I've got a long list of math ahead of me for the save rebuilding.

Anything you got in B3 plus the three levels to reach 30. Under what I'm calling the Kascha rule (blame Iddy), I'd generally allow you to import one reasonable NPC from B3 to get you kickstarted with your own node. They'd have to be willing to accept, of course.
Title: Re: Random DM nagging.
Post by: Nephrite on April 11, 2018, 10:52:54 PM
And here I was hoping for a Duke of Songs template.

I'll think about NPCs and get back to you.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 11:04:52 PM
Generally, that sorta thing will happen IC rather than OOC, Neph. If you need clarification on anyone, let me know. Some may need rebuilding for compliance, which could affect power level.
Title: Re: Random DM nagging.
Post by: Nephrite on April 11, 2018, 11:23:36 PM
I was mostly joking anyway, it's fine.

Would Cresiel be interested?
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 11:24:30 PM
Quote from: Nephrite on April 11, 2018, 11:23:36 PM
I was mostly joking anyway, it's fine.

Would Cresiel be interested?

He would be, sure.
Title: Re: Random DM nagging.
Post by: Nephrite on April 11, 2018, 11:25:38 PM
Yarr.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 11:26:47 PM
Quote from: Nephrite on April 11, 2018, 11:25:38 PM
Yarr.

Okay, any PrC or anything you'd like Cresiel to look into? Right now he's a...Solar 26//Knight 10/Hellreaver 16.
Title: Re: Random DM nagging.
Post by: Nephrite on April 11, 2018, 11:30:06 PM
I say just keep on the Epic Hellreaver train unless he's got some dip he wants somewhere.
Title: Re: Random DM nagging.
Post by: Anastasia on April 11, 2018, 11:30:49 PM
Quote from: Nephrite on April 11, 2018, 11:30:06 PM
I say just keep on the Epic Hellreaver train unless he's got some dip he wants somewhere.

He might take a level or two of knight, maybe, but probably not. As much as he'd like the goodies later in knight, hellreaver's just better for him.
Title: Re: Random DM nagging.
Post by: Merc on April 12, 2018, 12:32:02 AM
Quote from: Anastasia on April 04, 2018, 10:42:33 PM
Balmuria 4 Side Story: Dungeon Survivor.
Players: 1-4
Themes: Survival, getting back on your feet, recovering after a tragedy.
Posting Style: Daily (except Sundays, which are optional and at each person's discretion). I'm not looking for getting everyone together for long posting runs or anything, but instead steady progress each day. 1-2 posts a person a day is entirely reasonable. Think slow and steady wins the race.
Level: 14.
Duration: None, as long or as short as it goes.

Dune poked me about this on IRC. I'll join up.

[22:30] <Merc> !rollchar
[22:30] <Serith> 2, 3, 2, 1, 3 = 8
[22:30] <Serith> 6, 4, 6, 1, 6 = 18
[22:30] <Serith> 3, 5, 1, 5, 3 = 13
[22:30] <Serith> 5, 4, 2, 5, 5 = 15
[22:30] <Serith> 3, 5, 2, 5, 5 = 15
[22:30] <Serith> 4, 3, 3, 3, 4 = 11
[22:30] <Serith> Merc's Scores: 18, 15, 15, 13, 11, 8
[22:30] <Merc> !rollchar
[22:30] <Serith> 2, 4, 4, 2, 5 = 13
[22:30] <Serith> 4, 4, 6, 6, 4 = 16
[22:30] <Serith> 5, 1, 5, 3, 3 = 13
[22:30] <Serith> 2, 6, 3, 3, 4 = 13
[22:30] <Serith> 3, 1, 1, 3, 5 = 11
[22:30] <Serith> 3, 3, 6, 2, 4 = 13
[22:30] <Serith> Merc's Scores: 16, 13, 13, 13, 13, 11
[22:30] <Merc> Well, not that exciting but okay.

Choice 1.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 12:33:48 AM
Welcome aboard, Merc. The B4 board is the board we're using for this, go ahead and copy/paste those over there as well.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 09:27:06 AM
Okay, should have Cresiel done today, but won't post him until we have the boards we need.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 09:33:32 AM
Okay Eb, these are the following rough builds for your NPCs. They aren't leveled up to 30 but they're generally close. Let me know what you think and if you have any suggestions/adjustments.

Antenora: Erinyes 9/Ranger 1/Hellreaver 19//Paladin 29
Jessica: Rogue 29//Swashbuckler 10/Hellbreaker 10/Perfect Wight 9
Latha: Astral Deva 29//Cleric 29
Syala: Astral Deva 30//Druid 30

In short, Antenora's a mobile fighter/paladin type with some decent divine casting thanks to her paladin levels. Jessica's a fairly potent rogue who can sneak excessively well. Latha's essentially a solar and has room for a PrC if you want. Syala's running a few ACFs in druid for wis to AC, rage and favored enemy, so adding a PrC would be a little trickier for her but could go in interesting directions.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 11:44:26 AM
Cresiel's revision is done. As we don't have a board up yet, I'll post a preview of him here now. He's done except for his 11-13 domain spells, I'll work on those soon.

Antenora and Cresiel are both hellreavers, though with a different focus. Antenora is primarily an attacker, a charger who defeats enemies. Cresiel is a bodyguard, a defender who protects others. This revolves around a few key points.

1. Epic Shieldmate. The feat has been revised to account for shield barrier and shield evasion. As Cresiel has all these feats, he makes an excellent defender. Right now his shield bonus is +5, so anyone adjacent to him gains the following: +5 shield bonus to armor class, +5 bonus to Reflex saves and evasion. Note this evasion works in any armor.

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class. If you have the shield barrier and shield evasion feats, they apply to friendly adjacent creatures as well.

2. Divine succor gives Cresiel swift action healing of allies, while spread holy fury allows him to hand out fear immunity if needed.
3. Cresiel's cleric magic is structured around combat and self defense by and large, allowing him to throw down all sorts of healing and defensive spells to help further.

Beyond that, Cresiel has a gear problem that should be fixed easily enough in the early game. He's pretty much pure potential right now.

Spoiler: ShowHide


Cresiel

Solar 30//Knight 10/Hellreaver 20

Size/Type: Large Outsider (Angel, Good)
Hit Dice: Hit Dice: 10d12+20d10+330+30 (680 hp)
Initiative: +15
Speed: 50ft, fly 150ft (perfect)
Armor Class: 46 (-1 size, +11 dex, +21 natural, +5 shield)(+4 deflection vs evil)
Base Attack/CMB/CMD: +30/
Attack: Masterwork warhammer+39 (2d6+9 x3)
Full Attack: Masterwork warhammer+39/+34/+29/+24 (2d6+9 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, knight's challenge(fighting challenge+2, test of mettle, call to battle), holy fury(30 points), furious strike+14/+7d6.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 18, resistance to electricity and fire 20, spell resistance 43, tongues, evasion, knight's code, shield block+1, bulwark of defense, armor mastery(heavy), vigilant defender, shield ally, divine succor(70 points), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, divine judgment.
Saves: Fort +26, Ref +31, Will +27 (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 32, Con 32, Int 29, Wis 34, Cha 30
Skills: Balance+43, Concentration+43, Diplomacy+41, Intimidate+41, Gather Information+41, Handle Animal+41, Knowledge(Arcana)+40, Knowledge(Dungeoneering)+40, Knowledge(History)+40, Knowledge(N&R)+40, Knowledge(Planes)+40, Knowledge(Religion)+40, Listen+43, Perform(Song)+41, Profession(Historian)+43, Profession(Knight)+43, Ride+41, Sense Motive+43, Spellcraft+40, Spot+43, Swim+41
Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Shield Specialization(Heavy Steel Shield)(3), Shield Ward(K5), Improved Initiative(6), Shieldmate(9), Improved Shieldmate(K10), Arch-Angel's Mystery(12), Toughness(15), Improved Flight(18)
Epic Feats: Epic Shieldmate(21), Shield Barrier(24), Spread Holy Fury(H15), Epic Spell Capacity(27), Shield Evasion(30), Blinding Speed(H20)
Alignment: Lawful Exalted

Racial powers: [spoiler]

Regeneration (Ex)

Cresiel takes normal damage from epic, evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster 7, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion. 1/day-greater restoration, power word blind, prismatic spray, miracle. Caster level 30th. The save DCs are 20 + spell level. Any of Cresiel's always active abilities may be dispelled, but he can reactive them as a free action on his turn.

Spells

Cresiel casts as a 27th level cleric with access to the Courage, Good, Healing and War domains. The save DCs are 22 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Cure Light Wounds), Entropic Shieldx2, Light of Luniax2SC, Shield of Faithx2, Signx2SC
[8+1/day]2: (Spiritual Weapon), Bear's Endurance, Close Woundsx2SC, Delay Poisonx2, Divine ProtectionSC, Shield Other, Silence
[8+1/day]3: (Cloak of Bravery), Attune FormSC, Mass ConvictionSC, Mass Resist EnergySC, Protection from Energy, Shield of Wardingx4SC
[8+1/day]4: (Cure Critical Wounds), Death Wardx2, Dimensional Anchor, Freedom of Movementx2, Recitationx3SC
[7+1/day]5: (Valiant FurySC), Divine Agilityx7SC
[6+1/day]6: (Blade Barrier), Bolt of Gloryx3SC, Healx3
[6+1/day]7: (Greater Heroism), Greater Plane ShiftSC, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Lion's RoarSC), Dimensional Lockx3, Mass Death Wardx3SC
[5+1/day]9: (Greater Cloak of BraverySC), Gate, Mass Healx3, Miracle
[5+1/day]10: (Mass Valiant FuryHome), Energetic HealingHome, Energy ImmunityHome, Greater True SeeingHome, Summon Monster Xx2Home
[5+1/day]11: (), Hanna's ChargeHome, Heresy's RewardHome, Shardread WeaponHome, Superb Dispellingx2Home
[5+1/day]12: (), Burst of Gloryx3Home, Gift of ProphecyHome, Legion's GatesHome
[1+1/day]13: (), Web of GenerosityHome

Change Shape (Su)

Cresiel can assume the form of any Small or Medium humanoid.


Gear:
Spoiler: ShowHide


[Weapon]Masterwork Warhammer. Can deal bludgeoning or piercing damage.
[Shield]Masterwork Heavy Steel Shield. Has no armor check penalty and a base armor bonus of +3.

[Reserve Weapon]Large masterwork greatsword, +2 bonus to attack rolls.
[Reserve Armor]Large masterwork chain shirt, +5 max dex and no armor check penalty.


Custom Material: [spoiler]

Epic Shieldmate [Epic]
Prerequisite: Improved Shieldmate
Benefit: The shield bonus your shieldmate feat grants friendly adjacent creatures equals your shield bonus to armor class. If you have the shield barrier and shield evasion feats, they apply to friendly adjacent creatures as well.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 11:59:34 AM
http://www.d20srd.org/srd/epic/classProgressions.htm

Very small and quick note: If you use the table for the epic paladin here, note it doesn't give another smite at level 30. This is a mistake and text over table should apply, so you get a 7th smite daily as normal.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 12:38:37 PM
Alright, B6 has a board up, head on over there if you've already signed up.

If you're interested in signing up but haven't yet, post interest in here and we'll sort things out here first.
Title: Re: Random DM nagging.
Post by: Corwin on April 12, 2018, 12:46:50 PM
I'll take a glance at Seira. Dune, remember we discussed gestalt builds/writeups for her and Amaryl a while ago? Do you recall if it's what is currently posted in the Characters and monsters thread you linked Eb to?
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 12:55:21 PM
Yes, one moment.

Seira (http://www.soulriders.net/forum/index.php/topic,103072.msg1054616.html#msg1054616)
Amaryl (http://www.soulriders.net/forum/index.php/topic,103072.msg1054067.html#msg1054067)

Now the Seira build is all me and is mostly a prop in case I needed them. But feel free to use it for anything you like for inspiration. I'm aware it's a higher level than this game is starting, they're prop builds.
Title: Re: Random DM nagging.
Post by: Ebiris on April 12, 2018, 01:55:44 PM
I think Anty/Latha/Jessica/Syala are fine as is.

To be honest I'm struggling enough with figuring out gestalt Alicia to spare much thought for particular refinements they can use.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 01:56:12 PM
That's fair. Need some help with Alicia?
Title: Re: Random DM nagging.
Post by: Ebiris on April 12, 2018, 01:57:30 PM
Not really help, I'm just debating various approaches and the pros and cons.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 01:58:17 PM
Fair enough, g'luck then.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on April 12, 2018, 05:09:51 PM
Interested in playing in this game.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 05:10:37 PM
Alright. Unless anyone is going to join a new game, let's move discussions to the relevant boards.

OG nagging thread, in case this is the last post for you, it's been awesome.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 12, 2018, 09:38:10 PM
Quote from: Anastasia on April 11, 2018, 01:56:24 PM
Here's the pitch. Questions welcome.

Balmuria 6: The Answer.
Players: 3-6.
Themes: Each PC is a world, answers to the deepest questions, Shar is really a bitch so we should do something about that, personal connections, events around the multiverse.
Posting Style: Mondays through Fridays, trying to aim for normal Balmuria time when possible for posting runs. However, when people aren't connected this is somewhat more flexible.
Level: 30.
Duration: None, until the end.

First of all, if you haven't, read this post here: http://www.soulriders.net/forum/index.php/topic,101729.msg1108943.html#msg1108943

Okay? Good.

This game will focus on PCs leading their own groups - called nodes - who go about and get shit done in the multiverse. Bad things are happening. Devils are taking over worlds, demons are running amok, dark deities execute horrid plans and Shar remains a looming threat thanks to the Prophecy of Primus. You play one of the great champions who fights to make the multiverse a better place, working at the top to solve problems that can consume entire worlds in hellfire or eternal darkness.

Yet this is a time of prophecy, a time that may well be the last era of Creation. One world and one city on the Prime shines brightly, a beacon of rebirth as the End looms larger and larger. Destiny swirls around that world, so tight as to draw others into it and pervert normal destinies into something far grander. Deep below the earth, a caged, false deity awaits, guarded by a two dragons forever in orbit of one another. Such is the will of Ao and the so called Arbiter, the same will that has empowered Shar and so much worse.

Can the PCs make Creation a better place, and perhaps ensure that this is not the end? Can they carve a place for themselves in the highest levels of power as worlds fall and great wars brew across the planes? All the players have pieces on the board, ready to play this great game to a climax, or perhaps THE climax. Will you claim the secrets of Creation, learn of them and finally find answers? Will you be able to make stalwart and true friends who will stand with you, no matter what? Will you and your friends become a radiance that become hope eternal?

Finally, let it be understood that no one is an island. Each PC will need to be supported by powerful allies and expand those bonds. From these bonds will come power - real, material power that aids you in your quests, beyond merely gaining more allies. Just as much a part of apocalyptic happenings, printing your will on the cosmos and doing what you want will be developing those bonds.

Note: While the tone is a little ominous here, I don't intend for this game to be overly dark. Things look darkest before the dawn, and well, y'all may be the dawn a whole lot.

Character Selection

You have two options for characters.

1. Use an existing character. This will start you with a pre-established character and allies suitable to them, as well as the bonuses they accrued in previous games.
2. Use a new character. Downside, you start from scratch. Upside, you start from scratch. Freedom can be a blessing and a bane.

New and returning characters will begin at level 30 at the moment (though I'm flexible on this if anyone has concerns, if you do speak up). Character generation for new characters will be Balmuria standard, I may tweak this a little bit due to the power level of the game if needed. Old characters will likely need some adjustment and rebuilding, this is perfectly okay. We'll work that all out, I expect this and will generally work to make those adjustments work.

Additionally, it is not impossible to begin play with a divine character (DvR0 or 1). As Balmuria 1 elaborated, the deities are sponsoring more demigods ascending to help against Shar. Due to Ao this is far from safe, as those he does not approve of are accursed into the abomination known as a hunefer. Alicia and Seira, if chosen, are already divine and past that risk. Returning characters beyond those two are not eligible to start with divine rank, though it is entirely possible to seek to obtain it in play. Indeed, in such times, paths of power beyond the approval of Ao may reveal themselves. A new character with a sufficiently good setup could be one of those newly risen DvR1 demigods or DvR0 quasi powers.

Note that divine characters will have at least one complication to compensate for the added power. For example, Seira and Alicia have the whole Arbiter quest to sort out.

More on the divine rules will be discussed further below.

Mechanical Details

- This game will aim to be challenging, but true PC death will be difficult. Entities of your statures rarely die forever. Outsiders respawn, deities lose an avatar or reform in their realm and so on. Death carries various prices of course, but unlike in many games, it need not be the end.
- I want a medium level of optimization. Bear in mind that this is an epic level game with divine rules being a factor - frankly, you don't need to optimize too hard to be powerful, especially if you have DvR1 or higher. Literally, you get a souped up wish/limited wish to spam at will.
- Returning characters are obviously whatever race they already were. New characters can assume up to LA+4 in either templates or an advanced race. I may go beyond this with a sufficiently good concept.
- As this is a Balmuria game, it uses those houserules. This includes gestalt, so bear that in mind. Likewise custom material from the R&S board is fair game. Note that as this game will function at that level of power, the divine rules are also relevant.
- Note that this uses the new gestalt rules, so pick a side for BAB and saves. Any imports from B3 will need to rebuild to be complaint with this.
- New character generation will be two !rollchars on Serith or another !rollchar capable bot. This is 5d6 drop lowest two. Make sure I'm in the chat room and around when you roll or the rolls will not count. Once I'm there and you've rolled, I'll have you post them here (or on our board for that if that's set up already). I may allow a third roll if you really bungle the first two, but this is purely up to me and will likely depend on my mood at the time.

Bonds

While good roleplaying and connecting with characters is its own reward and allure, that doesn't mean it can't be a literal reward. Connecting deeply with your friends and allies can lead to bonuses, powers and even level ups. So be prepared for a lot of roleplaying going in along with all the multiversal going-ons. After all, no one is an island, even the greatest powers have countless servants, allies and friends.

I will be keeping track of how you get along with people and handing these out when the time is right. So don't worry about tracking them, just enjoy the bonuses when you get them. The DM will take care of all behind the screen.

Yes, it is a bit Persona-esque, if you're familiar with those games. Not on purpose, it's just the direction things when in. Heck, remember the name of the sword Alicia was given at the end of B1 - Bonds. It's been a theme for awhile, and in this case I'd like to make it more direct and literal.

Divinity

First of all, I suggest reading the divine rules link at the bottom of this post. Get familiar with these rules. Also read the salient divine abilities as well as the individualized one in the last post in that topic.

The divine template will be used as written with the following adjustments.

1. Divine PCs get their relevant alignment domains for free. As I'm trying to keep optimization within fair bounds, consider this a freebie in exchange. This covers the good, evil, law and chaos domains. A true neutral PC can get the balance domain for free if this fits them, but are otherwise out of luck here.
2. Divine PCs get the following ability. It's meant to serve to cover the sheer tidal wave of information a deity gets in a simple and easy way.

Divine Knowledge (Ex)

A deity is the focus of an incredible amount of knowledge, both from prayer and her superior ability to understand the world. This allows the deity to know almost anything, from obscure knowledge to the customs of a particular Prime Material world. The deity can make a special Knowledge check, this is 1d20 + her Intelligence modifier + her divine rank to see if she knows information about what she desires. This can be anything she wishes and can be made in addition to a normal Knowledge check. The DC is the same as a normal Knowledge check about that information. A deity can always take 10 when using this ability.

For example, a deity could use this to make a Knowledge (Local) check about the customs of the region her avatar is passing through, then a Knowledge (Architecture and Engineering) to see if a bridge she is about to cross will hold or collapse. If those checks fail, she can choose to use any normal skills she has as well. Most deities always take 10 with this ability and use skills when this ability fails.

---

For speed of play, I'd prefer it if the take 10 option was used and this skill is invoked whenever a PC desires or directly into the text as needed. If you want to roll it anyway, that's fine too.

B1r Note

Back when it first looked like B1r was going to happen post B3, I did a lot of work on that. I may or may not use all of this precisely, mostly the magic item structure. I can provide links and answer questions about this if y'all go this way and need a refresher.

Previous powers from epic destinies in B1 will generally be brought over, I'll talk to y'all about more specifics if it looks to be relevant.

Custom Material

Odds are at least someone will require custom material. If you think you will, speak up soonest so I have plenty of time to develop it. Or heck, make your own and submit it to me if you'd prefer.

Level 30 Characters

What does a typical level 30ish character look like in Balmuria? Have a few examples. Use these as examples to help model your characters.

The Wandering Giver, Succubus 31//Fighter (Zhentarim) 10/Mutilator 21 (http://www.soulriders.net/forum/index.php/topic,103072.msg1053285.html#msg1053285)
Lady Honeydip, Eladrin Hero, Pixie 4/Marshal 25//Fighter 29 with the eladrin hero template (http://www.soulriders.net/forum/index.php/topic,103072.msg1054959.html#msg1054959)
Amea, High Summoner of Levistus, Gelugon 30//Conjurer 20/Master Specialist 10 (http://www.soulriders.net/forum/index.php/topic,103072.msg1055051.html#msg1055051)
Lucial, Blade of the General, Valeoloth 33//Fighter 23/War Hulk 10 (http://www.soulriders.net/forum/index.php/topic,103072.msg1055182.html#msg1055182)
Matellus, Solar's Rictus 32//Divine Corpsecraft (Lixer) 4/Entropic Creature 2/Evolved 4/Marshal 22 (http://www.soulriders.net/forum/index.php/topic,103072.msg1050604.html#msg1050604)
Nemiel, Herald of Beezlebub, Fallen Solar 29//Marshal 19/Herald of Beezlebub 10 (http://www.soulriders.net/forum/index.php/topic,103072.msg1052908.html#msg1052908)
Nassrapk, slaad wild mage, White Slaad 28//Wizard 10/Wild Mage 18 (http://www.soulriders.net/forum/index.php/topic,103072.msg1054945.html#msg1054945)
Sayuel, Throne Archon, Throne Archon 30//Knight 10/Defender 20 (http://www.soulriders.net/forum/index.php/topic,103072.msg1055794.html#msg1055794)
Latha, Diamond Angel of Radiance, Astral Deva 29//Cleric 29 (http://www.soulriders.net/forum/index.php/topic,103072.msg1054434.html#msg1054434)
Donald Smurth, Duskblade 29//Fighter 18/Dragon Disciple (Copper) 11 (http://www.soulriders.net/forum/index.php/topic,103072.msg1054112.html#msg1054112)

Demigods

In case you need them, here are some examples of demigods in Balmuria. This should give you a grasp of generally how powerful they are.

Zquujaj, Knight of the Pale Mother (Note: Overleveled for a demigod, they usually clock in between 30-40 hit dice. He's included for the sake of completeness.) (http://www.soulriders.net/forum/index.php/topic,103072.msg1056030.html#msg1056030)
Empress Sulia, the Martyr's Mother (http://www.soulriders.net/forum/index.php/topic,103072.msg1055425.html#msg1055425)
Sharess, Mother of Cats (Note: Slightly overleveled and discussed in the notes section of her statblock.) (http://www.soulriders.net/forum/index.php/topic,103072.msg1050514.html#msg1050514)
Ty-h'kadi, the Stormbringer (http://www.soulriders.net/forum/index.php/topic,103072.msg1051720.html#msg1051720)
Zaaman Rul, Prince of Good Fire Creatures (http://www.soulriders.net/forum/index.php/topic,103072.msg1055952.html#msg1055952)
The Red Knight (http://www.soulriders.net/forum/index.php/topic,103072.msg1051628.html#msg1051628)

Misc Notes

1. B3's bonus scenes in the credits are likely relevant here, so bear them in mind.
2. NPCs will probably start at level 30 as well, ala B5. They're meant to be tighter to you and more competitive.
3. Deities can stack a stat to something twice, so long as one is something from the divine rules. Example: A DvR1 paladin gets both Charisma to saves thanks to divine grace and the divine template. Note that they still have to be stackable bonus types - in that case untyped and resistance, respectively. Bonus types that overlap still overlap.
4. The differences between powers and deities will be gone into as relevant during character creation. Cor asked about this recently, so heads up.
5. Game start will be a month or so, so plenty of time to consider and do all the mechanical work a level 30 character requires.
6. Please post any questions that aren't private, since odds are I'll be asked a lot of them and it saves repetition on my end. I won't be mad or anything if you don't, but it does make my life easier. You'd be amazed at how often I repeat myself in PMs. No really, you'd be amazed at how often I repeat myself. It's absolutely amazing how often I repeat myself.
7. Strictly speaking there's no B3 embargo beyond my desire to avoid a general being played, since that turns into B3 Redux pretty quick, but I'd like B3 and Hell to take a backseat for awhile beyond any returning characters or PCs intentionally going there.
8. In case Surru and Seira are both played, you may have to work out a time share or something with Kascha. That's up to you two. Just don't turn it into a Mommy and Daddy are getting divorced and you spend every weekend with Daddy sort of deal, okay? But seriously, if those two are played that's a bit of a spot so I'd want to talk to both of you to hammer that out. It's not a huge deal but it would need to be addressed.

Bonus Links For Reference

Balmuria Houserules: http://www.soulriders.net/forum/index.php/topic,103071.0.html
Homebrew: http://www.soulriders.net/forum/index.php/topic,103074.0.html
Characters and Monsters: http://www.soulriders.net/forum/index.php/topic,103072.0.html
Epic Level Rules: http://www.soulriders.net/forum/index.php/topic,103118.0.html
Divine Rules: http://www.soulriders.net/forum/index.php/topic,103815.0.html
Hell yeah mother fuckers, time to kick Shar's teeth in. Tryll & Calleigh are on the CASE.
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 10:23:25 PM
Just be clear because I'm tired and probably half dumb from hard work, that means you want to play, Yuth?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 12, 2018, 10:42:57 PM
you bet your head I do
Title: Re: Random DM nagging.
Post by: Anastasia on April 12, 2018, 11:04:15 PM
Okay then, just like with Moore, I'll offer you the Kascha rule: A chance to grab any one B3 NPC who would reasonably choose to go along with you. Do you wish to take advantage of this, and if so, who?
Title: Re: Random DM nagging.
Post by: Yuthirin on April 13, 2018, 07:23:13 PM
It's gotta be Dana.
Title: Re: Random DM nagging.
Post by: Anastasia on April 13, 2018, 10:09:30 PM
Quote from: Yuthirin on April 13, 2018, 07:23:13 PM
It's gotta be Dana.

Okay. Yeah, she'd be down for some squid face smashing.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 13, 2018, 10:43:18 PM
Tryll and Dana pair off well together.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2018, 05:01:45 PM
Think we're good here. Man, I miss this game and board already. Good times, everyone, good times.
Title: Re: Random DM nagging.
Post by: Yuthirin on April 17, 2018, 06:50:34 PM
Buckle up, B6 is gonna be great.
Title: Re: Random DM nagging.
Post by: Anastasia on April 17, 2018, 10:15:45 PM
Quote from: Yuthirin on April 17, 2018, 06:50:34 PM
Buckle up, B6 is gonna be great.

It really should be. I just ran B3 for so long that I'm still amazed it's over.
Title: Re: Random DM nagging.
Post by: Anastasia on April 18, 2018, 08:55:06 AM
Okay, just a reminder for Iddy to check loot. One last piece of business there.
Title: Re: Random DM nagging.
Post by: Anastasia on April 18, 2018, 10:35:11 PM
There were a total of 7 gates that could be unlocked in the Credits topic. Aurora managed to unlock 5. One gate was locked by Gathgorian, defeating or slaying him would have unlocked it (and slaying him for good would result in a first gate with different content). The seventh required getting all six, noting and deciphering an extra clue that would have been added in the climax of the Salvation topic, and then doing something special in the epilogue.

Gate 6 was Shar's PoV.

Gate 7 was Primus.
Title: Re: Random DM nagging.
Post by: Anastasia on April 20, 2018, 04:05:41 PM
Note to self in case I need it later: Moving Fall of Bel over to B6.
Title: Re: Random DM nagging.
Post by: Anastasia on April 23, 2018, 02:16:18 PM
Note to self: check nagging for B3's second run era fluff pieces to be ported over.
Title: Re: Random DM nagging.
Post by: Anastasia on April 28, 2018, 08:00:42 PM
Note to self: Check the Fall of Bel stories here against the ones in the DM board.
Title: Re: Random DM nagging.
Post by: Anastasia on May 07, 2018, 11:16:57 PM
I wonder if B6's nagging will reach this many pages?
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 13, 2018, 07:58:04 PM
Likely.
Title: Re: Random DM nagging.
Post by: Anastasia on May 13, 2018, 08:11:24 PM
Yay, I hope so. I like nagging.
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2018, 01:50:36 PM
Did anyone ever find B3's secret slaad?
Title: Re: Random DM nagging.
Post by: Nephrite on May 17, 2018, 08:57:34 PM
You mean Hanna?
Title: Re: Random DM nagging.
Post by: Anastasia on May 17, 2018, 10:26:32 PM
Quote from: Nephrite on May 17, 2018, 08:57:34 PM
You mean Hanna?

Ahahahahhahahahahahaaaa.
Title: Re: Random DM nagging.
Post by: Ebiris on May 18, 2018, 03:44:06 PM
Hey remember that astral deva who liked to join crusades and then everyone in the crusade dies except him and then he goes to join another crusade?

What would have happened if we hadn't kicked him out?
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2018, 07:58:24 PM
Quote from: Ebiris on May 18, 2018, 03:44:06 PM
Hey remember that astral deva who liked to join crusades and then everyone in the crusade dies except him and then he goes to join another crusade?

What would have happened if we hadn't kicked him out?

He's not going to show up in B6, so I'll explain a bit.

In short, Tailiel managed to personally anger Shar ages ago, who laid an incredibly powerful curse on him, all unknowingly. Impossible to detect, but it curves things around him so that everything he does is tinged by unbearable loss. He was meant to be one of the possible hooks into B6 with a revelation from Taelfagn about it in the final battle.

Mechanically he'd add a large penalty for NPC death rolls off screen, as well as provoke some extra, difficult events to cope with. It would essentially be hard mode for no real gain.

That curse was a corker, even for Shar. Some of her better work and only enabled by (spoilers). He's an innocent victim of it, but won't give up trying to do good. He has a really shitty lot in life and doesn't even know why.
Title: Re: Random DM nagging.
Post by: Ebiris on May 18, 2018, 08:18:15 PM
So I guess even if he had went to run a soup kitchen the soup would be spoiled. Oh well, sucks to be him. And everyone around him.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2018, 09:28:52 PM
Quote from: Ebiris on May 18, 2018, 08:18:15 PM
So I guess even if he had went to run a soup kitchen the soup would be spoiled. Oh well, sucks to be him. And everyone around him.

Yeah.

He's genuinely a huge victim, even if he's a bit of an ass about it. It's understandable from his point of view, but...he's a victim, pure and simple.

File this under reason 10000 or so that Shar's a horrible bitch.
Title: Re: Random DM nagging.
Post by: Anastasia on May 18, 2018, 09:29:58 PM
One extra note: Winning B3 with him along would open up breaking his curse as a B6 todo. I don't blame you in the least for kicking him, but it was just more bad luck for him.
Title: Re: Random DM nagging.
Post by: Corwin on May 19, 2018, 02:39:19 PM
We might learn of this IC as we work against Shar, anyhow.
Title: Re: Random DM nagging.
Post by: Anastasia on May 19, 2018, 03:48:39 PM
Quote from: Corwin on May 19, 2018, 02:39:19 PM
We might learn of this IC as we work against Shar, anyhow.

Anything's possible.
Title: Re: Random DM nagging.
Post by: Merc on May 19, 2018, 05:30:19 PM
Quote from: Anastasia on May 17, 2018, 01:50:36 PMDid anyone ever find B3's secret slaad?

[15:21] <Kotono> It is true that DMs ultimately evolve into chaotic entities of pure data, a modern day slaad if you will.
Title: Re: Random DM nagging.
Post by: Anastasia on May 20, 2018, 11:10:11 AM
Oh look, a kitty.
Title: Re: Random DM nagging.
Post by: Anastasia on August 24, 2018, 04:37:57 AM
I dreamed that Mirima wanted her clothes back from Jaela. I'm not sure why.

So if you could return whatever you borrowed, I'd be really grateful, Jaela.
Title: Re: Random DM nagging.
Post by: Corwin on August 25, 2018, 05:57:53 AM
Let's just buy her something nice in Brightwater. A brand new wardrobe!
Title: Re: Random DM nagging.
Post by: Anastasia on August 25, 2018, 10:49:35 AM
That worked, I didn't have the same dream tonight. Good to have sorted.
Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2019, 05:02:29 PM
It so happens that due to B6, the remaining draconic brands from Bahamut and Tiamat are gone. Could you remove those from the relevant sheets for posterity and post here that you have? Thanks.
Title: Re: Random DM nagging.
Post by: Ebiris on January 22, 2019, 05:05:08 PM
Done. Dragons will now stop throwing themselves to their deaths on encountering a wild Afina.
Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2019, 05:16:37 PM
Except devil dragons, of course.
Title: Re: Random DM nagging.
Post by: Anastasia on January 22, 2019, 08:10:37 PM
Okay, waiting on Cor to do this here.
Title: Re: Random DM nagging.
Post by: Corwin on January 23, 2019, 03:26:56 AM
QuoteCurse of Bahamut (Ex)
Cursed by Bahamut, you suffer the wrath of dragons. Any creature of the dragon type who sees you instantly knows your crimes against dragon kind. This gives you a -40 penalty to bluff, diplomacy, disguise and intimidate checks against them. Most will react with considerable hostility. This manifests as a marking on your forehead, visible only to dragons and true seeing. Dragons see the word GUILTY, while those using true seeing only see indistinct letters. Deities are not affected by this curse. These words always show, even if you attempt to hide your forehead or obscure it. If need be the letters will appear on the material over your forehead.

Edited out as requested.
Title: Re: Random DM nagging.
Post by: Anastasia on January 23, 2019, 09:52:14 AM
Thanks, Cor.

Also another page of nagging here. Always nice to see.
Title: Re: Random DM nagging.
Post by: Iron Dragoon on May 28, 2019, 01:04:55 AM
Heads up, you forgot to add these additional spells to Spell Collection:

http://www.soulriders.net/forum/index.php/topic,101729.msg1086632/topicseen.html#msg1086632
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2019, 10:57:13 AM
Done.

Now excuse me a moment while I pet this old nagging topic. Aren't you a good nagging topic? Yes you are!
Title: Re: Random DM nagging.
Post by: Anastasia on September 13, 2019, 11:47:03 PM
Don't mind me, just petting the old nagging topic and checking in on it while checking NPC sheets. Good nagging, good topic.
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2020, 12:22:35 PM
Does anyone know where the Aurora fund is? I need to check something DM side.
Title: Re: Random DM nagging.
Post by: Ebiris on March 06, 2020, 12:26:42 PM
This was its last update. (http://www.soulriders.net/forum/index.php/topic,101784.msg1104169.html#msg1104169)
Title: Re: Random DM nagging.
Post by: Anastasia on March 06, 2020, 12:27:48 PM
Awesome, thanks. That'll do nicely.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2020, 10:53:34 PM
This old thread is now less than double the size of B6's nagging thread. I wonder if one day it will be eclipsed by it? Don't worry, you're still the original nagging thread. Good thread.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 27, 2020, 11:21:05 PM
Certainly not if we keep posting in it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2020, 11:45:49 PM
That is true. Imagine if we posted in it.
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2020, 11:47:45 PM
Why, strange things indeed might happen.
Title: Re: Random DM nagging.
Post by: Yulia on May 27, 2020, 11:50:31 PM
Such as power. POOOOOWWWEERRRRR!
Title: Re: Random DM nagging.
Post by: Anastasia on May 27, 2020, 11:50:58 PM
This is your fault, Yuth. Yours.
Title: Re: Random DM nagging.
Post by: Yuthirin on May 28, 2020, 12:18:35 AM
I take no responsibility.
Title: Re: Random DM nagging.
Post by: Anastasia on May 28, 2020, 01:17:01 AM
You should take all responsibility, Yuth. ALL OF IT.
Title: Re: Random DM nagging.
Post by: Yulia on May 28, 2020, 01:20:29 AM
Yeah! You started it so take responsibility, you jerk!